Monday, May 20, 2013

Maharis, The Witch in the Tower [3.x]

Whether it was something in her blood, or the circumstances of her power awakening, Maharis was bound to Death ever since she climbed out of the plague burial pit. 
As her arcane powers grew, her lifeforce waned, replaced by an unnatural vitality. Yet, she remained alive. Seeing an inevitable doom approaching, when all of her lifeforce would be gone, she desperately sought ancient lore to combat the grip of unlife. Whichever realm of death had made a claim for her, she had no desire to enter.
Her doom couldnt' be stopped. Seeking knowledge, she became more powerful, and more able to see uses for the unnatural energy within her. 
For a time, she despaired. 
She widened her search, learning everything and anything of her condition. If she could not remain alive, at the very least, she could anchor herself to the world, forever escaping wherever the fell force was trying to drag her.
Eventually, she found a way to cling to a semblance of life by fashioning a locket, which she made nigh-indestructible, layering magics upon magics unto it. Within, she hid her soul. 
Eventually, what little life remained in her body was lost. Yet, she didn't stop. Her soul safely hidden within a phylactery, within a locket, the reaper did not come for her. 
Her arcane might ever growing, she now resides in a tomb of her own making - a spire of black stone; A cyclopean needle within the city of Necropolis. 
Female Lich Dread Necromancer 20/Mage of the Arcane Order 7 (CR 27)
LE Medium Undead (human)
Init 9; Senses darkvision 60 ft., See Invisibility, Detect Magic, Arcane Sight ;
Languages whatevr
AC 41, touch 24, flat-footed 34
(+7 Dex, +7 Armor, +10 natural, +5 deflection, +2 Foresight)
hp 290 (27 HD); DR 15/Bludgeoning and Magic Half Damage(shielded)
Immune poison, cold, electricity, sonic, polymorph, mind, sleep, stun, paralysis, critical hits, disease, death, nonlethal, ability drain, energy drain, breathe, eat, sleep
Resist fire 30; Foresight
Fort 10, Ref 24, Will 18 (+1 from luckstone)
Speed 30 ft. (6 squares)
Melee Touch +13, 1d8+5 + Paralysis(DC 32)
Ranged +21 for spells
Space 5ft., Reach 5 ft.
Base Atk 13, Grapple 13
Atk Options Charnel Touch, Scabrous Touch, Enervating Touch(swift, Fear Aura vs. panic. Will for shaken, Metamagic(empower, quicken)
Special Actions: Contingency, Draw from Spellpool, Multispell X2
Combat Gear: Belt of Battle, Bracers of Arcane Freedom
Dread Necromancer Spells Known (CL 28th):
Base DC: 22, 23 Necromancy
9th(5/day)—Energy Drain, Imprison Soul, Mass Harm, Plague of Undead, Wail of the Banshee
8th(7/day)—Create greater undead, Horrid wilting, Mass inflict critical wounds, Symbol of death, Blackfire
7th(8/day)—Avasculate, Control Undead, Destruction, Finger of Death, Greater harm, Mass inflict serious wounds, Song of discord, Vile Death
6th(6/day)—Acid fog, circle of death, create undead, eyebite, geas/quest, Harm, mass inflict moderate wounds, planar binding, waves of exhaustion, Aura of terror
5th(7/day)—Blight, Cloudkill, Fire in the Blood, Greater dispel magic, Insect plague, Lesser planar binding, Magic jar, Mass inflict light wounds, Nightmare, Oath of blood, Slay living, Summon undead V, Undeath to death, Unhallow, Waves of fatigue,
4th(8/day)—Consumptive Field, Animate dead, bestow curse, contagion, death ward, dispel magic, enervation, Evard's black tentacles, fear, giant vermin, inflict critical wounds, phantasmal killer, poison, summon undead IV
3th(8/day)—Crushing despair, death ward, halt undead, inflict serious wounds, ray of exhaustion, speak with dead, summon undead III, Vampiric touch
2th(9/day)—Blindness/deafness, command undead, darkness, death knell, false life, gentle repose, ghoul touch, inflict moderate wounds, scare, spectral hand, summon swarm, summon undead II
1th(9/day)—bane, bestow wound, cause fear, chill touch, detect magic, detect undead, doom, hide from undead, inflict light wounds, ray of enfeeblement, summon undead I, undetectable alignment, chill of the grave
Abilities Str 10, Dex 24, Con -, Int 16, Wis 14, Cha 34
Special Qualities undead traits, , familiar, scry on familiar,
share spells
Feats 2x Multispell, Corpsecrafter(+4 str, +2HP/HD undead), Rapid Metamagic, Empower, Quicken, Cooperative, SF:Necromancy, Undead Leadership, Eschew Materials, Ignore Material Components, Destruction Retribution(undead explode 1d6/1d6per2HD 10ft burst, Ref 15 half)
Skills (roughly 53/390 points) Concentration +42, knowledge(arcana) +33,
knowledge(religion) +33, spellcraft +33, Hide +45
Possessions Combat Gear plus +5 tome, +5 manual (read), Haversack, Luckstone, Ioun Stone, Orange Prism, +5 Anchoring Leather Armor of easy travel, improved agility, masking and fire resistance, greater, Belt of Battle, Bracers of Arcane Freedom, +5 Ring of Protection, Amulet of nat. armor +5, Broom of flying roughly 70K GP
Advancement by class levels; Favored Class Dread Necromancer
Death Throes: 28d8 burst, 30ft,
Spellcasting Short Range 165 ft. Medium Range 380 ft. Long Range 1520 ft.
Daily Spells Death Throes, Energy Immunity(Sonic, Acid), Foresight, Death Ward on Imp
Contingency If HP drops below 100, Ghostform
Permanency Arcane Sight, Detect Magic, See Invisibility, Tongues, Read Magic
Belt of Battle: +2 init, 3 charges renewed at dawn
Activation: Swift
1 charge = 1 Move action
2 charges = 1 Standard Action
3 charges = 1 Full-round action
Bracers of Arcane Freedom Activation: Swift. 2/day automatic still spell

Tactics: Hang back, nuke. Blackfire on self and undead allies. Avasculate, Exhaustion, Acid Fog.
Phylactery: Hidden within the Amulet of Natural Armor. A kernel of Hardened Adamantite, with permanent Nondetection and a fake Magic Aura on it.

Cohort: Shield Other:
Human Vampire Cleric 5/Crusader 1/Ruby Knight Vindicator 7

1 comment:

Ben Oliver said...

There, ya see? Being a GM isn't too far from being a writer. ^_^