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My Zutha Build: Using the Karzoug build from the Rise of the Runelords AP as a guide I came up with as follows
Stats:
25 point build for Str 13/ Dex 13/ Con 13/ Int 16/ Wis 13/ Cha 13 add onto that racial stats of Azlanti +2 to all stats (racial), Lvl 4: +1 Int, Lvl 8: +1 Int, Lvl 12: +1 Int, Lvl 16; Then I decided to add the old age advancement -3 Str, -3 Dex, -3 Con, +2 Int, +2 Wis, +2 Cha) apply the Lich template +2 Int, +2 Wis, +2 Cha. Lastly I used another part of the Karzoug build I had Zutha wish up all his Stats (except Con) to +5 inherit bonus. This would put his base stats to for Str 17/ Dex 17/ Con 0/ Int 31/ Wis 24/ Cha 24 (His effective Con would be 24 though due to the undead path) without any gear. His stats with Gear (as explained later then boost to the following: Str 20/ Dex 21/ Con 0/ Int 36/ Wis 24/ Cha 29
Levels:
James Jacobs stated he would be about an 18th lvl Wizard but nothing more was said other than he was usually switching places with Alazinist for the 3rd and 5th place with Karzoug usually staying about in the center at 4th most powerful. That said I’m making Zutha as follows
18th Level Wizard (Gluttony/Necromancy sin magic specialist). With the following feats;

Feats: Human (Azlanti) Base: Dodge; Lvl 1 Feat: Lightning Reflexes (+2 Reflex save); Lvl 3 Feat: Combat Casting (+4 to concentration checks); Lvl 5 Feat: Improved Initiative (+4 to Initiative); Lvl 7 Feat: Spell Focus: Necromancy; Lvl 9 Feat: Spell Penetration (+2 to overcome SR); Lvl 11 Feat: Improved Familiar; Lvl 13 Feat: Defensive Combat Training use HD instead of BAB for CMD; Lvl 15 Feat: Spell Focus, Greater: Necromancy; Lvl 17 Feat: Steward of the great beyond;
Wizard Level 1: Scribe Scroll; Wizard Bonus Feat (5):Quicken Spell (+4 spell lvl) cast most spells as a Swift; Wizard Bonus Feat (10):Maximize Spell (+3 spell lvl) variables are maxed (dice); Wizard Bon Feat (15):Extend Spell (+1 spell lvl) (doubles duration)

Unique Undead Abilities and special qualities:
I was interested in somehow combining some of the aspects of other undead such as a vampire or devourer along with a Lich. That said I was giving Zutha the following powers, defenses and special abilities: Darkvision 60’, Natural Armor Bonus +5, Undead Traits, DR 15 (Good and Magic), +6 channel resistance, and immune to cold and electricity in additional to that granted to him by his Undead traits. I also like the idea of Zutha having grown to Large sized due to his gluttonous nature. I’ve also decided to add an SR of 24 to him as well. Next to come are his Lich and unique udead powers…
Save DCs are equal to 10 + 1/2 Zutha's HD + Zutha's Cha modifier unless otherwise noted.

Life Steal: (Su)
Whenever Zutha successfully grabs an opponent he can “feed” on their life essence. This results in the victim making a DC 28 Fort save. If the save is successful the victim takes 1 negative level Drain. If the save is not successful they take 1d4 Con Drain in addition to the negative Level Drain. For every Con point drained in such a way Zutha heals 5 hp. If Zutha is at full hp he instead gains 5 temporary hp that fade away after 1 hour. If a victim goes to 0 Con or takes negative levels equal to his HD he/she shrivels and dies as a desiccated corpse. Any creature that dies in this manner rises 1 hour later as a juju zombie under Zutha’s control. Zutha can control up to 80 HD of such Zombies at a time, any excess Zutha decides which to release or can destroy it instead by simply willing it.

Death’s Touch: (Su)
Once per round Zutha can make a touch attack as a natural attack that does 1d10+18 negative energy to a living creature. In addition to this dmg the victim must make a Fort save (DC 28) or be permanently paralyzed. This effect can be removed with Remove Paralysis, Heal, limited wish, wish or miracle.

Soul Feast: (Su)
Zutha may as a free action, consume or draw into himself any creature (with a soul) that dies within 30’ of him (no save). He may only consume 1 soul at a time and it takes ‘X’ rounds to consume it where ‘X’ is equal to the total HD of the creature that died. While Zutha consumes this soul he gains fast healing /X for X amount of rounds. Creatures that have their souls consumed in this way can only be brought back to life through miracle, true resurrection, or wish.

Frightful Presence: (Ex)
Creatures of 4 HD or less within a 60-foot radius that look at the Zutha must succeed on a Will save (DC 28) or become frightened. Creatures with 5 HD or more must succeed at a Will save or be shaken for a number of rounds equal to the Zutha’s Hit Dice. A creature that successfully saves cannot be affected again by Zutha’s aura for 24 hours. This is a mind-affecting fear effect.

Spell Like Abilities: (Sp)
Zutha may cast any of the following as a spell like ability at 18th level: at will: Vampiric Touch, control undead, animate dead, Restore Corpse 9x Day: Death’s Kiss (su) as the Undead Domain power lasts 10 rounds; 3x day: create undead; 1x day create greater undead, Spectral Hand
Resources:
If given enough time after his awakening and access to his resources Zutha is able to recover certain artifacts of value that were hidden away in addition to casting permanency on the following spells: Arcane Sight, See Invisible, Tongues and Comprehend Languages. He also permanents Telepathic Bond with Malachi (His new Champion) if able.

The Gluttonous Tome: (As excerpted from “More Magic of Thassilon”) (LE), 26 Int, 20 Wis, 23 Cha, Ego 35 Abilities: 120' Darkvision and Hearing, Telepathy, Speech Lesser Powers: Detect Magic at will, Major Image 1x day, 10 ranks in Bluff (total modifier is +16), 10 ranks in Kn: Arcana (total modifier is +18) Greater Powers: clairvoyance 3x day, Detect Undead at will, and Fear 3x day. And of course it also grants the bearer of the combined tome +1 to the caster lvl of any of the lvl 1 through lvl 7 necromancy spells contained within. It also allows the bearer to additionally cast the following spells: At Will: detect undead, gentle repose 3x day: empowered Ray of enfeeblement, False Life, Maximized Vampiric touch, Create Undead 1x Day: Bestow Curse, Create Greater Undead, and Waves of Exhaustion

Zutha’s Scythe (Weapon of Rule) “Last Breath”: +3 Unholy, Icy Burst Scythe (NE) 16 Int, 16 Wis, 10 Cha, 23 Ego Abilities: 120' Senses, 60’ Darkvision, Telepathy, 30’ Flight Minor Powers: Can cast silence and create pit 3x day, Special Purpose: Last Breath sees any religion that opposes Necromancy and the undeath (and consequently their Priests) as a threat to his Master the Runelord of Gluttony and Master of Necromancy Magic. He can sense such Divine spell casters up to 60’ away and does his best to neutralize their threat against his master. His special purpose dedicated powers for this would be battering blast (caster level 17) Which uses it's masters to hit roll to launch three 5d6 iced balls at its target with a ranged touch attack.

Burial Robes of Xin Gastash: (Large Sized) These Black Robes function very similarly to Robes of the Archmagi with the following statistics. +6 Armor Bonus to AC, +2 to spellchecks to overcome Spell Resistance, and are further enchanted with Feather fall. It also acts as a permanent Alter of Desecration which grants +6 profane bonus to negative channeled energy DCs, +2 profane bonus on all attack rolls, damage rolls, and saving throw and +2 hit points per HD for undead created in a 20' radius from the Robes.

Belt of Swiftness: +4 Dex enhancement and +10” run

Zutha’s Ring set. Zutha has figured out how to wear multiple rings without them conflicting with each other and consequently can wear a ring on each finger and gain their full effect. He has had a number of them crafted to suite his purposes as follows.
1) Ring of Freedom of Movement; set with a Teal Sphere Ioun Stone (+2 Cha enhancement bonus, stacks)
2) Ring of Invisibility; set with a Crimson Sphere Ioun Stone (cracked) (+1 Int enhancement bonus, stacks)
3) Greater Ring of Energy Resistance ER: Fire 30; set with a flawed Red and Purple Rhomboid Ioun Stone (cracked) (+1 Str enhancement bonus, stacks)
4) Sihedron Ring (+3 AC deflection/ +3 resist bonus to saving throws, set with a Teal Sphere Ioun Stone (+2 Cha enhancement bonus, stacks)
5) Ring of Telekinesis; set with a Crimson Sphere Ioun Stone (+2 Int enhancement bonus, stacks)
6) Ring of Counterspells- Vs- Heal; set with a flawed Red and Purple Rhomboid Ioun Stone (+2 Str enhancement bonus, stacks)
7) Ring of Counterspells- Vs- Breath of Life; Set with a Teal Sphere Ioun Stone(cracked) (+1 Cha enhancement bonus, stacks)
8) Ring of Aspect of the Dire Bear (+3 NA and +3 to CMB); set with a Crimson Sphere Ioun Stone (+2 Int enhancement bonus, stacks)

Zutha also always casts the following spells on himself daily: Mind blank: (all day) protects against divination such as detect evil, locate creature, scry, see invisible -- also grants a +8 resistance bonus on saving throws against all mind affecting spells and effects. Overland Flight: 40’ movement (lasts 18 hours) Extended Greater False Life: (grants 2d10+18 hp) (lasts 36 hours) Mage Armor: (Unless he recovers his Mages Robe) Countless Eyes: cannot be flanked, (lasts 18 hours) Getaway: predetermined teleport activate as a swift action (18 hour) Raiment of command: 18 hours, +5 to diplomacy and intimidate checks also opponents take -2 to any skill checks made against him

Zutha’s Spell List
Prohibited schools: Abjuration and Enchantment (they cost 2 spell slots) Necromancy specialty add a bonus necro spell x2 each lvl

Level 1: 8 spells + a necromancy spellx2 2x Ray of Enfeeblement, Expeditious Retreat, Grease, Obscuring Mist, Reduce Person, Alarm(2 slots) , Shield (2 slots)

Level 2: 7 spells + a necromancy spellx2 2x Blindness/ Deafness, Warding Weapon (2 slots), Raiment of command, Mirror Image, Scorching Ray, Resist Energy (2 slots)

Level 3: 7 spells + a necromancy spellx2 2x Accursed Glare, 2x Swipe, Blink, Slow, Stinking Cloud, Countless Eyes, Mad Monkeys

Level 4: 7 spells + a necromancy spellx2 2x Boneshatter, 2x Dimension Door, Solid Fog, Black Tentacles, Maximized Ray of Enfeeblement, Vitriolic Mist

Level 5: 7 spells + a necromancy spellx2 2x Suffocation, Quickened Shield (2 slots), Dominate Person (2 slots), False Life- Greater (Extended), Wall of Force, Overland Flight

Level 6: 6 spells + a necromancy spellx2 2x Unwilling Shield, Dispel Magic, greater ( 2 slots) , Chain Lightning, Disintegrate, Cold Ice Strike, Getaway

Level 7: 5 spells + a necromancy spellx2 2x Waves of exhaustion, Forcecage, Reverse Gravity, Teleport- Greater, Hostile Juxtaposition, Quickened Haste

Level 8: 5 spells + a necromancy spellx2 2x Horrid Wilting, Maze, Temporal Stasis, Wall of Lava, Mind Blank (2 slots),

Level 9: 4 spells + a necromancy spellx2 2x Wail of the Banshee, 2x Time Stop, Icy Prison-Mass, Shapechange

Altogether this gives Zutha an AC of 36 with quickened shield, 18 touch, 26 flat footed. he will have over 300 hp with his greater false life; Saves are 17 Fort, 18 Ref, and 24 Will; +9 to Initiative; 21 CMB, 39 CMD and BAB = 16 for Melee or ranged before weapon modifiers added.

Lastly I gave Zutha a homunculus familiar. Which I have built into a Diminutive construct (Permanent reduce person) with other spells permed as well. I like the idea of him having a construct spy/servant that gains the immunities that constructs get.

I've been a Pathfinder player for the last 4 years and just started GMing my first campaign (Rise of the Runelords) about two years ago. I have some side stories in place that might result in Zutha being brought back as well so I figured I'd stat him up in case my players decide to challenge him as well.