Velcimmer Reynard, The Cursed


"Is this the best this generation has to offer?"


Among the communities up and down the Savage Coast, the older folk tell a cautionary tale to their young, a story that had been passed on from their forebears, from the time of when the kingdom of Northfast held sway over most of the region some seven hundred years ago. Dealing with the overweaning pride and more than a little insecurity, it tells of a warrior-wizard of great power, who rose to prominence in the courts of the king of that time... And it also tells of his downfall, in where his jealousy made him betray his liege, thereby plunging the realm into a decade of chaos. Though he was eventually slain by a member of his own bloodline, the damage to the realm was such that it would never recover.

Some of the foolish readily dismiss the tales as the ramblings of the old, but the wise and the learned up and down the coast, particularly the Church of the Righteous Fury, know that it is no mere fireside yarn made to frighten the young into obedience, but based on actual events... And that, somewhere in the region, the warior-wizard still walks, but not in the fashion many might expect.

For the turmoil and suffering that his betrayal wrought, the knight -- named Velcimmer -- was cursed to unlife by the gods of the pantheon of Light, to ponder the depth of the suffering he had unleashed as a death knight. Until someone of his bloodline, blessed by the Light, releases him or defeats him in battle, he cannot know rest. So far, not one has succeeded, to his eternal amusement.

And now? He waits in the ruins of the very kingdom his betrayal had destroyed, scrying who among his descendants show the greatest potential, and who among them might be the greatest threat to him. So far, his interest has been piqued by one in particular, one who was making a name for herself among the communities in the region... The paladin named Myssa Rei.

Velcimmer looks for all the world like a translucent warrior clad in semi-transparent looking black full plate mail, with blazing red orbs shining out of his helmet visor where the eyes should be, while twin gems orbit around his helm. He wields a sword that leeches dark energy when drawn, and favors a cloak that distorts his form, rendering him harder to hit.


Velcimmer Reynard, the Cursed, male human death knight Fighter 4/Wizard 4/Eldritch Knight 10: CR 21; Medium-sized undead (augmented humanoid); HD 18d12; hp 173; wp NA; Init +2; Spd 30 ft.; AC 30 (touch 15, flat-footed 28); Base Attack +16; Grapple +24; Attack +28 melee one-handed (1d10+13 plus 1d6 negative energy/17-20/x2 plus 1d10 negative energy, +3 keen consumptive burst bastard sword), or +24 negative energy touch (1d8+3 plus 1 Con [DC 23], touch), or +18 ranged touch (arcane spell); Full Attack +28/+25/+18/+15 melee one-handed (1d10+13 plus 1d6 negative energy/17-20/x2 plus 1d10 negative energy, +3 keen consumptive burst bastard sword), or +24 negative energy touch (1d8+3 plus 1 Con [DC 23], touch), or +18 ranged (arcane spell use); SA Abyssal blast, arcane spell use, fear aura; SQ Contingency (stoneskin), cursed, damage reduction 15/magic, darkvision 60 ft., immunities (cold/electricity/polymorph), summon mount (nightmare), turn immunity, undead traits; SR 28; Alignment Lawful Evil; Saves Fort +15, Ref +10, Will +15; Str 26, Dex 14, Con -, Int 21, Wis 19, Cha 19. Height 6 ft. 3 in.

Skills and Feats (with Synergy bonuses included): Bluff +7, Climb +14, Concentration +17, Craft (Weaponsmithing) +14, Diplomacy +7, Intimidate +9, Jump +14, Knowledge (Nobility and Royalty) +17, Knowledge (Arcana) +21, Ride +18, Sense Motive +19, Spellcraft +21, Swim +18; Combat Casting, Craft Wondrous Item, Empower Spell, Exotic Weapon Proficiency (bastard sword), Leadership, Maximize Spell, Mounted Combat, Quick Draw (Eld), Scribe Scroll (B), Spell Focus (Evocation), Spell Focus (Necromancy), Weapon Focus (bastard sword), Exotic Weapon Specialization.

Languages Spoken: Common, Elven, Draconic, Infernal.

Common Spells Prepared (4/6/5/5/5/4/2/1; DC = 15 + spell level, 16 + spell level for Evocation and Necromancy; Arcane spell failure 15%): 0 - dancing lights, detect magic, flare, resistance; 1st - charm person, disguise self, expeditious retreat, magic missile, ray of enfeeblement, shield; 2nd - blur, Melf's acid arrow, mirror image, see invisibility, web; 3rd - blink, dispel magic, haste, fireball, vampiric touch; 4th - bestow curse, dimension door, globe of invulnerability (lesser), shout, wall of ice; 5th - feeblemind, teleport, wall of force, waves of fatigue; 6th - chain lightning, disintegrate; 7th - finger of death. Caster Level 14th.

Spellbook: All of the spells listed above, as well as all spells of the schools of Evocation and Necromancy of 7th level and less.

Standard Equipment: +3 keen consumptive burst bastard sword, +4 twilight mithral full plate mail (lightweight, -10% arcane spell failure), amulet of major spell storing (currently holds greater teleport and blink), belt of giant strength +6, bone bracers of the Dark One (bracers of armor +3 that allows use of unhallow, desecrate, and unholy blight once per day), boots of speed, cloak of displacement (major), gauntlet of rust, horned helm of true seeing (true seeing 2/day), ioun stones (pearly white, orange), ring of defense +3, ring of spell turning, wand of fireball (10th, 34 charges left), wand of greater invisibility (30 charges left), wand of wall of ice (22 charges left), spell scrolls (forcecage, greater teleport, magic jar).


Class Abilities and Special Qualities:

Abyssal Blast (Su): Once per day, Velcimmer can unleash a blast of eldritch fire that does 18d6 damage, and fills a 20-radius spread within a range of 1120 feet. Half of the damage is fire damage, but the rest results directly from divine power and is therefore not subject to being reduced by protection from energy (fire), or similar magic. A successful Reflex save against DC 23 reduces damage by half.

Fear Aura (Su): Creatures of less than 5 HD within 15 feet of Velcimmer must succeed a Will save of DC 23 or be affected as though as by a fear spell cast by a sorcerer of his level.

Immunities (Ex): Velcimmer is immune to cold, electricity, and polymorph.

Invulnerability (Ex): Velcimmer cannot be permanently slain, unless his slayer is a descendant of his family line, and instead will reform in 1d4 days.

Negative Energy Touch (Ex): Velcimmer's touch deals 1d8+4 negative energy damage, as well as causing one point of Constitution damage. A Will save against a DC of 23 reduces the damage by half and negates the Constitution damage.

Summon Mount (Su): Velcimmer can summon a mount, typically a nightmare, which can have no more than half his hit dice. If his current mount is killed, he can summon another after a year and a day.

Turn Immunity (Ex): Velcimmer is immune to turning. Cannot be banished by holy word.

Undead Followers: Velcimmer can attract 36 HD in undead followers, which remain in his service until destroyed.

Undead Traits: Immune to mind-affecting effects, poison, sleep, paralysis, stunning, disease, death effects, necromantic effects, and any effect that requires a Fortitude save unless it also works on objects. Is not subject to critical hits, subdual damage, ability damage, ability drain, energy drain, or death from massive damage. He cannot be raised, and can only be resurrected if willing. He has darkvision (60 ft. range).