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Posted by : LeonDelgado miércoles, 21 de mayo de 2014

Tras muchos años de viajar por el mundo y esquivar a sus perseguidores (entre ellos el famoso Justicar espartano Iago Montoya), Luminen encontró su fin en un castillo de las tierras de Greystone que el se había apropiado para usarlo como base de operaciones por los últimos cinco años.

Cuando Kalith Valaris y sus aliados se teleportaron al interior de la fortaleza de Luminen, este sonrío de alegría al descubrir que su amada enemiga estaba al alcance de sus manos. Una vez mas el conflicto que había partido el alma de Luminen por décadas se desato en su mente: por un lado el deseaba a la bella elfa, y por el otro la odiaba por haberlo rechazado.

Luminen lanzo a sus aliado para que acabaran con los molestos invitados y capturaran a la maga Derkan, pero pronto se dio cuenta que sus enemigos no eran simples guerreros que entraban a ciegas a la boca del lobo, sino por el contrario poderosos veteranos curtidos en batalla con la habilidad para enfrentar las trampas que el mago habia dispuesto en el camino.

Tras largas horas Luminen estudio estos atacantes y dispuso un plan para eliminarlos uno a uno, empezando por el molesto caballero del viento que le había seguido el rastro desde esparta al lado de Kalith.

Fue asi que Samuel Quinto encontró el final de su vida en el castillo Sarwin y pronto Luminen en persona ataco a los aventureros para poner fin a sus enemigos. Sin embargo Valaris y sus aliados lograron derrotar y matar al mago oscuro, terminado así con sus fechorías.

Pero lo que ellos no han tenido en cuenta es que la muerte no es algo que un Segador de almas tenga miedo. El espíritu de Luminen, lleno de odio perdura y ha regresado como un espectro para lograr su meta: eliminar a Kalith e impedir que ella pueda reunirse con el amor de su vida.

Ghost of Luminen Veldaren, Derkan Soul Reaper
CR 19
Derkan Wizard (Soul reaper) 16/ Derkan 2/ ghost 2
NG Medium Humanoid (Human)
Init: +8; Senses: Perception +14, Low light vision

Defenses
DF: 23 (+2 dex, +6 training, +4 deflection, +1 insight), Touch 23, Flat- footed 21
CMD: 21
Hp: 109 (16d12+16)
Fort: +9 (5), Ref: +9 (5), Will: +14 (10),
Destiny Points: 2
Defensive Abilities: Spell Resistance 27

Offense
Speed: 30 ft. Fly 30 ft.
Melee: Spectral elven sword +8 (2d4-1; 19-20/x2)
Ranged: Ranged touch attack +11.
Base Atk: +8/3
CMB: +8
Attack Options: None.
Special Actions: Before battle he cast Mirror Image (6 images) and Mage armor (in that Order) improving his DF in +4 followed of Haste and Protection from Energy (fire).
Special Attacks (DC 18):
-Draining Touch (Su): If Luminen hits a living target with its incorporeal touch attack drains 1d4 points from any one ability score it selects. On each such successful attack, Luminen heals 5 points of damage to itself or recover 5 MP (at Luminen choice). Against ethereal opponents, it adds its Strength modifier to attack rolls only. Against nonethereal opponents, it adds its Dexterity modifier to attack rolls only.
-Malevolence (Su): Once per round, the ethereal ghost of Luminen can merge its body with a creature on the Material Plane. This ability is similar to a magic jar spell (caster level 16th), except that it does not require a receptacle. To use this ability, Luminen must be manifested and it must try move into the target’s space; moving into the target’s space to use the malevolence ability does not provoke attacks of opportunity. The target can resist the attack with a successful Will save (DC 15 + ghost’s Cha modifier). A creature that successfully saves is immune to Luminen's malevolence for 24 hours, and the Luminen cannot enter the target’s space. If the save fails, the ghost vanishes into the target’s body.
-Telekinesis (Su): Luminen can use telekinesis as a standard action (caster level equal to the ghost’s HD). When Luminen uses this power, it must wait 1d4 rounds before using it again.

Spells Known/ Prepared:
-0 Level spells (at will, DC21)- Disrupt Undead (DC 23), Touch of Fatigue (DC 23), Magic Missile, Dancing Lights, Detect Magic, Read Magic, Resistance, Mage Hand;
-1st level Spells (1 MP, DC 22) - Mage Armor, Arcane Bold, Summon Undead I, Protection from Alignment, Shield, Color Spray, Cause Fear (DC 24), Ray of Enfeeblement (DC 24), Chill Touch (DC 25).
-2nd level Spells (3 MP, DC 23) - Necrotic Cyst (DC 26, Libris mortis), Summon Undead II, See Invisibility, Dark ray (as Scorching Ray but Makes Shadow damage, DC 26), Dark Orb, Lesser (DC 25), Command Undead (DC 25), False Life (DC 25), Spectral Hand (DC 25), Alter Self, Cat’s Grace, Magic Burn, Fox’s Cunning.
-3rd level Spells (5 MP, DC 24) -Dispel Magic, Protection from Energy (192 pts), Lightning Bolt, Dark orb (DC25), Vampiric Touch (10d6 at 10 mp, no save), Haste.
-4th level Spells (7 MP, DC 25) -Dark Orb, Greater (DC 27), Bestow Curse (DC 27), Magic Drain.
-5th level Spells (9 MP, DC 26) - Magic Jar (DC 28), Overland Flight.
-6th level Spells (11 MP, DC 27) -Circle of Death (DC 29), Undeath to Death (DC 29), Antimagic Field, Globe of Invulnerability. 
-7th level Spells (13 MP, DC 28) - Necrotic Tumor (DC 30, Libris mortis), Control Undead (DC 30), Finger of Death (DC 30), Greater Teleport.
-8th level Spells (15 MP, DC 29) - Mind Blank, Horrid Wilting (DC 31), Polymorph Any Object.
Magic Points: 267 (Caster level 16; Necromantic spells cast at 17 with +2 to DC)

Statistics
Abilities Str 8 (-1), Dex 16 (+3), Con - (+0), Int 33 (27) (+11/8), Wis 14 (+2), Cha 18 (+4)
Atk Bonus: +0
SQ: Spirit vassal (share spells), Rejuvenation (Restore his life after 2d4 days), Turn Resistance (+4 saves against turn attacks).
Racial Traits (already applied): +2 to will saving throws against spells, Spell resistance 27, Favoured Class (changed to Wizard).
Feats: Different Class (Wizard), scribe Scroll, Spell Focus (Necromancy), Silent spell, Energy Substitution (Cold), Empower Spell (+4 mp), Improved Initiative, Spell Penetration (+2), Fell Drain (Creatures hit a spell affected by this spell, takes -1 level, +4 MP).
Trained Skills (level Bonus +9): Concentration +13, Knowledge (Arcana, History, Local, Religion, Dungeoneering, Planes) +23, Perception +22, Diplomacy +13, Spellcraft +16, Use Magic devise +11, Stealth +20.
Class features: Spiritual Vassal, Inquisitor of the Grave, Ancestral Knowledge (4/day). Bind Spirit, Spawn Undead Servitor (Luminen is always with a warrior or ranger that serve as bodyguard).
● Spiritual Vassal: Luminen has under his control a host of spirits that she has seized through a foul ceremony and combined into a single spiritual vassal.
● Inquisitor of the Grave (Sp): Once per day, Luminen can use speak with dead as a spell-like ability, duplicating the effects of the speak with dead spell.
-Memories of Past Lives (take one use of his Ancestral Knowledge): Drawing on her spiritual vassal's memories, the soul reaper gains a +5 competence bonus on checks made with a skill of her choice. This bonus lasts for 1 minute.
-Speech of the Ancients (take one use of his Ancestral Knowledge): The soul reaper gains the ability to speak and read a language of her choice for 1 minute.
-Talents of the Elders (take one use of his Ancestral Knowledge):  The soul reaper gains temporary access to a feat of her choice for which she meets the prerequisites. She can use the feat for 1 minute.

Combat Gear None Other Gear (Shadow manifestation of his original gear) masterwork silver Elvenswordclear spindle ioun stonecloak of resistance +4, dusty rose prism ioun stoneheadband of vast intelligence +6.

Spiritual Vassal (unbonded): CR -; Tiny undead; HD 1/2d12; hp 55; Init +1; Spd 10 ft., fly 30 ft. (perfect); Defense 24, touch 13, flat-footed 13, BAB +0; CMB - 8: CMD 3; Atk +1 melee (1-1, slam); Full Atk +1 melee (1-1, slam); SA -; SQ undead traits; AL N; SV Fort +0, Ref +1, Will +3; Str 8, Dex 12, Con -, Int 15, Wis 12, Cha 10. Especial abilities: Improved evasion, share spells, empathic link, Deliver touch spells, Ancestral Knowledge (4/day), Scry on familiar, Spell resistance, Speak with master.

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