| Full Name |
Limas Edward Gheed |
| Race |
Human (Varisian) |
| Classes/Levels |
Thassilonian Specialist Wizard 20 |
| Gender |
Male |
| Size |
Medium |
| Age |
24 |
| Special Abilities |
Physical enhancement (+2), telekinetic fist (10/day) |
| Alignment |
Neutral |
| Deity |
None |
| Location |
Korvosa |
| Occupation |
Acadamae graduate, research assistant, Sczarni legbreaker |
| Strength |
7 |
| Dexterity |
14 |
| Constitution |
13 |
| Intelligence |
24 |
| Wisdom |
13 |
| Charisma |
7 |
About Limas Edward Gheed
This Varisian man has olive skin, black hair worn in a topknot, obviously plucked eyebrows, and a neatly-trimmed black beard squared just below his chin. Other than an ostentatious hooded cloak made of brilliant emerald fabric, the man wears simple traveling clothes; a cream tunic unlaced at the neck and patched in several places, a red-dyed leather vest, and brown traveling pants tucked into calf-high leather walking boots. His cracked, sunbaked leather belt is adorned with pouches, some bulging with unknown substances and others sagging from the weight of what must be currency. Three scroll tubes hang on his right hip, and are balanced by a book bound in leather and locked with a solid iron latch attached by a thin length of silvery chain to his left hip. Despite the obvious age of his attire he is immaculately, almost sorcerously clean.
Limas Edward Gheed CR: 19
LN Medium human (Varisian) Wizard (Thassilonian Specialist) 20
Init +12; Senses Perception: +27
DEFENSES
AC 14, touch 13, flat-footed 11 (+1 armor, +3 Dex)
hp 172 (20d6+80)
Fort +17, Ref +17, Will +20
OFFENSE
Speed 30 ft.
Melee: dagger +4 (1d4-2, 19-20/x2) or spiked gauntlet +5 (1d4-2, x2)
Special Attacks change shape (Beast Shape III or Elemental Body II, 20 rounds/day), telekinetic fist +14 (1d4+10, x2)
Space 5 ft.; Reach 5 ft.
Spell-Like Abilities (CL 20):
17/day-beast shape III, elemental body II
16/day-telekinetic fist
Wizard Spells Prepared (CL 21st, Concentration +35):
9th-clashing rocks (DC 35), mage's disjunction (DC 33), prismatic sphere (DC 33), summon monster IX, time stop (2), wish, open slot
8th-mind blank, moment of prescience, Persistent flesh to stone (DC 32) (2), {Quickened dimension door || Quickened dimensional anchor}, summon monster VIII, sunburst (DC 32), open slot
7th-limited wish (2), maddening oubliette (DC 33), Persistent baleful polymorph (DC 31) (2), {Quickened fly || Quickened swipe}, waves of exhaustion, open slot
6th-acid fog, Dazing disintegrate (CL 23, DC 34) (2), dispel magic, greater (2), globe of invulnerability, {Quickened flurry of snowballs (DC 25) || Quickened glitterdust (DC 26)}, true seeing, open slot
5th-acidic spray (DC 31), echolocation, life bubble, overland flight, Persistent slow (DC 29) (2), wall of force, wall of stone, open slot
4th-acid pit (DC 30), ball lightning (DC 28), dimension door (2), emergency force sphere (2), obsidian flow (DC 30) (2), open slot
3rd-aqueous orb (DC 29), dispel magic (2), dweomer retaliation (DC 27) (2), haste (2), resist energy, communal, open slot
2nd-darkvision, pyrotechnics (DC 28) (2), resist energy (4), see invisibility, open slot
1st-ant haul, anticipate peril (2), feather fall (2), heightened awareness[i] (2), [i]mage armor, shield, open slot
0-detect magic, detect poison, prestidigitation, read magic
TACTICS
Before Combat At the beginning of each day, Gheed casts mage armor, resist energy, darkvision, ant haul, life bubble, and overland flight on himself. If it does not persist from the previous day, Gheed will prepare a contingency spell and use it to grant himself dimension door on being the subject of a physical attack.
During Combat Gheed will begin by casting a Quickened offensive spell, hoping to neutralize enemy spellcasters, before using a powerful Summon Monster spell (either summon monster VIII or summon monster IX) to conjure opponents for any martial attackers. He will harry his opponents with spells designed to debilitate, reserving his Perfected disintegrate spells for targets who prove resistant to less potent spells.
Morale Gheed has stashed several clones of himself throughout Golarion during the events of the Shattered Star adventure path, and his equipment all bears his arcane mark. He fights to the death knowing he will rise again only moments later.
STATISTICS
Str 7, Dex 14 (18), Con 13 (18), Int 32 (38), Wis 13, Cha 7
Base Atk +10; CMB +8; CMD 22
Feats Acadamae Graduate, Augment Summoning, Dazing Spell, Greater Spell Focus (transmutation, conjuration), Greater Spell Penetration, Improved Initiative, Persistent Spell, Planned Spontaneity, Quicken Spell, Spell Focus (conjuration, transmutation), Spell Mastery, Spell Penetration, Spell Perfection (disintegrate), Superior Summoning
Skills appraise +19, craft (alchemy) +19, craft (clockwork) +19, disable device +19, escape artist +22*, fly +18, handle animal +0, knowledge (arcana) +38, knowledge (dungeoneering) +32, knowledge (engineering) +32, knowledge (geography) +31, knowledge (history) +31, knowledge (local) +32, knowledge (nature) +32, knowledge (nobility) +31, knowledge (the Planes) +38, knowledge (religion) +32, linguistics +28, perception +27, perform (dance) +5, profession (merchant) +6, sense motive +22, sleight of hand +8, spellcraft +35, swim +16*, use magic device +19*
Traits Harrow Chosen, Reactionary
Languages Abyssal, Ancient Osiriani, Aquan, Auran, Azlanti, Celestial, Draconic, Dwarven, Elven, Halfling, Hallit, Ignan, Infernal, Kelish, Minkaian, Shoanti, Skald, Sphinx, Taldane (Common), Terran, Thassilonian, Tien, Undercommon, Varisian, Vudrani
SQ Arcane bond (Su), arcane school (transmutation), cantrips (Sp), change shape (Sp, 20 rounds), prohibited schools (enchantment, illusion), physical enhancement (Su, +5), telekinetic fist (Sp, 16/day, 1d4+10)
Combat Gear blood reservoir of physical prowess, diamond worth 25,000 gp, diamond worth 1,500 gp (5), diamond dust worth 500 gp, dweomer's essence (3), greater metamagic rod of extend spell, lesser metamagic rod of extend spell, metamagic rod of dazing spell, metamagic rod of extend spell, metamagic rod of persistent spell, metamagic rod of quicken spell, pearly white spindle ioun stone, ring of spell turning, robe of runes, Runes of Wealth (with preparation ritual), seducer's bane, strand of prayer beads (healing, karma, smiting), wand of command undead (10 charges), wand of dimension door (9 charges), wand of enervation (14 charges), wand of fireball [CL 10] (9 charges), wand of fireball [CL 10], (7 charges), wand of fly (9 charges), wand of infernal healing (40 charges), wand of magic missile [CL 9] (23 charges), wand of restoration (9 charges), wand of restoration, lesser (17 charges), wand of restoration, lesser (14 charges)
Other Gear bedroll, belt of incredible dexterity +6, candle, chalk, cloak of resistance +5, cracked dusty rose prism ioun stone, cracked pale green prism ioun stone [attack], cracked pale green prism ioun stone [saves], cracked tourmaline sphere ioun stone, dark blue rhomboid ioun stone, dusty rose prism ioun stone, eyes of the eagle, fishhook, flask, flint and steel, harrow deck, headband of vast intelligence +6 [escape artist, swim, use magic device], incandescent spindle ioun stone, iron flask (3), masterwork tool [profession (gambler)], nonmagical jewelry worth 10,000 gp, ring of freedom of movement, scroll case, sealing wax, sewing needle, silk rope (50 ft.), soap, spell component pouch (3), spring-loaded wrist sheathe (2), tourmaline sphere ioun stone, trail rations (5 day supply), traveler's outfit, travelling spellbook, waterskin (2), winter blanket, wizard's spellbook (3) containing: 0-{spells}; 1-{spells}; 2-{spells}; 3-{spells}; 4-{spells}; 5-{spells}; 6-{spells}; 7-{spells}; 8-{spells}; 9-{spells};
Spell Focuses a gold and ruby lens worth 1,500 gp [for analyze dweomer], masterwork thieves' tools [for aram zey's focus], a cold iron sceptre worth 1,500 gp [for aroden's spellbane], an ivory statuette of himself worth 1,500 gp [for contingency], a forked metal rod worth 500 gp [for create demiplane line of spells], a fetish of mammoth's hair soaked in dragon's blood [for heart of the mammoth], four pieces of ivory worth 50 gp each [for legend lore and vision], a miniature ivory door, piece of polished marble, and silver spoon worth 5 gp each [for mage's magnificent mansion], a miniature platinum sword worth 250 gp [for mage's sword], a crystal worth 100 gp [for magic jar], an ivory plaque worth 50 gp [for mnemonic enhancer], a miniature shovel with 10 gp [for pit lines of spells], twenty-one forked metal rods attuned to the following planes of existence: abaddon, the abyss, air, astral, axis, the boneyard, earth, elysium, ethereal, fire, first world, heaven, hell, the maelstrom, material, negative energy, nirvana, positive energy, purgatory, shadow, utopia, water [for plane shift], a diamond worth 1,000 gp [for protection from spells], a pair of canine statues worth 50 gp [for repulsion], a jade circlet worth 1,500 gp [for shapechange]
Vanities
SPECIAL ABILITIES
Arcane Bond Wizards form a powerful bond with an object or a creature; Gheed has formed a bond with his ring of freedom of movement.
Wizards who select a bonded object begin play with one at no cost. 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).
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 the Craft Magic Arms and Armor feat in Feats). 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 3,4000 gold pieces 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.
Arcane School A wizard can choose to specialize in one school of magic, gaining additional spells and powers based on that school. This choice must be made at 1st level, and once made, it cannot be changed. A Thassilonian specialist cannot pick the Universalist school. Gheed has specialized in Transmutation. His prohibited schools are Enchantment and Illusion.
Change Shape (Sp) Gheed can change his shape for a number of rounds per day equal to your wizard level. These rounds do not need to be consecutive. This ability otherwise functions like beast shape III or elemental body II.
Immortality (Ex) Through intense magical study, Gheed has discovered a cure for aging. From this point forward, he takes no penalty to his physical ability scores for advanced age.
Physical Enhancement (Su) Gheed gains a +4 enhancement bonus to one physical ability score (Strength, Dexterity, or Constitution). Gheed can change this bonus to a new ability score when he prepares spells.
Spell Mastery (Ex) Gheed has selected the Spell Mastery feat. He can prepare any of the listed spells without a spellbook:
1st - mage armor, shield
2nd - see invisibility
3rd - slow
4th - dimension door, black tentacles
5th - baleful polymorph, wall of stone
6th - acid fog, disintegrate
7th - limited wish
8th - mind blank
9th - time stop, shapechange
Telekinetic Fist (Sp) As a standard action Gheed can strike with a telekinetic fist, targeting any foe within 30 feet as a ranged touch attack. The telekinetic fist deals 1d4+8 points of bludgeoning damage. Gheed can use this ability 16 times per day.
Thassilonian Magic (Ex) While the concept of wizard specializations along the classically recognized schools of magic certainly dates back to the time of Azlant, and perhaps beyond into the dim recesses of time before humanity rose to prominence, it was the runelords of Thassilon who explored school specialization to its full extreme.
Focusing their research on the discovery that each school of magic was opposed by two specific opposition schools, the runelords developed methods of further enhancing their mastery over their chosen arcane specialties. Essentially, they defined these seven schools as much by what they couldn’t do as by what they could. By excising “impurities” introduced by fixed oppositional schools, they traded arcane versatility for greater strength in their chosen fields.
A Thassilonian specialist wizard receives two additional spell slots of each spell level he can cast. These bonus spell slots must both be used to prepare the same spell from the wizard’s school of specialization, allowing the wizard to cast that spell twice (as he has prepared the spell twice). The wizard cannot use these slots to prepare two different spells, even if they are of the school he is specialized in.
A Thassilonian specialist does not get to customize his choice for opposition schools—that choice is selected for him when he chooses his specialization. These restrictions are more significant than those most wizards follow, and are known as prohibited schools. A Thassilonian wizard can never prepare a spell that is in one of his prohibited schools—he treats these spells as if they were not on the wizard spell list. If using a spell trigger or spell completion item to cast a spell from one of his prohibited schools, he must use the Use Magic Device skill to do so.
Gheed has specialized in Transmutation. His prohibited schools are Enchantment and Illusion.
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