Yakmar

Corvus the God King's page

1 post. Alias of andreww.


Full Name

Corvus, God King of the Shoon

Race

| Init +30 | HP: 873|756 | AC: 90 (51 Tch, 90 FF) | CMD 82 | F:+54, R:+74, W:+69 | Per: +65, true seeing

About Corvus the God King

The Shoon:

History
In the early days of the Multiverse one of the first sentient races to arise were the Shoon. The early Shoon were far more aggressive and violent than their frail features would suggest. Ruled by their passions they waged regular war amongst themselves until the arrival of the Prophet, Corvus. Corvus was the first of their people capable of wielding the powers of magic and with them he forged an alliance amongst the many tribes. Over time he brought them knowledge, wisdom, technology and magic and the Shoon soon colonised their world. They built an Empire, led by their new God King, Corvus.

In time their knowledge and power grew so great that they built mighty machines and their Empire expanded into the stars. They colonised new worlds and built vast Gates to connect each to the Homeworld. As they met new species they shared their knowledge, technology and wisdom and so their reach spread. It was not to last however. Corvus foresaw a great disaster that would consume everything they had built. He could not tell what it was but he knew nothing would survive. He threw himself into finding a way for his people to escape their doom.

He learned of the Interversal Portals but he knew only a tiny handful of his people could possibly survive the trip through one and so he began a plan. He would build a Gate that could create a portal mortals could use to escape into another Multiverse. As the Empty Flames encroached into his reality and began to unmake everything he activated the Gate. It failed. In despair he called out to the Universe for aid.

In the very last moments Arinolus reached out and whisked away the few hundred survivors as the Realm was consumed. However, such close exposure to the Empty Flames changed the surviving Shoon. Their organs withered, their flesh grew transparent and, without the intervention of Arinolus their souls would have been utterly consumed. As it was, all of them succumbed to Undeath, although they retained their minds, souls and personalities.

Some could not live with their new state and destroyed themselves on the spot. Many, however, led by Corvus, committed themselves to Arinolus. They would find the Artefacts he needed to defeat Sporaxus and, when that was done, return to their Homeworld and rebuild. In the millennia since, many have succumbed to violence, ennui or madness. Now only a few dozen remain.

Physical Description
Tall, slender, hairless with multi jointed fingers and pale, lambent eyes. Their flesh is transparent and their internal organs are visible and withered. Their skeletons are blue and faintly glow.

Society
The Shoon value wisdom, knowledge, learning and community over all things. Or at least, they did. Early Shoon were passionate, aggressive and violent and those traits sometimes war with their more modern sensibilities.

Relations
The Shoon are a gregarious and open people. They see no-one as their enemy unless they show themselves to be so and their Empire encompassed many races, from elves and dwarves to cloakers and xulgaths. All who were willing to accept their principles were welcome.

Alignment and Religion Shoon alignments vary depending on their personality but there are few truly evil members of the race. They worshipped a variety of Gods but those who support Magic, Travel, Knowledge and Community were most popular.

Adventurers: The few Shoon remaining are all powerful agents of Arinolus. They meet infrequently and Corvus remains the first amongst them.

Male Names: Corvus, Artalon, Cupidus, Cardiel
Female Names: Adriel, Carlina, Minaya, Tallia

Standard racial Traits:
The Shoon usually have the following racial traits:
Ability Score Modifiers: +6 Cha, +4 Wis, -2 Int, +2 Str, Dex and Con
(Advanced Stats 4rp, Advanced Cha 4rp, Advanced Wisdom 5rp)

Type: The original Shoon were Humanoids. The remaining survivors are all Undead
(Undead 16rp)

Size: Shoon are medium (0RP)

Base Speed: Shoon have a base speed of 40
(Fast 1RP)

Languages: Shoon begin play knowing Common and Orcish. Shoon with a high starting intelligence can choose additional languages from Boggard, Catfolk, Gnoll, Grippli, Nagaji, Sahaughin or Vanaran.

Ok, here is the stat block. Mechanically Corvus is magic incarnate. He can use all spells, Arcane or Divine and has exceptional levels of metamagic options. He brings buffs, debuffs, large scale area damage, utility, transportation. If you need it, he can provide it. He also provides exceptional defences against magic, able to counter over a dozen spells per round if he has the spell slots free.

Corvus:

This stat block includes the adjustments for the stupidly large number of buffs he casts. I have tried to highlight in each section where his numbers come from. I have probably made a million different mistakes and this is a complicated character to build. Herolab helps but it only goes so far. Feel free to point out and errors. It would also be helpful to know if, numbers wise, we are anywhere near similar across different potential PCs.

Corvus Venerable Shoon oracle (spirit guide) 20/sorcerer (crossblooded) 20/Archmage 1
CG Huge undead

Init +30 [+20 Dex, +4 Improved Init, +4 Insight [Powerless Prophecy], +2 Luck

Archon’s Aura 20’ radius, persistent DC40 Will save, -2 penalty to attacks, saves and AC
Aura of Doom 20’ radius, persistent DC37 Will save, shaken while within the area
Repulsion 10’ radius, persistent DC40 Will save or cannot enter the area
Anti-Life Shell Living creatures cannot approach within 10' of Corvus

Senses darkvision 90 ft., blindsight 40ft., true seeing; Perception +65 [+10 to spot traps plus trapfinding]

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Defense
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AC 90, touch 51, flat-footed 90
(10 Base +19 armour, +20 Dex +11 natural +10 deflection +9 shield +2 dodge [BoF] +3 Insight [Foresight] -2 Size [Shapechange] +8 Cover [Seamantle]

hp 756 (30 HD; 30d8+ 600 [30*Cha] +3 [Mythic]) +117 Temp HP [35 Divine Power, 82 Greater False Life]

Fort +54
+6 [Base] +20 [Cha] +4 Luck [Divine Favour] +12 [Resistance] +4 [Epic levels] +6 Competence [Channel Vigour] +2 Sacred [Beacon of Luck]

Ref +74 (Evasion)
+6 [Base] +20 [Dex] +20 [Cha] +4 Luck [Divine Favour] +12 [Resistance] +4 [Epic levels] +1 Competence [IS] +3 Insight [Foresight] +4 Cover [Seamantle] +2 Sacred [Beacon of Luck]

Will +69
+12 [Base] +18 [Wis] +20 [Cha] +4 Luck [Divine Favour] +12 [Resistance] -2 [Crossblooded] +4 [Epic levels] +1 Competence [IS] +2 Sacred [Beacon of Luck]

Defensive Abilities channel resistance +4, concealment (20%), evasion, fast healing 4, hard to kill, improved uncanny dodge, mind blank [immune to detection and divination effects], nondetection [CL21], powerless prophecy (+4 insight bonus to AC and Saves in surprise rounds); DR 5/slashing, 6/magic, 5/-; Immune fear, undead traits, surprise, flat footed, critical hits and precision damage [particulate form, shapechange], dispel magic, greater dispel magic, antimagic field, maze, disjunction, disintegrate, power word stun; Resist fire 5, cold 5
Weaknesses light sensitivity

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Offense
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Speed 170 ft., fly 410ft.

Special Attacks mythic power (5/day, surge +1d6)

Weapons:

Melee +6 adamantine starknife [+52/52/52/42, 1d8+32]
[BaB +18/18/18/8, +6 [enhancement] +20 [cha] +1 Competence [IS] +6 luck [Divine Favour] +2 untyped [Blessing of Fervour] -2 Size [Shapechange] +1 weapon focus

Spellcasting Basics (Sorcerer and Oracle)

Caster Level
31 [30 base +1 Ioun Stone]
+4 for Greater Dispel Magic [Spell Specialisation +Spell Perfection]
+4 1/day with Prayer Beads [Used for Buffs]

Spell Penetration
+2 [Spell Penetration] +2 [Greater Spell Penetration] +2 [Epic Spell Penetration]
Mystery Spells: +2 [Unravelled Mysteries]

Spell DC
10 [Base] +20 [Charisma] + [Spell Level]
Evocation: +2 [School Power] +4 [Spell Focus, Greater Spell Focus, Mythic Spell Focus]
Abjuration, Necromancy and Transmutation: +2 [Spell Focus and Greater Spell Focus]
Mystery Spells: +2 [Unravelled Mysteries]
Metamagic: +1DC to any spell with metamagic applied
Greater Dispel: +4 [Spell Perfection]

Long Duration Buffs
Caster Level: 35 [30 Base +1 Ioun Stone +4 Prayer Beads]
Metamagic Key: Ascendant [A], Empower [EM], Extend [EX], Enduring [E], Enhance [EN], Perfect [P], Persistent [PE]
Enduring Spells have reduced available spell slots. Other buffs have not been removed if they last longer than 24 hours as they will generally be case the day before setting off on any mission.

Oracle Spells:
3rd: Divine Favour [A, E], Ironskin [E], Find Traps [E]
4th: Archon's Aura [E, PE], Greater Stunning Barrier [E], Channel Vigour [E], Beacon of Luck [E]
5th: Divine Power [E], Overland Flight [EX, 62 hours], Freedom of Movement [E]
6th: Aura of Doom [E, PE], Fickle Winds [E], Blessing of Fervour [A, E]
7th: Antilife Shell [E]
8th: Particulate Form [E], Nine Lives [EX, 62 hours]
9th: Repulsion [E, PE]

Sorcerer Spells:
3rd: Mage Armour [A, EX, 62 hours], Raiment of Command [EX, 62 hours], Endure Elements [A, EX]
4th:
5th: Haste [A, E], Greater Invisibility [E]
6th: Echolocation [E]
7th: Contingency [ EX, 62 days], True Seeing [E], Greater False Life [P, EN, EX]
8th: Borrowed Time [A, E]
9th: Mind Blank [EX, 62 hours], Spell Turning [P, E, 20 levels], Seamantle [E]
10th: Aroden’s Spellbane [EX, 62 hours, Dispel Magic, Greater Dispel Magic, Antimagic Field, Maze, Disjunction, Disintegrate, Power Word Stun], Shapechange [E]
11th: Foresight [A, E]

Contingency
If reduced below one quarter HP cast Harm on me

Oracle Spell-Like Abilities (CL 31st; concentration +58)
1/day—dweller in darkness

Oracle (Spirit Guide) Spells Known (CL 31st; concentration +58)
Epic Spells Per Day
Base: 10th (6), 11th (6), 12th (6), 13th (5), 14th (3)
Charisma Bonus Spells: 3/3/3/2/2

Maximum Spells/Day: 11/11/11/11/10/10/10/9/9/9/9/7/7
Available Spells/Day: 11/11/8/7/8/7/9/8/8/9/9/7/7

9th: mass heal, meteor swarm (m), miracle, overwhelming presence, polar midnight, wail of the banshee (s)

8th: deathclutch, earthquake, firestorm, horrid wilting (s), mass inflict critical wounds, nine lives, stormbolts, sunburst (m)

7th: archon’s trumpet, control undead (s), holy word, mass inflict serious wounds, particulate form, prismatic spray (m), regenerate, repulsion

6th: anti-life shell, banishment, blade barrier, chain lightning (m), circle of death (s), greater dispel magic, harm, inspiring recovery, mass inflict moderate wounds, wind walk

5th: break enchantment, fickle winds, greater forbid action, mass inflict light wounds, overland flight (m), plane shift, greater sand whirlwind, slay living (s)

4th: aura of doom, blessing of fervour, divine power, fear (s), freedom of movement, holy smite, inflict critical wounds, rainbow pattern (m)

3rd: animate dead (s), archon's aura, beacon of luck, channel vigour, daylight (m), greater stunning barrier, inflict serious wounds, invisibility purge, prayer, shield of darkness

2nd: desecrate, false life (s), find traps, hypnotic pattern (m), inflict moderate wound, ironskin, light prison, resist energy, sound burst, tears to wine

1st: cause fear (s), colour spray (m), command, divine favour, inflict light wounds, murderous command, sanctuary, shield of faith

Cantrips: bleed, create water, detect fiendish presence, detect magic, detect poison, guidance, scrivener's chant, sotto voce, stabilise

Mystery Heavens
S spirit magic spell; Spirit Bones

Sorcerer (Crossblooded) Spells Known (CL 31st; concentration +58)
Epic Spells Per Day
Base: 10th (6), 11th (6), 12th (6), 13th (5), 14th (3)
Charisma Bonus Spells: 3/3/3/2/2

Maximum Spells/Day: 11/11/11/11/10/10/10/9/9/9/9/7/7
Available Spells/Day: 11/11/11/11/8/9/9/8/7/8/8/7/7

9th: aroden’s spellbane, foresight, mage's disjunction, mass icy prison, shapechange, time stop, wish

8th: mind blank, greater possession, power word stun, scintillating pattern, seamantle

7th: hungry darkness, mass mydriatic spontaneity, greater teleport, spell turning

6th:borrowed time, contingency, chain lightning, disintegrate, flesh to stone, greater dispel magic, greater heroism, true seeing

5th: baleful polymorph, cloudkill, cone of cold, echolocation, fire snake, telepathic bond

4th: ball lightning, dimension door, dragon's breath, emergency force sphere, enervation, greater invisibility, greater false life

3rd: battering blast, dispel magic, fireball, haste, slow, suggestion, tongues

2nd: aram zey’s focus, bestow insight, invisibility, mirror image, pilfering hand, raiment of command

1st: burning hands, comprehend languages, ear-piercing scream, endure elements, heightened awareness, liberating command, mage armour, magic missile, obscuring mist, protection from alignment, shield, true strike

Cantrips: arcane mark, chameleon scales, ghost sound, mage hand, mending, message, open/close, prestidigitation, ray of frost, spark

Bloodline Arcane, Orc

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Statistics
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Str 22 (+6) [18 Base +4 shapechange]
Dex 50 (+20) [18 Base +7 level, +2 race +12 enhancement +5 tome +6 shapechange]
Con — [Undead]
Int 43 (+16) [18 base +7 level -2 race +12 enhancement +5 revelation +3 age]
Wis 46 (+18) [18 base +7 level +2 race +12 enhancement +4 tome +3 age]
Cha 50 (+20) [18 base +7 level +6 race +12 enhancement +4 tome +3 age]

Base Atk +18/18/8 [15 Base +3 Epic levels +5 Epic Prowess - second attack]
CMB +38
[+18 BaB +6 Str +3 Epic levels +1 Competence [IS] +6 luck [Divine Favour] +2 untyped [Blessing of Fervour] +2 Size [Shapechange]

CMD 82
[10 Base +18 BaB +6 Str +20 Dex +3 Epic levelsn+10 deflection +2 dodge [BoF] +3 Insight [Foresight] +2 Size [Shapechange] +8 Cover [Seamantle]]

Non Epic Feats [30/30]
Metamagic Ascendant Spell, Dazing Spell, Empower Spell, Extend Spell, Intensified Spell, Maximise Spell, Merciful Spell, Persistent Spell, Quicken Spell, Reach Spell, Rime Spell, Silent Spell, Solar Spell, Still Spell

Magic Feats Destructive Dispel, Greater Spell Focus (abjuration, evocation, necromancy, transmutation), Greater Spell Penetration, Spell Focus (abjuration, necromancy, evocation), Spell Penetration, Spell Perfection (greater dispel), Spell Specialisation (greater dispel)

Combat Feats Combat Reflexes, Dimensional Agility, Divine Fighting Technique (Desna's Shooting Star)

General Feats Cunning

Bonus Class Feats (Sorcerer) [4/4]
Eschew Materials, Improved Counterspell, Improved Initiative, Spell Focus (transmutation)

Other Bonus Feats:
Alertness (Ioun Stone), Blind Fight (Resonant Power Ioun Stone), Weapon Proficiency (Starkinfe) [Ioun Stone], Weapon Focus (Star Knife) [Resonant Power Ioun Stone]

Traits fate's favoured, seeker, uskwood hunter

Mythic Path Abilities and Feats
Archmage [Wild Arcana], Hierophant [Inspire Spell] Extra Mythic Feat (Dual Path[M]), Spell Focus (Evocation) [M]

Epic Feats [10]
Improved Metamagic [6], Multispell [3], Reactive Counterspell

Epic Sorcerer Bonus Feats [3]
Banishing Spell [+3/6], Enduring Spell [+6], Enhance Spell [+4]

Epic Oracle Bonus Feats [3]
Ineffable Spell [+7], Perfect Spell [+6], Epic Spell Penetration

Class Abilities: Sorcerer
Arcane Bloodline Arcana: +1DC to spells with metamagic applied
Orc Bloodline Arcana: +1 damage per dice with spells
Metamagic Adept: Applying metamagic to spells does not increase casting time
Blood Havoc: +1 damage per die with Bloodline spells or those benefiting from Spell Focus
New Arcana: Extra spells known (4, 6, 8)
School Power: +2DC for evocation spells
Arcane Apotheosis: Expend spell slots to power charged items (3/charge)

Class Abilities: Epic Sorcerer
Arcane Conversion: Choose 28 spell slots, you may expend a spell slot of up to level 8 to enhance other spells. Swift action to activate. Can do one of the following:
Add metamagic feat with no adjustment more than half level of the converted spell
Increase DC by half level
Increase caster level by level
Bonus to penetrate SR of twice the level
Increase dispel DC by twice level
Raise any caps by twice the level

Class Abilities: Oracle
Mystery: Heavens
Curse: Powerless Prophecy [Cannot act in surprise rounds, staggered on round 1 if there is no surprise round, improved uncanny dodge, +4 insight to initiative rolls, +4 insight bonus to AC and Saves during surprise rounds]
Dweller in Darkness: Weird 1/day [DC45]
Coat of Many Stars: +16 armour bonus to AC, DR5/slashing
Awesome Display: Pattern spells treat creatures as having 20 fewer HD
Spirit Guide (Bones - Deathly Being): +4 channel resistance and extra spells
Final Revelation: Immune to Fear, automatically confirm all crits, add Cha mod as bonus to saves

Class Abilities: Epic Oracle:
Unravelled Mystery: Reduce total metamagic level for Mystery spells by 4, Mystery Spells gain a +2 bonus to DC, SR and opposed rolls.
Epic Revelation: Coat of Many Stars (+3AC)
Prowess: +5 to second attack in full attack

Skill Points
(6 +16 [Int]) * 30 +30 [FCB] +30 [Cunning] +60 [Background Skills] = 780 ranks [26 maxxed skills]

Skills
Common Modifiers: +4 Luck [Divine Favour] +1 Competence [Ioun Stone]

Acrobatics +74 [30 ranks +Dex +20 Competence]
Bluff +79 [30 ranks +Cha +3 Class Skill +20 Competence]
Diplomacy +65 [30 ranks +Cha +3 Class Skill +5 [RoC] +3 Comp]
Disable Device +58 [30 ranks +Dex +4 competence]
Disguise +74 [30 ranks +Cha +20 Competence]
Escape Artist +58 [30 ranks +Dex +4 competence]
Fly +58 [30 ranks +Dex +3 Class Skill]
Heal +56 [30 ranks +Wis +3 Class Skill]
Intimidate +65 [30 ranks +Cha +3 Class Skill +5 [RoC] +3 comp]
Knowledge (all) +73 [30 ranks in each +Int +3 Class +20 competence]
Linguistics +51 [30 ranks +Int]
Perception +65 [30 ranks +Wis +3 Class +1 trait +4 Feat +5 Comp]
Sense Motive +64 [30 ranks + Wis +3 Class +4 Feat +5 competence]
Sleight of Hand +55 [30 ranks +Dex +3 Class Skill]
Spellcraft +54 [30 ranks +Int +3 Class Skill]
Stealth +87 [30 ranks +Dex +3 Class Skill +30 Competence]
Survival +56 [30 ranks +Wis +3 Class Skill]

Languages Common, Orcish +40 extra

Equipment:

Four items make up the Imperial Regalia of the Shoon Empire.

The Promise Ring
This band of adamant set with a single, square cut, diamond is a symbol of the Promise made between The Shoon and their God King. It protects their King and he, in turn, protects them. Every time Corcus notices the ring it brings him great sadness at his failure and so he tends to keep it melded into whatever form he has Shapechanged into.

The Ring acts as a Ring of Protection +10 and has the properties of a Ring of Freedom of Movement and Ring of Evasion.

The All Knowing Eye
This perfectly spherical ivory orb is the size of an eyeball. It is designed to be placed into the socket of a living being although it will meld with their own eye rather than replacing it. The Eye is one of the Kings Regalia and is designed to provide discernment, wisdom and knowledge.

The Eye acts as a Librarian Lens as well as Eyes of the Eagle and Inquisitors Monocle.

The Crown of Will
The third piece of the Imperial Regalia this crown is made of platinum and studded with a dozen perfect spherical diamonds. It ensures that the King possesses wisdom and understanding in decision making and the pursuit of diplomatic policy.

The Crown acts as a +12 Headband of Epic Mental Superiority (+12 to all three mental stats) and a Circlet of Persuasion. The languages and skill ranks granted can be chosen once by each new wearer rather than being forever fixed.

The Mantle of Discretion
The final piece of the Regalia, this simple grey smock is designed to allow the King to move amongst his people with discretion and care. In such ways a King may learn what his people truly believe, fear and desire and thereby serve them better.

The Mantle acts as a Mantle of Great Stealth and Vest of Escape.

Other Equipment
Belt of Dexterity +12
Cloak of Resistance +12
Periapt of Perfidy
Angel Rings
Luckstone
Mithral Buckler +8
+6 Adamantine Starknife
Luckstone
Ioun Stones (Pale Green Prism, Orange Prism, White Pyramid, Incandescent Sphere, Dark Blue Rhomboid)
Ebon Wayfinder
Necklace of Prayer Beads
Many Pages of Spell Knowledge (2 x 6th, 2 x 5th, 2 x 4th, 6 x 3rd, 3 x 2nd, 5 x 1st)

I still have about 300k GP to spend but I might just hold that for spell components and foci. I haven't bothered to account for Foci for things like Shapechange or Contingency.