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<blockquote data-quote="Rolzup" data-source="post: 3859519" data-attributes="member: 10105"><p>Name: Olok ir'Vandeen </p><p>Gender: Male </p><p>Race: Human </p><p>Class: Dread Necromancer 9 </p><p>Alignment: Lawful Neutral </p><p></p><p>Str: 10 (+0) </p><p>Con: 12 (+1)</p><p>Dex: 16 (+3) Gauntlets of Dexterity +2 </p><p>Int: 14 (+2) </p><p>Wis: 12 (+1) </p><p>Chr: 20 (+5) Cloak of Charisma +2 </p><p></p><p>Hit Points: 51 (9+11d8+48) </p><p>AC: 21 (+3 Dex +6 Armor +2 Deflection), Touch: 15, Flat: 18</p><p>DR: 4/ Bludgeoning and Magic</p><p>Init: +3</p><p>BAB: +4, Grap: +4 </p><p>Speed: 30' </p><p>Fort +6, Ref +7, Will +8 </p><p></p><p>+5 Melee, Masterwork Rapier, 1d6, 18-20/x2, Piercing</p><p>+4 Melee Touch, Charnel Touch, 1d8+2, 20/x2, Negative Energy</p><p></p><p>Trained Skills: (6) </p><p>Concentration¹ +13</p><p>Diplomacy¹ +11</p><p>Knowledge (arcana) +14</p><p>Knowledge (religion) +14</p><p>Spellcraft +16.</p><p></p><p>Languages: Common, Infernal, Draconic </p><p></p><p>Feats</p><p>Fearsome Necromancy (1st Level, CM 42)</p><p>Martial Weapon Proficiency: Rapier (1st Level, DN Bonus)</p><p>Spell Focus: Necromancy (1st Level, Human Bonus)</p><p>Greater Spell Focus: Necromancy (3rd Level)</p><p>Enlarge Spell (6th Level)</p><p>Sickening Grasp (9th Level, CM 47).</p><p></p><p>Dread Necromancer Abilities </p><p>• Turn Undead(Su): Olok may turn undead 7 times per day. A turning check is made on 1d20+7; turning damage is equal to 2d6+14 on a successful check.</p><p>• Charnel Touch (Su): 1/round at will, as a melee touch attack, Olok can attack a living foe, dealing 1d8+2 points of damage. This touch heals undead, and can be delivered through a spectral hand spell.</p><p>• Negative Energy Burst (Su): 2/day Olok can emit a 5 ft. burst of negative energy dealing 9d4 damage to living creatures or the same amount of healing to undead creatures. Will (DC 19) for half.</p><p>• Advanced Learning: Olok has added 2 new Necromancy spells to his list.</p><p>• Mental Bastion: Olok gains a +2 bonus on saving throws made to resist sleep, stunning, paralysis, poison or disease.</p><p>• Fear Aura (Su): As a free action, Olok may radiate a 5-foot-radius fear aura. Enemies must succeed on a Will save (DC 19) or become shaken.</p><p>• Scabrous Touch (Su): 1/day as a swift action, Olok can use his charnel touch to inflict disease. Fort (DC 19) to resist initial infection</p><p>• Summon Familiar: Olok has summoned a familiar: the Imp Orquiel . </p><p>• Undead Mastery: Undead created by Olok gain a +4 enhancement bonus to Strength and Dexterity and 2 additional hit points per hit die. He can create 72 HD worth of Undead creatures using animated dead, and control up to 54 HD of undead when casting control undead.</p><p>• Negative Energy Resistance: Olok gains a +4 bonus on saving throws made to resist negative energy effects.</p><p>• Lich Body: Olok has DR 4/Bludgeoning and Magic.</p><p></p><p>Magic Items:</p><p>Cloak of Charisma +2 and Resistance +2 (8,000 GP)</p><p>Gauntlets of Dexterity +2 (4,000 GP)</p><p>Masterwork Rapier (315 GP)</p><p>+2 Mithral Chain Shirt (5,100 GP)</p><p>Ring of Protection +2 (8,000 GP)</p><p>Healing Belt (750 GP, MiC 110)</p><p>Figurine of Wondrous Power: Ebony Fly (10,000 GP)</p><p>2,935 GP left.</p><p></p><p>Appearance: Olok's skin is pale, and seems all the more so contrasted against his vivid red hair and beard. He dresses richly and well, favoring deep green brocades and silks, and tends to be fastidious about the state of his clothing.</p><p></p><p>History: A Karrnathi war veteran, Olok has spent the last few years deeply immersed in his researches, surfacing only to explore some esoteric tome or another. He's beginning to chafe at this lack of activity, and he's haunted by the realization that he's not yet really made any <em>difference</em> in the world...despite his bluff protestations to the contrary. And it must be admitted that the undead, despite their many virtues, make terrible conversationalists....</p><p></p><p>*****</p><p></p><p>It's very easy for a Necromancer to become a tremendous pain in the butt for both DM and player, what with the ton of undead following him about. I don't want to put either of us through this, and Olok himself would find it terribly crass, so most of his undead would be pretty short-term. He'll have a single Ogre Skeleton following him about, dressed in servant's livery, as a sort of pack-mule...but he generally wouldn't send him into combat, for fear of getting his (rather expensive) clothing ripped. I have to confess to liking the idea of his riding around on an undead giant's shoulder, but we'd have to see how things go....</p></blockquote><p></p>
[QUOTE="Rolzup, post: 3859519, member: 10105"] Name: Olok ir'Vandeen Gender: Male Race: Human Class: Dread Necromancer 9 Alignment: Lawful Neutral Str: 10 (+0) Con: 12 (+1) Dex: 16 (+3) Gauntlets of Dexterity +2 Int: 14 (+2) Wis: 12 (+1) Chr: 20 (+5) Cloak of Charisma +2 Hit Points: 51 (9+11d8+48) AC: 21 (+3 Dex +6 Armor +2 Deflection), Touch: 15, Flat: 18 DR: 4/ Bludgeoning and Magic Init: +3 BAB: +4, Grap: +4 Speed: 30' Fort +6, Ref +7, Will +8 +5 Melee, Masterwork Rapier, 1d6, 18-20/x2, Piercing +4 Melee Touch, Charnel Touch, 1d8+2, 20/x2, Negative Energy Trained Skills: (6) Concentration¹ +13 Diplomacy¹ +11 Knowledge (arcana) +14 Knowledge (religion) +14 Spellcraft +16. Languages: Common, Infernal, Draconic Feats Fearsome Necromancy (1st Level, CM 42) Martial Weapon Proficiency: Rapier (1st Level, DN Bonus) Spell Focus: Necromancy (1st Level, Human Bonus) Greater Spell Focus: Necromancy (3rd Level) Enlarge Spell (6th Level) Sickening Grasp (9th Level, CM 47). Dread Necromancer Abilities • Turn Undead(Su): Olok may turn undead 7 times per day. A turning check is made on 1d20+7; turning damage is equal to 2d6+14 on a successful check. • Charnel Touch (Su): 1/round at will, as a melee touch attack, Olok can attack a living foe, dealing 1d8+2 points of damage. This touch heals undead, and can be delivered through a spectral hand spell. • Negative Energy Burst (Su): 2/day Olok can emit a 5 ft. burst of negative energy dealing 9d4 damage to living creatures or the same amount of healing to undead creatures. Will (DC 19) for half. • Advanced Learning: Olok has added 2 new Necromancy spells to his list. • Mental Bastion: Olok gains a +2 bonus on saving throws made to resist sleep, stunning, paralysis, poison or disease. • Fear Aura (Su): As a free action, Olok may radiate a 5-foot-radius fear aura. Enemies must succeed on a Will save (DC 19) or become shaken. • Scabrous Touch (Su): 1/day as a swift action, Olok can use his charnel touch to inflict disease. Fort (DC 19) to resist initial infection • Summon Familiar: Olok has summoned a familiar: the Imp Orquiel . • Undead Mastery: Undead created by Olok gain a +4 enhancement bonus to Strength and Dexterity and 2 additional hit points per hit die. He can create 72 HD worth of Undead creatures using animated dead, and control up to 54 HD of undead when casting control undead. • Negative Energy Resistance: Olok gains a +4 bonus on saving throws made to resist negative energy effects. • Lich Body: Olok has DR 4/Bludgeoning and Magic. Magic Items: Cloak of Charisma +2 and Resistance +2 (8,000 GP) Gauntlets of Dexterity +2 (4,000 GP) Masterwork Rapier (315 GP) +2 Mithral Chain Shirt (5,100 GP) Ring of Protection +2 (8,000 GP) Healing Belt (750 GP, MiC 110) Figurine of Wondrous Power: Ebony Fly (10,000 GP) 2,935 GP left. Appearance: Olok's skin is pale, and seems all the more so contrasted against his vivid red hair and beard. He dresses richly and well, favoring deep green brocades and silks, and tends to be fastidious about the state of his clothing. History: A Karrnathi war veteran, Olok has spent the last few years deeply immersed in his researches, surfacing only to explore some esoteric tome or another. He's beginning to chafe at this lack of activity, and he's haunted by the realization that he's not yet really made any [I]difference[/I] in the world...despite his bluff protestations to the contrary. And it must be admitted that the undead, despite their many virtues, make terrible conversationalists.... ***** It's very easy for a Necromancer to become a tremendous pain in the butt for both DM and player, what with the ton of undead following him about. I don't want to put either of us through this, and Olok himself would find it terribly crass, so most of his undead would be pretty short-term. He'll have a single Ogre Skeleton following him about, dressed in servant's livery, as a sort of pack-mule...but he generally wouldn't send him into combat, for fear of getting his (rather expensive) clothing ripped. I have to confess to liking the idea of his riding around on an undead giant's shoulder, but we'd have to see how things go.... [/QUOTE]
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