T O P I C R E V I E W |
sleyvas |
Posted - 23 Oct 2011 : 23:08:18 I was just in the mood for playing around with NPC's that I felt might have been involved with the formation of Thay. In 1357 its noted that "he's been dead nearly four centuries", so during the initial rebellion of Thay he would have been living, but prior to the Zulkirship he was transformed into a lich (possibly due to conflicts with those forming the Zulkirate)... since they say "nearly 4 centuries" I roughly place this between 958 DR and say 998 DR. It is known that he was a "wizard of Thay", but not necessarily a "red wizard" therefore my reluctance to give him classes in said prestige class. Also, because he is a "Witch" King, and lore used to be that witches gained power through another being's blessing... it sounded perfectly like he would be a warlock in service to Orcus. However, I figured "why not take his willingness to use the power of others a step further", and I threw in some skill with pact magic as well, since to me pact magic and warlocks are very similar in darkness. Given that he became a lich about 40-60 years after the rebellion in Thay ended (and assuming he possibly used some kind of spell to extend his aging before resorting to undeath), I'm guessing that when the Thayan revolt happened he was just beginning to reach near had just-gained epic levels (making him possibly an extremely powerful commander, but not necessarily one of the leaders).
Anyway, if you like the build, enjoy. I do recognize that some people may point out that its somewhat similar to my build of Velsharoon that I recently did (for him, I did a build combining standard wizard / dread necromancer / binder whereas this is a build of wizard-specialist (necromancer) / warlock / binder). I specifically did this as well, because my thoughts are that Velsharoon introduced Zhengyi to pact magic and that the two were perhaps allies at one point. I want to also do the mage that eventually became the 1st Zulkir of Necromancy and the being I believe to be his successor (Nyress Flass, the vampire Zulkir),just to do some alternate builds. With Flass, I'm intrigued by the idea of a vampire mage who takes blood mage, but that may just be a little too cliche'.
Zhengyi the Witch-King 5th wizard (necromancer) (2 lvls after lvl 20) / 3rd warlock / 10th eldritch theurge / 1st binder / 10th anima mage (last 3 lvls go to warlock not wizard) / 1st geometer (go to warlock not wizard) lich template spell-stitched template
spells as lvl 20 as wizard (opposition schools, enchantment and illusion) invocation/eldritch blast using as 19 warlock binder as 11th lvl binder (but up to 6th lvl vestiges due to improved binding)
STR 10 base = 14 total = +4 enhancement DEX 14 base = 18 total = +4 enhancement CON null - undead INT 21 (31)base = 37 total = +6 enhancement +5 inherent from wishes + 3 age +2 lich WIS 10 (15)base = 21 total = +6 enhancement + 3 age +2 lich CHAR 18 (27)base = 33 total = +6 enhancement +4 inherent from wishes + 3 age +2 lich
Feats (12) - craft wondrous item, improved binding, craft contingent spell, spell mantle, reaping spell, spell focus (necromancy), greater spell focus (necromancy), corpsecrafter, destruction retribution, improved spell capacity (10th lvl), improved spell capacity (11th lvl), epic spellcasting bonus feats from wizard: scribe scroll, enervate spell
AC +35 (+39 if shield spell up) total = +4 dex +9 armor +5 natural armor from lich +2 insight from prescience +5 deflection AC v/s incorporeal touch attack +30 (+34 if shield up) HP 30d12 = 210 Init +6 total = +4 dex +2 insight from prescience
BAB +13 total = +1 wiz +2 warlock + 5 eld thg + 5 epic Eldritch Blast 10d6 (ranged touch attack, range 60 feet) Paralyzing Touch 1d8+5 negative energy dmg (will save 1/2 DC 36) + paralysis (Fort save DC = 36 total = 10 + 1/2 hit dice + 11 CHAR) FORT +20 total = +1 wiz +1 warl + 3 eld th +2 binder +1 anima +5 epic +5 resistance +2 profane from spell-stitched REFLEX +35 total = +4 dex +1 wiz +1 warl + 3 eld th +1 anima +5 epic +5 resistance +2 profane from spell-stitched (+11 luck bonus from Dark One's Own Luck eq CHAR bonus) (+2 insight from prescience) WILL +35 total = +5 wisdom +3 wiz +3 warl + 7 eld th +2 binder +3 anima +5 epic +5 resistance +2 profane from spell-stitched
Immunities - undead immunities, cold, electricity, polymorph, mind-affecting attacks Special Notes: evasion from ring of evasion, and able to move through freedom of movement
Damage Reductions: DR 5/cold iron (warlock), DR 15/bludgeoning and magic(lich), DR 5/ magic and silver (spell-stitched), DR 10/magic (kiss of the vampire) Spell Resistance: 21 total = 10 + Char modifier Turn Resistance: + 6 turn resistance (+4 lich +2 spell-stitched)
Senses: has blindsense, scent, deathwatch, and can see in normal and magic darkness due to below abilities
wizard spells (caster lvl 20th) (DC 23+ spell lvl or 25 + spell lvl v/s necromancy) 0-lvl ( 4 + 1 necromancy) 1-lvl ( 7 + 1 necromancy, or 14 +2 nec through ringof wiz) shield x5, magic missile x2, ectoplasmic armor 2-lvl ( 7 + 1 necromancy, or 14 +2 nec through ringof wiz) death armor x3 3-lvl ( 6 + 1 necromancy, or 12 +2 nec through ringof wiz) non-detection, vampiric touch, magic circle against evil 4-lvl ( 6 + 1 necromancy) Otiluke's suppressing field, dimensional anchor, 5-lvl ( 6 + 1 necromancy, or 12 +2 nec through ringof wiz) overland flight, fire shield, mestil's acid sheath, lesser planar binding 6-lvl ( 6 + 1 necromancy) contingency, planar binding 7-lvl ( 5 + 1 necromancy) retributive enervation (CM), blackfire (CA) 8-lvl ( 5 + 1 necromancy) Greater Planar Binding, horrid wilting 9-lvl ( 5 + 1 necromancy) Chain contingency, wail of the banshee 10-lvl ( + 1 necromancy) 11-lvl ( +1 necromancy)
Contingent spells through spells: Contingency spell (teleport if dropped below 40 hit points) Chain Contingency (varies)
Contingent spells through Craft Contingent Spells (NOTE: spell mantle feat allows these to be cast as a standard action if he needs. Note, the below are the common contingencies that he crafts, but whenever heading into a known danger, he often creates additional contingencies <particularly attack spells that he can release with spell mantle or have auto released on attackers>): If attacked in melee combat and hit- death armor (magic of faerun) If attacked in melee combat and hit - shield spell if attacked by a magic missile spell - shield spell If attacked by a fire effect - fire shield (chill shield) if attacked by a dispel magic effect - ethereal jaunt If attacking in melee combat using his touch attack - undead torch (magic of faerun) if attacked in melee combat and hit while modestly wounded (75% of max health) - fire shield (chill shield) if attacked in melee combat and hit while modestly wounded (75% of max health) - mestil's acid sheath (PGtF)
if attacked in melee combat and hit while half-dead (50% of max health) - karmic backlash (complete mage) if attacked in melee combat and hit while half-dead (50% of max health) - spore cloak (underdark) if attacked in melee combat and hit while half-dead (50% of max health) - prismatic aura (complete mage) if attacked in melee combat and hit while half-dead (50% of max health) - retributive enervation (complete mage) if attacked in melee combat and hit while half-dead (50% of max health) - horrid wilting, centered upon his person
if attacked in melee combat and hit while severely wounded (25% of max health) - karmic retribution (complete mage) if attacked in melee combat and hit while severely wounded (25% of max health) - wail of the banshee
if near death (10% of max health - remember he can release this earlier using spell mantle) - prismatic sphere
if he has no undead within 200 feet which are under his control - create greater undead (devourer) if he has no undead within 200 feet which are under his control - create undead (morhg)
spell-stitched spells per day: magic missile (x2), know protections (x2), scent (already cast), snilloc's snowball swarm (x3), greater magic weapon(already cast), magic circle against evil, caligarde's claw, dimensional anchor
Warlock Invocations: Least Eldritch Spear - Blast range increases to 250 feet. Dark One's Own Luck - Gain a luck bonus on one type of saves (uses this daily for luck bonus on reflex saves) Devil's Sight - See normally in darkness and magical darkness. Lesser Mask of Flesh - Touch attack imposes ld6 Cha penalty and transforms you to look like target. Eldritch Chain - Blast jumps from initial target to secondary targets. Flee the Scene - Use short-range dimension door as the spell, and leave behind a major image. Spell Blast (from eldritch theurge eldritch essence invocation) - put an area effect spell into an eldritch blast Greater Eldritch Cone - Blast takes the shape of a cone. Vitriolic Blast (eldritch essence) - Blast ignores spell resistance and deals acid damage for several rounds. NOTE: used with eldritch spellweave at times Devour Magic: Use targeted greater dispel magic with a touch and gain temporary hit points based on the level of spells successfully dispelled. Great Reach Blast (from eldritch theurge eldritch essence invocation) - put a touch spell into an eldritch blast Dark Eldritch Doom - Blast affects all enemies within 20 feet. Retributive Invisibility - Use greater invisibility as the spell (self only) that deals damage in a burst if dispelled.
Typical Bindings (chupoclops and Balam, with Dantalion in vestige phylactery )
Balam (note, must display sign, so voice gains a peculiar quality, becoming hollow and guttural) Balam's Cunning - You can reroll on attack, save, or skill check. Must wait 5 rounds between uses Icy Glare - gaze attack, 2d6 cold Prescience - +2 insight bonus to init, reflex saves, and AC Weapon Finesse - as the feat
Chupoclops (note, must display sign, so lower jaw is increased and two tusks grow upward from it) Aura of Despair - every creature within 10 feet takes -2 penalty on attack rolls, checks, saves, and weapon dmg rolls. You can suppress this. This is a mind-affecting fear ability (and therefore doesn't affect undead) Ethereal Watcher - as a move action, become ethereal. Stay ethereal as long as you take no actions, you return to material plane after taking a move, standard, or full-round action. must delay 5 rounds between uses. Ghost Touch - your melee attacks strike incorporeal creatures Poison Bite - (this one is always given up for a high lvl spell using exploit visage) Pounce - if you charge a foe, you can make a full attack at the end of the charge Soulsense - locate living creatures within 10 feet as if having blindsense and deathwatch up (and detect their strength and type). This is continuously active.
Skills: (281 points)
concentration (con) 33 total = 33 ranks Decipher Script (int) 46 total = 33 ranks + 13 int Disable Device (dex) 16 total = 4 ranks +4 dex +8 from lich Hide (dex) 12 total = 0 ranks +4 dex +8 from lich Intimidate (cha) 15 total = 4 ranks + 11 char Knowledge (arcana) (int) 46 total = 33 ranks + 13 int Knowledge (dungeoneering) (int) 20 total = 7 ranks + 13 int Knowledge (geography) (int) 15 total = 2 ranks + 13 int Knowledge (history) (int) 46 total = 33 ranks + 13 int Knowledge (local, Thay) (int) 20 total = 7 ranks + 13 int Knowledge (local, Vaasa) (int) 20 total = 7 ranks + 13 int Knowledge (local, Damara) (int) 20 total = 7 ranks + 13 int Knowledge (local, Impiltur) (int) 15 total = 2 ranks + 13 int Knowledge (local, The Great Dale) (int) 15 total = 2 ranks + 13 int Knowledge (local, Rashemen) (int) 15 total = 2 ranks + 13 int Knowledge (local, Narfell) (int) 20 total = 7 ranks + 13 int Knowledge (local, the Moonsea) (int) 15 total = 2 ranks + 13 int Knowledge (nature) (int) 15 total = 2 ranks + 13 int Knowledge (nobility & royalty) (int) 20 total = 7 ranks + 13 int Knowledge (religion) (int) 25 total = 12 ranks + 13 int Knowledge (the planes) (int) 35 total = 22 ranks + 13 int Listen (wis) 18 total = 0 ranks+ 10 wis +8 from lich Move Silently (dex) 12 total = 0 ranks +4 dex +8 from lich Search (int) 21 total = 0 ranks + 13 int +8 from lich Sense Motive (wis) 14 total = 6 ranks +8 from lich Spellcraft (int) 50 total = 33 ranks+13 int +4 synergy Speak Language (Imaskari, Thorass, Aragrakh, Netherese, Nar) 8 ranks Spot (wis) 18 total = 0 ranks +10 wis +8 from lich Use Magic Device(cha) +17 total = 6 ranks + 11 char
Languages: Imaskari, Thorass, Aragrakh, Netherese, Nar, Damaran, Rashemi, Mulhorandi variant (i.e. Thayan), abyssal, infernal, draconic, giant, gnoll, goblin, orc, common, elven, dwarven
special Abilities: detect magic - at will from warlock
fiendish resilience 2 - once/day as a free action, gain fast healing 2 for 2 minutes
eldritch spellweave - (3 + char mod) times per day, apply eldritch essence invocation to a targeted or ranged touch attack spell that deals damage (i.e. vitriolic blast). Spell must be at least 6th lvl since vitriolic blast is a 6th lvl eldritch essence invocation
exploit vestige - give up one vestige ability to get a free max lvl spell
vestigial awareness - when make good pact, get +2 to init
vestige metamagic 3/day - give up power of a vestige for a round to add metamagic effect to a spell, typically used to add reaping spell to spells which he believes will slay an enemy that he doesn't want returning.
vestige casting - once /day cast a memorized spell as an immediate action as if the spell was silent and stilled
Glyph of Warding: A geometer adds glyph of warding to his spellbook as a 3rd-level arcane spell. He can prepare and cast the spell just like any other spell he knows. Spellglyph (Su): A spellglyph is an arcane diagram that substitutes for a specific spell’s verbal and material components (if any). When a geometer casts a prepared spell in conjunction with a spellglyph scribed for that spell, he can cast the spell as if it were affected by the Silent Spell feat. The spellglyph replaces any material components (other than a focus) normally required by the spell. A geometer chooses at the time of casting whether to use a spellglyph. An expended spellglyph disappears, just like any other material component. Spellglyphs are normally scribed on parchment, much like scrolls. Preparing a spellglyph requires 1 hour and the use of rare inks costing 25 gp per spell level. If the spell normally requires an expensive material component (with a value of more than 1 gp), exotic inks and treatments of equal cost must be used in the preparation of the spellglyph.
Magic Items: crown of intellect, wisdom +6 cloak of charisma +6 gauntlets of str and dex +4 cloak of protection and resistance +5 (+5 deflection to AC, +5 resist to saves) implements of binding +8 (+8 to binding checks) adamantine battle axe +1 (+5 through greater magic weapon) skillful, dancing chasuble of fell power, greater (this gives +2d6 to eldritch blast) & undead mastery (as from rod of undead mastery,allows him to control 8 HD of undead per lvl) vestige phylactery (typically contains vestige of Dantalion) mithril chain shirt +5 twilight ring of evasion ring of wizardry I, II, III, and V (doubles 1st lvl, 2nd lvl, 3rd lvl, and 5th lvl spells) belt of freedom of movement boots of striding and springing 3 seals of the visage (Balam, Chupoclops, and Dantalion) wand of inflict light wounds in addition, Zhengyi will have access to potions, scrolls, wands and staves, as well as various "utilitarian" magic items such as bags of holding, etc..
Servants: Demons: Zhengyi is always accompanied by at least 4 demons (a marilith and a glabrezu whom he keeps on protection duty, and a succubus whom he keeps for subversive missions against low level but influential targets, and a dretch that he summons along with the marilith just so they have something to punish for fun), and should they die or be banished and he has a chance to summon new demons he will. Undead: Zhengyi will always be accompanied by a variety of undead (the design of which is left up to the DM). It is recommended that this inner circle of undead have character levels to round out his group (for instance, a spectral mage, perhaps a mummy priest of Orcus, a vampiric fighter, a ghost rogue with ghost touch armor/weapons, etc... and perhaps a number of frost giant skeletons that have been awakened through awaken undead). Note that due to his character level and chasuble, he is able to control a total of 240 HD of undead, but he will never have more than 80 HD with him, leaving 40 HD of undead to guard his most inner sanctums, and 120 HD of undead guarding various other portions of his empire (he is particularly favored of spectres, powerful umbral creatures (see Libris Mortis), and Morhg's since they can control additional undead)
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11 L A T E S T R E P L I E S (Newest First) |
coach |
Posted - 21 Nov 2011 : 16:14:19 thanks sleyvas for saving me a bunch of time doing this myself! |
Eldacar |
Posted - 27 Oct 2011 : 12:48:20 quote: Originally posted by sleyvas
I was considering that (since he's portrayed wearing a robe whose hood is made from a dragon skull), but I couldn't think of what to do that would really fit.
You could look into draconic grafts (page 126, Races of the Dragon). In particular, I would note Dragonheart Presence, Glaring Eye and Metabolic Fire. They're not really all that noticeable (unlike the tail or arm graft, for example). |
sleyvas |
Posted - 27 Oct 2011 : 12:26:29 quote: Originally posted by Marc
Nice writeup, that's why I like 3E. I think he needs a few draconic features or at least spells.
I was considering that (since he's portrayed wearing a robe whose hood is made from a dragon skull), but I couldn't think of what to do that would really fit. Plus, other than a handful of dragons noted as being involved with him, there wasn't that much... so I kind of just chalked it up to "he's an epic mage, obviously he has some involvement with dragons, but it doesn't need to define him". Also, considering in the end that Tiamat was killed in order to make him lose power (well, to make Orcus lose power, which trickled down), doesn't speak to him being dragon-centric.
Also, one thing that never really was openly stated was what happened to Zhengyi when Orcus fell (or at least nothing that I've seen so far, though I must admit to only re-skimming the modules). Whereas this build would definitely have him losing power when Orcus dropped, as he'd lose all his warlock powers. Wouldn't make him pathetic, but it would maybe make him go into hiding for a bit. |
Marc |
Posted - 27 Oct 2011 : 08:14:31 Nice writeup, that's why I like 3E. I think he needs a few draconic features or at least spells. |
sleyvas |
Posted - 26 Oct 2011 : 01:27:39 quote: Originally posted by Farrel
quote: Originally posted by Apex
In 1st or 2nd edition this could have been done in about 5 lines. Efficiency is definitely not a strong suit of 3rd/4th.
When I first looked at Sleyvas's build I thought it was extremely complex (I still do tbh), but very well constructed and detailed. I don't tend to construct NPC's or PC's with more than one, or possibly two prestige classes, but that's just me.
I've never been a huge fan of some of the supplementary material for 3/3.5 (If you allow all the extra prestige classes, and additional core classes, that's down to you and it's your express right to do so). I felt there wasn't a huge need for it and it does tend to make players, and DMs, cherry pick stuff for no other reason than "Moar Powah!".
The more I look at the build, the more it grows on me. I agree with Hawkins that it's a difficult job to make a epic level magic user as there's so many different variables to consider.
I also agree with Apex that it would've been far easier on the eye (and brain) if it were statted out for 2e, but I can still appreciate the work, and thought, that's gone into creating it.
I might not fully understand some of the classes and abilities but I still believe it's a job well done!
I have a Young-Adult Silver Dragon NPC, in my current campaign, whose parents disappeared investigating the rise of Castle Perilous and I can understand why now 
Yeah, doing it by hand was a major PITA, because I got spoiled by e-tools. However, I have to admit, having done 3 major realms NPC's like this has taught me a lot about high level play in 3E even though I never got to play high level in 3E (I did DM my players up to around level 17'ish, then hurricane Katrina happened). So far, I've done Ythazz Buvarr (demi-lich first Zulkir, that using e-tools), Velsharoon, and now Zhengyi.(oh, and btw, there is 1 typo in the above, I figured him to be an equivalent 19 warlock, which he is... I just should have typed he took 5 levels from anima mage towards warlock, not 3... happened during one redesign where I decided to take more wizard for the extra feat).
What this taught me is that no matter how high in level in 3E, there's always flaws to your downfall (unlike in 2E). A lot of people think once a wizard gets high level they get undefeatable, thinking along 2E lines. I assert the exact opposite. I assert warriors and rogues start overtaking mages and clerics in power. Why? Mage & cleric spell DC's start getting to the point where they're not going up anymore, whereas warrior saves go up (or they get better save items). Mages & clerics who don't continue raising their caster level will soon find that they're not able to overcome the spell resistance of the creatures they are fighting (this would be a particular problem for this build of Zhengyi, but he has the fallback of also having his warlock abilities). The only thing that's going to keep them safe truly against a comparable warrior is if they start using epic spells to raise their armor class or damage reduction.
That all being said, warriors on the other hand would continue to raise their to hit bonuses and saves, while not having to worry about save dc's or spell resistance. They might have to worry about damage resistance (or they might not if they tote a plethora of weapons), but... especially if they're fighters, they'll be getting a ton of feats.
So, this all being said, I think I can safely say that the original build I usually like to go and do is probably the best for me even into epic levels. I love playing the fighter mage, and I can easily see where once Sleyvas would get to 22'ish (5 wizard (5th lvl of wiz at 21 just for the feat since you don't get save and BAB) / 2 fighter / 1st spellsword/10 eldritch knight/ 3rd abjurant champion and then 1 more level of whatever class fits my whimsy that gives arcane casting) he'd leave off raising his wizard caster level and start pushing fighter after that just for all the fighter feats. Whenever he'd get a new feat every 3rd level, he'd focus that on improving his wizardry somehow, but the epic levels would mostly be devoted to becoming a better warrior. Of course, like this build of Zhengyi, as he leveled higher and higher, his spells would be less effective against his foes since his caster level wouldn't increase and he wouldn't be devoting enough feats to make his spell dc's keep going up either.
Anyway, this was indeed a good look into upper level build of characters. What it really starts making you realize is how many feats there are out there that just aren't going to get picked just because there's only so many you can take. And that's why I like 3.5 edition. To me, there's finally some fear even at the upper levels. |
Farrel |
Posted - 25 Oct 2011 : 15:01:33 quote: Originally posted by Apex
In 1st or 2nd edition this could have been done in about 5 lines. Efficiency is definitely not a strong suit of 3rd/4th.
When I first looked at Sleyvas's build I thought it was extremely complex (I still do tbh), but very well constructed and detailed. I don't tend to construct NPC's or PC's with more than one, or possibly two prestige classes, but that's just me.
I've never been a huge fan of some of the supplementary material for 3/3.5 (If you allow all the extra prestige classes, and additional core classes, that's down to you and it's your express right to do so). I felt there wasn't a huge need for it and it does tend to make players, and DMs, cherry pick stuff for no other reason than "Moar Powah!".
The more I look at the build, the more it grows on me. I agree with Hawkins that it's a difficult job to make a epic level magic user as there's so many different variables to consider.
I also agree with Apex that it would've been far easier on the eye (and brain) if it were statted out for 2e, but I can still appreciate the work, and thought, that's gone into creating it.
I might not fully understand some of the classes and abilities but I still believe it's a job well done!
I have a Young-Adult Silver Dragon NPC, in my current campaign, whose parents disappeared investigating the rise of Castle Perilous and I can understand why now  |
Artemas Entreri |
Posted - 25 Oct 2011 : 14:41:21 quote: Originally posted by Apex
In 1st or 2nd edition this could have been done in about 5 lines. Efficiency is definitely not a strong suit of 3rd/4th.
2nd ED all the way |
Apex |
Posted - 25 Oct 2011 : 14:26:36 In 1st or 2nd edition this could have been done in about 5 lines. Efficiency is definitely not a strong suit of 3rd/4th. |
Artemas Entreri |
Posted - 24 Oct 2011 : 16:02:53 3E too ;) |
Artemas Entreri |
Posted - 24 Oct 2011 : 16:02:10 4E stats give me headache |
Hawkins |
Posted - 24 Oct 2011 : 15:00:36 Wow. This is pretty impressive. Especially knowing how long it takes to stat out a spellcasting NPC of this level. |
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