![]()
About Lord ZohanBackground:
When the last scion of the, not particularly powerful, House Eliophantus, abandoned the household to pursue her pleasures full-time in Calistria's dens, family chronicer, historian and mage Darmo Zohanski, found himself with a lot of time on his aging hands. He delved into his passion for Golarion's history, dedicating himself especially to the great realm of Thassilon. After a quarter of a century of gathering whatever material he could find on the subject, he began obsessing on it until it occupied his sleeping mind as well. Facing his mortality without having accomplished anything of note - except for publishing a few tracts on the subject that garnered the occasional praise from fellow historians across Golarion who could bring themselves to wade through his pompous style and innumerable digressions - the answer came to Darmo in a dream. He would reinvent himself, tap into the secrets of ancient Thassilon and, with his newly gained powers, create a new kingdom of his own.
Now dubbed Lord Zohan, he persuaded his long-time trusting servant Withers to join him on his quest (in exchange for a few gold each day that Withers uses to support his ever-expanding family of good-for-nothing nieces and nephews). Withers packed up his venerable master's belongings onto their overfed mule, The Baron, and headed off to see the ancient relics of Thassilon for themselves and find a way to unlock its secrets. Lord Zohan's stat block:
Male Elf Wizard 7 N Medium humanoid (elf) Init -1; Senses low-light vision; Perception +6 -------------------- Defense -------------------- AC 13, touch 9, flat-footed 13 (+4 armor, -1 Dex) hp 27 (7d6) Fort +3, Ref +3, Will +8; +2 vs. enchantments Immune sleep -------------------- Offense -------------------- Speed 30 feet (60 feet with haste) Melee darkwood quarterstaff +3 (1d6-1) and masterwork dagger +3 (1d4-1/19-20) = +1 with haste Wizard Spells Prepared (CL 7th; concentration +13): 4th—major image (DC 17), temporary enchantment i, summon monster iv* 3rd—greater magic weapon, haste, magic circle against evil, summon monster iii* 2nd—darkvision, mirror image, resist energy, summon monster ii*, web (DC 16) 1st—enlarge person, grease*, mage armor, protection from evil, shield, unseen servant 0 (at will)—detect magic, mage hand, mending, message -------------------- Statistics -------------------- Str 8, Dex 8, Con 8, Int 19, Wis 12, Cha 14 Base Atk +3; CMB +2; CMD 13 Feats Breadth of Experience (+2 on all Knowledge and Profession skills and can make them untrained), Brew Potion, Combat Casting (+4 concentration to cast defensively), Scribe Scroll, Spell Penetration, Uncanny Concentration (+2 on concentration checks, no need for checks due to violent movement or weather) Traits classically schooled (+1 Spellcraft), scholar of the ancients (+1 Knowledge [arcana, history] and speak Thassilonian) Skills Craft (alchemy) +12 (5 ranks, 4 Int, 3 class) Diplomacy +9 (7 ranks, 2 Cha) Fly +3 (1 rank, -1 Dex, 3 class) Knowledge (arcana) +15 (5 ranks, 4 Int, 3 class, 1 trait, 2 feat) Knowledge (dungeoneering) +6 (0 ranks, 4 Int, 2 feat) Knowledge (engineering) +6 (0 ranks, 4 Int, 2 feat) Knowledge (geography) +6 (0 ranks, 4 Int, 2 feat) Knowledge (history) +16 (6 ranks, 4 Int, 3 class, 1 trait, 2 feat) Knowledge (local) +6, (0 ranks, 4 Int, 2 feat) Knowledge (nature) +6 (0 ranks, 4 Int, 2 feat) Knowledge (nobility) +10 (1 rank, 4 Int, 3 class, 2 feat) Knowledge (planes) +6 (0 ranks, 4 Int, 2 feat) Knowledge (religion) +6 (0 ranks, 4 Int, 2 feat) Linguistics +12 (5 ranks, 4 Int, 3 class) Perception +6 (0 ranks, 1 Wis, 3 class, 2 racial) Sense Motive +3 (2 ranks, 1 Wis) Spellcraft +15 (7 ranks, 4 Int, 3 class, 1 trait) (+17 to determine the properties of a magic item) Racial Modifiers +2 Perception Languages Azlanti, Celestial, Common, Draconic, Elven, Giant, Goblin, Osiriani, Ancient, Shoanti, Sylvan, Thassilonian, Varisian -------------------- Special Abilities -------------------- Acid Dart (7/day) (Sp) 30' Ranged touch attack deals 1d6+3 Acid damage. Arcane Bond (Ring of protection +2) (1/day) (Sp) Use object to cast any spell in your spellbook 1/day. Without it, Concentration required to cast spells (DC20 + spell level). Arcane Focus +2 to concentration checks to cast arcane spells defensively. Combat Casting +4 to Concentration checks to cast while on the defensive. Elven Immunities - Sleep You are immune to magic sleep effects. Elven Magic +2 to spellcraft checks to determine the properties of a magic item. Low-Light Vision See twice as far as a human in low light, distinguishing color and detail. Opposition School - Evocation You must spend 2 slots to cast spells from the Evocation school. Opposition School - Necromancy You must spend 2 slots to cast spells from the Necromancy school. Ring of sustenance Immune to hunger and thirst, and only sleep two hours a night. Summoner's Charm (+3 rds) (Su) Increase duration of summoning spells by 1/2 level (permanent at 20). Uncanny Concentration Don't make concentration checks for violent movement, gain a +2 bonus on all other concentration checks -------------------- Lord Zohan's Powerful Spellbooks:
Level 0 Acid Splash Arcane Mark Bleed Breeze Dancing Lights Daze Detect Magic Detect Poison Disrupt Undead Drench Flare Ghost Sound Haunted Fey Aspect Jolt Light Mage Hand Mending Message Open/Close Penumbra Prestidigitation Ray of Frost Read Magic Resistance Root Scoop Scrivener's Chant Sotto Voce Spark Touch of Fatigue Level 1 Charm Person Color Spray Detect Secret Doors Detect Undead Endure Elements Enlarge Person Feather Fall Floating Disk Grease Identify Mage Armor Magic Missile Magic Weapon Obscuring Mist Protection from Evil Shield Sleep Stone Shield Stumble Gap Summon Monster I Tripvine True Strike Unprepared Combatant Unseen Servant Vanish Level 2 Bear's Endurance Blur Wizard 2 Bull's Strength Darkvision Daze Monster Locate Object Minor Image Mirror Image Owl's Wisdom Protection from Arrows Protection from Evil, Communal Reloading Hands Resist Energy Retrieve Item Rope Trick See Invisibility Smoke Spider Climb Stone Call Summon Monster II Summon Swarm Web Whispering Wind Level 3 Ablative Barrier Arcane Reinforcement Arcane Sight Beast Shape I Clairaudience/Clairvoyance Darkvision, Communal Dispel Magic Haste Invisibility Sphere Magic Circle against Evil Magic Weapon, Greater Major Image Rage Sleet Storm Slow Summon Monster III Tiny Hut Tongues Level 4 Acid Pit Protection from Energy, Communal Solid Fog Stone Shape Stoneskin Summon Monster IV -------------------- Lord Zohan's lordly gear:
Combat Gear extend metamagic rod (lesser), scroll of identify, identify, identify, scroll of tiny hut, tiny hut, tiny hut, acid (4), alchemical solvent (2), alchemist's fire (4), ghast retch flask (4), oil, tanglefoot bag (4), thunderstone (5); Other Gear darkwood quarterstaff, masterwork dagger, cloak of resistance +2, ring of protection +2, ring of sustenance, masterwork backpack, bandolier, belt pouch, candle, chalk, charcoal stick, cologne, earplugs, everburning torch, flint and steel, incense, black ink, colored ink, inkpen, journal, magnifying glass, mirror, paper (5), scroll case, sewing needle, signal whistle, spell component pouch, compact spellbook, stationery (5), tindertwig (5), vial (5), waterskin, hireling, book of letters, candlestick, chest, small, fishhook, healer's kit, superior lock, lute, sack, scroll box, spellbook, compact spellbook, travelling spellbook, mule, alchemist's lab, bedroll, bit and bridle, blanket, winter blanket, block and tackle, bottle, bucket, bullseye lantern, cauldron, chalkboard, coffee pot, cot, crowbar, fishing net, flask, folding chair, jug, pack saddle, pitcher, pot, rope, sack, sack, sack, sealing wax, silk rope, skillet, soap, string or twine, teapot, tent, large, thread (50 ft.), twine (50'), waterproof bag, waterskin, whetstone, wire, 3,157 gp, 4 sp -------------------- TRACKED RESOURCES -------------------- Acid - 0/4 Acid Dart (7/day) (Sp) - 0/7 Alchemical solvent - 0/2 Alchemist's fire - 0/4 Arcane Bond (Ring of protection +2) (1/day) (Sp) - 0/1 Extend metamagic rod (lesser) (3/day) - 0/3 Ghast retch flask - 0/4 Incense - 0/1 Masterwork dagger - 0/1 Tanglefoot bag - 0/4 Thunderstone - 0/5 Tindertwig - 0/5 The Baron, Lord Zohan's overfed mule:
Mule N Medium animal Init +1; Senses low-light vision, scent; Perception +5 -------------------- Defense -------------------- AC 11, touch 11, flat-footed 10 (+1 Dex) hp 13 (2d8+4) Fort +5, Ref +4, Will +0 -------------------- Offense -------------------- Speed Melee 2 hooves +2 (1d3+1) -------------------- Statistics -------------------- Str 13, Dex 13, Con 14, Int 2, Wis 11, Cha 4 Base Atk +1; CMB +2; CMD 13 (17 vs. trip) Feats Endurance, Run Skills Perception +5 Other Gear alchemist's lab, bedroll, bit and bridle, blanket, blanket, winter, block and tackle, bottle, bucket, bullseye lantern, cauldron, chalkboard, coffee pot, cot, crowbar, fishing net, flask, folding chair, jug, pack saddle, pitcher, pot, rope, sack, sack, sack, sealing wax, silk rope, skillet, soap, string or twine, teapot, tent, large, thread (50 ft.), twine (50'), waterproof bag, waterskin (2), whetstone, wire -------------------- TRACKED RESOURCES -------------------- -none- -------------------- Special Abilities -------------------- Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue. Low-Light Vision See twice as far as a human in low light, distinguishing color and detail. Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running. Scent (Ex) Detect opponents within 15+ feet by sense of smell. -------------------- Withers, Lord Zohan's trusted manservant:
Elf Expert 4 LN Medium humanoid (elf) Init +1; Senses low-light vision; Perception +11 -------------------- Defense -------------------- AC 11, touch 11, flat-footed 11 (+1 deflection) hp 16 (4d8-4) Fort -1, Ref +1, Will +6; +2 vs. enchantments Immune sleep -------------------- Offense -------------------- Speed 20 ft. -------------------- Statistics -------------------- Str 7, Dex 11, Con 7, Int 14, Wis 14, Cha 13 Base Atk +3; CMB +1; CMD 12 Feats Skill Focus (Handle Animal), Skill Focus (Ride) Skills Craft (alchemy) +9, Diplomacy +8, Handle Animal +11, Heal +9, Knowledge (arcana) +3, Knowledge (history) +3, Knowledge (nobility) +3, Perception +11, Profession (cook) +8, Profession (driver) +6, Profession (stable master) +6, Ride +7, Survival +8; Racial Modifiers +2 Perception Languages Common, Draconic, Elven, Thassilonean SQ elven magic, weapon familiarity Combat Gear healer's kit; Other Gear book of letters, candlestick, chest, small, fishhook, lock, superior, lute, sack, scroll box, spellbook (2), spellbook, compact, travelling spellbook -------------------- TRACKED RESOURCES -------------------- Healer's kit - 0/10 -------------------- Special Abilities -------------------- Elven Immunities - Sleep You are immune to magic sleep effects. Elven Magic +2 to spellcraft checks to determine the properties of a magic item. Low-Light Vision See twice as far as a human in low light, distinguishing color and detail. Lord Zohan's intended progression:
Lord Zohan will likely continue adding levels of wizard until the end. Future feats under consideration are augment summoning, greater spell penetration, craft staff, brew potion Spellcasting focus: he'll likely be a buffer/de-buffer and summon reinforcements guy. His conjurations and illusions give him some battlefield control. His advanced age and terrible physical stats mean he'll never focus on direct attacks (that require an attack roll). Summoned Hound Archon:
LG Medium outsider (archon, extraplanar, good, lawful) Init +4; Senses darkvision 60 ft., detect evil , low-light vision, scent; Perception +10 Aura aura of menace (20 ft, DC 16) -------------------- Defense -------------------- AC 19, touch 10, flat-footed 19 (+9 natural) hp 39 (6d10+6) Fort +6, Ref +5, Will +5; +4 vs. poison DR 10/evil; Immune electricity, petrification; SR 15 -------------------- Offense -------------------- Speed 40 ft. Melee bite +3 (1d8+1) and masterwork greatsword +9/+4 (2d6+3/19-20) OR slam +3 (1d4+1) and unarmed strike +8/+3 (1d3+2 nonlethal) Spell-Like Abilities (CL 6th; concentration +7) Constant—detect evil , magic circle against evil At will— aid, continual flame , greater teleport (self plus 50 lbs. of objects only) , message -------------------- Statistics -------------------- Str 15, Dex 10, Con 13, Int 10, Wis 13, Cha 12 Base Atk +6; CMB +8; CMD 18 Feats Improved Initiative, Iron Will, Power Attack Skills Acrobatics +9, Intimidate +10, Perception +10, Sense Motive +10, Stealth +13, Survival +14; Racial Modifiers +4 Stealth, +4 Survival Languages Celestial, Draconic, Infernal; truespeech SQ change shape Other Gear masterwork greatsword -------------------- Special Abilities -------------------- Aura of Menace (20 ft, DC 16) (Su) Hostile creatures must save or take a -2 to attacks, AC, and saves for 24 hours. Change Shape (any Small to Large canine, beast shape II) (Su) You can change your form. Damage Reduction (10/evil) You have Damage Reduction against all except Evil attacks. Darkvision (60 feet) You can see in the dark (black and white vision only). Immunity to Electricity You are immune to electricity damage. Low-Light Vision See twice as far as a human in low light, distinguishing color and detail. Poison Resistance +4 (Ex) You have the listed resistance to poison. Power Attack -2/+4 You can subtract from your attack roll to add to your damage. Scent (Ex) Detect opponents within 15+ feet by sense of smell. Spell Resistance (15) You have Spell Resistance. Truespeech (Su) Speak with any creature that has a language. |