Robert de Boron
Male human lich wiz 15: CR 17: Medium undead (augmented humanoid); Hit Dice 15d12; 90 hp; Init +6; Spd 30 ft. (6 squares); AC 28 (+2 Dex, +6 armor, +6 natural, +4 deflection) (20 touch, 22 flat-footed); BAB/Grapple +7/+7; Atk touch +7 melee (1d8+5 plus paralyzing touch, touch) or +7 melee (by spell) or +9 ranged (by spell); Full atk touch +7 melee (1d8+5 plus paralyzing touch, touch) or +7 melee (by spell) or +9 ranged (by spell); SA damaging touch, fear aura, paralyzing touch, spells; SQ darkvision (60 ft.), DR 10/bludgeoning and magic, immunity to cold, electricity, polymorph and mind-affecting effects, turn resistance +4, undead traits; AL NE; SV Fort +8, Reflex +10, Will +4; Abilities Str 10, Dex 14, Con --, Int 23, Wis 12, Cha 14.
Skills and Feats: Concentration +20 (18 ranks, +2 Cha), Decipher Script +18 (12 ranks, +6 Int), Hide +10 (+2 Dex, +8 racial), Knowledge (arcane) +24 (18 ranks, +6 Int), Knowledge (dungeoneering) +11 (5 ranks, +6 Int), Knowledge (history) +10 (4 ranks, +6 Int), Knowledge (religion) +24 (18 ranks, +6 Int), Listen +11 (+1 Wis, +8 racial, +2 feat), Move Silently +10 (+2 Dex, +8 racial), Search +14 (+6 Dex, +8 racial), Sense Motive +9 (+1 Dex, +8 racial), Speak Language +2 (4 ranks, cross-class), Spellcraft +24 (18 ranks, +6 Int), Spot +11 (+1 Wis, +8 racial, +2 feat); Alertness, Combat Casting, Dodge, Empower Spell, Greater Spell Focus (evocation), Greater Spell Focus (necromancy), Improved Initiative, Maximize Spell, Mobility, Scribe Scroll, Spell Focus (evocation), Spell Focus (necromancy), Widen Spell.
Familiar: Robert de Boron has selected a rat as his familiar (detailed below). He has named the rat Rat.
Graduate: Robert de Boron is a graduate of The Kriegan. He gains the Greater Spell Focus (necromancy) feat and 5 skill ranks to place in Knowledge skills. His undead servant is a ghast.
Skills: Liches have a +8 racial bonus on Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks. This is reflected in the above stat block.
Typical Wizard Spells Prepared (6/6/6/5/5/5/4/2/1; DC 16 + spell level, or 18 + spell level for spells from the schools of evocation and necromancy): 0th—arcane mark, detect magic, disrupt undead, mage hand, ray of frost, read magic; 1st—burning hands, chill touch, floating disk, ray of enfeeblement, shield, true strike; 2nd—command undead, darkness, ghoul touch, invisibility, scorching ray, spectral hand; 3rd—dispel magic, fireball, haste, lightning bolt, vampiric touch; 4th—animate dead, charm monster, maximized ray of enfeeblement, stoneskin, wall of fire; 5th—blight, cone of cold (x2), summon monster V, wall of force; 6th—analyze dweomer, create undead, empowered maximized ray of enfeeblement, widened fireball; 7th—control undead, maximized enervation (x2); 8th—create greater undead.
Wizard Spellbook Contents: 0th—all spells from the sor/wiz cantrip list in the Player’s Handbook v. 3.5; 1st—all spells from the sor/wiz list in the Player’s Handbook v. 3.5; 2nd—all spells from the sor/wiz list in the Player’s Handbook v. 3.5; 3rd—all spells from the sor/wiz list in the Player’s Handbook v. 3.5; 4th—all spells from the sor/wiz list in the Player’s Handbook v. 3.5; 5th—baleful polymorph, blight, cloudkill, cone of cold, contact other plane, dominate person, fabricate, faithful hound, feeblemind, interposing hand, hold monster, lesser planar binding, magic jar, major creation, mind fog, nightmare, overland flight, passwall, permanency, persistent image, prying eyes, sending, shadow evocation, summon monster V, symbol of pain, teleport, wall of force, wall of stone, waves of fatigue; 6th—acid fog, analyze dweomer, antimagic field, chain lightning, circle of death, create undead, contingency, disintegrate, eyebite, flesh to stone, forceful hand, freezing sphere, globe of invulnerability, greater dispel magic, greater heroism, guards and wards, legend lore, lucubration, mislead, permanent image, repulsion, shadow walk, stone to flesh, summon monster VI, symbol of fear, transformation, true seeing, undeath to death, wall of iron; 7th—control undead, control weather, delayed blast fireball, finger of death, forcecage, greater arcane sight, grasping hand, greater teleport, insanity, limited wish, magnificent mansion, mass hold person, plane shift, prismatic spray, summon monster VII, spell turning, waves of exhaustion; 8th—clenched fist, create greater undead, greater shadow evocation, horrid wilting, incendiary cloud, polar ray, prismatic wall, sunburst, trap the soul.
Languages: Common, Abyssal, Draconic, Infernal, Undercommon
Possessions: Adamantine dagger, amulet of natural armor +1, bracers of armor +6, cloak of resistance +3, headband of Intellect +6, scholar’s outfit, potion of inflict medium wounds, ring of protection +4, spell component pouch, spellbooks (x12), staff of necromancy, wand of magic missile.
Tiny Magical Beast (rat)
Hit Dice: 15d8 (45hp)
Speed: 15 ft. (3 squares), climb 15 ft., swim 15 ft.
AC: 22 (+2 size, +2 Dex, +8 natural), touch 14, flat-footed 22
Attack: Bite +9 melee (1d3-4)
Full Attack: Bite +9 melee (1d3-4)
Special Attacks: Deliver touch spells
Special Qualities: Empathic link, low-light vision, improved evasion, share spells, scent, speak with master, speak with rats, SR 20
Saves: Fort +5, Ref +9, Will +10
Abilities: Str 2, Dex 15, Con 10, Int 13, Wis 12, Cha 2
Skills: Balance +10, Climb +12, Hide +14, Move Silently +10, Swim +10
Feats: Lightning Reflexes
Skills: Rats have a +4 racial bonus to Hide and Move Silently checks and a +8 racial bonus on Balance, Climb and Swim checks. A rat can always choose to take 10 on Climb checks, even if rushed or threatened. A rat uses its Dexterity modifier instead of its Strength modifier for Climb and Swim checks. A rat has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
Some of the other professors like to say that he’s from the “old school.” Most of his students, on the other hand, say he’s a “complete hardass.” For his own part, Robert de Boron doesn’t really seem to care what either group thinks. He’s a particularly hard and hateful individual and make no attempt to hide it. His years as an adventurer and evoker-for-hire seem to have left him extremely bitter, and he takes it out on those around him. In the twenty three years he has taught at The Kreigan, no student has ever liked Robert de Boron.
Robert de Boron is a very harsh professor who uses a combination of fear and belittlement to instruct. His class mostly consists of lectures and he seems to take great joy in using his wand of magic missile to punish students who fall asleep or whisper while he’s talking. He believes that hardship is the best way to learn, and he strives to make life as full of hardship for his students as he possibly can.
Editor Note: At what level did Robert make the transition to lichdom? It would have changed his Int score, thus impacting the number of skill ranks he possesses. On a related note, what method was used to determine his wealth by level? Normally an NPC wizard's spellbook is counted as part of his wealth, but that assumption may not have held true here.
Creation notes for editor:
Robert de Boron’s starting abilities were Str 10, Dex 13, Con 8, Int 15, Wis 12, Cha 14. At 4th level, he increased his Dex by 1 and at 8th and 12th level, he increased his Int by 1. He has 16 skill points for being human, 5 for being a graduate and another 77 for being a wizard. His skills were calculated without Int-increasing magic items (headband of intellect) involved.