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Azri, the Lich of Khalharum's page

1,253 posts. Alias of Rednal.


Classes/Levels

Witch 8/Arch. 3 | HP: 75/75 | Melee: +5, Ranged: +7 | AC: 26, T: 13, FF: 23, DR: 8 (Blu/Mag) | Fort: +6, Ref: +5, Will: +8 (+4 vs Chan. Ener.) | CMB: +5, CMD: 18 | Init: +12, Perception: +23 |

Strength 13
Dexterity 16
Intelligence 28
Wisdom 14
Charisma 18

About Azri, the Lich of Khalharum

Azri

Appearance - Avatar
Mark of Authority (Located on back)

Female human lich witch 8/Archmage 3
LN Medium undead (augmented humanoid, human)
Init +12; Senses darkvision 60 ft.; Perception +23

Daily Abilities:

Cackling Hag's Blouse: 2/2
Cloud Rider: 9/9 (minutes)
Mythic Power: 11/11
Tongues: 8/8 (minutes)

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Defense
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AC 26, touch 13, flat-footed 23 (+6 armor, +3 Dex, +7 natural)
hp 75 (8d6+41)
Fort +6, Ref +5, Will +8
Defensive Abilities channel resistance +4, hard to kill, rejuvenation; DR 8/bludgeoning, 8/magic; Resist 4 - Ability Drain, Death Effects, Disease, Energy Drain, Exhaustion, Fatigue, Mind-Affecting, Paralysis, Physical Ability Damage, Poison, Polymorph, Sleep, Stunning; Resist 10 - Bleed, Cold, Electricity, Nonlethal
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Offense
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Speed 30 ft.
Melee
-Negative energy touch +5 (2d8 + 8)
-Archon Stave +6 (1d6 + 2) [Functions as +1 Quarterstaff]
Ranged
-Mana Pulse +7 (1d8 + 1 force damage)
Witch Spells Prepared (CL 8th; concentration +17)
. . 4th・black tentacles, confusion (DC 23), cure serious wounds, enervation
. . 3rd・bestow curse (DC 22), dispel magic (2), distracting cacophony[UM], ray of exhaustion (DC 22), stinking cloud (DC 22)
. . 2nd・blindness/deafness (DC 21), hideous laughter (DC 21), unnatural lust[UM] (DC 21), vomit swarm[APG], web (DC 21)
. . 1st・hex vulnerability[ACG] (DC 20), mudball[ARG] (DC 20), ray of enfeeblement (2, DC 20), ray of sickening[UM] (DC 20), sleep (DC 20), web bolt[ARG] (DC 20)
. . 0 (at will)・detect magic, light, read magic, spider's thread (DC 19)
. . Patron Insanity
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Statistics
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Str 13, Dex 16, Con ・, Int 28, Wis 14, Cha 18
Base Atk +4; CMB +5; CMD 18
Feats Alertness, Craft Wondrous Item, Extra Hex[APG], Extra Hex[APG], Extra Mythic Power[M], Extra Path Ability[M], Mortal Visage, Withering Touch
Traits focused learner, reactionary, slaverbane
Skills Acrobatics +5, Appraise +17, Bluff +13, Climb +5, Diplomacy +12, Disguise +15 (+25 to Disguise skill checks to appear mortal.), Escape Artist +11, Fly +8, Heal +10, Intimidate +17, Knowledge (arcana) +16, Knowledge (dungeoneering) +10, Knowledge (engineering) +10, Knowledge (geography) +10, Knowledge (history) +14, Knowledge (local) +10, Knowledge (nature) +14, Knowledge (nobility) +10, Knowledge (planes) +15, Knowledge (religion) +15, Linguistics +17, Perception +23, Ride +4, Sense Motive +23, Sleight of Hand +4, Spellcraft +20, Stealth +22, Survival +5, Swim +9, Use Magic Device +15; Racial Modifiers +8 Perception, +8 Sense Motive, +8 Stealth
Languages Abyssal, Aklo, Aquan, Auran, Azlanti, Celestial, Common, Daemonic, Draconic, Dwarven, Elven, Gnome, Halfling, Ignan, Infernal, Sylvan, Terran, Undercommon
SQ amazing initiative, coupled arcana[MA], crafting mastery[MA], enduring armor[MA], legendary item[MA], recuperation, witch's familiar (bracelet, effects of compsognathus named Arcane Familiar)
Other Gear archon stave, amulet of natural armor +2, belt of incredible dexterity +2, cackling hag's blouse[UE], headband of mental prowess +2 (Int, Cha), ring of arcane signets[APG], scarlet and blue sphere ioun stone (swim), backpack, bedroll, belt pouch, candle (10), chalk (10), flint and steel, ink, inkpen, mess kit[UE], pot, soap, spell component pouch, torch (10), trail rations (5), waterskin, archon stave (see profile), 2,261 gp, 5 sp, 5 cp
Special Gemstone allowing one casting of Limited Wish (GM's B-day 2018)
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Special Abilities
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Spoiler:
Amazing Initiative (1/round) (Ex) As a free action, use 1 power to gain an extra standard action (can't be used to cast a spell).
Blossoming Fire [five elements] (Su) The witch can let forth rays of fire to scorch her enemies. This acts as the scorching ray spell, using the witch’s caster level. Whether or not the attacks hit, a creature cannot be the target of the blossoming fire hex again for 24 hours.
Cackle (Su) As a move action, extend the duration of other hexes by 1 rd. 2x per day, can cackle as a swift action.
Channel Resistance +4 +4 bonus to save vs. Channel Energy.
Cloud Rider [five elements, 8 minutes/day] (Su) You can fly on a cloud 10' off the ground.
Coupled Arcana (Ex) When using an arcane ability, also use a mythic ability which is as fast or faster.
Crafting Mastery (Ex) Can craft any magic item. If you also have the feat, 2x speed & roll all checks twice.
Damage Reduction (8/bludgeoning) You have Damage Reduction against all except Bludgeoning attacks.
Damage Reduction (8/magic) You have Damage Reduction against all except Magic attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Enduring Armor +6 (Su) Armor of force grants armor bonus equal to 3 + your tier.
Evil Eye -4 (12 rounds, DC 23) (Su) Foe in 30 ft takes penalty to your choice of AC, attacks, saves, ability or skill checks (Will part).
Familiar Bonus: +4 to Initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Focused Learner +1 Skill Point/level
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Cha x 2.
Misfortune (2 rounds, DC 23) (Su) Foe in 30 ft must take the lower of 2d20 for rolls (Will neg).
Mortal Visage The ritual of lichdom that you undertook did not transform you into an undead monstrousity. Instead, you appear much like a normal human and have mastered moving amongst the living. Only the closest of examinations (for example, you have no heart beat) will reveal you for what you are. Benefit: You do not appear to be an undead. You gain a +10 bonus to Disguise skill checks to appear mortal and Bluff and Disguise are always class skills for you.
Mythic Power (9/day, Surge +1d6) Use this power to perform your mythic abilities.
Rejuvenation (Su) Liches can return after a few days.
Resist Ability Drain (4) You are resistant to ability drain effects. (Adds to Saves)
Resist Bleeds (10) You are resistant to bleed effects. (Reduces Damage)
Resist Cold (10) You have the specified energy resistance. (Reduces Damage)
Resist Death Effects (4) You are resistant to death effects. (Adds to Saves)
Resist Disease (4) You are resistant to the effects of diseases. (Adds to Saves)
Resist Electricity (10) You have the specified energy resistance. (Reduces Damage)
Resist Energy Drain (4) You are resistant to energy drain. (Adds to Saves)
Resist Exhausted (4) You are resistant to the exhausted condition. (Adds to Saves)
Resist Fatigue (4) You are resistant to the fatigued condition. (Adds to Saves)
Resist Mind-Affecting effects (4) You are resistant to Mind-Affecting effects. (Adds to Saves)
Resist Nonlethal Damage (10) You are resistant to Nonlethal Damage (Reduces Damage)
Resist Paralysis (4) You are resistant to paralysis. (Adds to Saves)
Resist Physical Ability Damage (4) You are resistant to ability damage to your physical abilities. (Adds to Saves)
Resist Poison (4) You are resistant to poison. (Adds to Saves)
Resist Polymorph (4) You are resistant to Polymorph effects. (Adds to Saves)
Resist Sleep (4) You are resistant to sleep effects. (Adds to Saves)
Resist Stunning (4) You are resistant to being stunned. (Adds to Saves)
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Slaverbane +1 bonus to intimidate any slavers, and a +1 to diplomacy to anyone fighting against, including the Eagle Knights, Bellflower Network and most Andorans.
Slumber (8 rounds, DC 23) (Su) Foe in 30 ft falls asleep for duration, or until damaged or roused by ally (Will neg).
Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount.
Tongues (8 minutes/day) (Su) Understand spoken and speak any language, as tongues.
Undead Traits Undead have many immunities and use Cha in place of Con for all effects. Azri does not breathe, eat, or sleep. She is resistant or immune to effects requiring Fortitude saves (unless it also affects objects or is harmless), heals when taking negative energy damage, and is harmed by positive energy.
Wild Arcana (Su) As a standard action, use 1 power, cast an arcane spell from your class list at +2 CL (doesn't need to be known/mem).
Withering Touch 2d8+8 (DC 18) 2d8+8 damage, plus Fort save or be paralyzed.

Archon Stave - the Staff of the Ruler and Azri's Symbol of Authority:

1st Level Ability - Mana Pulse - The Archon Staff allows a spellcaster to siphon of minute amounts of power as a weapon. As a ranged attack it can inflict 1d8(+1) points of force damage on a target.

3rd Level Ability - Magica - The Archon Stave becomes a +1 Magic Weapon. It counts as a quarterstaff for purposes of close quarter combat. The additional damage from it's enchantment is added to the Mana Pulse ability.

5th Level Ability - Bonded - The Archon Stave now functions in a similar manner to a bonded item, granting its possessor a single additional spell known to be cast once a day. This spell can only be cast when the Stave is being held, and cannot be modified by any other abilities such as Mythic Surge or Metamagic feats. Marked as (AS) in her spells known.

Fluff:
Azri is an... interesting sort of girl. She's managed to keep herself looking surprisingly young and vital, but beneath that exterior lies the simple fact that she's got quite a few unusual things going on. Foremost among them is her status as a Lich - a widely-feared type of undead capable known mainly for being evil. Well, she does have the obsession with magic down - that's her greatest joy, and the reason for most of what she does in her life - but Azri has managed to avoid becoming evil.

That may have something to do with the fact that her transformation was not at all voluntary. It was, in fact, the result of a curse set on a tomb that she was... ahem... investigating. The curse reacted oddly with her powers as a witch and transformed her into something very unusual indeed. She's far less fearsome than most liches are, though, and has neither their full set of resistances nor all of their powers. She did manage to cobble together a Phylactery, but like most liches, she's never admitted what (or where) it is.

Zhen Halfblood was also personally responsible for most of her avoidance of evil - Azri was taken under his wing and reminded that her magic was far from omnipotent. Others can and would destroy her if she was a threat... and she took those lessons to heart. Now she simply tries to study magic without going too far, make Zhen proud of her, and perhaps make the world just a bit better...

Notes:

-DR linked to character level. +1 at each level, caps at 15.
-Use normal Mythic instead of Mythic Lich.

-Groups:
--Azri and the others met the Titan Theric in Elysium, following the devils' attack on the city and transport to the holy realm. Azri offered him (and his followers) welcome to the city.

--A band of Gnolls attacked the city after being warned, refusing to drop what they had taken. Azri would like to trouble them, or their descendants, at some point.

--A group of devils warped Khalharum to Elysium, using it as a staging ground for an attack on a holy realm. Needless to say, Azri was quite offended by this, and has every intention of making them pay for the insult...