HEROES AND ANTIHEROES
CHAPTER 5
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devoted some attention to attaining lichdom or some other form of undeath or eternal life, in order to continue her efforts beyond her natural span. Zorren has little interest in ruling land or attacking others. She is determined to learn all she can when it comes to both of her goals and will show no hesitation in walking over anyone who stands in her way but harbors no vindictiveness against those who are no longer an obstacle. The PCs might encounter her investigating an ancient catacomb for mystic secrets or engaged in political maneuvers against a wizards guild attempting to block her efforts.
Illyra Zorren
CR 18
Female human wizard /dread witch 5/archmage 4 N Medium humanoid Init –1 Senses Listen +2, Spot +2 Aura horrific aura (10 ft., up to 6 HD, Will DC 1 or shaken) Languages Common, Draconic, Dwarven, Elven, Gnome, Halfling, Ignan, Orc, empathic link AC 14, touch 12, flat-footed 14 hp 46 (1 HD) Resist reflective fear (successful save against fear effect turns it back at source) Fort +6, Ref +5, Will +17 (+20 against fear) Speed 30 ft. (6 squares) Melee quarterstaff +6/+0 (1d6–2) Base Atk + Grp +6 Atk Options arcane reach (use touch spells up to 30 feet away, +7 ranged touch), fearful empowerment 2/day (add fear to spells with visual manifestations, Will DC 20 or shaken for 1d4 rounds), delay fear (up to 3 minutes), greater master of terror (+2 to DC of fear spells, fear spells affect targets immune to fear of less than 21 HD), mastery of shaping (leave holes in spell areas), spell power (+1 CL) Special Action arcane fire (channel spell into bolt dealing 4d6 + 1d6/spell level, +7 ranged touch), horrific touch 3/day (+6 melee touch Will DC 1 or panicked for 1d4+1 rounds, affects even fearless creatures) Wizard Spells Prepared (CL 1 th, 1 th if shaken, 20th if frightened, 21th if panicked): th—horrid wilting (DC 27), mass charm monster (DC 2 ) 7th—control weather, greater arcane sight, spell turning 6th—chain lightning (DC 26), eyebite (DC 25), greater dispel magic, symbol of fear (DC 27) 5th—break enchantment, cone of cold (DC 25), dominate person (DC 25), teleport 4th—charm monster (DC 24), enervation (+7 ranged touch), fear (DC 24), phantasmal killer (DC 24), scrying (DC 22) 3rd—dispel magic, f ireball (DC 23), f ly, protection from energy, suggestion (DC 23), vampiric touch (+6 melee touch) 2nd—bane (DC 24), cat’s grace, detect thoughts, doom (DC 22), scare (DC 24), touch of idiocy (+6 melee touch) 1st—cause fear (DC 21), charm person (DC 23), feather fall, identify, magic missile, ray of enfeeblement (+7 ranged touch) 0—detect magic, prestidigitation, read magic, touch of fatigue (+6 melee touch, DC 1 ) Abilities Str 7, Dex , Con 11, Int 25, Wis 15, Cha 16 SQ absorb fear (+1 to caster level if shaken, +2 if frightened, +3 if panicked or gain and cast bonus spell), delay fear (3 rounds, 2/day), familiar, share spells Feats AwarenessB (if familiar within 5 ft.), Dreamtelling*, Greater Spell Focus (enchantment), Greater Spell Focus
(evocation), Oneiromancy*, Quicken SpellB, Scribe ScrollB, Silent Spell, Skill Focus (Spellcraft), Spell Focus (enchantment), Spell Focus (evocation), Unnatural WillB *New feat described on page 123. Skills Bluff +16, Concentration +14, Craft (alchemy) +21, Diplomacy +5, Intimidate +1 , Knowledge (arcana) +23, Knowledge (architecture and engineering) +20, Knowledge (history) +21, Knowledge (religion) +20, Knowledge (the planes) +2 , Spellcraft +2 Possessions amulet of health +6, bracers of armor +2, cloak of resistance 1, ring of protection +3, tome of clear thought +4 (already read) †Although Zorren does not prepare it regularly, as she only needs to cast it once every 1 days (or until discharged), she is constantly under the effects of a contingency spell. If she is ever reduced to less than 1/4 her hit points, she is instantly teleported to a distant sanctuary.
Cat Familiar
CR —
N Tiny magical beast (augmented animal) Init +3 Senses low-light vision, scent Listen +3, Spot +3 Languages empathic link, speak with master, speak with felines AC 1 , touch 14, flat-footed 17 hp 23 (1 HD) Resist improved evasion Fort +2, Ref +4, Will +1 Speed 30 ft. (6 squares) Melee 2 claws +10 (1d2–4) and bite +5 (1d3–4) Space 2-1/2 ft. Reach 0 ft. Base Atk + Grp –4 Atk Options deliver touch spells Abilities Str 3, Dex 15, Con 10, Int 10, Wis 12, Cha 7 Feats Weapon Finesse Skills Balance +10, Climb +6, Concentration +14, Hide +14, Listen +3, Move Silently +6, Spot +3
FIEND-BLOODED
“The power that flows through my veins was born of the Pit, but that power—like my soul—is my own to command.” —Ariana Crattus, daughter of the Marquis Teresius Crattus of the House of Crattus Every now and then, a fiend or half-fiend will fi nd its way to the lands of the humanoid races and, in the guise of a mortal man or woman (or, in especially rare and gruesome cases, not), take a native mortal for its lover. Generations later, the mortal descendants of such a union occasionally display a natural talent for the arcane arts. Those who pursue magical study in earnest begin to feel a calling from deep within their flesh, whispering of the hidden power of their fiendish heritage. With careful exploration, such a spellcaster can slowly bring the power of that lineage to the surface, shaping it to his own purposes—to focus and empower his own magical advancement.
BECOMING A FIEND-BLOODED Clearly, the sorcerer is the shortest path to becoming one of the fiend-blooded, but bards can also qualify with ease. Both have Concentration and Knowledge (arcana) as class