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Nizell - The Mage Flayer


Grand Poobah

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Nizell, the Mage Flayer - Maralith Spellthief

Nizell - The Mage Flayer

Class: Maralith/Spellthief
Alignment CE
Personality: Nizell is exceptionally confident and only really treads carefully when someone clearly eclipses her in rank and power.

Nizell needs constant activity and change along with a steady supply of mage to feed her and her craft. While she has this she is vicious and cruel for sure, but rational and slow to anger. She can, at her best, even be funny and talkative. Deprived of these things her anger and unpredictability grow rapidly.

Through The Gate

Battle satisfied her needs but any prolonged campaign or down time were always difficult for Nizell. The only exception to this was her ability to apply herself to her dissections and her subsequent workmanship with Vellum and leathercraft.

She had trained her apprentices as a way of cementing her power and providing a new dynamic but this too was getting routine for her. These responcibilities had also denied her the ability to venture too far from the battlefront and her thirst for mortal mage skin was not satisfied of late.

When the opportunity to enter the mortal realm came she forcefully volunteered. As a Mage Slayer it was a simple argument as this was potentially the one vulnerability to their insurgence. Her excitment was all consuming at the thought of a world of moral mages.

Background

1) Quaking Quasit (Skin 0 to 4523)

Nizell was sitting at a low fat stone table in the middle of the rough floor. A thick mind-altering haze of smoke turned the air a solid orange in the window light. It was an orange of the slightly redish sun diffused through translucent skins that dried about the room at the end of long tendon twine. It was 4523 skins exactly since Nizell kept records, concise records. She pushed the hot poker into her vellum diary. A dotted grey trophy of her emergent sanity. The sweet smell of the human mage skin was exquisite and never disappointed. She would not forget and slide back into the miasma that she had arisen from.

2) Wretched Babau (Skin 9734)
Traded to a Balor General Jaskar. Nizell entered into his service seeing time on the front lines of the bloodwar as well as an attendant to his master in planning. She never lost her desire for mage skin and flesh and as time went on this hunger manifested in an ability to leach the magic from the living.
As the bloodwar raged and her studies and power grew Nizell uncovered a plan to gain the favour she needed. The Devil armies continued to attack in swift assaults before teleporting from battle, healing and returning. She would end this and in doing so give her master and herself great favour.
The opportunity finally presented itself and Jaskar was head to head with a Cornugon. All about them the Devil army started their teleportation retreat when Nizell stepped forward and placed three clean attacks on the creature sucking his teleportation ability.

3) Nizell Mage Flayer (Skin 16422)
Nizell stood side by size with Jaskar gazing on the battle below them, the last before the truce. An illusionary model of the battlefield at their side is divided into eight sections. One for Nizel and each of her trainee’s
The Meralith was covered in sleek Pit Fiend hide amor and carried an assortment of spell charged weapons as she teleports close to her prey. A rain of vampiric charged assaults batter into devil after devil. Her tail reaching out and constricting to then leave enemies vulnerable and battered before being tossed aside. The Mage Flayer skips dimentional jumps over the battlefield decimating the armies elite casters. As Jaskar's elite she would get her choice of who to keep as a trophy. She would dine and add one more mark on her vellum diary.

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Humanoid Identity - Selene [Merchant Tiefing] ---in progress

Selene (“she never did give a surname”): Low Key Merchant Representative (in progress)

Nizell want’s to keep her identity as close to her truth as possible as she can be somewhat spontaneous in her actions and it is the best plan to avoid complications. He persona is looking to set up a scheme with potential to get to the good stuff.

Selene is self-confident, capable and independent as evident in that she has travelled alone to the city on behalf of her employer. She has an aura of a professional on business, one however who knows that making friends and acquaintances is good for this business. She makes no secret that she is physically capable, but also that this is second to her mission as a trusted representative.

She is in the city on behalf of a master craftsman (taylor/leather work) who, while currently living a month’s (or more or much more) travel away. Her master is looking to move close to the city in 9 months time. She has been sent ahead to scout for staff of all sorts for the new estate, as well as apprentices. At the same time she is to look into the local guilds and merchants for potential partners. Some of the staff may be sent ahead or back to their current estate for training.

image.png.4770e5830eb37e846945edbf973f2e3b.png

 

 

Edited by Grand Poobah (see edit history)
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Lvl |HD|BaB|Fort-Ref-Will|                Abilities              | Special
1   |1d8|+1|    +2.5 all | Str+2    Con+2    Dex--   Int--   Wis--   Cha—   NA+2 |   Improved Grab, Darkvision 60ft, Fast movement, (2 arms)
2   |2d8|+2|    +0.5 all | Str--    Con+2    Dex+2   Int--   Wis--   Cha—   NA+1 |  Telepathy 100ft
3   |3d8|+3|    +0.5 all | Str+2    Con--    Dex--   Int--   Wis—    Cha+2  NA-- |   Lesser Powers 1/day, Electricity Resistance 5, Large Size (3 arms)
4   |3d8|+3|    -----all | Str--    Con+--   Dex--   Int+2   Wis—    Cha--  NA+1 |  Fire Resistance 5
5   |4d8|+4|    +0.5 all | Str--    Con+2    Dex--   Int--   Wis—    Cha--  NA-- |    Acid and Cold Resistance 5, (4 arms)
6   |5d8|+5|    +0.5 all | Str+2    Con--    Dex--   Int—    Wis+2   Cha—   NA+1 |  Electricity Resistance 10, SR 5+HD
7   |6d8|+6|    +0.5 all | Str—     Con--    Dex+2   Int--   Wis--   Cha+2  NA-- |   Lesser Powers 3/day, Fire Resistance 10 (5 arms)
8   |6d8|+6|     ----all | Str--    Con+2    Dex--   Int—    Wis--   Cha—   NA+1 |  Immunity to Poison, Constrict
9   |7d8|+7|    +0.5 all | Str+2    Con--    Dex--   Int--   Wis--   Cha--  NA-- |   Powers 1/day, (6 arms)
10  |8d8|+7|    +0.5 all | Str—     Con--    Dex--   Int+2   Wis--   Cha+2  NA+1 | DR 5/Cold Iron and Good, Electricity Resistance 15
11  |8d8|+7|    -----all | Str--    Con+2    Dex--   Int—    Wis+2   Cha--  NA-- |   Fire Resistance 10, Lesser Powers at will,
12  |9d8|+9|    +0.5 all | Str+2    Con--    Dex--   Int—    Wis--   Cha--  NA+2 |  Acid and Cold Resistance 10, Electricity Resistance 20, True Seeing
13 |10d8|+10|   +0.5 all | Str--    Con--    Dex+2   Int—    Wis--   Cha--  NA-- |   Powers 3/day
14 |10d8|+10|   ---- all | Str--    Con+2    Dex--   Int—    Wis--   Cha+2  NA+1 |  SR 10+HD 
15 |11d8|+11|   +0.5 all | Str+2    Con--    Dex--   Int—    Wis--   Cha--  NA-- |  Electricity Resistance 30
16 |12d8|+12|   +0.5 all | Str--    Con--    Dex--   Int+2   Wis--   Cha--  NA+1 |  
17 |12d8|+12|   ---- all | Str--    Con+2    Dex--   Int—    Wis--   Cha+2  NA-- |  Electricity Immunity,
18 |13d8|+13|   +0.5 all | Str+2    Con--    Dex--   Int—    Wis+2   Cha--  NA+1 |  Powers at will
19 |14d8|+14|   +0.5 all | Str--    Con--    Dex+2   Int—    Wis--   Cha--  NA-- |  Greater Powers 1/day,
20 |14d8|+14|   -----all | Str--    Con+2    Dex--   Int—    Wis--   Cha--  NA+1 |  DR 10/Cold Iron and Good
21 |15d8|+15|   +0.5 all | Str+2    Con--    Dex--   Int—    Wis--   Cha+2  NA-- |  
22 |16d8|+16|   +0.5 all | Str--    Con--    Dex--   Int+2   Wis--   Cha--  NA+1 |   Greater Powers 3/day
23 |16d8|+16|   -----all | Str--    Con+2    Dex--   Int—   Wis--    Cha--  NA-- |  
24 |16d8|+17|   -----all | Str+2    Con--    Dex--   Int—   Wis+2    Cha+2  NA+2 | Greater Powers at will

MARILITH
Alignment: Always Chaotic Evil
Hit Die: d8

Class Skills
The MARILITH's class skills (and the key ability for each skill) are:

- Bluff (Cha)
- Concentration (Con)
- Diplomacy (Cha)
- Hide (Dex)
- Intimidate (Cha)
- Listen (Wis)
- Move Silently (Dex)
- Search (Int)
- Sense Motive (Cha)
- Spellcraft (Int)
- Spot (Wis)
- Use Magic Device (Cha)

Skill Points at 1st Level: (8 + Int modifier) x4.
Skill Points at Each Additional Level: 8 + Int modifier.

AUTOMATIC LANGUAGES: Abyssal, Celestial and Draconic.

CONSTRICT (Ex): At 8th level a marilith deals 4d6+(1.5xSTR) points of damage with a successful grapple check. The constricted creature must succeed on a Fortitude save (DC 10+½HD+STR) or lose consciousness for as long as it remains in the coils and for 2d4 rounds thereafter.
FAST MOVEMENT (Ex): Mariliths' base land speed is 40Ft.
FEATS: Multiweapon Fighting at first level and a new feat every 3d8HD. 
IMPROVED GRAB (Ex): To use this ability, a marilith must hit with its tail slap attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it succeeds on the grapple check, it can constrict.
SIX ARMS: Mariliths initially lack the coordination to get 6 attacks a round. Start with 2 and get an extra limb in the fight every 2 rounds after that (3,5,7,9). At 2,5,8,11 the marilith reduces multiweapon fighting penalty by 1 for on and off hands. In conjunction with the multiweapon attack feat this means she attacks with no penalty by level 11. This bonus can never result in positive AB, only ever used to reduce multi weapon penalties.
SKILLS: Mariliths gain additional skill points every 1d8HD and have a +8 racial bonus on Listen and Spot checks.
SPELL-LIKE ABILITIES: A Marilith's caster level for Spell-like Abilities is equal to her racial HD. Spell-like Abilities are divided into Lesser Powers(Magic Weapon, Telekinesis), Powers (Greater Teleport, Project Image, See Invisibility) and Greater Powers (Align Weapon, Blade Barrier,  Unholy Aura). The save DCs are Charisma based.
TAIL SLAP: A Marilith's tail slap attack deals 3d8(M)+STR and 4d6(L)+STR
TRUE SEEING (Su): At 12th Mariliths have a Continuous True Seeing ability, as the spell (Caster Level = Racial HD).
WEAPON AND ARMOR PROFICIENCY: Mariliths are proficient with all simple and martial weapons and all armors (Light, Medium and Heavy) and shields (except Tower Shields

Edited by Grand Poobah (see edit history)
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@Michael

She is all good. How do you want me to slot in ...maybe her egg was in a warmer place or another nook and she has been following their destruction or she was there from the start?

 

Actually one question. Tail slap was at 3d8 (m) and 4d6(L) is that ok or 3d6(m).

Gp

Edited by Grand Poobah (see edit history)
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Flaycraft

Prerequisite : Craft 5, Evil, Spellthief, Awesome Marilith Nizell.
Uncover the skills of a master flayer to specially prepare skins for enchantments.

Branded Vellum

 

Vellum of any mortal may be specially prepared with fiendish writing and intricate brandings and used by a spellthief to store a singular spell up to the level available to a spellcaster of the sacrificed mortals HD. The storage is permanent and at no cost, but once the spell is recalled the skin disintegrates in a puff of flame.

Superior Velum can be crafted if the sacrifice is spell caster. In this case it may be prepared in such a way as to lock the stored spell in the velum and draw power from the mortals soul allowing it to recharge at the start of each day. Each time the spell is used however there is a 10% cumulative chance the skin is destroyed on casting and the portion of the soul trapped destroyed. Superior vellum requires a caster with 2HD more than vellum (so a 3rd lvl spell needs a 5th lvl sacrifice for vellum and a 7th level sacrifice for superior).

 Spell Storing Vellum

The skin of good mortal spellcasters may be put to more permanent uses and turned into Items of clothing or crafted into leather armour or onto the hilt of weaponry
Mortal Skin Leathers :The clothing consumes a chest item slot and improves the spell storage capacity of a spellthief by 2*HD of the sacrificed spellcaster. For other classes it acts as a spell storing item with the mortals HD/2 spell slots. In anycase the storage is limited to spells of a level available to the mortal from which it was fashioned. Spells remain stored indefinitly

Spell Theft Weapon enhancement: Vellum can be added to a sword hilt. So fashioned the weapon can hold a single stolen spell up to the level available to the mortal from which it was fashioned. The  spell may be triggered on on a hit, but for now limited to single target spells which also require a hit roll. so scorching ray OK, but magic missile or fireball not.

Branded Mortal

Mortals may be branded when living. As such they can be connected to the fiend that branded them allowing for them to be leached of their power.

A spellthief of 4th level or higher may brand a mortal. A branded mortal may have one spell on the spellthiefs spell list permanently branded on their body. This places the mortal permanently under the effect of this spell. A spellthief may, as a swift action, leach one such mortal per round. The range of this is 30 feet +10 feet /HD of the branded mortals. The range is cumulative. Leaching is treated as if a spell thief has touched a willing spellcaster.

For example 5 mortals of 3rd level in a room would connect to a spellthief within 30 + 3x5x10 = 180 feet.

 

@Michael added flaycraft stuff.

While I assume it will be a while before I will have a chance to use it are you OK with me taking this at level 1.

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  • 2 weeks later...

Level 1 |1d8| BAB+1| 32 skill points|+2.5 all | Str+2 Con+2 NA+2 | Improved Grab, Darkvision 60ft, Fast movement, Multiweapon Fighting, (2 arms) 1st Level Feat: Flaycraft

|| Level 1 Spellthief : Sneak attack +1d6, steal spell (0 or 1st), Trickster Spellthief [spells as Bard]

Level 2 |2d8|BAB+2| +0.5 all | Str-- Con+2 Dex+2 Int-- Wis-- Cha— NA+1 | Telepathy 100ft

|| Level 2 Spellthief Detect magic, spellgrace +1, steal spell effect

HP

 

Edited by Grand Poobah (see edit history)
Name
HP
6
1d8 6
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  • 2 weeks later...

@Michael

Just noticed the house rules and my powers are out of whack.

For the record they should look like this:

Can I take this note as a correction (rather than worry about the table.

Lesser Powers (See Invisibility, Magic Weapon, Align Weapon)

Normal Powers (Telekinesis Blade Barrier)

Greater Powers (Unholy Aura, Greater Teleport, Project Image)

2 Lesser 1/day

4, Lesser 3/day

6 Lesser at will,    Normal 1/day

8 Greater Powers 1/day

12 Normal Powers 3/day,

16 Greater 3/day

18 Normal at will

24 Greater at will

 

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@Michael Thanks.

I was looking at taking rogue and PRC's etc with arcane trickster (to get sneak attack/ spells/steal spell advance) but kinda laoth the complexity and was wondering if you would accept this feat (think it is less chunky than the stacking feats ). I also can't bring myself to make her take craven.

 

Simple Idea:

VICIOUS TRICKSTER:  Unlike other spell thief tricksters your sneak attack progresses is as a rough equal to you spellthief level.

Edited by Grand Poobah (see edit history)
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