Full Name |
Memnon the Mehir |
Race |
Spirit-Mehir |
Classes/Levels |
11 Alchemist/Sage-1 Wiz |
Gender |
Hyper annoying |
Size |
Tiny |
Age |
LOTS |
Special Abilities |
lots |
Alignment |
Chaotic snarky |
About Memnon the Mehir
Version 1.0 (07162023)
MEMNON, “Spirit” Mimir, Sage-Alchemist 12
“Spirit-Mimir”s Began their existence as 'normal' Mimirs from Sigil or other frequent planer-traveling locales. Whether by acquiring sentience after eons-long use, Spirit Jar spells gone awry, or deliberate binding of the Mimir with an otherwordly spirit, 'Spirit-Mimir's are extremely rare, and possessed of self-will and sentience. They can choose a PC class, although their lack of bodies and digits does limit their class choices somewhat. ;P (Although creative players & GM's will no doubt find that imaginative applications of Class features and Feats could produce VERY interesting options)
Most Spirit-Mimirs choose intellectual classes, becoming vastly improved, (and often annoying) versions of their original intended use as storage for vast amounts of knowledge. Most become Sages of some sort, although this can begin with a variety of intellectual-based classes such as Wiz, Sor, or Alchemist.
“Spirit” Mimir Traits- (Mimir Construct w/ other-planar spirit bound within)
Spirit-Mimir STATS: +2 Con, +2 Int, -2 Cha (Spirits typically do not understand mortal beings and have trouble interacting with them)
Size: Tiny (Shape of Purple Crystal Human Skull, slightly larger than normal Humanoid)
NOTE: Tiny gives +4 to Dex, -4 to Str, +2 to AC, +2 to ranged/dex att: (if any)
Alignment: Neutral, Chaotic-leaning (Also Leans in alignment direction of being it has chosen or is forced to work for) Most are also very strictly Lawful. Meaning that if you make an agreement with one, it will hold to the letter of the agreement, not always the intended meaning of it. (Especially if being who made agreement is very far to one side or other of Neutral)
Common Abilities:
Immune to Disease & Poison
Do not need to Eat, Sleep or Breathe.
Do not need to sleep/rest (except to regain class features) And do not suffer exhaustion due to lack of rest. Magic cannot put you to sleep.
When you rest (as needed to regain class features, spells/slots, etc) You must spend the time in an inactive, motionless state, rather than sleeping. In this state you appear inert, but it does not render you unconscious, and you can see and hear as normal.
Mimir Mind: Spirit-Mimir get a +2 racial bonus to resist mind-affecting and stunning effects and are immune to paralysis and sleep effects.
Construct Resistance: Spirit-Mimir get a +2 racial bonus to resist death effects, energy drain, exhaustion, fatigue, nausea, poison and sicken effects as well as stabilization checks and checks to remove negative levels. (See above for Immune to Disease & Poison)
Movement: Fly 30' (Good) (Supernatural ability, innate to the Mimir-shell)
Mage Hand(s): (At Will) The Spirit-Mimir can manifest 1 or 2 mage hands at will to manipulate its surroundings. As the Mage hand spell, it cannot lift heavy objects, or attack. But can easily turn pages in a book, or handle potions, small alchemical items, etc.
Languages: Common, BONUS: ALL/Any (spirit is from other plane, and can have encountered any language) Linguistics is a Class Skill for the Spirit-Mimir.
Eidetic Memory: The Spirit-Mimirs are spirits of intellect. And they never forget anything that they have seen or heard. (Almost never, see Dresden Files for fun ideas on how and why this 'forgetting' might take place, and its after-effects.) This perfect memory recall makes ALL K: Skills class skills, they treat all K: skills as trained (even if they have never put any points into that skill, unlikely) And all their K: Skills get a +1 Natural 'Spirit Bonus'.
Spell Resistance: A Spirit Mimir gains SR equal to its Class levels.
(Is this too much? It seems accurate?)
SPIRIT FORM: A Spirit-Mimir caught outside it's home is INCORPOREAL, D20PFSRD full description At this time it functions as a spirit only, with all of the advantages and DISadvantages thereof. It's HP at this time are determined by its Class levels, (same as when in its shell) its defensive stats (AC, etc) are determined by its stats & class normally, with no armor. (Although any defensive enhancements placed upon it by itself or others would remain in effect. Mage Armor, Shield spell or Prot v Evil for example.) If the protective effect is placed upon the Spirit via an object the Mimir-shell wears, that effect does NOT travel with the spirit when it leaves the shell. Injured spirits rejuvenate all HP and Stat dmg to themselves normally over time once they return to their shells. This healing extends to damage effects that would not otherwise heal 'normally' over time.
HEALING: Spirit-Mimir SHELLS do not heal hit points or attribute damage naturally, but can be repaired with use of the Craft skill or with effects (Spells, Magic Items, etc) that repair constructs and objects. Repairs made with the Craft skill take 8 hours. The amount of hit point damage repaired per check is the result of the Craft check -15. Repairing a point of attribute damage requires 8 hours and a Craft check, DC 25. Repairing both hit point damage and one point of ability damage can done during the same 8 hour period, but still requires two different checks. Appropriate Craft skills include gemcutting and sculpting. A conscious Spirit-Mimir can repair itself.
-All applications of the Heal skill while used on a Spirit-Mimir are replaced with an appropriate Craft skill.
-Spells from the conjuration (healing) subschool or supernatural abilities that duplicate them are only half as effective, rounded down. (So heals do work on them, just not effectively)
(NOTE: lower DC of HP & Ability Score Repair?!? DC:10 & DC:20? Lower Repair time? 4 or 6 hours instead of 8?)
(NOTE-EXCEPTION: Any Class abilities that the Spirit-Mimir has that would heal damage or ability dmg, (Channel Energy, Heal spells, Infusions, Brew Potion, etc.) will work on the Spirit-Mimir who casts/created them as normal.)
DAMAGE: They take damage as normal (See any resistances the Spirit-Mimir gets above, and for it's chosen Class.) As Constructs they do not 'Die' until they go to -20 instead of -10. (the limited Magic Jar ability below gives them a possible escape route) A Spirit-Mimir whose Mimir Shell is destroyed dies unless it has taken refuge in another creature, or has another specially prepared home to retreat to.
LIMITED MAGIC JAR: The Spirit-Mimir's Shell (Home) and spirit are inextricably linked. But the same magics that bind the spirit to it's house also give it limited Magic Jar capabilities. The Mimir-Shell is considered both body and receptacle of the Spirit Mimir. The spirit can leave its shell/house, and enter another living creature within range. (50', +10'/lvl. Shorter Range than spell version) This is blocked by Prot vs Evil and similar wards. Possessing a body is a full-round action. Common animals and similar automatically fail their save and are controlled by the spirit. Magical creatures, familiars, and other intelligent beings get a save. If a person willingly forgoes their save (they made an agreement, or otherwise permit the spirit to enter them unopposed) Then the spirit can ride along and speak to the body it inhabits telepathically. If the being does NOT willingly forgo it's save, it must make a Will save vs the DC of the Magic Jar (as the spell), using the Spirits Character Lvl as it's caster level. If the being inhabited willingly allowed the spirit to enter, but then wants it to leave, (either due to unintentional or deliberate misinterpretation of an agreement, or simple malicious intent of the spirit) then the possession take over attempt is a standard action, and the being inhabited takes a -4 penalty to their save. In this cased the being is the ride along in it's own body as the Spirit takes control. Either way, a successful save (Or anything that allows a successful re-roll of the possession save, as per application of Prot v Evil) renders that being immune to another take over attempt for 24 hours.
When in a host body, the spirit retains all of its mental stats (Int/Wis/Cha) and all of it's skills and class abilities. (if the current Host body has the means to allow it to use them) This is other wise as the Magic Jar Spell.
Mimir Skull (or, it’s bigger on the inside)
The Mimir skull construct is basically a very small demiplane. The interior is very spacious to the view of anyone inside. Each one is customized to the tastes of its inhabitant. The spirit can essentially project whatever furnishings they desire, like a ST holodeck. When the spirit is actively interacting with the outside world it can opt to shift its perspective from a being inside the skull to the direct sensorium of the skull. The construct has sight (DV 60’), hearing, smell, and even a limited taste, although it can’t ingest anything, merely sample for flavor (sometimes use full in alchemy).
When a mimir ‘’occupies’ a flesh body, the occupied spirit can opt to inhabit the skull if it so chooses rather than riding along with its body as a passenger. . This is the choice of the occupied, not the mimir itself, so that is a consideration they have to weigh when using that power. The occupied spirit can attempt to ‘drive’ the mimir skull, but is inexperienced at this. (Basically an INT check DC20).
From the outside the skull appears to be a finely crafted (Superior masterwork quality) magical item. Possibly even Minor artifact lvl. It can be created from rare or precious minerals, metals, or gemstones.
Shell STATS:
-Shell has Base D10 HP, + the HP of the spirits' class levels.
-Shell is HARDNESS 5
-Stats (inhabited) Str 10, Dex 16, Con 14, Int 18, Wis 13, Cha 8
-AC: Base 10, +4 Natural, plus Dex & Size bonuses (For Small/Tiny)
Sage-Alchemist Class abilities-
Spirit-Mimirs who take the Sage-Alchemist Class cannot cast spells. But their acquired, potentially Eons-spanning knowledge is unparalleled, and they are Geniuses with a capital G at the creation of potions, elixirs and other alchemical knickknacks.
As Alchemist.
LOSE: the Bombs And all Poison making/usage special abilities. (Keep the Poison resistance. Although Spirit-Mimir are already immune, so,...)
GAIN: Add Linguistics as Class Skill, Add ALL Knowledge skills as class skills. Add +2 to 1 K: skill, add +1 to all other K: skills (As long as PC has at least 1 pt put into that K:Skill)
CHANGE: Saves. The Sage-Alchemists GOOD saves are Dex & Will.
Skill Points per level: 5+Int Modifier
Alchemist Discoveries: (Possible)
-Infusion (Extracts can be used by others) YES
-Cognaton(?!?) Raises Mental scores, lowers physical scores YES (maybe?)
-Intuitive Understanding(?!?) If you drink an extract of the divination school while under the effects of a cognatogen, your effective CL temporarily increases by +2. In addition, while under the effects of a cognatogen, you may use augury once as a spell-like ability ( caster levelequal to his alchemist level). At 10th level, you can use divination instead.
-Lingering Spirit(?!?)- The alchemist is familiar enough with the ties between his body and spirit that he lingers at death’s door far longer than a normal person. He treats his Constitution as 10 points higher than normal for the purpose of determining when hit point damage kills him (so an alchemist with a Constitution of 10 and this discovery dies at –20 hit points instead of –10). Reducing him to 0 Constitution or its equivalent (from ability damage, ability drain, Constitution penalties, and so on) makes him unconscious and comatose, but he is only killed after taking an additional 5 points of Constitution damage, drain, or penalty (in effect, the alchemist must be brought to –5 Constitution in order to be killed by these attacks).
Preserve Organs -The alchemist learns how to preserve and protect his vital organs, reducing the chance of a mortal wound. When a critical hit or sneak attack is scored on the alchemist, there is a 25% chance that the critical hit or sneak attack is negated and damage is instead rolled normally.
Special: This does not stack with similar abilities that negate critical hits and sneak attacks (such as fortification armor). An alchemist can take this discovery up to three times; the effects stack, increasing this chance to 50% and then 75%.
-Spontaneous Healing- The alchemist gains the ability to heal from wounds rapidly. As a free action once per round, he can heal 5 hit points as if he had the fast healing ability. He can heal 5 hit points per day in this manner for every 2 alchemist levels he possesses. If the alchemist falls unconscious because of hit point damage and he still has healing available from this ability, the ability activates automatically each round until he is conscious again or the ability is depleted for the day.
MEMNON THE MIMIR
MEMNON, “Spirit” Mimir, Sage-Alchemist 12
Memnon at his base is a spirit of intellect. Native to the plane of dreams, these vaguely elemental-like creatures embody the curiosity and intelligence of thinking beings. Often, they act as ‘muses’ to wizards and scientists searching for knowledge. Usually they disdain ‘meat’ bodies, or even constructs. They pride themselves on their pure intellectual incorporeal form. However, a few enjoy the pleasures of the flesh and more social connections with the multiverse. Ages ago, an enterprising wizard/artificer made the Mimir skulls and invited disaffected spirits of intellect to make their home in them. It was a win-win.
STATS: (See above for all Spirit-Mimir base abilities)
(Includes all bonuses from leveling up)
Str 10, Dex 16, Con 14, Int 21, Wis 13, Cha 8
AC: 19, Touch 15, Flat-Footed 16, (+3 Dex, +4 Natural, +2 Size)
HP: ??? (D10 base + 12xD8 for Class levels) [53 Minimum, 106 Max]
Saves: Fort +6, Ref +11, Will +13 (+2 racial bonus to resist mind-affecting and stunning effects, +2 racial bonus to resist death effects, energy drain, exhaustion, fatigue, nausea, poison and sicken effects as well as stabilization checks and checks to remove negative levels)
Defensive abilities: Hardness 10, Spirit-Mimir Traits (See above)
Base Att: +9/+4 (+12/+7 w/ dex attacks)
Feats:(6) (NO Idea at this point)
Bonus Feats: Brew Potion, Throw Anything
Alchemist Abilities: Alchemy, Brew Potion (Bonus Feat), Mutagen, Throw Anything (Bonus Feat), Swift Alchemy, Poison Immunity, Discoveries (6),
Discoveries (6) Infusion, Cognaton, (4 more)
Extracts per Day: 1: 5(+2), 2: 5(+1), 3:4(+1), 4:3(+1), 5 x(+1)
Formula Known: (Lots) Levels 1-4
Languages: Common, +4 to start, +6 (max) for pts in Linguistics, (Common plus 10 others(?))
Skills: (Currently 10pts/lvl)
Class skills are Appraise (Int), Craft (any) (Int), Disable Device (Dex), Fly (Dex), Heal (Wis), Knowledge (ALL) (Int), Linguistics (Int), Perception (Wis), Profession (Wis), Sleight of Hand (Dex), Spellcraft (Int), Survival (Wis), Use Magic Device (Cha)
Appraise: = +8 (0, Int+5, C+3)
Craft (Alchemy): = +20 (12, Int+5, C+3,)
(Craft Total = +32 to Craft Alchemical Item, Competence bonus equal to class lvl)
Disable Device: = +6 (0, Dex+3, C+3)
Fly: = +6 (0, Dex+3, C+3)
Heal: = +4 (0, Wis+1, C+3)
K:Arcana = +22 (12, Int +5, C=3, EM +1, SA +1)
K:Dungeoneering = +16 (6, Int+5, C+3, EM+1, SA+1)
K:Engineering = +16 (6, Int+5, C+3, EM+1, SA+1)
K:Geography = +16 (6, Int+5, C+3, EM+1, SA+1)
K:History = +23 (12, Int+5, C+3, EM +1, SA +2)
K:Local = +16 (6, Int+5, C+3, EM+1, SA+1)
K:Nature = +22 (12, Int +5, C+3, EM+1, SA+1)
K:Nobility = +10 (0, Int+5, C+3, EM+1, SA+1)
K:Planes = +22 (12, Int +5, C+3, EM+1, SA+1)
K:Religion = +22 (12, Int +5, C+3, EM+1, SA+1)
Linguistics: = +14 (6, Int+5, C+3,) (Common, plus 10 Languages[at least])
Perception: = +10 (6, Wis +1, C+3,)
Profession: = +4 (0, Wis+1, C+3)
Slight of Hand: = +6 (0, Dex+3, C+3)
Spellcraft: = +20 (12, Int+5, C+3,)
Survival: = +4 (0, Wis+1, C+3)
Use Magic Device: = +2 (0, Cha-1, C+3)
-Eidetic Memory- Spirit-Mimir can use ALL skills as if trained, even if they have not put any points into the skill. They can use the roll even if it is over 10. (Normal, using a skill untrained the max roll you can get & use is a 10) All K: skills get a +1 'Spirit' Bonus
-Sage-Alchemists get a +2 bonus to one K: Skill, and +1 Bonus to all other K: Skills. This is a 'Study' Bonus.
-FORMAT- 'Skill Name'= Total (Pts spent, Stat Bonus, C+3 for class skills, EM bonus, SA bonus)