Male incantifer (human, augmented) Wizard 20/Archmage 5/Planeshifter 10/Mage-Killer 10; CR 47; Medium-size outsider; HD 45d4; hp 290; Init +8; Spd 30 ft; AC 73 (touch 51, flat-footed 63); Atk +77/+68/63 melee (1d8+8+3d6 cold/17-20, +6 Nightbringer) or +22/+17 touch (by spell); SA absorb magic, spells; SQ Archmage high arcana, planeshifter abilities, mage-killer abilities, epic-level benefits, immunities, DR 20/+2, outsider qualities, incantifer qualities, SR 55, permanent spells; AL LE; SV Fort +64, Ref +66, Will +85; Str 18, Dex 19, Con 16, Int 41, Wis 26, Cha 17.
Height: 5 ft. 9 in.
Skills and Feats: Alchemy +87, Balance +30, Bluff +72, Concentration +80, Craft (Rods and Rings) +97, Diplomacy +82, Gather Information +72, Handle Animal +42, Heal +38, Hide +68, Innnuendo +62, Intimidate +92, Knowledge (arcana) +52, Knowledge (geography) +77, Knowledge (history) +87, Knowledge (nobility & royalty) + 77, Knowledge (the planes) +87, Knowledge (religion) +97, Listen +80, Move Silently +78, Profession (military general) +72, Ride (nightmare) +50, Search +95, Sense Motive +100, Spellcraft +97, Spot +100, Swim +26, Tumble +30; (16 feats)Automatic Quicken Spell (0-3), Automatic Quicken Spell (4-6), Automatic Quicken Spell (7-9), Combat Casting, Craft Magic Arms and Armor, Craft Ring, Craft Wondrous Item, Empower Spell, Epic Spellcasting, Ignore material Components, Improved Initative, Iron Will, Maximize spell, Quicken spell, Skill Focus (spellcraft), Scribe Scroll, Spellcasting Prodigy, Spell Focus (conjuration, evocation, necromancy, transmutation), Spell Mastery ().
Special Attacks: Absorb Magic, Spells.
Special Qualities: Archmage High Arcana: Arcane Fire, Mastery of Counterspelling, Spell-like Abilities (). Planeshifter Abilities: plane shift at will, analyze portal 10/day, Planar Survival, Morphic Stability, Grant Planar Survival, Control Planar Flux, Telepathy, Planar Area Swap, Demiplane seed. Mage-Killer Abilities: Improved Saves (Fort +3, Ref +2), Augment Summoning feat, Spell focus feats (conjuration, evocation, necromancy, transmutation), Magical Hunger, SR 55, Immunities, outsider qualities. Permanent Spells: detect magic, read magic, detect invisibility, tongues, protection from arrows
Wizard Spells per Day: 8/16/16/14/14/14/13/10/11/11/8/6/6. Base DC = 28 + spell level, 36 + spell level for enchantment, illusion,
Possessions: Lothor has access to a collection of items and spells that could even make the Gleaners and the Order of the Book take notice, and so he may show up carrying anything. He always wears magical robes, rings, pendants, and the like, and almost always has a magical staff or three at his beck and call.
Much like the Mad Mage of Undermountain, Rythaman is an ancient, powerful, and slightly insane archmage. However, where Halaster has spent most of his time in Undermountain, Lothor has travelled the planes, and learned much of what happens there. This incantifer is a powerful planeshifter and knowledgeable in magedeuling and wizard-slaying.
His youth known now only to him, though it is known that he lived in the planar city of Sigil; Lothor moved around a great deal, seeking magic knowledge and items, visiting the Beastlands and the Outlands, the Abyss and the Nine Hells. After becoming a powerful wizard, Lothor was quite confident in his Art, until the day he was challenged by a passerby mage on a roadside. The arrogance with which this vagabond ordered Lothor to give up all of his magical possessions was great enough to provoke Lothor to accept. This fight proved to be very difficult for Lothor, as his opponent seemed to absorb spells hurled at him, without effort, and he did not seem to be running out of spells, himself, either. Still, Lothor did manage to win, narrowly, and he demanded as his prize the secret of this stranger's power. This was the day he discovered incantifers. Over the next five years, Lothor worked hard to acquire items and power in order to take part in the ritual the stranger had described. Finally, when all was in place, Lothor became what he is today; an incantifer. The stranger then led Lothor back to Sigil, to the Tower Sorcerous. For a time, Lothor dwelled there, learning great secrets of magic, and adding things to the collection. Soon, he aspired to the position of Primus, and became the master of the tower. But things in Sigil were not going well for the incantifers. Their secret involvement in the Faction War known, forces were moving into position to end their menace once and for all. In an effort to prevent this, Lothor discovered, and made use of the tower's greatest power, the ability to move, and planeshifted it and all of its inhabitants to his demiplane, where it resided for several centuries. The peoples of Sigil were surprised as all get out, but the Incanterium was gone, and that was their hope; how it had been done was not important, and many liars claimed to have been the end for them, at any rate. Hidden as they were, the incanifers had little to fear from scryers and spies, and they continued on as they always had, albeit with a little more restraint. Recently, Lothor has moved the Tower Sorcerous again, this time to Faerun, as he wishes to learn of the great magical heritages of the world of Abeir-Toril.
Lothor is still the current master of the Tower Sorcerous, and spends a great deal of his time researching Halruaa, remnants of Netheril, epic spells, and Elven High Magic lore. He also travels to seek out and procure the powerful artifacts that call Faerun home. Several minor ones have already found their way into the Tower, including some blast scepters, a rod of valmaxian, and several tomes and librams. His other major plans involve sneaking into the fortress of the Order of the Book, so that he can steal the Last Book from Sharlee the Enchantress, to capture the Penultimate Vault from the Gleaners, and to gain divinity (high goals, indeed!). His greatest hope is to find a power great enough to enable the Tower to return, safely, to Sigil, so that the planar magic traffic can again be controlled by the incantifers.
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