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[Bal, Base Class] Karathan Necromancer
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<blockquote data-quote="Clay_More" data-source="post: 4473621" data-attributes="member: 9813"><p><span style="font-size: 12px"><span style="color: DarkRed"><strong>Spectral Companion</strong></span></span></p><p><strong></strong></p><p><strong>Spectral Traits</strong></p><p> - Turn Resistance 5</p><p> - <strong>Evasion (Ex):</strong> The spectral companion is able to better avoid attacks that require it to succeed at a Reflex Saving Throw. If succeeding at a Reflex Saving Throw allows the spectral companion to suffer only half damage from a spell or effect, it instead suffer no damage if it succeeds at its Reflex Saving Throw.</p><p> - <strong>Vanish (Su):</strong> As a full round action, the spectral companion can become incorporeal and completely invisible. While vanished, the Spectral Companion provides no benefits to its master, can not attack or perform any other actions besides moving. Spells which usually detect invisibility can not detect the spectral companion, but spells that detect magic will be able to sense the presence of necromantic energy. It takes 5 full rounds for the spectral companion to re-appear, during which it can be attacked, but perform no other actions than moving.</p><p></p><p><span style="font-size: 12px"><strong>Con-Dera the Witch</strong></span></p><p><em>Medium-Sized Undead</em></p><p><strong>Hit Dice: </strong>1d12+3 (9 hp) </p><p><strong>Initiative:</strong> +2 (Dexterity)</p><p><strong>Speed: </strong>30 ft. (6 squares), fly 30 ft. (perfect)</p><p><strong>Armor Class:</strong> 14 (+2 Dex, +2 natural), touch 12, flat-footed 12 </p><p><strong>Base Attack/Grapple: </strong>+0/+0</p><p><strong>Attack:</strong> Slam +2 melee (1d6/19-20) </p><p><strong>Full Attack:</strong> Slam +2 melee (1d6/19-20) </p><p><strong>Space/Reach:</strong> 5 ft./5 ft. </p><p><strong>Special Attacks: </strong>Weakening strike</p><p><strong>Special Qualities: </strong>Darkvision 60 ft, masters embrace, spectral traits, undead traits</p><p><strong>Saves:</strong> Fort +0, Ref +2, Will +4</p><p><strong>Abilities:</strong> Str 10, Dex 14, Con -, Int 12, Wis 14, Cha 14 </p><p><strong>Skills:</strong> Chosen by master</p><p><strong>Feats: </strong>Toughness, Weapon Finesse (Slam)</p><p><strong>Environment:</strong> Any</p><p><strong>Organization:</strong> Any</p><p><strong>Challenge Rating: </strong>½</p><p><strong>Treasure:</strong> None</p><p><strong>Standard Alignment:</strong> Same as master</p><p><strong>Advancement:</strong> By Spectral Companion class</p><p><strong>Level Adjustment:</strong> -</p><p></p><p>Con-Dera the Witch resembles a cloud of smoldering, black energies with a pair of black, atrophied arms emerging from the cloud. </p><p></p><p><strong>Weakening Strike (Su):</strong> When Con-Dera causes damage with a melee attack, the target will suffer a -1 penalty to all Saving Throws made to resist spells cast by the karathan necromancer against them. This penalty is cumulative and stacks a maximum number of times equal to the karathan necromancer's level.</p><p></p><p><strong>Master's Embrace (Ex):</strong> Con-Dera receives a Deflection bonus to his Armor Class equal to the Intelligence Modifier of his master. The master will also receive this Deflection bonus to his Armor Class if he is within 5 ft. of Con-Dera. </p><p></p><p><span style="font-size: 12px"><strong>Marmuk the Brute</strong></span></p><p><em>Medium-Sized Undead</em></p><p><strong>Hit Dice:</strong> 1d12+3 (9 hp) </p><p><strong>Initiative:</strong> +1 (Dexterity)</p><p><strong>Speed:</strong> 30 ft. (6 squares)</p><p><strong>Armor Class: </strong>16 (+1 Dex, +5 natural), touch 11, flat-footed 15 </p><p><strong>Base Attack/Grapple:</strong> +0/+0</p><p><strong>Attack:</strong> Slam +3 melee (1d8+3/19-20) </p><p><strong>Full Attack:</strong> Slam +3 melee (1d8+3/19-20) </p><p><strong>Space/Reach: </strong>5 ft./5 ft. </p><p><strong>Special Attacks:</strong> Obstructive strike</p><p><strong>Special Qualities:</strong> Darkvision 60 ft, masters boon, spectral traits, undead traits</p><p><strong>Saves:</strong> Fort +0, Ref +1, Will +2</p><p><strong>Abilities:</strong> Str 16, Dex 12, Con -, Int 10, Wis 10, Cha 10</p><p><strong>Skills: </strong>Chosen by master</p><p><strong>Feats:</strong> Combat Reflexes, Toughness</p><p><strong>Environment: </strong>Any</p><p><strong>Organization:</strong> Any</p><p><strong>Challenge Rating: </strong>½</p><p><strong>Treasure: </strong>None</p><p><strong>Standard Alignment:</strong> Same as master</p><p><strong>Advancement: </strong>By Spectral Companion class</p><p><strong>Level Adjustment:</strong> -</p><p></p><p>Marmuk the Brute resembles a towering pillar of crackling energy with two massive arms made of black liquid and a pair of angry, red eyes. </p><p></p><p><strong>Obstructive Strike (Ex):</strong> Marmuk gains a bonus to his damage with all attacks of opportunity equal to his masters Intelligence Modifier.</p><p></p><p><strong>Master's Boon (Ex): </strong>Marmuk has a number of bonus Hit Points equal to his master's level times his Hit Dice.</p><p></p><p><span style="font-size: 12px"><strong>Araman the Guide</strong></span></p><p><em>Medium-Sized Undead</em></p><p><strong>Hit Dice:</strong> 1d12+3 (9 hp) </p><p><strong>Initiative:</strong> +0</p><p><strong>Speed: </strong>30 ft. (6 squares), fly 15 ft. (perfect)</p><p><strong>Armor Class:</strong> 12 (+2 natural), touch 10, flat-footed 12 </p><p><strong>Base Attack/Grapple: </strong>+0/+0</p><p><strong>Attack:</strong> Slam +0 melee (1d4/19-20) </p><p><strong>Full Attack: </strong>Slam +0 melee (1d4/19-20) </p><p><strong>Space/Reach:</strong> 5 ft./5 ft. </p><p><strong>Special Attacks:</strong> None</p><p><strong>Special Qualities:</strong> Darkvision 60 ft, masters wisdom, sage, spectral traits, undead traits</p><p>Saves: Fort +0, Ref +0, Will +5</p><p><strong>Abilities:</strong> Str 10, Dex 10, Con -, Int 16, Wis 16, Cha 14</p><p><strong>Skills:</strong> Chosen by master</p><p><strong>Feats:</strong> Skill Focus (one knowledge skill chosen by master), Toughness</p><p><strong>Environment: </strong>Any</p><p><strong>Organization:</strong> Any</p><p><strong>Challenge Rating:</strong> ½</p><p><strong>Treasure:</strong> None</p><p><strong>Standard Alignment: </strong>Same as master</p><p><strong>Advancement:</strong> By Spectral Companion class</p><p><strong>Level Adjustment:</strong> -</p><p></p><p>Araman the Guide resembles a perfect sphere of grey matter that moves by slowly hovering across the ground.</p><p></p><p><strong>Masters Wisdom (Ex): </strong>While Araman the Guide is alive, his master gains one additional spell slot of each spell level that may be used to memorize spells from the school of Necromancy.</p><p></p><p><strong>Sage (Ex):</strong> Araman the Guide starts with an additional eight skill points and gains an additional two skill points each time it gains a Hit Dice. The extra skill points may only be used for Profession or Knowledge skills.</p><p></p><p><span style="font-size: 12px"><strong>Oot the Seer</strong></span></p><p><em>Medium-Sized Undead</em></p><p><strong>Hit Dice: </strong>1d12+3 (9 hp) </p><p><strong>Initiative: </strong>+2 (Dexterity)</p><p><strong>Speed: </strong>30 ft. (6 squares), fly 30 ft. (perfect)</p><p><strong>Armor Class: </strong>15 (+3 natural, +2 dexterity), touch 12, flat-footed 13 </p><p><strong>Base Attack/Grapple:</strong> +0/+0</p><p><strong>Attack:</strong> Slam +0 melee (1d6/19-20) </p><p><strong>Full Attack: </strong>Slam +0 melee (1d6/19-20) </p><p><strong>Space/Reach:</strong> 5 ft./5 ft. </p><p><strong>Special Attacks: </strong>Dark Halo</p><p><strong>Special Qualities:</strong> Darkvision 60 ft, masters sight, spectral traits, undead traits</p><p><strong>Saves:</strong> Fort +0, Ref +2, Will +5</p><p><strong>Abilities:</strong> Str 10, Dex 14, Con -, Int 12, Wis 16, Cha 12</p><p><strong>Skills:</strong> Chosen by master</p><p><strong>Feats:</strong> Skill Focus (spot and listen), Toughness</p><p><strong>Environment: </strong>Any</p><p><strong>Organization:</strong> Any</p><p><strong>Challenge Rating:</strong> ½</p><p><strong>Treasure:</strong> None</p><p><strong>Standard Alignment:</strong> Same as master</p><p><strong>Advancement:</strong> By Spectral Companion class</p><p><strong>Level Adjustment:</strong> -</p><p></p><p>Oot the Seer resembles a shadowy, vague, gaunt figure with slender limbs and two large, completely white eyes. Oot walks slowly and ponderously.</p><p></p><p><strong>Dark Halo (Su):</strong> When Oot the Seer causes damage to a creature with his slam attack, the target must succeed at a Fortitude Saving Throw (DC equal to 10 + half of Oot's HD + Oot's Wisdom Modifier) or instantly have all spells and effects on him that prevent other creatures from properly seeing him dispelled. This ability will affect spells such as <em>Blur</em>, <em>Disguise Self</em>, <em>Invisibility </em>and <em>Mirror Image</em>.</p><p><strong></strong></p><p><strong>Masters Sight (Su):</strong> Oot the Seer gains a +2 bonus to all Listen, Search and Spot checks and he can detect invisible creatures within 30 ft. as if though under the effect of the <em>Detect Invisible</em> spell.</p></blockquote><p></p>
[QUOTE="Clay_More, post: 4473621, member: 9813"] [SIZE="3"][COLOR="DarkRed"][B]Spectral Companion[/B][/COLOR][/SIZE] [B] Spectral Traits[/B] - Turn Resistance 5 - [B]Evasion (Ex):[/B] The spectral companion is able to better avoid attacks that require it to succeed at a Reflex Saving Throw. If succeeding at a Reflex Saving Throw allows the spectral companion to suffer only half damage from a spell or effect, it instead suffer no damage if it succeeds at its Reflex Saving Throw. - [B]Vanish (Su):[/B] As a full round action, the spectral companion can become incorporeal and completely invisible. While vanished, the Spectral Companion provides no benefits to its master, can not attack or perform any other actions besides moving. Spells which usually detect invisibility can not detect the spectral companion, but spells that detect magic will be able to sense the presence of necromantic energy. It takes 5 full rounds for the spectral companion to re-appear, during which it can be attacked, but perform no other actions than moving. [SIZE="3"][B]Con-Dera the Witch[/B][/SIZE] [I]Medium-Sized Undead[/I] [B]Hit Dice: [/B]1d12+3 (9 hp) [B]Initiative:[/B] +2 (Dexterity) [B]Speed: [/B]30 ft. (6 squares), fly 30 ft. (perfect) [B]Armor Class:[/B] 14 (+2 Dex, +2 natural), touch 12, flat-footed 12 [B]Base Attack/Grapple: [/B]+0/+0 [B]Attack:[/B] Slam +2 melee (1d6/19-20) [B]Full Attack:[/B] Slam +2 melee (1d6/19-20) [B]Space/Reach:[/B] 5 ft./5 ft. [B]Special Attacks: [/B]Weakening strike [B]Special Qualities: [/B]Darkvision 60 ft, masters embrace, spectral traits, undead traits [B]Saves:[/B] Fort +0, Ref +2, Will +4 [B]Abilities:[/B] Str 10, Dex 14, Con -, Int 12, Wis 14, Cha 14 [B]Skills:[/B] Chosen by master [B]Feats: [/B]Toughness, Weapon Finesse (Slam) [B]Environment:[/B] Any [B]Organization:[/B] Any [B]Challenge Rating: [/B]½ [B]Treasure:[/B] None [B]Standard Alignment:[/B] Same as master [B]Advancement:[/B] By Spectral Companion class [B]Level Adjustment:[/B] - Con-Dera the Witch resembles a cloud of smoldering, black energies with a pair of black, atrophied arms emerging from the cloud. [B]Weakening Strike (Su):[/B] When Con-Dera causes damage with a melee attack, the target will suffer a -1 penalty to all Saving Throws made to resist spells cast by the karathan necromancer against them. This penalty is cumulative and stacks a maximum number of times equal to the karathan necromancer's level. [B]Master's Embrace (Ex):[/B] Con-Dera receives a Deflection bonus to his Armor Class equal to the Intelligence Modifier of his master. The master will also receive this Deflection bonus to his Armor Class if he is within 5 ft. of Con-Dera. [SIZE="3"][B]Marmuk the Brute[/B][/SIZE] [I]Medium-Sized Undead[/I] [B]Hit Dice:[/B] 1d12+3 (9 hp) [B]Initiative:[/B] +1 (Dexterity) [B]Speed:[/B] 30 ft. (6 squares) [B]Armor Class: [/B]16 (+1 Dex, +5 natural), touch 11, flat-footed 15 [B]Base Attack/Grapple:[/B] +0/+0 [B]Attack:[/B] Slam +3 melee (1d8+3/19-20) [B]Full Attack:[/B] Slam +3 melee (1d8+3/19-20) [B]Space/Reach: [/B]5 ft./5 ft. [B]Special Attacks:[/B] Obstructive strike [B]Special Qualities:[/B] Darkvision 60 ft, masters boon, spectral traits, undead traits [B]Saves:[/B] Fort +0, Ref +1, Will +2 [B]Abilities:[/B] Str 16, Dex 12, Con -, Int 10, Wis 10, Cha 10 [B]Skills: [/B]Chosen by master [B]Feats:[/B] Combat Reflexes, Toughness [B]Environment: [/B]Any [B]Organization:[/B] Any [B]Challenge Rating: [/B]½ [B]Treasure: [/B]None [B]Standard Alignment:[/B] Same as master [B]Advancement: [/B]By Spectral Companion class [B]Level Adjustment:[/B] - Marmuk the Brute resembles a towering pillar of crackling energy with two massive arms made of black liquid and a pair of angry, red eyes. [B]Obstructive Strike (Ex):[/B] Marmuk gains a bonus to his damage with all attacks of opportunity equal to his masters Intelligence Modifier. [B]Master's Boon (Ex): [/B]Marmuk has a number of bonus Hit Points equal to his master's level times his Hit Dice. [SIZE="3"][B]Araman the Guide[/B][/SIZE] [I]Medium-Sized Undead[/I] [B]Hit Dice:[/B] 1d12+3 (9 hp) [B]Initiative:[/B] +0 [B]Speed: [/B]30 ft. (6 squares), fly 15 ft. (perfect) [B]Armor Class:[/B] 12 (+2 natural), touch 10, flat-footed 12 [B]Base Attack/Grapple: [/B]+0/+0 [B]Attack:[/B] Slam +0 melee (1d4/19-20) [B]Full Attack: [/B]Slam +0 melee (1d4/19-20) [B]Space/Reach:[/B] 5 ft./5 ft. [B]Special Attacks:[/B] None [B]Special Qualities:[/B] Darkvision 60 ft, masters wisdom, sage, spectral traits, undead traits Saves: Fort +0, Ref +0, Will +5 [B]Abilities:[/B] Str 10, Dex 10, Con -, Int 16, Wis 16, Cha 14 [B]Skills:[/B] Chosen by master [B]Feats:[/B] Skill Focus (one knowledge skill chosen by master), Toughness [B]Environment: [/B]Any [B]Organization:[/B] Any [B]Challenge Rating:[/B] ½ [B]Treasure:[/B] None [B]Standard Alignment: [/B]Same as master [B]Advancement:[/B] By Spectral Companion class [B]Level Adjustment:[/B] - Araman the Guide resembles a perfect sphere of grey matter that moves by slowly hovering across the ground. [B]Masters Wisdom (Ex): [/B]While Araman the Guide is alive, his master gains one additional spell slot of each spell level that may be used to memorize spells from the school of Necromancy. [B]Sage (Ex):[/B] Araman the Guide starts with an additional eight skill points and gains an additional two skill points each time it gains a Hit Dice. The extra skill points may only be used for Profession or Knowledge skills. [SIZE="3"][B]Oot the Seer[/B][/SIZE] [I]Medium-Sized Undead[/I] [B]Hit Dice: [/B]1d12+3 (9 hp) [B]Initiative: [/B]+2 (Dexterity) [B]Speed: [/B]30 ft. (6 squares), fly 30 ft. (perfect) [B]Armor Class: [/B]15 (+3 natural, +2 dexterity), touch 12, flat-footed 13 [B]Base Attack/Grapple:[/B] +0/+0 [B]Attack:[/B] Slam +0 melee (1d6/19-20) [B]Full Attack: [/B]Slam +0 melee (1d6/19-20) [B]Space/Reach:[/B] 5 ft./5 ft. [B]Special Attacks: [/B]Dark Halo [B]Special Qualities:[/B] Darkvision 60 ft, masters sight, spectral traits, undead traits [B]Saves:[/B] Fort +0, Ref +2, Will +5 [B]Abilities:[/B] Str 10, Dex 14, Con -, Int 12, Wis 16, Cha 12 [B]Skills:[/B] Chosen by master [B]Feats:[/B] Skill Focus (spot and listen), Toughness [B]Environment: [/B]Any [B]Organization:[/B] Any [B]Challenge Rating:[/B] ½ [B]Treasure:[/B] None [B]Standard Alignment:[/B] Same as master [B]Advancement:[/B] By Spectral Companion class [B]Level Adjustment:[/B] - Oot the Seer resembles a shadowy, vague, gaunt figure with slender limbs and two large, completely white eyes. Oot walks slowly and ponderously. [B]Dark Halo (Su):[/B] When Oot the Seer causes damage to a creature with his slam attack, the target must succeed at a Fortitude Saving Throw (DC equal to 10 + half of Oot's HD + Oot's Wisdom Modifier) or instantly have all spells and effects on him that prevent other creatures from properly seeing him dispelled. This ability will affect spells such as [I]Blur[/I], [I]Disguise Self[/I], [I]Invisibility [/I]and [I]Mirror Image[/I]. [B] Masters Sight (Su):[/B] Oot the Seer gains a +2 bonus to all Listen, Search and Spot checks and he can detect invisible creatures within 30 ft. as if though under the effect of the [I]Detect Invisible[/I] spell. [/QUOTE]
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[Bal, Base Class] Karathan Necromancer
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