- Fhark (nombre verdadero Faraniel Rhukandis - +Alignent: Lawful Evil +Class/Level: Magus Spellblade 12 (actually 20) +Race: Half-Elf +Deity: nope +Appearance: +Backstory: -half elf bastard son of an elven family. Sorta treated like shit, only his sister loves him -sister gets engaged to douchebag, almost kills her -murders douchebag -is sent to prison -when he leaves, he's pretty fucking old, and Elves age a lot slower -goes lich -this takes a toll on his sanity -Family hates him more vocally and try to kill him (even his sister) -they kinda suceed, but >lich -kills most of them -Ends up being sealed by one of his brothers some time later (and brother of douchebag) in a desperation attempt -Ghosts of his family haunt the house to this day -becomes staff -600 or so years later, the PCs awaken him -He is now inmortal, has a buttload of undead under his control...and no reason to live -will start investigating the whereabouts of his family lineage and other things -Will be helpful for the PCs as long as they respect him and pay the favors back -eventually will turn into the BBEG when he decides that he really wants to die, and wants to go out with a bang. After all, the world means little to him at this point --------------------------------------------------------------------------- *STR 16, CON n/a, DEX 16, INT 22, WIS 14, CHA 14 *HP: 84 (a lvl 12) *DR: 15/bludgeoning and magic *AC: 24 (+6) = 30 +Touch: 13 (+3) = 16 +Flat-foot: 21 (+3) = 24 *BAB: +9/+4 *Attacks + : AB , dmg , crit . Other: + : AB , dmg , crit . Other: + : AB , dmg , crit . Other: + : AB , dmg , crit . Other: + : AB , dmg , crit . Other: *CMB: 12 *CMD: 25 *Speed: 20 ft (with armor) +Size: medium +Reach: +Initiative: +3 *Saves Fortitude: // Reflex: 7 Will: 10 +Skills Points x Level: 8 (total 96) - - - - - - +Senses and special characteristics -Darkvision 60ft -Liches have a +8 racial bonus on Perception, Sense Motive, and Stealth checks. Languages: Common, Elven, , , , , --------Feats and traits------- Race ability adjustments: (Racial)Ancestral Arms: Bastard Sword (Racial)Arcane Training: Half-elves occasionally seek tutoring to help them master the magic in their blood. Half-elves with this racial trait have only one favored class, and it must be an arcane spellcasting class. They can use spell trigger and spell completion items for their favored class as if one level higher (or as a 1st-level character if they have no levels in that class). (Racial)Wary: Many half-elves have spent their long lives moving from place to place, often driven out by the hostility of others. Such experiences have made them wary of others' motivations. Half-elves with this trait gain a +1 racial bonus on Sense Motive and Bluff checks. (Racial)Elven Immunities: Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects. (Trait) (Trait) (Feat-lvl1) Extra Arcane Pool (Feat-lvl3) Extra Magus Arcana (Feat-lvl5) Extra Arcane Pool (Feat-Bonus Magus) Create Wondrous Item (Feat-lvl7) Craft Wand (Feat-lvl9) Two-Weapon Figthing (Feat-lvl11) Arcane Blast (Feat-Bonus Magus) Power Attack And then he gets a lot more Extra Arcane Pool --------Special abilities, Special Attacks and Class Features------ ++++LICH Undead are immune to death effects, disease, mind-affecting effects (charms, compulsions, morale effects, phantasms, and patterns), paralysis, poison, sleep, stun, and any effect that requires a Fortitude save (unless the effect also works on objects or is harmless). Undead are not subject to ability drain, energy drain, or nonlethal damage. Undead are immune to damage or penalties to their physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects. Undead are not at risk of death from massive damage. *A lich gains channel resistance +4, DR 15/bludgeoning and magic, and immunity to cold and electricity (in addition to those granted by its undead traits). The lich also gains the following defensive ability. -Rejuvenation (Su): When a lich is destroyed, its phylactery (which is generally hidden by the lich in a safe place far from where it chooses to dwell) immediately begins to rebuild the undead spellcaster's body nearby. This process takes 1d10 days—if the body is destroyed before that time passes, the phylactery merely starts the process anew. After this time passes, the lich wakens fully healed (albeit without any gear it left behind on its old body), usually with a burning need for revenge against those who previously destroyed it. *Melee Attack: A lich has a touch attack that it can use once per round as a natural weapon. Damage: 1d8+6 points of negative energy damage. A lich can take a full-round action to infuse itself with this energy. *Special Attacks (DC 18) -Fear Aura (Su): Creatures of less than 5 HD in a 60-foot radius that look at the lich must succeed on a Will save 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 lich's Hit Dice. A creature that successfully saves cannot be affected again by the same lich's aura for 24 hours. This is a mind-affecting fear effect. -Paralyzing Touch (Su): Any living creature a lich hits with its touch attack must succeed on a Fortitude save or be permanently paralyzed. Remove paralysis or any spell that can remove a curse can free the victim (see the bestow curse spell description, with a DC equal to the lich's save DC). The effect cannot be dispelled. Anyone paralyzed by a lich seems dead, though a DC 20 Perception check or a DC 15 Heal check reveals that the victim is still alive. ++++MAGUS Arcane Pool: 20 Enhancements appliable: dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, or vorpal. Force Athame: At 2nd level, a spellblade magus can sacrifice a prepared magus spell of 1st level or higher as a swift action to create a dagger of force in his off hand. The athame lasts for 1 minute or until dismissed, has an enhancement bonus on attack and damage rolls equal to the level of the spell sacrificed (maximum +5), and is considered a weapon the spellblade is holding for purposes of his arcane pool feature (using the pool to add abilities to a held weapon applies to the magus’s physical weapon and to the athame for no additional cost). The athame acts as a dagger, but the hand holding it is still considered free for the purpose of casting spells and delivering touch attacks. The magus can use the athame as if he were fighting with two weapons, or can use that hand to cast spells as part of the spell combat class ability (but not both in the same round). Attacks with the athame are force attacks and deal force damage. Improved Spell Combat (EX) Magus Arcana: Throw Athame, Arcane Edge, Wand Mastery, Ghost Blade, Hasted Assault (Su) Improved Spell Recall (Su) (1/2 point per spell level, prepare even new spells) Knowledge Pool (Su) Fighter Training (=6) ---------Spells--------- *Stat:INT *DC: 16+Spell Level *Spells known: All of Them Greater Spell Access: Defoliate, Decompose Corpse, Interrogation, Crafter's Fortune , Limp Lash, Blindness-Deafness, Rope Trick, Fiery Shuriken, Spontaneous Immolation, Animate Dead, Create Undead, Circle of Death, Globe of Invulnerability, Contingency *Prepared (usually): Lvl0 (5): Detect Magic, Arcane Mark, Read Magic, Mage Hand, Acid Splash Lvl1 (7): Chill Touchx2, Ray of Enfeeblementx2, Mirror Strike, Bunglex2 (Jump y Grease tambien es una posibilidad) Lvl2 (7): Bladed Dashx2, Scorching Rayx2, Limp Lash, Bull's Strenght, Fox Cunning Lvl3 (5): Dispel Magicx2, Fireball, Elemental Aura, Displacement, Lvl4 (4): Dimension Door, Arcana Theft, Black Tentacles, Forceful Strike ----------Inventory---------- Mountain Pattern Armor (check -4) Bastard Sword +1 (normal) // Bastard Sword +4 (True) Knife of Weaponwand (2/dia) (caster level 10) Scroll of Detonation Wand of Scorching Ray (Caster Level 11) Wand of Magic Missile (caster level 9) Bracelet of Telekinesis (2/dia) (caster level 15) Earring Of Fire Shuriken (1/dia) (caster level 10)