Name: Kulgan Sethanon

Age: Unknown

Race: Ogre-mage

Hair Color: Black

Eye Color: Black

Skin Color: Blue

Height: 10 feet


Normally Kulgan looks like a regular Ogre-mage, 10' tall, 700 Lbs, blue skin, black hair and eyes.

However when he releases his inhibitions and goes into physical combat, he reverts to his base form.

A 20' tall, 2.5 tons monstrosity, large black feathered wings, bone spikes protruding from all over his body which can be fired at his whim, an extra set of arms that ends in pincers, and a large scorpions tail ready to sting any foe that dares attack him.


DnD Style Stats

Str: 18.

Dex: 16.

Con: 18.

Int: 26.

Wis: 22.

Cha: 26.


Powers: Warlock & Conduit Spheres, Wizard and Sorcerer Spells.

Warlock & Conduit Spheres:

Air Sphere - basic - 1/day

  • Expeditious Retreat (Also applies to Fly speed)
  • Wind Wall
  • Gaseous Form
  • Gust Of Wind, Quickened
  • Control Winds
  • Overland Flight
  • Summon Nature's Ally VII (Cast as an [Air] spell only)
  • Whirlwind
  • Telekinesis, Quickened (Violent Thrust only)
  • Summon Elemental Monolith (Cast as an [Air] spell only, no need to concentrate)(CArc)

    Bone Sphere - basic - 1/day

  • command undead
  • desecrate
  • animate dead
  • black sand ( Sa)
  • summon undead V (Libris Mortis)
  • animate dread warrior (Unapproachable East)
  • revive undead (Libris Mortis)
  • awaken undead (Libris Mortis)
  • general of undeath (Magic of Faerun)
  • plague of undead (Libris Mortis)

    Bubbles Sphere - basic - 1/day

  • flaming sphere
  • water breathing
  • magic circle against good
  • resilient sphere
  • binding
  • telekinetic sphere
  • forcecage
  • prismatic sphere
  • temporal stasis
  • time stop

    Death Sphere - basic - 1/day

  • death knell
  • ghoul gauntlet (SpC)
  • vampiric touch
  • enervation
  • raise dead
  • symbol of death
  • finger of death
  • death pact (SpC)
  • wail of the banshee
  • implosion

    Fire Sphere - Advanced - 3/day

  • fireball
  • scorching ray
  • fire trap
  • wall of fire
  • fire shield
  • incendiary cloud
  • blackfire (CArc)
  • fire seeds
  • meteor swarm
  • flame strike (this ability can be used as an Immediate action).

    Glyph Sphere - basic - 1/day

  • Erase
  • Secret Page
  • Glyph of Warding
  • Explosive Runes
  • Sepia Snake Sigil
  • Lesser Planar Binding
  • Greater Glyph of Warding
  • Instant Summons
  • Symbol of Death
  • Teleportation Circle

    Pyre Sphere - basic - 1/day

  • burning hands
  • flame blade
  • fireball
  • charnel fire (BoVD)
  • parboil (Sandstorm)
  • ashen union (Sandstorm)
  • fireball, Quickened
  • incendiary cloud
  • gate (calling version only, fire subtype creatures only)
  • storm of vengeance (all elemental damage is fire damage)

    Seduction Sphere - basic - 1/day

  • entice gift (Draconomicon)
  • suggestion
  • glibness
  • charm monster
  • sympathy
  • mass suggestion
  • mass charm monster
  • simulacrum
  • programmed amnesia (CArc)
  • mind rape (BoVD)

    Stone Sphere - basic - 1/day

  • earth glide (RoS)
  • spike stones
  • stone shape
  • stone tell
  • wall of stone
  • move earth
  • transmute rock to mud (special bonus: transmute mud to rock)
  • earthquake
  • meteor swarm
  • genesis (SpC)

    Venom Sphere - basic - 1/day

  • desecrate
  • poison
  • bestow curse
  • mind poison (SpC)
  • cloudkill
  • major creation (poison or venom only)
  • circle of death
  • finger of death
  • shapechange (venomous creatures only)
  • symbol of death

    Wizard & Sorcerer Spells:

    0-level spells.

  • Resistance: Subject gains +1 on saving throws.
  • Acid Splash: Orb deals 1d3 acid damage.
  • Detect Poison: Detects poison in one creature or small object.
  • Detect Magic: Detects spells and magic items within 60 ft.
  • Read Magic: Read scrolls and spellbooks.
  • Daze: Humanoid creature of 4 HD or less loses next action.
  • Dancing Lights: Creates torches or other lights.
  • Flare: Dazzles one creature (–1 on attack rolls).
  • Light: Object shines like a torch.
  • Ray of Frost: Ray deals 1d3 cold damage.
  • Ghost Sound: Figment sounds.
  • Disrupt Undead: Deals 1d6 damage to one undead.
  • Touch of Fatigue: Touch attack fatigues target.
  • Mage Hand: 5-pound telekinesis.
  • Mending: Makes minor repairs on an object.
  • Message: Whispered conversation at distance.
  • Open/Close: Opens or closes small or light things.
  • Arcane Mark: Inscribes a personal rune (visible or invisible).
  • Prestidigitation: Performs minor tricks.

    1st level spells.

  • Alarm: Wards an area for 2 hours/level.
  • Shield: Invisible disc gives +4 to AC, blocks magic missiles.
  • Grease: Makes 10-ft. square or one object slippery.
  • Obscuring Mist: Fog surrounds you.
  • Unseen Servant: Invisible force obeys your commands.
  • Identify: Determines properties of magic item.
  • Magic Missile: 1d4+1 damage; +1 missile per two levels above 1st (max 5).
  • Ray of Enfeeblement: Ray deals 1d6 +1 per two levels Str damage.
  • Animate Rope: Makes a rope move at your command. /
  • Charm Person: Makes one person your friend.
  • Burning Hands: 1d4/level fire damage (max 5d4).
  • Floating Disk: Creates 3-ft.-diameter horizontal disk that holds 100 lb./level.
  • Shocking Grasp: Touch delivers 1d6/level electricity damage (max 5d6).
  • Chill Touch: One touch/level deals 1d6 damage and possibly 1 Str damage.

    2nd level spells.

  • Arcane Lock: Magically locks a portal or chest.
  • Web: Fills 20-ft.-radius spread with sticky spiderwebs.
  • Blindness/Deafness: Makes subject blinded or deafened.
  • Touch of Idiocy: Subject takes 1d6 points of Int, Wis, and Cha damage. /
  • Acid Arrow: Ranged touch attack; 2d4 damage for 1 round +1 round/three levels.
  • Fog Cloud: Fog obscures vision.
  • Glitterdust: Blinds creatures, outlines invisible creatures.
  • Continual Flame: Makes a permanent, heatless torch.

    3rd level spells.

  • Dispel Magic: Cancels magical spells and effects.
  • Hold Person: Paralyzes one humanoid for 1 round/level.
  • Fireball: 1d6 damage per level, 20-ft. radius.
  • Wind Wall: Deflects arrows, smaller creatures, and gases. /
  • Magic Circle against Chaos: As protection spells, but 10-ft. radius and 10 min./level.
  • Magic Circle against Evil: As protection spells, but 10-ft. radius and 10 min./level.
  • Magic Circle against Good: As protection spells, but 10-ft. radius and 10 min./level.
  • Magic Circle against Law: As protection spells, but 10-ft. radius and 10 min./level.

    4th level spells.

  • Dimensional Anchor: Bars extradimensional movement.
  • Remove Curse: Frees object or person from curse.
  • Dimension Door: Teleports you short distance.
  • Charm Monster: Makes monster believe it is your ally. /
  • Phantasmal Killer: Fearsome illusion kills subject or deals 3d6 damage.
  • Enlarge Person, Mass: Enlarges several creatures.
  • Reduce Person, Mass: Reduces several creatures.
  • Contagion: Infects subject with chosen disease.

    5th level spells.

  • Dismissal: Forces a creature to return to native plane.
  • Contact Other Plane: Lets you ask question of extraplanar entity.
  • Dominate Person: Controls humanoid telepathically.
  • Hold Monster: As hold person, but any creature.
  • Permanency: Makes certain spells permanent. /
  • Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification.
  • Telepathic Bond: Link lets allies communicate.
  • Feeblemind: Subject’s Int and Cha drop to 1.
  • Telekinesis: Moves object, attacks creature, or hurls object or creature.

    6th level spells.

  • Dispel Magic, Greater: As dispel magic, but +20 on check.
  • Planar Binding: As lesser planar binding, but up to 12 HD.
  • Symbol of Persuasion: Triggered rune charms nearby creatures.
  • Contingency: Sets trigger condition for another spell. /
  • Antimagic Field: Negates magic within 10 ft.
  • Guards and Wards: Array of magic effects protect area.
  • Chain Lightning: 1d6/level damage; 1 secondary bolt/level each deals half damage.

    7th level spells.

  • Plane Shift: As many as eight subjects travel to another plane.
  • Teleport, Greater: As teleport, but no range limit and no off-target arrival.
  • Arcane Sight, Greater: As arcane sight, but also reveals magic effects on creatures and objects.
  • Reverse Gravity: Objects and creatures fall upward. /
  • Mage's Magnificent Mansion: Door leads to extradimensional mansion.
  • Phase Door: Creates an invisible passage through wood or stone.
  • Power Word Blind: Blinds creature with 200 hp or less.

    8th level spells.

  • Dimensional Lock: Teleportation and interplanar travel blocked for one day/level.
  • Mind Blank: Subject is immune to mental/emotional magic and scrying.
  • Clone:Duplicate awakens when original dies.
  • Sunburst: Blinds all within 10 ft., deals 6d6 damage. /
  • Trap the Soul: Imprisons subject within gem.
  • Binding: Utilizes an array of techniques to imprison a creature.
  • Sympathy: Object or location attracts certain creatures.

    9th level spells.

  • Prismatic Sphere: As prismatic wall, but surrounds on all sides.
  • Teleportation CircleM: Circle teleports any creature inside to designated spot.
  • Dominate Monster: As dominate person, but any creature.
  • Time Stop: You act freely for 1d4+1 rounds.
  • Mage's Disjunction: Dispels magic, disenchants magic items.
  • Astral ProjectionM: Projects you and companions onto Astral Plane.
  • Hold Monster, Mass: As hold monster, but all within 30 ft. /
  • Summon Monster IX: Calls extraplanar creature to fight for you.
  • Power Word Kill: Kills one creature with 100 hp or less.
  • Gate: Connects two planes for travel or summoning.

    Darkvision: Ogre-mages can see in the dark up to 60 feet.

    Low-Light Vision

    Small amount of natural armor bonus.

    Relatively high Spell resistance.

    Change Shape (Su): An ogre mage can assume the form of any Small, Medium, or Large humanoid or giant.

    Flight (Su): An ogre mage can cease or resume flight as a free action. While using gaseous form it can fly at its normal speed and has perfect maneuverability.

    Regeneration (Ex): Fire and acid deal normal damage to an ogre mage. An ogre mage that loses a limb or body part can reattach it by holding the severed member to the stump. Reattachment takes 1 minute. If the head or some other vital organ is severed, it must be reattached within 10 minutes or the creature dies. An ogre mage cannot regrow lost body parts.

    Spell-Like Abilities: At will- darkness, invisibility; 1/day—charm person, cone of cold, gaseous form, sleep.

    Eldritch Blast (Su): Attack action, Close range (25 feet +5 ft./2 levels), 15d6 damage, ranged touch attack to hit.

    Call Fiends (Sp): Can Summon an Outsider with the [Evil] subtype once per day, as long as the Outsider’s Challenge Rating is 3 less than his character level or lower. He can also choose to double the number of creatures summoned by reducing the max CR of the creatures by 2 per doubling. This is treated as a spell of one half the Warlock’s level, rounded down, with a caster level equal to his levels in Warlock.

    Hellfire Blast (Su): Attack action, Close range (25 feet +5 ft./2 levels), 13d6 damage, ranged touch attack to hit. This blast bypasses fire resistance and deals half damage to creatures with fire immunity.

    Damage Reduction (Ex): 8 Dr/Good.

    Dark Blast (Su): Attack action, Close range (25 feet +5 ft./2 levels), 11d6 damage, ranged touch attack to hit. half fire, half unholy damage which bypasses any DR.

    Energy Resistance: Fire - 10. Acid - 10. Electricity - 5.

    Fear Aura (Su): Can radiate a 20 foot aura of fear at will with a caster level equal to his character level.

    Fiendish Apotheosis: Becomes an [Evil] outsider, Is unaging, can take Fiend classes.

    Black Alchemy (Su): Instead of using XP to cast spells, a Abyssal Alchemist may decide to use demonic essence instead. Each CR worth of demonic essence replace 10 XP used. This can be used both in item creation and spellcasting.

    Entrap Fiendish Essence (Su): As a full-round action, a Abyssal Alchemist may harvest part of a dead demon soul. She gain 1/2 the dead demon CR worth of demonic essence (see black alchemy).

    Fiend Transmutation (Ex): Gain a bonus to DC equal to abyssal alchemist level to all transmutation spell, work only against outsider with the evil subtype.

    Recycle Fiends (Ex): As a full-round action, a class may recycle part of a dead fiend. She gain 50 gp/CR worth of material components usable instead of any respective material components for any spells or item creation.

    Vile Essence (Su): All spells casted by a abyssal alchemist are affected by corrupt spell metamagic feat for free without any increase in casting time.

    Harvest Essence (Su): Able to fully harvest a demon soul, when using entrap fiendish essence she gain the ability to extract full CR instead of 1/2 CR worth of demonic essence.

    Soul Alchemy (Su): The abyssal alchemist gain the ability to cast spell-like abilities of any demon she possess the essence. She is restrained to the demon daily limits and several other limitation. She cannot use the spell-like abilities of a demon with a higher CR than her and every time she use one spell-like ability the particular fiend's CR drop by 1. If she spent the fiends daily limit of all spell-like abilities or reduce the demon CR to 0 the soul is completely consumed and utterly unusable.

    Soul Corruption: Manipulating fiendish energy and transmutation demon soul finally shown it effect on the abyssal alchemist, her type change to outsider and she gain the demon subtype. However the class alignment does not change. The abyssal alchemist may however be raised as her former type.

    Petitioner Immunities: A Conduit of the Lower Planes gains his power from a specific lower plane, and is protected by the nature of that plane: Acheron: Immunity to [Compulsion] effects.

    Petitioner Skills: Acheron: +10 bonus to Intimidate checks.

    Capable of creating a variety of magical equipment, ranging from enscribing scrolls and brewing potions, to crafting rings and other items.

    His spells are more potent than usual, capable of penetrating far higher Spell resistence than would normally be possible.

    He is capable of eating the souls of the slain, when he does, he is healed and he gains knowledge of the souls personal history and important memories.

    Has a magical breath weapon, capable of spewing forth the spell, Meteor swarm, once every 1d4 rounds, within an area of 90' radius

    Has two magical familiars, a Pseudo-dragon, and a Blink Dog.