Chain Mauler

Fenyx Dagannauth's page

230 posts. Alias of Kagehiro.


Classes/Levels

Sin Mage (Gluttony) 3

Stats:
HP 22/22; AC 11, Flat Footed 10, Touch 11; CMD 11; Fort +4, Ref +2, Will +4; Perception +4; Initiative +1

About Fenyx Dagannauth

Tracking:

4/5MYTHIC POWER
7/7channel energy
7/7bolster undead
3/3touch of fatigue (DC 16)
1/1detect magic

2ndblindness/deafness, blindness/deafness, defending bone, defending bone
1stburning hands, mage armor, magic missile, ray of enfeeblement, ray of enfeeblement, vanish

  
 
         R U I N S  OF  P A T H F I N D E R
      R E I G N   O F   W I N T E R
                 AMBASSADOR FENYX
  
 
 

"Fenyx"
Feyronix Dagannauth
Human Sin Mage of Gluttony (Necromancy; Undead) 3rd ——— [Archmage 1]
LN Medium humanoid (human)
Init +1; Senses Perception +4
XP: 5431

______DEFENSE______
AC
11, touch 11, flat-footed 10 (+1 Dex)
hp 22 (3d6+6)
Fort +4, Ref +2, Will +4
Resist cold 2

______OFFENSE______
Speed
30 ft.
Melee Dirge (mwk scythe) -3 (2d4-1, x4)
Ranged light crossbow +2 (1d8, 19-20/x2)
Special Attacks channel negative energy 7/day (DC 13, command undead only), mythic power, wild arcana

Arcane School Spell-Like Abilities (CL 3rd, concentration +9)

7/daybolster undead

Spell-Like Abilities (CL 3rd, concentration +8;+9 Necromancy)

3/daytouch of fatigue (DC 16)
1/daydetect magic

Spells Prepared (CL 3rd/4th Necromancy, concentration +8/+9 Necromancy)

2ndblindness/deafness (DC 19), blindness/deafness (DC 19), defending bone, defending bone
1stburning hands (DC 16), mage armor, magic missile, ray of enfeeblement (DC 18), ray of enfeeblement (DC 18), vanish
0 (at will)—disrupt undead, message, prestidigitation, read magic

Banned Schools Abjuration, Enchantment

______STATISTICS______
Str
8, Dex 12, Con 14, Int 20, Wis 12, Cha 14
Base Atk +1; CMB +0; CMD 11

Feats:

  • Scribe Scroll
  • Command Undead
  • Spell Focus (Necromancy)
  • Mage's Tattoo (Necromancy)
  • Spell Specialization (defending bone)

    MYTHIC FEATS:

  • Spell Focus (Necromancy)

    Skills (6 Ranks + 15 [Int] + 3 [Human] + 3 [Favored Class] = 27)
    +12 Craft: Tattooist (3 [Ranks] + 4 [Int] + 3 [Class] + 2 [Tools])
    +9 Diplomacy (3 [Ranks] + 2 [Cha] + 3 [Class] + 1 [Trait])
    +7 Fly (3 [Ranks] + 1 [Dex] + 3 [Class])
    +2 Heal (1 [Ranks] + 1 [Wis])
    +11 Knowledge: Arcana (3 [Ranks] + 4 [Int] + 3 [Class] + 1 [Trait])
    +8 Knowledge: Dungeoneering (1 [Ranks] + 4 [Int] + 3 [Class])
    +8 Knowledge: Geography (1 [Ranks] + 4 [Int] + 3 [Class])
    +8 Knowledge: History (1 [Ranks] + 4 [Int] + 3 [Class])
    +8 Knowledge: Nature (1 [Ranks] + 4 [Int] + 3 [Class])
    +8 Knowledge: Planes (1 [Ranks] + 4 [Int] + 3 [Class])
    +8 Knowledge: Religion (1 [Ranks] + 4 [Int] + 3 [Class])
    +9 Linguistics (2 [Ranks] + 4 [Int] + 3 [Class])
    +4 Perception (3 [Ranks] + 1 [Wis])
    +10 Spellcraft (3 [Ranks] + 4 [Int] + 3 [Class])

    Languages Abyssal, Aklo, Common, Draconic, Giant, Infernal, Sylvan, Thassilonian
    SQ arcane bond (dirge; scythe), power over undead, hard to kill

    ______SPECIAL ABILITIES______

    Arcane Bond (Dirge): Wizards who select a bonded object begin play with one at no cost. Objects that are the subject of an arcane bond must fall into one of the following categories: amulet, ring, staff, wand, or weapon. These objects are always masterwork quality. Weapons acquired at 1st level are not made of any special material. If the object is an amulet or ring, it must be worn to have effect, while staves, wands, and weapons must be held in one hand. If a wizard attempts to cast a spell without his bonded object worn or in hand, he must make a concentration check or lose the spell. The DC for this check is equal to 20 + the spell's level. If the object is a ring or amulet, it occupies the ring or neck slot accordingly.
          A bonded object can be used once per day to cast any one spell that the wizard has in his spellbook and is capable of casting, even if the spell is not prepared. This spell is treated like any other spell cast by the wizard, including casting time, duration, and other effects dependent on the wizard's level. This spell cannot be modified by metamagic feats or other abilities. The bonded object cannot be used to cast spells from the wizard's opposition schools (see arcane school below).
          A wizard can add additional magic abilities to his bonded object as if he has the required Item Creation Feats and if he meets the level prerequisites of the feat. For example, a wizard with a bonded dagger must be at least 5th level to add magic abilities to the dagger (see Craft Magic Arms and Armor feat). If the bonded object is a wand, it loses its wand abilities when its last charge is consumed, but it is not destroyed and it retains all of its bonded object properties and can be used to craft a new wand. The magic properties of a bonded object, including any magic abilities added to the object, only function for the wizard who owns it. If a bonded object's owner dies, or the item is replaced, the object reverts to being an ordinary masterwork item of the appropriate type.
          If a bonded object is damaged, it is restored to full hit points the next time the wizard prepares his spells. If the object of an arcane bond is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per wizard level plus the cost of the masterwork item. This ritual takes 8 hours to complete. Items replaced in this way do not possess any of the additional enchantments of the previous bonded item. A wizard can designate an existing magic item as his bonded item. This functions in the same way as replacing a lost or destroyed item except that the new magic item retains its abilities while gaining the benefits and drawbacks of becoming a bonded item.

    Bolster (Sp): As a standard action, you can touch an undead creature and infuse it with negative energy. It gains a +1 profane bonus on all attack rolls and saving throws, as well as 1 temporary hit point per Hit Die and a +2 bonus to its turn resistance. The bonus on attack rolls and saving throws increases by +1 for every 5 wizard levels you possess. These bonuses last for a number of rounds equal to 1/2 your wizard level (minimum 1 round). The bonuses and temporary hit points are immediately dispelled if the creature is within the area of a consecrate spell. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

    Power over Undead (Su): You receive Command Undead or Turn Undead as a bonus feat. You can channel energy a number of times per day equal to 3 + your Intelligence modifier, but only to use the selected feat. You can take other feats to add to this ability, such as Extra Channel and Improved Channel, but not feats that alter this ability, such as Elemental Channel and Alignment Channel. The DC to save against these feats is equal to 10 + 1/2 your wizard level + your Charisma modifier. At 20th level, undead cannot add their channel resistance to the save against this ability.

    Hard to Kill (Ex): Whenever you're below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don't die until your total number of negative hit points is equal to or greater than double your Constitution score.

    Mythic Spellcasting (Ex): You can learn a number of mythic spells equal to your tier and can expend mythic power when casting them to enhance the results. To select a mythic spell, you must be able to cast the non-mythic version or have it on your list of spells known. Every time you gain a new tier, you can select an additional mythic spell. You can take this ability up to three times. Each additional time you take it, you can select an additional number of spells equal to your tier and you gain one additional mythic spell whenever you gain a tier.

  • Potent: Any spell you cast as a mythic spell can also be cast in a potent form that is harder to resist. By expending one additional use of mythic power, you increase the spell's save DC by 2 and gain a +2 bonus on your caster level check to overcome spell resistance.
  • Resilient: Any spell you cast as a mythic spell can also be cast in a resilient form that is harder to dispel or counters pell. Expend one additional use of mythic power; any check attempted in order to dispel the spell then takes a -4 penalty, and the spell can't be countered unless the opposing caster also expends a use of mythic power to overcome your spell's resilience (in which case the normal rules for counterspelling apply). You may combine the potent and resilient forms of a spell; to do so, you must expend a total of two additional uses of mythic power. You can cast potent and resilient forms of augmented mythic spells in the same manner.

    Surge (Su): You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll. The bonus die gained by using this ability increases to 1d8 at 4th tier, 1d10 at 7th tier, and 1d12 at 10th tier.

    Wild Arcana (Su): As a swift action, you can expend one use of mythic power to cast any one arcane spell without expending a prepared spell or spell slot. The spell must be on one of your arcane class spell lists and must be of a level that you can cast with that arcane spellcasting class.
          You don't need to have the spell prepared, nor does it need to be on your list of spells known. When casting a spell in this way, you treat your caster level as 2 levels higher for the purpose of any effect dependent on level. You can apply any metamagic feats you know to this spell, but its total adjusted level can't be greater than that of the highest-level arcane spell you can cast from that spellcasting class.

    Gear:

    Weight carried: 28 lbs.; Light Load: 30 lbs. or less; Medium Load: 31-60 lbs.; Heavy Load: 61-90 lbs.

    "Dirge," masterwork scythe (arcane bond) (10 lbs.)
    wand of magic missile (5)
    ioun torch (dull gray sphere)
    sleeves of many garments
    traveler's any-tool (2 lbs.)
    potion of endure elements
    sunrod
    backpack, masterwork (4 lbs.)
    beltpouch (0.5 lbs)
    scholar's outfit (6 lbs.)
    scroll case (leather) (0.5 lbs.)
    spellbook (3 lbs.)
    spell component pouch (2 lbs.)
    ____________
    light horse (bit & bridle, saddle, saddle blanket, saddlebags) 113 lbs. carried (light load)
    feed (2 days)
    mwk artisan's tools (tattoo kit) (5 lbs.)
    bedroll (5 lbs)
    flint & steel -
    ink vial -
    inkpen -
    iron pot (4 lbs.)
    light crossbow (4 lbs.)
    mess kit (1 lbs.)
    soap -
    torches (10) (10 lbs.)
    rations (5) (5 lbs.)
    scrivener's kit (1 lbs.)
    small tent (20 lbs.)
    waterskin (4 lbs.)

    347 gp


    Spellbook:
    Necromancy spells are in bold
    • Cantrips: acid splash, arcane mark, bleed, breeze, dancing lights, detect magic, detect poison, disrupt undead, drench, flare, jolt, light, mage hand, mending, message, open/close, penumbra, prestidigitation, ray of frost, read magic, resistance, root, scoop, spark, touch of fatigue
    • 1st Level: burning hands, cause fear, crafter's fortune, featherfall, mage armor, magic missile, magic weapon, ray of enfeeblement, vanish
    • 2nd Level: blindness/deafness, defending bone

    Traits/Drawbacks:

    Power-Hungry: Fenyx's thirst for knowledge and an ever deeper understanding of the power available to him have always been foremost in his dealings. His devotion to the cause of Thassilon's rebirth would not have come to fruition were it not for the promise of a magocracy not seen in ten thousand years. You take a –2 penalty on Will saving throws against charm and compulsion effects if the creature creating the effect promises wealth or power.

    Gifted Adept (finger of death): Sinmaster Semenon possessed an uncanny mastery of spells dealing with raw, negative energy. Fenyx was fortunate enough to witness this mastery on several occasions, though none were more pronounced than when the wizard ended a defiant hill giant with a single spell. Though the workings of the spell are far beyond his ken, he works diligently towards the hope of one day mastering it himself. Pick one spell when you choose this trait—from this point on, whenever you cast that spell, its effects manifest at +1 caster level.

    Herald of the Claimer: Even the mighty kingdom of Shalast trembles under the weight of ice and snow. Karzoug the Claimer has sent you as his personal emissary and representative of the Kingdom of Shalast (what was once northwestern Varisia). You are marked with a Sihedron rune on your brow that grants you use of detect magic 1/day as a spell like ability and a +1 trait bonus on Knowledge (arcana) checks, and spellcraft is always considered a class skill for you.

    Northern Ancestry: Several hundred years ago, one of Fenyx's ancestors dabbled in winter witchcraft, forming pacts with a power whose influence still permeates the family's blood. You gain a +1 trait bonus on Fortitute saves, as well as cold resistance 2; this resistance does not stack with cold resistance gained from any other source.

    Honeyed Tongue: As a representative of Shalast to Absalom, Fenyx has been trained to comport himself accordingly. You gain a +1 trait bonus on Diplomacy checks, and Diplomacy is a class skill for you.


    Appearance:

    Towering above the rest of the assembly from Shalast was a much younger man, an air of foreboding swimming about him like a dark miasma...

    Fenyx is extremely tall and lanky, the former owing to a touch of ulfen ancestry and the latter owing to a life of arcane pursuits. His sharp brows and prominent nose give his facial features a decidedly hawkish tone, made all the worse by his unnaturally pale skin and cold, blue eyes. His hair provides stark contrast to his visage; jet black hair as dark as a raven, its wispy strands slicked back and pouring uninterrupted down into the flaring collar of his immaculate robes. Fenyx, not surprisingly, chooses to adorn himself almost entirely in black and dark shades of grey, though his dress and demeanor are always that of someone of high social station. The net effect leans a bit towards the ominous end of the spectrum, which is exactly what he prefers.

    Ht: 6'4"
    Wt: 190 lbs
    Age: 25
    Eyes: cold blue
    Hair: black
    Complexion: pale white


    Personality:

    ...he spoke seldom during that night, though when he did it was as an emperor addressing his destitute subjects, self-important and walking a fine line between monotonous and composed. Measured words and endearments dripped from his mouth as if the man actually believed them; a rhetorical formality for those with the wits to hear...

    In a word: haughty. He is a part of something far greater than himself: the rebirth of the greatest civilization Golarion has never known. He has little regard for such a frivolous thing as morality, though he appreciates that order and structure are paramount to a truly civilized culture. Though great tumult is often necessary to facilitate true and lasting change, chaos and disorder exist to be rectified. Fenyx approaches his studies from the same perspective: magic is an entirely chaotic force. And yet, with the proper application, order and form can be imposed upon it for those with the patience and understanding to do such; raw, unmitigated power transformed into a tool with specific purpose and function.

    As an aside, and in terms of faith, Fenyx isn't a devout follower of any one religion. Suffice to say, he has a greater respect for the following than most of the other gods, and in no particular order: Abadar, Asmodeus, Irori, Nethys, Lissala, and Urgathoa.


    Background:

    ...as the ambassador from Shalast spoke, only the unwise could find fault in his words, though it left a sour taste in our mouths. Karzoug wasn't going anywhere, and the collective threats we each faced made any hopes of his removal a flight of fancy. With winter's threat looming, there came only a grudging acceptance from everyone assembled: it had to be dealt with now, and quickly, or there would be nothing left worth saving.

    Fenyx was a student in the Korvosan Academy when Karzoug returned. Ever fascinated by the lectures on Ancient Thassilon, and having long harbored an immutable desire to delve into the empire's myriad ruins and histories, the decision to abandon his studies and home in Korvosa in favor of the reappearance of Shalast was an easy one. Something of a know-it-all in the Academy, Fenyx did not make many friends, and had been long enough away from his immediate family in Magnimar that he effectively had no ties to hold him back - no regrets or second guesses.

    He was nearly slain outright for his naive trip northwards. The immense boulder that crashed through a nearby outcropping is all the warning he had of the approaching patrol of giants. He was beyond fortunate the beast's aim was untrue, for it would have surely reduced the would-be wizard into a pulpy mess. Even more fortuitous was the fact that a contingent of Karzoug's less savage servants were numbered among the pack of brutes, a wizard named Abernicus included. Fenyx eventually made apparent his will to surrender and serve, and Abernicus accepted graciously with shackles and chain. Though someone so lowly was not initially brought before the Runelord Karzoug himself, Fenyx was spared from the death and carnage that would ravage Varisia in the years to come. After impressing many of his overseers and masters with his invaluable wit and unceasing willingness to serve, Fenyx was finally given the chance to escape the shackles and begin truly pursuing his arcane research under the auspices of a reborn Shalast. Though their tactics and tutelage were much more severe and "hands-on" than that of the Korvosan Academy, Fenyx proved a prodigal apprentice, and was granted with increasing frequency positions of esteem and prominence, culminating in his appointment as one of the necromancers charged with devising counters and contingencies for combatting the threats posed by Tar-Baphon, the Whispering Tyrant.

    The recent years have been fairly boring by comparison. Fenyx has not been involved in any of the fighting on the frontlines, nor has he been directly involved with any countermeasures against Tar-Baphon's hordes. Indeed, most of his time has been spent studying and practicing dweomers, poring over recovered Thassilonian libraries, and positing theories for the task assigned him. Recently he was afforded the honor of attending the diplomatic summit in Absalom tasked with solving the problem of the encroaching winter. Though part of him questions why someone tasked with combatting Tar-Baphon's influence would be selected for such an assignment, the pragmatist in him has long realized the answer: he is one of the least experienced of a circle of wizards whose talents are largely academic for the time being; the worst reports confirm that an incident involving direct conflict with Ustalav's new master is years away, which makes his organization's countermeasures less immediately pressing.

    __________________________________________________

    Intense Training: You've pushed yourself to the limit and have gained greatly for your efforts. Benefit: You gain a +1 inherent bonus to Intelligence.