About Pharnmournx“High Priestess” Pharnmournx
Sorcerer Spells Known (CL 20th (+4 to caster level checks); concentration +33 (+37 to cast defensively or in grapple)):
9th (7/day [3 used])—wish, summon monster IX, time stop 8th (7/day [2 used])—create greater undead, moment of prescience, orb of the void (Fort DC 33), polymorph any object (Fort DC 30), prediction of failure (Will DC 30), rift of ruin (Reflex DC 31), 7th (7/day [2 used])—greater teleport, hungry darkness, plague storm (Fort DC 33), spell turning 6th (8/day [2 used])—chain lightning (Reflex DC 28), eyebite (Fort DC 31), geas, true seeing, major curse (Will DC 31), planar binding, summon monster VI 5th (8/day [2 used])—overland flight, curse of disgust (Will DC 27), dismissal (Will DC 27), magic jar (Will DC 30), mass pain strike (Fort DC 27), wall of stone (DC 28), suffocation (DC 30) 4th (9/day [1 used])—ball lightning (Reflex DC 26), confusion (Will DC 26), dimension door, enervation, fleshworm infestation (Fort DC 27), greater false life, shadow projection 3rd (9/day [4 used])—dispel magic, displacement, excruciating deformation (Fort DC 25), haste, lesser animate dead, major image (Will DC 25) 2nd (9/day [1 used])—command undead (DC 27), darkvision, invisibility, blindness/deafness (Fort DC 27), disfiguring touch (Will DC 24), spider climb, web (Reflex DC 25) 1st (9/day [1 used])—cause fear (Will DC 26), enlarge person, feather fall, grease (Reflex DC 24), infernal healing, mage armor, protection from good, 0 (at will)—detect magic, ghost sound (Will DC 22), haunted fey aspect, open/close, prestidigitation, read magic, resistance, touch of fatigue (Fort DC 25) Bloodlines Abyssal, Arcane STATISTICS Str 10, Dex 22, Con 18, Int 18, Wis 16, Cha 34 Base Atk +10; CMB +10 (+12 to disarm with cestus); CMD 24 (26 vs. disarm) Feats Augment SummoningB, Combat Casting, Empower Spell, Eschew MaterialsB, Improved Familiar, Improved InitiativeB, Leadership, Mocking DanceB, Murdeerer’s CircleB, Nimble MovesB, Quicken Spell, Reach Spell, Spell Focus (conjuration), Spell Focus (necromancy)B, Spell Penetration, Superior Summons, Toughness Traits Arcane Temper (+1 to initiative and concentration), Planar Savant (CHA for Knowledge [planes] instead of INT) Skills Acrobatics +8, Fly +13 [+23], Diplomacy +40 (+42 vs. unbound demons), Intimidate +20, Knowledge (arcana) +27, Knowledge (dungeioneering) +5, Knowledge (planes) +25, Knowledge (religion) +17, Perception +13, Sense Motive +8, Spellcraft +27, Stealth +12, UMD +20 Languages Common, Elven, Undercommon; telepathy 60 ft. SQ arcane bond, blasphemous covenant, bloodline arcanas, demonic might, drow immunities, eschew materials, metamagic adept, new arcana, school power (necromancy), spell resistance, stalker, surface infiltrator, weapon familiarity Gear:
amulet of natural armor +5, arachnid goggles, belt of physical might +6 [Dex, Con], +1 dueling cestus, cloak of the diplomat, dusty rose prism ioun stone (cracked), gloves of storing, handy haversack, headband of mental superiority +6, jingasa of the fortunate soldier, otherworldly kimono, pale green prism ioun stone (cracked-saves), ring of inner fortitude (greater), ring of protection +5, rod of quicken spell (greater) [used twice today], rod of silent spell (greater), runestone of power (5th), runestone of power (7th), runestone of power (8th), runestone of power (9th), scroll of mass planar adaptation, scroll of stone to flesh, scroll of temporary resurrection, staff of spiders, unfettered shirt, diamond for wish, eye ointment for true seeing (2), gem for magic jar, gemstones for orb of the void (4), silver mirrors for spell turning (2), 64020 gp. Other Gold Spent:
Permanent arcane sight 7500
Permanent see invisibility 5000 Casting wish for inherent bonus to CHAx4 100000 Casting wish for inherent bonus to CONx2 50000 Scroll of freedom of movement (used in crafting unfettered shirt) 700 gp Scroll of restoration (used in crafting greater ring of inner fortitude) 700 gp SPECIAL ABILITIES:
Arcane Bond (Ex or Sp) Pharmoun has formed a bond with a quasit named Motol. Blasphemous Covenant Since their twisted beginnings, the drow have consorted with demons. Some drow have strong ties with these creatures and may call upon ancient and obscene associations to sway demonic cooperation. Drow with this racial trait gain a +2 bonus on Diplomacy checks made against unbound creatures with the demon subtype. Furthermore, demons conjured with any summon spell gain +2 hit points per Hit Die. Lastly, the cost of bribes or offerings for any planar ally spell cast by these drow to summon a demon is reduced by 20%. This racial trait replaces keen senses and poison use. Bloodline Arcanas [Abyssal/Arcane] Whenever you cast a spell of the summoning subschool, the creatures summoned gain DR/good equal to 1/2 your sorcerer level (minimum 1). This does not stack with any DR the creature might have. Whenever you apply a metamagic feat to a spell that increases the slot used by at least one level, increase the spell's DC by +1. This bonus does not stack with itself and does not apply to spells modified by the Heighten Spell feat. Demonic Might (Su) At 20th level, the power of the Abyss flows through you. You gain immunity to electricity and poison. You also gain resistance to acid 10, cold 10, and fire 10, and gain telepathy with a range of 60 feet (allowing you to communicate with any creature that can speak a language). Drow Immunities Drow are immune to magic sleep effects and gain a +2 racial bonus on saving throws against enchantment spells and effects. Eschew Materials A sorcerer gains Eschew Materials as a bonus feat at 1st level. Metamagic Adept (Ex) At 3rd level, you can apply any one metamagic feat you know to a spell you are about to cast without increasing the casting time. You must still expend a higher-level spell slot to cast this spell. You can use this ability once per day at 3rd level and one additional time per day for every four sorcerer levels you possess beyond 3rd, up to five times per day at 19th level. New Arcana (Ex) At 9th level, you can add any one spell from the sorcerer/wizard spell list to your list of spells known. This spell must be of a level that you are capable of casting. You can also add one additional spell at 13th level and 17th level. School Power (Ex) At 15th level, pick one school of magic. The DC for any spells you cast from that school increases by +2. This bonus stacks with the bonus granted by Spell Focus. Spell Resistance Drow possess spell resistance (SR) equal to 6 plus their total number of class levels. Stalker The lands outside of drow cities, from rough-hewn tunnels to rocky caverns, are treacherous to navigate. Drow with this racial trait may move through difficult terrain without penalty while underground. In addition, drow with a Dexterity of 13 or higher gain Nimble Moves as a bonus feat. This racial trait replaces the spell-like abilities racial trait. Surface Infiltrator Some drow dwell close to the surface lands, either because they serve drow causes or they were exiled. Drow with this racial trait gain low-light vision, allowing them to see twice as far as humans in conditions of dim light. This racial trait replaces the darkvision and light blindness racial traits. Weapon Familiarity Drow are proficient with the hand crossbow, rapier, and shortsword. Motol, Quasit Familiar:
CE Tiny outsider (chaotic, demon, evil, extraplanar) Init +6; Senses darkvision 60 ft.; Perception +14 DEFENSE AC 26, touch 14, flat-footed 24 (+2 Dex, +12 natural, +2 size) hp 72 (20d10); fast healing 2; Fort +6; Ref +8; Will +13; Defensive Abilities improved evasion; DR 5/cold iron or good; Immune electricity, poison; Resist acid 10, cold 10, fire 10; SR 25 OFFENSE Speed 20 ft., fly 50 ft. (perfect) Melee 2 claws +14 (d3-1 plus poison), bite +14 (d4-1), Space 2 1/2 ft.; Reach 0 ft. Special Attacks deliver touch spells, poison (DC 13; 1/rnd for 6 rnds; 1d2 Dex; 2 consecutive saves) Spell-Like Abilities (CL 6th) At will—detect good, detect magic, invisibility (self only) 1/day—cause fear (30 ft. radius, DC 11) STATISTICS Str 8, Dex 14, Con 11, Int 15, Wis 12, Cha 11 Base Atk +10; CMB +7; CMD 19 Feats Improved Initiative, Weapon Finesse, Skills Acrobatics +8, Bluff +3, Fly +10, Diplomacy +20, Intimidate +5, Knowledge (arcana) +22, Knowledge (dungeoneering) +3, Knowledge (planes) +12, Perception +14, Spellcraft +22, Stealth +20, UMD +5 Languages Abyssal, Common; empathic link, speak with master, telepathy (touch) SQ alertness, change shape (bat, wolf; polymorph), scry on familiar, share spells, spell resistance, Gear wand of endure elements (50 charges), wand of enervation (49 charges), wand of grease (50 charges), wand of scorching ray [CL 11th] (50 charges) SPECIAL ABILITIES Alertness (Ex) While a familiar is within arm’s reach, the master gains the Alertness feat. Change Shape (Su) A creature with this special quality has the ability to assume the appearance of a specific creature or type of creature (usually a humanoid), but retains most of its own physical qualities. A creature cannot change shape to a form more than one size category smaller or larger than its original form. This ability functions as a polymorph spell, the type of which is listed in the creature’s description, but the creature does not adjust its ability scores (although it gains any other abilities of the creature it mimics). Unless otherwise stated, it can remain in an alternate form indefinitely. Some creatures, such as lycanthropes, can transform into unique forms with special modifiers and abilities. These creatures do adjust their ability scores, as noted in their descriptions. Deliver Touch Spells (Su) If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the “toucher.” The familiar can then deliver the touch spell just as the master would. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates. Empathic Link (Su) The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does. Improved Evasion (Ex) When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails. Scry on Familiar (Sp) If the master is 13th level or higher, he may scry on his familiar (as if casting the scrying spell) once per day. Share Spells The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type. Speak with Master (Ex) If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help. Spell Resistance (Ex) If the master is 11th level or higher, a familiar gains spell resistance equal to the master's level + 5. To affect the familiar with a spell, another spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the familiar's spell resistance. Nathenai, Wizard Cohort:
Male drow universalist (arcane crafter) wizard 17 CN Medium humanoid (elf) Init +2; Senses darkvision 120 ft.; Perception +20 DEFENSE AC 12, touch 12, flat-footed 10 (+2 Dex) hp 79 (17d6+20); Fort +6; Ref +7; Will +11; Immune sleep.; SR 23 Weaknesses light blindness OFFENSE Speed 30 ft. Melee touch spell +7 (per spell) Ranged touch spell +10 (per spell) Spell-Like Abilities (CL 17th; concentration +18) 1/day—dancing lights, darkness, faerie fire Wizard Spells Prepared (CL 17th; concentration +21) 9th—wail of the banshee (DC 23) 8th—heightened baleful polymorph (DC 23), maze 7th—delayed blast fireball (DC 21), greater scrying (2, DC 22) 6th—greater dispel magic, legend lore, summon monster VI (2) 5th—baleful polymorph (2, DC 20), contact other plane, secret chest, sending 4th—dimension door (2), enervation (2), greater false life 3rd—countless eyes, summon monster III (3), tongues 2nd—fox’s cunning, see invisibility, scorching ray (2), silent vanish 1st—charm person (DC 15), crafter’s fortune (2), grease (DC 15), mage armor 0—detect magic, prestidigitation, read magic, touch of fatigue (DC 14) STATISTICS Str 8, Dex 15, Con 12, Int 19, Wis 12, Cha 12 Base Atk +8; CMB +7; CMD 19 Feats Craft Magic Arms and Armor,B, Craft Rod, Craft Staff, Craft WandB, Craft Wonderous Item, Forge Ring, Heighten SpellB, Quicken SpellB, Scribe ScrollB, Silent Spell, Spell Focus (divination), Spell Focus (transmutation), Spell Penetration, Spell Perfection (polymorph any object) Skills Craft (weapons) +17, Diplomacy +6, Knowledge (arcana) +24, Perception +20, Sense Motive +6, Spellcraft +24, UMD +20 Racial Modifiers +2 Perception Languages Elven, Undercommon SQ arcane bond (amulet), drow immunities, keen senses, metacharge, metamagic mastery, poison use, spell resistance, weapon familiarity add all special qualities here, listed alphabetically. Any quality listed here will be described under Special Abilities below. Combat Gear gear used in combat; Other Gear spellbook [all cantrips, plus arcane sight, baleful polymorph, bear’s endurance, charm person, contact other plane, countless eyes, crafter’s fortune, delayed blast fireball, detect scrying, dimension door, endure elements, enervation, fox’s cunning, grease, greater dispel magic, greater false life, greater prying eyes, greater scrying, legend lore, mage armor, mass planar adaptation, maze, mind blank, permanency, prismatic wall, protection from good, scorching ray, secret chest, see invisibility, sending, shrink item, stone to flesh, summon monster III, summon monster VI, teleportation circle, temporary resurrection, tongues, vanish, wail of the banshee] Draz’nth, Cleric Follower:
Female drow cleric of Cyth-V’Sug 6 CN Medium humanoid (elf) Init +0; Senses darkvision 120 ft.; Perception +5 DEFENSE AC 10, touch 10, flat-footed 10 hp 28 (6d8+6); Fort +6; Ref +2; Will +8; +2 racial vs. enchantments Immune sleep.; SR 12 Weaknesses light blindness OFFENSE Speed 30 ft. Melee Ranged Special Attacks channel negative energy 5/day (3d6, DC 15) Spell-Like Abilities (CL 6th; concentration +8) 1/day—dancing lights, darkness, faerie fire Cleric Spells Prepared (CL 6th; concentration +9) 3rd—magic vestments, prayer, rageD 2nd—barkskinD, cat’s grace, eagle’s splendor, lesser restoration, owl’s wisdom 1st—air bubble, bless, entangleD (DC 14), magic weapon, shield of faith 0—guidance, detect magic, read magic, resistance Domains Evil (demon), Plant STATISTICS Str 10, Dex 10, Con 12, Int 12, Wis 16, Cha 15 Base Atk +4; CMB +4; CMD 14 Feats Channel Smite, Guided Hand, Selective Channeling Skills Diplomacy +11, Knowledge (planes) +10, Knowledge (religion) +10, Perception +5, Spellcraft +10; Racial Modifiers +2 Perception Languages Abyssal, Elven, Undercommon SQ aura, bramble armor, drow immunities, fury of the abyss +3 (6 rounds/day), keen senses, poison use, spell resistance, spontaneous casting, weapon familiarity, wooden fist. Pharnmournx's Backstory:
Pharnmournx was originally a servant of Cyth-V'sug sent to the surface of Golarion to spread the worship of Cyth-V'sug. She failed in her task, so she and her minions have been sent to the Arena of the Gods as punishment. |