Pathfinder NPC Build: Half-Fiend Wizard/Evangelist

Since we didn’t have a Pathfinder session this week, I thought I’d post one of the NPC builds I’ve used against my PCs during the course of the adventure. She is a leveled-up version of an existing NPC.

Lyrie was one of the enemies in chapter 1 of Rise of the Runelords. The PCs let her live, but killed Nualia, but I was still interested in Nualia’s possible progression, so I essentially let Lyrie take it over, having her become an evangelist (a prestige class from Inner Sea Gods) of Lamashtu and performing horrific acts to turn herself into a half-fiend. The PCs encountered her again in chapter 4, where she had allied with Mokmurian. Unfortunately for Lyrie, Mokmurian saw as little more than a pawn, and left her to take on the PCs while he took his army out into Varisia. Still, she made quite a dent in the PCs’ defences before they killed her.

lyrie3-pLyrie Akenja CR 15

Half-fiend human wizard (universalist) 5/evangelist 7
CE medium outsider (native)
Init +5; Senses Perception +15; darkvision 60 ft

DEFENSE

AC 20, touch 20, flat-footed 12 (+5 Dex, +2 natural, +3 dodge)
hp 93 (5d6 + 7d8 +41)
Fort +6; Ref +10; Will +9
Immune poison; Resist acid, cold electricity, fire 10; DR 10/magic; SR 26

OFFENSE

Speed 30 ft; Fly 60 ft
Melee dagger +7/+2
Ranged dagger +12/+7
Special Attacks Smite Good (4/day), hand of the apprentice (11/day)

Spell-like Abilities (CL 12th; concentration +20)

3/day—darkness, poison
2/day—summon swarm
1/day—desecrate, unholy blight, contagion, blasphemy, summon monster V

Wizard Spells Prepared (CL 11th; concentration +19)

6th (DC 24)—chain lightning, cloak of dreams
5th (DC 23)—fire snake, feeblemind, wall of force, dominate person
4th (DC 22)—dimension door, confusion, ball lightning, black tentacles
3rd (DC 21)—haste, slow, lightning bolt, stinking cloud
2nd (DC 20)—invisibility, mirror image, shatter, glitterdust, create pit
1st (DC 19)—burning hands, grease, ray of enfeeblement, protection from good, sleep, alarm, silent image
0 (at will, DC 18)—acid splash, detect magic, prestidigitation, ray of frost

STATISTICS

Str 10, Dex 20, Con 16, Int 26, Wis 12, Cha 15
Base Atk +7; CMB +7, CMD 22
Feats Alertness, Dodge, Scribe Scroll, Mobility, Spell Focus (evocation), Deific Obedience, Improved Familiar (quasit), Lamashtu’s Mark, Maximize Spell, Iron Will, Quicken Spell, Craft Wand
Skills Acrobatics +9, Appraise +15, Bluff +6, Climb +4, Diplomacy +7, Disguise +6, Escape Artist +9, Fly +17, Heal +5, Intimidate +8, Linguistics +20, Perception +15, Ride +9, Sense Motive +7, Spellcraft +23, Stealth +20, Survival +5, Swim +4, Use Magic Device +12
Languages Common, Elven, Goblin, Osiriani, Thassilonian, Aboleth, Abyssal, Aklo, Aquan, Boggard, Draconic, Giant, Gnoll, Ignan, Infernal, Orc, Terran, Undercommon
SQ arcane bond (familiar), metamagic mastery (2/day)
Combat Gear dagger
Other Gear headband of vast intelligence +4, bracers of armor +4, cloak of resistance +2, ring of protection +2, spellbook

Description of Special Abilities

Smite Good Once per day, as a swift action, the half-fiend can smite good as the smite evil ability of a paladin of the same level as the half-fiend’s Hit Dice, except affecting a good target. The smite persists until target is dead or the half-fiend rests.

Once per day, a paladin can call out to the powers of good to aid her in her struggle against evil. As a swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds her Cha bonus (if any) to her attack rolls and adds her paladin level to all damage rolls made against the target of her smite. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the paladin possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess.

In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the paladin targets a creature that is not evil, the smite is wasted with no effect.

The smite evil effect remains until the target of the smite is dead or the next time the paladin rests and regains her uses of this ability.

Hand of the Apprentice You cause your melee weapon to fly from your grasp and strike a foe before instantly returning to you. As a standard action, you can make a single attack using a melee weapon at a range of 30 feet. This attack is treated as a ranged attack with a thrown weapon, except that you add your Intelligence modifier on the attack roll instead of your Dexterity modifier (damage still relies on Strength). This ability cannot be used to perform a combat maneuver.

Metamagic Mastery At 8th level, you can apply any one metamagic feat that you know to a spell you are about to cast. This does not alter the level of the spell or the casting time. You can use this ability once per day at 8th level and one additional time per day for every two wizard levels you possess beyond 8th. Any time you use this ability to apply a metamagic feat that increases the spell level by more than 1, you must use an additional daily usage for each level above 1 that the feat adds to the spell. Even though this ability does not modify the spell’s actual level, you cannot use this ability to cast a spell whose modified spell level would be above the level of the highest-level spell that you are capable of casting.

Divine Boons Savage Summoner, Terrifying Eidolon

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