View Full Version : Lord Abi Al-Rhakash, the Flaming Necromancer

2007-03-08, 02:28 AM
Following the guidelines set out by the Giant, I figured I'd make a villain for my campaign. His past isn't finished, but I'm thinking that he was the rightful sultan of the City of Brass until his father was executed, and he, supposedly, along with him. He escaped to Baator, the home of his mother, and swore his revenge upon the conniving efreet that had claimed his throne.

Step X, Race and Class: Half-Fiend Efreeti Necromancer 10 (using an alternate Necromancer class created by Szatany and posted on the WotC forums). This is only his level when first introduced. He will grow further in power as the PCs grow.

Step 1, Two Emotions:
Driving Emotion- Boredom and Amusement with some Vengeance

Evoked Emotion- Disgust and Hatred

Step 2, Past: Born as the result of a great treaty between the City of Brass and several levels of Baator, he was raised to subjugate others in preparation for his role as Sultan. However, just as he was poised to claim the throne, his father was assassinated by powerful demons who seemed to be in league with an influential rival house. Abi Al-Rhakash was to be killed, as well. However, he managed to escape at the last instant to the Astral Plane.

Step 3, Scale: Interplanar, but limited on each plane. He can destroy villages and rampage small towns, but dares not take on countries. Eventually, he'll have enough power to do so, but not yet.

Step 4, Goal: Amusement and fulfilling whatever plot he has at the moment. In the end, however, he wants to establish his legitimate rulership of not only the City of Brass, but also the main continent of the Material Plane. He is working on a permanent portal from his base of operations on the Material Plane directly to the City of Brass, to be ultimately powered by the trapped souls of those he has killed. This will be necessary in order to quickly bring all of his allies, alive and undead, with him to retake his rightful throne.

Step 5, Needs: Time, allies, minions, souls, and raw power. Allies to help him eventually retake the City of Brass and become Sultan. Minions to handle his lesser plots. Souls to create and power the gate to the Elemental Plane of Fire. Power to destroy the current ruler of the City of Brass. Time to get all of these.

Step 6, Obstacles: Sheer power of the ruler of the City of Brass and his minions, and combined power of the Nordic and other nations of the Material Plane. The massive amount of soul power required to power his gate to the Plane of Fire.

Step 7, Influence Projection: Undead allies, mostly non-mindless. He controls vampires and their spawn, and allies with mummy lords and liches.

Step 8, Resources: Endless supply of undead minions. Almost unlimited time. Undead allies, including vampires and their spawn (which do not count against his controlled HD of undead). Ten levels of Necromancer.

Step 9, Plan: Amass an undead army as well as personal power, gaining allies among the Jann and evil clerics of both Pharaonic and Asgardian pantheons. Gain contacts among the githyanki of the Astral Plane for their assistance in his plans.

Step 10, Boundaries: He doesn't dare attack any settlement larger than small town status or farther into civilized lands than necessary, for fear of retaliation by entire nations. He cannot yet challenge the efreeti of the City of Brass in power, and cannot seek their aid in any way. He will not ever ally with or seek assistance from the purely chaotic forces of fey, djinni, or demons.

Step 11, Personal Threat Level: He is a serious physical threat by any standard. When first encountered, he will wreak destruction upon the entire village of Phan, turning every victim into yet another soldier in his army of undead.

Step 12, Minions: He treats his minions differently depending on their nature. Mindless undead are simply disposable, and he will throw them about as such. Vampires and other intelligent undead, however, are more valuable resources, and he will offer them wishes in order to gain their favor initially. Later on, he keeps them in his counsel, and sends them as lieutenants in his important missions. He still retains a few efreeti followers, whom he treats similarly to the intelligent undead. Janni who come under his power are often bound by the ancient magicks that tie them to the greater genie races, and so they have no power to resist his demands and are treated as slaves similarly to the mindless undead. Githyanki and similar allies he gains are treated almost as equals, as he understands that their power is not merely that of their race, but also of the dragons they ally with. He will usually use them to aid in directing the soul energy on the Astral Plane to create his gate. Devils who come under his command are highly valued and occasionally granted wishes.

Step 13, Quirks: He is a black-skinned efreet, with a single boney nub of a wing on his right side and a full-fledged batwing on his left, though it is withered and appears half-rotted. The wing is useless, which is just as well considering he wouldn't fly well with it anyway. His eyes burn with the fires of both his infernal and ignan ancestors. Yellow horns jut out of his skull, and white tusks protrude from his mouth. He wears red full plate, leaving only his face uncovered, and wields a flaming falchion of immense size.

Step 13.5, Theme Music: One-Winged Angel from Final Fantasy VII.

Step 14, Escape: He often escapes away to Baator or the Elemental Plane of Fire when a plan he is personally involved with goes sour.

Step 15, Name: Lord Abi Al-Rhakash, the Flaming Necromancer, Rightful Sultan of the City of Brass.

Eventually, I'll post stats for this lord of undead.

2007-03-08, 02:29 AM
Lord Abi Al-Rhakash
Large Outsider (Extraplanar, Fire)
Hit Dice: 10d8+10d4+120 (rolled 202 hit points)
Initiative: +9
Speed: 15 ft. (4 squares), fly 30 ft. (perfect)
Armor Class: 42 (-1 size, +3 Dex, +7 natural, +13 +5 mithral undead controlling full plate, +5 ring of protection)
Base Attack/Grapple: 15/30
Attack: Slam +25 melee (1d8+8 plus 1d6 fire) or +5 keen flaming burst falchion +30 melee (3d4+12 plus 2d6 fire, +1d10 fire on crit, 15-20/x2)
Full Attack: 2 Slams +25 melee (1d8+8 plus 1d6 fire) or +5 keen flaming burst falchion +30/+25/+20 melee (3d4+12 plus 2d6 fire, +1d10 fire on crit, 15-20/x2)
Space/Reach: 10 ft./10 ft.
Special Attacks: Change size, heat, spell-like abilities, Necromancer abilities, spells, Smite Good 1/day
Special Qualities: Change shape, darkvision 60 ft., immunity to fire, cold resistance 10, acid resistance 10, electricity resistance 10, immunity to poison, SR 30, plane shift, telepathy 100 ft., vulnerability to cold, death lore, life sap, lord of the dead, mastery of animation, augment undead, restless dead, bones of magic
Saves: Fort +16, Ref +15, Will +18
Abilities: Str 33, Dex 21, Con 22, Int 27, Wis 19, Cha 21
Skills: Bluff +28, Concentration +29, Craft (any one) +21, Decipher Script +31, Diplomacy +28, Disguise +28, Heal +17, Intimidate +28, Knowledge (arcana) +31, Knowledge (nobility) +21, Knowledge (the planes) +31, Listen +27, Move Silently +15, Sense Motive +27, Spellcraft +31, Spot +27,
Feats: Combat Casting, Combat Reflexes, Dodge, Improved Initiative B, Quicken Spell-Like Ability (scorching ray), Scribe Scroll B, Spell Focus (Necromancy), Spell Penetration, Crippling Spell, Leadership DM B
Challenge Rating: 21?
Alignment: Lawful Evil

Death Lore (Ex): Abi Al-Rhakash is well versed in all knowledge pertaining to the unliving. He can use Knowledge (Arcana) in place of Knowledge (Religion) for all checks related to undead.

Life Sap (Su): Abi Al-Rhakash can sustain spells with his own life force when in need. By reducing his total hit points by 1, he can cast a known 0-level class spell as an invocation (even if the spell is not on an invocation list). He can also reduce his total hit points by 2 to cast a 1st level class spell in the same manner. Reduced hit points are not damage and cannot be healed in any way. He cannot reduce his total hit points below 1 per Hit Die he has. Total hit points return to normal after good night’s sleep.

Augment Undead (Su): All undead created or summoned by Abi Al-Rhakash gain +1 hit points per Hit Die, +1 turn resistance, +1 deflection bonus to AC, and +1 bonus on attack and damage rolls.

Lord of the Dead (Ex): All undead created by the Abi Al-Rhakash fall automatically under his control, unless that would make him control more undead than he can. He also controls undead as if he had 2 more necromancer levels.

Mastery of Animation (Ex): Abi Al-Rhakash is a powerful animator of the dead. Animate dead cast by the necromancer has close range instead of touch (any component that would require wizard to get closer to undead is instead teleported into designed location) and he only needs half the usual material components for the spell.

Restless Dead (Ex): All undead created or summoned by Abi Al-Rhakash gain turn resistance equal to necromancer's class level. In addition, all such skeletons gain +2 dodge bonus to AC and all such zombies lose Single Actions Only quality.

Bones of Magic (Ex): Any undead under Abi Al-Rhakash's command can now hold a single 2nd level or lower class spell. This can be either touch attack spell or an area spell. Touch attack spell is activated with the first successful melee attack the makes against a spell's valid target, while area spell is unleashed when the undead is destroyed.

Spell-like abilities: At will- detect magic, produce flame, pyrotechnics (DC 21), scorching ray (1 ray), ray of enfeeblement (Caster level 5), chill touch (Caster level 5), scare (Caster level 5), bestow curse (Caster level 5); 3/day- invisibility, wall of fire (DC 21), darkness, poison, unholy aura; 1/day- wish (three to nongenies only), gaseous form, permanent image (DC 21), desecrate, unholy blight, contagion, blasphemy, unhallow, horrid wilting, summon monster IX (devils only), destruction

--Spells per day: 4/6/6/5/3 with four extra bonus spells (from bonus spells over 4th level, can be used to cast any spell he knows, house rule)
--Spells known:
0-Level: inflict minor wounds, detect magic, disrupt undead, read magic, touch of fatigue
1-Level: cure minor wounds, inflict light wounds, ray of enfeeblement, bane, cause fear, chill touch, curse water, deathwatch, detect undead, doom, hide from undead, ray of clumsiness, spirit worm, summon undead I
2-Level: blindness/deafness, bonefiddle, cure light wounds, curse of impending blades, command undead, death armor, death knell, desecrate, disguise undead, dessicating bubble, false life, ghost touch armor, ghoul glyph, ghoul touch, inflict moderate wounds, life bolt, living undeath, protection from negative energy, protection from positive energy, ray of sickness, ray of stupidity, ray of weakness, scare, shroud of undeath, spawn screen, spectral hand, stolen breath, stone bones, summon undead II, wracking touch, wraithstrike
3-Level: animate dead, bestow curse, blade of pain and fear, cure moderate wounds, dispel magic, gentle repose, greater disrupt undead, halt undead, incorporeal enhancement, inflict serious wounds, mass curse of impending blades, mind poison, ray of exhaustion, rejuvanative corpse, skull watch, speak with dead, spider poison, summon undead III, undead lieutenant, undead torch, vampiric touch
4-Level: blinding breath, burning blood, consumptive field, contagion, cure serious wounds, death ward, delay death, enervation, fear, inflict critical wounds, life ward, negative energy aura, poison, rebuking breath, remove curse, spark of life, summon undead IV, undead bane weapon

Leadership: 26 (28 for followers); Effective Leadership score of 25
--Cohort: 17th Level Githyanki Adventurer (Magus/Fighter)
----1st Level: 135
----2nd Level: 13
----3rd Level: 7
----4th Level: 4
----5th Level: 2
----6th Level: 2

Will fill in more when I've worked out numbers more.

The Necromancer class can be found here (http://boards1.wizards.com/showthread.php?t=690264).

2007-03-08, 07:42 PM
i like him. Could you go into more detail about his alliance with hte Githyanki?

2007-03-11, 02:49 PM
Most of the alliance is an agreement that the Githyanki will not attack him or any of his emissaries during their time in the Astral Plane. There are certain sects that are more fully allied with him, agreeing to keep anyone away from the point of gathering for the souls used to create and power the gate.

I'm still trying to figure out how he'll manage that particular feat of using the souls and keeping them from moving on after death. Could be part of the victims becoming mindless undead.

2007-03-13, 12:29 AM
Alright, she's a 17th level Adventurer, with Magus and Fighter as her imitated classes. Adventurer can be found here (http://boards1.wizards.com/showthread.php?t=691317). Magus can be found with the Necromancer. Fighter can be found here (http://boards1.wizards.com/showthread.php?t=690116).

Iliss Fiden-sither
Medium Humanoid (Extraplanar)
Hit Dice: 17d6+26
Initiative: +5
Speed: 30 ft.
Armor Class: 38 (+10 +5 cold and fire resistance mithral breastplate, +3 from Greater Two-Weapon Defense, +5 Dex, +5 amulet of natural armor, +5 ring of deflection)
Base Attack/Grapple: 12/15
Attack: +20 +5 frost speed adamantine quarterstaff (1d6+10 plus 1d6 cold) OR +20 +5 flaming speed adamantine quarterstaff (1d6+10 plus 1d6 fire)
Full Attack: +20/+20/+20/+20/+15/+15/+10/+10 +5 frost speed/+5 flaming speed adamantine quarterstaff (1d6+10 plus 1d6 cold/1d6+10 plus 1d6 fire)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spells, spell-like abilities, Magus abilities
Special Qualities: Veteran 11/day, Spell Resistance 22, Art of Battle abilities
Saves: Fort +13, Ref +10, Will +12
Abilities: Str 16, Dex 20, Con 13, Int 22, Wis 10, Cha 13
Skills: Balance +22, Climb +20, Concentration +21, Intimidate +21, Jump +20, Knowledge (Arcana) +26, Knowledge (The Planes) +26, Spellcraft +26, Swim +17, Use Rope +25
Feats: Scribe Scroll B, Two-Weapon Fighting, Two-Weapon Defense, Improved Two-Weapon Fighting, Improved Two-Weapon Defense (Complete Warrior), Greater Two-Weapon Fighting, Greater Two-Weapon Defense (Complete Warrior), Practiced Spellcaster x2 (Complete Arcane), Weapon Finesse, Weapon Focus (Quarterstaff), Weapon Specialization (Quarterstaff), Improved Critical (Quarterstaff)
Challenge Rating: 17?
Alignment: Lawful Evil

Recurring Spell (Ex): Iliss has learned a special technique of saving magical energy if it's not discharged properly. Whenever she fails to cast a 0 or 1st level class spell (for example, due to arcane spell failure or failed concentration check), spell's slot is not consumed, as if the spell was cast as an invocation.

Least Frost Evocation - Icicles (Ex): Whenever a creature fails its saving throw against Iliss' class spell with cold descriptor, it gains 5 lbs per spell level of ice on its body. Each move action spent on removing the ice frees the creature from 10 lbs. of ice. Ice is non-magical and lasts 10 minutes (twice as long in cold areas, half as long in hot ones) and is cumulative between spells.

Lesser Frost Evocation - Stiff (Ex): Whenever a creature fails its saving throw against Iliss' class spell with cold descriptor, it suffers 1 point of Dexterity damage in addition to the spell's effects.

Veteran (Ex): Iliss can re-roll a failed attack roll as a swift action. He can use this ability eleven times per day.

Supreme Positioning (Ex): By spending one use of veteran ability as a free action, Iliss can ignore all penalties caused by armor (arcane spell failure, armor check penalty, speed reduction, etc.) for 1 round.

Nullify Advantage (Ex): By spending one use of veteran ability as a swift or immediate action, Iliss makes an opponent within her reach ignore all circumstance bonuses and bonuses granted by feats to AC, attacks, and damage rolls until the beginning of her next turn.

Soldier of Fortune (Ex): While in combat and within 10 ft. from any enemy, Iliss can spend one use of veteran ability to re-roll a failed saving throw made to resist an effect or ability of any foe.

Death Blow (Ex): If Iliss scores a critical threat on an attack roll, she can spend one use of veteran ability as a swift action. If she does, the attack is autmatically a critical hit.

Foil Enemy (Ex): By spending one use of veteran ability, Iliss can interrupt enemy's action. To foil, she must hit with a melee touch attack or ranged touch attack within first range increment. Using foil is an immediate action. Iliss may not wait until an action is partially completed before deciding to attempt to foil it, but must instead make an attempt as it is declared.
Note that this means that Iliss may not foil a Full Attack (because it is not declared until after it has already begun), nor may she foil a move or charge action that began out of range.

Spells: 17th Effective Caster Level, 10th Actual Caster Level
--Spells per day: 4/6/6/4/2 and 2 bonus spells of any level
--Spells Known:
0-Level- Electric Jolt, Sonic Snap, Acid Splash, Detect Magic, Ray of Frost, Read Magic, Resistance
1-Level- Ice Dagger, Lesser Orb of Cold, Blood Wind, Aura Against Flame, Persistant Blade, Produce Flame, Shocking Grasp, Shield of Faith, Entropic Shield, Endure Elements
2-Level- Snowball Storm, Winter's Embrace, Frost Breath, Blast of Force, Resist Energy, Ray of Ice, Electric Loop, Fireburst, Acid Arrow, Chill Metal
3-Level- Sleet Storm, Protection from Energy, Lightning Bolt, Chain Missile, Energy Vortex, Hailstones, Sound Lance, Explosive Runes, Fireball, Downdraft
4-Level- Energy Spheres, Contingent Energy Resistance, Dragon Breath, Force Missiles, Orb of Cold, Ice Storm, Shout, Fire Shield, Lesser Globe of Invulnerability, Resilient Sphere

Spell-Like Abilities: At will- Lesser Orb of Cold, Blood Wind, Chill Metal, Energy Vortex (All at Caster Level 8)

2007-05-14, 11:00 PM
Could I perhaps post a villain made by the Giant's rules here also?

If so, thank you.

2007-05-14, 11:21 PM
If you have a villain to post, you can make your own thread for it to avoid confusion. It's not that hard.

2007-05-14, 11:49 PM
I think Boredem as a driving emotion doesn't fit with his back story. He sounds to busy and (compared to City Of Brass) weak to waste resources on being villanous for amusment.

2007-05-15, 08:23 AM
If you have a villain to post, you can make your own thread for it to avoid confusion. It's not that hard.

Oh, okay. I might do that.

2007-05-15, 08:44 AM
I think Boredem as a driving emotion doesn't fit with his back story. He sounds to busy and (compared to City Of Brass) weak to waste resources on being villanous for amusment.

He may be busy and weak (compared to the CoB), but that doesn't prevent him from being driven by a need to prevent boredom. Many of his plots are ways to build up his personal power this early on. Later, the balance of driving emotions will shift such that his ambition and thirst for vengeance will override his previous boredom.

2007-05-30, 12:19 PM
Nice villian. I'd love to fight him. BTW I pmed you about the military campaign but you didn't respond. Come back, cus we need you!

2007-06-11, 02:22 PM
Yeah. I like this, pretty cool back story and all that. Are you going to let us see the campaign you're going to use him in?