Hemmet Severn - Master of Worlds
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Hemmet Severn: Battlefield tactician - Lawful Neutral (Aura: Lawful Evil)
Human: Wizard [Pact Wizard] (20th)
AC HP Fort Reflex Will SR CMD Initiative BAB Shifts /day Steps /day Stutters /day
(34)* / 30 (254) +16 +15 +21 (18) (42) +13 +10/+5 (17) 600ft (3)
Strength: 16 (+3)
Dexterity: 20 (+5)
Constitution: 22 (+6)
Intelligence: 38 (+14)
Wisdom: 21 (+5)
Charisma: 19 (+4)

(25pt buy + racial's + Level + Items)


Feats:

  • Spell Focus - Conjuration Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select. [Human]
  • Augment Summoning Each creature you conjure with any summon spell gains a +4 enhancement bonus to Strength and Constitution for the duration of the spell that summoned it. [1st]
  • Superior Summoning Each time you cast a summoning spell that conjures more than one creature, add one to the total number of creatures summoned. [3rd]
  • Balanced Summoning: You maintain balance by calling on opposing forces when summoning. Whenever you cast a summon monster spell, you can summon two creatures from a single list 1 or more levels lower than the level of the spell. The two creatures must have alignments that are opposite along at least one axis (chaotic and lawful or evil and good). For example, if you cast summon monster III, you could summon a celestial wolf and a fiendish hyena from the 2nd-level list [5th]
  • Improved Initiative Gain a +4 bonus on initiative checks [7th]
  • Dimensional Agility After using abundant step or casting dimension door, you can take any actions you still have remaining on your turn. You also gain a +4 bonus on Concentration checks when casting teleportation spells. [9th]
  • Steward of the Great Beyond Whenever a creature attempts to use a teleportation effect or summon a creature within 30 feet of you, you may attempt to block the effect. Make an opposed caster level check (1d20 + caster level) as an immediate action. If the check succeeds, the spell or effect fails and is wasted; otherwise, it is unaffected. You can use this ability once per day plus one additional time for every 5 wizard levels you possess beyond 10th [Arcane Discovery] [11th]
  • Beyond Morality As long as you are neutral, you may choose to be treated as the most favorable alignment when affected by spells whose effects vary based on alignment (such as holy word). If you are neutral in relation to evil and good, you may choose to be treated as good or evil. If you are neutral in relation to chaos and law, you may choose to be treated as lawful or chaotic. You may only choose to be treated as one alignment type along a single axis at a time (for instance, if you were within the area of both a magic circle against evil spell and an unholy blight spell, you would have to choose to be either evil, good, or neutral for the purpose of determining the spells' effects) [Arcane Discovery] [13th]
  • Knowledge is power Your understanding of physical forces gives you power over them. You add your Intelligence modifier on combat maneuver checks and to your CMD. You also add your Intelligence modifier on Strength checks to break or lift objects [Arcane Discovery] [15th]
  • Time Stutter You can briefly step out of time, pausing the world around you. This ability acts as the time stop spell, except that you gain only 1 round of apparent time. You can use this ability once per day plus one additional time for every 5 wizard levels you possess beyond 10th [Arcane Discovery] [17th]
  • Planar Traveller You gain a +2 bonus on Survival checks when outside your home plane. You can identify portals and other planar connections as well as where they lead by sight or touch with a successful DC 20 Perception check. Whenever you cast a spell or use a magic item to travel to another plane, you always arrive exactly where you had intended. In addition, when identifying portals with the first benefit of this feat, you gain a glimpse of what you would see, hear, and smell upon arriving on the other end of the portal. [19th]
  • Sacred Summons When using summon monster to summon creatures whose alignment subtype or subtypes exactly match your aura, you may cast the spell as a standard action instead of with a casting time of 1 round. [Archetype bonus]
  • Scribe Scroll You can create a scroll of any spell that you know. Scribing a scroll takes 2 hours if its base price is 250 gp or less, otherwise scribing a scroll takes 1 day for each 1,000 gp in its base price. To scribe a scroll, you must use up raw materials costing half of this base price. Further rules for magic item creation can be found Here [[Wizard Bonus, 1st]
  • Craft Wondrous Item You can create a wide variety of magic wondrous items. Crafting a wondrous item takes 1 day for each 1,000 gp in its price. To create a wondrous item, you must use up raw materials costing half of its base price. You can also mend a broken wondrous item if it is one that you could make. Doing so costs half the raw materials and half the time it would take to craft that item. [Wizard Bonus, 5th]
  • Forge Ring You can create magic rings. Crafting a ring takes 1 day for each 1,000 gp in its base price. To craft a ring, you must use up raw materials costing half of the base price. You can also mend a broken ring if it is one that you could make. Doing so costs half the raw materials and half the time it would take to forge that ring in the first [Wizard bonus, 10th]
  • Craft Magic Arms and Armour You can create magic weapons, armor, or shields. Enhancing a weapon, suit of armor, or shield takes 1 day for each 1,000 gp in the price of its magical features. To enhance a weapon, suit of armor, or shield, you must use up raw materials costing half of this total price. The weapon, armor, or shield to be enhanced must be a masterwork item that you provide. Its cost is not included in the above cost. You can also mend a broken magic weapon, suit of armor, or shield if it is one that you could make. Doing so costs half the raw materials and half the time it would take to craft that item in the first place. [Wizard Bonus, 15th]
  • Immortality You discover a cure for aging, and from this point forward you take no penalty to your physical ability scores from advanced age. If you are already taking such penalties, they are removed at this time. This is an extraordinary ability [Arcane Discovery] [Wizard Bonus, 20th]

Skills:

Knowledge: Arcane +37 [20] Knowledge: History +37 [20] Knowledge: Planes +37 [20] Knowledge: Nature +37 [20] Knowledge: Religion +37 [20] Knowledge: Engineering +37 [20] Knowledge: Dungeoneering +37 [20]
Craft: Alchemy +37 [20] Craft: Architecture +37 [20] Craft: Material +37 [20] Craft: Armament +37 [20] Spellcraft +37 [20] Linguistics +37 [20] Use Magic Device +24 [20]
Perception +25 [20] Stealth +25 [20] Diplomacy +24 [20]

Speaks:

  • Common, Draconic, Abyssal, Celestial, Infernal, Protean, Aboleth, Aklo, Aquan, Auran, Ignan, Terran, Necril, Sphinx, Sylvan, Druidic, Giant, Goblin, Undercommon, Elven, Dwarven, Drow Sign Language, Dark Folk, [3 slots open]

Class features and Special abilities:

Racial Features: Human
Stat modifiers: +2 to any one stat (Intelligence)
Age modification: Hemmet is now over Venerable age, giving him -6 to all physical ability scores and +3 to all mental (Physical infirmity is offset by his discovery of immortality)
Bonus Feat: Humans select one extra feat at 1st level
Skills: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level
Favoured Class bonus: Wizard: Gain +1 hp per level.
Wizard features: Arcane School: Conjuration (Teleportation) & Archetype: Pact Wizard
School Power - Summoners Charm: Whenever you cast a conjuration (summoning) spell, increase the duration by a number of rounds equal to 1/2 your wizard level (minimum 1). This increase is not doubled by Extend Spell. At 20th level, you can change the duration of all summon monster spells to permanent
School Power - Shift: At 1st level, you can teleport to a nearby space as a swift action as if using dimension door. This movement does not provoke an attack of opportunity. You must be able to see the space that you are moving into. You cannot take other creatures with you when you use this ability (except for familiars). You can move 5 feet for every two wizard levels you possess (minimum 5 feet). You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
School Power - Dimensional Steps: At 8th level, you can use this ability to teleport up to 30 feet per wizard level per day as a standard action. This teleportation must be used in 5-foot increments and such movement does not provoke an attack of opportunity. You can bring other willing creatures with you, but you must expend an equal amount of distance for each additional creature brought with you
Pact: A pact wizard enters into a bargain with an extraplanar being in order to gain increased wizardly powers. At 1st level, he selects a patron belonging to one specific subtype of outsider for which there exists an improved familiar option (such as devil or azata). The pact wizard can select a subtype of outsider even with a diametrically opposed alignment; in this case, the patron being offers the pact in an attempt to tempt or redeem the pact wizard. A pact wizard whose alignment shifts away from the chosen outsider subtype, who grossly abuses his familiar or any outsider of the chosen subtype, or who commits egregious acts against the alignment of the patron loses all the benefits of this archetype (but keeps the additional opposition school) until he receives an atonement
Pact focus: At 1st level, a pact wizard must choose one additional opposition school, even if he is a universalist. A pact wizard can't pick conjuration as an opposition school. This ability alters arcane school
Aura: A pact wizard has an aura corresponding to the alignment of his chosen subtype as a cleric of his wizard level
Pact Summons: A pact wizard gains Sacred Summons as a wizard bonus feat. He can use this feat only to summon outsiders of his chosen subtype
True Form: At 7th level, a pact wizard's familiar reveals its true form, automatically transforming into an outsider improved familiar of the chosen subtype
Arcane Bond: At 1st level, wizards form a powerful bond with an object or a creature. This bond can take one of two forms: a familiar or a bonded object. A familiar is a magical pet that enhances the wizard's skills and senses and can aid him in magic, while a bonded object is an item a wizard can use to cast additional spells or to serve as a magical item. Once a wizard makes this choice, it is permanent and cannot be changed.
Familiar - "Nip-Nack" Compsognathus: Master gains a +4 bonus on Initiative checks
True Form - Imp: "Bodrim" At 7th level, a pact wizard's familiar reveals its true form, automatically transforming into an outsider improved familiar of the chosen subtype

Spell book:

Arcane School: Conjuration +1 additional spell slot of each spell level he can cast, from 1st on up, of the chosen school
Opposed Schools: Divination, Enchantment & Necromancy Cannot prepare spells from the listed schools without using double the usual spell slots required
Cantrips: A wizard knows all Cantrips
Spell Known: Cantrip 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
Infinite (?)* (?)* (?)* (?)* (?)* (?)* (?)* (?)* (?)*

Spell Preparation:

Spell Slots per day: Cantrip 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
+1 Conjuration slot per level Infinite (9)* (9)* (8)* (8)* (7)* (7)* (7)* (7)* (7)*

Items, gear and equipment:

Weapons:
Weapons:
"Staff of Severn" +5 Adamantine Quarterstaff With the "Dancing" and "Planar" qualities
Rod of Maximise Spell 3/day
Rod of Empower Spell 3/day
Armour and Gear
Armour:
Robe of the ArchMagi: "Grey" ~ +5 armour bonus to AC, Spell resistance 18, +4 resistance bonus on all saving throws, +2 enhancement bonus on caster level checks made to overcome spell resistance
Amulet of Natural Armour +5 enhancement bonus to natural amour
Ring of protection +5 deflection bonus to AC
Gear:
Scrolls:
Wondrous Items:
Tome of Clear Thought +5 inherent bonus to Intelligence
Manual of Bodily Health +4 inherent bonus to Constitution
Headband of Mental superiority +6 enhancement bonus to all mental ability scores
Belt of Physical perfection +6 enhancement bonus to all physical ability scores
Ring of Freedom of Movement This ring enables you or a creature you touch to move and attack normally for the duration of the spell, even under the influence of magic that usually impedes movement, such as paralysis, solid fog, slow, and web. All combat maneuver checks made to grapple the target automatically fail. The subject automatically succeeds on any combat maneuver checks and Escape Artist checks made to escape a grapple or a pin. The spell also allows the subject to move and attack normally while underwater, even with slashing weapons such as axes and swords or with bludgeoning weapons such as flails, hammers, and maces, provided that the weapon is wielded in the hand rather than hurled. The freedom of movement spell does not, however, grant water breathing
Cubic Gate: ~ Material, Severn World 1, Severn World 2, Severn World 3, Severn World 4, Severn World 5 ~ This potent magical item is a small cube fashioned from carnelian. Each of the six sides of the cube is keyed to a different plane of existence or dimension, one of which is the Material Plane. The character creating the item chooses the planes to which the other five sides are keyed. If a side of the cubic gate is pressed once, it opens a gate to a random point on the plane keyed to that side. There is a 10% chance per minute that an outsider from that plane (determine randomly) comes through it looking for food, fun, or trouble. Pressing the side a second time closes the gate. It is impossible to open more than one gate at a time. If a side is pressed twice in quick succession, the character so doing is transported to a random point on the other plane, along with all creatures in adjacent squares. The other creatures may avoid this fate by succeeding on DC 23 Will saves
Instant Fortress: This metal cube is small, but when activated by speaking a command word it grows to form a tower 20 feet square and 30 feet high, with arrow slits on all sides and a crenellated battlement atop it. The metal walls extend 10 feet into the ground, rooting it to the spot and preventing it from being tipped over. The fortress has a small door that opens only at the command of the owner of the fortress—even knock spells can't open the door. The adamantine walls of an instant fortress have 100 hit points and hardness 20. The fortress cannot be repaired except by a wish or a miracle, which restores 50 points of damage taken. The fortress springs up in just 1 round, with the door facing the device's owner. The door opens and closes instantly at his command. People and creatures nearby (except the owner) must be careful not to be caught by the fortress's sudden growth. Anyone so caught takes 10d10 points of damage (Reflex DC 19 half). The fortress is deactivated by speaking a command word (different from the one used to activate it). It cannot be deactivated unless it is empty
Potions:
Spellbooks:
Primary Secured with a Bookplate of Recall, 1/day, Hemmet can summon his primary spellbook to him as if using the Instant Summons spell.
Mundane Equipment:
Other Items:
GP Pouch
68,200 gp

Familiars, Followers and Common Summons

Familiar:
"Bodrim" Imp Consular: LE Tiny outsider (devil, evil, extraplanar, lawful)
Init +3; Senses darkvision 60 ft., detect good, detect magic, see in darkness; Perception +7
AC [27], touch 16, flat-footed 13 (+3 Dex, +1 dodge, +[11 natural], +2 size) / [SR: (25)] / hp 16 (3d10); fast healing 2 / Fort +1, Ref +6, Will +4/ DR 5/good or silver; Immune fire, poison; Resist acid 10, cold 10
Str 10, Dex 17, Con 10, [Int 15], Wis 12, Cha 14 / Base Atk +3; CMB +1; CMD 15/ Feats: Dodge, Weapon Finesse, [Alertness] / Skills: Acrobatics +9, Bluff +8, Fly +21, Knowledge (arcana) +7, Knowledge (planes) +7, Perception +7, Spellcraft +7 / Languages: Common, Infernal, [Telepathy, 50ft] / SQ: change shape (beast shape 2)
Speed 20 ft., fly 50 ft. (perfect) / Melee sting +8 (1d4 plus poison) / Space 2-1/2 ft.; Reach 0 ft
Spell-Like Abilities:(CL 6th) Constant—detect good, detect magic, Telepathy (50ft) / At will—invisibility (self only) / 1/day—augury, suggestion (DC 15) / 1/week—commune (6 questions, CL 12th)
Familiar abilities: Improved Evasion / Share Spells / Empathic Link / Deliver Touch Spells / Speak with Master / Speak with Animals of Its Kind / Scry on Familiar / Spell Resistance

Severn Worlds

All "Severn Worlds" mentioned in this section are demiplanes created using the "Create Demiplane" Spell. Generally the "Greater" version of the spell has been used, with each Demiplane having Permanency cast upon it, at the cost of 22,500gp each.

Severn World 1
Gravity Normal Most planes have gravity similar to that of the Material Plane. The usual rules for ability scores, carrying capacity, and encumbrance apply. Unless otherwise noted in a plane's description, assume that it has the normal gravity trait
Time Flowing differential 1 round of Material time = 1 day of SW1 time (14,400:1 second time difference)
Shape and Size Self-Contained Shape SW1 is a flat-appearing spherical plane, which loops around on itself
Morphic Traits Magically Morphic Specific spells can alter the basic material of a plane with this trait
Elemental and Energy Positive-Dominant, minor All individuals in a positive-dominant plane gain fast healing 2 as an extraordinary ability.
Alignment Neutral, mild Creatures who have an alignment opposite that of a mildly aligned plane take a –2 circumstance penalty on all Charisma-based checks. However, a mildly neutral-aligned plane does not apply a circumstance penalty to anyone.
Magic Enhanced Magic: Conjuration Particular spells and spell-like abilities are easier to use or more powerful in effect on planes with this trait than they are on the Material Plane. Natives of a plane with the enhanced magic trait are aware of which spells and spell-like abilities are enhanced, but planar travelers may have to discover this on their own. If a spell is enhanced, it functions as if its caster level was 2 higher than normal.
Environmental Verdant SW1 supports a lush ecology of grass, tree's and small mammal and insect life. No predators exist on this plane.
Features Severn Estate This plane is mostly taken up by a compound built by Hemmet to serve as his primary base. It Contains: 6 castings of the "Wall of Iron" spell, to create a hexagon compound shape, with an opening for a entrance. 2 Permanent castings of "Secure shelter", side by side, converted to Hemmet's lab and workshop. 1 Permanent casting of Magnificent Mansion, made visible. The entrance to the is designed that it is completely blocked when Hemmet activates his 'Instant fortress' item
Other - -
Severn World 2
Gravity - -
Time - -
Shape and Size - -
Morphic Traits - -
Elemental and Energy - -
Alignment - -
Magic - -
Environmental - -
Features - -
Other - -
Severn World 3
Gravity Light Gravity The gravity on a plane with this trait is less intense than on the Material Plane. As a result, creatures find that they can lift more. Characters on a plane with the light gravity trait take a +2 circumstance bonus on attack rolls and on Acrobatics and Ride checks. All items weigh half as much, and weapon ranges double. Strength and Dexterity don't change as a result of light gravity, but what you can do with such scores does change. These advantages apply to travelers from other planes as well as natives. Falling characters on a light gravity plane take 1d4 points of damage for each 10 feet fallen (maximum 20d4).
Time Normal Time Describes how time passes on the Material Plane. One hour on a plane with normal time equals 1 hour on the Material Plane. Unless otherwise noted in a plane's description, assume it has the normal time trait.
Shape and Size Self-Contained Shape SW3 is a flat-appearing spherical plane, which loops around on itself
Morphic Traits Alterable Morphic On a plane with this trait, objects remain where they are (and what they are) unless affected by physical force or magic. You can change the immediate environment as a result of tangible effort. Unless otherwise noted in a plane's description, assume it has the alterable morphic trait.
Elemental and Energy Positive-Dominant, minor An abundance of life characterizes planes with this trait. Like negative-dominant planes, positive-dominant planes can be either minor or major. A minor positive-dominant plane is a riotous explosion of life in all its forms. Colors are brighter, fires are hotter, noises are louder, and sensations are more intense as a result of the positive energy swirling through the plane. All individuals in a positive-dominant plane gain fast healing 2 as an extraordinary ability
Alignment None -
Magic None -
Environmental Temperate SW3 is a pleasant and healthy plane. Supporting animal and plant life as if on a healthy section of the material plane
Features Guest house 1 Permanent casting of Magnificent Mansion, made visible. A small lake, supplied with fish taken from the material plane
Other - -
Severn World 4
Gravity - -
Time - -
Shape and Size - -
Morphic Traits - -
Elemental and Energy - -
Alignment - -
Magic - -
Environmental - -
Features - -
Other - -
Severn World 5
Gravity No Gravity Individuals on a plane with this trait merely float in space, unless other resources are available to provide a direction for gravity's pull
Time Flowing differential 1 round of Material time = 1 day of SW5 time (14,400:1 second time difference)
Shape and Size Finite Shape reaching the edge of the plane teleports an individual back to the centre
Morphic Traits Static These planes are unchanging. Visitors cannot affect living residents of the plane or objects that the denizens possess. Any spells that would affect those on the plane have no effect unless the plane's static trait is somehow removed or suppressed. Spells cast before entering a plane with the static trait remain in effect, however. Even moving an unattended object within a static plane requires a DC 16 Strength check. Particularly heavy objects may be impossible to move.
Elemental and Energy Negative-Dominant, minor On minor negative-dominant planes, living creatures take 1d6 points of damage per round. At 0 hit points or lower, they crumble into ash
Alignment Neutral-Aligned, strongly Strongly neutral-aligned planes apply a –2 circumstance penalty on Intelligence-, Wisdom-, or Charisma-based checks made by any creature that isn't neutral. The penalty is applied twice (once for law/chaos, and once for good/evil), so neutral good, neutral evil, lawful neutral, and chaotic neutral creatures take a –2 penalty and lawful good, chaotic good, chaotic evil, and lawful evil creatures take a –4 penalty.
Magic Limited Magic: Specific spell Planes with this trait permit only the use of spells and spell-like abilities that meet particular qualifications. Magic can be limited to effects from certain schools or subschools, effects with certain descriptors, or effects of a certain level (or any combination of these qualities). Spells and spell-like abilities that don't meet the qualifications simply don't work. On SW5, only the 9th level spell "Realm Unlock" can be cast
Environmental None It is an utterly dark, featureless environment with no terrain or landmarks
Features None -
Other - -

Summon Monster cheat-sheet:

Don't forget to check Professor Q's guide for quick info.

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