Tuesday, February 12, 2019

Mummy Paramount

Histephet, Mummy Paramount, Cleric of Set
CR 6                                                                                                                  XP: 2,400
Male human mummy cleric of Set 2/monk 1
LE Medium undead (augmented human)
Init +2; Senses Darkvision 60 ft.; Perception +17
AC 24, touch 16, flat-footed 22 (+8 natural, +2 Dex, +4 deflection)
HP 70 (6d12+3d8+18)
Fort +7, Ref +7, Will +13
DR 5/+1; Immune poison, sleep, paralysis, stunning, disease, death effects, and necromantic effects, and ignore mind-influencing effects. Not subject to critical hits, subdual damage, ability damage, ability drain, or energy drain. Not subject to effects requiring a Fort save unless the effect affects objects. Not subject to death from massive damage. Cannot be raised.; Resist evasion; turned/rebuked as a 9 HD undead
Speed 30 ft.
Melee unarmed strike +7 melee (1d6+3 plus mummy rot)
During Combat Histaphet does not enter combat himself unless forced, or unless his plans call for him to use his own powers against a foe. He is an awe-inspiring and terrible force, and mortals flee before him. With his devotion to a contemplative existence came combat techniques he had not known in his life, and they make him a very dangerous melee opponent. He gets multiple attacks, and his monk's belt allows him to use haste (1 extra action, +4 bonus to AC). As he grows in power he also compensates for his weaknesses. If he enters combat, he will confront a foe directly.
His best plans involve the use of followers, servant creatures, undead, and even innocent bystanders or enemies. He enjoys developing plans that cause his enemies to work against their own interests while appearing to work against his.
Str 17, Dex 15, Con -, Int 12, Wis 17, Cha 15
Base Atk +1; CMB +4; CMD 20
Feats Alertness, Combat Reflexes, Deflect Arrows, Leadership, Silent Spell
Skills Knowledge (religion) +6, Linguistics +6, Perception +17, Sense Motive +14, Stealth +14
Gear Monk's belt, ring of protection +1, potion of protection from elements (fire), potion of hiding.
Resistant to Blows (Ex) Physical attacks do half damage to mummies. Apply this damage before damage reduction.
Fire Vulnerability (Ex) Takes double damage from fire attacks unless a save is allowed for half damage. A successful save halves the damage and a failure doubles it.
Despair (Su) At the mere sight of a mummy, the viewer must succeed at a Will save DC 15 or be paralyzed with fear for 1d4 rounds.
Mummy Rot (Su) Supernatural disease, slam, Fort save DC 20, incubation period 1 day; damage 1d6 temporary Constitution. Unlike normal diseases, mummy rot continues until the victim reaches 0 Constitution (and dies) or receives a remove disease spell or similar magic.
Spontaneous Casting (Ex) Convert spells to inflict spells of same level
Rebuke Undead (Su) 5/day You can, as a standard action, use one of your uses of channel positive energy to cause all undead within 30 feet of you to flee, as if panicked. 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 save flee for 1 minute. Intelligent undead receive a new saving throw each round to end the effect. If you use channel energy in this way, it has no other effect (it does not heal or harm nearby creatures).
Domain Abilities (Ex) Death Domain -- Death Touch 1/day; succeed at melee touch attack against living creature, then roll 1d6. If the total is above the target's current hit points, it dies. Destruction Domain -- Smite 1/day; make single melee attack at +4 to hit and +1 damage.
Spells (Ex) Prepare 3/2+1 spells per day. All spells are prepared using Silent Spell (since he cannot talk), so he really can prepare only 2 orisons at this level.
Stunning Attack (Ex) 3/day, if target fails a Fort save DC 14 it is stunned for one round. See Player's Handbook page 39 for description of stun.
Leadership (Ex) Leadership score 11; 7th-level cohort, six 1st-level followers.
Histaphet was raised in a far-away land, where the harsh desert environment constantly made survival the first priority. A small nobility that controlled all the wealth ruled over a large population of commoners and slaves. Histaphet was the younger son of a noble and grew up with the haughty attitude of the nobility. As an adult, he began to play the political games that all the nobles engaged in, making allies and plotting against enemies. He thought he was good at the games, but about the time he turned 30, someone he thought was a close ally betrayed him. Left for dead, he was found by supporters and carried to the City of the Dead, where he was mummified. When he rose from the dead, he devoted his unlife to the dark god of the underworld and divided his time between the rituals of his god, the quiet contemplation of the monastery, and the building of a force to exert his god's will on the world around him. Now he exists to dominate the people with whom he once lived, and anyone else that his god directs him to conquer. He is ruthless and uncaring, willing to sacrifice any living beings for his causes, since he can raise them as undead after they die.
Histaphet maintains his undead force through the sacrifice of living beings to his dark god. The sacrifices renew his devotion to the deity, and bathing in their blood renews his powers. He must sacrifice someone once a month to continue to exist, even if that "someone" is one of his own followers. He never sacrifices his cohort, but the other followers are fair game if needed. They know this, and such is their maniacal devotion that they are happy to be so "chosen." His god prefers the sacrifice of powerful beings, so Histaphet benefits more from the sacrifice of the powerful than the sacrifice of the innocent. Thus, rather than sacrifice the village maiden, he would choose the mayor or the village priest. If he chooses lesser victims, he must sacrifice two for every one powerful victim to maintain his power.
Histephet, Mummy Paramount, Cleric of Set Midlevel
CR 11                                                                                                       XP: 12,800
Male human mummy cleric of Set 4/monk 4
LE Medium undead (augmented human)
Init +2; Senses Darkvision 60 ft.; Perception +27
AC 27, touch 19, flat-footed 25 (+8 natural, +2 Dex, +7 deflection)
HP 93 (6d12+8d8+18)
Fort +10, Ref +9, Will +18
DR 5/+1; Immune poison, sleep, paralysis, stunning, disease, death effects, and necromantic effects, and ignore mind-influencing effects. Not subject to critical hits, subdual damage, ability damage, ability drain, or energy drain. Not subject to effects requiring a Fort save unless the effect affects objects. Not subject to death from massive damage. Cannot be raised.; Resist evasion; turned/rebuked as a 14 HD undead
Speed 40 ft.
Melee Unarmed strike +12/+7 melee (1d8+3 plus mummy rot)
During Combat Histaphet does not enter combat himself unless forced, or unless his plans call for him to use his own powers against a foe. He is an awe-inspiring and terrible force, and mortals flee before him. With his devotion to a contemplative existence came combat techniques he had not known in his life, and they make him a very dangerous melee opponent. He gets multiple attacks, and his monk's belt allows him to use haste (1 extra action, +4 bonus to AC). As he grows in power he also compensates for his weaknesses. If he enters combat, he will confront a foe directly.
His best plans involve the use of followers, servant creatures, undead, and even innocent bystanders or enemies. He enjoys developing plans that cause his enemies to work against their own interests while appearing to work against his.
Str 17, Dex 15, Con -, Int 12, Wis 20, Cha 15
Base Atk +6; CMB +9; CMD 28
Feats Alertness, Combat Reflexes, Deflect Arrows, Fists of Iron, Leadership, Silent Spell
Skills Knowledge (religion) +6, Linguistics +15, Perception +27, Sense Motive +18, Stealth +17
Gear Ring of elemental resistance (major, fire, 30 points of protection), monk's belt, ring of protection +2, periapt of wisdom +2.
Resistant to Blows (Ex) Physical attacks do half damage to mummies. Apply this damage before damage reduction.
Fire Vulnerability (Ex) Takes double damage from fire attacks unless a save is allowed for half damage. A successful save halves the damage and a failure doubles it.
Despair (Su) At the mere sight of a mummy, the viewer must succeed at a Will save DC 15 or be paralyzed with fear for 1d4 rounds.
Mummy Rot (Su) Supernatural disease, slam, Fort save DC 20, incubation period 1 day; damage 1d6 temporary Constitution. Unlike normal diseases, mummy rot continues until the victim reaches 0 Constitution (and dies) or receives a remove disease spell or similar magic.
Spontaneous Casting (Ex) Convert spells to inflict spells of same level
Rebuke Undead (Su) 5/day You can, as a standard action, use one of your uses of channel positive energy to cause all undead within 30 feet of you to flee, as if panicked. 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 save flee for 1 minute. Intelligent undead receive a new saving throw each round to end the effect. If you use channel energy in this way, it has no other effect (it does not heal or harm nearby creatures).
Domain Abilities (Ex) Death Domain -- Death Touch 1/day; succeed at melee touch attack against living creature, then roll 1d6. If the total is above the target's current hit points, it dies. Destruction Domain -- Smite 1/day; make single melee attack at +4 to hit and +4 damage.
Spells (Ex) Prepare 5/5+1/3+1 spells per day. All spells are prepared using Silent Spell (since he cannot talk), so he really can prepare only 5/3+1 spells at this level.
Stunning Attack (Ex) 5/day, if target fails a Fort save DC 17 it is stunned for one round. See Player's Handbook page 39 for description of stun.
Leadership (Ex) Leadership score 16; 11th-level cohort, 25 1st-level followers, four 2nd-level followers, one 3rd-level follower.
Still Mind (Ex) +2 bonus to saves against Enchantment spells. Most of these he is immune to anyway.
Slow Fall (20 ft.) (Ex) At 4th level or higher, a monk within arm’s reach of a wall can use it to slow his descent. When first gaining this ability, he takes damage as if the fall were 20 feet shorter than it actually is. The monk’s ability to slow his fall (that is, to reduce the effective distance of the fall when next to a wall) improves with his monk level until at 20th level he can use a nearby wall to slow his descent and fall any distance without harm.
Histaphet was raised in a far-away land, where the harsh desert environment constantly made survival the first priority. A small nobility that controlled all the wealth ruled over a large population of commoners and slaves. Histaphet was the younger son of a noble and grew up with the haughty attitude of the nobility. As an adult, he began to play the political games that all the nobles engaged in, making allies and plotting against enemies. He thought he was good at the games, but about the time he turned 30, someone he thought was a close ally betrayed him. Left for dead, he was found by supporters and carried to the City of the Dead, where he was mummified. When he rose from the dead, he devoted his unlife to the dark god of the underworld and divided his time between the rituals of his god, the quiet contemplation of the monastery, and the building of a force to exert his god's will on the world around him. Now he exists to dominate the people with whom he once lived, and anyone else that his god directs him to conquer. He is ruthless and uncaring, willing to sacrifice any living beings for his causes, since he can raise them as undead after they die.
Histaphet maintains his undead force through the sacrifice of living beings to his dark god. The sacrifices renew his devotion to the deity, and bathing in their blood renews his powers. He must sacrifice someone once a month to continue to exist, even if that "someone" is one of his own followers. He never sacrifices his cohort, but the other followers are fair game if needed. They know this, and such is their maniacal devotion that they are happy to be so "chosen." His god prefers the sacrifice of powerful beings, so Histaphet benefits more from the sacrifice of the powerful than the sacrifice of the innocent. Thus, rather than sacrifice the village maiden, he would choose the mayor or the village priest. If he chooses lesser victims, he must sacrifice two for every one powerful victim to maintain his power.
Histephet, Mummy Paramount, Cleric of Set Highlevel
CR 16                                                                                                     XP: 76,800
Male human mummy cleric of Set 7/monk 7
LE Medium undead (augmented human)
Init +6; Senses Darkvision 60 ft.; Perception +31
AC 37, touch 23, flat-footed 31 (+8 natural, +6 Dex, +7 deflection, +6 armor)
HP 120 (6d12+14d8+18)
Fort +12, Ref +19, Will +24
DR 5/+1; Immune poison, sleep, paralysis, stunning, disease, death effects, and necromantic effects, and ignore mind-influencing effects. Not subject to critical hits, subdual damage, ability damage, ability drain, or energy drain. Not subject to effects requiring a Fort save unless the effect affects objects. Not subject to death from massive damage. Cannot be raised.; Resist evasion; turned/rebuked as a 23 HD undead
Speed 40 ft.
Melee Unarmed strike +15/+10/+5 melee (1d8+3 plus mummy rot)
During Combat Histaphet does not enter combat himself unless forced, or unless his plans call for him to use his own powers against a foe. He is an awe-inspiring and terrible force, and mortals flee before him. With his devotion to a contemplative existence came combat techniques he had not known in his life, and they make him a very dangerous melee opponent. He gets multiple attacks, and his monk's belt allows him to use haste (1 extra action, +4 bonus to AC). As he grows in power he also compensates for his weaknesses. If he enters combat, he will confront a foe directly.
His best plans involve the use of followers, servant creatures, undead, and even innocent bystanders or enemies. He enjoys developing plans that cause his enemies to work against their own interests while appearing to work against his.
Str 17, Dex 22, Con -, Int 12, Wis 24, Cha 15
Base Atk +10; CMB +13; CMD 36
Feats Alertness, Combat Casting, Combat Reflexes, Deflect Arrows, Fists of Iron, Improved Trip, Leadership, Silent Spell, Turn Resistance
Skills Knowledge (religion) +8, Linguistics +24, Perception +31, Sense Motive +25, Stealth +31
Gear ring of elemental resistance (major, fire, 30 points of protection), monk's belt, boots of striding and springing, ring of protection +5, periapt of Wisdom +6, gloves of Dexterity +6, cloak of elvenkind, brooch of shielding, wand of bull's strength (50 charges).
Resistant to Blows (Ex) Physical attacks do half damage to mummies. Apply this damage before damage reduction.
Fire Vulnerability (Ex) Takes double damage from fire attacks unless a save is allowed for half damage. A successful save halves the damage and a failure doubles it.
Despair (Su) At the mere sight of a mummy, the viewer must succeed at a Will save DC 15 or be paralyzed with fear for 1d4 rounds.
Mummy Rot (Su) Supernatural disease, slam, Fort save DC 20, incubation period 1 day; damage 1d6 temporary Constitution. Unlike normal diseases, mummy rot continues until the victim reaches 0 Constitution (and dies) or receives a remove disease spell or similar magic.
Spontaneous Casting (Ex) Convert spells to inflict spells of same level
Rebuke Undead (Su) 5/day You can, as a standard action, use one of your uses of channel positive energy to cause all undead within 30 feet of you to flee, as if panicked. 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 save flee for 1 minute. Intelligent undead receive a new saving throw each round to end the effect. If you use channel energy in this way, it has no other effect (it does not heal or harm nearby creatures).
Domain Abilities (Ex) Death Touch 1/day; succeed at melee touch attack against living creature, then roll 7d6. If the total is above the target's current hit points, it dies. Destruction Domain -- Smite 1/day; make single melee attack at +4 to hit and +7 damage.
Spells (Ex) Prepare 6/6+1/5+1/4+1/2+1 spells per day. All spells are prepared using Silent Spell (since he cannot talk), so he really can prepare only 6/5+1/4+1/2+1 spells at this level.
Stunning Attack (Ex) 7/day, if target fails a Fort save DC 20 it is stunned for one round. See Player's Handbook page 39 for description of stun.
Leadership (Ex) Leadership score 21; 15th-level cohort, 60 1st-level followers, six 2nd-level followers, three 3rd-level followers, two 4th-level follower, one 5th-level follower, one 6th-level follower.
Still Mind (Ex) +2 bonus to saves against Enchantment spells. Most of these he is immune to anyway.
Slow Fall (30 ft.) (Ex) At 4th level or higher, a monk within arm’s reach of a wall can use it to slow his descent. When first gaining this ability, he takes damage as if the fall were 20 feet shorter than it actually is. The monk’s ability to slow his fall (that is, to reduce the effective distance of the fall when next to a wall) improves with his monk level until at 20th level he can use a nearby wall to slow his descent and fall any distance without harm.
Purity of Body (Ex) Immune to disease, but already is immune to disease because he is undead
Histaphet was raised in a far-away land, where the harsh desert environment constantly made survival the first priority. A small nobility that controlled all the wealth ruled over a large population of commoners and slaves. Histaphet was the younger son of a noble and grew up with the haughty attitude of the nobility. As an adult, he began to play the political games that all the nobles engaged in, making allies and plotting against enemies. He thought he was good at the games, but about the time he turned 30, someone he thought was a close ally betrayed him. Left for dead, he was found by supporters and carried to the City of the Dead, where he was mummified. When he rose from the dead, he devoted his unlife to the dark god of the underworld and divided his time between the rituals of his god, the quiet contemplation of the monastery, and the building of a force to exert his god's will on the world around him. Now he exists to dominate the people with whom he once lived, and anyone else that his god directs him to conquer. He is ruthless and uncaring, willing to sacrifice any living beings for his causes, since he can raise them as undead after they die.
Histaphet maintains his undead force through the sacrifice of living beings to his dark god. The sacrifices renew his devotion to the deity, and bathing in their blood renews his powers. He must sacrifice someone once a month to continue to exist, even if that "someone" is one of his own followers. He never sacrifices his cohort, but the other followers are fair game if needed. They know this, and such is their maniacal devotion that they are happy to be so "chosen." His god prefers the sacrifice of powerful beings, so Histaphet benefits more from the sacrifice of the powerful than the sacrifice of the innocent. Thus, rather than sacrifice the village maiden, he would choose the mayor or the village priest. If he chooses lesser victims, he must sacrifice two for every one powerful victim to maintain his power.

Aleam Valassar

Aleam Valassar (Aleam in Control)

CR 6                                                                                              XP: 2,400
Male janni paladin 2
LG Medium outsider (native)
Init +7; Senses darkvision 60 ft.; Perception +11
Aura good
AC 21, touch 14, flat-footed 17 (+1 natural, +6 armor, +3 Dex)
HP 70 (6d8+2d10+32)
Fort +14, Ref +10, Will +9
Resist fire 10
Speed 20 ft., fly 15 ft. (perfect)
Melee +1 scimitar +14/+9 (1d6+6/18-20)
Ranged composite longbow +11/+6 (1d8+5/x3)
Special Attacks Combat Reflexes, smite evil 1/day
Spell-Like Abilities (CL 12th) At will - detect evil 3/day - invisibility (self only), speak with animals 1/day - create food and water (caster level 7th), ethereal jaunt for 1 hour
Str 20, Dex 17, Con 18, Int 12, Wis 14, Cha 14
Base Atk +8; CMB +13; CMD 26
Feats Combat Reflexes, Dodge, Improved Initiative, Mobility
Skills Appraise +4, Diplomacy +4, Disguise +6, Escape Artist +12, Heal +5, Knowledge (religion) +2, Linguistics +13, Perception +11, Ride +13, Sense Motive +12, Stealth +11, Use Magic Device +3
Languages Common, Ignan, Celestial; telepathy 100 ft.
SQ aura of good, change size, detect evil, divine grace, elemental endurance, lay on hands (4 hit points per day), plane shift
Gear +1 breastplate, +1 scimitar, composite longbow [+4 Str], 20 arrows in a quiver, mundane clothing, wooden holy symbol
Aura of Good (Ex) The power of Aleam's aura of good (see the detect good spell) is equal to his paladin level (2).
Change Size (Sp) Twice per day, Aleam can magically change a creature's size. This works just like an enlarge person or reduce person spell (Aleam chooses when using the ability), except that the ability can work on the janni. A DC 14 Fortitude save negates the effect. The save DC is Charisma-based. This is the equivalent of a 2nd-level spell.
Elemental Endurance (Ex) Aleam can survive on the Elemental Planes of Air, Earth, Fire, or Water for up to 48 hours. Failure to return to the Material Plane before that time expires causes him to take 1 point of damage per additional hour spent on the elemental plane, until he dies or returns to the Material Plane.
Lay on Hands (Su) Aleam can heal wounds by touch. Each day he can heal 4 hit points. He may choose to divide his healing among multiple recipients, and he doesn't have to use it all at once. Using lay on hands is a standard action. He can use this power to deal damage to undead.
Plane Shift (Sp) Aleam can enter any of the elemental planes, the Astral Plane, or the Material Plane. This ability transports him and up to eight other creatures, provided they all link hands with Aleam. It is otherwise similar to the spell of the same name (caster level 13th).
Smite Evil (Su) Twice per day, Aleam can attempt to smite evil with one normal melee attack. He adds +2 to the attack and deals +2 points of damage. If the paladin smites a creature that is not evil, the smite has no effect, but the ability is still used up for that day.
Aleam Valassar, an idealistic young janni, left his tribe in the desert to learn the ways of paladins so he could fight evil. He trained and learned quickly, and he found that his janni abilities fit in well with his training. Realizing that one could approach evil in different ways, he adopted one that involved some sneaking and surprise attacks, tactics that the evil beings themselves used. A couple years after becoming a paladin, though, the biggest and most horrific event of his life took place, and he is not even aware that it has happened.
He became involved in a quest to rid the Material Plane of a succubus demon that was possessing mortals and using their bodies to ruin their reputations and thus push them toward evil. He and his group of allies confronted the succubus, Lorycia, in an evil temple, and as the battle between good and evil waged on, the temple walls became unsteady and began to fall. Near the climax of the battle, a crack in the floor opened under Lorycia and she fell into the caverns below, followed by tons of rock and debris. To everyone, it looked like she was crushed to death. However, as she landed she made herself ethereal and possessed Aleam just as the party's wizards cast a great deal of magic to dispel the remaining demons. The magic combined with some arcane and divine energy remaining in the temple and created an unstable magic area and subsequent explosion. When the heroes returned to their senses, they were lying outside the ruins of the temple with no demons in sight.
For Aleam, however, the nightmare had just begun. When he fell asleep that night, Lorycia took over control of his body. She realized that she had become trapped within his body, but that Aleam did not know that she was in there with him. Gleeful for the opportunity and yet hateful because she was trapped, she started working on Aleam's downfall. However, demons have to sleep too, and when she fell asleep, Aleam awoke. And thus it goes with them. When Aleam sleeps, Lorycia awakes and takes control, and she makes sure that Aleam is blacked out for the period in which she is in control. When she sleeps, Aleam awakes and unknowingly takes control until he sleeps again.
Lorycia has manipulated this situation so that Aleam is not aware of her, by having him awake in the same place (she can use his spell-like abilities) and so forth. She also is turning him down a darker path without him knowing it, but pushing his training in directions suitable to her. An assassin hidden in a paladin is perfect for her goals, and that is what she is making. When she is ready, she will reveal herself to him and make him an ally in her evil causes.
How does this work in the rules? Well, two personalities are inside Aleam's body. Both share his physical traits, class levels, skills, feats, and so forth. Lorycia cannot use his paladin class features, but retains his skills, base attack bonus, base save bonuses, and feats. Lorycia is using her time to modify his training, making him better at hiding and eventually taking levels in the assassin prestige class. Aleam cannot use the assassin class features (such as sneak attack), but gets the benefit of the added Hit Dice, base attack bonus, base saves, and skills and feats from the assassin prestige class. Since he already preferred some sneakiness in his paladin style, and because Lorycia is careful in what skills she develops when she is in control, Aleam has not noticed that he is being twisted. Once she reveals herself, Aleam loses his paladin class features but can use the assassin class features. Maintaining the delicate balance is in Lorycia's best interest right now.
Lorycia's body was not destroyed (or she'd be dead). It lies in a cavern beneath the evil temple surrounded by fallen debris. It has healed, but since she is not in it, the body remains effectively lifeless. Should anyone find a way to remove Lorycia from Aleam (which should be more difficult than the usual means described in Fiendish Codex I), she would return to her body. Her statistics are presented at the end of the article.
The idealistic Aleam is unaware of his demonic ride-along, and when he is awake he pursues evil through a more cagey and sneaky approach. He feels that some of the methods of evil can be used against evil without one becoming evil oneself. In melee he uses his flashing scimitar and makes full use of his janni abilities whenever possible (especially ethereal jaunt).
Aleam Valassar (Aleam in Control) Midlevel
CR 10 XP: 9,600
Male janni paladin 5/assassin 1
LG Medium outsider (native)
Init +8; Senses darkvision 60 ft.; Perception +14
Aura good
AC 22, touch 15, flat-footed 18 (+1 natural, +6 armor, +4 Dex)
HP 107 (6d8+5d10+1d8+48)
Fort +15, Ref +14, Will +10
Immune disease; Resist fire 10; 25% chance to negate crit from armor
Speed 20 ft., fly 15 ft. (perfect)
Melee +1 scimitar +17/+12/+7 (1d6+6/18-20)
Ranged composite longbow +15/+10/+5 (1d8+5/x3)
Special Attacks Cleave, Combat Reflexes, Power Attack, smite evil 2/day, turn undead 5/day (+2, 2d6+5, 3rd)
Spell-Like Abilities (CL 12th) At will - detect evil 3/day - invisibility (self only), speak with animals 1/day - create food and water (caster level 7th), ethereal jaunt for 1 hour
Spells Prepared (CL 2nd) 
  1st-Lesser Restoration
Str 20, Dex 18, Con 18, Int 12, Wis 14, Cha 14
Base Atk +11; CMB +16; CMD 30
Feats Cleave, Combat Reflexes, Dodge, Improved Initiative, Mobility, Power Attack
Skills Appraise +4, Diplomacy +4, Disguise +6, Escape Artist +13, Heal +5, Knowledge (religion) +3, Linguistics +13, Perception +14, Ride +14, Sense Motive +12, Stealth +14, Use Magic Device +4
Languages Common, Ignan, Celestial; telepathy 100 ft.
SQ aura of courage, aura of good, change size, detect evil, divine grace, divine health, elemental endurance, lay on hands (10 hit points per day), plane shift, special mount
Gear +1 breastplate of light fortification, +1 scimitar, masterwork composite longbow [+4 Str], 20 arrows in a quiver, mundane clothing, wooden holy symbol
Aura of Good (Ex) The power of Aleam's aura of good (see the detect good spell) is equal to his paladin level (5).
Change Size (Sp) Twice per day, Aleam can magically change a creature's size. This works just like an enlarge person or reduce person spell (Aleam chooses when using the ability), except that the ability can work on the janni. A DC 14 Fortitude save negates the effect. The save DC is Charisma-based. This is the equivalent of a 2nd-level spell.
Elemental Endurance (Ex) Aleam can survive on the Elemental Planes of Air, Earth, Fire, or Water for up to 48 hours. Failure to return to the Material Plane before that time expires causes him to take 1 point of damage per additional hour spent on the elemental plane, until he dies or returns to the Material Plane.
Lay on Hands (Su) Aleam can heal wounds by touch. Each day he can heal 10 hit points. He may choose to divide his healing among multiple recipients, and he doesn't have to use it all at once. Using lay on hands is a standard action. He can use this power to deal damage to undead.
Plane Shift (Sp) Aleam can enter any of the elemental planes, the Astral Plane, or the Material Plane. This ability transports him and up to eight other creatures, provided they all link hands with Aleam. It is otherwise similar to the spell of the same name (caster level 13th).
Smite Evil (Su) Twice per day, Aleam can attempt to smite evil with one normal melee attack. He adds +2 to the attack and deals +5 points of damage. If the paladin smites a creature that is not evil, the smite has no effect, but the ability is still used up for that day.
Death Attack (Ex) If Lorycia studies her victim for 3 rounds and then makes a sneak attack with a melee weapon that successfully deals damage, the sneak attack has the additional effect of possibly either paralyzing or killing the target (assassin's choice). While studying the victim, she can undertake other actions so long as her attention stays focused on the target and the target does not detect her or recognize her as an enemy. If the victim of such an attack fails a Fortitude save (DC 15) against the kill effect, she dies. If the saving throw fails against the paralysis effect, the victim is rendered helpless and unable to act for 1d6+1 rounds. If the victim's saving throw succeeds, the attack is just a normal sneak attack. Once she has completed the 3 rounds of study, she must make the death attack within the next 3 rounds. If a death attack is attempted and fails (the victim makes her save) or if she does not launch the attack within 3 rounds of completing the study, 3 new rounds of study are required before she can attempt another death attack.
Poison Use (Ex) Assassins are trained in the use of poison and never risk accidentally poisoning themselves when applying poison to a blade.
Special Mount (Sp) Aleam has the service of an unusually intelligent, strong, and loyal steed to serve him in his crusade against evil. Once per day, as a full-round action, he may magically call his mount from the celestial realms in which it resides. The mount immediately appears adjacent to the paladin and remains for 2 hours per paladin level (10 hours); it may be dismissed at any time as a free action. The mount is the same creature each time it is summoned, though the paladin may release a particular mount from service. Each time the mount is called, it appears in full health, regardless of any damage it may have taken previously. The mount also appears wearing or carrying any gear it had when it was last dismissed (including barding, saddle, saddlebags, and the like). Calling a mount is a conjuration (calling) effect.
Aleam Valassar, an idealistic young janni, left his tribe in the desert to learn the ways of paladins so he could fight evil. He trained and learned quickly, and he found that his janni abilities fit in well with his training. Realizing that one could approach evil in different ways, he adopted one that involved some sneaking and surprise attacks, tactics that the evil beings themselves used. A couple years after becoming a paladin, though, the biggest and most horrific event of his life took place, and he is not even aware that it has happened.
He became involved in a quest to rid the Material Plane of a succubus demon that was possessing mortals and using their bodies to ruin their reputations and thus push them toward evil. He and his group of allies confronted the succubus, Lorycia, in an evil temple, and as the battle between good and evil waged on, the temple walls became unsteady and began to fall. Near the climax of the battle, a crack in the floor opened under Lorycia and she fell into the caverns below, followed by tons of rock and debris. To everyone, it looked like she was crushed to death. However, as she landed she made herself ethereal and possessed Aleam just as the party's wizards cast a great deal of magic to dispel the remaining demons. The magic combined with some arcane and divine energy remaining in the temple and created an unstable magic area and subsequent explosion. When the heroes returned to their senses, they were lying outside the ruins of the temple with no demons in sight.
For Aleam, however, the nightmare had just begun. When he fell asleep that night, Lorycia took over control of his body. She realized that she had become trapped within his body, but that Aleam did not know that she was in there with him. Gleeful for the opportunity and yet hateful because she was trapped, she started working on Aleam's downfall. However, demons have to sleep too, and when she fell asleep, Aleam awoke. And thus it goes with them. When Aleam sleeps, Lorycia awakes and takes control, and she makes sure that Aleam is blacked out for the period in which she is in control. When she sleeps, Aleam awakes and unknowingly takes control until he sleeps again.
Lorycia has manipulated this situation so that Aleam is not aware of her, by having him awake in the same place (she can use his spell-like abilities) and so forth. She also is turning him down a darker path without him knowing it, but pushing his training in directions suitable to her. An assassin hidden in a paladin is perfect for her goals, and that is what she is making. When she is ready, she will reveal herself to him and make him an ally in her evil causes.
How does this work in the rules? Well, two personalities are inside Aleam's body. Both share his physical traits, class levels, skills, feats, and so forth. Lorycia cannot use his paladin class features, but retains his skills, base attack bonus, base save bonuses, and feats. Lorycia is using her time to modify his training, making him better at hiding and eventually taking levels in the assassin prestige class. Aleam cannot use the assassin class features (such as sneak attack), but gets the benefit of the added Hit Dice, base attack bonus, base saves, and skills and feats from the assassin prestige class. Since he already preferred some sneakiness in his paladin style, and because Lorycia is careful in what skills she develops when she is in control, Aleam has not noticed that he is being twisted. Once she reveals herself, Aleam loses his paladin class features but can use the assassin class features. Maintaining the delicate balance is in Lorycia's best interest right now.
Lorycia's body was not destroyed (or she'd be dead). It lies in a cavern beneath the evil temple surrounded by fallen debris. It has healed, but since she is not in it, the body remains effectively lifeless. Should anyone find a way to remove Lorycia from Aleam (which should be more difficult than the usual means described in Fiendish Codex I), she would return to her body. Her statistics are presented at the end of the article.
The idealistic Aleam is unaware of his demonic ride-along, and when he is awake he pursues evil through a more cagey and sneaky approach. He feels that some of the methods of evil can be used against evil without one becoming evil oneself. In melee he uses his flashing scimitar and makes full use of his janni abilities whenever possible (especially ethereal jaunt).
Though more seasoned, Aleam is still not aware of Lorycia's presence, or that she is now directing his advancement while he sleeps. Lorycia ican keep him asleep much longer now, and so she has begun making him into an assassin. She always operates far away from his usual home locations (via ethereal jaunt), so his evil reputation should not catch up to him for quite a while. Because he is unaware of his body doing evil, he is not really doing any evil and his paladin status is not suffering.
Aleam Valassar (Aleam in Control) Highlevel
CR 14                                                                                                             XP: 38,400
Male janni paladin 5/assassin 5
LG Medium outsider (native)
Init +8; Senses darkvision 60 ft.; Perception +19
Aura good
AC 23, touch 15, flat-footed 19 (+1 natural, +7 armor, +4 Dex)
HP 125 (6d8+5d10+5d8+48)
Fort +16, Ref +16, Will +11
Immune disease; Resist fire 10; 25% chance to negate crit from armor
Speed 20 ft., fly 15 ft. (perfect)
Melee +2 keen scimitar +21/+16/+11 (1d6+7/15-20)
Ranged +1 composite longbow +19/+14/+9 (1d8+6/x3)
Special Attacks Cleave, Combat Reflexes, Power Attack, smite evil 2/day, turn undead 5/day (+2, 2d6+5, 3rd)
Spell-Like Abilities (CL 12th) At will - detect evil 3/day - invisibility (self only), speak with animals 1/day - create food and water (caster level 7th), ethereal jaunt for 1 hour
Spells Prepared (CL 2nd)
  1st-Lesser Restoration
Str 20, Dex 19, Con 18, Int 12, Wis 14, Cha 14
Base Atk +14; CMB +19; CMD 33
Feats Cleave, Combat Reflexes, Divine Vigor, Dodge, Improved Initiative, Mobility, Power Attack
Skills Appraise +4, Diplomacy +4, Disguise +6, Escape Artist +15, Heal +5, Knowledge (religion) +3, Linguistics +13, Perception +19, Ride +14, Sense Motive +12, Stealth +20, Use Magic Device +4
Languages Common, Ignan, Celestial; telepathy 100 ft.
SQ aura of courage, aura of good, change size, detect evil, divine grace, divine health, elemental endurance, lay on hands (10 hit points per day), plane shift, special mount
Gear +2 breastplate of light fortification, +2 keen scimitar, +1 composite longbow [+4 Str], 20 arrows in a quiver, mundane clothing, wooden holy symbol
Aura of Good (Ex) The power of Aleam's aura of good (see the detect good spell) is equal to his paladin level (5).
Change Size (Sp) Twice per day, Aleam can magically change a creature's size. This works just like an enlarge person or reduce person spell (Aleam chooses when using the ability), except that the ability can work on the janni. A DC 14 Fortitude save negates the effect. The save DC is Charisma-based. This is the equivalent of a 2nd-level spell.
Elemental Endurance (Ex) Aleam can survive on the Elemental Planes of Air, Earth, Fire, or Water for up to 48 hours. Failure to return to the Material Plane before that time expires causes him to take 1 point of damage per additional hour spent on the elemental plane, until he dies or returns to the Material Plane.
Lay on Hands (Su) Aleam can heal wounds by touch. Each day he can heal 10 hit points. He may choose to divide his healing among multiple recipients, and he doesn't have to use it all at once. Using lay on hands is a standard action. He can use this power to deal damage to undead.
Plane Shift (Sp) Aleam can enter any of the elemental planes, the Astral Plane, or the Material Plane. This ability transports him and up to eight other creatures, provided they all link hands with Aleam. It is otherwise similar to the spell of the same name (caster level 13th).
Smite Evil (Su) Twice per day, Aleam can attempt to smite evil with one normal melee attack. He adds +2 to the attack and deals +5 points of damage. If the paladin smites a creature that is not evil, the smite has no effect, but the ability is still used up for that day.
Aura of Courage (Su) Aleam is immune to fear (magical or otherwise). Each ally within 10 feet of him gains a +4 morale bonus on saving throws against fear effects. This ability functions while the paladin is conscious, but not if he is unconscious or dead.
Death Attack (Ex) If Lorycia studies her victim for 3 rounds and then makes a sneak attack with a melee weapon that successfully deals damage, the sneak attack has the additional effect of possibly either paralyzing or killing the target (assassin's choice). While studying the victim, she can undertake other actions so long as his attention stays focused on the target and the target does not detect her or recognize her as an enemy. If the victim of such an attack fails a Fortitude save (DC 15) against the kill effect, she dies. If the saving throw fails against the paralysis effect, the victim is rendered helpless and unable to act for 1d6+1 rounds. If the victim's saving throw succeeds, the attack is just a normal sneak attack. Once she has completed the 3 rounds of study, she must make the death attack within the next 3 rounds. If a death attack is attempted and fails (the victim makes her save) or if she does not launch the attack within 3 rounds of completing the study, 3 new rounds of study are required before she can attempt another death attack.
Poison Use (Ex) Assassins are trained in the use of poison and never risk accidentally poisoning themselves when applying poison to a blade.
Special Mount (Sp) Aleam has the service of an unusually intelligent, strong, and loyal steed to serve him in his crusade against evil. Once per day, as a full-round action, he may magically call his mount from the celestial realms in which it resides. The mount immediately appears adjacent to the paladin and remains for 2 hours per paladin level (10 hours); it may be dismissed at any time as a free action. The mount is the same creature each time it is summoned, though the paladin may release a particular mount from service. Each time the mount is called, it appears in full health, regardless of any damage it may have taken previously. The mount also appears wearing or carrying any gear it had when it was last dismissed (including barding, saddle, saddlebags, and the like). Calling a mount is a conjuration (calling) effect.
Uncanny Dodge and Improved Uncanny Dodge (Ex) Lorycia retains her Dexterity bonus to AC (if any) regardless of being caught flat-footed or struck by an invisible attacker. She can no longer be flanked except by rogues with at least 9 levels in classes that grant the sneak attack class feature.
Lorycia has completely changed his focus in life, though Aleam still believes that he is crusading against evil. She believes that she must let him advance as a paladin for a while after this or he will begin to be suspicious, since she has come to like her role as hidden assassin. She still uses his spell-like abilities to help keep him from finding out the truth, but knows that eventually he will do so. She hopes to be in a position to turn him to blackguard once the inevitable comes out.
Aleam Valassar (Lorycia in Control) Midlevel
CR 10 XP: 9,600
Male janni paladin 5/assassin 1
LG Medium outsider (native)
Init +8; Senses darkvision 60 ft.; Perception +16
Aura good
AC 22, touch 15, flat-footed 18 (+1 natural, +6 armor, +4 Dex)
HP 107 (6d8+5d10+1d8+48)
Fort +15, Ref +12, Will +10
Resist fire 10; 25% chance to negate crit from armor
Speed 20 ft., fly 15 ft. (perfect)
Melee +1 scimitar +17/+12/+7 (1d6+6/18-20)
Ranged composite longbow +15/+10/+5 (1d8+5/x3)
Special Attacks Cleave, Combat Reflexes, Power Attack, smite evil 2/day, turn undead 5/day (+2, 2d6+5, 3rd)
Spell-Like Abilities (CL 12th) At will - detect evil 3/day - invisibility (self only), speak with animals 1/day - create food and water (caster level 7th), ethereal jaunt for 1 hour
Str 20, Dex 18, Con 18, Int 19, Wis 18, Cha 31
Base Atk +11; CMB +16; CMD 30
Feats Cleave, Combat Reflexes, Dodge, Improved Initiative, Mobility, Power Attack
Skills Appraise +7, Diplomacy +12, Disguise +14, Escape Artist +13, Heal +7, Knowledge (religion) +6, Linguistics +13, Perception +16, Ride +14, Sense Motive +14, Stealth +12, Use Magic Device +12
Languages Common, Ignan, Celestial; telepathy 100 ft.
SQ change size, elemental endurance, plane shift, poison use
Gear +1 breastplate of light fortification, +1 scimitar, masterwork composite longbow [+4 Str], 20 arrows in a quiver, mundane clothing, wooden holy symbol
Aura of Good (Ex) The power of Aleam's aura of good (see the detect good spell) is equal to his paladin level (2).
Change Size (Sp) Twice per day, Aleam can magically change a creature's size. This works just like an enlarge person or reduce person spell (Aleam chooses when using the ability), except that the ability can work on the janni. A DC 14 Fortitude save negates the effect. The save DC is Charisma-based. This is the equivalent of a 2nd-level spell.
Elemental Endurance (Ex) Aleam can survive on the Elemental Planes of Air, Earth, Fire, or Water for up to 48 hours. Failure to return to the Material Plane before that time expires causes him to take 1 point of damage per additional hour spent on the elemental plane, until he dies or returns to the Material Plane.
Lay on Hands (Su) Aleam can heal wounds by touch. Each day he can heal 4 hit points. He may choose to divide his healing among multiple recipients, and he doesn't have to use it all at once. Using lay on hands is a standard action. He can use this power to deal damage to undead.
Plane Shift (Sp) Aleam can enter any of the elemental planes, the Astral Plane, or the Material Plane. This ability transports him and up to eight other creatures, provided they all link hands with Aleam. It is otherwise similar to the spell of the same name (caster level 13th).
Smite Evil (Su) Twice per day, Aleam can attempt to smite evil with one normal melee attack. He adds +2 to the attack and deals +2 points of damage. If the paladin smites a creature that is not evil, the smite has no effect, but the ability is still used up for that day.
Aura of Courage (Su) Aleam is immune to fear (magical or otherwise). Each ally within 10 feet of him gains a +4 morale bonus on saving throws against fear effects. This ability functions while the paladin is conscious, but not if he is unconscious or dead.
Death Attack (Ex) If Lorycia studies her victim for 3 rounds and then makes a sneak attack with a melee weapon that successfully deals damage, the sneak attack has the additional effect of possibly either paralyzing or killing the target (assassin's choice). While studying the victim, she can undertake other actions so long as her attention stays focused on the target and the target does not detect her or recognize her as an enemy. If the victim of such an attack fails a Fortitude save (DC 15) against the kill effect, she dies. If the saving throw fails against the paralysis effect, the victim is rendered helpless and unable to act for 1d6+1 rounds. If the victim's saving throw succeeds, the attack is just a normal sneak attack. Once she has completed the 3 rounds of study, she must make the death attack within the next 3 rounds. If a death attack is attempted and fails (the victim makes her save) or if she does not launch the attack within 3 rounds of completing the study, 3 new rounds of study are required before she can attempt another death attack.
Poison Use (Ex) Assassins are trained in the use of poison and never risk accidentally poisoning themselves when applying poison to a blade.
Special Mount (Sp) Aleam has the service of an unusually intelligent, strong, and loyal steed to serve him in his crusade against evil. Once per day, as a full-round action, he may magically call his mount from the celestial realms in which it resides. The mount immediately appears adjacent to the paladin and remains for 2 hours per paladin level (10 hours); it may be dismissed at any time as a free action. The mount is the same creature each time it is summoned, though the paladin may release a particular mount from service. Each time the mount is called, it appears in full health, regardless of any damage it may have taken previously. The mount also appears wearing or carrying any gear it had when it was last dismissed (including barding, saddle, saddlebags, and the like). Calling a mount is a conjuration (calling) effect.
Aleam Valassar, an idealistic young janni, left his tribe in the desert to learn the ways of paladins so he could fight evil. He trained and learned quickly, and he found that his janni abilities fit in well with his training. Realizing that one could approach evil in different ways, he adopted one that involved some sneaking and surprise attacks, tactics that the evil beings themselves used. A couple years after becoming a paladin, though, the biggest and most horrific event of his life took place, and he is not even aware that it has happened.
He became involved in a quest to rid the Material Plane of a succubus demon that was possessing mortals and using their bodies to ruin their reputations and thus push them toward evil. He and his group of allies confronted the succubus, Lorycia, in an evil temple, and as the battle between good and evil waged on, the temple walls became unsteady and began to fall. Near the climax of the battle, a crack in the floor opened under Lorycia and she fell into the caverns below, followed by tons of rock and debris. To everyone, it looked like she was crushed to death. However, as she landed she made herself ethereal and possessed Aleam just as the party's wizards cast a great deal of magic to dispel the remaining demons. The magic combined with some arcane and divine energy remaining in the temple and created an unstable magic area and subsequent explosion. When the heroes returned to their senses, they were lying outside the ruins of the temple with no demons in sight.
For Aleam, however, the nightmare had just begun. When he fell asleep that night, Lorycia took over control of his body. She realized that she had become trapped within his body, but that Aleam did not know that she was in there with him. Gleeful for the opportunity and yet hateful because she was trapped, she started working on Aleam's downfall. However, demons have to sleep too, and when she fell asleep, Aleam awoke. And thus it goes with them. When Aleam sleeps, Lorycia awakes and takes control, and she makes sure that Aleam is blacked out for the period in which she is in control. When she sleeps, Aleam awakes and unknowingly takes control until he sleeps again.
Lorycia has manipulated this situation so that Aleam is not aware of her, by having him awake in the same place (she can use his spell-like abilities) and so forth. She also is turning him down a darker path without him knowing it, but pushing his training in directions suitable to her. An assassin hidden in a paladin is perfect for her goals, and that is what she is making. When she is ready, she will reveal herself to him and make him an ally in her evil causes.
How does this work in the rules? Well, two personalities are inside Aleam's body. Both share his physical traits, class levels, skills, feats, and so forth. Lorycia cannot use his paladin class features, but retains his skills, base attack bonus, base save bonuses, and feats. Lorycia is using her time to modify his training, making him better at hiding and eventually taking levels in the assassin prestige class. Aleam cannot use the assassin class features (such as sneak attack), but gets the benefit of the added Hit Dice, base attack bonus, base saves, and skills and feats from the assassin prestige class. Since he already preferred some sneakiness in his paladin style, and because Lorycia is careful in what skills she develops when she is in control, Aleam has not noticed that he is being twisted. Once she reveals herself, Aleam loses his paladin class features but can use the assassin class features. Maintaining the delicate balance is in Lorycia's best interest right now.
Lorycia's body was not destroyed (or she'd be dead). It lies in a cavern beneath the evil temple surrounded by fallen debris. It has healed, but since she is not in it, the body remains effectively lifeless. Should anyone find a way to remove Lorycia from Aleam (which should be more difficult than the usual means described in Fiendish Codex I), she would return to her body. Her statistics are presented at the end of the article.
The idealistic Aleam is unaware of his demonic ride-along, and when he is awake he pursues evil through a more cagey and sneaky approach. He feels that some of the methods of evil can be used against evil without one becoming evil oneself. In melee he uses his flashing scimitar and makes full use of his janni abilities whenever possible (especially ethereal jaunt).
Though more seasoned, Aleam is still not aware of Lorycia's presence, or that she is now directing his advancement while he sleeps. Lorycia ican keep him asleep much longer now, and so she has begun making him into an assassin. She always operates far away from his usual home locations (via ethereal jaunt), so his evil reputation should not catch up to him for quite a while. Because he is unaware of his body doing evil, he is not really doing any evil and his paladin status is not suffering.
Aleam Valassar (Lorycia in Control) Highlevel
CR 14 XP: 38,400
Male janni paladin 5/assassin 5
LG Medium outsider (native)
Init +8; Senses darkvision 60 ft.; Perception +21
Aura good
AC 23, touch 15, flat-footed 19 (+1 natural, +7 armor, +4 Dex)
HP 125 (6d8+5d10+5d8+48)
Fort +14, Ref +14, Will +13
Defensive Abilities Fort +16 against poison; Immune disease; Resist fire 10; 25% chance to negate crit from armor
Speed 20 ft., fly 15 ft. (perfect)
Melee +2 keen scimitar +21/+16/+11 (1d6+7/15-20)
Ranged +1 composite longbow +19/+14/+9 (1d8+6/x3)
Special Attacks Cleave, Combat Reflexes, Power Attack, smite evil 2/day, turn undead 5/day (+2, 2d6+5, 3rd)
Spell-Like Abilities (CL 12th) At will - detect evil 3/day - invisibility (self only), speak with animals 1/day - create food and water (caster level 7th), ethereal jaunt for 1 hour
Spells Prepared (CL 5th) 
  1st (4/day)-Disguise Self, Feather Fall, Jump, True Strike
  2nd (3/day)-Alter Self, Pass Without Trace, Spider Climb
  3rd (1/day)-False Life, Nondetection
Str 20, Dex 19, Con 18, Int 19, Wis 18, Cha 31
Base Atk +14; CMB +19; CMD 33
Feats Cleave, Combat Reflexes, Divine Vigor, Dodge, Improved Initiative, Mobility, Power Attack
Skills Appraise +7, Diplomacy +12, Disguise +20, Escape Artist +15, Heal +7, Knowledge (religion) +6, Linguistics +13, Perception +21, Ride +14, Sense Motive +14, Stealth +20, Use Magic Device +12
Languages Common, Ignan, Celestial; telepathy 100 ft.
SQ change size, elemental endurance, plane shift, poison use
Gear +2 breastplate of light fortification, +1 keen scimitar, +1 composite longbow [+4 Str], 20 arrows in a quiver, mundane clothing, wooden holy symbol
Aura of Good (Ex) The power of Aleam's aura of good (see the detect good spell) is equal to his paladin level (5).
Change Size (Sp) Twice per day, Aleam can magically change a creature's size. This works just like an enlarge person or reduce person spell (Aleam chooses when using the ability), except that the ability can work on the janni. A DC 14 Fortitude save negates the effect. The save DC is Charisma-based. This is the equivalent of a 2nd-level spell.
Elemental Endurance (Ex) Aleam can survive on the Elemental Planes of Air, Earth, Fire, or Water for up to 48 hours. Failure to return to the Material Plane before that time expires causes him to take 1 point of damage per additional hour spent on the elemental plane, until he dies or returns to the Material Plane.
Lay on Hands (Su) Aleam can heal wounds by touch. Each day he can heal 10 hit points. He may choose to divide his healing among multiple recipients, and he doesn't have to use it all at once. Using lay on hands is a standard action. He can use this power to deal damage to undead.
Plane Shift (Sp) Aleam can enter any of the elemental planes, the Astral Plane, or the Material Plane. This ability transports him and up to eight other creatures, provided they all link hands with Aleam. It is otherwise similar to the spell of the same name (caster level 13th).
Smite Evil (Su) Twice per day, Aleam can attempt to smite evil with one normal melee attack. He adds +2 to the attack and deals +5 points of damage. If the paladin smites a creature that is not evil, the smite has no effect, but the ability is still used up for that day.
Aura of Courage (Su) Aleam is immune to fear (magical or otherwise). Each ally within 10 feet of him gains a +4 morale bonus on saving throws against fear effects. This ability functions while the paladin is conscious, but not if he is unconscious or dead.
Death Attack (Ex) If Lorycia studies her victim for 3 rounds and then makes a sneak attack with a melee weapon that successfully deals damage, the sneak attack has the additional effect of possibly either paralyzing or killing the target (assassin's choice). While studying the victim, she can undertake other actions so long as his attention stays focused on the target and the target does not detect her or recognize her as an enemy. If the victim of such an attack fails a Fortitude save (DC 15) against the kill effect, she dies. If the saving throw fails against the paralysis effect, the victim is rendered helpless and unable to act for 1d6+1 rounds. If the victim's saving throw succeeds, the attack is just a normal sneak attack. Once she has completed the 3 rounds of study, she must make the death attack within the next 3 rounds. If a death attack is attempted and fails (the victim makes her save) or if she does not launch the attack within 3 rounds of completing the study, 3 new rounds of study are required before she can attempt another death attack.
Poison Use (Ex) Assassins are trained in the use of poison and never risk accidentally poisoning themselves when applying poison to a blade.
Special Mount (Sp) Aleam has the service of an unusually intelligent, strong, and loyal steed to serve him in his crusade against evil. Once per day, as a full-round action, he may magically call his mount from the celestial realms in which it resides. The mount immediately appears adjacent to the paladin and remains for 2 hours per paladin level (10 hours); it may be dismissed at any time as a free action. The mount is the same creature each time it is summoned, though the paladin may release a particular mount from service. Each time the mount is called, it appears in full health, regardless of any damage it may have taken previously. The mount also appears wearing or carrying any gear it had when it was last dismissed (including barding, saddle, saddlebags, and the like). Calling a mount is a conjuration (calling) effect.
Uncanny Dodge and Improved Uncanny Dodge (Ex) Lorycia retains her Dexterity bonus to AC (if any) regardless of being caught flat-footed or struck by an invisible attacker. She can no longer be flanked except by rogues with at least 9 levels in classes that grant the sneak attack class feature.
Lorycia has completely changed his focus in life, though Aleam still believes that he is crusading against evil. She believes that she must let him advance as a paladin for a while after this or he will begin to be suspicious, since she has come to like her role as hidden assassin. She still uses his spell-like abilities to help keep him from finding out the truth, but knows that eventually he will do so. She hopes to be in a position to turn him to blackguard once the inevitable comes out.
Aleam's Paladin's Mount
Aleam has the services of a heavy warhorse from the celestial realms. He can call this animal once per day for up to 10 hours of service. He always dismisses it when he goes to sleep for the night, so it has not caught on to Lorycia's presence either.
Heavy Warhorse Paladin's Mount
N Large magical beast
Init +1; Senses low-light vision, scent; Listen +6, Spot +5
Languages empathic link
AC 18, touch 10, flat-footed 17
(-1 size, +1 Dex, +8 natural)
hp 45 (6 HD)
Resist improved evasion
Fort +8, Ref +6, Will +3
Speed 40 ft. (8 squares), base speed 50 ft.
Melee 2 hooves +7 (1d6+4)
and bite +5 (1d4+2)
Space 10 ft.; Reach 5 ft.
Base Atk +4; Grp +12
Abilities Str 19, Dex 13, Con 17, Int 6, Wis 13, Cha 6
SQ improved evasion, share saving throws, share spells
Feats Endurance, Multiattack, Run
Skills Listen +6, Spot +5
Empathic Link (Su)The paladin has an empathic link with her mount out to a distance of up to one mile. The paladin cannot see through the mount's eyes, but they can communicate empathically. Note that even intelligent mounts see the world differently from humans, so misunderstandings are always possible. Because of this empathic link, the paladin has the same connection to an item or place that her mount does, just as with a master and his familiar.
Improved Evasion (Ex) When subjected to an attack that normally allows a Reflex saving throw for half damage, a mount takes no damage if it makes a successful saving throw and half damage if the saving throw fails.
Share Spells At the paladin's option, he may have any spell (but not any spell-like ability) he casts on himself also affect his mount. The mount must be within 5 feet at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the mount if it moves farther than 5 feet away and will not affect the mount again even if it returns to the paladin before the duration expires. Additionally, the paladin may cast a spell with a target of "You" on his mount (as a touch range spell) instead of on himself. A paladin and his mount can share spells even if the spells normally do not affect creatures of the mount's type (magical beast).
Share SavingThrows For each of its saving throws, the mount uses its own base save bonus or the paladin's, whichever is higher. The mount applies its own ability modifiers to saves, and it doesn't share any other bonuses on saves that the master might have (such as from magic items or feats).
Lorycia

CR 10                                                                                                            XP: 9,600
Succubus Fiend of Possession 0
CE Medium outsider (chaotic, devil, evil, extraplanar,)
Init +2; Senses darkvision 60 ft.; Perception +13
AC 22, touch 13, flat-footed 19 (+9 natural, +2 Dex)
HP 39 (6d10+6)
Fort +6, Ref +7, Will +9
DR 10/cold iron or good; Immune electricity, poison; SR 18; Resist fire 10, cold 10, acid 10
Speed 30 ft., fly 50 ft. (average)
Melee 2 claws +6 (1d6)
Special Attacks energy drain, spell-like abilities, summon demon
Spell-Like Abilities (CL 12th) At will charm monster (DC 24), detect good, detect thoughts (DC 22), ethereal jaunt (self plus 50 pounds of objects only), suggestion (DC 23), greater teleport (self plus 50 pounds of objects only)
Str 10, Dex 14, Con 12, Int 16, Wis 18, Cha 31
Base Atk +6; CMB +6; CMD 18
Feats Dodge, Mobility, Persuasive
Skills Bluff +21, Diplomacy +14, Disguise +19, Escape Artist +11, Intimidate +21, Knowledge (arcana) +13, Linguistics +10, Perception +13, Stealth +11, Use Magic Device +10
  Racial Modifiers Disguise +21 acting, +29 when using change shape, +31 acting when using change shape
Languages Abyssal, Celestial, Common; telepathy 100 ft.
SQ  change shape, possession ability, tongues

Gihzt, Hornhead Saurial

Gihzt, Hornhead Saurial
CR 4 XP: 1,200
Male hornhead saurial monk 2/wizard 1
LE Large monstrous humanoid (reptillian)
Init +0; Senses darkvision 60 ft., low-light vision, scent; Perception +2
AC 17, touch 11, flat-footed 16 (-1 size, +5 natural, +1 armor, +1 deflection, +1 dodge)
HP 23 (2d10+2d8+1d6)
Fort +4, Ref +7, Will +10
Defensive Abilities Will +12 racial bonus against sonic; Resist evasion; Weaknesses vulnerability to cold and gas
Speed 30 ft.
Melee unarmed strike +3 (1d8+1) and tail -2 (1d4) or 2 claws +2 (1d4+1) and tail -2 (1d4) or unarmed strike +1/+1 (1d8+1) with flurry of blows and tail -2 (1d4)
Space 10 ft., Reach 5 ft.
Special Attacks Combat Casting,Combat Reflexes, Improved Grapple, Power Attack, Stunning Fist 3/day (DC 12), flurry of blows
Spells Prepared (CL 1st) 
  1st-Expeditious Retreat, Shield
  0th-Acid Splash, Ray of Frost (ranged touch +2), Resistance
Str 13, Dex 10, Con 11, Int 12, Wis 12, Cha 10
Base Atk +3; CMB +5; CMD 17
Feats Combat Reflexes, Endurance, Improved Unarmed Strike, Power Attack, Scribe Scroll, Stunning Fist
Skills Acrobatics +6, Craft (blacksmith) +6, Knowledge (engineering) +6, Knowledge (religion) +4, Linguistics +5, Perception +2, Spellcraft +3
Languages Common, Draconic
Gear 4 potions of cure light wounds
Other Gear bracers of armor +1, cloak of resistance +1,ring of protection +1, 200 gp worth of mundane equipment, spellbooks, material components Spellbook spells prepared plus 0 -- acid splash, arcane mark, dancing lights, daze, detect magic, detect poison, disrupt undead, flare, ghost sound, light, mage hand, mending, message, open/close, prestidigitation, ray of frost, read magic, resistance, touch of fatigue; 1st -- chill touch, nerveskitter, expeditious retreat, magic missile, shield.
The stocky creature facing you has bright green and yellow scales covering its 10-foot body. A long tail extends away from it. It has two long horns above its eyes and the shorter one on its nose, and a large bony plate that protects its neck.
Like most adventuring saurials, hornheads seek knowledge of the outside world, but hornheads are consumed by a desire to understand the particulars of the world around them, be they the laws of other cultures, the philosophical underpinnings of a religion, or the arcane secrets of new spells. A hornhead's favored class is wizard, although some choose to develop an innate talent for sorcery instead.
Sometimes among a saurial community there arises a saurial with selfish aims. As with humans and all other races, some are good, and some are evil. Gihzt rejected his society's values early on and left when still young to pursue his own desires. These led him to the monastery of the Dark Moon, where he trained for awhile as a monk of Shar. Eventually he added arcane studies to his regimen and emerged as an enlightened fist. In truth, he was kicked out because he refused to yield to the authority of the Dark Moon order. Gihzt began wandering the Realms, doing whatever seemed interesting to him and especially whatever brought him power and wealth.
Gihzt knows that his saurial heritage makes him an object of suspicion and fear among humans, but he doesn't care. He even uses it to his advantage when he can, cowing lesser-willed humans into doing his bidding. However, he also knows that his direct presence can sometimes adversely affect his goals, so he has grown used to employing underlings and remaining in the shadows himself. He is not cruel, but he doesn't give any opponent an even break if he can gain some advantage, and he is ruthless at making enemies disappear so that they cannot be recovered without extremely powerful magic. He has been involved in murder for hire, theft on a grand scale, and just about any other criminal enterprise except prostitution.
Gihzt is more physical in his approach at this stage in his career, using his spells to bolster his attacks and defense rather than as attacks themselves. He is more prone to personal involvement, and he likes to use his tail to extend his reach.
Gihzt, Hornhead Saurial Midlevel
CR 9 XP: 6,400
Male hornhead saurial monk 3/wizard 4/enlightened fist 1
LE Large monstrous humanoid (reptillian)
Init +1; Senses darkvision 60 ft., low-light vision, scent; Perception +4
AC 20, touch 13, flat-footed 19 (-1 size, +5 natural, +2 armor, +1 deflection, +2 dodge, +1 Dex)
HP 44 (2d10+3d8+4d6+1d10)
Fort +4, Ref +10, Will +14
Defensive Abilities Will +16 racial bonus against sonic; Resist evasion; Weaknesses vulnerability to cold and gas
Speed 40 ft.
Melee unarmed strike +6 (2d6+1) and tail +1 (1d4) or 2 claws +6 (1d4+1) and tail +1 (1d4) or unarmed strike +4/+4 (2d6+1) with flurry of blows and tail +1 (1d4)
Space 10 ft., Reach 5 ft.
Special Attacks Combat Reflexes, Power Attack, Stunning Fist 5/day (DC 17), flurry of blows
Spells Prepared (CL 5th) 
  3rd-Haste
  2nd-Bulls Strength, False Life
  1st-Expeditious Retreat, Magic Missile (x2), Shield
  0th-Acid Splash, Detect Magic, Ray of Frost (ranged touch +7), Resistance
Str 13, Dex 13, Con 11, Int 12, Wis 15, Cha 10
Base Atk +6; CMB +8; CMD 22
Feats Combat Casting, Combat Reflexes, Endurance, Improved Unarmed Strike, Power Attack, Rapid Spell, Scribe Scroll, Stunning Fist
Skills Acrobatics +10, Craft (blacksmith) +6, Knowledge (arcana) +6, Knowledge (engineering) +6, Knowledge (religion) +5, Linguistics +8, Perception +4, Spellcraft +9
Languages Common, Draconic
SQ fast movement, ki strike
Gear 4 potions of cure light wounds
Other Gear plus periapt of Wisdom +2, gloves of Dexterity +2, ring of protection +1, bracers of armor +2, hat of disguise, spellbooks, material components spellbook spells prepared plus 0 -- acid splash, arcane mark, dancing lights, daze, detect magic, detect poison, disrupt undead, flare, ghost sound, light, mage hand, mending, message, open/close, prestidigitation, ray of frost, read magic, resistance, touch of fatigue; 1st -- chill touch, enlarge person, expeditious retreat, magic missile, shield; 2nd -- bull's strength, cat's grace, knock, false life, ghoul touch; 3rd -- fly, greater magic weapon, haste, vampiric touch
The stocky creature facing you has bright green and yellow scales covering its 10-foot body. A long tail extends away from it. It has two long horns above its eyes and the shorter one on its nose, and a large bony plate that protects its neck.
Gihzt has not reached the level where he can use his magic to empower his unarmed attacks, so he still relies on physicality for combat and magic for defending himself. He is craftier now, and he usually has some underling monks to do his bidding. More often than not, these are ex-Dark Moon monks. He may also employ wizards or fighters, but since his criminal enterprises are generally executed with stealth, he prefers quiet underlings.
Gihzt, Hornhead Saurial Highlevel
CR 14 XP: 38,400
Male hornhead saurial monk 3/wizard 4/enlightened fist 6/tattooed monk 1
LE Large monstrous humanoid (reptillian)
Init +2; Senses darkvision 60 ft., low-light vision, scent; Perception +12
AC 26, touch 17, flat-footed 24 (-1 size, +5 natural, +4 armor, +2 deflection, +4 dodge, +2 Dex)
HP 77 (2d10+3d8+4d6+7d10)
Fort +8, Ref +16, Will +21
Defensive Abilities Will +23 racial bonus against sonic; Resist evasion; Weaknesses vulnerability to cold and gas
Speed 40 ft.
Melee unarmed strike +12/+7 (2d8+3) and tail +7 (1d4+1) or 2 claws +12/+7 (1d4+3) and tail +1 (1d4+1) or unarmed strike +10/+10/+5 (2d8+3) with flurry of blows and tail +1 (1d4+1)
Space 10 ft., Reach 5 ft.
Special Attacks Combat Reflexes, Improved Grapple, Power Attack, Rapid Stunning, Stunning Fist 11/day (DC 21), arcane fist, fist of energy, flurry of blows
Spells Prepared (CL 9th) 
  5th-Rapid Summon Monster IV
  4th-Enervation (ranged touch +11), Mnemonic Enhancer
  3rd-Fly, Haste, Vampiric Touch (melee touch +13)
  2nd-Bulls Strength, Rapid Enlarge Person, False Life, Ghoul Touch (DC 13), Scorching Ray (ranged touch +11)
  1st-Chill Touch (DC 12), Expeditious Retreat, Magic Missile (2), Shield
  0th-Acid Splash, Detect Magic, Ray of Frost (ranged touch +11), Resistance
Str 16, Dex 15, Con 11, Int 12, Wis 18, Cha 10
Base Atk +10; CMB +14; CMD 32
Feats Combat Casting, Combat Reflexes, Endurance, Improved Grapple, Improved Unarmed Strike, Power Attack, Rapid Spell, Rapid Stunning, Scribe Scroll, Stunning Fist
Skills Acrobatics +14, Craft (blacksmith) +6, Knowledge (arcana) +6, Knowledge (engineering) +6, Knowledge (religion) +10, Linguistics +18, Perception +12, Spellcraft +9
Languages Common, Draconic
SQ arcane rejuvenation, fast movement, ki strike, unicorn tattoo
Gear 4 potions of cure light wounds
Other Gear belt of Strength +4, periapt of Wisdom +4, gloves of Dexterity +4,ring of protection +2, bracers of armor +4, hat of disguise, lesser metamagic rod of extend, spellbooks, material components Spellbook spells prepared plus 0 -- acid splash, arcane mark, dancing lights, daze, detect magic, detect poison, disrupt undead, flare, ghost sound, light, mage hand, mending, message, open/close, prestidigitation, ray of frost, read magic, resistance, touch of fatigue; 1st -- chill touch, enlarge person, expeditious retreat, magic missile, shield; 2nd -- bull's strength, cat's grace, false life, ghoul touch, knock; 3rd -- fly, greater magic weapon, haste, ray of exhaustion, vampiric touch; 4th -- enervation, greater invisibility, Rary's mnemonic enhancer, stoneskin, summon monster IV; 5th -- magic jar, permanency, teleport.
Arcane Fist (Su) Gihzt can use a stunning fist attempt to cast and deliver a touch spell as part of an unarmed full attack action. He can choose to deliver the touch spell with any single unarmed strike attack he makes during the action.
Fist of Energy (Burst) (Su) Gihzt can spend a stunning fist attempt once per round to imbue his unarmed strikes (not tail) with electricity or fire, dealing 1d6 points of extra damage with each unarmed strike hit in the round. On a successful critical hit, he does 1d10 points of extra damage instead of 1d6.
Arcane Rejuventation (Su) As a standard action, Gihzt can sacrifice one of his prepared spells or unused spell slots to heal damage to himself equal to the level of the spell or slot sacrificed.
Unicorn Tattoo (Su) Once per day, Gihzt may reroll any d20 roll, and he must take the result of the reroll.
The stocky creature facing you has bright green and yellow scales covering its 10-foot body. A long tail extends away from it. It has two long horns above its eyes and the shorter one on its nose, and a large bony plate that protects its neck.
When in melee, Gihzt first prepares himself with spells, and then uses his stunning fist attempts to power extra damage and deliver spells through his melee attacks. He always has some underlings at this level, and he uses them to best advantage. He concentrates on one opponent first while his underlings keep everyone else busy, and he prefers spellcasters as his first opponents. He knows that taking out the cleric or healer means that the other foes have limited resources against him.

Monday, February 11, 2019

Sundays game through the eyes of the inquisitor - my sons pc

Last night, we spent some time collecting ourselves after the ball held for Midsummer’s Eve with the garish looking vameo owner, Baroness Bramila Gellintha. Trajan took one for the team with the crazy old bat to let us obtain some more information. From what we gathered, there is a dimensional gate with a opening directly into the Nine Hells. Archbaron Fex wants us to investigate it as soon as we can. We took some time to rest up and prepare ourselves.
First thing in the morning, we came downstairs to the dining area of our inn and found someone waiting for us. A dispatcher of Her Highness Queen Abrigail II was interested in meeting us and he had a mission. He talked about some kind of Breaching Festival being held at the Academae. That some other adventurers were invited to by the Headmaster of the school. The dispatch told us to gather our things and meet him back at the inn and he would teleport us to a different inn outside of the city of Korvosa in Varisia. We went and bought some potions from a local apothecary and some other mundane items.
After purchasing these items we gathered our carriage and the horses that Trajan had acquired. He plans to have Morin kill them and raise them so that they can pull the carriage without any stoppage for food or water and we can run them constantly with no rest. The dispatch performed the teleport spell because we had to intercept the other adventurers before they reached the city. Unfortunately something caused the spell to launch us off course. We ended up in the middle of the forest near the biggest ape I have ever seen. Of course I have only seen one at the zoo so my judgement is not the greatest in this matter.
The ape charged us with hunger in its eyes and he started pounding on Malcon. Now as funny as it is to see his highness get beaten upon by a monkey, we had to take care of this crazed animal. After a few moments of back and forth combat the great ape was laid low.
The battle took a lot out of us and we were somewhat disoriented by the teleport. After looking around we found a major caravan road. Luckily once on the road we spotted the signs of a city on the horizon. The dispatcher had informed us that the rival party was staying at an inn just outside the city on the southern trade road. Malcanthet was allowing his pet hellcat “Mittens” to scout around up ahead of us. The fiery beast was the first to discover the inn a couple of miles from where our teleport spell dropped us. There must be some kind of warding that bars people from teleporting into the city.
The inn was more dilapidated that we thought. Just outside of the building we noticed a huge gathering or squirrels on the roof. Chattering with anger as we approached the little critters seemed ready for a fight. As we got closer, we noticed the tree rats were clothed and walking upright. Almost all of them were dressed in what seemed like pajamas and armed with little swords in both hands. As soon as we were within range we discovered how deadly they were. They swarmed off the roof running over top of each other to try to attack us. Morin cast a spell I have never seen before and almost all of the creatures just stopped moving. A few of the larger and quicker squirrel people survived and attacked furiously.
Each of my party took stock of those left over and attack back with spells, claws, teeth and iron. There was one that seemed to be barking orders at the others its crazy language. Malcon took the chattering as a direct challenge and a furious battle ensued. The little vermin just didn’t have the strength to stand toe to toe with the antipaladin. Every hit against Mal seemed to do little to no damage to him. Every stroke that Mal returned tore into the leader. After a furious exchange, the Skiurid (I found out later what they were actually called) used some kind of smoke pellet and disappeared. He turned up right behind Morin a split second later and tried to attack the necromancer.
The other squirrels were getting pummeled by the rest of the party. My hellhound was grabbing the critters by the neck in his teeth and shaking them vigorously. The master made a final attack and saw that all of his followers we dead or bleeding out on the ground. He decided that discretion was the better part of valor and disappeared again. We quickly regrouped and started to patch up our cuts and scrapes the little terrors caused.
Of course whenever Trajan gets bored he likes to cause havoc for the party and he kicked in the door of the tavern. Luckily Thori my hellhound followed after him. Trajan got a face full of a really nasty spell for his efforts. The disintegrate spell was cast by one of the adventurers that we were supposed to take the place of. Trajan was almost killed by the spell and had to retreat. A furious battle of wits and spells took place in the door way as the paladin of Iomedae charged Malcon. The tiefling was able to strike down the paladin with the help of his hellcat and a still wobbly warpriest before he was able to smite the demonic antipaladin.
Many spells were cast by both parties causing mass damage to each other. Luckily the ranger had miscalculated and tried to set an ambush. We never set foot inside of the inn while combat raged. He basically kept himself out of the battle on his own until it was too late.
If Trajan had not been so devasted from the disintegrate spell it would have been epic to stand back and shoot arrows into the bar at the enemy. But Thori was destroyed and sent back to Hell in order to heal for combat at a later date. After the spell battle, Trajan was left a couple desperate moments from death. Lying on the ground outside of the bar, we were able to force some healing mixtures down his throat quick enough to keep him alive. After being revived, Trajan used his daemonic divine abilities to heal the rest of the party. we rummaged through the dead bodies to find their goodies and set out towards Korvosa again.

Sunday, February 10, 2019

Master Wizard

Naru Meha, Master Wizard

CR 16                                                                              XP: 76,800
Female human wizard 17
LN Medium humanoid (human)
Init +3; Senses Perception +11
Aura binding aura (DC 25), globe of invulnerability
AC 26, touch 16, flat-footed 26 (+6 armor, +7 deflection, +4 shield, -1 Dex)
HP 93 (17d6+17); regeneration 1
Fort +12, Ref +13, Will +20
Defensive Abilities foresight, forewarned, spell turning; DR 15/magic and 10/adamantine; Immune magic missile
Speed 30 ft.
Melee staff of power +9/+4 (1d6+1)
Spell-Like Abilities School Spell-Like Abilities (CL 17th, concentration +26) 12/day—diviner’s fortune (+8 bonus)
Spells Prepared (CL 17th)
  9th-Etherealness, Foresight (B), Time Stop
  8th-Discern Location, Moment of Prescience (B), Polymorph Any Object (DC 27), Telekinetic Sphere (DC 27)
  7th-Greater Scrying (B DC 27), Greater Teleport (2 slots), Limited Wish, Spell Turning
  6th-Binding Aura (* DC 25), Greater Dispel Magic, Globe of Invulnerability, Legend Lore, Scrying Feedback (*), True Seeing (B)
  5th-Dismissal (DC 24), Dominate Person (DC 24), Feeblemind (DC 24), Hold Monster (DC 24), Prying Eyes (B), Sending, Wall of Force
  4th-Arcane Eye (B), Charm Monster (DC 23), Detonate (DC 23), Greater Darkvision, Locate Creature, Scrying (DC 24), Stoneskin
  3rd-Arcane Sight, Clairaudience/Clairvoyance (B), Deep Slumber (DC 22), Fly, Hold Person (DC 22), Mind Raid (* DC 23)
  2nd-—Continual Flame, Daze  Monster (DC 21), Detect Thoughts (B), Greater Detect Magic, Invisibility, See Invisibility
  2nd-Empty Slots
  1st-Charm Person (DC 20), Color Spray (DC 20), Comprehend Languages (B), Detect Undead, Identify, Shield, Sleep (DC 20), True Strike
  0th-Detect Magic, Enumerate (*), Light, Read Magic (Opposition Schools conjuration, necromancy)
Before Combat Base Statistics Without binding aura, foresight, globe of invulnerability (from her staff), shield, spell turning, and stoneskin active, Naru Meha’s stats are as follows: AC 20, touch 14, flat-footed 20 (+6 armor, +3 deflection, -1 Dex, +2 luck); Ref +11
Str 8, Dex 9, Con 10, Int 29, Wis 17, Cha 11
Base Atk +8; CMB +7; CMD 23
Feats Brew Potion, Craft Magic Arms and Armor, Craft Rod, Craft Staff, Craft Wand, Craft Wondrous Item, Empower Spell, Forge Ring, Heighten Spell, Improved Infuse Weapon, Improved Initiative, Scribe Scroll, Spell Focus (Divination), Spell Penetration, Toughness
Skills Appraise +29, Craft (alchemy) +29, Fly +19, Intimidate +20, Knowledge (arcana, engineering, history, planes) +29, Knowledge (dungeoneering) +18, Knowledge (geography) +18, Knowledge (local) +18, Knowledge (nature) +18, Knowledge (nobility) +18, Knowledge (religion) +18, Linguistics +21, Perception +11, Profession (librarian, scribe) +12, Sense Motive +8, Spellcraft +29
Languages Albadian, Ancient Ledean, Asaatth, Calastian, Darakeene, Dwarvish, Elvish, Elzan, Giantish, Hedraic, Ledean, Ontenazu, Orcish, Primordial, Shelzari, Slitherin, Sutak, Titan Speech, Ukrudan, Veshian, Zathisk
SQ Traits bruising intellect, magic crafter; arcane bond (talisman of resistance), scrying adept
Gear staff of power (10 charges)
Other Gear bracers of armor +6, cloak of resistance +5, headband of vast intelligence +4 (Appraise, Knowledge: engineering), ring of protection +3, ring of regeneration, talisman of resistance†, noble’s outfit, wizard’s kit, 1 diamond (1,500 gp; for limited wish), plus jewelry worth 1,000 gp Spellbooks all prepared spells, plus more as decided by the GM; Naru Meha knows most divination spells of up to 8th level, and numerous other spells of 7th level or lower, except those from the conjuration and necromancy schools.
Source: Onyx Path - Scarred Lands - The Wise & the Wicked (2nd edition)