Belial_the_Leveler
2013-10-22, 09:53 PM
What the title says. I'd like to know what the CR for the following is. Whether it is an accurate representation of the source material or not is another story.
TOM MARVOLO RIDDLE
Size/Type: Medium Humanoid (Evil)
Hit Dice: 20d4+40 (130 hp)
Initiative: +9
Speed: 30 ft.(6 squares)
Armor Class: 25 (+5 Dex, +10 defense)
Attack: unarmed +12, ranged +15, wand +21 (+24 for dark arts)
Space/Reach: 5 ft./5 ft.
Special Attacks: magic powers (see below)
Special Qualities: Immortality, Flight, Rapid Action
Saves: Fort +13, Ref +22, Will +24
Abilities: Str 14, Dex 20, Con 14, Int 28, Wis 5, Cha 20
Skills: Perception, Spellcraft, Knowledge: Arcana, Knowledge: Nobility, Knowledge: Charms, Knowledge: Dark Arts, Knowledge: Artifice, Knowledge: Potion-Making, Knowledge: Transfiguration, Bluff, Intimidate, Stealth. (all maxed)
Feats: Persuasive, Force of Personality, Iron Will, Improved Initiative, Weapon Focus: Wand, Greater Weapon Focus: Wand, School Focus: Dark Arts, Greater School Focus: Dark Arts, Artifice, Potion-Making, Wandless Magic.
Rapid Action [Ex]
Tom Marvolo Riddle has a number of actions per turn equal to the average of his dexterity modifier and his intelligence modifier (i.e. 7). Those can be move, standard, swift or immediate actions. He can take immediate actions when flat-footed or surprised, but not when unaware, dazed or otherwise prevented from taking actions at all. If he attempts full-round actions he gives up all his other actions that turn.
Immortality
Tom Marvolo Riddle is functionally immortal and anchored to the material plane. Any effect that would remove him from the material plane without killing him fails. Any effect that would kill him results into him becoming a ghost immune to all further harm with only Possession as a means of interacting with the world. A certain potion can be used to remake his body, as well as a "clone", "miracle" or "wish" DnD spell. If he'd any higher wisdom, he'd have arranged for said potion to be ready in a safe location but alas he's too arrogant for that.
His immortality can only be removed by destroying the anchors keeping him bound to the material plane (good luck with that).
Flight [Su]
Tom Marvolo Riddle can fly a total of 1600 feet per round, divided as he chooses between his actions. That's an effective speed of roughly 200 miles per hour.
Potion-Making [Su]
Tom Marvolo Riddle can create potions that replicate the effects of any spell of 9th level or less, except for effects that access other planes of existence, including bringing the truly dead back to life. He need not spend XP for his potion-making and while he is still limited to the crafting time of magic items depending on the price of a single dose, he may brew as many doses simultaneously as would fit in the cauldron he employs.
Artifice [Su]
Tom Marvolo Riddle can create any magic item that might exist in the Potterverse plus others of his own invention. Magical items he crafts can be crafted as artifacts, having only very specific methods of destruction. In that case, he pays the normal GP and crafting time. They can also be crafted as lesser, normally vulnerable version. In that case he only requires the crafting time, not any resource expenditure.
Lesser Magic [Su]
As a full-round action, replicate the effects of any spell of 3rd level or less at a CL equal to HD. Saving throws and SR as normal. By using a wand, you may perform lesser magic as any rapid action, but only for spell effects that exist in the Potterverse. In this case, the caster level is equal to your Knowledge modifier for that form of magic, and the spell effect becomes a medium-range Ray. The ray's attack roll replaces the spell's saving throw, if any.
Greater Magic [Sp]
By using a wand you may, as any rapid action, perform one of the following effects. Lasting effects are dismissible as another rapid action.
Animate Objects: as per the Animate Objects spell cast by a caster of your HD. May be cast as a contingency on an object - limit of one contingency per object.
(Dis)Apparation: 500-mile-radius personal Greater Teleport.
Anti (Dis)Apparation: Similar to an Unhallow with a Dimensional Anchor tied to it, except only the anchoring effect applies and you may make the conditions for it working however convoluted or complex you want.
Conjuring: As per Polymorph Any Object, limited to objects and nonintelligent creatures. The original "object" can be any liquid or gas, including normal air.
Cursing: As per Bestow Greater Curse, medium-range ray. Attack Roll replaces saving throw.
Domination: As per Dominate Monster, medium-range ray (normal will save applies). No maximum duration, orders transmitted telepathically when within range, the target may use the caster's skills if higher.
Disillusionment: Touch attack, makes the target blend with the environment and under total concealment until dismissed. This is a transmutation effect rather than illusion.
Fiendfire: Creates a fire of any shape and size up to colossal for 1 minute/level. Damage dealt per round twice that of normal fires of the same size. Fiendfire effects can move or fly on their own initiative with a speed of 100 ft with average maneuverability, as if they were animated objects. Fiendfire deals at least 1 lethal damage per die regardless of the affected creatures' or objects' defenses, even to normally indestructible targets like artifacts.
Shielding: Creates effects similar to a resilient sphere, forcecage or wall of force. Such barriers have 100 hp and 20 hardness. May be keyed to allow effects to pass through and move with the target, similar to the effects of a Force Cube. Magical attacks against the barrier deal 20 damage per spell level instead of their normal effect if that would be beneficial to the attacker.
Killing: Medium-range ray. Deals 100 untyped damage and 10 constitution drain, no save or SR. Ignores defenses and barriers that would stop, suppress, counter, deflect or redirect that are less than divine powers or epic magic. Dodging, miss chances, interception with physical objects, portals or creatures still works.
Transfiguration: As per Polymorph Any Object.
Vanishing: Makes a nonsentient creature or nonsentient nonartifact object of gargantuan size or less within medium range to cease to exist. Magical objects or those held by sentient creatures may make a will save to resist and SR applies. Vanishing can be reversed via conjuring.
Necromancy: Creates a zombie out of a corpse and permanently puts it under the caster's control as if by a permanent-duration control undead. May be cast as a contingency on an area or creature; no maximum limit on the number of such contingencies.
TOM MARVOLO RIDDLE
Size/Type: Medium Humanoid (Evil)
Hit Dice: 20d4+40 (130 hp)
Initiative: +9
Speed: 30 ft.(6 squares)
Armor Class: 25 (+5 Dex, +10 defense)
Attack: unarmed +12, ranged +15, wand +21 (+24 for dark arts)
Space/Reach: 5 ft./5 ft.
Special Attacks: magic powers (see below)
Special Qualities: Immortality, Flight, Rapid Action
Saves: Fort +13, Ref +22, Will +24
Abilities: Str 14, Dex 20, Con 14, Int 28, Wis 5, Cha 20
Skills: Perception, Spellcraft, Knowledge: Arcana, Knowledge: Nobility, Knowledge: Charms, Knowledge: Dark Arts, Knowledge: Artifice, Knowledge: Potion-Making, Knowledge: Transfiguration, Bluff, Intimidate, Stealth. (all maxed)
Feats: Persuasive, Force of Personality, Iron Will, Improved Initiative, Weapon Focus: Wand, Greater Weapon Focus: Wand, School Focus: Dark Arts, Greater School Focus: Dark Arts, Artifice, Potion-Making, Wandless Magic.
Rapid Action [Ex]
Tom Marvolo Riddle has a number of actions per turn equal to the average of his dexterity modifier and his intelligence modifier (i.e. 7). Those can be move, standard, swift or immediate actions. He can take immediate actions when flat-footed or surprised, but not when unaware, dazed or otherwise prevented from taking actions at all. If he attempts full-round actions he gives up all his other actions that turn.
Immortality
Tom Marvolo Riddle is functionally immortal and anchored to the material plane. Any effect that would remove him from the material plane without killing him fails. Any effect that would kill him results into him becoming a ghost immune to all further harm with only Possession as a means of interacting with the world. A certain potion can be used to remake his body, as well as a "clone", "miracle" or "wish" DnD spell. If he'd any higher wisdom, he'd have arranged for said potion to be ready in a safe location but alas he's too arrogant for that.
His immortality can only be removed by destroying the anchors keeping him bound to the material plane (good luck with that).
Flight [Su]
Tom Marvolo Riddle can fly a total of 1600 feet per round, divided as he chooses between his actions. That's an effective speed of roughly 200 miles per hour.
Potion-Making [Su]
Tom Marvolo Riddle can create potions that replicate the effects of any spell of 9th level or less, except for effects that access other planes of existence, including bringing the truly dead back to life. He need not spend XP for his potion-making and while he is still limited to the crafting time of magic items depending on the price of a single dose, he may brew as many doses simultaneously as would fit in the cauldron he employs.
Artifice [Su]
Tom Marvolo Riddle can create any magic item that might exist in the Potterverse plus others of his own invention. Magical items he crafts can be crafted as artifacts, having only very specific methods of destruction. In that case, he pays the normal GP and crafting time. They can also be crafted as lesser, normally vulnerable version. In that case he only requires the crafting time, not any resource expenditure.
Lesser Magic [Su]
As a full-round action, replicate the effects of any spell of 3rd level or less at a CL equal to HD. Saving throws and SR as normal. By using a wand, you may perform lesser magic as any rapid action, but only for spell effects that exist in the Potterverse. In this case, the caster level is equal to your Knowledge modifier for that form of magic, and the spell effect becomes a medium-range Ray. The ray's attack roll replaces the spell's saving throw, if any.
Greater Magic [Sp]
By using a wand you may, as any rapid action, perform one of the following effects. Lasting effects are dismissible as another rapid action.
Animate Objects: as per the Animate Objects spell cast by a caster of your HD. May be cast as a contingency on an object - limit of one contingency per object.
(Dis)Apparation: 500-mile-radius personal Greater Teleport.
Anti (Dis)Apparation: Similar to an Unhallow with a Dimensional Anchor tied to it, except only the anchoring effect applies and you may make the conditions for it working however convoluted or complex you want.
Conjuring: As per Polymorph Any Object, limited to objects and nonintelligent creatures. The original "object" can be any liquid or gas, including normal air.
Cursing: As per Bestow Greater Curse, medium-range ray. Attack Roll replaces saving throw.
Domination: As per Dominate Monster, medium-range ray (normal will save applies). No maximum duration, orders transmitted telepathically when within range, the target may use the caster's skills if higher.
Disillusionment: Touch attack, makes the target blend with the environment and under total concealment until dismissed. This is a transmutation effect rather than illusion.
Fiendfire: Creates a fire of any shape and size up to colossal for 1 minute/level. Damage dealt per round twice that of normal fires of the same size. Fiendfire effects can move or fly on their own initiative with a speed of 100 ft with average maneuverability, as if they were animated objects. Fiendfire deals at least 1 lethal damage per die regardless of the affected creatures' or objects' defenses, even to normally indestructible targets like artifacts.
Shielding: Creates effects similar to a resilient sphere, forcecage or wall of force. Such barriers have 100 hp and 20 hardness. May be keyed to allow effects to pass through and move with the target, similar to the effects of a Force Cube. Magical attacks against the barrier deal 20 damage per spell level instead of their normal effect if that would be beneficial to the attacker.
Killing: Medium-range ray. Deals 100 untyped damage and 10 constitution drain, no save or SR. Ignores defenses and barriers that would stop, suppress, counter, deflect or redirect that are less than divine powers or epic magic. Dodging, miss chances, interception with physical objects, portals or creatures still works.
Transfiguration: As per Polymorph Any Object.
Vanishing: Makes a nonsentient creature or nonsentient nonartifact object of gargantuan size or less within medium range to cease to exist. Magical objects or those held by sentient creatures may make a will save to resist and SR applies. Vanishing can be reversed via conjuring.
Necromancy: Creates a zombie out of a corpse and permanently puts it under the caster's control as if by a permanent-duration control undead. May be cast as a contingency on an area or creature; no maximum limit on the number of such contingencies.