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- Avance de personaje (2): El fantasma de Luminen Veldaren, Derkan Soul Reaper
Posted by : LeonDelgado
miércoles, 21 de mayo de 2014
Tras muchos años de viajar por
el mundo y esquivar a sus perseguidores (entre ellos el famoso Justicar
espartano Iago Montoya), Luminen encontró su fin en un castillo de las tierras
de Greystone que el se había apropiado para usarlo como base de operaciones por
los últimos cinco años.
Cuando Kalith Valaris y sus
aliados se teleportaron al interior de la fortaleza de Luminen, este sonrío de alegría
al descubrir que su amada enemiga estaba al alcance de sus manos. Una vez mas
el conflicto que había partido el alma de Luminen por décadas se desato en su
mente: por un lado el deseaba a la bella elfa, y por el otro la odiaba por
haberlo rechazado.
Luminen lanzo a sus aliado para
que acabaran con los molestos invitados y capturaran a la maga Derkan, pero
pronto se dio cuenta que sus enemigos no eran simples guerreros que entraban a
ciegas a la boca del lobo, sino por el contrario poderosos veteranos curtidos
en batalla con la habilidad para enfrentar las trampas que el mago habia
dispuesto en el camino.
Tras largas horas Luminen
estudio estos atacantes y dispuso un plan para eliminarlos uno a uno, empezando
por el molesto caballero del viento que le había seguido el rastro desde
esparta al lado de Kalith.
Fue asi que Samuel Quinto encontró
el final de su vida en el castillo Sarwin y pronto Luminen en persona ataco a
los aventureros para poner fin a sus enemigos. Sin embargo Valaris y sus
aliados lograron derrotar y matar al mago oscuro, terminado así con sus fechorías.
Pero lo que ellos no han tenido
en cuenta es que la muerte no es algo que un Segador de almas tenga miedo. El espíritu
de Luminen, lleno de odio perdura y ha regresado como un espectro para lograr
su meta: eliminar a Kalith e impedir que ella pueda reunirse con el amor de su
vida.
Ghost of Luminen Veldaren, Derkan Soul Reaper
CR 19
Derkan Wizard (Soul reaper) 16/ Derkan 2/ ghost
2
NG Medium Humanoid (Human)
Init: +8; Senses: Perception +14, Low light vision
Defenses
DF: 23 (+2 dex, +6 training, +4
deflection, +1 insight), Touch 23, Flat- footed 21
CMD: 21
Hp: 109 (16d12+16)
Fort: +9 (5), Ref: +9 (5), Will: +14 (10),
Destiny Points: 2
Defensive Abilities: Spell Resistance 27
Offense
Speed: 30 ft. Fly 30 ft.
Melee: Spectral elven sword +8 (2d4-1; 19-20/x2)
Ranged: Ranged touch attack +11.
Base Atk: +8/3
CMB: +8
Attack Options: None.
Special Actions: Before battle he cast Mirror Image (6 images) and Mage armor (in
that Order) improving his DF in +4 followed of Haste and Protection from Energy
(fire).
Special
Attacks (DC 18):
-Draining Touch (Su): If Luminen hits a living target with
its incorporeal touch attack drains 1d4 points from any one ability score it
selects. On each such successful attack, Luminen heals 5 points of damage to
itself or recover 5 MP (at Luminen choice). Against ethereal opponents, it adds
its Strength modifier to attack rolls only. Against nonethereal opponents, it
adds its Dexterity modifier to attack rolls only.
-Malevolence
(Su): Once per
round, the ethereal ghost of Luminen can merge its body with a creature on the
Material Plane. This ability is similar to a magic jar spell (caster
level 16th), except that it does not require a receptacle. To use this ability,
Luminen must be manifested and it must try move into the target’s space; moving
into the target’s space to use the malevolence ability does not provoke attacks
of opportunity. The target can resist the attack with a successful Will save
(DC 15 + ghost’s Cha modifier). A creature that successfully saves is immune to
Luminen's malevolence for 24 hours, and the Luminen cannot enter the target’s
space. If the save fails, the ghost vanishes into the target’s body.
-Telekinesis (Su): Luminen can use telekinesis as a standard
action (caster level equal to the ghost’s HD). When Luminen uses this power, it
must wait 1d4 rounds before using it again.
Spells Known/ Prepared:
-0 Level spells (at
will, DC21)-
Disrupt Undead (DC 23), Touch of Fatigue (DC 23), Magic
Missile, Dancing Lights, Detect Magic, Read Magic, Resistance, Mage Hand;
-1st
level Spells (1 MP, DC 22) - Mage Armor, Arcane Bold, Summon
Undead I, Protection from Alignment, Shield, Color Spray, Cause Fear (DC 24), Ray of Enfeeblement (DC 24),
Chill Touch (DC 25).
-2nd
level Spells (3 MP, DC 23) - Necrotic Cyst (DC 26, Libris mortis), Summon Undead II, See Invisibility, Dark ray (as Scorching Ray but Makes Shadow
damage, DC 26), Dark Orb, Lesser (DC 25), Command Undead (DC 25), False Life
(DC 25), Spectral Hand (DC 25), Alter Self, Cat’s Grace, Magic Burn, Fox’s
Cunning.
-3rd
level Spells (5 MP, DC 24) -Dispel Magic, Protection from Energy (192 pts), Lightning
Bolt, Dark orb (DC25), Vampiric Touch (10d6 at 10 mp, no save), Haste.
-4th
level Spells (7 MP, DC 25) -Dark Orb, Greater (DC 27), Bestow Curse (DC 27), Magic
Drain.
-5th
level Spells (9 MP, DC 26) - Magic Jar (DC 28),
Overland Flight.
-6th
level Spells (11 MP, DC 27) -Circle of Death (DC 29), Undeath to Death (DC 29), Antimagic Field, Globe of
Invulnerability.
-7th
level Spells (13 MP, DC 28) - Necrotic
Tumor (DC 30, Libris mortis), Control Undead (DC 30), Finger of Death (DC 30),
Greater Teleport.
-8th
level Spells (15 MP, DC 29) - Mind Blank, Horrid
Wilting (DC 31), Polymorph Any Object.
Magic Points: 267 (Caster level 16; Necromantic spells cast at 17 with +2 to DC)
Statistics
Abilities Str 8 (-1), Dex 16 (+3),
Con - (+0), Int 33 (27) (+11/8), Wis 14 (+2), Cha 18 (+4)
Atk Bonus: +0
SQ: Spirit vassal (share
spells), Rejuvenation (Restore his life after 2d4 days), Turn Resistance (+4
saves against turn attacks).
Racial Traits (already applied): +2 to will saving throws against spells, Spell resistance 27,
Favoured Class (changed to Wizard).
Feats: Different Class (Wizard), scribe Scroll, Spell Focus
(Necromancy), Silent spell, Energy Substitution (Cold), Empower Spell (+4 mp),
Improved Initiative, Spell Penetration (+2), Fell Drain (Creatures hit a spell
affected by this spell, takes -1 level, +4 MP).
Trained Skills (level Bonus +9): Concentration +13, Knowledge (Arcana,
History, Local,
Religion, Dungeoneering, Planes) +23, Perception +22, Diplomacy +13, Spellcraft +16, Use
Magic devise +11, Stealth +20.
Class features: Spiritual Vassal, Inquisitor of the
Grave, Ancestral Knowledge (4/day). Bind Spirit, Spawn Undead Servitor (Luminen
is always with a warrior or ranger that serve as bodyguard).
● Spiritual Vassal: Luminen has under his control a host
of spirits that she has seized through a foul ceremony and combined into a
single spiritual vassal.
● Inquisitor of the Grave (Sp): Once per day, Luminen can
use speak with dead as a spell-like ability, duplicating the effects
of the speak with dead spell.
-Memories of Past Lives
(take one use of his Ancestral
Knowledge): Drawing on her spiritual
vassal's memories, the soul reaper gains a +5 competence bonus on checks made
with a skill of her choice. This bonus lasts for 1 minute.
-Speech of the Ancients
(take one use of his Ancestral
Knowledge): The soul reaper gains the
ability to speak and read a language of her choice for 1 minute.
-Talents of the Elders
(take one use of his Ancestral
Knowledge): The soul reaper gains temporary access to a
feat of her choice for which she meets the prerequisites. She can use the feat
for 1 minute.
Combat Gear None Other
Gear (Shadow manifestation of his original gear) masterwork silver
Elvensword, clear spindle ioun stone, cloak of
resistance +4, dusty rose prism ioun stone, headband
of vast intelligence +6.
Spiritual Vassal (unbonded): CR -; Tiny undead; HD 1/2d12; hp 55;
Init +1; Spd 10 ft., fly 30 ft. (perfect); Defense 24, touch 13, flat-footed
13, BAB +0; CMB - 8: CMD 3; Atk +1 melee (1-1, slam); Full Atk +1 melee (1-1,
slam); SA -; SQ undead traits; AL N; SV Fort +0, Ref +1, Will +3; Str 8, Dex
12, Con -, Int 15, Wis 12, Cha 10. Especial
abilities: Improved evasion, share spells, empathic link, Deliver touch
spells, Ancestral Knowledge (4/day), Scry on familiar, Spell resistance,
Speak with master.