Tetisurah

Rahlmaat's page

98 posts. Alias of Almonihah.


Full Name

Rahlmaat

Race

| HP 203/203| AC: 35+8 T: 30+8 Fl: 33+8 | CMB: +39 CMD: 56 | F +17 R +23+4 W +25 | Init 31+4 | Perc: +47+4+2; Arcane Sight, True Sight

Classes/Levels

| Mythic Power 4/4 | Spell Points: 25/40 | Adaptation: 15/15 | Martial Focus: 2| SS: Sense Motive | Genius Insight: 2/3 | Current Effects: Foreshadow, See Hazard, Lifesense (Mid range), Thoughtsense (Long range), Touchsight

Gender

Female Sphinx Legendary Wizard 20/Prodigy 20/Mythic Archmage 1 | Form: Hybrid

Size

Medium/Huge

Age

About 10,000 years old

Alignment

True Neutral

Deity

Does not recognize worship

Strength 22
Dexterity 14
Constitution 15
Intelligence 36
Wisdom 18
Charisma 12

About Rahlmaat

Female "Monstrous Humanoid" Sphinx Legendary Wizard 20/Prodigy 20/Mythic Archmage 1

Saves
--------------------------------------
Reflex 23 = 12 class + 2 Dex + 5 Resistance + 2 Racial + 2 Luck
Fortitude 17 = 6 class + 2 Con + 5 Resistance + 2 Racial + 2 Luck
Will 25 = 12 class + 4 Wis + 5 Resistance + 2 Racial + 2 Luck

Attacks
--------------------------------------
BAB +15
Claws +26 1d4 + 11 | Crit 20/x2
Bite +26 1d6 + 11 | Crit 20/x2
Unarmed strike +26 1d8+11 | Crit 20/x2

Initiative +11 Always rolls 20
Speed 30'
CMB 39 = 15 BAB + 6 Str + 13 Int + 5 Enhancement

Defenses
--------------------------------------
HP: 203/203
AC: 35= 10 + 5 Deflection + 9 Armor + 5 Natural Armor + 6 Str
Touch: 30 Flat-footed: 33
CMD 56 =

Resist: Fire 30, Acid 20

Skills
--------------------------------------
NOTE: Usually gets +4 to all skills from arcane bond and +2 from luck

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
Linguistics +36
Knowledge (History) +43

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:
Bruising Intellect
Tactician
Defy Madness
Eldritch Delver
Brave

Racial Traits
--------------------------------------
Monstrous Humanoid
Normal Speed
Human Heritage (+2 Str +2 Int)
Linguist
Flexible Bonus Feat
Skilled
Greater Lucky
Focused Study
Static Bonus Feat (Extra Magic Talent)

Languages:
Common (Taldane) Auran Elven Gnome Kelish Goblin
Sphinx Aquan Dwarven Protean Shory Halfling
Osiriani Terran Draconic Sylvan Iblydan Necril
Ancient Osiriani Ignan Undercommon Mwangi Thassalonian Orc
Celestial Abyssal Giant Senzar Azlanti
Infernal Aklo Gnoll Tien Cyclops

Magic
--------------------------------------
Sphere Caster Level: 15 Spell DC: 30
Spell Points: 40/40

Casting Tradition: Magical Signs, Somatic Casting x2, Verbal Casting, Easy Focus
Magic talents:

Spoiler:

Destruction

Divination
See Hazard
Foreshadow
Advanced Alternate Divinations
Expansive Vision

Life
Self-Renewal
Restore Senses
-Resucitate
-Restore Capacity

Mind
Arcane Calculation
Rapid Processing
Flawless Precision

Telekinesis

Time

Warp
Pouncing Teleport
Unseeing Teleport
-Unwilling Teleport
-Lethal Teleport

Oaths:
Forbidden Knowledge (Lethargic Surrender)
Oath of Candor
Integral Oath--Oath of Candor
Energy Resistance (Fire)
Immortality

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
--------------------------------------
Martial Tradition: Tattooed Warrior

Spoiler:

Equipment
Unarmed Training
Unarmored Training
Force Redirection Technique

Brute
Smash
Dazed and Confused
Hostile Movement
Break Defenses

Open Hand
Axe Kick
Rippling Blow
Mystic Fists (Adamantine, Cold Iron, Silver)

Scout
Piercing Eye
Inimical Gaze
Find Gap
Identify Rhythms
Discern Illusions
True Sight

Equipment
--------------------------------------
Handy Haversack
Blessed Bookx2
Bag of Holding Type IV
Headband of Fortune's Favor
Unfettered Shirt (err, Caprison)
One casting of Wish
Expensive Material Components (70000 gp)
Belt of Equilibrium
Eyes of the Eagle
Orange Prism Ioun Stone
Pearly White Spindle Ioun Stone
Ring of Major Acid Resistance
Amulet of Relentless Life (+1 Life Sphere, Resucitate, Restore Capacity)
Bracers of Deadly Transposition (+1 Warp Sphere, Unwilling Teleport, Lethal Teleport)
Heavy Fortification on self via Zodiac Tattoos
Luckstone

Spells affected by Permanency
--------------------------------------
Arcane Sight
Tongues

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
--------------------------------------
Hard to Kill
Mythic Power 5/day
Surge +1d6

Archmage Path
Path abilities
Archmage Arcana: Wild Arcana
Flash of Omniscience
Mythic Spellcasting

Mythic Feats:
Mythic Magic Talents

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.