The Magian
Awnsheghlien » Khinasi » The Magian
[top]Dungeons and Dragons 4e Statistics
Lineage of Minor Nobility | ||
---|---|---|
CR 22 | ||
HP 182, hd20d12+20 Initiative +4AC 48, touch , flat-fooded Fort +9, Ref +10, Will +16 Speed 30 ft. (6 squares) Spot −1, Listen +0 | ||
Bloodline Azrai, Minor 44 | ||
Bloodline abilities Death Touch (Major), Divine Aura (Major), Fear (Minor), Major Resistance - Magic (Great) (SR 26), Wither Touch (Great) | ||
Standard attacks BAB +10/+5, Grapple +11/+6 | ||
Melee attacks | ||
Death Touch +10 melee touch (see text), +14 magic dagger +4 (1d4+4/20) or Wither Touch +10 melee (see text) | ||
Attacks | ||
Full attack: Death Touch +15 melee touch, +19 magic dagger +4 (1d4+4/20) or Wither Touch +15 melee | ||
Special Attacks/Qualities | ||
Death Touch (Major), Fear (Minor), Wither Touch (Great) | ||
DR 15/Bludgeoning & Magic, Divine Aura (Major), Major Resistance - Magic (Great) (SR 26) | ||
Skills Administrate +8, Concentration +21, Diplomacy +8, Decipher Script +12, Gather Information +8, Knowledge (Cerilian History) +16, Knowledge (Arcana) +24, Knowledge (Local), Knowledge (the Magian) +8, Lead +10, Listen +11, Speak Languages (Anuirean, Basarji, Vos), Spellcraft +24, Spot +10, Swim +4, Warcraft +10 | ||
Feats Combat Casting, Craft Wondrous Item, Empower Spell, Energy Substitution, Heighten Spell, Improved Toughness, Leadership, Maximize Spell, Negotiator, Persuasive, Scribe Scroll, Skill Focus: Gather Information, Spell Focus: Transmutation, Widen Spell | ||
Str 12 Con 10 Dex 18 Int 22 Wis 18 Cha 15 | ||
Alignment LE, Languages Djaparan native tongue, Andu, Anuirean, Basarji, Draconic, Infernal, Vos | ||
Possessions The Magian has few possessions, preferring instead to rely upon his magic, blood powers and undead state to protect him. It is unknown where (if at all) the Magian keeps his phylactery and or even, if he does not have one, how it is even possible to destroy him. | ||
wizard Spells known | ||
Level 0 Detect Magic (x2), Light, Read Magic | ||
Level 1 Burning Hands, hypnotism, Protection from Chaos, Shield | ||
Level 2 Alter Self, Fog Cloud, Hypnotic Pattern, Whispering Wind | ||
Level 3 Blink, Clairaudience/Clairvoyance, Fireball, Phantom Steed | ||
Level 4 Confusion, Enervation, Ice Storm, Phantasmal Killer | ||
Level 5 Animal Growth, Baleful Polymorph, Cone of Cold, Dominate Person | ||
Level 6 Acid Fog, Chain Lightning, Disintegrate, Samantha Roele?s Transformation | ||
Level 7 Control Undead, Greater Shadow Conjuration, Mass Invisibility, Prismatic Spray | ||
Level 8 el-Arrasi?s Clenched Fist, Horrid Wilting, Polymorph any Object, the Magian?s Irresistible Dance | ||
Level 9 Imprisonment , Bloodline Corruption |
Realm: All.
Note: The Magian does not have Limited Wish or Wish in his repertoire of spells.
[top]Pathfinder Statistics
Note: the Magian's statistics was built with the help of the Level 20 Wizard Radillo's statistics. http://paizo.com/pathfinderRPG/prd/n...re/wizard.html
The Magian — CR 22
XP 204,800
Undead Awnshegh wizard 20
LE Medium Undead (Awnshegh)
Init +5; SensesDarkvision 60ft ; Perception +18
Aura Divine Aura (major) and Fear
DEFENSE
AC 27, touch 18, flat-footed 25 (+4 armor, +5 deflection, +1 Dex, +2 insight, +5 natural); never flat-footed
hp 172 (20d8+100)
Fort +14, Ref +14, Will +18; +2 vs. enchantments, +4 vs. mind-affecting
Defensive Abilities: Undead Traits, mind blank, moment of prescience, never surprised, spell turning; DR 10/adamantine (150 points); Immune fire (120 points), sleep; Resist cold 30, electricity 30; channel resistance +4, DR 15/bludgeoning and magic, and immunity to cold and electricity; Rejuvenation
Bloodline: Major(Azrai) 44
Blood Abilities Death touch (great), Divine Aura (major), Fear (Great), Invulnerability (Great), Major Resistance - Magic, Non-Magical Attack (great), Wither Touch (great)
OFFENSE
Speed 30 ft.
Melee touch +14 (1d8+5 plus death touch)
Special Attacks hand of the apprentice (12/day), metamagic mastery (7/day), Paralyzing Touch
Wizard Spells Prepared (CL 20th; concentration +29)
Realm—All
9th—Bloodline Corruption, maximized disintegrate (DC 25), imprisonment, meteor swarm (DC 28), summon monster IX, time stop
8th—discern location, greater shout (DC 29), mass charm monster (DC 27), mind blank, moment of prescience
7th—forcecage (2, DC 28), prismatic spray (2, DC 26), spell turning
6th—chain lightning (2, DC 27), greater dispel magic (2), true seeing
5th—baleful polymorph (DC 24), break enchantment, cloudkill (DC 24), feeblemind (DC 24), teleport, wall of force
4th—dimension door (2), greater invisibility, ice storm (2), stoneskin
3rd—dispel magic, protection from energy, stinking cloud (DC 22), suggestion (DC 22), tongues, vampiric touch
2nd—invisibility, mirror image, resist energy (2), shatter, web (DC 21)
1st—charm person (2, DC 20), mage armor (2), magic missile (3)
0 (at will)—detect magic, light, mage hand, read magic
TACTICS
Before Combat the Magian casts foresight, mage armor, mind blank, moment of prescience, protection from energy (fire), resist energy (cold, electricity), spell turning, and stoneskin.
During Combat the Magian casts maximized disintegrate, meteor swarm, mass charm monster, and prismatic spray.
Base Statistics Without foresight, mage armor, mind blank, moment of prescience, protection from energy, resist energy, spell turning, and stoneskin, the wizard's base statistics are AC 20, touch 16, flat-footed 19; Fort +14, Ref +12, Will +18; +2 vs. enchantments; Defensive Abilities none; DR none; Immune sleep; Resist none; CMD 25.
STATISTICS
Str 12, Dex 18, Con 17, Int 22, Wis 18, Cha 15
Base Atk +10; CMB +9; CMD 27
Feats Combat Casting, Craft Staff, Craft Wondrous Item, Extend Spell, Forge Ring, Greater Spell Focus (evocation), Improved Initiative, Maximize Spell, Quicken Spell, Scribe Scroll, Silent Spell, Spell Focus (evocation), Spell Penetration, Still Spell, Toughness
Skills Administrate +26, Diplomacy +16, Fly +14, Intimidate +11, Knowledge (arcana, history) +32, Knowledge (geography, local, nature, nobility, religion) +22, Perception +26, Sense Motive +19, Spellcraft +32 (+34 to identify magic item properties), Stealth +11, Warcraft +21
Languages Anuirean, Vos, Sidhelien, Karamahul, Basarji
SQ arcane bond (ring of protection +5), elven magic, weapon familiarity
Combat Gear potion of cure serious wounds, wand of cure moderate wounds (50 charges), wand of delay poison (20 charges), wand of restoration (20 charges), staff of evocation; Other Gearamulet of natural armor +4, bag of holding (type IV), belt of mighty constitution +4, cloak of resistance +5, gloves of arrow snaring, headband of vast intelligence +6, pearl of power (5th), ring of counterspells, ring of protection +5, diamond dust (worth 1,000 gp), eye ointment for true seeing (worth 500 gp), spellbook, 4,175 gp
The Magian — CR 22
XP 204,800
Undead Awnshegh wizard 20
LE Medium Undead (Awnshegh)
Init +5; SensesDarkvision 60ft ; Perception +18
Aura Divine Aura (major) and Fear
DEFENSE
AC 27, touch 18, flat-footed 25 (+4 armor, +5 deflection, +1 Dex, +2 insight, +5 natural); never flat-footed
hp 172 (20d8+100)
Fort +14, Ref +14, Will +18; +2 vs. enchantments, +4 vs. mind-affecting
Defensive Abilities: Undead Traits, mind blank, moment of prescience, never surprised, spell turning; DR 10/adamantine (150 points); Immune fire (120 points), sleep; Resist cold 30, electricity 30; channel resistance +4, DR 15/bludgeoning and magic, and immunity to cold and electricity; Rejuvenation
Bloodline: Major(Azrai) 44
Blood Abilities Death touch (great), Divine Aura (major), Fear (Great), Invulnerability (Great), Major Resistance - Magic, Non-Magical Attack (great), Wither Touch (great)
OFFENSE
Speed 30 ft.
Melee touch +14 (1d8+5 plus death touch)
Special Attacks hand of the apprentice (12/day), metamagic mastery (7/day), Paralyzing Touch
Wizard Spells Prepared (CL 20th; concentration +29)
Realm—All
9th—Bloodline Corruption, maximized disintegrate (DC 25), imprisonment, meteor swarm (DC 28), summon monster IX, time stop
8th—discern location, greater shout (DC 29), mass charm monster (DC 27), mind blank, moment of prescience
7th—forcecage (2, DC 28), prismatic spray (2, DC 26), spell turning
6th—chain lightning (2, DC 27), greater dispel magic (2), true seeing
5th—baleful polymorph (DC 24), break enchantment, cloudkill (DC 24), feeblemind (DC 24), teleport, wall of force
4th—dimension door (2), greater invisibility, ice storm (2), stoneskin
3rd—dispel magic, protection from energy, stinking cloud (DC 22), suggestion (DC 22), tongues, vampiric touch
2nd—invisibility, mirror image, resist energy (2), shatter, web (DC 21)
1st—charm person (2, DC 20), mage armor (2), magic missile (3)
0 (at will)—detect magic, light, mage hand, read magic
TACTICS
Before Combat the Magian casts foresight, mage armor, mind blank, moment of prescience, protection from energy (fire), resist energy (cold, electricity), spell turning, and stoneskin.
During Combat the Magian casts maximized disintegrate, meteor swarm, mass charm monster, and prismatic spray.
Base Statistics Without foresight, mage armor, mind blank, moment of prescience, protection from energy, resist energy, spell turning, and stoneskin, the wizard's base statistics are AC 20, touch 16, flat-footed 19; Fort +14, Ref +12, Will +18; +2 vs. enchantments; Defensive Abilities none; DR none; Immune sleep; Resist none; CMD 25.
STATISTICS
Str 12, Dex 18, Con 17, Int 22, Wis 18, Cha 15
Base Atk +10; CMB +9; CMD 27
Feats Combat Casting, Craft Staff, Craft Wondrous Item, Extend Spell, Forge Ring, Greater Spell Focus (evocation), Improved Initiative, Maximize Spell, Quicken Spell, Scribe Scroll, Silent Spell, Spell Focus (evocation), Spell Penetration, Still Spell, Toughness
Skills Administrate +26, Diplomacy +16, Fly +14, Intimidate +11, Knowledge (arcana, history) +32, Knowledge (geography, local, nature, nobility, religion) +22, Perception +26, Sense Motive +19, Spellcraft +32 (+34 to identify magic item properties), Stealth +11, Warcraft +21
Languages Anuirean, Vos, Sidhelien, Karamahul, Basarji
SQ arcane bond (ring of protection +5), elven magic, weapon familiarity
Combat Gear potion of cure serious wounds, wand of cure moderate wounds (50 charges), wand of delay poison (20 charges), wand of restoration (20 charges), staff of evocation; Other Gearamulet of natural armor +4, bag of holding (type IV), belt of mighty constitution +4, cloak of resistance +5, gloves of arrow snaring, headband of vast intelligence +6, pearl of power (5th), ring of counterspells, ring of protection +5, diamond dust (worth 1,000 gp), eye ointment for true seeing (worth 500 gp), spellbook, 4,175 gp
[top]History
Little is known about the Magian's history. People know that he arrived from the east, most probably Djaper. He has come forth with little about his history, making him an enigma. The Magian did gather his ghost knights together in Djaper and came to Cerilia on a boat. There he defeated the ruler of Pipyret and absorbed his bloodline. He is allied with the Raven and the Gorgon, but the alliance seems to be one of convenience.
[top]Appearance
The Magian possesses a half decayed body. His lips are decayed away, showing his gums and teeth. The flesh on his fingers have decayed away; revealing his finger bones. There are other places where his flesh has decayed, showing bone or hanging bits of flesh. His flesh is still red, but his skin has taken on a sickly green colour. His body is also emaciated, but he still moves as if he's a teenager.
The Magian's Bloodform ability has apparently given him life and has stopped the decay process. His phylactery is no longer the vessel of his soul, as he is the vessel of his soul. His personality type is extroverted, intuitive, thinking and perceiving; as he is a visionary man. However, since he is a lich, people still want to find his phylactery and destroy it.
The Magian's Bloodform ability has apparently given him life and has stopped the decay process. His phylactery is no longer the vessel of his soul, as he is the vessel of his soul. His personality type is extroverted, intuitive, thinking and perceiving; as he is a visionary man. However, since he is a lich, people still want to find his phylactery and destroy it.
[top]Possessions
The Magian has few possessions, preferring instead to rely upon his magic, blood powers and undead state to protect him. It is unknown where (if at all) the Magian keeps his phylactery and or even, if he does not have one, how it is even possible to destroy him.
[top]Personality
Typical Dialogue:
"There is absolutely too much chaos. Caravans pay duty to a hundred border taxes and again to bandits; and there is absolutely no difference between them."
"While I am fed by the Blood of Azrai, it rules me not -- I rule it, unlike the other awnsheghlien who seem only fit to provide sport for hunters."
"I plan to unite the land under one banner, with one law, one court, one allied people."
"There is absolutely too much chaos. Caravans pay duty to a hundred border taxes and again to bandits; and there is absolutely no difference between them."
"While I am fed by the Blood of Azrai, it rules me not -- I rule it, unlike the other awnsheghlien who seem only fit to provide sport for hunters."
"I plan to unite the land under one banner, with one law, one court, one allied people."
[top]Goals
The Magian has but one goal, to unite Cerilia under his own banner. The Magian respects Roele and wishes to follow in his footsteps and be the one to claim the imperial bloodline. To this end, he has entered into an alliance with the Gorgon and the Raven; but as soon as he has enough power he naturally cannot stand to rule Cerilia with a triumvirate. He will kill these two naturally and efficiently when the time comes.
[top]Minions
The Magian relies on his Riders -- all of which act as his generals. The Riders are a group of 12 fighters and wizards. The fighters are death knights or graveknights (see Pathfinder Bestiary 3); and the wizards might be wraiths. The Riders are an unit unto themselves.
The Magian controls two units of Medium Cavalry, one unit of scouts, and three units of standard infantry. With the use of the Legion of the Undead Realm Spell, the Magian can quickly bolster his troops with an unit of dead soldiers.
Ahazarus, an awnshegh, is his lieutenant. The Magian has set up Ahazarus as a figurehead to represent him. This is a tactic of deceit, to throw off Awnsheghlien hunters who seek to destroy him.
The Magian controls two units of Medium Cavalry, one unit of scouts, and three units of standard infantry. With the use of the Legion of the Undead Realm Spell, the Magian can quickly bolster his troops with an unit of dead soldiers.
Ahazarus, an awnshegh, is his lieutenant. The Magian has set up Ahazarus as a figurehead to represent him. This is a tactic of deceit, to throw off Awnsheghlien hunters who seek to destroy him.
Contributors: | , , , , ,
Created by Last edited by , 06-11-2018 at 05:14 PM 0 Comments, 35,543 Views |
, 11-10-2008 at 12:53 PM
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