A little while back, I wrote an original pony character named Lex Legis – and later posted a picture of him – as a potential low-level adversary. What follows is a higher-level version of that character, making use of some Ponyfinder concepts to help justify how a realm as idyllic as Equestria could produce a character this powerful.
Equestria’s conjunction with the wider multiverse was not a peaceful one.
While the cause was never determined (at least, not publicly), Equestria found itself suddenly brought into orientation with other planes of existence. This was a cataclysmic shift, as the Inner Planes – which were dimensionally “closest” to Equestria – temporarily overlapped with large sections of the pony world, causing massive devastation. This was the homecoming that Lex Legis, who had been sent to Everglow in an accident six months prior, received when he returned to his homeworld.
Horrified at what had happened to Equestria and furious that Celestia and Luna weren’t doing more to help the recovery – the two sisters preferred to encourage their subjects to help each other, rather than rely on them – Lex sprang into action. He headed for the distant city of Vanhoover in northwestern Equestria, which had experienced severe flooding with no subsequent relief efforts, and installed himself as the city’s sovereign.
The results were dramatic. For all his lack of social graces, Lex’s intelligence and magical abilities were able to turn the Vanhoover’s fortunes around virtually overnight. Within three months, the city went from being among the slowest places to recover to being one of the fastest. Nor did Lex stop there. Enacting new governmental and trade policies, he quickly spread his influence across Equestria’s western coast, bringing prosperity and security as he did.
These things came with many changes to the social structure of Equestria. Gone were the days of every pony letting harmony guide their communities. Instead, new laws, taxes, and regulations became the underlying principles of Lex’s rule. While some ponies complained that their most cherished values were being lost, Lex argued that such sentimentality had to be put aside in the face of so many new dangers (particularly since creatures from other worlds had begun to trickle into Equestria in the wake of the disasters).
Given his successes, it was inevitable that Lex took the next step. Declaring that the lands under his jurisdiction were an independent nation, Lex crowned himself king of his new country. While a few ponies could not abide by this and left, the vast majority welcomed his proclamation.
To date, Lex controls the western third of the Equestrian continent. While his current focus is on solidifying his rule, he still hungers to reign over all of Equestria, being more convinced now than ever that his leadership is what Equestria needs if it’s ever to regain its former glory. To that end, although his rule is more strict than that of the alicorn princesses, Lex ceaselessly endeavors to make sure that his government is proactive in promoting the general welfare. Very soon, he believes, the day will come when all ponies offer their gratitude to him for what he’s done…
Current Sketch
Lex has gained a great deal of power. While some of this is due to his adventuring on Everglow, it is also the result of his embrace of dark forces. Despite this, he remains Lawful Neutral in alignment. This is partially due to his stubbornly clinging to his personal code of conduct, but is largely because he’s finally found something that brings joy into his life: he met a girl.
While on Everglow, Lex had a chance encounter with Sonata Dusk – a former Siren who, due to adventures of her own had come to that world, abandoned her sisters, and subsequently become a true pony (changing her game stats completely) – and against all odds the two of them started a romance. Although they’re complete opposites (her being a CN ditz and him being a LN control freak), they’ve managed to make this into a strength rather than a weakness, as each of them covers for the other’s deficiencies (for example, when conducting most official business, Lex will transmit his words to Sonata via a message cantrip, and she’ll parse them into statements that lack his brusqueness).
In this way, Sonata is the central pillar of Lex’s government. The very fact that such a dour and fearsome-looking pony is so dearly loved by the country’s idol – who is herself massively popular with the citizenry – is a huge vote of confidence in Lex’s regime. Without her natural charisma, he would likely be unable to retain the public’s goodwill. While it seems unlikely that they’ll split up – currently the two of them are deeply in love – if something were to happen to Sonata, it would almost certainly send Lex spiraling into darkness.
Lex Legis, ECL 11 unicorn arcanomancer
It goes without saying that Lex’s stats are built using Eclipse: The Codex Persona, which allows for point-buy generation of d20-based characters.
Blessed by the Dark Goddess (64 CP/+2 ECL template)
Equestria’s conjunction with the rest of the multiverse was quickly noticed by the deities of Everglow, who were eager to insert themselves into a world full of potential new worshippers. Among these was the Night Mare, a Lawful Evil goddess of tyranny, particularly over the monsters that would threaten ponykind.
Although Lex resents the intrusion of foreign deities into his homeland, he recognizes that it’s better to contain and control this “outbreak,” rather than try and fight it…for now. To that end, he’s cut a deal with the Night Mare: in exchange for a great deal of personal power and influence, he’s made her the patron goddess of his new country, with her church being part of his government. This way he can not only take a direct hoof in how her religion spreads, but also use it as a bulwark against the influence of other gods.
All of the abilities below are corrupted for two-thirds cost/contingent on propagating the Night Mare’s worship and otherwise keeping her appeased.
Tailor Made (8 CP)
- Finesse/may use Intelligence instead of Charisma for channeling (4 CP).
- Finesse/may use Intelligence instead of Charisma for leadership (4 CP).
The Night Mare has granted Lex a considerable amount of power, which has been attuned to his particular use. He wields her might via conscious and deliberate effort, rather than by intuition or force of will.
King of the Monsters (44 CP)
- Channeling/variant (only works to rebuke/command magical beasts) 3 + Int mod. times per day (6 CP) at +6 intensity (8 CP) with +2d6 magnitude (4 CP), plus the Great Channeling (4 CP) and Heightened (4 CP) modifiers.
- Path of Infusions/Imbuement (4 CP).
- Favored Foe, corrupted for increased effect/only for magical beasts (4 CP).
- Leadership with the Beast Lord and Born Leader modifiers, specialized for double effect/may only be used with magical beasts that have been personally subdued via channeling (10 CP).
As the goddess of tyranny and monsters, it is unsurprising that the Night Mare’s greatest blessing allows for the direct control and subjugation of such creatures. For his part, Lex can command a grand total of 102 levels’ worth of magical beasts, with individual creatures being limited to level 8 or lower (for simplicity, treat levels as equal to CR), though he must overcome them with a channeling attempt to do so. He currently has this filled with 51 levels’ worth of creatures:
- Four winter wolves named Solvei, Kaija, Rafal, and Kael (CR 5 each). Lex keeps this small pack out of gratitude to Solvei; an odd set of circumstances led to them saving each other’s lives on Everglow.
- A mated pair of giant bulettes that Lex has named Grit and Gristle (CR 8 each). Lex regards these two as living siege weapons, having paid a small fortune to have them undergo combat training (as per Handle Animal).
- A kirin named Cóng Shàngmiàn Tiānshàng de Guāng (“Heavenly Light from Above,” usually shortened to Tian; CR 7). An agent of the celestial planes, Tian acts as an advisor to Lex, hoping to “guide the young king down the proper path.”
- A gynosphinx-manticore mix named Nenet (a gynosphinx with a manticore’s spiked tail and spike attack; CR 8). Nenet remains at Lex’s side largely because he is a font of intellectual stimulation for her.
Note that Lex may spend a channeling attempt to bolster magical beasts, granting them a number of positive levels equal to [Intensity – their level]/2 for 10 rounds (a positive level adds +1 to BAB, AC, and saves, as well as 6 CP of abilities, chosen by Lex). He usually only does this for those creatures he already controls via Leadership.
Lex’s Favored Foe only applies to magical beasts, but the bonus still increases as per the listed levels for that ability. With its corruption, this ability currently grants him a +6 bonus; this is applied to channeling magnitude, Intimidate, Knowledge (arcana), Perception, and caster level checks to overcome spell resistance.
Prophet of the Night (4 CP)
- Major privilege/Night Mare’s religion (4 CP).
Lex’s major privilege with the Night Mare’s religion allows him, in addition to being a high-level functionary in her church, to treat his body as an unholy symbol.
Dark Armor (8 CP)
- Innate Enchantments (building on his preexisting ones) (4 CP).
- Protection from chaos (1,400 gp).
- Aura of darkness (+3 profane bonus to saves; from The Practical Enchanter, p. 40) (1,400 gp).
- Ward of darkness (+3 profane bonus to AC; from The Practical Enchanter, p. 42) (1,400 gp).
- Fortune’s Favor 0 (+1 luck bonus to channeling intensity checks; from The Practical Enchanter, p. 32) (700 gp).
- Phylactery of faithfulness (1,000 gp).
- Empowerment/Innate enchantments with defensive abilities (4 CP).
Lex’s protection from chaos has its deflection and resistance bonuses against chaotic creatures subsumed with his shield of faith Innate Enchantment and his cloak of resistance, respectively. However, it still grants him near-total immunity to possession and mental control, as well as physical contact, by chaotic summoned creatures.
Note that Lex’s Empowerment here increases the effectiveness of all of his Innate Enchantments, not just the ones from this template. As such, his shield of faith Innate Enchantment grants a +3 deflection bonus, rather than the base +2.
Everglow Unicorn Pony (31 CP/+0 ECL race)
- Privilege/treated as fey versus type-based effects (3 CP).
- Attribute Shift/-2 Dex, +2 Int (6 CP).
- Occult Sense/low-light vision (6 CP).
- Skill Emphasis/concentration checks, corrupted for two-thirds cost/only for casting defensively (2 CP).
- Innate Enchantment (caster level 1 x spell level 1 or ½ x 2,000 gp; 0.7 personal-only multiplier where appropriate), corrupted for two-thirds cost/only grants two-thirds gp value (3,300 gp) (4 CP).
- Unseen servant (2,000 gp)
- Light (personal only) (700 gp)
- Immunity/being unable to concentrate on more than one thing at a time (common/minor/minor), corrupted for two-thirds cost/only for spells, powers, and Innate Enchantments (allowing up to three spells or effects of up to level 3) (3 CP).
- Bonus feat/Skill Focus (governance) (6 CP).
- Speak Language/Sylvan (1 CP).
- Being a quadruped grants +10 movement speed, +50% carrying capacity, and +4 on checks to avoid being tripped. This is balanced against minor penalties (much smaller than normal for quadrupedal creatures): their ring and hand magic item slots are combined (as anklets), and they are only considered to have a single hand for wielding/holding things – that being their mouth; this does not prevent comprehensible speech or interfere with verbal spell components (no cost).
The accident that originally sent Lex to Everglow did more than just expel him from his homeworld; it subtly stripped him of his nature as an Equestrian pony. Insofar as Lex knows, all that’s happened is that he’s overcome his racial reliance on using his horn to cast spells.
Available Character Points: 240 (level 9 base) + 10 (disadvantages) + 30 (levels 1, 3, 5, 7, and 9 feats) + 9 (restrictions) + 6 (starting traits) = 295 CP.
Lexis’s disadvantages are Compulsive (he’s obsessive regarding the letter of laws, agreements, codes, etc.), Incompetent (all interpersonal skills), and Outcast (his arrogance and lack of tact quickly isolate him from others).
Lex’s restrictions are against his wearing armor.
Ability Scores (20-point buy):
Ability Scores |
Initial Scores (point cost) |
Racial Bonuses |
Level Bonuses |
Innate Enchantments |
Total |
Strength |
10 (0) |
— |
— |
— |
10 (+0) |
Dexterity |
12 (2) |
-2 |
— |
+2 enhancement |
12 (+1) |
Constitution |
12 (2) |
+2 |
— |
+2 enhancement |
16 (+3) |
Intelligence |
17 (13) |
+2 |
+2 (4th and 8th level) |
+2 enhancement |
23 (+6) |
Wisdom |
15 (7) |
— |
— |
+2 enhancement |
17 (+3) |
Charisma |
7 (-4) |
— |
— |
— |
7 (-2) |
As the point-buy values in the table above likely make clear, Lex is now using the Pathfinder package deal. For Everglow unicorns the +2 ability score bonus this adds goes to Constitution.
Basic Abilities (70 CP)
- Proficient with all simple weapons (3 CP).
- d10 Hit Die (1st level) + 8d4 Hit Dice (6 CP).
- +4 BAB, corrupted for two-thirds cost/no iterative attacks (16 CP).
- Fort +3, Ref +6, Will +6 (45 CP)
- 0 skill points (0 CP).
Flawed Arcanism (93 CP)
- 11 sorcerer magic progression levels (Intelligence-based; arcane magic; components and restrained limitations), corrupted for two-thirds cost/must locate or invent new spells to be able to prepare them, specialized for one-half cost/can only replenish spell levels with Rite of Chi (44 CP).
- 11 caster levels, specialized for one-half cost/sorcerer progression only (33 CP).
- Rite of Chi with +12 Bonus Uses, corrupted for two-thirds cost/requires a one-hour ritual, specialized for one-half cost/only works with a large external source of arcane power, such as a major magical relic, nexus of mystical energy, or specific days of the year (8 CP).
- Easy metamagic theorem with Streamline, both specialized for one-half cost/only for eliminating the need for material components costing 1 gp or less, both corrupted for two-thirds cost/only for his sorcerer spells (4 CP).
- Shaping, specialized for increased effect/only works for level 0 sorcerer spells, corrupted for two-thirds cost/must be free to gesture and speak (4 CP).
Lex prepares his spells in a manner akin to a cleric, but must learn them like a wizard. That is, he must locate and learn each spell the same way a wizard would. However, once learned he doesn’t need a spellbook or other focus to prepare his spells – he simply prepares his spells from among those he knows.
His restrained limitation is with regards to wide-area destructive spells. Besides those, he uses the sorcerer/wizard spell list.
Manipulate the Imperfect Power (42 CP)
- Spell Storing/multiple embedment level I (gemstones, rather than scrolls) (9 CP).
- Superior Improved Power Words (15 CP).
- Compact metamagic theorem (6 CP).
- Glory with the Amplify metamagic theorem (12 CP).
This suite of abilities allows Lex to get more out of his limited spellcasting abilities. He’ll typically use his circlet or Body Fuel (see below) in conjunction with his Foresight skill and Power Words; all of these allow him to cast several spells that are perfectly suited to the situation without using any that have actually been prepared. If pressed, he’ll use Action Hero/Crafting (see below) together with Spell Storing to be able to produce a gemstone (his focus of choice for storing spells) with up to 10 instances of a spell for each AP spent.
He usually saves his Compact metamagic theorem for his actual spell slots, often preparing spells that would otherwise be beyond his casting ability via a longer casting time and/or taking personal damage to cast. While he normally uses these very carefully and with great purpose, since acquiring a major artifact he’s become less reluctant to use his prepared spells.
Lex can spontaneously add up to three levels of metamagic from the Amplify theorem to spells that he casts, up to three times per day. Note that this can be applied to any of his spells, including clerical spells from Inner Fire or even to his witchcraft abilities.
Intuitive Aptitude for Magic (26 CP)
- Buying off the corruption on Action Hero/Crafting from the Pathfinder Package Deal; this allows Lex to ignore the time requirement for crafting magic items (though not the GP cost), but retains the limitation that he can craft them only via action points (9 AP remaining; 2 CP).
- Adept/Knowledge (arcana), Knowledge (planes), Spellcraft, and Use Magic Device (6 CP).
- Fast Learner, specialized for double effect/skills only, corrupted for two-thirds cost/only for Adept skills (4 CP).
- Finesse/use Intelligence bonus for Charisma-based skills, specialized for one-half cost/only for Use Magic Device (3 CP).
- Skill Focus/Use Magic Device +1 with the Stunt modifier (8 CP).
- Create Artifact, specialized for one-half cost/only for use with Action Hero (3 CP).
Having spent a thousand years in stasis, Lex has vowed to never again be caught helpless by temporal magic. To that end, he has used Action Hero/Crafting and Create Artifact to craft (at a cost of 15 action points) the following item.
Liberotempus
This steel ring is actually a Mobius strip. Looking closely, a short phrase is written over and over on its surface, the lack of punctuation making it impossible to tell if it’s saying “free time shall be” or “time shall be free.”
The wearer of Liberotempus gains the following abilities:
- The wearer can perfectly calculate the passage of time, and automatically knows of any alterations to the passage of time in their locale (e.g. any time-based planar traits).
- The wearer automatically knows the duration of a spell or effect, even if it would otherwise be random, presuming that they can identify it with a Spellcraft (or similar, e.g. Psicraft) check.
- Once per day, the wearer may use stop the sands (The Practical Enchanter, p. 23).
- If a creature within 200 feet with line of effect to the wearer uses time stop (or a similar effect), the wearer is also taken into the stopped time, as though they had also cast the spell. During this time, they can interact with the time stop’s caster normally.
- The wearer is immune to spells and effects that manipulate time. This includes slow, sands of time, temporal stasis, aging attacks, etc. This includes beneficial effects such as haste (using Liberotempus to cast stop the sands is the sole exception). Further, the wearer’s personal timeline cannot be tampered with; changes to their past do not affect their present or future.
Fruits of Lesser Experiments (23 CP)
- Luck with +4 Bonus Uses, specialized for one-half cost/only for saving throws, corrupted for two-thirds cost/only versus magical effects (4 CP).
- Empowerment, specialized for increased effect/wands only, no use-per-day limit (6 CP).
- Innate Enchantment (13,200 gp; 14 CP)
- Shield (2,000 gp)
- Mage armor (1,400 gp)
- +2 enhancement bonus to Dex (1,400 gp)
- +2 enhancement bonus to Con (1,400 gp)
- +2 enhancement bonus to Int (1,400 gp)
- +2 enhancement bonus to Wis (1,400 gp)
- +3 competence bonus to Intelligence-based skills (1,400 gp)
- Immortal vigor I (1,400 gp)
- Shield of faith (1,400 gp)
Lex keeps several wands, most of which were purchased cheaply due to having less than full charges, on his person for various contingencies. Many of these are for spells not on his spell list (including destructive area-effect spells), a restriction he sidesteps via Use Magic Device. He is adept at using this skill to perform Stunts to use these wands for creative effects.
Potential for Greatness (6 CP)
Thanks to his +20 Governance skill, Lex has enacted the following in his country: a shrine or temple to the Night Mare in each town, providing their communities with clerical support (4); a militia in each town, able to respond to local disturbances and minor disasters (2); a school of magic in Vanhoover (4); a national bank with branches in most larger towns, raising the local economy (2); a series of public works programs (2); mystic warding around Vanhoover, preventing low-level scrying and summoning spells (2); struck a treaty with a nearby dragon, which can be asked for a major favor every few months (4).
Nascent King (3 CP)
Normally, being a king would require major privilege for 6 CP. However, Lex’s reign is so young, his personal demeanor so unpleasant, and the concept of an active and engaged central government is so new to most ponies, that this is all the privilege he’s earned so far. This will likely change as he further cements his rule.
The Painful Price (2 CP)
- Body Fuel, specialized for one-half cost/only for physical ability scores, corrupted for one-third cost/ability damage cannot be translated into XP loss via limited wish or stronger magic (2 CP).
Lex retains this ability for desperate situations, where he has to cast a prepared spell that he is certain he’ll need later.
The Lure of Corruption (14 CP)
- Finesse, use Intelligence instead of Charisma for witchcraft (6 CP).
- 4 levels of wilder progression (no caster levels), corrupted for two-thirds cost/no actual powers learned (8 CP).
Lex is thoroughly enamored of the power he’s gained from King Sombra’s Horn, to the point where he’s become an expert at utilizing it. While he’s stopped short of using any pacts to access more of its dark magic, he isn’t willing to rule out doing so in the future.
Use the Old Magic (6 CP)
To date, Lex has discovered only one occult ritual, that being Beneath the Dark Moon’s Light. This ritual allows for direct a direct audience with a particular power associated with darkness, the night, or the moon, and is how he was able to contact the Night Mare in order to bargain with her.
One with the Nightmares (9 CP)
- Companion with one level of Template, specialized for one-half cost/Lex is unable to receive morale bonuses due to the deleterious effects of Emptiness (see below) (6 CP).
- Immunity to sleep and dream spells and effects (uncommon/minor/major); this grants immunity against effects of up to 5th level, and a +6 bonus to saves against higher-level effects (3 CP).
- Spell Conversion/Black Will path (Paths of Power Complete Collection, p. 36) (0 CP – normally 6 CP; gained for free as a Companion bonus).
Emptiness
Lex’s “companion” is a form of tulpa – a psychic construct – given to him by the Night Mare. It hides in Lex’s shadow, causing it to project in ways that don’t match the ambient lighting. It uses the base stats of a heavy horse that has been trained for combat, with the following template:
Incarnation of Self-Loathing (94 CP/+2 ECL template)
This entire template is specialized for one-half cost/Emptiness cannot communicate with anyone outside of its mystic link with Lex, does not obey Lex’s commands, voices his self-doubts to him via their psychic connection, and torments him with nightmares each night (though not enough to prevent Lex from resting normally).
Rebellious Fragment of the Mind (28 CP)
- Extraordinary Returning, cannot be permanently killed while Lex is alive; killing Emptiness simply causes it to reform in one day (this does not spare Lex from its voice or nightmares) (6 CP).
- Immunity to dimensional barriers (very common/severe/major), corrupted for two-thirds cost/only usable to visit the co-existent planes, to use its senses and maintain its link with Lex across those barriers, to cast spells across those barriers, and always leaves a tell-tale trace on the co-existent planes (6 CP).
- No Constitution score. This grants immunity to ability damage (including all poisons), ability drain, energy drain, and effects requiring Fortitude saves unless they work on objects or are harmless. Does not breathe, eat, or sleep, cannot tire, and can move, work, or remain alert indefinitely. Instantly destroyed at 0 hit points (but see Extraordinary Returning, above) (0 CP).
- No Strength score. Use Dexterity score to make attack rolls. Can be harmed only by other incorporeal creatures, magic weapons or creatures that strike as magic weapons, and spells, spell-like abilities, or supernatural abilities. Immune to all non-magical attack forms. Even when hit by spells or magic weapons, it takes only half damage from a corporeal source (except for positive energy, negative energy, force effects such as magic missile, or attacks made with ghost touch weapons) (6 CP).
- Mystic Link with Communications, specialized for one-half cost/Emptiness may sense Lex’s state of mind and “speak” to him telepathically, but not the other way around (1 CP).
- Immunity to mind-affecting effects (common/major/legendary), specialized for one-half cost/has no intuition or greater understanding of others (e.g. cannot perform or receive aid another, make Diplomacy or Sense Motive checks, grant or receive flanking bonuses, etc.) (9 CP).
Strength Borne of Fear (28 CP)
- Inherent Spell, levels 3, 4, 5, and 6, each with +2 Bonus Uses. These spells are, respectively, deep slumber, dream conjuration (as per shadow conjuration), nightmare, and dream walk (as per shadow walk, but through the realm of dreams; must enter and exit in proximity to a sleeping creature, which cannot be taken along) (18 CP).
- Immunity to the distinction between its own and Lex’s effective caster level and spellcasting ability modifier (common/major/major), specialized for one-half cost/only for Inherent spells (2 CP).
- Innate Enchantment. All Innate Enchantments are spell level 1, caster level one, and unlimited-use use-activated (x2,000 gp), with the 3/day modifier (x0.6) (3 CP).
- True initiative 3/day (as per true strike, but for initiative) (1,200 gp).
- True strike 3/day (1,200 gp).
- True spell 3/day (as per true strike, but for caster level checks) (1,200 gp).
- True armor 3/day (as per true strike, but for Armor Class) (1,200 gp).
- Immunity to dispelling, antimagic, and countermagic (common/major/great), specialized for one-half cost/only for innate enchantments (4 CP).
- Immunity to the normal XP cost of Innate Enchantments (uncommon/minor/trivial) (1 CP).
Just A Shadow (38 CP)
- Cloaking/Emptiness’ aura registers as that of Lex (3 CP).
- Reflex Training/Innate Enchantments (3 CP).
- Reflex Training/Inherent Spells (3 CP).
- Traceless/magic (3 CP).
- Damage reduction 10/–; note that this is universal, applying to all physical, magical, and energy damage. It is applied after relevant damage types are halved due to Emptiness’ incorporeal nature (22 CP).
- Fortitude/evasion (3 CP).
- Grant of Aid, specialized for one-half cost/only to restore hit points (1 CP).
Emptiness was forced onto Lex by the Night Mare, both as punishment for his temerity in contacting her directly and as a tool to help him grow stronger. It whispers discouragement to him during periods of stress when he’s awake, and when Lex sleeps it makes him experience his worst fears and doubts. This is severe enough that even magical encouragement (e.g. morale bonuses) cannot reach him anymore. Until Lex makes a dedicated effort to conquer his fears – buying off the specialization on the companion ability and purchasing another two template enhancements to buy off Emptiness’ specialization – he will continue to be haunted.
Lex is aware that, if he’s in immediate danger of dying, Emptiness will react to his fear of death and use its deep slumber and dream walk powers to pull him (and anyone touching him) bodily onto the Plane of Dreams to escape. He also knows that Emptiness keeps his dreams isolated from magical intrusion; he’s unaware that it reflexively attacks would-be invaders with nightmare (or that it can use dream conjuration at all). He’s likewise unaware that, as a reaction to his fear of failure in high-stress fights, Emptiness will use its Innate Enchantments to briefly augment him. Should he ever master his fears, Lex could make Emptiness use these powers at his command.
Gear
- Circlet of wizardry (headband). This circlet grants the wearer a +2 competence bonus to Concentration checks while worn, and allows the wearer to use detect magic at will. It possesses 3 charges that are automatically replenished each day. When casting a spell, the wearer may expend a number of charges equal to the spell level to cause the spell to remain prepared after casting. A circlet of wizardry functions only for characters able to cast arcane spells. 4,880 gp.
- Ring of mind shielding (ring). 8,000 gp.
- Amulet of natural armor +2 (neck). 8,000 gp.
- Cloak of resistance +3 (shoulders). 9,000 gp.
- Handy haversack (slotless). 2,000 gp.
- Stone salve, 1 ounce (slotless). 4,000 gp
- Pearl of the sirins (slotless). 15,300 gp.
- Wand of dispel magic (25 charges; 5,625 gp) wand of lightning bolt (30 charges; 6,750 gp), wand of fireballs (20 charges; 4,500 gp), wand of cure critical wounds (12 charges; 2,040 gp) (slotless).
- 10 waterproof bags (5 gp), portable alchemist’s lab (75 gp), traveler’s outfit (1 gp), small tent (10 gp), wizard’s kit (21 gp), 2 antiplagues (100 gp), 2 alchemist’s fire (40 gp), 2 thunderstones (60 gp), 2 onyx gems (1,000 gp), violet garnet (200 gp), star rose quartz (50 gp), 343 gp.
As a major NPC Lex uses PC-level wealth, which for an 11th-level character is 82,000 gp. He’s set aside 10,000 gp for use with Action Hero/Crafting; the rest is listed above.
Lex found his circlet of wizardry on one of his earlier travels, and thinks it might have belonged to Star-Swirl the Bearded. The circlet is one of Lex‘s most prized possessions, and he will not part with it willingly. Likewise, his pearl of the sirines isn’t for himself; he can simply use The Umbral Form if he needs to operate underwater. Instead, he’s planning to give it as a gift to Sonata when he works up the courage to ask her to marry him.
In addition to these, Lex possesses two other items of note:
The Horn of King Sombra (3-CP relic)
Torn from his brow when the monstrous unicorn tyrant that conquered the Crystal Empire was destroyed, this blood-red horn lacks the concentric spiral pattern of most unicorn horns. It seems to suggest malevolence in a way that defies articulation.
- Witchcraft III, granting Adamant Will, Elfshot, Hand of Shadows, Hyloka, Infliction, Shadowweave, and Witchsight (18 CP).
- Advanced Witchcraft, granting Umbral Form, Nightforge, and Inner Fire (18 CP).
- Inner Fire allows Lex to spontaneously cast the following clerical spells at caster level 4 (Wis-based). If he tries to cast a 3rd-level spell, he must make a DC 16 Will save to avoid a mishap. These spells are provided by the Night Mare.
- 3rd (1/day) – communal delay poison, communal resist energy, create food and water, glyph of warding, remove blindness/deafness, remove disease.
- 2nd (1/day) – communal protection from chaos, communal protection from good, delay pain, enthrall, lesser restoration, make whole.
- 1st (1/day) – air bubble, clarion call, command, hide from undead, infernal healing, sanctuary.
- 3 levels of wilder progression (no caster levels), corrupted for two-thirds cost/no actual powers learned. Note that this grants no bonus power for a high casting attribute (6 CP).
- Pacts: Gateway and Essence (-12 CP).
The entire relic is corrupted for two-thirds cost/blatantly utilizes dark magic, the wielder is vulnerable to spells and effects that affect evil-aligned creatures when using this relic. Further, the Essence pact causes this corruption effect to be applied to all magic the wielder uses, with no corresponding gain.
Lex has grafted this horn onto himself, replacing his original horn with it, and in doing so awakened this relic’s full power. Because of its influence, whenever he uses magic – any magic, from any source (other than magic items) – his eyes turn green and manifest purple flames. Moreover, during any instance of strong negative emotions, black crystals spontaneously manifest around him.
Severance (major artifact)
One of the Night Mare’s personal weapons, Severance is an everdancing keen merciful ghost touch defending adamantine scythe of speed +6. It deals 2d6 points of damage on a hit, and grants its wielder proficiency with itself and Improved Trip. Further, its wielder may treat their BAB as being equal to their Hit Dice when attacking with Severance.
More than just a weapon, Severance is alive. It is Lawful Evil in alignment, and can perceive its environment out to 120 ft. with blindsense. It is capable of communicating via telepathy, but usually restricts itself to empathic communication. It can speak and read Common, Draconic, Infernal, and Sylvan. It possesses Intelligence 17, Wisdom 15, and Charisma 21. It has an ego score of 30. Moreover, it can move and attack on its own (via its everdancing ability).
Severance has the power to cut the barriers between planes, acting as a gate spell (with no material components needed). It can also detect chaos/evil/good/law at will. It almost certainly has other powers, but so far these remain unknown.
Severance also carries a curse: anyone who wields it must make a Will save (DC 30) or shift one step closer to Lawful Evil in alignment. This happens for each week of use until the wielder has become Lawful Evil. Further, this change does not end if the wielder gives Severance up, persisting until a successful remove curse is received, followed by a dispel law and dispel evil, in that order. All of these effects must be received in the same round to be effective.
Completely devoted to the Night Mare and her interests, Severance tries its best to twist its wielder into a model of its goddess’s ideals. It continually pushes its wielder to assert themselves into positions of leadership, and to be suspicious and distrustful of anyone who tries to stand in their way. It has no compunctions about using force when it feels it necessary, whether by dominating its wielder or simply attacking on its own.
As a major artifact, Lex is able to use Severance as a power source for preparing his spells. Since he’s currently acting in the Night Mare’s interests, along with his lawful nature and evil aura (thanks to King Sombra’s Horn), Lex is able to wield Severance without undue difficulty. This may change if the scythe perceives Lex’s actions to be deviating from the Night Mare’s goals.
Derived Stats
- Hit points: 10 (d10; 1st level) + 12 (immortal vigor; 1st level) + 20 (8d4) + 33 (Con bonus) = 75 hp.
- Speed: 40 ft.
- Alignment: Lawful Neutral.
- Power: 12 (basic witchcraft) +17 (wilder levels) +11 (wilder levels (relic)) = 40 PSPs.
- Saving Throws:
- Fort: +3 (base) +3 (Con bonus) +3 resistance (cloak) +3 profane (aura of darkness) = +12.
- Ref: +6 (base) +1 (Dex bonus) +3 resistance (cloak) +3 profane (aura of darkness) = +13.
- Will: +6 (base) +3 (Wis bonus) +3 resistance (cloak) +3 profane (aura of darkness) = +15.
- Armor Class: 10 (base) +1 (Dex bonus) +4 armor (mage armor) +4 shield (shield) +2 natural (amulet) +3 deflection (shield of faith) +3 profane (ward of darkness) +4 martial art = 31, touch 23, flat-footed 30.
- Damage Reduction: 1/– DR (martial art).
- Attacks: +9 (BAB) +6 (weapon bonus) +0 (Str bonus) = +15/+15 Severance (2d6+6 plus 2d6 nonlethal/19-20/x4).
- Ranged attacks: +4 (BAB) +1 (Dex bonus) = +5 ranged.
- Combat Maneuver Bonus: +4 (BAB) +0 (Str) = +4 CMB (+12 to trip with Severance).
- Combat Maneuver Defense: 10 (base) +9 (Hit Dice; Defensive Combat Training) +0 (Str) +1 (Dex) +2 (amulet) +3 (shield of faith) +3 (ward of darkness) +4 (martial art) = 32 CMD (38 vs. trip with Severance).
- Skills: 54 skill points (Int bonus), plus 9 skill points (“favored class” bonus), plus 18 skill points (Fast Learner; only for Knowledge (arcana), Knowledge (planes), Spellcraft, and Use Magic Device at half cost each).
Skills |
Ranks |
Ability Modifier |
Class Bonus |
Misc. Modifier |
Total |
Acrobatics |
3 |
+1 Dex |
— |
— |
+4 |
Bluff |
0 |
-2 Cha |
— |
-3 disadvantage |
-5 |
Craft (alchemy) |
3 |
+6 Int |
+3 |
+3 competence |
+15 |
Craft (precepts) |
6 |
+6 Int |
+3 |
+3 competence |
+18 |
Diplomacy |
0 |
-2 Cha |
— |
-3 disadvantage |
-5 |
Foresight |
5 |
+6 Int |
+3 |
+3 competence |
+17 |
Governance |
5 |
+6 Int |
+3 |
+3 competence, +3 Skill Focus |
+20 |
Intimidate |
8 |
-2 Cha |
+3 |
— |
+9 |
Knowledge (arcana) |
9 |
+6 Int |
+3 |
+3 competence |
+21 |
Knowledge (geography) |
3 |
+6 Int |
+3 |
+3 competence |
+15 |
Knowledge (history) |
3 |
+6 Int |
+3 |
+3 competence |
+15 |
Knowledge (local) |
3 |
+6 Int |
+3 |
+3 competence |
+15 |
Knowledge (nobility) |
3 |
+6 Int |
+3 |
+3 competence |
+15 |
Knowledge (planes) |
9 |
+6 Int |
+3 |
+3 competence |
+21 |
Linguistics |
4 |
+6 Int |
+3 |
+3 competence |
+16 |
Martial Arts (umbral glyph) |
6 |
+6 Int |
+3 |
+3 competence |
+18 (corrupted for +27) |
Perception |
4 |
+3 Wis |
— |
— |
+7 |
Profession (jeweler) |
3 |
+3 Wis |
+3 |
— |
+9 |
Sense Motive |
0 |
+3 Wis |
— |
-3 disadvantage |
+0 |
Spellcraft |
9 |
+6 Int |
+3 |
+3 competence |
+21 |
Swim |
4 |
+0 Str |
— |
— |
+4 |
Use Magic Device |
9 |
+6 Int |
+3 |
+3 competence, +1 Skill Focus |
+22 |
Lex’s class skills are Craft, Foresight, Governance, Intimidate, Knowledge (arcana, geography, history, local, nobility, planes), Linguistics, Profession, Spellcraft, and Use Magic Device.
With his +18 in Craft (precepts), Lex has modified his magic items as follows: his handy haversack can be used in conjunction with other extradimensional spaces without complications (1); extended his amulet of natural armor’s bonus to his CMD (2) and to touch attacks (3); upgraded his circlet of wizardry so that it can use detect magic for 5 rounds without concentration (2) and detect as though it’s received concentration for 3 rounds (2), as well as grant it a fourth charge (3); makes his ring of mind shielding also grant a +5 bonus on Bluff checks against Sense Motive (3); his cloak of resistance can reroll a single save once per day, before the result is declared (2).
Despite his dealings with the Night Mare, Lex has no ranks in Knowledge (religion); he does not worship her, nor is interested in her religion except as a tool to solidify his own power. This might change as he grows more comfortable with their relationship. Likewise, in addition to being able to speak Common and Sylvan, Lex has an additional ten languages from his Intelligence bonus and ranks in Linguistics; these may be assigned as needed.
Having taken 6 ranks in his martial art, it is also a treated as a class skill (Eclipse, p. 9).
Umbral Glyph (Int)
Practiced primarily among those warlocks that have become creatures known as shades, this tenebrous martial art entwines the practitioner’s magic through both their shadow and the shadows of others. The user avoids blows by momentarily turning portions of their body to shadows to let them slide past, while at the same time striking at their enemies’ shadows to land their spells. This martial art is corrupted for increased effect/does not function in areas of bright light (e.g. outside in direct sunlight, or within the area of a daylight spell).
- Requires: spellcasting ability, the ability to turn into shadow (or equivalent ability).
- Basic Techniques: Attack 2 (adds to spell attack rolls OR save DCs), Defenses 4, Strike (allows spells to deal nonlethal damage), Synergy (Stealth), Toughness 2
- Advanced/Master Techniques: Blind-Fight, Defensive Combat Training, Mind Like Moon, Mobility
- Occult Techniques: Inner Strength (x2), Serpent Strike, Vanishing.
- Known: Attack 2, Defenses 4, Strike, Toughness 1, Defensive Combat Training, Mind Like Moon, Mobility, Inner Strength (x2), Vanishing.
Further Development
At this point, Lex has gained sufficient power that he could challenge Celestia or Luna – perhaps even both of them together – and conceivably win. He considers such a battle something to be avoided if at all possible, however. Not only is he uncertain just how strong the alicorn princesses really are, but he knows that such a conflict would in all likelihood indelibly paint him as a villain to the rest of Equestria. For now he would much rather try to conquer via a socioeconomic cold war.
In the meantime, Lex will continue trying to increase his personal power. Other than a few more hit points and some expanded healing options, Lex has sufficient defenses that he’ll instead look at expanding his versatility and offensive power, likely via further metamagic theorems. He’ll also want to shore up his base of power, probably with Sanctum, a Reputation, and buying the Major modifier for his Privilege.
Of course, that presumes that everything follows his plans. Should something unexpected happen to push Lex towards the darker aspects of his nature, he could wind up becoming a monster far worse than King Sombra ever was.