Golem in Progress

Zix's page

422 posts. Alias of Lord Foul II.


Full Name

Professer Zixoplatul

Race

Spellweave

Classes/Levels

Monk1//Magus (spell sword/War Warder)11/scholar 11/abjurant champion5/initiate of the sevenfold veil 7/netherese arcanist 10/magister 6/argent savent 5

Gender

N/A (use male pronouns because that's what the English language assumes)

Size

5'2

Special Abilities

Lots and lots of spells

Alignment

LN

Languages

Telapathy

Strength 16
Dexterity 22
Constitution 16
Intelligence 34
Wisdom 24
Charisma 12

About Zix

http://www.giantitp.com/forums/showthread.php?t=258128
AC 86. 10+11(Mage armor)+11(shield)+12(int from scholar) +11 (int from magus)+7 (wisdom from monk)+4(natural armor)+5(dex)+1(dodge)+3(dodge)+4 (web of steel, it would be+16 but it overlaps with Mage armor)+6 (deflection)
With sacrosanct this goes up by 10, and provides DR 3/-, but deals 1d3+1 constitution damage
with heighten abjuration he can increase this by a further 8 points with the expendrature of a 9th level spell
With protection devotion he can increase this by 7 for 2 miniutes per day
BAB: 20
CMB 25
CMD 31

to hit (force dagger) +32 (+36 if using arcana pool)

Feets:

Spell focus (abjuration), spell focus (variation) greater spell focus (abjuration)

Mind over Body [General]

Your ability damage heals more rapidly.

Prerequisite: Con 13.

Benefit: You heal ability damage and ability burn damage more quickly than normal. You heal a number of ability points per day per ability score equal to 1 + your Constitution bonus.

Exceptional Artisan [General]

You are an expert at creating magic items faster than usual.

Prerequisite: Any item creation feat.

Benefit: When determining the time you need to craft any item, reduce the base time by 25%.

Anti-Psionic Magic [General]

Your spells are more potent when used against psionic characters and creatures.

Prerequisite: Spellcraft 5 ranks.

Benefit: You get a +2 bonus on caster level checks to overcome a psionic creature’s spell or power resistance. This bonus stacks with the bonus conferred by Spell Penetration and Greater Spell Penetration.

Furthermore, when a psionic creature attempts to dispel a spell you cast, it makes its manifester level check against a DC of 16 + your caster level. You receive a +5 bonus on your caster level checks when attempting to dispel psionic powers or effects.

The benefits of this feat apply only to power resistance. The bonus does not apply to spell resistance.

Special: You cannot take this feat if you have the ability to use powers (if you have a power point reserve or psi-like abilities).

If you later gain the ability to use psionic powers or psi-like abilities, your manifester level is considered to be four levels lower than normal (minimum 1st level).

Psionic Hole [General]

You are anathema to psionic creatures and characters.

Prerequisite: Wis 13.

Benefit: When a foe strikes you in combat, it immediately loses any psionic focus it possesses.

Also, if you are the target of a power, the manifester of the power must spend an additional number of power points equal to your Wisdom bonus, or the power fails.

Special: You cannot take this feat if you have the ability to use powers (if you have a power point reserve or psi-like abilities).

If you later gain the ability to use psionic powers or psi-like abilities, your manifester level is considered to be four levels lower than normal (minimum 1st level).

Mental Resistance [General]

Your mind is armored against mental intrusion.

Prerequisite: Base Will save +2.

Benefit: Against psionic attacks that do not employ an energy type to deal damage, such as mind thrust, you gain damage reduction 3/–. In addition, when you are hit with ability damage (but not ability drain or ability burn damage) from a psionic attack, you take 3 points less than you would normally take.

The benefits of this feat apply only to psionic powers and psi-like abilities.

Special: You cannot take this feat if you have the ability to use powers (if you have a power point reserve or psi-like abilities).

If you later gain the ability to use psionic powers or psi-like abilities, your manifester level is considered to be four levels lower than normal (minimum 1st level).

Abjuration Adept

You are so skilled at working abjuration magic that you gain extra protection from the spells you cast.

Prerequisite: Spell Focus (abjuration)

Benefit: Whenever you cast a spell of the abjuration school, you gain a +1 competence bonus to saving throws. This bonus lasts for a number of rounds equal to the spell's level.

You are versed in the lore of sutras, the lessons and principles of your religion. You can write these sutras on sacred strips of paper, called ofuda, to ward away, bind, or even combat infernals and other threats. Some are used as talismans for luck, to temporarily provide magical insight, or to temporarily empower allies.

Prerequisites: Wisdom 13, Knowledge (religion) 2 ranks. The character cannot be a follower or disciple of any of the Western religions in the setting and must be a follower of Bodhism, Taoshidaoism, Upanishadism, or an animist religion, such as shamanism, ancestor worship, or Kami-do.

Benefit: Characters create an ofuda by inscribing the mystic runes of a sutra, also called brilliant jade script, onto the strip of paper (ofuda), which they can then cast. A character begins knowing 1 sutra only. The character can acquire and learn more sutras equal to twice her Wisdom bonus (minimum of 1). If she belongs to a class that is considered to grant sutra caster levels she is limited to learning no more than half her total combined sutra caster levels, whichever is higher.

You are well-versed in a particular type of ofuda, making them more difficult to resist.

Prerequisites: Wisdom 13, Knowledge (religion) 2 ranks, and Sutra Caster

Choose: One type of ofuda from: Charm, Punitive, or Warding.

Benefit: Your sutra caster level is considered to be 1 higher than normal for these type of ofudas that you cast. You gain a +1 bonus to any caster level checks you might have to make with ofudas of that type.

Special: You can take this feat multiple times. Each time you must choose a different type of ofuda.

Deific Obedience (Nethys)

Nethys's Protection (Su) A complex arcane sigil manifests on your skin. The location of this sigil varies by individual, but always appears in a place easily displayed. (Most commonly, the sigil resembles a third eye.) While the sigil remains uncovered, you gain a deflection bonus to AC equal to 1 + 1 for every 4 Hit Dice you possess (maximum +6). You lose the deflection bonus if the sigil becomes obscured, but it returns once the sigil is made visible once again.
Arcane Eye (Sp) You can use arcane eye three times per day as a spell-like ability. The arcane eye you summon functions as if you had cast arcane sight and were able to view its information through the arcane eye. This allows you to see magical auras through the arcane eye, and potentially identify the schools of magic involved. You can also potentially determine the spellcasting or spell-like abilities of viewed creatures, as noted in the spell description.
Robes of Nethys (Su) You can manifest an illusory robe that absorbs hostile spells for a number of rounds per day equal to 1 + 1 for every 4 Hit Dice you possess (maximum 6 rounds). These rounds don’t need to be consecutive, and you can activate or deactivate the robe as a free action. The robe functions as a lesser globe of invulnerability except that it only excludes hostile spell effects of 3rd level or lower. Any spell that would force you to attempt a saving throw; cause you to take hit point damage, negative levels, ability drain, or ability damage; or end your life is considered hostile for the purposes of this effect. Unlike a lesser globe of invulnerability, you can move normally while cloaked in the robes.


Magus arcana:

Benefit: The magus can sniff out other spellcasters. By spending 1 point from his arcane pool, the magus gains the scent special quality for 1 hour per magus level. This scent can only detect creatures capable of casting spells or using spell-like abilities. Additionally, while this effect persists, the magus can attempt a Spellcraft check as a move action to determine the highest level spell a detected creature is capable of casting (DC = 10 + the creature's caster level). The magus can only attempt this Spellcraft check once per creature per 24 hours.

Arcane Edge (Su)
Prerequisite: Magus 9

Benefit: The magus can expend 1 point from his arcane pool as an immediate action after hitting a target with a slashing or piercing weapon in order to deal an amount of bleed damage equal to his Intelligence modifier (minimum 0)

Piercing Strike (Su)
Benefit: The magus gains a +3 bonus to caster level checks made to penetrate the SR of a creature the magus has damaged with a weapon since the beginning of the magus’s last round. This bonus does not stack with itself.

Prescient Attack (Su)
Prerequisite: Magus 6

Benefit: The magus can expend 1 point from his arcane pool as an immediate action after hitting a target with a weapon attack, allowing him to anticipate his opponent’s defenses. The target is denied its Dexterity bonus against the magus’s attacks until the end of the magus’s next turn

Force Adept (Sp)

Prerequisite: Magus with the spellblade archetype

Benefit: A spellblade magus can as a swift action cast a mage hand spell at will if the spellblade magus is at least 9th level she can spend 1 point from her arcane pool as a swift action to cast a telekinesis spell as part of that swift action.


spells invented by him :
1. Discern Magic - essentially detect magic, read magic, and identify, all rolled up into a single spell. Constitution drain: 1 point.
2. Sacrosanct - the culmination of mage armor, shield, and protection from arrows, spells, good, evil, etc. Sacrosanct gives the caster a bonus to his armor class equal to his level; at 7th level it also provides 3 points of damage resistance. Constitution drain: 1d3 points.