Post by Katdoral on Dec 17, 2018 0:45:40 GMT -5
Name:Emil Enchantrisin
Titles:First Archmage of the High Road, Founder of Enchantrisal
Aliases:
Languages
Physical Description
Bio
Past
Emil's past is rooted in the past of the three worlds. He walked, quite literally, with Nathis, the first of the mortals to ascend to godhood. He founded the city of Enchantrisal, now laid to ruin. He, and his companions, were the first to encounter the Drow, as well as the Elves of the northern reaches. Even still, there are great gaps in his past that none but him, and perhaps, the gods know of. Of the times that he has reappeared, often that is proceeded by some calamity. There are some scholars that warn that his return this time will be no exception.
Present
Currently, Emil is the Headmaster of the Institute of the High Road, a magical school of learning of his own construction. It's said that he sold his services to the hells for their unending Blood War to amass the resources needed to construct it. This has put something of a stigma on his name, and a conundrum for many scholars. In ages past, he was portrayed as a force for good, however many now have reconsidered those histories as scholars argue over how a good creature could willingly work for such evil. Emil himself has done little to illuminate such questions, often simply smiling and shifting the subject to something else.
Friends/Allies
Emil has made a concerted point of presenting a neutral stance to the world since his re-emergence. He has made friendly overtures to Lark, Homewood, and Irridria professing that his current position is one of advocating the advancement of arcane understanding. As of the opening of his institute in 5a483, he has also reached out to the dwarven holds and the scattered nations of the Elves of the northern reaches.
Guilds/Affiliations/Political/Churches/Leadership
Headmaster of the Institute of the High Road
Cohort
Enemies
Since the invasion of the old Confederacy at the end of the fourth age, Emil has grown more and more irritated against the plains tribes. He has on several occasions been heard, in a near rant state, condemning the plainsfolk for such folly after all of the hard work he put into liberating them. Thus far, no one has pressed the archmage on what exactly he liberated them from when he enters one of these moods. As a consequence, he often is terse, if not outright hostile, in regards to his interactions with any of the plainsfolk.
Kill on Sight
CLASS
STATS
Immunity / Resistance's
Template
Racial Abilities
Class Abilities
Arcane Fire (Su): The archmage gains the ability to channel arcane spell energy into arcane fire, manifesting as a bolt of raw magical energy. The bolt is a ranged touch attack with long range (400 feet +40 feet/level of archmage) and deals 1d6 points of damage per level of archmage plus 1d6 points of damage per level of the spell channeled to create the effect. Therefore, a 5th-level archmage that channels a 7th-level spell into arcane fire deals 12d6 points of damage to the target if it hits. This ability costs on 9th-level spell slot.
Mastery of Shaping: The archmage can alter area and effect spells that use the following categories: burst, cone, cylinder, emanation, or spread. The alteration consists of creating spaces withing the spell's area of effect that are not subject to the spell. The minimum dimension for these spaces is a 5-foot cube. For example, the archmage could cast a fireball and leave a hole where is ally stands, preventing any fire damage. Furthermore, any shapeable (S) spells have a minimum dimension of 5 feet instead of 10 feet. This ability costs one 6th-level spell slot.
Arcane Reach: The archmage can use touch spells on targets up to 30 feet away. If the spell requires a touch attack (melee or ranged), the archmage must make a ranged touch attack. If selected a second time as a special ability, the range increases to 60 feet. This ability costs one 7th-level spell slot.
Mastery of Counterspelling: When the archmage countersplls a spell, it is turned back upon the caster as if it were fully affected by a spell turning spell. If the spell cannot be affected by spell turning (for example, if it is an area or effect spell), then it is merely counterspelled. This ability costs one 7th-level spell slot.
Spell-like Ability: Hiss of Sleep 2/day
Feats
Scribe Scroll
Improved Initiative
Spell Focus: Enchantment
Craft Wonderous Item
Craft Rod
Skill Focus: Spellcraft
Greater Spell Focus: Enchantment
Spell Penetration (Wizard Bonus Feat, Normal)
Greater Spell Penetration (Wizard Bonus Feat, Normal)
Quicken Spell (Wizard Bonus Feat, Normal)
Empower Spell (Wizard Bonus Feat, Normal)
Still Spell (Wish Feat, Normal)
Heighten Spell (Wish Feat, Normal)
Forge Ring (Wish Feat, Normal)
Craft Epic Rod
Craft Epic Wonderous Item
Epic Spellcasting
Multispell
Improved Spell Capacity [10th]
Epic Spellcasting
Improved Spell Capacity [11th] (Wish Feat, Epic)
Multispell (Wish Feat, Epic)
Multispell (Wizard Bonus Feat, Epic)
Improved Spell Capacity [12th] (Wizard Bonus Feat, Epic)
Improved Spell Capacity [13th] (Wizard Bonus Feat, Epic)
Improved Spell Capacity [14th] (Wizard Bonus Feat, Epic)
Intensify Spell (Wizard Bonus Feat, Epic)
Progression
Epic Progression
Wishes
Items
Head Headband of Intellect +10
Face
Neck Periapt of Wisdom +6
Shoulders Cloak of Resistance +8
Torso Vest of Constitution +6
Body
Arms
Hands Gloves of Dexterity +6
Finger
Finger
Waist Belt of Strength +6
Legs Leggings of Charisma +6
Feet
Inventory
Rod of Excellent Magic
Wealth & Assets
Holdings
Institute of the High Road
Interests and Stakes
Other Assests
Titles:First Archmage of the High Road, Founder of Enchantrisal
Aliases:
Race | Alignment | Age | Height | Weight | Hair |
Human | CG | 7229 | 5' 11" | 185 | Brown |
Eyes | Skin | Origin | Residence | Patron/Deity | Immortality |
Green | White | Hearthome | Institute of the High Road | Dardanis | Yes |
Languages
Physical Description
Bio
Past
Emil's past is rooted in the past of the three worlds. He walked, quite literally, with Nathis, the first of the mortals to ascend to godhood. He founded the city of Enchantrisal, now laid to ruin. He, and his companions, were the first to encounter the Drow, as well as the Elves of the northern reaches. Even still, there are great gaps in his past that none but him, and perhaps, the gods know of. Of the times that he has reappeared, often that is proceeded by some calamity. There are some scholars that warn that his return this time will be no exception.
Present
Currently, Emil is the Headmaster of the Institute of the High Road, a magical school of learning of his own construction. It's said that he sold his services to the hells for their unending Blood War to amass the resources needed to construct it. This has put something of a stigma on his name, and a conundrum for many scholars. In ages past, he was portrayed as a force for good, however many now have reconsidered those histories as scholars argue over how a good creature could willingly work for such evil. Emil himself has done little to illuminate such questions, often simply smiling and shifting the subject to something else.
Friends/Allies
Emil has made a concerted point of presenting a neutral stance to the world since his re-emergence. He has made friendly overtures to Lark, Homewood, and Irridria professing that his current position is one of advocating the advancement of arcane understanding. As of the opening of his institute in 5a483, he has also reached out to the dwarven holds and the scattered nations of the Elves of the northern reaches.
Guilds/Affiliations/Political/Churches/Leadership
Headmaster of the Institute of the High Road
Cohort
Enemies
Since the invasion of the old Confederacy at the end of the fourth age, Emil has grown more and more irritated against the plains tribes. He has on several occasions been heard, in a near rant state, condemning the plainsfolk for such folly after all of the hard work he put into liberating them. Thus far, no one has pressed the archmage on what exactly he liberated them from when he enters one of these moods. As a consequence, he often is terse, if not outright hostile, in regards to his interactions with any of the plainsfolk.
Kill on Sight
CLASS
Class / Template | Hit Die | Level |
Enchanter | D4 | 31 |
Archmage | D4 | 5 |
Level Adjustment | ||
Total Effective |
STATS
Total | Ablility Mod | Base | Level Adv | Magic | Inherent | Divine Inherent | Race/Age | (Feats/Conditional/Etc) | Misc 1 | |
STR | 17 | 3 | 11 | 6 | ||||||
DEX | 18 | 4 | 12 | 6 | ||||||
CON | 26 | 8 | 17 | 6 | 3 | |||||
INT | 47 | 19 | 18 | 9 | 10 | 5 | 5 | |||
WIS | 26 | 8 | 18 | 6 | 2 | |||||
CHA | 25 | 7 | 15 | 6 | 4 |
Hit Points | Massive Damage | Healing Rate | Fast Healing |
394 | |||
Total | Ability Mod | Magic | MISC | Base 1 | Base 2 | Epic | Base 4 | Base 5 | |
FORT | 32 | 8 | 10 | 5 | 1 | 8 | |||
REFLEX | 28 | 4 | 10 | 5 | 1 | 8 | |||
WILL | 39 | 8 | 10 | 9 | 4 | 8 |
Immunity / Resistance's
Skills
Class1 | Class 2 | Class 3 | Class 4 | Class 5 | Skill Name | MOD | Total | Abilitiy | Rank | Magic | Feat/Race | Misc | |
Appraise | INT | ||||||||||||
Autohypnosis | WIS | ||||||||||||
Balance | DEX | ||||||||||||
Bluff | WIS | ||||||||||||
Climb | STR | ||||||||||||
x | x | Concentration | CON | 47 | 8 | 39 | |||||||
x | x | Decipher Script | INT | 58 | 19 | 39 | |||||||
Diplomacy | CHA | ||||||||||||
Disable Device | INT | ||||||||||||
Disguise | CHA | ||||||||||||
Escape Artist | DEX | ||||||||||||
Forgery | DEX | ||||||||||||
Gather Information | CHA | 26 | 7 | 19 | |||||||||
Handle Animal | CHA | ||||||||||||
Heal | WIS | ||||||||||||
Hide | DEX | ||||||||||||
Intimidate | Str/Int | ||||||||||||
Jump | STR | ||||||||||||
Listen | WIS | ||||||||||||
Move Silent | DEX | ||||||||||||
Open Lock | DEX | ||||||||||||
Ride | DEX | ||||||||||||
Search | INT | ||||||||||||
Sense Motive | WIS | ||||||||||||
Sleight of Hand | DEX | ||||||||||||
Speak Language | INT | ||||||||||||
x | x | Spell Craft | INT | 91 | 19 | 39 | 30 | 3 | |||||
Spot | WIS | ||||||||||||
Survival | WIS | ||||||||||||
Swim | STR | ||||||||||||
Tumble | DEX | ||||||||||||
Use Magic Device | CHA | ||||||||||||
Use Rope | DEX | ||||||||||||
Craft | INT | ||||||||||||
x | x | Profession Basket Weaving | WIS | 47 | 8 | 39 | |||||||
x | x | Knowledge Arcana | INT | 58 | 19 | 39 | |||||||
x | x | Knowledge Planes | INT | 58 | 19 | 39 | |||||||
x | x | Knowledge History | INT | 29 | 19 | 10 | |||||||
x | x | Knowledge Local | INT | 28 | 19 | 9 | |||||||
Perform | CHA | ||||||||||||
Perform | CHA | ||||||||||||
Perform | CHA | ||||||||||||
Langauge | INT | ||||||||||||
Langauge | INT | ||||||||||||
Langauge | INT | ||||||||||||
Combat
Total | Ability Mod | Magic | Feat/Conditional/Etc | |
Initiative | 8 | 4 | 4 |
Melee / Ranged | Total | Ability Mod | Magic | Size | Feat/Conditional/Etc | Base 1 | Base 2 | Base 3 | Epic |
Ranged Touch | 21 | 4 | 7 | 2 | 8 | ||||
Melee Touch | 20 | 3 | |||||||
Staff | 20 | 3 | |||||||
Grapple |
Attack | Total to Hit | Attack Modifier | Total Damage | Weapon Damage | Ability Mod | Magic Mod | Feats/Conditional/Etc | Critical | Range/Reach | Type | Size | ||
Armor Class | Base | Armor Bonus | Shield Bonus | Nat Armor | Ability Mod | Deflect | Magic | Feat/Condition | Dodge |
10 |
Touch | Flat Footed | Dam Reduction | Max Dex | Miss Chance | Spell Failure | Check Penalty | Spell Resist |
Movement | Total | Base | Magic | Class Abilities | Feats/Condition |
Base | |||||
Sneak | |||||
Tumble | |||||
Swim | |||||
Flying | |||||
Charge | |||||
Full Round x4 |
Template
Racial Abilities
Class Abilities
Arcane Fire (Su): The archmage gains the ability to channel arcane spell energy into arcane fire, manifesting as a bolt of raw magical energy. The bolt is a ranged touch attack with long range (400 feet +40 feet/level of archmage) and deals 1d6 points of damage per level of archmage plus 1d6 points of damage per level of the spell channeled to create the effect. Therefore, a 5th-level archmage that channels a 7th-level spell into arcane fire deals 12d6 points of damage to the target if it hits. This ability costs on 9th-level spell slot.
Mastery of Shaping: The archmage can alter area and effect spells that use the following categories: burst, cone, cylinder, emanation, or spread. The alteration consists of creating spaces withing the spell's area of effect that are not subject to the spell. The minimum dimension for these spaces is a 5-foot cube. For example, the archmage could cast a fireball and leave a hole where is ally stands, preventing any fire damage. Furthermore, any shapeable (S) spells have a minimum dimension of 5 feet instead of 10 feet. This ability costs one 6th-level spell slot.
Arcane Reach: The archmage can use touch spells on targets up to 30 feet away. If the spell requires a touch attack (melee or ranged), the archmage must make a ranged touch attack. If selected a second time as a special ability, the range increases to 60 feet. This ability costs one 7th-level spell slot.
Mastery of Counterspelling: When the archmage countersplls a spell, it is turned back upon the caster as if it were fully affected by a spell turning spell. If the spell cannot be affected by spell turning (for example, if it is an area or effect spell), then it is merely counterspelled. This ability costs one 7th-level spell slot.
Spell-like Ability: Hiss of Sleep 2/day
Feats
Scribe Scroll
Improved Initiative
Spell Focus: Enchantment
Craft Wonderous Item
Craft Rod
Skill Focus: Spellcraft
Greater Spell Focus: Enchantment
Spell Penetration (Wizard Bonus Feat, Normal)
Greater Spell Penetration (Wizard Bonus Feat, Normal)
Quicken Spell (Wizard Bonus Feat, Normal)
Empower Spell (Wizard Bonus Feat, Normal)
Still Spell (Wish Feat, Normal)
Heighten Spell (Wish Feat, Normal)
Forge Ring (Wish Feat, Normal)
Craft Epic Rod
Craft Epic Wonderous Item
Epic Spellcasting
Multispell
Improved Spell Capacity [10th]
Epic Spellcasting
Improved Spell Capacity [11th] (Wish Feat, Epic)
Multispell (Wish Feat, Epic)
Multispell (Wizard Bonus Feat, Epic)
Improved Spell Capacity [12th] (Wizard Bonus Feat, Epic)
Improved Spell Capacity [13th] (Wizard Bonus Feat, Epic)
Improved Spell Capacity [14th] (Wizard Bonus Feat, Epic)
Intensify Spell (Wizard Bonus Feat, Epic)
Progression
Epic Progression
Wishes
Items
Equipment
Armor / Shield | Type | AC Bonus | Max Dex | CK Penalty | Spell Failure | Speed | Misc |
Weapon | To Hit | To Damage | Base W. Damage | Critical | Size | Type | Other Effects / Sockets |
Head Headband of Intellect +10
Face
Neck Periapt of Wisdom +6
Shoulders Cloak of Resistance +8
Torso Vest of Constitution +6
Body
Arms
Hands Gloves of Dexterity +6
Finger
Finger
Waist Belt of Strength +6
Legs Leggings of Charisma +6
Feet
Inventory
Rod of Excellent Magic
Wealth & Assets
Currency | Value | |
Gems (gold value) | ||
Platinum | ||
Gold | ||
Silver | ||
Electrum | ||
Copper | ||
Art |
Holdings
Institute of the High Road
Interests and Stakes
Other Assests