Vordakai the Hex Channeler


Kingmaker

Grand Lodge

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In the original version of Kingmaker, Vordakai is supposed to deal damage by channeling negative energy, which Necromancer Wizards can't actually do. Here's my attempt to rebuild him so that he can damage with channeling while keeping as much as possible the same.

I've made him a Hex Channeler Witch with the Death patron. This gives him a different spell list and fewer spell slots (since he's not a specialist wizard anymore). His new prepared spells are:
Witch Spells Prepared (CL 9th; concentration +14):
5th - Dominate Person, Waves of Fatigue
4th - Dimension Door (2), Phantasmal Killer
3rd - Dispel Magic, Fly, Suggestion, Tongues
2nd - Blindness/Deafness, Detect Thoughts (2), False Life, Ironskin
1st - Charm Person, Chill Touch, Comprehend Languages, Mage Armor, Ray of Enfeeblement (2)
0th - Arcane Mark, Detect Magic, Read Magic, Touch of Fatigue

Here's a summary of the changes:
* Quickened Shield (a 5th-level spell) becomes Ironskin (a 2nd-level spell). He can't Quicken it, but with his Perception bonus he'll probably know when the PCs are getting close.
* Grease (1st-level) becomes Ice Slick (2nd-level).
* Displacement (3rd-level) becomes Fly (3rd-level). Hardly equivalent, but it gives him a way to stay out of melee range.
* Drop one Detect Thoughts (2nd-level), Ghoul Touch (2nd-level), Vampiric Touch (3rd-level), and Bestow Curse (4th-level). His paralyzing touch is good enough without augmenting it with a spell.

I think this is pretty close to what the author intended when creating Vordakai. Personally, I'd this version is a bit less powerful, but not by a lot.

What do you guys think? How does this version compare to the original?

Full Stats:

Vordakai
Male cyclops atrophied lich witch (hex channeler) 9
NE Large undead (augmented)
Init +4
Senses: darkvision 120 ft., low-light vision, true seeing; Perception +41
Aura: fear (60-ft. radius, DC 22)*
---- Defense ----
AC: 27, touch 11, flat-footed 27 (+4 armor, +2 deflection, +12 natural, -1 size)
HP: 175 (19 HD; 10d8+9d6+99)
Fort +18, Ref +11, Will +15
Defensive Abilities: channel resistance +4
DR: 15/bludgeoning and magic
Immune: cold, electricity, undead traits
Weaknesses: atrophied
---- Offense ----
Speed: 30 ft.
Melee: touch +15 (1d8+9/19-20 plus paralysis)
Space: 10 ft.; Reach: 10 ft.
Special Attacks: channel negative energy 5d6 (DC 17, 6/day), paralysis (permanent, DC 22)
Witch Spells Prepared (CL 9th; ooncentration +14):
5th - Dominate Person, Waves of Fatigue
4th - Dimension Door (2), Phantasmal Killer
3rd - Dispel Magic, Fly, Suggestion, Tongues
2nd - Blindness/Deafness, Detect Thoughts, False Life, Ice Slick, Ironskin
1st - Charm Person, Chill Touch, Comprehend Languages, Mage Armor, Ray of Enfeeblement (2)
0th - Arcane Mark, Detect Magic, Read Magic, Touch of Fatigue
---- Statistics ----
Str 21, Dex 10, Con --, Int 20, Wis 17, Cha 16
Base Atk +11; CMB +17; CMD 37
Feats: Combat Casting, Command Undead, Craft Magic Arms and Armor, Craft Wondrous Item, Defensive Combat Training, Great Fortitude, Improved Critical (touch), Improved Initiative, Lightning Reflexes, Quicken Spell, Scribe Scroll, Spell Focus (enchantment), Toughness, Vital Strike
Skills: Fly +20, Intimidate +25, Knowledge (arcana) +27, Knowledge (planes) +18, Knowledge (religion) +27, Perception +41, Sense Motive +33, Spellcraft +27, Use Magic Device +13
Languages: Abyssal, Cyclops, Giant, Infernal; tongues
SQ: flash of insight, witch's familiar (raven)
Gear: cloak of resistance +3, headband of mental prowess (+2 Int, +2 Cha, grants ranks in Knowledge (planes)), oculus of Abaddon, ring of protection +2, soul jar, phylactery (worth 3,500 gp if sold as an art object but worth considerably more to Vordakai)
---- Special Abilities ----
Atrophied Lich: A lich that remains immobile and insensible for extended periods of time (as Vordakai did after he was imprisoned in his tomb just prior to Earthfall 10,000 years ago) can grow atrophied. The exact effects of atrophy vary from lich to lich. In Vordakai’s case, his effective wizard level has declined from 20th to 9th. Note that these are not negative levels — Vordakai must earn back the lost XP normally. More troubling to the lich is the fact that until he achieves at least 11th level as a lich, his phylactery is unusable — if he is destroyed, he crumbles to dust, forever dead.

* I've included the standard lich fear aura. It was omitted from Vordakai's original stat block, but as far as I can tell that was a mistake.

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