Adivion Adrissant

Narzor's page

121 posts. Alias of Vrog Skyreaver.


Race

WP/VP: 100/668 | AC: 47; T: 33; FF: 29 | CMB: +34; CMD: 38 | Init +32 | Fort: +53; Ref: +45; Will: +34

Languages

Common Suloise Draconic Elven Dwarven Orcish Undercommon Sylvan Drow Sign Language Celstial Giant Aklo Nekril Celestial Infernal Abyssal Ignan Auran Aquan

Occupation

LE Mythic Lich (Formerly Human) Shadowcaster 10 | Warlock 10 (Archmage 3 | Guardian 3)

Strength 12
Dexterity 42
Constitution 14
Intelligence 24
Wisdom 12
Charisma 50

About Narzor

BAB 7

Speed 40'

Weapons:
1) Touch Attack: +34 to hit; 1d8+8 negative energy damage; 20/x2 crit

2) Eldritch Blast: +26 to hit; 5d6+3 damage; 20/x2 crit

3) Ranged Touch Attack: +26 to hit

4) Melee Touch Attack: +34 to hit

5) Paralyzing Touch: DC 35 fort save.

Adventuring Skills:
Acrobatics +32
Bluff +36
Disguise +36
Intimidate +43
Knowledge (Arcana) +23/33 to id creatures
Knowledge (Planes) +23/33 to id creatures
Knowledge (Religion) +23/33 to id creatures
Perception +25
Sense Motive +25
Spellcraft +23
Stealth +40

Untrained Skill Bonus: 7+Stat

Background Skills:
Knowledge (History) +20
Linguistics +23

Untrained Skill Bonus: 7+Stat

Equipment:
Unsss Livang (Nekril: "One Life") is a simple-looking armband made of beaten steel. There are a set of tiny engraved runes that tell the story of it's most storied owner; was a gift from his deity, and acts as his phylactery. (Mechanically, it's can cast the following spells: Inflict Critical Wounds 3/day, Treasure Stitching 1/day, Undetectable Alignment 1/day)

Rod of Withering
Wand of Inflict Moderate Wounds
7500 in Onyxs

-1200 in Onyxs

Ability Score Breakdown:

str: 10 base +0 race +0 level +0 ABP +2 cdtct +0 mythic +0 template
dex: 30 base +0 race +2 level +4 ABP +6 cdtct +0 mythic +0 template
con: 10 base
int: 20 base +0 race +0 level +0 ABP +2 cdtct +0 mythic +2 template
wis: 08 base +0 race +0 level +0 ABP +2 cdtct +0 mythic +2 template
cha: 30 base +2 race +0 level +4 ABP +8 cdtct +4 mythic +2 template

Offense Breakdown:

Init: +16 dex +12 amazing init +3 competence +1 trait
Bonus to Hit: 7 bab +24 mhowf +3 competence
Bonus to Damage: 24 mhowf +3 competence
CMB: 7 bab +24 mhowf +3 competence

Defense Breakdown:

WP: 2xcha score base
VP: 7x10 +20x11 +24 mythic +10 toughness +10 favored class x2 max total
CMD: 10 base +7 bab +1 str +16 dex +2 dodge +2 deflection
AC: 10 base +16 dex +8 armor +2 dodge +3 competence +5 nat armor +1 enh nat ar +2 deflection
Fort: 7 base +3 competence +3 resistance +20 cha +20 heroic grace
Ref: 3 base +3 competence +3 resistance +16 ref +20 heroic grace
Will: 7 base +3 competence +3 resistance +1 wis +20 heroic grace

DR 15/bludgeoning and magic
DR 5/Piercing

Skill Breakdown:

Class Skills: Acrobatics, Bluff, Climb, Craft, Disguise, Fly, Intimidate, Knowledge (Arcana), Knowledge (Planes), Knowledge (Religion), Perception, Profession, Sense Motive, Spellcraft, Stealth, Use Magic Device

Skill Points: 2 +7 Int mod +1 Human +1 favored class

Adventuring Skills:
Acrobatics 10 ranks +3 class +16 dex +3 competence
Bluff 10 ranks +3 class +20 cha +3 competence
Disguise 10 ranks +3 class +20 cha +3 competence
Intimidate 10 ranks +3 class +20 cha +3 competence +6 skill focus +1 trait
Knowledge (Arcana) 10 ranks +3 class +7 int +3 competence
Knowledge (Planes) 10 ranks +3 class +7 int +3 competence
Knowledge (Religion) 10 ranks +3 class +7 int +3 competence
Perception 10 ranks +3 class +1 wis +3 competence +8 racial
Sense Motive 10 ranks +3 class +1 wis +3 competence +8 racial
Spellcraft 10 ranks +3 class +7 int +3 competence
Stealth 10 ranks +3 class +16 dex +3 competence +8 racial

Untrained Skill Bonus: 4+Stat

Background Skills:
Knowledge (History) 10 ranks +7 int +3 competence
Linguistics 10 ranks +3 class +7 int +3 competence

Untrained Skill Bonus: 4+Stat

Feats:

Feats:
Dodge
Extra Invocation x5
Fast Learner
Favored Mystery (All Known Non-Fundamentals)
Improved Improvisation
Improved (Shadow) Familiar (Smokeshade named sql with the Infiltrator Archetype)
Improvisation
Path Focus (All Known Paths)
Shadow Cast (designate adj. sq.; as long as no one threatens that sq., don't provoke AoOs for casting)
Skill Focus (Intimidation)
Toughness
Weapon Focus (Natural)

Mythic Feats:
Mythic Paragon
Mythic Dodge
Mythic Weapon Finesse
Mythic Horrifically Overpowered Weapon Finesse

Gift/Knack:
*Fast as Thought (gain 5'/3 levels)

*Secret Reserve (Divinations of any type do not effect me; can't be effected by detect thoughts, discern lies, zone of truth, or any effect based on those spells)

Horribly Overpowered:
Spell-Like Ability (Phantom Steed, Shield, Suffocation) x3
Magical Control
Perfect Concentration
Heroic Grace (add cha mod to saves)
Invulnerability (Dr .5 level/Piercing)
Greater Invulnerability (Acid, Cold, Fire)

Shadowcaster Class Feature Breakdown:

Umbral Sight (Darkvision +30')
Sustaining Shadow (eat 1 meal/week; sleep for 1 hr/day)
Bonus Feats (gain bonus feats equal to .5 the number of known paths; can take any metamagic feat, favored mystery, greater path focus, nocturnal caster, path focus, shadow vision, or metashadow feat)

Warlock Class Feature Breakdown:

Eldritch Blast 5d6
Detect Magic
Damage Reduction 2/Cold Iron
Deceive Item
Fiendish Resilience 1
Energy Resistance 5

Shadowcaster Spells:

Spell DC: 25 +Spell Level
Caster Level for all non-Fundamentals: 11

Fundamentals:
Arrow of Dusk
Black Candle
Liquid Night
Umbral Hand
Widened Eyes

Apprentice Paths:
*Touch of Twilight (Supernatural; 3/day):
1) Life Fades
2) Flesh Fails
3) Umbral Touch

*Eyes of Darkness (Supernatural; 3/day):
1) Bend Perspective
2) Piercing Sight
3) Killing Shadows

Initiate Paths:
*Body and Soul (Spell-Like; 2/day):
4) Bolster
5) Languor

*Veil of Shadows (Spell-Like; 2/day):
4) Shadow Vision
5) Curtain of Shadows

Warlock Invocations:

Invocation DC: 25 +Invocation Level

Invocations: 11
*Least:
Hammer Blast
Dark One's Own Luck
Eldritch Spear
Entropic Warding
Beguiling Influence
Hideous Blow
Summon Swarm
All-Seeing Eyes

*Lesser:
Fell Flight
The Dead Walk
Walk Unseen

Traits:

*Focused Mind (+2 trait bonus to concentration checks; magic)
*Excellent Penmanship (+2 trait bonus to checks to persuade someone in written form; +2 to DC of Forgeries I create; Linguistics as a class skill; social)
*Bloody-Minded (+1 trait bonus to initiative and intimidate checks; combat)
*Deathspeaker (+2 trait bonus on diplomacy and cha checks targeting undead; religion: Orcus)
*The Patriarch (cast Know Direction 3/day, Caster Leve equals character level; cosmic)

Lich Template Breakdown:

Darkvision 60'
+5 Natural Armor
Use Cha mod instead of Con mod for fort saves and WP/VP
Type changes to Undead
Rejuvenation (as long as phylactery still exists, will reform in 1d10 days after "death")
Touch Attack (deals 1d8+5 negative energy damage; 1/rnd; standard action)
Channel Resistance +4
DR 15/bludgeoning and magic
Immunity to Cold and Electrictity
Fear Aura (effects creatures less than 5 HD)
Paralyzing Touch (any creature hit by Touch Attack has to make a fort save or be paralyzed permanently and appear to be dead unless a DC 20 perception or 15 heal check is made)

+8 racial bonus to Perception, Sense Motive, and Stealth

Chopping Down the Christmas Tree:

+3 competence bonus to attack rolls, damage rolls, AC, saving throws, initiative

50% chance to strike incorporeal creatures with non-magical attacks

Automatic Bonus Progression:

Resistance +3
Armor Attunement +2
Weapon Attunement +2
Deflection +2
Mental Prowess +4
Physical Prowess +4
Toughening +1

Champion Ability Breakdown:

Archmage's Arcana: Arcane Surge (swift action; spend a mythic point to cast a spell without using a spell slot; if it targets a non-mythic creature and has a save, they must roll twice and take the worst result; roll twice and and take the better result on caster level checks to bypass SR; can't add a metamagic feat to spell)

Amazing Initiative
Hard to Kill
Mythic Power (13 pts)
Recuperation (completely heal after 8 hour rest; can spend 1 mythic power to rest for 1 hour and regain half max hp and use of any class features that are limited per day; does not refresh mythic abilities)
Surge (1d6)

Powers:
Enduring Armor (gain armor bonus of 3 +Mythic Tier)
Arcane Endurance
Component Freedom (verbal)

Guardian Ability Breakdown:

Guardian's Call: Sudden Block (immediate action; 1 mythic power; add tier to AC vs. melee attack on my AC or adj. ally; creature making attack must roll twice and take lower result; once their attack is resolved, me or ally can make an attack against attacker that ignores all DR)

Amazing Initiative
Hard to Kill
Mythic Power (13 pts)
Recuperation (completely heal after 8 hour rest; can spend 1 mythic power to rest for 1 hour and regain half max hp and use of any class features that are limited per day; does not refresh mythic abilities)
Surge (1d6)

Powers:
*Knowledgeable Guardian
*Imprinting Hand
*Parry Spell

Backstory:

During what has come to be known as the Green Age, before the world was sundered from the spheres, a creature that had once been a man came to Athas.

This creature was a devout worshipper of a distant deity of undeath, and needed a hidden world on which to conduct a long term experiment on the effects of infusing magic into the essence of living creatures.

From his hidden lab, he unleashed a plague of shadow creatures upon the world, until one of the heroes of the age, a Halfing, found his lab and sealed it for 10,000 years, preventing him from leaving or sending out any further creatures.

Thus did several ages pass, as the undead creature performed his experiments and recorded the results until one day, the spell on his prison vanished with a pop that echoed throughout his expanded halls.

The creature then prepared itself, using magic to hide from the sight of the uninitiated, and made his way out into the world. He discovered that the weave of the magic that surrounded the world had fundamentally changed.

Deciding on a new experiment (he had long since finished his previous research, but kept it going just to keep himself busy), the creature made it's way towards the nearest center of civilization to see how living in a desert had changed the species that still survived.

and that's where I would join the game, with him entering [City] invisibly and taking an interest in the party.