Tuesday, July 20, 2010

Barimoor of Alphatia

Race: Human

Classes: Wizard 20/Archmage 5
Sex: Male
Age: 200+ (?)
Alignment: Chaotic Evil

Abilities
Strength: 10
Dexterity: 13 (+1)
Constitution: 12 (+1)
Intelligence: 20 (+5)
Wisdom: 16 (+3)
Charisma: 15 (+2)

Hit dice: 20d4+20
Hit points: 80
Initiative: +5 (Dex + Improved Initiative)
Speed: 30 ft. (6 squares)
Armor class: 21 (+1 Dex, +5 Ring of Protection, +5 Bracers of Armor), touch 21, flat-footed 20
Base attack: +14/+9
Saves: Fort +10, Ref +12, Will +21

Action Points: 21

Special qualities: Summon Familiar, Arcane Fire (ranged touch attack/Spell Level x 1d6+5d6 dmg/rng 600), Spell-Like Ability (Empowered Lightning Bolt) 4/day, Spell-Like Ability (Plane Shift) 2/day, Mastery of Shaping, Master of Counterspelling

Languages spoken: Abyssal, Alasiyan, Alphatian, Celestial, Draconic, Elvish (Shiye-Lawr dialect), Hattian, Heldannic, Kerendan, Nithian, Orcish, Sylvan, Thyatian

Skills: Concentration +18 (+19), Craft (Alchemy) +18 (+23), Craft (Gemcutting) +9 (+14), Craft (Jewelrymaking) +9 (+14), Decipher Script +18 (+23), Knowledge (Arcana) +18 (+23), Knowledge (Ancient History) +18 (+23), Knowledge (The Planes) +18 (+23), Speak Language +7, Spellcraft +18 (+23)

Feats: Brew Potion, Craft Magic Arms and Armor, Craft Wondrous Item, Craft Wand, Empower Spell, Energy Substitution (Fire or Water), Improved Initiative, Improved Spell Capacity x2, Quicken Spell, Scribe Scroll, Spell Focus (Conjuration), Spell Focus (Enchantment), Weapon Proficiency (Club, Dagger, Heavy Crossbow, Light Crossbow, Quarterstaff)

Spellbook (cast 4/6/5/5/5/3/3/2/3/3): Barimoor has access to any spell, including several he has created for his personal use.

Base DC for Spell Save: 15 + Level of Spell or 16 + Level of Spell for Conjuration or Enchantment spells

Typically Prepared (Wizard)

0- Light, Mage Hand, Mending, Prestidigitation

1- Charm Person, Disguise Self, Mage Armor, Magic Missile, Shield, True Strike

2- Darkvision, Invisibility, Protection from Arrows, See Invisible, Summon Monster II

3- Arcane Sight, Dispel Magic, Fly, Protection from Fire, Resonating Bolt (Complete Arcane)

4- Defenestrating Sphere (Complete Arcane), Dimensional Anchor, Empowered Melf’s Acid Arrow, Evard’s Black Tentacles, Globe of Lesser Invulnerability

5- Empowered Fireball, Feeblemind, Greater Fireburst (Complete Arcane)

6- Disintegrate, Globe of Invulnerability, Greater Dispel Magic

7- Ethereal Jaunt, Quickened Dispel Magic

8- Discern Location, Mass Charm Monster, Polymorph Any Object

9- Quickened Wall of Force, Programmed Amnesia (Complete Arcane), Reaving Dispel (Complete Arcane)

10- Empowered Incendiary Cloud, Quickened Shadow Walk

Possessions: Ring of Regeneration, Ring of Protection +5, Bracers of Armor +5, Rod of Rulership, Staff of Power, +5 Acidic Keen Dagger of Returning, Wand of Disintegrate, Wand of Greater Dispel Magic, Wand of Darkvision

Weapons

+5 Acidic Keen Dagger of Returning (Attack +19/+14 or +20 thrown Dg 1d4+5+1d6 Acid Crit 17-20/x2 Range 10’)

Description:

Barimoor is a tall, thin man of ancient appearance and black hair. He has pale skin and a thick, black beard bound by bands of gold. Barimoor’s appearance shift constantly due to his magic, but he rarely leaves his underground kingdom so few know what he looks like. He favors simple robes of Alphatian spider-silk in red or black with silver runes embroidered on the body and hood.

Background

Little is known of the arch-mage Barimoor save for rumors that swirl among the most powerful mages of the Known World. It is believed he came to the desert basin of Ylaruam almost two centuries ago, with the intent to found an underground kingdom as part of his Path to Immortality. Barimoor is an enigma, even among the powerful mages of the Known World. He has been credited with the theft of numerous magical artifacts, the assassinations of several up-and coming rivals and the recreation of spells that have not been seen since the time of ancient Blackmoor. Barimoor has untold minions at his beck and call, some who are unaware of their true master. He currently has agents across the Known World seeking out obscure magical artifacts, but is most interested in a powerful artifact held by a Makistani sorcerer in a planar fortress.

Barimoor is easily the most powerful mage in the Known World, with the possible exception one or two of the Glantri Princes. He has access to any spell, any magic item and any minion. If the PCs here his name and seek him out, they stand little chance. A handful of adventurers survive his underground labyrinth of traps and monsters long enough to find him. When they do, they find he can blast them with Lightning Bolts as an afterthought or Disintegrate them with a word. If that doesn’t work, he will simply Teleport away and leave them to the mercies of an elemental or summoned devil or pet dragon.

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