Zahl (level 15)
Female human Warlock 15
Str 0 Dex 0 Con 2(+3) Int 4 Wis 2 Cha 5 (adds: int, cha, cha)
HP 137 AC 15 Speed 30 Mana 22 (bindings: 8)
Saves: Int, Cha
Skills
- Arcana +10
- Deception +10
- Persuasion +10
- Pact +10
Talents
- Domina: Your will is not easily contested. Gain advantage to any control effects used by an outsider; outsiders suffer disadvantage to your control effects against them.
- Expert Summoner: Freely summon minions (imp, pixie, voidwalker, succubus, felhunter, shade)
- Soul Link: when a summoned minion is present, any damage you suffer is split evenly between you and the minion. Any non-damaging effect that would kill you, remove you from the fight, or cause a total loss of control, has a 50% chance of being transferred to the minion instead.
- 13
Powers
Cantrips
- Absorb Light: At-will, swift, concentration, emanation up to 10; light levels decrease (at level 10, daylight -> dimness, bright light -> darkness).
- Immolate: range 10, std action; target burst into flames, suffering light fire damage plus same ongoing for 3 rds.
- Magic Circle: Ritual (1 minute), circle 1-5 (your choice); magic and extraplanar creatures cannot cross the circle in either direction. The circle itself is only as strong as what it's made of (by default, chalk and salt, but other, more resilient structures can be made), but extraplanar creatures would have difficulty affecting it. It is possible to construct a circle in such a way that you may summon, bind, or dismiss outsiders within it while yourself remaining outside. Lasts one day, or until broken.
- Sense Emotion
First-level
- Armor of Darkness: binds 1 Mana; gain +Cha as armor bonus (half in bright light).
- Conflagration: range 10, std action; ongoing fire effect on subject bursts with renewed intensity, inflicting 3 rounds worth of damage and spreading the effect to subjects within a burst 2.
- Curse of Agony: range 10, swift action; subject is incapacitated with pain (Con ends).
- Darkbolt: Std, 30-ft; subject suffers medium shadow damage. Does not work in bright light. In darkness, inflicts heavy shadow damage.
- Shadow's Grasp: Std, 30-ft; subject's Strength is halved. It suffers disadvantage to all Strength-based skills, and inflicts half damage with Strength-based attacks. Heals naturally in one day; can be magically dispelled.
- Emotion
Second-level
- Fey Step: Binds 2 Mana; recharge 33%, move; you teleport to a location within 30 feet that you can see.
- Shadow Sight: Binds 2 Mana; you can see in darkness, including magical darkness. Can grant to allies by temporarily binding Mana.
Third-level
- Guardian Force: Binds 3 Mana; a shadowy mantle accompanies you constantly. It has a 50% chance to intercept any harmful effect that otherwise would affect you; this ability recharges in one minute.
- Shadowstuff: Make stuff out of shadow. TBD
Fourth-level
- Anti-magic Touch
- Shadow Binding: Shadowy tentacles grab your foes. TBD
Fifth-level
- Dark Star: Std; you call forth a Dark Star, a mote of perfect blackness that absorbs absolutely anything it touches. While it's under your command, once/rd as a free action, you can direct it to attack anyone within 30 ft. Roll your casting skill vs touch AC; on success, target suffers heavy disintegration damage. If you fail to control it in a given round, it acts as it pleases. To end the spell, you must force it not to attack anything for 3 rounds, after which it burns out.
- Each time it deals damage, it gets a little bigger, gaining +1 to range and damage, but also to control DC.
- Inferno: std, range 20, burst 3; enemies suffer medium fire damage, plus an Infernal appears (stats as fire elemental), attacking nearest target each round (concentration duration).
- Shadow Walk: TBI
- Slime: Summon various slimes, inflicting various nasty ailments and damage. They can move.
Sixth-level
- Harvest Soul: Trap enemy's soul, allowing use of their body as a temporary (or permanent?) undead, use of their abilities, etc.
- Wall of Shadows: swift, range 20, wall 1/level, concentration; 20-ft high wall of absolute darkness blocks line of effect and line of sight. Anyone crossing suffers heavy disintegration damage.
- Wretched Deliquescence: std action, range 10; subject's bones melt, his skin sloughs off, and generally becomes a nasty, disgusting blob, unable to take physical actions besides shuffling painfully at 5-ft/rd. Fort negates, otherwise permanent, but can be reversed with Polymorph or similar effects (but not merely dispelled).
Seventh-level
- Anti-magic Zone: Zone of null magic. TBD
- Void Zone: Std, range 20, burst 5; subjects suffer medium disintegration damage, and must pass a Strength check to avoid being pulled 1 square closer, repeating up to 5 times. If subjects are pulled into center square, they are sucked out of reality, and lost forever in the Void Zone.
Eighth-level
- Dominate Monster
Rituals
- Summon Outsider: range 5, std action, concentration, costs 1 Mana/rd (if controlled); you summon a named outsider, or an example of a type. Each round, the Outsider is allowed a Charisma save to break free of your control, receiving a +1 swift to this save per point of difference between his challenge level and your level (or a penalty if lower level). If he fails in a given round, he must do as you command. If he succeeds, he takes no action that round, and next round, should he succeed again, he breaks free and can no longer be controlled. At any time, as a single action, you may dismiss an outsider who has not yet broken free. If you do not issue fresh commands each round, the outsider will simply continue acting on the most recent command. If you attempt to summon anything of your level or higher, it is allowed an initial Cha save to negate the summoning entirely.
- Dismiss Outsider: range 5, swift action; you send an extraplanar creature back to its home plane (Cha negates).
Equipment
Death Moon Orb
legendary magic item, NOT attuned The Orb was a gleaming and glassy sphere, colored black and violet. The colors swam uneasily together, so the surface shifted and shimmered like oil on water.[1][2][3][4][5] The Death Moon Orb seemed to absorb light around, and to carry an aura of gloom and melancholy. If one gazed into the orb for long, then they could see a negative image of Selûne, the moon above, faintly glimmering on its surface.
Powers:
- 10 internal Mana per day
- Charm Person (1 Mana)
- Mass Charm (5 Mana)
- Domination (5 Mana)
- Summon Outsider I-X (1-10 Mana)
- Animate Dead (3 Mana)
- Acts as Crystal Ball (clairvoyance at will)
Thirteen Princely Shards
unique magic items
Thirteen soul shards Eleven of which contain the souls of Princes of Shade Not included: Rivalen, Telamont
Rod of Thargaun
legendary magic item, attuned
Created by the first Nentyarch to bind Orcus.
Powers:
- 10 Mana per day for whatever (bindable)
- Reduces sustain cost for Summon Outsider to 1 Mana per hour
- Allows 3 rerolls per day to failed checks to summon, controll, or dismiss outsiders
Ring of Greater Sustenance
very rare magic item, attuned
Sets Con to 21, eliminates need for food and water, 1/4 need for sleep.