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 Velsharoon - pre-lich stats
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sleyvas
Skilled Spell Strategist

USA
12212 Posts

Posted - 01 Oct 2011 :  01:37:01  Show Profile Send sleyvas a Private Message  Reply with Quote  Delete Topic
As I stated in another thread, I was just writing some stuff for fun. Anyway, I find it best that if you're going to write up a story about an NPC to sit down and figure out what he did in life, so that you have an idea of what he can do. Velsharoon was not a Mulan, even though he was a red wizard, and he was from Halruaa. Being that Halruaa isn't always inclined towards specialization (it doesn't frown on it, but there's probably as many unspecialized mages as there are specialized mages), I figured why not make him a standard wizard. However, being that he's a "necromancer" I figured I'd actually have him uncover the secrets of the "dread necromancer" class and work to build both arcane classes. Eventually though, he hears of the magic of binders and vestiges, and he finds that he's intrigued by the idea of this "soul" magic and he begins researching it by "uncovering" some old Imaskari lore.
For those who want to pop in here and tell me he needs level in red wizard, I say to you that he was a red wizard... but not a red wizard of Thay (or at least not a Zulkir serving red wizard). If someone else ever created stats for him in actual lore, I don't really care, because they did so without near as much thought or care as I've put into this.... so my general belief is the better sounding realmslore wins (granted the below is just the stats, because I'm still working on the story/history).

Phillip aka Sleyvas

Velsharoon the Vaunted, Lord of the Forsaken Crypt
5th wiz (note: 5th lvl gained after epic) / 1st dread necro/ 10th ultimate magus / 1st binder / 10th anima mage / 3rd loremaster / 2nd archmage
class level 32
STR 10 base 16 modified (+6 enhancement) <note: this may be higher if he's in a different body>
DEX 14 base 20 modified (+6 enhancement) <note: this may be higher if he's in a different body>
CON 12 base 18 modified (+6 enhancement) <note: this may be higher if he's in a different body>
INT 25 base 35 modified (+3 from aging , +4 inherent through wish, +6 enhancement)
WIS 13 base 19 modified (+3 from aging, +6 enhancement)
CHAR 20 base 29 modified (+3 from aging, +3 inherent through wish, +6 enhancement)

AC: total = 43 (note if wielding defending longsword this may change) = 10 + 4 armor bonus +4 shield bonus +5 dex + 5 enhance + 5 deflect +5 nat armor +2 insight +3 luck
NOTE: against incorporeal attacks, he has ectoplasmic armor up

BAB total = +16 / + 11 / + 6 / +1 = 2 (wiz) + 5 (Ultimate Magus) + 2 (anima mage) + 7 epic
Cold iron Longsword +1 (+5) dancing & defending +29/+24/+19/+14 dmg 1d8+9 ( +16 BAB +5 enhancement + 2 competence +3 strength +3 insight)
Adamantine Longsword +1 (+5) construct bane & undead bane & ghost touch +29/+24/+19/+14 dmg 1d8+9 ( +16 BAB +5 enhancement + 2 competence +3 strength +3 insight)
Skull Staff of Necromancer +1 (+5) unholy & vile & souldrinker & ghost touch & surestrike+27/+22/+17/+12 dmg 1d6+8 ( +16 BAB +5 enhancement +3 strength +3 insight)
FORT +25 (+30 v/s spells & spell-like) = +1 (wiz) +2 (binder) + 3 (UM) + 1 (AM) +6 (epic) +4 con +5 resist +3 insight +5 luck v/s spells & spell-like abilities
REFLEX +26 (+31 v/s spells & spell-like) = +1 (wiz) + 3 (UM) + 1 (AM) +6 (epic) +2 from loremaster secret +5 dex +5 resist +3 insight +5 luck v/s spells & spell-like abilities
WILL +27 (+32 spells/spell-like +29 divine enemies +34 divine wielding spells/spell-like) = 4 (wiz) + 2 (DN) + 3 (UM) + 6 (epic) + 4 wis +5 resist +3 insight +5 luck v/s spells & spell-like abilities +2 profane v/s divine
armor proficiency - light armor weapon proficiency - simple weapon, longsword
Wizard spells per day (caster level 24, due to spellpower +4)base wizard caster level = 20 (5 wiz + 7 ultimate magus + 8 anima mage)
Note: he typically uses certain spell slots to protect himself, and those are listed below
0-lvl (4)
1st-lvl (7) ectoplasmic armor, quickswim, shield (persistent via augmented casting), expeditious retreat (persistent via augmented casting)
2nd-lvl (7) death armor (persistent via augmented casting)
3rd-lvl (7) planar tolerance (from planar handbook)- not cast, but he keeps one handy, spell vulnerability (from planar handbook) not cast, but he keeps one handy
4th-lvl (6 <12 due to ring of wizardry>) fire shield (chillshield version) (persistent through vestige metamagic), greater magic weapon (extended) x2, Ilykur's mantle (persistent via augmented casting)
5th-lvl (6) - improved blink (persistent through vestige metamagic),
6th-lvl (6)-
7th-lvl (6) -
8th-lvl (5) - mind blank (cast every morning), lightning ring (persistent through vestige metamagic)
9th-lvl (5)
10th-lvl (2)
11th-lvl (2 + 1 additional spell slot from exploit visage)

Dread Necromancer spells per day (caster level 22, due to spellpower +4) base dread necro caster level = 18 (1 dread + 10 ultimate magus + 2 anima mage + 2 archmage + 3 loremaster)
1st-lvl (8 spontaneous spells from following list) Bane, bestow wound*, cause fear, chill touch, detect magic, detect undead, doom, hide from undead, infl ict light wounds, ray of enfeeblement, summon undead I*, undetectable alignment, magic missile (due to expanded knowledge)
2nd-lvl (8 spontaneous spells from following list) Blindness/deafness, command undead, darkness, death knell, false life, gentle repose, ghoul touch, inf lict moderate wounds, scare, spectral hand, summon swarm, summon undead II*, mirror image (due to expanded knowledge)
3rd-lvl (8 spontaneous spells from following list)Crushing despair, death ward, halt undead, inflict serious wounds, ray of exhaustion, speak with dead, summon undead III*, vampiric touch, dispel magic (due to expanded knowledge)
4th-lvl (8 spontaneous spells from following list) Animate dead, bestow curse, contagion, death ward, dispel magic, enervation, Evard’s black tentacles, fear, giant vermin, inflict critical wounds, phantasmal killer, poison, summon undead IV*, stoneskin (due to expanded knowledge)
5th-lvl (7 spontaneous spells from following list - NOTE: 4 uses gone using augmented casting ) Blight, cloudkill, fire in the blood*, greater dispel magic, insect plague, lesser planar binding, magic jar, mass inflict light wounds, nightmare, oath of blood*, slay living, summon undead V*, undeath to death, unhallow, waves of fatigue
6th-lvl (7 spontaneous spells from following list)Acid fog, circle of death, create undead, eyebite, geas/quest, harm, mass infl ict moderate wounds, planar binding, waves of exhaustion
7th-lvl (7 spontaneous spells from following list <now 6 one slot given up for arcane reach from archmage>) Control undead, destruction, finger of death, greater harm*, mass inflict serious wounds, song of discord, vile death*
8th-lvl (6 spontaneous spells from following list<now 5 one slot given up for arcane reach from archmage>) Create greater undead, horrid wilting, mass inflict critical wounds, symbol of death
9th-lvl (3 spontaneous spells from following list) Energy drain, imprison soul*, mass harm*, plague of undead*, wail of the banshee
*New spell (see Dread Magic, starting page 125).

base binder level = 11 typical bindings (binds 2 vestiges per day of up to 6th lvl, but uses exploit vestige on Balam )
Acererak (gives detect undead (at will), hide from undead (at will), lich's energy immunities (see above), speak with dead (at will), undead healing (negative energy heals rather than damaging)
Balam (gives Balam's Cunning (once per 5 rounds you can reroll a saving throw), icy glare (2d6 cold dmg gaze attack, will negates), prescience (+2 insight to initiative, reflex saves, and AC)


Feats - (12, note 3 are epic) - skill focus (gives +3 spellcraft), craft wondrous item, enervate spell, fell animate, acidic blast reserve feat, spell focus(necromancy), spell focus(invocation), greater spell focus (necromancy), improved binding, epic spellcasting (at lvl 24), improved spell capacity (10th lvl at lvl 27), improved spell capacity (11th lvl at lvl 30)
bonus feat from loremaster (note gained at epic levels) - improved metamagic (reduces metamagic spell level cost by 1)
bonus feat from wizard (note gained at epic levels) - scribe scroll, epic spell focus (necromancy)
bonus feats from ultimate magus - extend spell, persistent spell
bonus feat from having balam bound - weapon finesse (NOTE: this feat is usually given up using exploit visage)

skills - total = 227 = 20 wiz 1st + 15 wiz 2-4 + 5 dread nec + 15 (UM1-3) + 42 (UM 4-10) + 6 binder + 6 (AM 1) + 56 (AM 2-9) + 8 (AM 10) + 8 wiz 5 + 16 (archm) +30 (lorem)
bluff (cha) total = +19 = 10 base +9 cha
concentration (con) total = +39 = 35 base +4 con
craft alchemy (int) total = +15 = 3 base +12 int
decipher script (int) total = +31 = 19 base +12 int
gather information (cha) total = +29 = 20 base + 9 cha
intimidate (cha) total = +19 = 10 base +9 cha
knowledge (arcana) (int) total = +45 = 35 base +12 int
knowledge (dungeoneering) (int) total = +15 = 3 base +12 int
knowledge (history) (int) total = +22 = 10 base +12 int
knowledge (religion) (int) total = +22 = 10 base +12 int
knowledge (the planes) (int) total = +22 = 10 base +12 int
search (int) total = +25 = 8 base + 5 competence (goggles) + 12 int
sense motive (wis) total = 8 = 4 base +4 wis
spellcraft (int) total = 60 = 35 base +3 skill focus + 10 competence bonus + 12 int
use magic device (cha) total = 24 = 15 base + 9 cha

immunities - mind affecting & scrying (due to mind blank) , cold (from acererak binding), lightning (from acererak binding), magic missile (persistent shield spell), also note chill version of fireshield

Special abilities:
Lore - from loremaster, add 3 + int modifier to lore check
Secrets (from loremaster class) - +2 to reflex saves and bonus feat
exploit vestige - give up one vestige ability to get one spell of highest level, but take a -5 on binding attempt...
vestigial awareness - when you make a good pact, +2 to initiative for duration of pact
vestige metamagic 3/day - give up powers of a vestige for 5 rounds, apply any one metamagic feat to a spell
vestige casting 1/day - cast a spell as an immediate action as if modified by silent and still spell
rebuke undead from dread necromancer 11/day
augmented casting 8/day - give up spell from one arcane class to pay for metamagic on other class. Uses 4 uses per day persisting spells
High Arcana from archmage - arcane reach (uses up 7th lvl slot), elemental mastery (uses up 8th lvl slot)


Magic Items:
cloak of natural armor +5 and protection +5 (125,000),
Crown of Mystics <int enhancement +6 and wisdom enhancement +6 and competence skill bonus spellcraft +10> (105,000),
belt of dexterity +6 and strength +6 (90,000),
amulet of health +6 and charisma +6 (90,000),
ring of regeneration (90,000),
ring of wizardry IV (100,000),
mithril chain shirt +5 moderate fortification & twilight (81,000),
cold iron longsword +1 <+5 with greater magic weapon> dancing & defending & ghost touch (100,000),
adamantine longsword +1 <+5 with greater magic weapon> construct bane & undead bane & ghost touch (35,000),
3 wands of inflict light wounds (50 charges each),
bracers of longsword mastery, greater (+2 competence bonus to hit +1 dmg when using a longsword) (25,000) ,
lenses of night & insightful combat (gives darkvision 60', and +3 insight to saves, +3 insight bonus to hit) (75,000),
figurine of wondrous power: obsidian steed (28,500),
figurine of wondrous power: ebony fly (10,000),
vest of disguise & resistance +5 <gives +5 resistance bonus to saves and works as hat of disguise>(27,700),
gloves of storing & lucky misses <+3 luck bonus to AC, plus each glove can work as a glove of storing> (52,500),
boots of speed & winged (34,000),
staff of evocation (65000),
portable hole (20,000).

Artifact: Skull Staff of the necromancer (Imaskari artifact) - Powers of Skull Staff:
Spells: command undead at will, gentle repose at will, animate dead 3/day, create undead 2/day, control undead 2/day, finger of death 2/day
+1 quarterstaff, unholy, vile, souldrinker, ghost touch, sure striking <note +5 with greater magic weapon)
increases the number of hit dice of undead controllable by caster to 10 HD per caster level
The Skull Staff of the necromancer also functions as a Vestige Phylactery (see Tome of Magic) and a Soul Lens (see Tome of Magic)
The Skull Staff of the necromancer provides a +4 bonus to binding checks to bind a vestige (this bonus becomes +6 if binding Balam)
(Int 19 Wis 10 Char 19 AL NE Ego 31 Communication: speech, telepathy Senses: 120 ft darkvision, blindsense, and hearing
Languages: Abyssal, Infernal, Celestial, Draconic, Aragrakh (Old High Wyrm), Imaskari, Roushoum, Mulhorandi, Untheric and reads magic
Lesser powers: detect magic (at will), Staff has 10 ranks in Knowledge (religion), Knowledge (history:Imaskar),and Knowledge (the planes)
Greater powers: magic circle against good at will, fear 3/day
Special Purpose: Defeat/slay divine spellcasters Special Purpose Power: wielder gets +2 profane bonus on saves

The Skull Staff of the Necromancer is a powerful Imaskari artifact wielded by several Lord Artificers before the fall of Imaskar. It was constructed by a powerful anima mage named Murghos who very commonly bound the vestige known as Balam to himself. As a result, Murghos was influenced over time by Balam to hate the servants of the gods (even moreso than the norm for an Imaskari). Murghos created the Staff of the Necromancer as a tool with which to strike at his hated enemies. Over time, Murghos transformed himself into a lich, using the staff as his phylactery. After a few centuries more, Murghos felt his hold on this plane loosening and Murghos began the ritual to invest himself with even greater power as a demi-lich. However, something went wrong with the ritual sacrifice (some believe that the vestige of Balam that was in the staff's phylactery at the time had something to do with this) and Murghos' soul was wrenched into the place where Vestiges reside and the demi-lich's skull became fused to the staff (thus its new name of "The Skull Staff of Necromancers") . However, a small portion of Murghos' own sentience remained trapped in the staff, endowing it with even greater magical power and turning it into an artifact.


In addition to these items, at any given time Velsharoon will likely have access to numbers of scrolls, potions, wands, and staves.



Alavairthae, may your skill prevail

Phillip aka Sleyvas

MalariaMoon
Learned Scribe

324 Posts

Posted - 01 Oct 2011 :  10:11:57  Show Profile  Visit MalariaMoon's Homepage Send MalariaMoon a Private Message  Reply with Quote
Well I'm pretty sure I wouldn't want to take him on even in mortal form!

Incidentally, I homebrewed a couple of magical items whose invention I attributed to Velsharoon. They're the 'Ring of the Dead Man's Steps' and the 'Cloak of Ghosts.' I've detailed their history and powers in the Candlekeep Magic Shop (on page 49 of that vast scroll).
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Zireael
Master of Realmslore

Poland
1190 Posts

Posted - 01 Oct 2011 :  11:06:25  Show Profile  Visit Zireael's Homepage Send Zireael a Private Message  Reply with Quote
Omg. I love it.

SiNafay Vrinn, the daughter of Lloth, from Ched Nasad!

http://zireael07.wordpress.com/
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sleyvas
Skilled Spell Strategist

USA
12212 Posts

Posted - 01 Oct 2011 :  18:36:56  Show Profile Send sleyvas a Private Message  Reply with Quote
quote:
Originally posted by MalariaMoon

Well I'm pretty sure I wouldn't want to take him on even in mortal form!

Incidentally, I homebrewed a couple of magical items whose invention I attributed to Velsharoon. They're the 'Ring of the Dead Man's Steps' and the 'Cloak of Ghosts.' I've detailed their history and powers in the Candlekeep Magic Shop (on page 49 of that vast scroll).



Hmmm, sounds interesting (especially the ring). I'll have to take a look.

Alavairthae, may your skill prevail

Phillip aka Sleyvas
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Ayrik
Great Reader

Canada
8053 Posts

Posted - 02 Oct 2011 :  04:26:19  Show Profile Send Ayrik a Private Message  Reply with Quote
Very interesting; I typically design characters with far more emphasis on offense than defense.

[/Ayrik]
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sleyvas
Skilled Spell Strategist

USA
12212 Posts

Posted - 02 Oct 2011 :  12:32:15  Show Profile Send sleyvas a Private Message  Reply with Quote
quote:
Originally posted by Ayrik

Very interesting; I typically design characters with far more emphasis on offense than defense.



Yeah, I've always been a defense oriented person. I worry about the offense later with mages, since its more situational. I should have also spelled out under immunities that both positive AND negative energy heals him. Granted about half his immunities are through magic, but the other half are supernatural. Of course, like any defense oriented mage, dispels and anti-magic shells are his natural enemy... but at least he has some skill to defend himself. He'd obviously also have up contingencies and chain contingencies, but those would likely be situational.
The other thing would be that he'd have powerful undead minions to assist him if things go awry. With his staff, he can keep about 320 HD of undead under his control, of which he'd probably have 80 HD worth of them at any given time travelling with him(with others guarding things, performing errands, etc...). Things like a powerful vampiric fighter and maybe a nightstalker, perhaps a drow spectral mage (mystic theurge of Kiaransalee ), perhaps a wraith-like rogue with ghost touch weapons and armor, etc... and nothing says he can't transport more of them in in a pinch.

Alavairthae, may your skill prevail

Phillip aka Sleyvas
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Nicolai Withander
Master of Realmslore

Denmark
1093 Posts

Posted - 22 Oct 2011 :  15:53:17  Show Profile Send Nicolai Withander a Private Message  Reply with Quote
CHALLENGE ACCEPTED!!!!

On a lighter note... A real nice writeup. He's really cool!
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