Koroboros

Archmage

Description:

You can feel the power radiate off of this wizard. He stares through you, as if you’re not important enough to take note of, yet.

You don’t know much about him, not many do unless they are well versed in arcana. He wears red robes, and has a snearing look to him. He has all of his hair shaved. His scalp, beard and even eyebrows. This may be a fashion statement, or some aligned signal to the counter culture, due to his tattoos. Tattoos cover his scalp and trail down his neck. The tattoos are a wicked pattern of arcane runes and glyphs that seem to glow with power.

His familar is an imp named Melvin who insists on wearing a monk’s outfit. He bows to random things, and sometimes, nothing at all.

He is especially jumpy, like he expects someone to pop out of the floor and grab him at any moment.

Bio:

Koroboros

Male Human Focused Evoker 10 / Red Wizard 10

Lawful Evil Height: 6’ 0” Weight: 155 lb Skin: Pale Eyes: Light Brown Hair: None

  • Strength 12 (+1)
  • Dexterity 16 (+3)
  • Constitution 12 (+1)
  • Intelligence 22 (+6)
  • Wisdom 17 (+3)
  • Charisma 14 (+2)

    Size: Medium

Specialty: Evocation

Gave up: Abjuration Illusion Necromancy

Total Hit Points: 76

Speed: 30 feet

Armor Class: 13 = 10 +3 [dexterity]

Touch AC: 13

Flat-footed: 10

Initiative modifier: +3 = +3 [dexterity]

Fortitude save: +7 = 6 [base] +1 [constitution]

Reflex save: +9 = 6 [base] +3 [dexterity]

Will save: +17 = 14 [base] +3 [wisdom]

Attack (handheld): +11/+6 = 10 [base] +1 [strength]

Attack (unarmed): +11/+6 = 10 [base] +1 [strength]

Attack (missile): +13/+8 = 10 [base] +3 [dexterity]

Grapple check: +11/+6 = 10 [base] +1 [strength]

Light load:

Languages: Abyssal Common YuanTi Beholder Elven Gnoll Orc

Dagger [1d4, crit 19-20/x2, range inc 10 ft., 1 lb., light, piercing]

Quarterstaff [1d6/1d6, crit x2, 4 lb., two-handed, bludgeoning]

Feats: Improved Familiar Combat Casting Spell Penetration Brew Potion Craft Staff Craft Wand Craft Wondrous Item Scribe Scroll [free to wizard] Empower Spell Extend Spell Maximize Spell

Skill Ability Skill Appraise Int 10 = +6 +4

Balance Dex* 3 = +3

Bluff Cha 7 = +2 +5

Climb Str* 1 = +1

Concentration Con 24 = +1 +23

Craft_1 Int 29 = +6 +23

Craft_2 Int 6 = +6

Craft_3 Int 6 = +6

Decipher Script Int 16 = +6 +10

Diplomacy Cha 4 = +2 +2 [bluff]

Disguise Cha 2 = +2

Escape Artist Dex* 3 = +3

Forgery Int 6 = +6

Gather Information Cha 2 = +2

Heal Wis 3 = +3

Hide Dex* 3 = +3

Intimidate Cha 11.5 = +2 +7.5 +2 [bluff]

Jump Str* 1 = +1

Knowledge (arcana) Int 26 = +6 +20

Knowledge (architecture) Int 16 = +6 +10

Knowledge (geography) Int 20 = +6 +14

Knowledge (religion) Int 11 = +6 +5

Knowledge (planes) Int 16 = +6 +10

Listen Wis 3 = +3

Move Silently Dex* 3 = +3

Perform_1 Cha 2 = +2

Perform_2 Cha 2 = +2

Perform_3 Cha 2 = +2

Perform_4 Cha 2 = +2

Perform_5 Cha 2 = +2

Ride Dex 3 = +3

Search Int 6 = +6

Sense Motive Wis 3 = +3

Spellcraft Int 25 = +6 +17 +2 [Knowledge, arcane]

Spot Wis 3 = +3

Survival Wis 3 = +3

Swim Str** 1 = +1

Use Rope Dex 3 = +3

Bluff >=5 ranks gives +2 on disguise checks to act in character. Craft_1 >=5 ranks gives +2 on related appraise checks. Know Architecture >=5 ranks gives +2 on search checks for secret doors. Know Geography >=5 ranks gives +2 on checks to avoid getting lost or into hazards. Know Planes >=5 ranks gives +2 on survival checks on other planes. If the familiar is within reach, +2 on spot and listen (“alertness”).

Zero-level Focused Evoker spells: 6 (3+3) per day

First-level Focused Evoker spells: 8 (3+2+3) per day

Second-level Focused Evoker spells: 8 (3+2+3) per day

Third-level Focused Evoker spells: 7 (3+1+3) per day

Fourth-level Focused Evoker spells: 7 (3+1+3) per day

Fifth-level Focused Evoker spells: 7 (3+1+3) per day

Sixth-level Focused Evoker spells: 7 (3+1+3) per day

Seventh-level Focused Evoker spells: 6 (3+3) per day

Eighth-level Focused Evoker spells: 6 (3+3) per day

Ninth-level Focused Evoker spells: 6 (3+3) per day

Wizard (Focused Evoker): • Familiar / Alertness, etc.

• Bonus Feats (already included)

• High intelligence gains bonus spells daily

• Specialist gets 1 extra evocation spell/level/day

• Focused specialists get two extra spell slots at each level for the specialty spells, and give up one general slot.

• They also take an additional forbidden school.

Red Wizard • Hit dice d4

• Slow increase in attack bonuses

• Slow increase in fortitude saves

• Slow increase in reflex saves

• Fast increase in will saves

• Base 2 skill points per level

• No new armor proficiency

• No bonus feats

• Additional wizard spell levels: 10

More:

Familar, Imp, Melvin: 10Hit points: 38; Alertness feat when in arm’s reach; improved evasion; share spells; empathic link; deliver touch spells; speak with master;

Koroboros

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