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<blockquote data-quote="Rino" data-source="post: 3274249" data-attributes="member: 10057"><p>Lord Direspirit</p><p>Human Dread Necromancer 17</p><p>Neutral Evil</p><p></p><p>Strength 12 (+1)</p><p>Dexterity 20 (+5)</p><p>Constitution 20 (+5)</p><p>Intelligence 14 (+2)</p><p>Wisdom 12 (+1)</p><p>Charisma 26 (+8)</p><p> </p><p>Size: Medium</p><p>Height: 6' 2"</p><p>Weight: 190 lb</p><p>Skin: Pale </p><p>Eyes: Grey </p><p>Hair: Black </p><p></p><p>Total Hit Points: 155</p><p></p><p>Speed: 30 feet</p><p></p><p>Armor Class: 29 = 10 +7 [chain shirt] +5 [dexterity] +7 [natural armor]</p><p></p><p> Touch AC: 22</p><p> Flat-footed: 24</p><p></p><p>Initiative modifier: +9 = +5 [dexterity] +4 [improved initiative]</p><p>Fortitude save +10 = 5 [base] +5 [constitution] +5 [cloak]</p><p>Reflex save: +10 = 5 [base] +5 [dexterity] +5 [cloak]</p><p>Will save: +11 = 10[base]+1 [wisdom] +5 [cloak]</p><p>Attack (handheld): +9/+4 = 8 [base] +1 [strength]</p><p>Attack (unarmed): +9/+4 = 8 [base] +1 [strength]</p><p>Attack (missile): +13/+8 = 8 [base] +5 [dexterity]</p><p>Grapple check: +9/+4 = 8 [base] +1 [strength]</p><p></p><p>Light load: 43 lb. or less</p><p>Medium load: 44-86 lb.</p><p>Heavy load: 87-130 lb.</p><p>Lift over head: 130 lb.</p><p>Lift off ground: 260 lb.</p><p>Push or drag: 650 lb.</p><p> </p><p>Languages: Common Infernal Undercommon</p><p></p><p>+10/+5 +1 unholy Greatsword [2d6+3, crit 19-20/x2, 8 lb., two-handed, slashing]</p><p></p><p>Feats:</p><p></p><p> Combat Casting </p><p> Eschew Materials </p><p> Improved Initiative </p><p> Quick Draw </p><p> Spirit Sense</p><p> Craft Wand</p><p> Weapon Focus x1 Weapon(s): Greatsword</p><p></p><p></p><p></p><p>Bluff Cha 18 = +8 +10 </p><p>Concentration Con 22 = +2 +20 </p><p>Diplomacy Cha 10 = +8 +2 [bluff]</p><p>Intimidate Cha 20 = +8 +10 +2 [bluff]</p><p>Knowledge (arcana) Int 17 = +2 +15 </p><p>Knowledge (religion) Int 17 = +2 +15 </p><p>Knowledge (planes) Int 10 = +2 +8 </p><p>Listen Wis 5 = +1 +4 </p><p>Spot Wis 6 = +1 +5 </p><p></p><p>Bluff >=5 ranks gives +2 on disguise checks to act in character.</p><p>Know Planes >=5 ranks gives +2 on survival checks on other planes.</p><p></p><p>Spells: [sblock]</p><p>Level 1 spells: 8 per day DC: 16[sblock]</p><p>Bane</p><p>bestow wound [sblock] Transmutation</p><p>Level: Dread necromancer 1, sorcerer/</p><p>wizard 1, Spite 1</p><p>Components: V, S, M</p><p>Casting Time: 1 action</p><p>Range: Touch</p><p>Target: Living creature touched</p><p>Duration: Instantaneous</p><p>Saving Throw: Fortitude negates</p><p>Spell Resistance: Yes</p><p>If wounded, you can cast this spell</p><p>and touch a living creature. The target</p><p>takes damage equal to your wounds</p><p>at the rate of 1 point of damage per</p><p>your caster level, or the amount</p><p>needed to bring you up to your</p><p>maximum hit points, whichever is</p><p>less. At the same time, you heal that</p><p>much damage, as if a cure spell had</p><p>been cast on you.</p><p>Material Component: A small eye</p><p>agate worth at least 10 gp.[/sblock]</p><p>cause fear </p><p>chill touch</p><p>detect magic</p><p>detect undead</p><p>doom </p><p>hide from undead</p><p>inflict light wounds</p><p>ray of enfeeblement </p><p>summon undead I[sblock] Conjuration (Summoning) [Evil]</p><p>Level: Blackguard 1, cleric 1, dread</p><p>necromancer 1, sorcerer/wizard 1</p><p>Components: V, S, F/DF</p><p>Casting Time: 1 round</p><p>Range: Close (25 ft. + 5 ft./2 levels)</p><p>Effect: One summoned creature</p><p>Duration: 1 round/level</p><p>Saving Throw: None</p><p>Spell Resistance: No</p><p>This spell functions like summon</p><p>monster I (see page 285 of the Player’s</p><p>Handbook), except that you summon</p><p>an undead creature.</p><p>Summon undead I conjures one of the</p><p>creatures from the 1st-level list in the</p><p>Summon Undead table at right. You</p><p>choose which creature to summon, and</p><p>you can change that choice each time</p><p>you cast the spell. Summoned undead</p><p>do not count toward the total Hit Dice</p><p>of undead that you can control with</p><p>animate dead, plague of undead, or other</p><p>command undead abilities. No undead</p><p>creature you summon can have more</p><p>Hit Dice than your caster level +1.</p><p>Focus: A tiny bag, a small candle</p><p>(not lit), and a carved bone from any</p><p>humanoid.</p><p>Note: The descriptions of the summon</p><p>undead spells presented here supersede</p><p>earlier published descriptions</p><p></p><p>Summon Undead</p><p>1st Level</p><p>Human warrior skeleton</p><p>Kobold zombie</p><p>2nd Level</p><p>Owlbear skeleton</p><p>Bugbear zombie</p><p>3rd Level</p><p>Ghoul</p><p>Troll skeleton</p><p>Ogre zombie</p><p>4th Level</p><p>Allip</p><p>Ghast</p><p>Wyvern zombie</p><p>5th Level</p><p>Mummy</p><p>Shadow</p><p>Vampire spawn</p><p>Wight[/sblock]</p><p>undetectable alignment[/sblock]</p><p></p><p>Level 2 spells: 8 per day DC 17[sblock]</p><p>Blindness/deafness </p><p>command undead </p><p>darkness</p><p>death knell </p><p>false life </p><p>gentle repose </p><p>ghoul touch </p><p>inf lict moderate wounds </p><p>scare </p><p>spectral hand </p><p>summon swarm </p><p>summon undead II[/sblock]</p><p></p><p>Level 3 spells: 8 per day DC: 18[sblock]</p><p>Crushing despair </p><p>death ward </p><p>halt undead </p><p>inflict serious wounds </p><p>ray of exhaustion </p><p>speak with dead </p><p>summon undead III </p><p>vampiric touch[/sblock]</p><p></p><p>Level 4 spells: 8 per day DC: 19[sblock]</p><p>Animate dead </p><p>bestow curse </p><p>contagion </p><p>deathward </p><p>dispel magic </p><p>enervation </p><p>Evard’s black tentacles </p><p>fear </p><p>giant vermin</p><p>inflict critical wounds </p><p>phantasmal killer </p><p>poison </p><p>summon undead IV[/sblock]</p><p></p><p>Level 5 spells: 7 per day DC 20[sblock]</p><p>Blight </p><p>cloudkill </p><p>fire in the blood[sblock] Transmutation</p><p>Level: Cleric 5, Spite 5</p><p>Components: V, S, M</p><p>Casting Time: 1 standard action</p><p>Range: Personal</p><p>Target: You</p><p>Duration: 1 minute/level</p><p>Saving Throw: None</p><p>Spell Resistance: No</p><p>This unsettling spell enables you to</p><p>make deadly weapons of your own</p><p>arteries and veins. Once the spell is</p><p>cast, your blood takes on a mystical</p><p>potency that makes it more corrosive</p><p>than the strongest acid to anyone who</p><p>draws it from you. From then on,</p><p>until the spell’s duration has elapsed,</p><p>anyone who deals slashing or piercing</p><p>melee damage on you is sprayed with</p><p>your blood in retribution. The blood</p><p>deals a cumulative 1d6 points of damage</p><p>per attack upon your attacker,</p><p>with no save or spell resistance</p><p>applicable, up to a maximum of 5d6.</p><p>Thus, the fi rst time a foe hits you with</p><p>a slashing or piercing weapon, he</p><p>instantly takes 1d6 points of damage</p><p>from the sanguinary backlash. The</p><p>second time that same foe strikes</p><p>you, he takes 2d6 points of damage.</p><p>As soon as any single foe has taken</p><p>5d6 points of damage in a single</p><p>spray from your corrosive blood, the</p><p>spell ends.</p><p>Opponents striking you with magical</p><p>attacks that do not manifest in a</p><p>slashing or piercing manner, or those</p><p>striking you with only bludgeoning</p><p>weapons, do not trigger the retributive</p><p>blood spray.</p><p>The arc and direction of the blood</p><p>spray is magical in nature, and the</p><p>spray does not splatter adjacent</p><p>squares or parties, no matter how</p><p>close together they might be. Each</p><p>spray strikes only the one responsible</p><p>for the wound.</p><p>Material Component: A drop of your</p><p>own blood.[/sblock]</p><p>greater dispel magic </p><p>insect plague </p><p>lesser planar binding </p><p>magic jar </p><p>mass inflict light wounds</p><p>nightmare </p><p>oath of blood </p><p>slay living </p><p>summon undead V</p><p>undeath to death </p><p>unhallow </p><p>waves of fatigue[/sblock]</p><p></p><p>Level 6 spells: 7 per day DC 21[sblock]</p><p>Acid fog </p><p>circle of death </p><p>create undead </p><p>eyebite</p><p>geas/quest </p><p>harm </p><p>mass inflict moderate wounds </p><p>planar binding</p><p>waves of exhaustion[/sblock]</p><p></p><p>Level 7 spells: 7 per day DC 22[sblock]</p><p>Control undead </p><p>destruction </p><p>finger of death</p><p>greater harm[sblock] Level: Cleric 7, dread necromancer 7</p><p>Range: Close (25 ft. + 5 ft./2 levels)</p><p>Target: One creature</p><p>As harm (see page 239 of the Player’s</p><p>Handbook), except as noted above and</p><p>in that this spell deals 1d12 points of</p><p>damage per caster level, to a maximum</p><p>of 20d12 at 20th level.[/sblock]</p><p>mass inflict serious wounds </p><p>song of discord</p><p>vile death[sblock] Conjuration (Calling) [Evil]</p><p>Level: Cleric 9, dread necromancer 7,</p><p>sorcerer/wizard 9</p><p>Components: V, S, M, XP</p><p>Casting Time: 1 hour</p><p>Range: Touch</p><p>Target: One corporeal undead creature</p><p>Duration: Permanent (D)</p><p>Saving Throw: None</p><p>Spell Resistance: Yes</p><p>You summon the spirit of a fi end from</p><p>the depths of Hell or the Abyss and</p><p>bind it into the body of a corporeal</p><p>undead creature.</p><p>Binding the fiend applies the</p><p>fiendish template (see page 108 of</p><p>the Monster Manual) to the undead</p><p>creature. The resulting creature is</p><p>independent of you and can act on</p><p>its own. Its initial attitude toward</p><p>you is indifferent.</p><p>Material Component: A bit of brimstone</p><p>and a bloodstone worth at least</p><p>500 gp.</p><p>XP Cost: 100 XP.</p><p> [/sblock] [/sblock]</p><p></p><p>Level 8 spells: 6 per day DC 23[sblock]</p><p>Create greater undead </p><p>horrid wilting </p><p>mass inflict</p><p>critical wounds </p><p>symbol of death[/sblock]</p><p></p><p>Level 9 spells 3 per day DC 24[sblock]</p><p>Energy drain </p><p>imprison soul[sblock] Necromancy [Evil]</p><p>Level: Cleric 9, dread necromancer</p><p>9, Spite 9</p><p>Components: V, S, M, F</p><p>Casting Time: 1 standard action; see</p><p>text</p><p>Range: Touch</p><p>Target: Creature touched</p><p>Duration: Permanent; see text</p><p>Saving Throw: Will negates</p><p>Spell Resistance: Yes</p><p>By casting imprison soul, you place the</p><p>subject’s soul in a receptacle, such as</p><p>a gem, ring, or some other miniscule</p><p>object, leaving her body lifeless. While</p><p>trapped, the subject takes 1d4 points</p><p>of Constitution damage per day until</p><p>dead or freed. The rituals to prepare the</p><p>receptacle require three days. Destroying</p><p>or opening the receptacle ends the</p><p>spell, releasing the soul.</p><p>To cast the spell, you must know the</p><p>name of the target. The receptacle must</p><p>be within spell range and you must</p><p>know where it is.</p><p>Material Component: A portion of the</p><p>target’s body (a fi ngernail, a strand of</p><p>hair, or some other small part).</p><p>Focus: A Tiny or smaller object to be</p><p>the receptacle for the subject’s soul.</p><p>Note: This updated version of this</p><p>spell supersedes earlier published</p><p>descriptions.[/sblock] </p><p>mass harm[sblock] Level: Dread necromancer 9</p><p>Range: 20 ft.</p><p>Area: 20-ft.-radius burst centered on</p><p>caster </p><p>Targets: All creatures except the caster</p><p>in the area[/sblock]</p><p>plague of undead [sblock] Necromancy [Evil]</p><p>Level: Cleric 9, dread necromancer 9,</p><p>sorcerer/wizard 9</p><p>Components: V, S, M</p><p>Casting Time: 1 standard action</p><p>Range: Close (25 ft. + 5 ft./2 levels)</p><p>Targets: One or more corpses within</p><p>range</p><p>Duration: Instantaneous</p><p>Saving Throw: None</p><p>Spell Resistance: No</p><p>This spell unleashes great necromantic</p><p>power, raising a host of undead creatures.</p><p>Plague of undead turns the bones</p><p>or bodies of dead creatures within</p><p>the spell’s range into undead skeletons</p><p>or zombies with maximum hit</p><p>points for their Hit Dice. The undead</p><p>remain animated until destroyed. (A</p><p>destroyed skeleton or zombie can’t be</p><p>animated again.)</p><p>Regardless of the specifi c numbers</p><p>or kinds of undead created with this</p><p>spell, a single casting of plague of undead</p><p>can’t create more HD of undead than</p><p>four times your caster level.</p><p>The undead you create remain under</p><p>your control indefinitely and follow</p><p>your spoken commands. However,</p><p>no matter how many times you use</p><p>this spell or animate dead (see page</p><p>198 of the Player’s Handbook), you can</p><p>only control 4 HD worth of undead</p><p>creatures per caster level; creatures</p><p>you animate with either spell count</p><p>against this limit. If you exceed this</p><p>number, newly created creatures fall</p><p>under your control and any excess</p><p>undead from previous castings of this</p><p>spell or animate dead become uncontrolled.</p><p>Anytime this limit causes</p><p>you to release some of the undead</p><p>you control through this spell or animate</p><p>dead, you choose which undead</p><p>are released.</p><p>The bones and bodies required for</p><p>this spell follow the same restrictions</p><p>as animate dead. All the material to be</p><p>animated by this spell must be within</p><p>range when the spell is cast.</p><p>Material Component: A black sapphire</p><p>worth 100 gp or several black</p><p>sapphires with total value of 100 gp.[/sblock]</p><p>wail of the banshee[/sblock] [/sblock]</p><p></p><p></p><p></p><p>Human:</p><p></p><p> * Extra feat at first level (already included)</p><p> * Four extra skill points at first level (already included)</p><p> * One extra skill point at each additional level (already included)</p><p></p><p>Dread Necromancer:[sblock]</p><p>Charnel touch (melee touch 1d8+4 or heals Undead +5 HP)</p><p>rebuke undead</p><p>Advanced learning </p><p>Fear aura Enemies in the area must succeed on a Will save (DC 26)or become shaken.</p><p>summon familiar </p><p>Advanced learning </p><p>undead mastery (gain a +4 enhancement bonus to Strength and Dexterity and 2</p><p>additional hit points per Hit Die. Control 204 HD of UD for animate death, 170 HD for control UD)</p><p>Negative energy resistance (+4 bonus on saving throws made to resist negative energy effects, including energy drain, some ability drain, and inflict spells.)</p><p>Advanced learning</p><p>enervating touch </p><p>Negative energy burst 3/day 17d4 within 5ft save will DC 26</p><p>Mental bastion (+4 bonus on saving throws made to resist sleep, stunning,paralysis, poison, or disease.)</p><p>Lich body DR 8/-</p><p>Advanced learning</p><p>scabrous touch 3/day disease Fortitude save (DC 26)</p><p>Enervating touch (give upto 8 negative lvls/day with Charnel touch, no more then 2 lvls/ touch DC 26)</p><p>light fortification 50% (like the armor)[/sblock]</p><p></p><p>equipment: 340k</p><p></p><p>headband of charisma +6 36k</p><p>gloves of dex +4 16k</p><p>Belt of health +6 36k</p><p>cloak of Resistance +5 25k</p><p>rod of many wands (CM) 27k</p><p> - wand of cure crit. wounds 21k</p><p> - wand of wall of fire 21k</p><p> - wand of restoration 26k</p><p>+5 mithril chain shirt 26.1k</p><p>+1 unholy greatsword 18.35k</p><p>Amulet of NA +7</p><p>Ring of Dragonshape 23k (change to young red dragon 1/day for 1 hour)</p><p>ioun stone clear spindle 4k</p><p>Belt of many pockets 11k</p><p>21k in various gems</p><p>450gc </p><p></p><p>Familiar</p><p>Imp [sblock]</p><p>Size/Type: Tiny Outsider (Evil, Extraplanar, Lawful)</p><p>Hit Dice: 72</p><p>Initiative: +3</p><p>Speed: 20 ft. (4 squares), fly 50 ft. (perfect)</p><p>Armor Class: 29 (+2 size, +3 Dex, +14 natural), touch 19, flat-footed 26</p><p>Base Attack/Grapple: +3/-5</p><p>Attack: Sting +8 melee (1d4 plus poison)</p><p>Full Attack: Sting +8 melee (1d4 plus poison)</p><p>Space/Reach: 2½ ft./0 ft.</p><p>Special Attacks: Poison, spell-like abilities</p><p>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</p><p>Saves: Fort +3, Ref +6, Will +4</p><p>Abilities: Str 10, Dex 17, Con 10, Int 14, Wis 12, Cha 14</p><p>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)</p><p>Feats: Dodge, Weapon Finesse</p><p>Environment: A lawful evil-aligned plane</p><p>Organization: Solitary</p><p>Challenge Rating: 2</p><p>Treasure: None</p><p>Alignment: Always lawful evil</p><p>Advancement: 4-6 HD (Tiny)</p><p>Level Adjustment: — (Improved Familiar)</p><p></p><p>In its natural form, an imp stands almost 2 feet tall and weighs about 8 pounds.</p><p>Combat</p><p></p><p>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.</p><p></p><p>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.</p><p>Poison (Ex)</p><p></p><p>Injury, Fortitude DC 13, initial damage 1d4 Dex, secondary damage 2d4 Dex. The save DC is Constitution-based and includes a +2 racial bonus.</p><p>Spell-Like Abilities</p><p></p><p>At will—detect good, detect magic, invisibility (self only); 1/day—suggestion (DC 15). Caster level 6th. The save DC is Charisma-based.</p><p></p><p>Once per week an imp can use commune to ask six questions. The ability otherwise works as the spell (caster level 12th).</p><p>Alternate Form (Su)</p><p></p><p>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.</p><p>[/sblock]</p><p></p><p>bio: [sblock]</p><p>Lord Direspirit was always the odd kid while he was young. His parents didn’t know what to do about his behavior. He lived more in the night then the day. His parents send him away to another world, because of the influence his life had on the career of his father. After wandering around for several years he made himself wise in the teachings of life and death controlling. </p><p></p><p>Direspirit is 6’2”, has a normal posture. His pale skin only shows when he takes of his hood and then you will all the scaring from the fights with the near dead. </p><p>[/sblock]</p><p></p><p>agenda: [sblock]</p><p>his goal is to gain more influence in the known worlds, either by trading influence or just the fear from his power to control life and death. </p><p>[/sblock]</p><p></p><p>followers: [sblock]</p><p></p><p>advisors:</p><p>Gimor releases in the 2 mindflayers, moofius and Kjeldoran, for making his most important decisions</p><p>2x mind flayer (1024pt)</p><p></p><p>spies/assasins:</p><p>every lord needs his sources of information so does Direspirit, he contracted these 3 stalkers a long time ago, and the have pledged their service to him.</p><p>3x invisible stalkers (1029pt) codenamed: control, vengeance, trophy</p><p></p><p>inhabitants:</p><p>his people are all drow, they like the dark place that Nekros has to offer them, about 1000 from them are combating troops commanded by commanded by 3 wriaths (192pt) </p><p></p><p>bodygaurds: </p><p>for his personal protection Lord Direspirit uses 3 nimblewrights (1029pt)[/sblock]</p></blockquote><p></p>
[QUOTE="Rino, post: 3274249, member: 10057"] Lord 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: 29 = 10 +7 [chain shirt] +5 [dexterity] +7 [natural armor] Touch AC: 22 Flat-footed: 24 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 [cloak] 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 Belt 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 Amulet of NA +7 Ring of Dragonshape 23k (change to young red dragon 1/day for 1 hour) ioun stone clear spindle 4k Belt of many pockets 11k 21k 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] Lord Direspirit was always the odd kid while he was young. His parents didn’t know what to do about his behavior. He lived more in the night then the day. His parents send him away to another world, because of the influence his life had on the career of his father. After wandering around for several years he made himself wise in the teachings of life and death controlling. Direspirit is 6’2”, has a normal posture. His pale skin only shows when he takes of his hood and then you will all the scaring from the fights with the near dead. [/sblock] agenda: [sblock] his goal is to gain more influence in the known worlds, either by trading influence or just the fear from his power to control life and death. [/sblock] followers: [sblock] advisors: Gimor releases in the 2 mindflayers, moofius and Kjeldoran, for making his most important decisions 2x mind flayer (1024pt) spies/assasins: every lord needs his sources of information so does Direspirit, he contracted these 3 stalkers a long time ago, and the have pledged their service to him. 3x invisible stalkers (1029pt) codenamed: control, vengeance, trophy inhabitants: his people are all drow, they like the dark place that Nekros has to offer them, about 1000 from them are combating troops commanded by commanded by 3 wriaths (192pt) bodygaurds: for his personal protection Lord Direspirit uses 3 nimblewrights (1029pt)[/sblock] [/QUOTE]
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