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 [Pathfinder] Szass Tam, Zulkir of Necromancy
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LordofBones
Master of Realmslore

1487 Posts

Posted - 18 Jan 2016 :  14:47:37  Show Profile Send LordofBones a Private Message  Reply with Quote  Delete Topic
Szass Tam, Zulkir of Necromancy (CR 35/MR 10)
Male Mulan Human Lich Red Wizard Necromancer 30
Archmage Tier 10
NE Medium Undead (mythic)
Init +15, amazing initiative; Senses darkvision 60ft.; Perception +51
Aura fear (DC 36)
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AC 33, touch 20, flat-footed 30
(+5 Dex, +5 deflection, +5 natural, +8 armor)
hp 555 (30d6 +330 +30)
Fort +27, Ref +21, Will +36; mythic saving throws
Defensive Abilities channel resistance +4, force of will, hard to kill, immortal, mythic saving throws, recuperation, rejuvenation, unstoppable; DR 15/bludgeoning and magic
Immune ability damage to physical ability scores, ability drain, cold, critical hits, death effects, disease, electricity, energy drain, exhaustion, fatigue, mind-affecting effects, non-lethal damage, paralysis, poison, polymorph effects (can be lowered at will), sleep, stunning
Resist energy 30; SR 49 (arcane)
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Speed 30 ft.
Melee +22 touch (1d8 +15 negative energy plus paralysis [DC 33]) or
Melee +19/+14 magi staff of necromancy (1d6 +4) or
Melee +20/+15 staff of power (1d6 +5)
Special Attacks channel negative energy 22/day (15d6, DC 44), channel power, energy conversion, infectious spell, mythic power 23/day (surge +1d12), mythic spellpower, spell sieve, throw spell, wild arcana

Permanent Spells (CL 31st)
Always active – arcane sight, detect magic, greater magic fang, read magic, tongues, true seeing

Spells Prepared (CL 31st, Necromancy 34th; +1 vs SR for Necromancy; Concentration +50, Necromancy +53)
14th – heightened prediction of failure (DC 49), heightened thanatopic mass suffocation (x2) (DC 55), heightened quickened wish (M) (DC 45, Necromancy 53);
13th – extended maximized incendiary cloud (DC 43), intensified quickened maw of chaos, quickened protection from spells, quickened scourge of gehenna (x2) (DC 52);
12th – maximized energy drain (x2), quickened stormbolts (DC 43), maximized scourge of gehenna (DC 52), intensified maximized soulreaver (M) (DC 51);
11th – maximized delayed blast fireball (DC 43), quickened forcecage, intensified persistent horrid wilting (DC 51), thanatopic mass suffocation (DC 52);
10th – bouncing intensified quickened boneshatter (DC 47), empowered maximized enervation (M) (x3), extended foresight, extended mass icy prison (DC 44);
9th – bigby’s crushing hand, energy drain, gate, imprisonment (DC 44), larloch’s spellbane, mordenkainen’s disjunction, time stop (M) (x2), wail of the banshee (DC 52);
8th – create greater undead, discern location, maximized fire snake (M) (DC 39), greater bestow curse (DC 51), orb of the void (M) (DC 51), polar ray (M), stormbolts (x2) (DC 43), tomb legion;
7th – banishment (DC 42), greater teleport, hungry darkness (x2), finger of death (M) (DC 49) (x2), phase door, summon monster VII, teleport trap (DC 42);
6th – chain lightning (M) (DC 41), contingency (M), disintegrate (M) (DC 41), getaway, greater death knell aura (DC 49), extended hungry pit (DC 40), planar binding (DC 41), extended suffocation (x2) (DC 48), empowered reached vampiric touch (DC 44);
5th – acidic spray (DC 40), baleful polymorph (DC 40), blood boil (DC 48), icy prison (DC 40), mass repair undead, overland flight, strip scales (DC 40), suffocation (x2) (DC 48), wall of force;
4th – animate dead (M), bloatbomb (DC 47), boneshatter (DC 47), dimension door, emergency force sphere, enervation (M) (x2), evard’s black tentacles, mythic severance (DC 47), stoneskin (M);
3rd – accursed glare (DC 46), battering blast (DC 38), blood biography, fireball (M) (x2) (DC 38), gloomblind bolts (x2) (DC 38), hostile levitation (DC 38), howling pain (DC 46), ray of exhaustion (DC 46);
2nd – aggressive thundercloud (DC 37), burning gaze (DC 37), carrion compass, cloud of seasickness (DC 37), corpse lanterns, ghoul touch (DC 45), limp lash, spectral hand, stricken heart (x2), storm of blades;
1st – anticipate peril, chastise, decompose corpse, feather fall, interrogation (x2) (DC 36), magic missile (M), ray of enfeeblement (M) (DC 44), repair undead, restore corpse, sculpt corpse;
Cantrips – arcane mark, bleed (DC 43), message, penumbra
Opposed Schools Enchantment, Illusion
Spellbook Szass Tam’s spellbooks contain a vast amount of spells, including ones he’s researched himself based on spells not on the sorcerer/wizard spell list. Otherwise, Tam’s spellbooks contain all spells of 8th level and below from the Player’s Handbook, the Advanced Player’s Guide and Ultimate Magic, and all necromancy spells from those sources.
_____________________________________________________________

Abilities Str 14, Dex 20, Con -, Int 49, Wis 31, Cha 32
Base Atk +15; CMB +17; CMD 32
Feats Bouncing Spell, Command Undead (B), Craft Wondrous Item, Empower Spell, Extend Spell, Greater Spell Focus (Necromancy), Heighten Spell, Inscribe Magical Tattoo, Intensified Spell, Magical Aptitude, Mage’s Tattoo (Necromancy), Maximize Spell, Persistent Spell, Quicken Spell, Reach Spell, Scribe Scroll (B), Spell Focus (Necromancy), Spell Perfection (Zulkir of Necromancy), Thanatopic Spell, Undead Master
Mythic Feats Mythic Command Undead, Mythic Spell Focus (Necromancy), Mythic Spell Lore (x2), Mythic Undead Master
Skills Appraise +44, Bluff +46, Diplomacy +43, Disguise +31, Fly +30, Intimidate +46, Knowledge (arcana) +54, Knowledge (dungeoneering) +44, Knowledge (engineering) +39, Knowledge (geography) +49, Knowledge (history) +49, Knowledge (local) +54, Knowledge (nature) +39, Knowledge (nobility) +49, Knowledge (religion) +54, Knowledge (the planes) +54, Linguistics +54, Perception +54, Sense Motive +53, Spellcraft +58, Stealth +24, Survival +18, Use Magic Device +37
SQ deep understanding, enhanced specialization, great circle leader, legendary hero, necromancy perfection, tattoo focus, teleportation master, true archmage, zulkir of necromancy
Gear amulet of grasping souls, boots of earth and wind, numerous canopic jars, censer of conjuring air elementals, darkskull (resist energy), death moon orb, greater caster’s tattoo, greater rod of quicken spell, greater rod of thanatopic spell, red robes of Eltabbar, ring of protection +5 (slotless), ring of three wishes, ring of transcendent spells, rod of mind mastery, spellguard bracers, shadowform belt, staff of passage, staff of power, Szass Tam’s magi staff of necromancy, Szass Tam’s circlet (a headband of mental perfection +6 combined with a magician’s hat), tharkhorsil’s seat; numerous rods, scrolls, staves, wondrous items. As Zulkir of Necromancy, Szass can acquire any magical item he desires.

===========================================

Exceptional Wealth (Ex) Szass Tam’s personal wealth is legendary. In addition to his listed gear, he can obtain any epic, mythic or normal magical item he desires, and even has at least two major artifacts in his possession. This increases his CR by +2.

Mythic Archmage Szass Tam can expend one use of mythic power to cast any one arcane spell without expending a prepared spell or spell slot as a swift action. He does not need to have the spell prepared. When casting a spell in this way, he treats his caster level as 2 levels higher for the purpose of any effect dependent on level. He can apply any metamagic feats he knows to this spell, but its total adjusted level can't be greater than 14th level.

When he casts an arcane spell that targets one or more non-mythic creatures, each of those creatures must roll any saving throws against the spell twice and take the lower result.

He has spell resistance 49 but only against arcane spells. Once per round when his spell resistance protects him from a spell cast by an enemy mythic creature, he regains one use of mythic power.

Szass Tam’s Magi Staff of Necromancy (Minor Artifact)
Szass Tam’s magi staff of necromancy treats the spells granted as additions to the standard repertoire of a staff of the magi instead of replacements, and additionally allows him to swap out any spell stored within for a Necromancy spell of equal level. He can cast mythic versions of the staff’s spells (if he knows them) by expending one mythic power, and can use any of his metamagic feats on spells cast with the staff by expending 1 charge per increase in spell level, with a minimum of 1 charge spent. The adjusted level of the spell can't be increased above the highest spell level Szass Tam can cast.

Szass Tam’s magi staff of necromancy is also a +1 parasitic, spell-stealing quarterstaff that allows use of the following additional spells:
Horrid wilting (3 charges)
Suffocation (2 charges)
Wracking ray (2 charges)

Zulkir of Necromancy Undead creatures created by Szass Tam always benefit from a +6 profane bonus to Strength and Dexterity, +4 channel resistance, +2 natural armor and have maximum hit points. They have a +10-foot increase to base land speed, +4 to Initiative checks and inflict +1d6 cold damage with their natural attacks. Undead created by Szass Tam explode and deal 1d6 negative energy damage per 2 Hit Dice to creatures within 30 feet when slain. Szass Tam has no limit to the amount of undead he can control.

Szass Tam has two opposed schools instead of three. Additionally, when Szass prepares his spells, he can also change which Necromancy spell is affected by his Spell Perfection feat.

Finally, Tam channels negative energy as a cleric and gains Command Undead as a bonus feat, using his Intelligence modifier for all Charisma-related variables.

RED ROBES OF ELTABBAR [Minor Artifact]
Aura strong abjuration, conjuration, necromancy and transmutation; CL 20th
Slot body; Price -; Weight 1 lb.

Description

The traditional robes of the Zulkirs of Thay are known as the Red Robes of Eltabbar. Woven of the finest of silks, almost blood-drenched in appearance and accented with precious gemstones and gold, the robes are surprisingly light and easy to move in. The red robes of Eltabbar aid and accentuate their wearer’s spellcasting ability. They grant a permanent freedom of movement, function as a necklace of adaptation, and bestow a +8 armor bonus, +5 resistance bonus to saves and +2 to skill checks, and also cause the wearer to cast all spells at +1 caster level and DC. While worn, they allow the wearer to recall, as a free action, up to nine levels of spells per day that he had prepared and then cast. Each time a spell is recalled and prepared again in this manner, the sudden rush of magical energy infuses the wearer with power. For 1 round after recalling a spell, the wearer’s spell save DCs and attack rolls made with spells gain a +2 enhancement bonus.

The red robes of Eltabbar are particularly potent when worn by a Red Wizard, who double the bonus gained by their School Mastery power.

LordofBones
Master of Realmslore

1487 Posts

Posted - 20 Jan 2016 :  09:30:22  Show Profile Send LordofBones a Private Message  Reply with Quote
55 views and no feedback?

Come on guys, I'd really like to know how Szass came off as. I'd appreciate any feedback, since I'm already working on Khelben.
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George Krashos
Master of Realmslore

Australia
6648 Posts

Posted - 20 Jan 2016 :  11:59:10  Show Profile Send George Krashos a Private Message  Reply with Quote
Unfortunately, most everyone may have moved on to 5E.

-- George Krashos

"Because only we, contrary to the barbarians, never count the enemy in battle." -- Aeschylus
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Wooly Rupert
Master of Mischief
Moderator

USA
36782 Posts

Posted - 20 Jan 2016 :  13:23:54  Show Profile Send Wooly Rupert a Private Message  Reply with Quote
I play Pathfinder, but I'm not up enough on the rules to really get into the nitty gritty of a stat block like this, and stat blocks aren't my thing, in general.

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Arivia
Great Reader

Canada
2965 Posts

Posted - 20 Jan 2016 :  14:18:09  Show Profile  Reply with Quote
A couple offhand questions, since I'm working on some FR-Pathfinder stuff myself right now.

1) What rules are you using for advancement beyond 20th level? The brief sketch from pages 406-407 of the CRB, choosing to allow unlimited progression instead of capping class levels at 20? (see "Multiclassing/Prestige Classes", 407) I guess it's better than the giant gap between level 20 and epic characters in 3.5. However, that entire section is predicated on Paizo not having released alternative progression rules, which they have in the Mythic rules you're already using, I'm not sure why you'd push that too.

2) Speaking of the mythic rules, what happened to Szass Tam to cause him to ascend? (See Mythic Adventures 10.) Mythic characters (and the associated rules) have a very different feel from epic 3.5 characters - it's right in the name, they're positively mythical. There's a reason something or someone becomes mythic, you don't just tick over 21 years of adventuring service and get a mythic rank. There's some loose support in the Realms for that mythical tone, and I think it does a disservice to the Realms to not explore that idea.

Being mythic certainly works without changes for Elminster, the Seven Sisters, Fzoul Chembryl, etc, but a cursory look through some stuff doesn't turn up anything that says mythic to me in Szass Tam's history. I'd explore that. What changed him to give him that power?
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LordofBones
Master of Realmslore

1487 Posts

Posted - 20 Jan 2016 :  16:09:35  Show Profile Send LordofBones a Private Message  Reply with Quote
1) It's worth noting that the mythic rules were never used to bridge the gap between epic characters and regular characters; certainly, given that creature MR is based on their CR (scaling up to 10 MR for CR 20 in the case of mythic templates), it's certain that mythic is not necessarily epic.

I decided to allow regular progression for spells, letting metamagic spells occupy the higher spell slots. To balance out how wacky saves can get, casters get a +1 bonus to DC every odd level after 20th.

2) Turning Szass Tam mythic is in part lore-based and in part balance-based. Lorewise, someone doesn't become de-facto head of the most treacherous magocracy in the known world and the rival of a demigod by being relatively weaker than every force of good on the planet. His attempts to unite Thay by binding a tanar'ri lord on par with Orcus and Demogorgon certainly qualifies for legendary, in any case.

Balance-wise, it's so that high level evil NPCs can stand on equal ground with the Chosen, otherwise they casually fry every high level evil NPC on Faerun with their higher ability scores and ability DCs. Poor Manshoon has yet to realize this, though.

It's also because Szass, Telamont, Rhangaun, Shoon and company are epic level. Not epic as in "above 20th", but epic in the sense that they're some of the most powerful spellcasters known to the Material Plane. Being mythic here is also to emphasize that they're the cream of the crop, beyond lesser wizards; beings that even Mystra's servants would balk at assaulting. At least, it's a better justification than that mythi ghoul cleric of Kabiri, and that dragon who's mythic because Rovagug drove her crazy.

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valarmorgulis
Learned Scribe

112 Posts

Posted - 21 Jan 2016 :  05:01:03  Show Profile Send valarmorgulis a Private Message  Reply with Quote
Looks very thorough. I'm not a PF player so can't give more comment than that.

What's the chance that a character like this actually ever sees play though? Seems like a lot of work.
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sleyvas
Skilled Spell Strategist

USA
11716 Posts

Posted - 23 Jan 2016 :  15:04:59  Show Profile Send sleyvas a Private Message  Reply with Quote
The main reason to do this kind of design work is to test the limits of the rules. This is why for 3.5 I was doing similar stuff for some of the high level NPC's. The one thing it really showed me is how many feats are out there and how few a mage realistically has the chance to learn. It also very much showed me how foolish the item creation feats were because they didn't cover a broader spectrum. I like that PF recognized this and gave feats more often (though it doesn't equate to a whole lot more in the end, just one or two). The 3.5 stuff also showed me that many wizards will have a "type" of spellcasting that they'd become known for just due to these feat requirements. Some will be known for setting up a lot of persistent spells. Others would be known for contingent effects. Others would be known as crafters and have all their defenses in items that don't easily change around, but are likely more broad in defensive nature. Others will be focused more on just seeking to overwhelm their opponents quickly with a flurry of spells and fleeing if it doesn't work, etc....

Alavairthae, may your skill prevail

Phillip aka Sleyvas
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LordofBones
Master of Realmslore

1487 Posts

Posted - 24 Jan 2016 :  08:27:39  Show Profile Send LordofBones a Private Message  Reply with Quote
Pretty much.

Mind you, 3.5e did a lot for actually building characters in ways that actually fit roleplay.
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valarmorgulis
Learned Scribe

112 Posts

Posted - 25 Jan 2016 :  04:51:08  Show Profile Send valarmorgulis a Private Message  Reply with Quote
I think it actually limited players in a lot of ways. By defining a bunch of mechanics (feats, PrCs, etc...) you are also defining what a character *can't* do. Don't have the feat? Sorry, can't do it.
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LordofBones
Master of Realmslore

1487 Posts

Posted - 25 Jan 2016 :  08:20:37  Show Profile Send LordofBones a Private Message  Reply with Quote
You, uh, do realize that 3.5e wizards are some of the most powerful beings in fiction, right?

And yes, I feel limiting players and using mechanics actually helps roleplaying.
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valarmorgulis
Learned Scribe

112 Posts

Posted - 25 Jan 2016 :  16:19:01  Show Profile Send valarmorgulis a Private Message  Reply with Quote
Of course I do. I've built a multitude of epic-level gestalt arcane casters, so I have a pretty good idea of what they are capable of. Not everyone plays a wizard though, and one can be limited in roleplaying options despite having nearly unlimited spell power.

I've never found that limiting through mechanics helps roleplaying, but we don't have the same gaming groups so I can understand that your experiences might be different.

I should also point out that as a DM, I prohibit the most egregious abuses of spells.
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sleyvas
Skilled Spell Strategist

USA
11716 Posts

Posted - 25 Jan 2016 :  17:56:28  Show Profile Send sleyvas a Private Message  Reply with Quote
quote:
Originally posted by valarmorgulis

I think it actually limited players in a lot of ways. By defining a bunch of mechanics (feats, PrCs, etc...) you are also defining what a character *can't* do. Don't have the feat? Sorry, can't do it.



Exactly, and that's a good thing. The things I could do under the 2e rules were quite frankly atrocious. I actually built NPC's as a test of the ruleset that I actually couldn't figure out how to harm due to the layers of contingent effects, persistent spells, natural resistances they had, etc...

3.5 went a long way towards limiting this. Granted, the rules were daunting. The 5e method is simply to mainly eliminate the possibility of stacking multiple defenses through the use of concentration, which is even more limiting. At the low levels its not really noticeable, but at the archmage levels I think it shows. That being said, concentration is now a rule, and rules can be "enhanced" in 5e via feats, prestige classes, and/or kits. The question is how to implement without breaking the game.

Alavairthae, may your skill prevail

Phillip aka Sleyvas
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valarmorgulis
Learned Scribe

112 Posts

Posted - 26 Jan 2016 :  02:57:23  Show Profile Send valarmorgulis a Private Message  Reply with Quote
Wow. I couldn't disagree with you more. Maybe it's a good thing if you have players who are trying to break the game. But I've been able to build far more game-breaking characters with 3.5 rules than I ever did with 2e rules.

And in fact one of the ways in which 3.5 becomes even more game breaking is the assumption that if it is allowed by the rules (because they are so well-defined), the DM *must* allow it. In previous editions (and in 5e), it's much easier for a DM to say "No, I'm not going to allow that", precisely because there wasn't a rule explicitly allowing it. Sure, there's rule 0, but my experience is that players put up much more of a fight against anything that violates "RAW". I never had to deal with wizards with a dozen persisted spells gate spamming solars in 2e.

The things I can do with a wizard under 3e rules are also, quite frankly, atrocious.

Sorry if I hijacked this thread though. The build definitely seems good for a high-level necromancer.

Edited by - valarmorgulis on 26 Jan 2016 02:58:08
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