Wizards are a key element of ASE, individuals of every walk of life driven insane by super-science or sinister magic. Not many are strictly human, and all are very dangerous. Wizard's represent the real power in the Land of 1,000 Towers and it's only a matter of time before any party of PC's will have to tangle with one or more of them. Below is the write up for one such Wizard, Hexamacht the Apiagimon. Should my party continue to wander South-West of Denethix Hexomacht has a good chance of becoming a major part of the campaign, either as a patron or big-bad. I kind of like Hexamacht, he's more a tragic figure than a cackling villain, but that's not going to stop him from being a horrible danger to civilization.
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HEXAMACHT the APIAGIMON -Android Entit |
Hexamacht
the Apiagimon
Android/Wizard (Fighter 7)
STR: 16 +2
melee hit/damage
INT: 15 (Special)
WIS: 12
No Bonuses
DEX: 16 – 2
AC/+2 missile to hit
CON: 19 +
4HP/die
CHR: 15
-1 Reaction
Rolls
HP: 57
AC: -1 (w/DEX
bonus)
Equipment: Integral
clockwork armor (as platemail +1), +3 Golden nanocluster longsword
(1d8+3), Heat-ray beamer (1D8 as laser pistol with 10' cone area of
effect), Giant Riding Bee, Pouch of (25)100gp gems. All of Hexamacht's magic items will melt into a fine golden grit within 1D4 days of his death.
Abilities: Resist
Magic 25%, Immune to poison, sleep and charm.
Detect invisible (65%), Speak
with insects. Regenerate 2HP per round.
Alignment: Lawful – A cold
machine intelligence that seeks to encourage agricultural renewal and
order.