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 [PATHFINDER] Khelben "The Blackstaff" Arunsun

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T O P I C    R E V I E W
LordofBones Posted - 26 Apr 2016 : 14:33:58
Designer’s Note: The alternative feat rule from Legendary Games’ Mythic Hero’s Handbook is used. Mythic characters gain one mythic feat per tier instead one every two tiers.

KHELBEN “THE BLACKSTAFF” ARUNSUN (CR 35/MR 7)
Male human Chosen of Mystra wizard 27//archmage 7
LN Medium Humanoid (mythic)
Init +23, amazing initiative; Senses arcane sight, detect magic, true seeing; Perception +34
_____________________________________________________________

AC 44, touch 24, flat-footed 39
(+4 luck, +5 deflection, +5 Dex, +9 shield, +11 armor)
hp 421 (27d6 +297 +30)
Fort +26, Ref +20, Will +30; mythic saving throws
Defensive Abilities force of will, hard to kill, mirror dodge, recuperation, rejuvenation
Immune aging, disease, disintegration, poison and sleep, from natural and non-mythic sources; spell immunity (blindness/deafness, circle of death, energy drain, ice storm, insanity, irresistible dance, lightning bolt, magic jar, magic missile); SR 32
_____________________________________________________________

Speed 30 ft.
Melee +27/+22 blackstaff (1d6 +16 and blackstaff/20/x2)
Special Attacks arcane surge, silver fire (7d12, DC 36)

Archmage Path Abilities
Abundant spell (7), channel power, competent caster, display of intelligence, enhance magic items, legendary item (blackstaff), mirror dodge

Staff Arcana (30 points)
1/day – maximized magic, quickened magic
2 points – accurate strike, greater arcane redoubt
1 point – arcane accuracy, arcane redoubt, intuitive protection, pool ray, reflection

Permanent Spells (CL 27th)
Always active – arcane sight, detect magic, read magic, tongues, true seeing

Spell-like Abilities (CL 27th)
1/day – alustriel’s fang, antimagic field, brain spider (DC 35), gauntlet, foretell failure, gaseous form, the simbul’s skeletal deliquescence (DC 38), the simbul’s spell matrix, sphere of wonder

Spells Prepared (CL 27th, SR 31st; Concentration +44)
13th (3/day) – heightened maximized quickened chain lightning (DC 38), dazing empowered energy drain (DC 38), quickened still time stop;
12th (3/day) – disruptive maximized meteor swarm (DC 40), quickened still protection from spells, intensified maximized still stormbolts (DC 39);
11th (3/day) – quickened still greater teleport, intensified maximized sunburst (x2, DC 39);
10th (3/day) – empowered clashing rocks (DC 39), extended mass icy prison (DC 40), disruptive transmute blood to acid (DC 40);
9th (7/day) – gate, greater siphoning touch, mass hold monster (DC 38), mass icy prison (DC 39), power word: kill, wall of suppression, wish;
8th (7/day) – dimensional lock, greater spellcrash, greater shout, irresistible dance (DC 38), moment of prescience, polar ray, prismatic wall (DC 38);
7th (7/day) – banishment (DC 37), caustic eruption (DC 37), deflection, ethereal jaunt, finger of death (DC 37), forcecage, resonating word;
6th (7/day) – contagious flame, cosmic ray (DC 37), flesh to stone (DC 37), greater dispel magic, greater eldritch conduit (DC 37), mislead;
5th (8/day) – baleful polymorph (DC 36), bigby’s interposing hand, feeblemind (DC 35), fire snake (x2, DC 36), gravity sphere, mind fog (DC 35), rary’s telepathic bond;
4th (8/day) – black tentacles, calcific touch (DC 35), communal protection from energy, greater invisibility, hurricane blast (DC 35), resilient resovoir, shadowy haven, stoneskin;
3rd (8/day) – blink, fireball (x2; DC 34), ice spears (DC 33), lightning bolt (DC 34), slow (DC 34), vampiric touch (DC 33), vengeful comets;
2nd (8/day) – acid arrow, communal protection from chaos, communal protection from evil, frigid touch, steal breath (DC 33), steal size (DC 33), spectral hand, web (DC 32);
1st (9/day) – air bubble, anticipate peril, mage armor, mirror strike, ray of enfeeblement (x2), shock shield, shocking grasp (x2);
Cantrips – message, mending, open/close, presdigitation

Mythic Spells Known
Baleful polymorph, blackstaff, chain lightning, disintegrate, fireball, greater dispel magic, lightning ring, meteor swarm, mislead, power word: kill, power word: stun, shocking grasp, stoneskin, time stop
_____________________________________________________________

Abilities Str 25, Dex 21, Con 33, Int 44, Wis 24, Cha 25
Base Atk +14; CMB +21; CMD 47
Traits Bruising Intellect, Pragmatic Activator
Feats Arcane Blast, Arcane Shield, Arcane Strike, Craft Magic Arms and Armor, Craft Staff, Craft Wondrous Item, Dazing Spell, Disruptive Spell, Empower Spell, Improved Initiative, Intensified Spell, Iron Will, Heighten Spell, Maximize Spell, Persistent Spell, Quarterstaff Master (B), Quicken Spell, Reach Spell, Scribe Scroll (B), Skill Focus (Spellcraft), Spell Focus (Evocation), Spell Focus (Transmutation), Spell Perfection (blackstaff), Still Spell
Mythic Feats Mythic Craft Staff, Mythic Crafter, Mythic Improved Initiative, Mythic Skill Focus (Spellcraft), Mythic Spell Lore (x2)
Skills Appraise +44, Bluff +34, Craft (jewelcrafting)+ 44, Diplomacy +34, Fly +14, Intimidate +44, Knowledge (arcana) +44, Knowledge (dungeoneering) +27, Knowledge (engineering) +32, Knowledge (geography) +30, Knowledge (history) +44, Knowledge (local) +36, Knowledge (nature) +27, Knowledge (nobility) +44, Knowledge (planes) +44, Knowledge (religion) +44, Linguistics +44, Perception +34, Ride +14, Sense Motive +34, Spellcraft +47, Use Magic Device +44
SQ exceptional wealth, mythic power 17/day, quarterstaff defense, staff mastery, staff weapon, surge +1d10
Combat Gear blackstaff; Other Gear anchoring belt of physical excellence +6, headband of sealed thoughts and mental superiority +6, gauntlet of staveguarding, khelben’s black robes (a silver robe of the master magi glamered to appear black), ring of protection +5, ring of transcendent spells

Staff Mastery So great is Khelben’s bond with his eponymous staff that his combat skills with it are unmatched by other wizards. As such, he is considered to have the Staff Magus archetype in place of the usual specialization options, and additionally has an arcane pool of 13 + his Intelligence modifier (usually +17). He can select magus arcana as a magus of his level, but only may use them in conjunction with the blackstaff.


NEW FEAT

Craft Staff
(Item Creation, Mythic)
You are a master staff crafter.
Prerequisites: Craft Staff
Benefit: At the beginning of each day when you regain your uses of mythic power, you can expend one use of mythic power to accomplish eight hours of work on one magic staff you are crafting. You can only do this once per day per staff you are crafting, though you may also add an actual eight-hour work day toward the crafting of such a staff. Unlike normal magic item crafting, work accomplished by expending a use of mythic power does not require any special work space or quiet (though the cost of making magic items created this way is normal).

You can also cause any magic items you create to function with a caster level equal to its user’s total level, rather than a set caster level. You must meet all the creation prerequisites of the magic item in question, and must create the item to have a caster level of at least 8th level. This has no effect on the function of items with effects not based on caster level (such as boots of elvenkind), but does change the items level
in use for purposes of what auras it gives off, and how difficult it is to effect with dispel magic (and similar effects).

Source: Mythic Hero’s Handbook © 2015, Legendary Games, Dreamscarred Press, and Rogue Genius Games; Lead Designer Jason Nelson; Authors: Robert Brookes, Eric Hindley, Jonathan H. Keith, Jeff Lee, Jason Nelson, Marc Radle, Alistair J. Rigg, Andreas Rönnqvist, Tork Shaw, Jeremy Smith, Owen K.C. Stephens.

NEW MAGIC ITEMS

BLACKSTAFF [Minor Artifact]

Aura
strong all; CL 27th
Slot -; Price -; Weight 4 lb.

Description

Khelben’s legendary blackstaff is surprisingly unadorned for such an infamous artifact, resembling nothing more than a twisting shaft of pure darkness. It is the most powerful and most fearsome weapon in the Blackstaff’s arsenal, and Khelben has invested much of his own resources and power into the crafting of this legendary weapon. The blackstaff has many powers, some of which only function in the hands of Khelben himself.

First, the blackstaff itself is always under the permanent effect of an augmented mythic blackstaff spell, save that the attack and damage bonus continues to scale with Khelben’s caster level. Khelben can summon the blackstaff to his hand regardless of its location, and additionally can activate its powers (and benefit from them) as long as he is within 27 miles of the staff.

Second, if Khelben casts a spell with a range of “touch” from the wizard spell list, he can deliver the spell through the blackstaff is wielding as part of a melee attack. Instead of the free melee touch attack normally allowed to deliver the spell, Khelben can make one free melee attack with the blackstaff (at his highest base attack bonus) as part of casting this spell. If successful, this melee attack deals its normal damage as well as the effects of the spell. If he casts a spell with a ranged touch attack roll, he can channel it through the blackstaff, adding the blackstaff’s own enhancement bonus to the attack roll and damage.

Third, the wielder of the blackstaff is treated as having an arcane bond with the artifact. The wielder must be a wizard to gain this effect.

The blackstaff is a +5 foe-biting metamagician quarterstaff of eternal bond. It bestows a +4 luck bonus to AC and saving throws, and also allows use of the following spells:

Continual flame (0 charges)
Levitate (0 charges)
• mythic fireball (heightened to 5th level, 1 charge)
• mythic lightning ring (heightened to 5th level, 1 charge)
• mythic magic missile (1 charge)
ray of enfeeblement (heightened to 5th level, 1 charge)
• mythic confusion (2 charges)
• mythic cone of cold (2 charges)
feeblemind (2 charges)
globe of invulnerability (2 charges)
hold monster (2 charges)
repulsion (2 charges)
• mythic Wall of force (2 charges)
• mythic elemental bombardment (3 charges)
• mythic disintegrate (3 charges)
• mythic power word: stun (3 charges)
• mythic prismatic spray (3 charges)

Khelben does not need to expend mythic power to use mythic spells within the staff. If the blackstaff is used to cast a mythic spell that can be augmented, the wielder only needs to expend half the mythic power usually expended when augmenting, to a minimum of one use. The blackstaff has 50 charges. It functions as a rod of absorption when Khelben so desires, and communicates how much spell energy it has absorbed to its wielder.

GAUNTLET OF STAVEGUARDING

Aura
faint abjuration; CL 6th
Slot hands; Price 7,000 gp; Weight 1 lb.

This heavy glove of leather covered in mithral mesh is used to safeguard a rod, staff, or wand from destruction, though it may be used in conjunction with a quarterstaff or with any item or weapon wielded in one hand. The gauntlet of staveguarding grants a +5 bonus to CMD against disarm and sunder attempts against the held item, and a successful sunder maneuver must first destroy the gauntlet itself (hardness 15, hp 30) before damaging the item being held. A spell targeted at an item in hand (e.g., disintegrate, heat metal, shatter) affects the gauntlet instead; if the gauntlet is destroyed, any leftover damage may affect the item originally targeted. If more than one gauntlet of staveguarding is worn, each must protect a different held item.

CONSTRUCTION REQUIREMENTS

Craft Wondrous Item, false life, shield; Cost 3,500 gp.

Source: Gothic Campaign Companion. Copyright 2014, Legendary Games; Authors Clinton J. Boomer, Jason Nelson, Clark Peterson, Neil Spicer, Greg. A Vaughan

ROBE OF THE MASTER MAGI

Aura
strong varied; CL 25th
Slot body; Price 473,000 gp; Weight 1 lb.

DESCRIPTION

This gaudy garment of metallic cloth is attuned to one of three types of alignment. It can be golden (good), silver (neutral), or adamantine (evil). To most wearers, the robe offers no powers or has no effects unless the wearer's alignment matches that of the robe. Only an arcane spellcaster can fully realize this potent magic item's powers once the robe is donned. These powers are as follows:

• +11 armor bonus to AC
• Spell resistance 32
• +6 resistance bonus on all saving throws
• +4 enhancement bonus on caster level checks made to overcome spell resistance
• -1 to total level adjustment for metamagic feats applied to every spell.

If a golden robe is donned by an evil character, she immediately gains six negative levels. The same is true with respect to an adamantine robe donned by a good character. An evil or good character who puts on a silver robe, or a neutral character who dons either a golden or adamantine robe, gains four negative levels. These negative levels remain as long as the garment is worn and cannot be overcome in any way (including through restoration spells). Negative levels are immediately removed if the robe is removed from the wearer.

CONSTRUCTION REQUIREMENTS

Craft Wondrous Item, antimagic field, mage armor or shield of faith, creator must be of same alignment as robe; Cost 236,500 gp.

Source: Epic Pathfinder by Jesse Jack Jones, 2012

NEW SPELLS

ALUSTRIEL’S FANG
School
transmutation; Level sorcerer/wizard 2
Casting Time 1 standard action
Components V, S, M (pinch of iron filings), F (a piercing weapon)
Range 60 ft.
Duration 2 rounds
Saving Throw no (harmless); Spell Resistance no

You fire a single dart, throwing dagger or any other piercing weapon shorter than your forearm at a single target within range. The weapon makes two attacks per round using the sum of your base attack bonus and spellcasting ability modifier with a +1 bonus per four caster levels to the damage roll. On the following round, the weapon flies back to you, and may be caught as a free action.

A target may attempt to prevent the return of the weapon by making a successful Dexterity check, to grasp the weapon, followed by a successful strength check, to retain hold of it. If either check fails, the weapon slips free and returns to you.

If the weapon cannot reach your hand because you are occupied, either with spellcasting, climbing or holding another object, the weapon will hang motionless in midair near your hands till the duration of the spell expires.

BLACKSTAFF
School
transmutation; Level sorcerer/wizard 8
Casting Time 1 standard action
Components V, S, F (a magical or non-magical staff)
Range touch
Target quarterstaff touched
Duration 1 round/level
Saving Throw see text; Spell Resistance yes (object)

Created by the renowned archmage Khelben Arunsun and shared only with those whom he trusts implicitly, blackstaff gives the affected staff or quarterstaff a +1 enhancement bonus on attack and damage rolls for every four caster levels the caster has, to a maximum of +5.

Additionally, the wielder of a blackstaff may inflict the following additional effects with a successful attack roll:

Dispelling Strike: Any creature or object struck by a successful melee attack or melee touch attack with the blackstaff is subject to dispel magic. This effect works exactly like a targeted dispel magic spell cast by the wielder of the staff (with no maximum bonus on the check).

Life-Leech: Any creature struck by the blackstaff suffers one negative level until cured by a greater restoration.

Spell-stealing Strike: Any spellcaster or creature capable of casting spells or spell-like abilities struck by a successful attack with the blackstaff loses one prepared spell or unused spell-like ability (or one unused spell slot, for spellcasters who do not prepare spells) of the highest spell level available.

A successful Will save negates the spell loss (but not the dispel magic effect).

Mythic: The dispel magic effect functions as its mythic counterpart.

Augmented (8th): If you expend two uses of mythic power, you can retain the prepared spell you stole and cast it using your own caster level and DC within the next round. If you stole a spell slot, then you can choose to refill a number of spell slots whose total level cannot exceed the original spell level.

BRAIN SPIDER
School
divination [mind-affecting]; Level cleric/oracle 8, inquisitor 6, sorcerer/wizard 8, witch 8
Casting Time 1 standard action
Components V, S, M (a spider with all legs intact)
Range long (400 ft. + 40 ft./level)
Duration 1 minute/level
Saving Throw Will negates; Spell Resistance no

This spell allows you to eavesdrop as a standard action on the thoughts of up to eight other creatures at once, hearing as desired:

• Individual trains of thought in whatever order you desire.

• Information from all minds about one particular topic, thing, or being, one nugget of information per caster level.

• A study of the thoughts and memories of one creature of the group in detail.

Once per round, if you do not perform a detailed study of one creature’s mind, you can attempt (as a standard action) to implant a suggestion in the mind of any one of the affected creatures. The creature can make another Will saving throw to resist the suggestion, using the save DC of the brain spider spell. (Creatures with special resistance to enchantment spells can use this resistance to keep from being affected by the suggestion.) Success on this saving throw does not negate the other effects of the brain spider spell for that creature.

You can affect all intelligent beings of your choice within range (up to the limit of eight), beginning with known or named beings. Language is not a barrier, and you need not personally know the beings. The spell cannot reach those who make a successful Will save.

GAUNTLET
School
evocation (force); Level sorcerer/wizard 2
Casting Time 1 standard action
Components V, S, M (a lump of clear glass)
Range Personal
Duration 1 round/level
Saving Throw none (harmless); Spell Resistance no

This spell creates a translucent, silent, nonconductive glove of magical force around one of your hands. This glove cannot be crushed, so you can use it to wedge doors open, keep even the great weight of a falling portcullis from slamming down, and so on, even if your hand is removed. The wedge remains in effect until the spell expires or a dispel magic causes the gauntlet to vanish.

You may make unarmed attacks as though you had the Improved Unarmed Strike feat. You gain a +1 enhancement bonus to the attack roll for every five caster levels you have (maximum +4) and inflict 2d4 points of force damage. You do not add any further modifiers to the damage done. It can touch or handle heat, acid and other flesh-corrosive substances, and boiling liquids or gases without harm. Diseases cannot be transmitted by it or cling to it, so molds and mummy rot can be freely handled and not passed on to another being who later touches the gauntlet. No substance or creature can adhere to the gauntlet, regardless of what methods are used.

You can dismiss the spell as a free action.

SPELLTURNING, MINOR
School
abjuration; Level sorcerer/ wizard 4

As spell turning, but only 1d4 levels and spells cannot be partially turned.

THE SIMBUL’S SKELETAL DELIQUESCENCE
School
transmutation; Level sorcerer/wizard 8
Casting Time 1 standard action
Components V, S
Range touch
Duration 1 day/level
Saving Throw Fortitude negates; Spell Resistance yes

You turn the bones and hard tissue of the subject to mush, making it a strange sort of oozelike creature. It immediately collapses into a heap, lacking the ability to maintain its previous shape. Its Dexterity becomes 1, its speed becomes Swim 10 ft., and it loses the ability to attack, speak, carry objects, or cast spells with somatic components, but not spell-like and supernatural abilities.

The subject cannot be flanked and is immune to critical hits, but equipment is not affected. This spell is normally used as a punishment or to disable opponents without killing them.

THE SIMBUL’S SPELL MATRIX
School
transmutation; Level sorcerer/wizard 5
Casting Time 1 standard action
Components V, S, F (amber worth at least 500 gp)
Range Personal
Duration 10 minutes/level
Saving Throw no (harmless); Spell Resistance no

You prepare a magical matrix that allows you to store one of your spells and use it later as a free action. In the round after you cast Simbul's spell matrix, you may cast one spell of up to 3rd level to be stored in it. The matrix closes after 1 round, whether or not you have stored a spell in it. Only a spell that can be altered by the Quicken Spell feat can be placed in the matrix, and any spell stored there is treated as a prepared spell.

Casting Simbul's spell matrix deals 1d6 points of damage to you, and this damage cannot be healed by any means while the matrix exists. While the matrix is active, you can cast the spell stored in it as a free action. Once cast from the matrix, the spell is gone.

A dispel magic spell that successfully dispels the matrix also dispels the spell held inside it. If you are affected by an antimagic field, the duration of the matrix is interrupted, but the spell does not activate. The matrix becomes active again when you emerge from the antimagic field. If you die while the spell is still held in the matrix, both the spell and the matrix dissipate harmlessly.

SIPHONING TOUCH
School
necromancy; Level bard 6, cleric/oracle 6, sorcerer/wizard 6
Casting Time 1 standard action
Components V, S
Range touch
Target touched willing creature
Duration instantaneous
Saving Throw none; Spell Resistance no

Your touch borrows magic from an ally. Upon casting this spell, when you touch your target, choose a spell of 5th level or lower with a range of touch you believe they know and can cast. If the target does know and can cast that spell (other than through the use of a magic item), you immediately gain the benefit of that spell as though they had cast it and targeted you, including any class features, feats, etc., the target has that modify the spell. This includes metamagic feats only if the spell was memorized with the metamagic feat applied (in the case of casters that memorize spells) and the spell is still 5th level or lower after the metamagic feat has been applied. Your target loses the spell as though she had cast it. If you siphon a cure spell from a class that can spontaneously convert memorized spells, like a cleric/oracle, she chooses which memorized spell to lose. If the target does not know or cannot cast the spell you choose, siphoning touch has no effect.

SIPHONING TOUCH, GREATER
School necromancy; Level cleric/oracle 9, sorcerer/wizard 9

As siphoning touch, except you can choose a spell of 8th level or lower.

SIPHONING TOUCH, LESSER
School necromancy; Level bard 4, cleric/oracle 3, sorcerer/ wizard 3

As siphoning touch, except you can choose a spell of 2nd level or lower.

Source: Strategists and Tacticians. Copyright 2010, 4 Winds Fantasy Gaming; Author Ryan Costello, Jr.

SPHERE OF WONDER
School abjuration [light]; Level sorcerer/wizard 9
Casting Time 1 standard action
Components V, S
Range personal
Area 90 ft. diameter sphere, centered on you
Duration 1 round/level
Saving Throw no (harmless); Spell Resistance no

You surround yourself in a sphere of brilliant magical force that provides illumination as the light spell and counters or dispels any darkness spell of equal or lower level. When casting this spell, you may select one spell effect per six caster level, such as fire damage, to function within the spell’s area. Spells and magical effects of the selected criteria do not function within the radius of a sphere of wonder, unless the caster succeeds at a caster level check and spells from outside the sphere attempting to enter the spell’s radius fail as per globe of invulnerability if they do not fit the caster’s selected criteria. Only the caster knows which types of effects function within the sphere.

A sphere of wonder is stationary.

CHOSEN OF MYSTRA

“Chosen of Mystra” is an acquired template that can be added to any living creature (referred to hereafter as the base creature). A Chosen retains all the base creature's statistics and special abilities except as noted here.

CR: Same as the base creature + 2.

Alignment: Any.

Mythic Rank: Upon receiving the Chosen of Mystra template, the character also gains one mythic rank in a path of his choice, and all other attendant benefits of being a mythic creature.

Defensive Abilities: A Chosen of Mystra gains the following defensive ability:

Spell Immunity (Su): A Chosen can select one spell of each spell level from 1st to 9th, and is hereafter immune to their effects as per spell immunity.

Immunities: A Chosen is immune to aging, disease, disintegration, poison and sleep, from natural and non-mythic sources.

Special Abilities: A Chosen gains the following special abilities:

Silver Fire (Su): Manifesting as a beautiful blue-white silver flame, a Chosen may use silver fire to gain the benefits of endure elements, duplicate the effect of a ring of mind-shielding, waterbreathing or a targeted greater dispel magic against all hostile spell effects on the Chosen. The Chosen can call on his silver fire to allow him to function without food and drink once every ten days.

By expending one use of mythic power, a Chosen can unleash his silver fire as a blast 5 feet wide and 70 feet long, dealing 1d12 points of damage for every mythic tier he possesses and breaking apart barriers as a lightning bolt. Half the damage is fire and half stems from raw arcane power. A Reflex save (19 + primary spellcasting attribute modifier, default Charisma) halves the damage. Spell resistance does not apply against silver fire.

By expending two uses of mythic power, the Chosen may shape his fore into a cone effect with identical dimensions, but does not deal damage. Instead, he automatically dispels antimagic fields as greater dispel magic.

Spell-like Abilities (Sp): A Chosen can select one spell of each spell level from 1st to 9th, and may hereafter cast them as spell-like abilities once per day. A Chosen’s caster level is equal to his Hit Dice and the DCs are Charisma-based. If the Chosen is already capable of spellcasting, then he uses the ability score governing his spellcasting to determine the save DC.

Abilities: Con +10.
12   L A T E S T    R E P L I E S    (Newest First)
The Masked Mage Posted - 26 Oct 2018 : 01:49:22
Yes, Khelben is 1/4 elven. Looking at the Arcane age books you know he is called "less than half" by elves as an insult to this bloodline. However, if you go by his description in a couple novels, this does not mean basically human. His true form is more elven than human and is only seen through magic or when the stresses of major spellcasting cause him to drop the illusion - the guise we see normally is his assumed identity.
Renin Posted - 26 Oct 2018 : 01:41:23
These are fantastic character builds! Awesome work, thanks for sharing!
Cards77 Posted - 19 Oct 2018 : 16:00:25
Taern Hornblade
Taern Hornblade
Male human evoker 19
LG Medium humanoid (human)


Init +7; Senses darkvision 60 ft.; Perception +6 (+8 to notice unusual stonework)
--------------------
Defense
--------------------
AC 20, touch 15, flat-footed 18 (+5 armor, +3 deflection, +2 Dex)
hp 135 (19d6+57)
Fort +10, Ref +8, Will +15; +2 resistance bonus vs. poison, spells, and spell-like abilities
--------------------
Offense
--------------------
Speed 30 ft.
Melee: The Hornblade +12/+7 (1d8+3/19-20) or
Special Attacks intense spells (+9 damage)
Arcane School Spell-Like Abilities (CL 19th; concentration +24)
At will—elemental wall (19 rounds/day)
8/day—force missile (1d4+9)
Evoker Spells Prepared (CL 19th; concentration +24)
Opposition Schools Illusion, Necromancy
--------------------
Statistics
--------------------
Str 11, Dex 14, Con 15, Int 20, Wis 18, Cha 16
Base Atk +9; CMB +9; CMD 24
Feats Alertness, Combat Casting, Craft Rod, Fast Study[UM], Improved Initiative, Martial Weapon Proficiency (longsword), Maximize Spell, Piercing Spell[UM], Quicken Spell, Scribe Scroll, Silent Spell, Spell Focus (evocation), Spell Mastery, Spell Penetration, Still Spell, Thundering Spell[APG]
Traits magical knack, tactician
Skills Appraise +9, Bluff +3 (+7 vs. Dwarves, +5 vs. Gnomes and Halflings, 1 vs. any who are not Dwarves, Gnomes, or Halflings), Diplomacy +3 (+7 vs. Dwarves, +5 vs. Gnomes and Halflings, 1 vs. any who are not Dwarves, Gnomes, or Halflings), Disguise +3 (+7 vs. Dwarves, +5 vs. Gnomes and Halflings, 1 vs. any who are not Dwarves, Gnomes, or Halflings), Fly +20, Intimidate +3 (+7 vs. Dwarves, +5 vs. Gnomes and Halflings, 1 vs. any who are not Dwarves, Gnomes, or Halflings), Knowledge (arcana) +20, Knowledge (dungeoneering) +20, Knowledge (engineering) +18, Knowledge (geography) +18, Knowledge (history) +20, Knowledge (local) +20, Knowledge (nature) +20, Knowledge (nobility) +20, Knowledge (planes) +20, Knowledge (religion) +20, Linguistics +9, Perception +6 (+8 to notice unusual stonework), Sense Motive +6, Spellcraft +27; Racial Modifiers +2 Perception to notice unusual stonework
Languages Abyssal, Celestial, Common, Daemonic, Draconic, Dwarven, Dwarven, Elven
SQ arcane bond (Arcane Familiar, rat), dwarven hardiness
Combat Gear: brooch of shielding, rod of negation; Other Gear +2 ghost touch dagger, hornblade, rod of alertness, belt of dwarvenkind, bracers of armor +5, ring of protection +3, slippers of spider climbing, 352,183 gp
--------------------
Special Abilities
--------------------
Combat Casting +4 to Concentration checks to cast while on the defensive.
Darkvision (60 feet) You can see in the dark (black and white only).
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Dwarven Hardiness +2 resistance bonus to saves vs. poison, spells, and spell like effects.
Elemental Wall (19 rounds/day) (Sp) Create wall of one chosen energy type, otherwise as wall of fire.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Evocation Evokers revel in the raw power of magic, and can use it to create and destroy with shocking ease.
Familiar Bonus: +2 to Fortitude saves You gain the Alertness feat while your familiar is within arm's reach.
Fast Study Normally, a wizard spends 1 hour preparing all of his spells for the day, or proportionately less if he only prepares some spells, with a minimum of 15 minutes of preparation. Thanks to mental discipline and clever mnemonics, you can prepare all of y
Force Missile (1d4+9, 8/day) (Sp) As a standard action, magic missile strikes a foe.
Illusion You must spend 2 slots to cast spells from the Illusion school.
Intense Spells (+9 damage) (Su) Evocation spells deal listed extra damage.
Maximize Spell All variable effects of a spell are maximized. +3 Levels.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Piercing Spell Affected spell treats creatures with SR as having an SR of 5 lower
Quicken Spell Cast a spell as a swift action. +4 Levels.
Scry on Familiar (1/day) (Sp) You can scry on your familiar, as the spell.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Silent Spell Cast a spell with no verbal components. +1 Level.
Speak with Animals (Ex) Your familiar can communicate with animals similar to itself.
Speak with Familiar (Ex) You can communicate verbally with your familiar.
Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC.
Spell Mastery (dispel magic, teleport without error, magic missle) You can prepare the chosen spells without a spellbook.
Still Spell You can cast a spell with no somatic components. +1 Level.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.
Thundering Spell You can cast a spell that deafens those injured by it (duration = spell's level in rounds, Fort negates).
The Hornblade: +3 dancing spell storing longsword (dispel evil, heal), sending to five individuals. Sending consists of a distinctive warning horn call, no other messages are possible.

--------------------

Vesk
Rat (Pathfinder RPG Bestiary 132)
N Tiny magical beast (animal)

Init +2; Senses low-light vision, scent; Perception +5
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Defense
--------------------
AC 24, touch 14, flat-footed 22 (+2 Dex, +10 natural, +2 size)
hp 67 (1d8)
Fort +6, Ref +8, Will +12
Defensive Abilities improved evasion; SR 24
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Offense
--------------------
Speed 15 ft., climb 15 ft., swim 15 ft.
Melee bite +13 (1d3-4)
Space 2 ft.; Reach 0 ft.
Special Attacks deliver touch spells
--------------------
Statistics
--------------------
Str 2, Dex 15, Con 11, Int 15, Wis 13, Cha 2
Base Atk +9; CMB +9; CMD 15 (19 vs. trip)
Feats Weapon Finesse
Skills Acrobatics +6 (-2 to jump), Appraise +3, Climb +14, Fly +24, Linguistics +3, Perception +5, Spellcraft +21, Stealth +18, Swim +10; Racial Modifiers +4 Stealth
Languages Gnoll, Sylvan; speak with animal (same kind only), speak with master
SQ empathic link
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[b]Special Abilities

--------------------
Climb (15 feet) You have a Climb speed.
Deliver Touch Spells (Su) Deliever master's touch spells.
Empathic Link (Su) You have an empathic link with your master.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
Scry on Familiar (Sp) Master can scry on you once per day.
Share Spells Spells with a target of "You" can be delivered by a familiar with a range of touch.
Speak with Animals of its Kind (Ex) You can communicate verbally with animals similar to yourself.
Speak with Master (Ex) You can communicate verbally with your master.
Spell Resistance (24) You have Spell Resistance.
Swim (15 feet) You have a Swim speed.
LordofBones Posted - 19 Oct 2018 : 05:52:34
Yes, Larloch's stats are somewhere back.
Brimstone Posted - 18 Oct 2018 : 16:50:00
Damn those are some kick @$$ stats. Truly EPIC, or should I say Mythic.

LofB didn't you post Larloch's stats awhile back using these same Mythic rules?
Cards77 Posted - 18 Oct 2018 : 16:19:14
quote:
Originally posted by LordofBones

Designer’s Note: The alternative feat rule from Legendary Games’ Mythic Hero’s Handbook is used. Mythic characters gain one mythic feat per tier instead one every two tiers.

KHELBEN “THE BLACKSTAFF” ARUNSUN (CR 35/MR 7)
Male human Chosen of Mystra wizard 27//archmage 7
LN Medium Humanoid (mythic)
Init +23, amazing initiative; Senses arcane sight, detect magic, true seeing; Perception +34
_____________________________________________________________

AC 44, touch 24, flat-footed 39
(+4 luck, +5 deflection, +5 Dex, +9 shield, +11 armor)
hp 421 (27d6 +297 +30)
Fort +26, Ref +20, Will +30; mythic saving throws
Defensive Abilities force of will, hard to kill, mirror dodge, recuperation, rejuvenation
Immune aging, disease, disintegration, poison and sleep, from natural and non-mythic sources; spell immunity (blindness/deafness, circle of death, energy drain, ice storm, insanity, irresistible dance, lightning bolt, magic jar, magic missile); SR 32
_____________________________________________________________

Speed 30 ft.
Melee +27/+22 blackstaff (1d6 +16 and blackstaff/20/x2)
Special Attacks arcane surge, silver fire (7d12, DC 36)

Archmage Path Abilities
Abundant spell (7), channel power, competent caster, display of intelligence, enhance magic items, legendary item (blackstaff), mirror dodge

Staff Arcana (30 points)
1/day – maximized magic, quickened magic
2 points – accurate strike, greater arcane redoubt
1 point – arcane accuracy, arcane redoubt, intuitive protection, pool ray, reflection

Permanent Spells (CL 27th)
Always active – arcane sight, detect magic, read magic, tongues, true seeing

Spell-like Abilities (CL 27th)
1/day – alustriel’s fang, antimagic field, brain spider (DC 35), gauntlet, foretell failure, gaseous form, the simbul’s skeletal deliquescence (DC 38), the simbul’s spell matrix, sphere of wonder

Spells Prepared (CL 27th, SR 31st; Concentration +44)
13th (3/day) – heightened maximized quickened chain lightning (DC 38), dazing empowered energy drain (DC 38), quickened still time stop;
12th (3/day) – disruptive maximized meteor swarm (DC 40), quickened still protection from spells, intensified maximized still stormbolts (DC 39);
11th (3/day) – quickened still greater teleport, intensified maximized sunburst (x2, DC 39);
10th (3/day) – empowered clashing rocks (DC 39), extended mass icy prison (DC 40), disruptive transmute blood to acid (DC 40);
9th (7/day) – gate, greater siphoning touch, mass hold monster (DC 38), mass icy prison (DC 39), power word: kill, wish;
8th (7/day) – dimensional lock, greater spellcrash, greater shout, irresistible dance (DC 38), moment of prescience, polar ray, prismatic wall (DC 38);
7th (7/day) – banishment (DC 37), caustic eruption (DC 37), deflection, ethereal jaunt, finger of death (DC 37), forcecage, resonating word;
6th (7/day) – contagious flame, cosmic ray (DC 37), flesh to stone (DC 37), greater dispel magic, greater eldritch conduit (DC 37), mislead;
5th (8/day) – baleful polymorph (DC 36), bigby’s interposing hand, feeblemind (DC 35), fire snake (x2, DC 36), gravity sphere, mind fog (DC 35), rary’s telepathic bond;
4th (8/day) – black tentacles, calcific touch (DC 35), communal protection from energy, greater invisibility, hurricane blast (DC 35), resilient resovoir, shadowy haven, stoneskin;
3rd (8/day) – blink, fireball (x2; DC 34), ice spears (DC 33), lightning bolt (DC 34), slow (DC 34), vampiric touch (DC 33), vengeful comets;
2nd (8/day) – acid arrow, communal protection from chaos, communal protection from evil, frigid touch, steal breath (DC 33), steal size (DC 33), spectral hand, web (DC 32);
1st (9/day) – air bubble, anticipate peril, mage armor, mirror strike, ray of enfeeblement (x2), shock shield, shocking grasp (x2);
Cantrips – message, mending, open/close, presdigitation

Mythic Spells Known
Baleful polymorph, blackstaff, chain lightning, disintegrate, fireball, greater dispel magic, lightning ring, meteor swarm, mislead, power word: kill, power word: stun, shocking grasp, stoneskin, time stop
_____________________________________________________________

Abilities Str 25, Dex 21, Con 33, Int 44, Wis 24, Cha 25
Base Atk +14; CMB +21; CMD 47
Traits Bruising Intellect, Pragmatic Activator
Feats Arcane Blast, Arcane Shield, Arcane Strike, Craft Magic Arms and Armor, Craft Staff, Craft Wondrous Item, Dazing Spell, Disruptive Spell, Empower Spell, Improved Initiative, Intensified Spell, Iron Will, Heighten Spell, Maximize Spell, Persistent Spell, Quarterstaff Master (B), Quicken Spell, Reach Spell, Scribe Scroll (B), Skill Focus (Spellcraft), Spell Focus (Evocation), Spell Focus (Transmutation), Spell Perfection (blackstaff), Still Spell
Mythic Feats Mythic Craft Staff, Mythic Crafter, Mythic Improved Initiative, Mythic Skill Focus (Spellcraft), Mythic Spell Lore (x2)
Skills Appraise +44, Bluff +34, Craft (jewelcrafting)+ 44, Diplomacy +34, Fly +14, Intimidate +44, Knowledge (arcana) +44, Knowledge (dungeoneering) +27, Knowledge (engineering) +32, Knowledge (geography) +30, Knowledge (history) +44, Knowledge (local) +36, Knowledge (nature) +27, Knowledge (nobility) +44, Knowledge (planes) +44, Knowledge (religion) +44, Linguistics +44, Perception +34, Ride +14, Sense Motive +34, Spellcraft +47, Use Magic Device +44
SQ exceptional wealth, mythic power 17/day, quarterstaff defense, staff mastery, staff weapon, surge +1d10
Combat Gear blackstaff; Other Gear anchoring belt of physical excellence +6, headband of sealed thoughts and mental superiority +6, gauntlet of staveguarding, khelben’s black robes (a silver robe of the master magi glamered to appear black), ring of protection +5, ring of transcendent spells

Staff Mastery So great is Khelben’s bond with his eponymous staff that his combat skills with it are unmatched by other wizards. As such, he is considered to have the Staff Magus archetype in place of the usual specialization options, and additionally has an arcane pool of 13 + his Intelligence modifier (usually +17). He can select magus arcana as a magus of his level, but only may use them in conjunction with the blackstaff.


NEW FEAT

Craft Staff
(Item Creation, Mythic)
You are a master staff crafter.
Prerequisites: Craft Staff
Benefit: At the beginning of each day when you regain your uses of mythic power, you can expend one use of mythic power to accomplish eight hours of work on one magic staff you are crafting. You can only do this once per day per staff you are crafting, though you may also add an actual eight-hour work day toward the crafting of such a staff. Unlike normal magic item crafting, work accomplished by expending a use of mythic power does not require any special work space or quiet (though the cost of making magic items created this way is normal).

You can also cause any magic items you create to function with a caster level equal to its user’s total level, rather than a set caster level. You must meet all the creation prerequisites of the magic item in question, and must create the item to have a caster level of at least 8th level. This has no effect on the function of items with effects not based on caster level (such as boots of elvenkind), but does change the items level
in use for purposes of what auras it gives off, and how difficult it is to effect with dispel magic (and similar effects).

Source: Mythic Hero’s Handbook © 2015, Legendary Games, Dreamscarred Press, and Rogue Genius Games; Lead Designer Jason Nelson; Authors: Robert Brookes, Eric Hindley, Jonathan H. Keith, Jeff Lee, Jason Nelson, Marc Radle, Alistair J. Rigg, Andreas Rönnqvist, Tork Shaw, Jeremy Smith, Owen K.C. Stephens.

NEW MAGIC ITEMS

BLACKSTAFF [Minor Artifact]

Aura
strong all; CL 27th
Slot -; Price -; Weight 4 lb.

Description

Khelben’s legendary blackstaff is surprisingly unadorned for such an infamous artifact, resembling nothing more than a twisting shaft of pure darkness. It is the most powerful and most fearsome weapon in the Blackstaff’s arsenal, and Khelben has invested much of his own resources and power into the crafting of this legendary weapon. The blackstaff has many powers, some of which only function in the hands of Khelben himself.

First, the blackstaff itself is always under the permanent effect of an augmented mythic blackstaff spell, save that the attack and damage bonus continues to scale with Khelben’s caster level. Khelben can summon the blackstaff to his hand regardless of its location, and additionally can activate its powers (and benefit from them) as long as he is within 27 miles of the staff.

Second, if Khelben casts a spell with a range of “touch” from the wizard spell list, he can deliver the spell through the blackstaff is wielding as part of a melee attack. Instead of the free melee touch attack normally allowed to deliver the spell, Khelben can make one free melee attack with the blackstaff (at his highest base attack bonus) as part of casting this spell. If successful, this melee attack deals its normal damage as well as the effects of the spell. If he casts a spell with a ranged touch attack roll, he can channel it through the blackstaff, adding the blackstaff’s own enhancement bonus to the attack roll and damage.

Third, the wielder of the blackstaff is treated as having an arcane bond with the artifact. The wielder must be a wizard to gain this effect.

The blackstaff is a +5 foe-biting metamagician quarterstaff of eternal bond. It bestows a +4 luck bonus to AC and saving throws, and also allows use of the following spells:

Continual flame (0 charges)
Levitate (0 charges)
• mythic fireball (heightened to 5th level, 1 charge)
• mythic lightning ring (heightened to 5th level, 1 charge)
• mythic magic missile (1 charge)
ray of enfeeblement (heightened to 5th level, 1 charge)
• mythic confusion (2 charges)
• mythic cone of cold (2 charges)
feeblemind (2 charges)
globe of invulnerability (2 charges)
hold monster (2 charges)
repulsion (2 charges)
• mythic Wall of force (2 charges)
• mythic elemental bombardment (3 charges)
• mythic disintegrate (3 charges)
• mythic power word: stun (3 charges)
• mythic prismatic spray (3 charges)

Khelben does not need to expend mythic power to use mythic spells within the staff. If the blackstaff is used to cast a mythic spell that can be augmented, the wielder only needs to expend half the mythic power usually expended when augmenting, to a minimum of one use. The blackstaff has 50 charges. It functions as a rod of absorption when Khelben so desires, and communicates how much spell energy it has absorbed to its wielder.

GAUNTLET OF STAVEGUARDING

Aura
faint abjuration; CL 6th
Slot hands; Price 7,000 gp; Weight 1 lb.

This heavy glove of leather covered in mithral mesh is used to safeguard a rod, staff, or wand from destruction, though it may be used in conjunction with a quarterstaff or with any item or weapon wielded in one hand. The gauntlet of staveguarding grants a +5 bonus to CMD against disarm and sunder attempts against the held item, and a successful sunder maneuver must first destroy the gauntlet itself (hardness 15, hp 30) before damaging the item being held. A spell targeted at an item in hand (e.g., disintegrate, heat metal, shatter) affects the gauntlet instead; if the gauntlet is destroyed, any leftover damage may affect the item originally targeted. If more than one gauntlet of staveguarding is worn, each must protect a different held item.

CONSTRUCTION REQUIREMENTS

Craft Wondrous Item, false life, shield; Cost 3,500 gp.

Source: Gothic Campaign Companion. Copyright 2014, Legendary Games; Authors Clinton J. Boomer, Jason Nelson, Clark Peterson, Neil Spicer, Greg. A Vaughan

ROBE OF THE MASTER MAGI

Aura
strong varied; CL 25th
Slot body; Price 473,000 gp; Weight 1 lb.

DESCRIPTION

This gaudy garment of metallic cloth is attuned to one of three types of alignment. It can be golden (good), silver (neutral), or adamantine (evil). To most wearers, the robe offers no powers or has no effects unless the wearer's alignment matches that of the robe. Only an arcane spellcaster can fully realize this potent magic item's powers once the robe is donned. These powers are as follows:

• +11 armor bonus to AC
• Spell resistance 32
• +6 resistance bonus on all saving throws
• +4 enhancement bonus on caster level checks made to overcome spell resistance
• -1 to total level adjustment for metamagic feats applied to every spell.

If a golden robe is donned by an evil character, she immediately gains six negative levels. The same is true with respect to an adamantine robe donned by a good character. An evil or good character who puts on a silver robe, or a neutral character who dons either a golden or adamantine robe, gains four negative levels. These negative levels remain as long as the garment is worn and cannot be overcome in any way (including through restoration spells). Negative levels are immediately removed if the robe is removed from the wearer.

CONSTRUCTION REQUIREMENTS

Craft Wondrous Item, antimagic field, mage armor or shield of faith, creator must be of same alignment as robe; Cost 236,500 gp.

Source: Epic Pathfinder by Jesse Jack Jones, 2012

NEW SPELLS

ALUSTRIEL’S FANG
School
transmutation; Level sorcerer/wizard 2
Casting Time 1 standard action
Components V, S, M (pinch of iron filings), F (a piercing weapon)
Range 60 ft.
Duration 2 rounds
Saving Throw no (harmless); Spell Resistance no

You fire a single dart, throwing dagger or any other piercing weapon shorter than your forearm at a single target within range. The weapon makes two attacks per round using the sum of your base attack bonus and spellcasting ability modifier with a +1 bonus per four caster levels to the damage roll. On the following round, the weapon flies back to you, and may be caught as a free action.

A target may attempt to prevent the return of the weapon by making a successful Dexterity check, to grasp the weapon, followed by a successful strength check, to retain hold of it. If either check fails, the weapon slips free and returns to you.

If the weapon cannot reach your hand because you are occupied, either with spellcasting, climbing or holding another object, the weapon will hang motionless in midair near your hands till the duration of the spell expires.

BLACKSTAFF
School
transmutation; Level sorcerer/wizard 8
Casting Time 1 standard action
Components V, S, F (a magical or non-magical staff)
Range touch
Target quarterstaff touched
Duration 1 round/level
Saving Throw see text; Spell Resistance yes (object)

Created by the renowned archmage Khelben Arunsun and shared only with those whom he trusts implicitly, blackstaff gives the affected staff or quarterstaff a +1 enhancement bonus on attack and damage rolls for every four caster levels the caster has, to a maximum of +5.

Additionally, the wielder of a blackstaff may inflict the following additional effects with a successful attack roll:

Dispelling Strike: Any creature or object struck by a successful melee attack or melee touch attack with the blackstaff is subject to dispel magic. This effect works exactly like a targeted dispel magic spell cast by the wielder of the staff (with no maximum bonus on the check).

Life-Leech: Any creature struck by the blackstaff suffers one negative level until cured by a greater restoration.

Spell-stealing Strike: Any spellcaster or creature capable of casting spells or spell-like abilities struck by a successful attack with the blackstaff loses one prepared spell or unused spell-like ability (or one unused spell slot, for spellcasters who do not prepare spells) of the highest spell level available.

A successful Will save negates the spell loss (but not the dispel magic effect).

Mythic: The dispel magic effect functions as its mythic counterpart.

Augmented (8th): If you expend two uses of mythic power, you can retain the prepared spell you stole and cast it using your own caster level and DC within the next round. If you stole a spell slot, then you can choose to refill a number of spell slots whose total level cannot exceed the original spell level.

BRAIN SPIDER
School
divination [mind-affecting]; Level cleric/oracle 8, inquisitor 6, sorcerer/wizard 8, witch 8
Casting Time 1 standard action
Components V, S, M (a spider with all legs intact)
Range long (400 ft. + 40 ft./level)
Duration 1 minute/level
Saving Throw Will negates; Spell Resistance no

This spell allows you to eavesdrop as a standard action on the thoughts of up to eight other creatures at once, hearing as desired:

• Individual trains of thought in whatever order you desire.

• Information from all minds about one particular topic, thing, or being, one nugget of information per caster level.

• A study of the thoughts and memories of one creature of the group in detail.

Once per round, if you do not perform a detailed study of one creature’s mind, you can attempt (as a standard action) to implant a suggestion in the mind of any one of the affected creatures. The creature can make another Will saving throw to resist the suggestion, using the save DC of the brain spider spell. (Creatures with special resistance to enchantment spells can use this resistance to keep from being affected by the suggestion.) Success on this saving throw does not negate the other effects of the brain spider spell for that creature.

You can affect all intelligent beings of your choice within range (up to the limit of eight), beginning with known or named beings. Language is not a barrier, and you need not personally know the beings. The spell cannot reach those who make a successful Will save.

GAUNTLET
School
evocation (force); Level sorcerer/wizard 2
Casting Time 1 standard action
Components V, S, M (a lump of clear glass)
Range Personal
Duration 1 round/level
Saving Throw none (harmless); Spell Resistance no

This spell creates a translucent, silent, nonconductive glove of magical force around one of your hands. This glove cannot be crushed, so you can use it to wedge doors open, keep even the great weight of a falling portcullis from slamming down, and so on, even if your hand is removed. The wedge remains in effect until the spell expires or a dispel magic causes the gauntlet to vanish.

You may make unarmed attacks as though you had the Improved Unarmed Strike feat. You gain a +1 enhancement bonus to the attack roll for every five caster levels you have (maximum +4) and inflict 2d4 points of force damage. You do not add any further modifiers to the damage done. It can touch or handle heat, acid and other flesh-corrosive substances, and boiling liquids or gases without harm. Diseases cannot be transmitted by it or cling to it, so molds and mummy rot can be freely handled and not passed on to another being who later touches the gauntlet. No substance or creature can adhere to the gauntlet, regardless of what methods are used.

You can dismiss the spell as a free action.

SPELLTURNING, MINOR
School
abjuration; Level sorcerer/ wizard 4

As spell turning, but only 1d4 levels and spells cannot be partially turned.

THE SIMBUL’S SKELETAL DELIQUESCENCE
School
transmutation; Level sorcerer/wizard 8
Casting Time 1 standard action
Components V, S
Range touch
Duration 1 day/level
Saving Throw Fortitude negates; Spell Resistance yes

You turn the bones and hard tissue of the subject to mush, making it a strange sort of oozelike creature. It immediately collapses into a heap, lacking the ability to maintain its previous shape. Its Dexterity becomes 1, its speed becomes Swim 10 ft., and it loses the ability to attack, speak, carry objects, or cast spells with somatic components, but not spell-like and supernatural abilities.

The subject cannot be flanked and is immune to critical hits, but equipment is not affected. This spell is normally used as a punishment or to disable opponents without killing them.

THE SIMBUL’S SPELL MATRIX
School
transmutation; Level sorcerer/wizard 5
Casting Time 1 standard action
Components V, S, F (amber worth at least 500 gp)
Range Personal
Duration 10 minutes/level
Saving Throw no (harmless); Spell Resistance no

You prepare a magical matrix that allows you to store one of your spells and use it later as a free action. In the round after you cast Simbul's spell matrix, you may cast one spell of up to 3rd level to be stored in it. The matrix closes after 1 round, whether or not you have stored a spell in it. Only a spell that can be altered by the Quicken Spell feat can be placed in the matrix, and any spell stored there is treated as a prepared spell.

Casting Simbul's spell matrix deals 1d6 points of damage to you, and this damage cannot be healed by any means while the matrix exists. While the matrix is active, you can cast the spell stored in it as a free action. Once cast from the matrix, the spell is gone.

A dispel magic spell that successfully dispels the matrix also dispels the spell held inside it. If you are affected by an antimagic field, the duration of the matrix is interrupted, but the spell does not activate. The matrix becomes active again when you emerge from the antimagic field. If you die while the spell is still held in the matrix, both the spell and the matrix dissipate harmlessly.

SIPHONING TOUCH
School
necromancy; Level bard 6, cleric/oracle 6, sorcerer/wizard 6
Casting Time 1 standard action
Components V, S
Range touch
Target touched willing creature
Duration instantaneous
Saving Throw none; Spell Resistance no

Your touch borrows magic from an ally. Upon casting this spell, when you touch your target, choose a spell of 5th level or lower with a range of touch you believe they know and can cast. If the target does know and can cast that spell (other than through the use of a magic item), you immediately gain the benefit of that spell as though they had cast it and targeted you, including any class features, feats, etc., the target has that modify the spell. This includes metamagic feats only if the spell was memorized with the metamagic feat applied (in the case of casters that memorize spells) and the spell is still 5th level or lower after the metamagic feat has been applied. Your target loses the spell as though she had cast it. If you siphon a cure spell from a class that can spontaneously convert memorized spells, like a cleric/oracle, she chooses which memorized spell to lose. If the target does not know or cannot cast the spell you choose, siphoning touch has no effect.

SIPHONING TOUCH, GREATER
School necromancy; Level cleric/oracle 9, sorcerer/wizard 9

As siphoning touch, except you can choose a spell of 8th level or lower.

SIPHONING TOUCH, LESSER
School necromancy; Level bard 4, cleric/oracle 3, sorcerer/ wizard 3

As siphoning touch, except you can choose a spell of 2nd level or lower.

Source: Strategists and Tacticians. Copyright 2010, 4 Winds Fantasy Gaming; Author Ryan Costello, Jr.

SPHERE OF WONDER
School abjuration [light]; Level sorcerer/wizard 9
Casting Time 1 standard action
Components V, S
Range personal
Area 90 ft. diameter sphere, centered on you
Duration 1 round/level
Saving Throw no (harmless); Spell Resistance no

You surround yourself in a sphere of brilliant magical force that provides illumination as the light spell and counters or dispels any darkness spell of equal or lower level. When casting this spell, you may select one spell effect per six caster level, such as fire damage, to function within the spell’s area. Spells and magical effects of the selected criteria do not function within the radius of a sphere of wonder, unless the caster succeeds at a caster level check and spells from outside the sphere attempting to enter the spell’s radius fail as per globe of invulnerability if they do not fit the caster’s selected criteria. Only the caster knows which types of effects function within the sphere.

A sphere of wonder is stationary.

CHOSEN OF MYSTRA

“Chosen of Mystra” is an acquired template that can be added to any living creature (referred to hereafter as the base creature). A Chosen retains all the base creature's statistics and special abilities except as noted here.

CR: Same as the base creature + 2.

Alignment: Any.

Mythic Rank: Upon receiving the Chosen of Mystra template, the character also gains one mythic rank in a path of his choice, and all other attendant benefits of being a mythic creature.

Defensive Abilities: A Chosen of Mystra gains the following defensive ability:

Spell Immunity (Su): A Chosen can select one spell of each spell level from 1st to 9th, and is hereafter immune to their effects as per spell immunity.

Immunities: A Chosen is immune to aging, disease, disintegration, poison and sleep, from natural and non-mythic sources.

Special Abilities: A Chosen gains the following special abilities:

Silver Fire (Su): Manifesting as a beautiful blue-white silver flame, a Chosen may use silver fire to gain the benefits of endure elements, duplicate the effect of a ring of mind-shielding, waterbreathing or a targeted greater dispel magic against all hostile spell effects on the Chosen. The Chosen can call on his silver fire to allow him to function without food and drink once every ten days.

By expending one use of mythic power, a Chosen can unleash his silver fire as a blast 5 feet wide and 70 feet long, dealing 1d12 points of damage for every mythic tier he possesses and breaking apart barriers as a lightning bolt. Half the damage is fire and half stems from raw arcane power. A Reflex save (19 + primary spellcasting attribute modifier, default Charisma) halves the damage. Spell resistance does not apply against silver fire.

By expending two uses of mythic power, the Chosen may shape his fore into a cone effect with identical dimensions, but does not deal damage. Instead, he automatically dispels antimagic fields as greater dispel magic.

Spell-like Abilities (Sp): A Chosen can select one spell of each spell level from 1st to 9th, and may hereafter cast them as spell-like abilities once per day. A Chosen’s caster level is equal to his Hit Dice and the DCs are Charisma-based. If the Chosen is already capable of spellcasting, then he uses the ability score governing his spellcasting to determine the save DC.

Abilities: Con +10.



Hi, just wanted to thank you for this. You did a ton of work and IMO he looks great. Unique flavor and portraying the true power to the extend PF is capable.

I will be using this in my game shortly.

I will try to return the favor by detailing Taern Hornblade in PF stats.
Rymac Posted - 27 Apr 2016 : 23:40:36
Correct me if I'm wrong, but I recall Khelben being "1/4 elven" (which is functionally human); his father was a half-elf. Basically, a "fey touched" human. However, being a Chosen of Mystra brought Khelben's elven ancestry closer to the surface. That's how I always understood it.
Korginard Posted - 27 Apr 2016 : 15:36:45
Khelben is actually a half elf, although he presents himself as Human. I vaguely recall a scene, I think it was in City of Splendors, where he was defending Waterdeep and cast some powerful magic. The exertion briefly caused his more elvin nature to show.
I am not sure what ethnicity his human lineage comes from. There has been mention of his Elvin Father but I don't recall anything about his human mother.
Ashe Ravenheart Posted - 27 Apr 2016 : 13:02:10
Khelben "Blackstaff" Arunsun CR 28
XP 4,915,200
Male human (Damaran) wizard 20/Archmage 9
LN Medium humanoid (human)
Init +12; Senses arcane eyes; Perception +13
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Defense
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AC 28, touch 20, flat-footed 25 (+8 armor, +5 deflection, +3 Dex, +2 luck)
hp 279 (20d6+207)
Fort +16, Ref +11, Will +21
Defensive Abilities hard to kill, mythic saving throws, unstoppable; immune to aging, disease, sleep, poison
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Offense
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Speed 30 ft.
Melee blackstaff +17/+12 (1d6+7)
Special Attacks hand of the apprentice (9/day), mythic power (21/day, surge +1d10), silver fire
Spell-Like Abilities (CL 20th; concentration +22)
1/day—spell (1st-level), spell (2nd-level), spell (3rd-level), spell (4th-level), spell (5th-level), spell (6th-level), spell (7th-level), spell (8th-level), spell (9th-level)
Wizard Spells Prepared (CL 20th; concentration +26)
9th—meteor swarm[M] (DC 27), mordenkainen's disjunction (DC 25), time stop, wish
8th—blackstaff, form of the dragon III[M], greater shadow evocation (DC 24), greater shout
7th—prismatic spray[M], greater scrying (DC 23), spell turning, greater teleport
6th—chain lightning[M] (DC 24), guards and wards, otiluke's freezing sphere (DC 24), mass suggestion (DC 22), wall of iron
5th—dragonsight, lightning arc[M,UM] (DC 23), shadow evocation (DC 21), communal stoneskin[UC], telekinesis
4th—dimension door[M], force orb (DC 22), lesser globe of invulnerability, stoneskin[M], thunderlance
3rd—fly[M], lightning bolt (DC 21), greater mage armor (DC 19), skull watch, threesteel (DC 20)
2nd—claws of darkness (DC 18), flaming sphere (DC 20), scorching ray, snilloc's snowball swarm (DC 20), summon swarm, web (DC 18)
1st—feather fall, magic missile[M], protection from chaos, ray of enfeeblement (DC 17), shield, silent image (DC 17)
0 (at will)—arcane mark, detect magic, electric jolt, read magic
M mythic spell
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Statistics
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Str 15, Dex 16, Con 26, Int 22, Wis 20, Cha 15
Base Atk +10; CMB +12; CMD 32
Feats Craft Staff, Craft Wondrous Item, Forge Ring, Heighten Spell, Improved Counterspell[M], Iron Will[M], Mythic Crafter[M], Persistent Spell[APG], Quicken Spell, Scribe Scroll, Skill Focus[M], Spell Focus[M], Spell Focus (transmutation), Spell Mastery, Still Spell, Twin Spell, Weapon Focus (quarterstaff)
Skills Bluff +10, Craft (alchemy) +29 (+34 when crafting non-mythic magic items), Craft (painting) +15 (+20 when crafting non-mythic magic items), Diplomacy +10, Intimidate +10, Knowledge (arcana) +29, Knowledge (history) +17, Knowledge (local) +25, Knowledge (nature) +17, Knowledge (planes) +25, Knowledge (religion) +17, Perception +13, Perform (oratory) +10, Ride +11, Sense Motive +13, Spellcraft +35
Languages Aglarondan, Celestial, Chondathan, Common, Damaran, Draconic, Elven, Orc
SQ amazing initiative, arcane bond (blackstaff), arcane metamastery[MA], arcane surge[MA], competent caster[MA], crafting mastery[MA], energy conversion[MA], flexible counterspell[MA], force of will, immortal, immunity to disintegration, metamagic mastery (7/day), mythic spellcasting[MA], recuperation, throw spell[MA]
Combat Gear blackstaff, pearl of power (8th level), pearl of power (9th level); Other Gear bracers of armor +8, ring of protection +5, ring of spell turning
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Special Abilities
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Amazing Initiative (1/round) (Ex) As a free action, use 1 power to gain an extra standard action (can't be used to cast a spell).
Arcane Bond (Blackstaff) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).
Arcane eyes (Su) Detect magic to line of sight permanently enchanted on the Chosen's vision.
Arcane Metamastery (level adjustment <= 1) (Su) Use 1 power to apply a known metamagic (up to listed level adj) to any spell for 10 rd for free.
Arcane Surge (Su) Use 1 power, cast known/mem arcane spell for free, non-mythic save 2x (take low) & roll 2x vs. SR.
Competent Caster (Ex) Concentration checks for arcane spells auto succeed (unless highest level castable).
Crafting Mastery (Ex) Can craft any magic item. If you also have the feat, 2x speed & roll all checks twice.
Energy Conversion (Su) Spend 1 power to change energy type of a spell.
Flexible Counterspell (Su) As immediate action, use 1 power and spell of same or higher level to counterspell.
Force of Will (Ex) As an immediate action, use 1 power to reroll any d20, or force non-mythic to reroll.
Hand of the Apprentice (9/day) (Su) As a standard action, throw melee weapon (use Int instead of Dex) and instantly returns.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Heighten Spell Increases spell level to effective level desired.
Immortal (Su) Ressurrect next day, unless killed by mythic foe's crit, or an epic weapon.
Immunity (1st-level, -Choose-) (Su) Immunity to one 1st-level spell, just as if the spell immunity spell were constantly in effect upon the character.
Immunity (2nd-level, -Choose-) (Su) Immunity to one 2nd-level spell, just as if the spell immunity spell were constantly in effect upon the character.
Immunity (3rd-level, -Choose-) (Su) Immunity to one 3rd-level spell, just as if the spell immunity spell were constantly in effect upon the character.
Immunity (4th-level, -Choose-) (Su) Immunity to one 4th-level spell, just as if the spell immunity spell were constantly in effect upon the character.
Immunity (5th-level, -Choose-) (Su) Immunity to one 5th-level spell, just as if the spell immunity spell were constantly in effect upon the character.
Immunity (6th-level, -Choose-) (Su) Immunity to one 6th-level spell, just as if the spell immunity spell were constantly in effect upon the character.
Immunity (7th-level, -Choose-) (Su) Immunity to one 7th-level spell, just as if the spell immunity spell were constantly in effect upon the character.
Immunity (8th-level, -Choose-) (Su) Immunity to one 8th-level spell, just as if the spell immunity spell were constantly in effect upon the character.
Immunity (9th-level, -Choose-) (Su) Immunity to one 9th-level spell, just as if the spell immunity spell were constantly in effect upon the character.
Immunity to Aging You are immune to aging effects.
Immunity to Disease You are immune to diseases.
Immunity to Disintegration Immune to disintegrate spells and effects.
Immunity to Magic Sleep You are immune to magic sleep effects.
Immunity to Poison You are immune to poison.
Improved Counterspell [Mythic] Spell used to counterspell can be the same level as target spell.
Iron Will [Mythic] Roll Will save vs. spells, Sp, or Su abilities from non-mythic foe twice (take higher).
Metamagic Mastery (7/day) (Su) Spend 1 use per spell level increase to apply a known metamagic feat for free.
Mythic Crafter [Mythic] Can create mythic magic items & +5 on any checks when crafting non-mythic magic items.
Mythic Saving Throws (Ex) A successful save negates all effects from a non-mythic source.
Persistent Spell Foes must succeed at 2 saves or suffer the spell's full effects.
Quicken Spell Cast a spell as a swift action. +4 Levels.
Recuperation (Ex) Fully heal after 8 hrs rest, use 1 power and 1 hr to heal half and restore all non-mythic abilities.
Silver Fire (Su) This powerful supernatural ability is unique to the Chosen of Mystra. Manifesting as a beautiful silver-white flame that surrounds the wielder and fills the area into which it is projected, silver fire can be used for different effects. It can act as
Skill Focus [Mythic, Spellcraft] Can always take 10 or 20 even when rushed or threatened.
Spell (1st-level, -Choose-, 1/day) (Sp) Cast a 1st-level spell as a spell-like ability once per day.
Spell (2nd-level, -Choose-, 1/day) (Sp) Cast a 2nd-level spell as a spell-like ability once per day.
Spell (3rd-level, -Choose-, 1/day) (Sp) Cast a 3rd-level spell as a spell-like ability once per day.
Spell (4th-level, -Choose-, 1/day) (Sp) Cast a 4th-level spell as a spell-like ability once per day.
Spell (5th-level, -Choose-, 1/day) (Sp) Cast a 5th-level spell as a spell-like ability once per day.
Spell (6th-level, -Choose-, 1/day) (Sp) Cast a 6th-level spell as a spell-like ability once per day.
Spell (7th-level, -Choose-, 1/day) (Sp) Cast a 7th-level spell as a spell-like ability once per day.
Spell (8th-level, -Choose-, 1/day) (Sp) Cast a 8th-level spell as a spell-like ability once per day.
Spell (9th-level, -Choose-, 1/day) (Sp) Cast a 9th-level spell as a spell-like ability once per day.
Spell Focus (Transmutation) Spells from one school of magic have +1 to their save DC.
Spell Focus [Mythic, Evocation] Use 1 power to force any of the spell's targets to save twice, taking lower roll.
Spell Mastery (blackstaff, ch light, fly, mag mis, gr telport) You can prepare the chosen spells without a spellbook.
Still Spell You can cast a spell with no somatic components. +1 Level.
Surge (1d10) (Su) Use 1 power to increase any d20 roll by the listed amount.
Throw Spell (90 feet) (Su) Spend 1 power to throw a touch spell as a ranged touch attack.
Twin Spell Spell takes effect twice on target or area
Unstoppable (Ex) As a free action, use 1 power to end one listed condition on yourself.
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LordofBones Posted - 27 Apr 2016 : 08:19:03
quote:
Originally posted by George Krashos

You've put a heck of a lot of work in here. What adventure are you running which sees the PCs fight Khelben?

-- George Krashos



None. I'm putting up the NPCs because I want to Pathfinderize (okay, and a few houserules here and there) them, and also because I feel that the epic level NPCs of the Realms should have stats and powers that reflect their lofty status. I want to make each NPC feel unique, which means that a 27th level wizard like Khelben shouldn't be lugging around a bog-standard staff of power or have an Int score lower than many 10th level wizards.

Also, because the designers never bothered converting a lot of spells. His writeup in the ELH never mentions what level sphere of wonder and minor spell turning are, among others.

I'm working on a few other characters, namely Larloch, Sammaster and Velsharoon pre-ascension - for Velsharoon, I'm borrowing a tiny bit from Sleyvas's writeup, albeit altered, since Velsharoon's base is a wizard. Larloch gets a brief conversion of the Incantantrix in his writeup, and I've also thrown in a few Netherese artifacts he keeps around.



@dazzerdal - No idea, I saw it on one of the NPC conversions in Candlekeep and decided to throw it in.
Gary Dallison Posted - 26 Apr 2016 : 19:24:05
Out of interest why Damaran
George Krashos Posted - 26 Apr 2016 : 19:03:13
You've put a heck of a lot of work in here. What adventure are you running which sees the PCs fight Khelben?

-- George Krashos

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