Gimor Direspirit
Human Dread Necromancer 17
Neutral Evil
Strength 12 (+1)
Dexterity 20 (+5)
Constitution 20 (+5)
Intelligence 14 (+2)
Wisdom 12 (+1)
Charisma 26 (+8)
Size: Medium
Height: 6' 2"
Weight: 190 lb
Skin: Pale
Eyes: Grey
Hair: Black
Total Hit Points: 155
Speed: 30 feet
Armor Class: 22 = 10 +7 [chain shirt] +5 [dexterity]
Touch AC: 15
Flat-footed: 17
Initiative modifier: +9 = +5 [dexterity] +4 [improved initiative]
Fortitude save +10 = 5 [base] +5 [constitution] +5 [cloak]
Reflex save: +10 = 5 [base] +5 [dexterity] +5 [cloak]
Will save: +11 = 10[base]+1 [wisdom] +5 [cloack]
Attack (handheld): +9/+4 = 8 [base] +1 [strength]
Attack (unarmed): +9/+4 = 8 [base] +1 [strength]
Attack (missile): +13/+8 = 8 [base] +5 [dexterity]
Grapple check: +9/+4 = 8 [base] +1 [strength]
Light load: 43 lb. or less
Medium load: 44-86 lb.
Heavy load: 87-130 lb.
Lift over head: 130 lb.
Lift off ground: 260 lb.
Push or drag: 650 lb.
Languages: Common Infernal Undercommon
+10/+5 +1 unholy Greatsword [2d6+3, crit 19-20/x2, 8 lb., two-handed, slashing]
Feats:
Combat Casting
Eschew Materials
Improved Initiative
Quick Draw
Spirit Sense
Craft Wand
Weapon Focus x1 Weapon(s): Greatsword
Bluff Cha 18 = +8 +10
Concentration Con 22 = +2 +20
Diplomacy Cha 10 = +8 +2 [bluff]
Intimidate Cha 20 = +8 +10 +2 [bluff]
Knowledge (arcana) Int 17 = +2 +15
Knowledge (religion) Int 17 = +2 +15
Knowledge (planes) Int 10 = +2 +8
Listen Wis 5 = +1 +4
Spot Wis 6 = +1 +5
Bluff >=5 ranks gives +2 on disguise checks to act in character.
Know Planes >=5 ranks gives +2 on survival checks on other planes.
Spells: [sblock]
Level 1 spells: 8 per day DC: 16[sblock]
Bane
bestow wound [sblock] Transmutation
Level: Dread necromancer 1, sorcerer/
wizard 1, Spite 1
Components: V, S, M
Casting Time: 1 action
Range: Touch
Target: Living creature touched
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes
If wounded, you can cast this spell
and touch a living creature. The target
takes damage equal to your wounds
at the rate of 1 point of damage per
your caster level, or the amount
needed to bring you up to your
maximum hit points, whichever is
less. At the same time, you heal that
much damage, as if a cure spell had
been cast on you.
Material Component: A small eye
agate worth at least 10 gp.[/sblock]
cause fear
chill touch
detect magic
detect undead
doom
hide from undead
inflict light wounds
ray of enfeeblement
summon undead I[sblock] Conjuration (Summoning) [Evil]
Level: Blackguard 1, cleric 1, dread
necromancer 1, sorcerer/wizard 1
Components: V, S, F/DF
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One summoned creature
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No
This spell functions like summon
monster I (see page 285 of the Player’s
Handbook), except that you summon
an undead creature.
Summon undead I conjures one of the
creatures from the 1st-level list in the
Summon Undead table at right. You
choose which creature to summon, and
you can change that choice each time
you cast the spell. Summoned undead
do not count toward the total Hit Dice
of undead that you can control with
animate dead, plague of undead, or other
command undead abilities. No undead
creature you summon can have more
Hit Dice than your caster level +1.
Focus: A tiny bag, a small candle
(not lit), and a carved bone from any
humanoid.
Note: The descriptions of the summon
undead spells presented here supersede
earlier published descriptions
Summon Undead
1st Level
Human warrior skeleton
Kobold zombie
2nd Level
Owlbear skeleton
Bugbear zombie
3rd Level
Ghoul
Troll skeleton
Ogre zombie
4th Level
Allip
Ghast
Wyvern zombie
5th Level
Mummy
Shadow
Vampire spawn
Wight[/sblock]
undetectable alignment[/sblock]
Level 2 spells: 8 per day DC 17[sblock]
Blindness/deafness
command undead
darkness
death knell
false life
gentle repose
ghoul touch
inf lict moderate wounds
scare
spectral hand
summon swarm
summon undead II[/sblock]
Level 3 spells: 8 per day DC: 18[sblock]
Crushing despair
death ward
halt undead
inflict serious wounds
ray of exhaustion
speak with dead
summon undead III
vampiric touch[/sblock]
Level 4 spells: 8 per day DC: 19[sblock]
Animate dead
bestow curse
contagion
deathward
dispel magic
enervation
Evard’s black tentacles
fear
giant vermin
inflict critical wounds
phantasmal killer
poison
summon undead IV[/sblock]
Level 5 spells: 7 per day DC 20[sblock]
Blight
cloudkill
fire in the blood[sblock] Transmutation
Level: Cleric 5, Spite 5
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No
This unsettling spell enables you to
make deadly weapons of your own
arteries and veins. Once the spell is
cast, your blood takes on a mystical
potency that makes it more corrosive
than the strongest acid to anyone who
draws it from you. From then on,
until the spell’s duration has elapsed,
anyone who deals slashing or piercing
melee damage on you is sprayed with
your blood in retribution. The blood
deals a cumulative 1d6 points of damage
per attack upon your attacker,
with no save or spell resistance
applicable, up to a maximum of 5d6.
Thus, the fi rst time a foe hits you with
a slashing or piercing weapon, he
instantly takes 1d6 points of damage
from the sanguinary backlash. The
second time that same foe strikes
you, he takes 2d6 points of damage.
As soon as any single foe has taken
5d6 points of damage in a single
spray from your corrosive blood, the
spell ends.
Opponents striking you with magical
attacks that do not manifest in a
slashing or piercing manner, or those
striking you with only bludgeoning
weapons, do not trigger the retributive
blood spray.
The arc and direction of the blood
spray is magical in nature, and the
spray does not splatter adjacent
squares or parties, no matter how
close together they might be. Each
spray strikes only the one responsible
for the wound.
Material Component: A drop of your
own blood.[/sblock]
greater dispel magic
insect plague
lesser planar binding
magic jar
mass inflict light wounds
nightmare
oath of blood
slay living
summon undead V
undeath to death
unhallow
waves of fatigue[/sblock]
Level 6 spells: 7 per day DC 21[sblock]
Acid fog
circle of death
create undead
eyebite
geas/quest
harm
mass inflict moderate wounds
planar binding
waves of exhaustion[/sblock]
Level 7 spells: 7 per day DC 22[sblock]
Control undead
destruction
finger of death
greater harm[sblock] Level: Cleric 7, dread necromancer 7
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
As harm (see page 239 of the Player’s
Handbook), except as noted above and
in that this spell deals 1d12 points of
damage per caster level, to a maximum
of 20d12 at 20th level.[/sblock]
mass inflict serious wounds
song of discord
vile death[sblock] Conjuration (Calling) [Evil]
Level: Cleric 9, dread necromancer 7,
sorcerer/wizard 9
Components: V, S, M, XP
Casting Time: 1 hour
Range: Touch
Target: One corporeal undead creature
Duration: Permanent (D)
Saving Throw: None
Spell Resistance: Yes
You summon the spirit of a fi end from
the depths of Hell or the Abyss and
bind it into the body of a corporeal
undead creature.
Binding the fiend applies the
fiendish template (see page 108 of
the Monster Manual) to the undead
creature. The resulting creature is
independent of you and can act on
its own. Its initial attitude toward
you is indifferent.
Material Component: A bit of brimstone
and a bloodstone worth at least
500 gp.
XP Cost: 100 XP.
[/sblock] [/sblock]
Level 8 spells: 6 per day DC 23[sblock]
Create greater undead
horrid wilting
mass inflict
critical wounds
symbol of death[/sblock]
Level 9 spells 3 per day DC 24[sblock]
Energy drain
imprison soul[sblock] Necromancy [Evil]
Level: Cleric 9, dread necromancer
9, Spite 9
Components: V, S, M, F
Casting Time: 1 standard action; see
text
Range: Touch
Target: Creature touched
Duration: Permanent; see text
Saving Throw: Will negates
Spell Resistance: Yes
By casting imprison soul, you place the
subject’s soul in a receptacle, such as
a gem, ring, or some other miniscule
object, leaving her body lifeless. While
trapped, the subject takes 1d4 points
of Constitution damage per day until
dead or freed. The rituals to prepare the
receptacle require three days. Destroying
or opening the receptacle ends the
spell, releasing the soul.
To cast the spell, you must know the
name of the target. The receptacle must
be within spell range and you must
know where it is.
Material Component: A portion of the
target’s body (a fi ngernail, a strand of
hair, or some other small part).
Focus: A Tiny or smaller object to be
the receptacle for the subject’s soul.
Note: This updated version of this
spell supersedes earlier published
descriptions.[/sblock]
mass harm[sblock] Level: Dread necromancer 9
Range: 20 ft.
Area: 20-ft.-radius burst centered on
caster
Targets: All creatures except the caster
in the area[/sblock]
plague of undead [sblock] Necromancy [Evil]
Level: Cleric 9, dread necromancer 9,
sorcerer/wizard 9
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One or more corpses within
range
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
This spell unleashes great necromantic
power, raising a host of undead creatures.
Plague of undead turns the bones
or bodies of dead creatures within
the spell’s range into undead skeletons
or zombies with maximum hit
points for their Hit Dice. The undead
remain animated until destroyed. (A
destroyed skeleton or zombie can’t be
animated again.)
Regardless of the specifi c numbers
or kinds of undead created with this
spell, a single casting of plague of undead
can’t create more HD of undead than
four times your caster level.
The undead you create remain under
your control indefinitely and follow
your spoken commands. However,
no matter how many times you use
this spell or animate dead (see page
198 of the Player’s Handbook), you can
only control 4 HD worth of undead
creatures per caster level; creatures
you animate with either spell count
against this limit. If you exceed this
number, newly created creatures fall
under your control and any excess
undead from previous castings of this
spell or animate dead become uncontrolled.
Anytime this limit causes
you to release some of the undead
you control through this spell or animate
dead, you choose which undead
are released.
The bones and bodies required for
this spell follow the same restrictions
as animate dead. All the material to be
animated by this spell must be within
range when the spell is cast.
Material Component: A black sapphire
worth 100 gp or several black
sapphires with total value of 100 gp.[/sblock]
wail of the banshee[/sblock] [/sblock]
Human:
* Extra feat at first level (already included)
* Four extra skill points at first level (already included)
* One extra skill point at each additional level (already included)
Dread Necromancer:[sblock]
Charnel touch (melee touch 1d8+4 or heals Undead +5 HP)
rebuke undead
Advanced learning
Fear aura Enemies in the area must succeed on a Will save (DC 26)or become shaken.
summon familiar
Advanced learning
undead mastery (gain a +4 enhancement bonus to Strength and Dexterity and 2
additional hit points per Hit Die. Control 204 HD of UD for animate death, 170 HD for control UD)
Negative energy resistance (+4 bonus on saving throws made to resist negative energy effects, including energy drain, some ability drain, and inflict spells.)
Advanced learning
enervating touch
Negative energy burst 3/day 17d4 within 5ft save will DC 26
Mental bastion (+4 bonus on saving throws made to resist sleep, stunning,paralysis, poison, or disease.)
Lich body DR 8/-
Advanced learning
scabrous touch 3/day disease Fortitude save (DC 26)
Enervating touch (give upto 8 negative lvls/day with Charnel touch, no more then 2 lvls/ touch DC 26)
light fortification 50% (like the armor)[/sblock]
equipment: 340k
headband of charisma +6 36k
gloves of dex +4 16k
amulet of health +6 36k
cloak of Resistance +5 25k
rod of many wands (CM) 27k
- wand of cure crit. wounds 21k
- wand of wall of fire 21k
- wand of restoration 26k
+5 mithril chain shirt 26.1k
+1 unholy greatsword 18.35k
staff of the planes 43.1k[sblock] Designed as an aid to planar
travelers, this staff allows use of the
following spells.
• Analyze portal (1 charge)
• Gate (3 charges)
• Summon monster VI (2 charges)[/sblock]
Ring of Dragonshape 23k (change to young red dragon 1/day for 1 hour)
ioun stone clear spindle 4k
Belt of many pockets 11k
27 k in various gems
450gc
Familiar
Imp [sblock]
Size/Type: Tiny Outsider (Evil, Extraplanar, Lawful)
Hit Dice: 72
Initiative: +3
Speed: 20 ft. (4 squares), fly 50 ft. (perfect)
Armor Class: 29 (+2 size, +3 Dex, +14 natural), touch 19, flat-footed 26
Base Attack/Grapple: +3/-5
Attack: Sting +8 melee (1d4 plus poison)
Full Attack: Sting +8 melee (1d4 plus poison)
Space/Reach: 2½ ft./0 ft.
Special Attacks: Poison, spell-like abilities
Special Qualities: Alternate form, damage reduction 5/good or silver, darkvision 60 ft., fast healing 2, immunity to poison, resistance to fire 5, Scry on familiar by Master, Spell resistance 24, Speak with master, Deliver touch spells, Alertness, improved evasion, share spells, empathic link
Saves: Fort +3, Ref +6, Will +4
Abilities: Str 10, Dex 17, Con 10, Int 14, Wis 12, Cha 14
Skills: Diplomacy +8, Hide +17, Knowledge (any one) +8, Listen +7, Move Silently +9, Search +6, Spellcraft +8, Spot +7, Survival +1 (+3 following tracks)
Feats: Dodge, Weapon Finesse
Environment: A lawful evil-aligned plane
Organization: Solitary
Challenge Rating: 2
Treasure: None
Alignment: Always lawful evil
Advancement: 4-6 HD (Tiny)
Level Adjustment: — (Improved Familiar)
In its natural form, an imp stands almost 2 feet tall and weighs about 8 pounds.
Combat
Imps are craven, but not so timid as to pass up an opportunity for a surprise attack using their invisibility and alternate form ability. In its natural form, an imp attacks with the wicked stinger on its tail. It quickly flies out of reach if a foe manages to strike back effectively.
An imp’s natural weapons, as well as any weapons it wields, are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction.
Poison (Ex)
Injury, Fortitude DC 13, initial damage 1d4 Dex, secondary damage 2d4 Dex. The save DC is Constitution-based and includes a +2 racial bonus.
Spell-Like Abilities
At will—detect good, detect magic, invisibility (self only); 1/day—suggestion (DC 15). Caster level 6th. The save DC is Charisma-based.
Once per week an imp can use commune to ask six questions. The ability otherwise works as the spell (caster level 12th).
Alternate Form (Su)
An imp can assume another form at will as a standard action. Each imp can assume one or two forms from the following list: Small or Medium monstrous spider, raven, rat, and boar.
[/sblock]
bio: [sblock]
near death experience[/sblock]
agenda: [sblock]
edit later[/sblock]