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About RahlmaatFemale "Monstrous Humanoid" Sphinx Legendary Wizard 20/Prodigy 20/Mythic Archmage 1 Saves
Attacks
Initiative +11 Always rolls 20
Defenses
Resist: Fire 30, Acid 20 Skills
Spoiler:
Acrobatics +25
Craft (Tattoo) +36 Craft (Jewelry) +36 Diplomacy +24 Disable Device +25 Fly +25 Heal +24 Intimidate +36 Knowledge (Arcana) +36 Knowledge (Dungeoneering) +37 Knowledge (Engineering) +36 Knowledge (Geography) +36 Knowledge (Local) +36 Knowledge (Nature) +36 Knowledge (Planes) +36 Knowledge (Religion) +36 Perception +47 Sense Motive +27 Spellcraft +42 Stealth +25 Survival +24 Swim +29 Background Skills
Favored Class: Prodigy, +1/6 combat talent a level (3 1/3 talents) Feats and Traits
Spoiler:
Transformation
Extra Combat Talent Extra Adaptation Extra Combat Talent Extra Magic Talent Extra Combat Talent Improved Transformation Hybrid Transformation Eschew Materials Extra Combat Talent Heighten Spell Extra Magic Talent Spell Penetration Silent Spell Great Focus Still Spell Quicken Spell Extra Magic Talent Precogniscent Protection Precogniscent Smite Unarmored Mastery Extra Magic Talent Extra Magic Talent Extend Spell Enlarge Spell Threnodic Spell Persistent Spell Widen Spell Craft Wondrous Item Scribe Scroll Craft Implement of Power Zodiac Tattoos Dragon's Tattoos Skill Focus (Perception) Skill Focus (Knowledge History) Skill Focus (Spellcraft) Transformation:
Transformation: Sphinx Form Animalistic Transformation 120' land speed, Bite 2d6, +6 natural armor, Scent Claws 1d8 Wings 100' fly speed, good maneuverability Speech Size Change (Huge) Str +4, Dex -4 Traits:
Racial Traits
Languages:
Magic
Casting Tradition: Magical Signs, Somatic Casting x2, Verbal Casting, Easy Focus
Spoiler:
Destruction Divination
Life
Mind
Telekinesis Time Warp
Oaths:
Spells Known: See this spreadsheet Spell Slots: 9th 5/5, 8th 6/6, 7th 6/6, 6th 6/6, 5th 7/7, 4th 7/7, 3rd 7/7, 2nd 7/7, 1st 8/8 Spells Memorized::
9th: Mage's Disjunction, Shapechange, Wish, Time Stop, Mass Hold Monster 8th: Mythic Maze, Summon Monster VIII, Form of the Alien Dragon III, Wall of Lava 7th: Forcecage, Magical Beast Shape, Resonating Word, Legendary Proportions 6th: Greater Dispel Magic, Greater Heroism, Disintegrate 5th: Hungry Pit, Mind Probe, Feeblemind, Wall of Force 4th: Dimensional Anchor, Black Tentacles, Telekinetic Charge, Enervation 3rd: Guarding Knowledge, Magic Circle Against Evil, Communal Resistance from Energy, Battering Blast 2nd: Glitterdust, Locate Object, Adoration, Scorching Ray, Blindness/Deafness 1st: Shield, Unseen Servant, Preserve, Obscuring Mist, Alarm Cantrips: Acid Splash, Dancing Lights, Light, Ray of Frost, Jolt, Mage Hand, Mending, Message, Prestidigitation Combat Talents
Spoiler:
Equipment Unarmed Training Unarmored Training Force Redirection Technique Brute
Open Hand
Scout
Equipment
Spells affected by Permanency
Class Features
Legendary Wizard:
Path of the Prodigy Arcane School: Divination Bonded Object: Spellbook Arcane Discoveries -Item Creation Feats -Knowledge is Power -Idealize -Evolved Summons -Multimorph Intelligent Design: Perception Genius Insight Educated Metamagic -Extend Spell -Enlarge Spell -Threnodic Spell -Persistent Spell -Widen Spell Bonded Advancement Arcane Identification Opposition Breakthrough Bonded Inspiration Secondary Specialization: Transmutation Bonded Union Eternal Study Prodigy:
Sequence (10 links max) Adaptation Imbue Sequence Steady Skill Unbroken Sequence Improved Adaptation Reflect Spell Greater Adaptation Share Adaptation Variable Skill Master Adaptation Flawless Sequence Greater Reflect Spell Grandmaster Adaptation Skill Juggler Perfected Prodigy Mythic Features
Archmage Path
Mythic Feats:
Appearance:
Rahlmaat in her natural form is a massive sphinx, taller at the shoulder than an average house and twice as long. Her head is that of a huge Garundi woman, black-haired and brown-skinned, while her body is that of a gigantic and powerful lioness with a broad pair of falcon’s wings (Like a Lanner falcon) on her back. Ancient hieroglyphs and arcane sigils decorate her flanks, forehead, and wings, seemingly painted or in a few cases somehow chiseled into her fur, feathers, and flesh, but are actually woven so deep into her being that they will regrow even if cut out. She wears a golden crown decorated with hieroglyphics and rampant sphinxes, a fine linen caprison with constellations embroidered in silver and gold thread, and a huge amulet in the form of a golden disk polished mirror-bright surrounded by stylized flames with subtle hieroglyphs worked in among them. History:
Deep in the deserts of Osirion, far from any city or known oasis, an ancient temple carved into a cliffside sits within a hidden depression. Since ancient times this temple has been guarded by a sphinx, the responsibility passed from mother to daughter in an unbroken chain reaching back to the times of the earliest pharaohs. Potent wards and clever illusions hide this place from prying eyes, along with the harsh and barren desert around it. Rahlmaat was born here in the years before Abasalom was founded, during the waning years of the Age of Destiny.
Rahlmaat traveled extensively in her youth. She had known for a long time that she would take up her lineage’s responsibility, and so had used the time before she had to take up the charge to travel, returning every year or two to make certain all was well and spend some time being further taught of the wards and secrets of the temple before leaving again in search of more mysteries to unravel. The only breaks in this cycle were the three times she raised a litter of cubs, including beginning to teach her eldest daughter Akila about the responsibility to guard the temple. For Rahlmaat from a young age was more driven and focused than the average sphinx, constantly thirsting for new challenges, new riddles to solve, new knowledge to learn, and new opponents to test her wits against. In so doing she grew in knowledge and power, as well as making contacts in many places… though of course most of them died of old age in less than a century. Yet one riddle she never solved in spite of her best efforts was just what was contained within the temple her lineage guarded--for only the current guardian was allowed within, and in all her years of searching she could find no mention of it. Almost as if information about the temple had been deliberately suppressed. One of her greatest achievements in this time was in the land of Nex. Rahlmaat discovered a hidden planar gate, solved the secrets behind opening it, and entered to find a hideaway of the lost archmage. Within were items of power and notes from the archmage's studies, with which the sphinx was able to empower herself. She was with her mother when the attack came. A blue dragon, having penetrated the illusions and wards around the area, assaulted the temple, convinced there must be treasures within. With typical draconic arrogance the attacker did not turn back even when faced with a trio of sphinxes, and so battle raged through the little valley. The match was fairly even, though in truth Akila could contribute but little compared to her elders. Eventually the dragon got its fangs around Rahlmaat’s mother’s neck. Enraged, Rahlmaat leaped upon the dragon’s back, tenaciously clinging to it while ripping into it with her claws until it at last fell. Then she turned to her mother, just in time for her to proclaim Rahlmaat the defender of the temple with her dying breath. The two surviving sphinxes feasted well on dragon flesh that night. Rahlmaat wasted no time in making changes. Seeing the need for more guardians she invited a tribe of maftets to live in the little valley before delving into the temple herself. Within she found many treasures, both of books and scrolls and of gold and gems. But… little more. Nothing to justify such protections. It was then she realized there was a riddle here--a riddle built into the very stones of the temple. Throwing herself into solving it, barely noticing the passing of days, Rahlmaat at length discovered a hidden sequence of stones which opened a way deeper into the temple. There she found hidden secrets of arcane power, enough to satisfy her for many years. Combining these secrets with what she had learned in Nex, Rahlmaat was able to etch power into her very being, and she came to suspect something about the temple--its symbols and puzzles contained oblique references to Nethys, and the secrets it contained seemed to be those of ascending to higher power. Was some hint of how Nethys had become god of magic hidden here? When she could learn no more from the portion of the temple she had opened, the sphinx realized there was another level to the riddle. Over the centuries she has continued to unravel the secrets of the temple she guards, each time emerging from its depths more powerful and more knowledgeable than before. But with her growing intellect has come a growing dissatisfaction, for more and more she finds there is little left to challenge her mind. She’s taken to visiting the planes from time to time, searching for mental stimulation she no longer finds on Golarion. When she must be at the temple to continue fulfilling her obligation as its guardian, she often spends nights scrying distant locations simply to keep herself amused.
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