Severn Master Of Space
Hemmet Severn:
Human [Dread Lich] (Undead): Wizard [Pact Wizard] [Ancient Sin Specialization - Sloth] (20th)
AC HP Fort Reflex Will SR CMD Initiative BAB Shifts /day Steps /day Stutters /day Stewardship /day Re-rolls /day Re-roll bonus
(255) +? +? +? (?) (?) +? +10/+5 (19) 600ft (3) (3) (11) +16 [Insight bonus]
Strength: 20 (+5)
Dexterity: 22 (+6)
Constitution: - (-)
Intelligence: 42 (+16)
Wisdom: 25 (+7)
Charisma: 28 (+9)

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


Feats:

  • Improved Initiative You gain a +4 bonus on initiative checks [Human]
  • ** ** [1st]
  • ** ** [3rd]
  • 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. [5th]
  • ** ** [7th]
  • 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 [9th]
  • 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 [11th]
  • ** ** [13th]
  • ** ** [15th]
  • ** ** [17th]
  • ** ** [19th]
  • Combat Casting You get a +4 bonus on concentration checks made to cast a spell or use a spell-like ability when casting on the defensive or while grappled. [Template granted]
  • Spell Focus [Nercomancy] Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select. [Template granted]
  • Spell Penetration You get a +2 bonus on caster level checks (1d20 + caster level) made to overcome a creature's spell resistance. [Template granted]
  • Spell Penetration, Greater You get a +2 bonus on caster level checks (1d20 + caster level) made to overcome a creature's spell resistance. This bonus stacks with the one from Spell Penetration. [Template granted]
  • Command Undead As a standard action, you can use one of your uses of channel negative energy to enslave undead within 30 feet. Undead receive a Will save to negate the effect. The DC for this Will save is equal to 10 + 1/2 your cleric level + your Charisma modifier. Undead that fail their saves fall under your control, obeying your commands to the best of their ability, as if under the effects of control undead. Intelligent undead receive a new saving throw each day to resist your command. You can control any number of undead, so long as their total Hit Dice do not exceed your cleric level. If you use channel energy in this way, it has no other effect (it does not heal or harm nearby creatures). If an undead creature is under the control of another creature, you must make an opposed Charisma check whenever your orders conflict. The dread lich's caster level for the Command Undead feat is either 15 or 2 + its divine caster level, whichever is greater. [Template granted]
  • Alertness You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill [Item Granted]

Skills:

Knowledge: Arcane +45 [20] Knowledge: History +45 [20] Knowledge: Planes +45 [20] Knowledge: Nature +45 [20] Knowledge: Religion +45 [20] Knowledge: Engineering +45 [20] Knowledge: Dungeoneering +45 [20]
Craft: Alchemy +39 [20] Craft: Architecture +39 [20] Craft: Material +39 [20] Craft: Armament +39 [20] Spellcraft +45 [20] Linguistics +45 [20] Use Magic Device +32 [20]
Perception +42* [20] Survival +28* [20] Diplomacy +34* [20]

Languages:

  • 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, [5 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.
Template Features: Dread Lich
Stat Modifiers: Str +4, Dex +2, Int +4, Wis +4, Cha +4. As an undead creature, a dread lich has no Constitution score
Senses: A dread lich gains darkvision 120 ft.
Dread Fear Aura: Creatures of less than 5 HD in a 60-foot radius that looks upon a dread lich must succeed on a Will save or become panicked. Creatures with 5 HD or more must succeed at a Will save or be frightened for a number of rounds equal to the dread lich's total Hit Dice. A creature that successfully saves cannot be affected again by the same dread lich's aura for 24 hours. This is a mind-affecting fear effect. The save DC is Charisma-based
Armor Class: Natural armor class increases by +5
Defensive Abilities: A dread lich, in addition to normal undead traits, has DR 15/magic and good, immunity to cold and electricity, and channel resistance +6
Stable Form: A dread lich is immune to all polymorph effects except those it casts on itself
Rejuvenation: When a dread lich is destroyed, its phylactery (which is typically hidden by the lich in a safe place far from where it chooses to dwell) immediately begins to rebuild the dread lich's body nearby. The process takes 1d10 days—if the body is destroyed before that time passes, the phylactery merely starts the process anew. After this time passes the lich wakens fully healed (albeit without any gear it left behind on its old body), usually with a burning need for revenge against those who previously destroyed it
Fly Speed: A dread lich can fly with perfect maneuverability at a speed equal to the base creature's highest speed. If the base creature already has a fly speed, its maneuverability becomes perfect. If the base creature gains flight, it is a supernatural ability
Empowered Spells: All of a dread lich's spells from the necromancy school, spells with the evil descriptor, and spell-like abilities are automatically affected as if by the Empower Spell feat. Such spells do not require higher-level spell slots or increased casting times. The Empower Spell feat cannot be used to further augment these spells
Cursed Touch: Any living creature a dread lich hits with its touch attack must succeed on a Fortitude save or be paralyzed and cursed by a Death Curse that slowly wastes them away. The curse must be removed before any attempt to remove the paralysis can occur. Further, the curse slowly drains away the target's Constitution at the rate of one point of Con drain a day. A creature's Con cannot be restored until the curse is removed. If the creature's Con is reduced to 0, it immediately disintegrates into a pile of ash and bones. Only powerful magic, such as true resurrection, miracle or wish, can bring them back to life. After the curse is removed, remove paralysis can free the victim. If either attempt to remove the curse or the paralysis fails, the creature's Con immediately goes to 0 and it dies as above. Both the paralysis and the curse cannot otherwise be dispelled. Anyone under the effect of the cursed touch seems dead, though a DC 20 Perception check or a DC 15 Heal check reveals that the victim is still alive. Creatures immune to paralysis, except for other dread liches, can still be inflicted by the curse of the dread lich's touch. The save DC and the DC to remove the curse are both based on the dread lich's Charisma
Strong Spellweaving: A -4 penalty applies to any dispel check made to dispel a spell cast by a dread lich
Feats: The dread lich gains Combat Casting, Command Undead, Greater Spell Penetration, Spell Focus (necromancy), and Spell Penetration as bonus feats. The dread lich's caster level for the Command Undead feat is either 15 or 2 + its divine caster level, whichever is greater
Skills: A dread lich receives a +8 racial bonus on Perception, Sense Motive, and Stealth checks, and a +4 insight bonus on Linguistics,Knowledge (all), Spellcraft, and Use Magic Device checks
The Dread Lich's Phylactery: An integral part of becoming a dread lich is creating a magic phylactery in which to store its life force. Unless the phylactery is located and destroyed, the dread lich reforms next to its phylactery 1d4 days after its apparent death. It does not matter how far away the dread lich is from its phylactery, but the two must be on the same plane. If the phylactery is on a different plane, the dread lich reforms 1d4 days after the phylactery is brought to the plane on which the dread lich was destroyed. Each dread lich must make its own phylactery—a task that requires the Craft Wondrous Item feat. The base creature must be able to cast spells or use spell-like abilities, and its caster level must be at least 15th. The phylactery costs 200,000 gp to create and has a caster level equal to that of its creator at the time of creation. The most common kind of phylactery is a Tiny mithral box that has hardness 20, 40 hit points, and a break DC of 40. Other types of phylacteries, such as rings, amulets, or similar items, can also exist. A dread lich can also make another nonliving creature, except another dread lich, as its phylactery via the use of powerful magic such as wish or miracle.
Undead Traits
No Constitution score: Undead use their Charisma score in place of their Constitution score when calculating hit points, Fortitude saves, and any special ability that relies on Constitution(such as when calculating a breath weapon’s DC)
Immunity: to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms)
Immunity: to bleed, death effects, disease, paralysis, poison, sleep effects, and stunning
Immunity: to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless)
Not subject to nonlethal damage, ability drain, or energy drain: Immune to damage to its physical ability scores (Constitution, Dexterity, and Strength), as well as to exhaustion and fatigue effects
Undead: do not breathe, eat, or sleep
Wizard features: Arcane School: Conjuration (Teleportation + Extradimension)
School Power - Reshape Shape: Whenever you cast a spell that creates an extradimensional space or demiplane, increase the duration by a number of units (rounds, minutes, hours, etc.) equal to 1/2 your wizard level (minimum 1). At 20th level, you can make one spell that creates an extradimensional space or demiplane permanent. You can have no more than one such spell made permanent in this way at a time. If you designate another spell as permanent, the previous permanent spell ends.
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
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 - "Chomper" Compsognathus: Master gains a +4 bonus on Initiative checks
Archetype Features Pact Wizard
Effortless Magic: Although a pact wizard still uses a spellbook to prepare his wizard spells, his close ties with his otherworldly patron allow him to do so nearly effortlessly. A pact wizard can prepare all of his spells in only 15 minutes, and his minimum preparation time is only 1 minute. This alters the wizard’s spellcasting.
Patron Spells - [Time] At 1st level, a pact wizard must select a patron. This functions like the witch class ability of the same name, except the pact wizard automatically adds his patron’s spells to his spellbook instead of to his familiar. In addition, the pact wizard can expend any prepared spell that isn’t a spell prepared using the additional spell slot the wizard receives from his arcane school in order to spontaneously cast one of his patron’s spells of the same level or lower. This ability replaces scribe scroll.
Great Power, Greater Expense: As a pact wizard grows in power, his choice of patron begins to affect his physical body. At 5th level, the pact wizard chooses one oracle curse, using 1/2 his character level as his effective oracle level when determining the effects of this curse. If an oracle curse would add spells to the oracle’s list of spells known, the pact wizard instead add those spells to the wizard’s spell list as well as to his spellbook. At 10th level, the pact wizard can invoke his patron’s power to roll twice and take the better result when attempting any caster level check, concentration check, initiative check, or saving throw. He can activate this ability as a free action before attempting the check, even if it isn’t his turn. He can use this ability a number of times per day equal to 3 + 1/2 his Intelligence modifier. At 15th level, when the pact wizard invokes his patron’s power to roll twice on a check, he adds his Intelligence bonus to the result as an insight bonus. When he applies metamagic feats to any spells he learned via his patron or curse, he treats that spell’s final effective level as 1 lower (to a minimum level equal to the spell’s original level). At 20th level, whenever the pact wizard invokes his patron’s power to roll twice on a check and his result is a natural 20, he automatically succeeds, regardless of whether or not a check of that type would normally allow an automatic success.This ability replaces the bonus feats a wizard gains at 5th, 10th, 15th, and 20th level
Oracle Curse - [Legalistic] Whenever you break your word (either purposefully or unintentionally), you become sickened for 24 hours or until you meet your obligation, whichever comes first. However, once per day, you can make a vow to yourself that grants a +4 morale bonus on any one roll you make while trying to fulfill a promise made to another individual. At 5th level, you gain a +3 competence bonus on Diplomacy, Intimidate, and Sense Motive checks while talking to an individual one-on-one. At 10th level, you can make a new saving throw each minute to resist mind-affecting effects as your subconscious searches for loopholes. At 15th level, any creature that violates its freely given word to you takes a penalty to AC, to spell resistance, and on saving throws against your attacks and abilities equal to your Charisma modifier (minimum 1) for 24 hours

Spell book:

Arcane School: Conjuration, Sloth +3* additional spell slot of each spell level he can cast, from 1st on up, of the chosen school
Opposed Schools: Evocation & Illusion Cannot prepare spells from the listed schools at all
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
+3* Conjuration slot per level Infinite (11)* (11)* (11)* (11)* (10)* (10)* (10)* (10)* (9)*

Items, gear and equipment:

Head
Headband Headband of Mental superiority +6 enhancement bonus to all mental ability scores
Eyes Truesight Goggles: These goggles, constructed of a pair of perfect prisms held in place by golden frames and affixed to the head by a black leather strap, grants the wearer true seeing continuously. Furthermore, once per day on command, the wearer can use analyze dweomer as the spell.
Shoulders
Neck Amulet of the Planes: This device usually appears to be a black circular amulet, although any character looking closely at it sees a dark, moving swirl of color. The amulet allows its wearer to utilize the spell plane shift. However, this is a difficult item to master. The user must make a DC 15 Intelligence check in order to get the amulet to take her to the plane (and the specific location on that plane) that she wants. If she fails, the amulet transports her and all those traveling with her to a random location on that plane (01–60 on d%) or to a random plane (61–100)
Body Robe of the ArchMagi Black: +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
Chest
Armour -
Belt Belt of Physical Might +6 enhancement bonus to Strength and Dexterity ability scores
Wrist
Hands
Ring 1 Ring of protection +5 deflection bonus to AC
Ring 2 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
Feet Boot of Speed As a free action, the wearer of boots of speed can click her heels together, letting her act as though affected by a haste spell for up to 10 rounds each day. The haste effect’s duration need not be consecutive rounds.
Weapons:
Enhancements Tome of Clear Thought +5 inherent bonus to Intelligence
Tome of Leadership and Influence +5 inherent bonus to Charisma
Wondrous Items: Luckstone: This small bit of agate grants its possessor a +1 luck bonus on saving throws, ability checks, and skill checks
Ioun Stones: Clear Spindle: This stone sustains the wearer without food or water
Iridescent Spindle: This stone sustains the wearer without air
Pearly White Spindle: This stone grants the wearer the ability to regenerate 1 point of damage per 10 minutes. Regeneration works like a ring of regeneration. It only cures damage taken while the character is using the stone
Dusty Rose Prism: Grants a +1 insight bonus to AC
Pale Green Prism: This stone grants the wearer a +1 competence bonus on attack rolls, saves, skill checks, and ability checks
Orange Prism: +1 Caster Level
Gamboge Nodule: This stone grants you immunity to poison, as if wearing a periapt of proof against poison
Dark Blue Rhomboid: This stone grants the wearer the effects of the Alertness feat
Cracked Dusty Rose Prism: Grants a +1 insight bonus to Initiative
Deep Brown Sphere: While using this stone, you know at all times exactly how many feet you are under or above sea level
Nacreous Gray Sphere: This stone protects you from ability score penalties from aging and you cannot be magically aged. Any penalties you have already incurred remain in place. Bonuses still accrue, and you still die of old age when your time is up. If you lose the stone or its abilities are negated in some way, all age and penalties apply immediately
Mossy Disk: This stone grants you a +5 competence bonus on one Knowledge skill (Planes)
Mulberry Pentacle: This stone grants you a +5 competence bonus on Bluff and Diplomacy checks
Western Star: This blue crystal is cut in the shape of a five-pointed star. As a standard action, its user can alter his appearance as with a disguise self spell. When so disguised, the user can render the western star and other ioun stones in his possession invisible (Constantly on: Changing Hemmets Grey Hair to a more youthful black)
Spellbooks With him, at all points in time, Hemmet carries 2 spell books. Each made of a different material. Unless noted, he keeps these books in different books, each with "Shrink Item" cats upon them. All of these spell books have been "Twinned" with a similar book he keeps elsewhere.
Adamantine Book Secured with a Bookplate of Recall, Twinned with a Dragonhide copy kept on SW1. A Dragonhide book has resistance 15 to all energy types.
Dragonhide Book Secured with a Bookplate of Recall, Twinned with an Adamantine copy kept on SW2. A Dragonhide book has resistance 15 to all energy types.
Original Book Secured with a Bookplate of Recall, kept within a chest hidden by the Secret Chest spell. The chest also contains a small vile of Hemmets blood.
Scrolls
Potions
Mundane Equipment:
Other Items:
GP Pouch
106,000 gp + ?????

Familiars, Followers and Common Summons

Severn World Template
Gravity - -
Time - -
Shape and Size - -
Morphic Traits - -
Elemental and Energy - -
Alignment - -
Magic - -
Environmental - -
Features - -
Other - -

Summon Monster cheat-sheet:

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