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About Corvus the God KingThe Shoon:
History
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
Society
Relations
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
Standard racial Traits:
Type: The original Shoon were Humanoids. The remaining survivors are all Undead
Size: Shoon are medium (0RP) Base Speed: Shoon have a base speed of 40
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
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
Senses darkvision 90 ft., blindsight 40ft., true seeing; Perception +65 [+10 to spot traps plus trapfinding] --------------------
hp 756 (30 HD; 30d8+ 600 [30*Cha] +3 [Mythic]) +117 Temp HP [35 Divine Power, 82 Greater False Life] Fort +54
Ref +74 (Evasion)
Will +69
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
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Special Attacks mythic power (5/day, surge +1d6) Weapons: Melee +6 adamantine starknife [+52/52/52/42, 1d8+32]
Spellcasting Basics (Sorcerer and Oracle) Caster Level
Spell Penetration
Spell DC
Long Duration Buffs
Oracle Spells:
Sorcerer Spells:
Contingency
Oracle Spell-Like Abilities (CL 31st; concentration +58)
Oracle (Spirit Guide) Spells Known (CL 31st; concentration +58)
Maximum Spells/Day: 11/11/11/11/10/10/10/9/9/9/9/7/7
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
Sorcerer (Crossblooded) Spells Known (CL 31st; concentration +58)
Maximum Spells/Day: 11/11/11/11/10/10/10/9/9/9/9/7/7
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 --------------------
Str 22 (+6) [18 Base +4 shapechange]
Base Atk +18/18/8 [15 Base +3 Epic levels +5 Epic Prowess - second attack]
CMD 82
Non Epic Feats [30/30]
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]
Other Bonus Feats:
Traits fate's favoured, seeker, uskwood hunter Mythic Path Abilities and Feats
Epic Feats [10]
Epic Sorcerer Bonus Feats [3]
Epic Oracle Bonus Feats [3]
Class Abilities: Sorcerer
Class Abilities: Epic Sorcerer
Class Abilities: Oracle
Class Abilities: Epic Oracle:
Skill Points
Skills
Acrobatics +74 [30 ranks +Dex +20 Competence]
Languages Common, Orcish +40 extra
Equipment:
Four items make up the Imperial Regalia of the Shoon Empire. The Promise Ring
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
The Eye acts as a Librarian Lens as well as Eyes of the Eagle and Inquisitors Monocle. The Crown of Will
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 Mantle acts as a Mantle of Great Stealth and Vest of Escape. Other Equipment
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.
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