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<blockquote data-quote="hero4hire" data-source="post: 3004481" data-attributes="member: 20711"><p><strong>Absalom Darkwind</strong></p><p></p><p>Male Human Necromancer (UA Variant) 10</p><p>Lawful Neutral</p><p>Representing Hero4Hire </p><p></p><p>Strength 12 (+1)</p><p>Dexterity 16 (+3)</p><p>Constitution 16 (+3)</p><p>Intelligence 16/20 (+3/+5)</p><p>Wisdom 13 (+1)</p><p>Charisma 10 (+0)</p><p></p><p>Size: Medium</p><p>Height: 6' 4"</p><p>Weight: 190 lb</p><p>Skin: Pale</p><p>Eyes: Gray</p><p>Hair: None</p><p></p><p>Specialty: Necromancy </p><p>Gave up: Enchantment Illusion </p><p></p><p>Total Hit Points: 57 </p><p>Speed: 30 feet </p><p>Armor Class: 15 = 10 +3 [dexterity] +1 [natural] +1 [deflection]</p><p>Touch AC: 14</p><p>Flat-footed: 11</p><p></p><p>Initiative modifier: +3 = +3 [dexterity] </p><p>Fortitude save: +6 = 3 [base] +3 [constitution] </p><p>Reflex save: +6 = 3 [base] +3 [dexterity] </p><p>Will save: +8 = 7 [base] +1 [wisdom] </p><p>Attack (handheld): +6 = 5 [base] +1 [strength] </p><p>Attack (unarmed): +6 = 5 [base] +1 [strength] </p><p>Attack (missile): +8 = 5 [base] +3 [dexterity] </p><p>Grapple check: +6 = 5 [base] +1 [strength] </p><p></p><p>Light load:50 lb. or less</p><p>Medium load:51-100 lb.</p><p>Heavy load:101-150 lb.</p><p>Lift over head:150 lb.</p><p>Lift off ground:300 lb.</p><p>Push or drag:750 lb.</p><p> </p><p>Region of Origin: Thay</p><p>Languages: Common (? 3 more)</p><p></p><p></p><p><strong>Feats: </strong> </p><p><u>Arcane Disciple-Death Domain</u></p><p>Type: General</p><p>Source: Complete Divine </p><p>Choose a deity, and then select a domain available to clerics of that deity. You can learn to cast the spells associated with that domain as arcane spells.</p><p>Prerequisite: Knowledge (religion) 4 ranks, Spellcraft 4 ranks, able to cast arcane spells, alignment matches your deity's alignment.</p><p>Benefit: Add the chosen domain's spells to your class list of arcane spells. If you have arcane spellcasting ability from more than one class, you must pick which arcane spellcasting ability this feat applies to. Once chosen, this decision cannot be changed for that feat.</p><p>You may learn these spells as normal for your class; however, you use Wisdom (rather than the normal ability for your spellcasting) when determining the save DC for the spell. In addition, you must have a Wisdom score equal to 10 + the spell's level in order to prepare or cast a spell gained from this feat.</p><p>Each day, you may prepare (or cast, if you cast spells without preparation) a maximum of one of these domains spells of each level.</p><p>Special: You can take this feat more than once. Each time, you must select a different domain available to the same deity you chose the first time you selected the feat. For example, a character who chose Heironeous and the Good domain with his first selection could choose Law or War with successive selections of the same feat. He couldn't choose Protection, since that domain isn't available to clerics of Heironeous.</p><p></p><p><u>Black Lore of Moil</u></p><p>Type: Metamagic</p><p>Source: Complete Arcane </p><p>Your study of the sinister knowledge and spellcasting techniques of the long-dead Nightlords of Moil makes your necromancy spells especially potent.</p><p>Prerequisite: Spell Focus (necromancy), caster level 7th.</p><p>Benefit: Any necromancy spell you cast can be cast instead as a Moilian spell, dealing an extra 1d6 points of negative energy damage +1d6 per two spell levels (+1d6 for 1st-level spells, +2d6 for 2nd- or 3rd-level spells, and so on). If the spell normally allows a saving throw, the target takes half the negative energy damage on a successful save, regardless of the outcome of the save on the spell's normal effect.</p><p>In addition to its normal spell components, a Moilian spell requires the creation and expenditure of a Moilian runebone - a small human bone (often a finger bone) scribed with carefully prepared arcane markings. Only a character trained in the Black Lore of Moil knows the secrets of creating a runebone, which takes 1 hour to craft and requires special inks and powders costing 25 gp per die of negative energy damage to be generated. For example, a runebone capable of adding 3d6 points of negative energy damage to a spell costs 75 gp to craft.</p><p>While the maximum negative energy damage dealt by a Moilian spell is based on the spell's level, the actual damage is limited by the runebone. For example, if a sorcerer casts finger of death (a 7th-level spell, so normally +4d6) with a 75-gp (3d6) runebone, the spell deals only 3d6 points of additional negative energy damage.</p><p>A Moilian spell uses a spell slot of the spell's normal level.</p><p></p><p><u>Necromantic Might</u></p><p>Type: General</p><p>Source: Libris Mortis: The Book of the Dead </p><p>Undead you control gain benefits when they are near you.</p><p>Prerequisite: Necromantic Presence.</p><p>Benefit: Whenever undead you control are within 60 feet of you, they are physically inspired by your necromantic aura, and gain a +2 enhancement bonus on their attack rolls and saving throws.</p><p></p><p><u>Necromantic Presence</u></p><p>Type: General</p><p>Source: Libris Mortis: The Book of the Dead </p><p>Undead you control are harder to turn when they are near you.</p><p>Benefit: Whenever undead you control are within 60 feet of you, they gain a +4 bonus to their turn resistance.</p><p></p><p><u>Scribe Scroll</u></p><p>Type: Item Creation</p><p>Source: Player's Handbook v.3.5 </p><p>You can create scrolls, from which you or another spellcaster can cast the scribed spells. See the DUNGEON MASTER'S Guide for rules on scrolls.</p><p>Prerequisite: Spellcaster level 1st</p><p>Benefit: You can create a scroll of any spell that you know. Scribing a scroll takes 1 day for each 1,000 gp in its base price. The base price of its spell level is its spell multiplied by its caster level multiplied by 25 gp. To scribe a scroll, you must spend 1/25 of this base price in XP and use up raw materials costing half of this base price. Any scroll that stores a spell with a costly material component or an XP cost also carries a commensurate cost. In addition to the costs derived from the base price, you must expend the material component or pay the XP when scribing the scroll.</p><p></p><p><u>Spell Focus-Necromancy</u></p><p>Type: General</p><p>Source: Player's Handbook v.3.5 </p><p>Choose a school of magic, such as Necromancy. Your spells of that school are more potent than normal.</p><p>Benefit: Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select to focus on.</p><p>Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat it applies to a new school of magic.</p><p></p><p><u>Spirit Sense</u></p><p>Type: General</p><p>Source: Heroes of Horror</p><p>You can see and communicate with the souls of the recently departed.</p><p>Prerequisite: Wisdom 12, must have had a near-death experience (that is, must have fallen below 0 hit points).</p><p>Benefit: You can see the spirits of creatures who have died within a number of minutes equal to your Wisdom bonus. For instance, if your Wisdom is 17 (+3 bonus), you can see the spirits of creatures that have died within the past 3 minutes. You can speak with these spirits, but you gain no special ability to command them or to communicate with them if you do not share a language. These spirits are not creatures per se and cannot be harmed or affected in any way, magical or otherwise.</p><p>In addition, you gain a +4 circumstance bonus on Listen or Spot checks made to detect incorporeal creatures. </p><p></p><p><u>Sudden Maximize</u></p><p>Type: Metamagic</p><p>Sources: Complete Arcane </p><p>Miniatures Handbook </p><p>You can cast a spell to maximum effect without special preparation.</p><p>Prerequisite: Any metamagic feat.</p><p>Benefit: Once per day, you can apply the effect of the Maximize Spell feat to any spell you cast without increasing the level of the spell or specially preparing it.</p><p></p><p>Skill Rank Ability Misc.</p><p>Appraise Int 5 = +3 +2</p><p>Balance Dex* 3 = +3 </p><p>Bluff Cha 0 = +0 </p><p>Climb Str* 1 = +1 </p><p>Concentration Con 16 = +3 +13 </p><p>Craft (carving) Int 8 = +3 +3 +2 </p><p>Decipher Script Int 18 = +3 +13 +2</p><p>Diplomacy Cha 0 = +0 </p><p>Disguise Cha 0 = +0 </p><p>Escape Artist Dex* 3 = +3 </p><p>Forgery Int 5 = +3 +2</p><p>Gather Information Cha 0 = +0 </p><p>Heal Wis 1 = +1 </p><p>Hide Dex* 3 = +3 </p><p>Intimidate Cha 5 = +0 +5 </p><p>Jump Str* 1 = +1 </p><p>Knowledge (arcana) Int 18 = +3 +13 +2</p><p>Knowledge (religion) Int 18 = +3 +13 +2</p><p>Listen Wis 1 = +1 </p><p>Move Silently Dex* 3 = +3 </p><p>Perform Cha 0 = +0 </p><p>Ride Dex 3 = +3 </p><p>Search Int 5 = +3 +2</p><p>Sense Motive Wis 1 = +1 </p><p>Spellcraft Int 20 = +3 +13 +4</p><p>Spot Wis 1 = +1 </p><p>Survival Wis 1 = +1 </p><p>Swim Str** 1 = +1 </p><p>Use Rope Dex 3 = +3 </p><p>* = check penalty for wearing armor </p><p></p><p><strong>Zero-level Necromancer spells:</strong> 4 (4) per day </p><p>all save Enchantment and Illusion</p><p> </p><p><strong>First-level Necromancer spells:</strong> 6 (4+2) per day </p><p>Burning Rage, Cause Fear, Chill Touch, Detect Undead, Mage Armor, Magic Missile, Negative Energy Ray, Ray of Enfeeblement, Scholar's Touch, Shield, Spirit Worm</p><p> </p><p><strong>Second-level Necromancer spells:</strong> 6 (4+1+1) per day </p><p>Blindness/Deafness, Command Undead, Darkvision, Death Armor, Death Knell, False Life, Ghoul Touch, Shroud of Undeath, Spectral Hand, Stone Bones</p><p> </p><p><strong>Third-level Necromancer spells:</strong> 4 (3+1) per day </p><p>Animate Dead, Halt Undead, Haste, Negative Energy Burst, Ray of Exhaustion, Undead Torch, Vampiric Touch</p><p></p><p><strong>Fourth-level Necromancer spells:</strong> 4 (3+1) per day </p><p>Animate Dead, Bestow Curse, Death Ward, Enervation, Iron Bones, Negative Energy Wave, Sinsabar's Baleful Bolt</p><p> </p><p><strong>Fifth-level Necromancer spells:</strong> 3 (2+1) per day </p><p>Burning Blood, Cloudkill, Fleshshiver, Slay Living, Spiritwall, Symbol of Pain, Waves of Fatigue</p><p> </p><p><strong>Human </strong> </p><p>• <em>Extra feat at first level (already included) </em> </p><p>• <em>Four extra skill points at first level (already included) </em> </p><p>• <em>One extra skill point at each additional level (already included)</em></p><p><strong>Wizard (Necromancer) </strong> </p><p>• <em>Bonus Feats (already included)</em></p><p>• <em>High intelligence gains bonus spells daily</em></p><p>• He also gains a <em>+2 bonus on Spellcraft</em> checks to learn the spells of her chosen school.</p><p></p><p>• <em>Skeletal Minion </em> </p><p>A 1st-level necromancer using this variant can begin play with an undead minion (a human warrior skeleton). Obtaining this minion takes 24 hours and uses up magical materials that cost 100 gp. </p><p>This creature is a loyal servant that follows the necromancer's commands and accompanies her on adventures if desired. If the skeletal minion is destroyed, the necromancer suffers no ill effects and may replace it by performing a ceremony identical to the one that allowed her to obtain her first servant.</p><p>At 1st level, the skeleton is completely typical, but it gains power as the necromancer gains levels. The skeleton has a number of Hit Dice equal to the necromancer's class level. Add one-half the necromancer's class level to the skeleton's natural armor bonus. Add one-third of the necromancer's class level to the skeleton's Strength and Dexterity scores.</p><p>A necromancer using this variant permanently gives up the ability to obtain a familiar.</p><p>• <em>Enhanced Undead (Ex)</em> </p><p>Any time a necromancer using this variant creates an undead creature (such as with animate dead, create undead, or create greater undead), all undead creatures created gain a +4 enhancement bonus to Strength and Dexterity, and two additional hit points per Hit Die. This ability does not affect the number or Hit Dice of animated creatures that the necromancer can create or control. </p><p>A necromancer using this variant does not gain additional spells per day for being a specialist wizard.</p><p></p><p><strong>Equipment:</strong> Potions of Lesser Vigor x4, Scrolls of Shield x24, Amulet of Natural Armor +1, Headband of Intellect +4, Pearl of Power (2cd), Ring of Deflection +1, Ring of Nullification, Travel Cloak, Lesser Rod of Metamagic (Extend), Silver Holy Symbol, Waterproof Spellbook, Spell Component Pouch, Standard Adventuring Kit (Minus Rations), Staff, Dagger, 25gp</p><p>Moil Bones (8 1d6/8 2d6/8 3d6)</p><p></p><p><strong> LORD RATH</strong></p><p>Human Warrior Skeleton</p><p>Medium Undead</p><p> </p><p>Hit Dice: 10d12+20 (85 hp)</p><p>Initiative: +9</p><p>Speed: 30 ft. (6 squares)</p><p>Armor Class: 30 (+5 Dex, +7 Natural, +2 Shield, +6 Armor), touch 15, flat-footed 25</p><p>Base Attack/Grapple: +5/+10</p><p>Attack: Magic Greatsword +11 melee (2d6+8+1d6/19–20) or </p><p>Claw +10 melee (1d4+5) or Bow +10 range (1d8+5/x3)</p><p>Full Attack: Magic Greatsword +11 melee (2d6+8+1d6 flame/19–20) or </p><p>2 claws +10 melee (1d4+5) or Bow +10 range (1d8+5/x3)</p><p>Space/Reach: 5 ft./5 ft.</p><p>Special Attacks: — —</p><p>Special Qualities: Damage reduction 5 , darkvision 60 ft., immunity to cold, undead traits</p><p></p><p>Saves: Fort +3, Ref +8, Will +7</p><p>Abilities: Str 20, Dex 20, Con —, Int —, Wis 10, Cha 1</p><p>Feats: Improved Initiative</p><p></p><p>Rath's Equipment: +1 Flaming Greatsword, +1 Darkwood Buckler, +1 Mithral Breastplate of Hammerblock, Composite Longbow (20 strength), Morningstar</p><p></p><p><strong>History:</strong> Absalom Darkwind an aspiring Red Wizard. While on a mission for the Zulkir Szass Tam, along with his long time friend and bodyguard, Rath, he was ambushed by Harpers. Rath nobly sacrificed himself to save his friend, but Absalom was also struck down. There he for days, lingering at the threshold of Death's Door. Not enough to enter, but enough to peek in. What he saw, he would never speak of, but it is said that Jergal himself appeared to Absalom when he laid near-death.</p><p>Whatever the satory, he had awoken with new life and new purpose. He joined a group called the Companions of the Pallid Mask. An order devoted to destroying all undead not sanctioned by the Church of Jergal. Not-so-secretly working for the Companions, took Absalom across the Realms and back again. Always in search of lost tombs where the dead do not rest. </p><p></p><p>Ever loyal, Rath was raised to continue to serve his long-time friend, even after death!</p><p></p><p>In his travels he eventually met <fill in party name>. At first they had a hard time trusting the Creepy Necromancer. But in time he and the group have come to an 'understanding'. Eventually becoming tolerated if not well liked.</p><p></p><p>Absalom keeps his own company, but can often be heard conversing with his old 'friend' when he thinks no one is listening.</p><p></p><p>Darkwind burns with a cold hatred towards all Intelligent Undead. (and has found an a Foe in Szass tam) But considers Non-Sentient Undead to be nothing more then a tool, no more evil then a Golem. This attitude has often found him at odds with society. To help with this, he garbs <em>Lord</em> Rath in full armor and concealing clothing to disguise his bony nature.</p><p></p><p><img src="http://i68.photobucket.com/albums/i31/herofhire/DnD/necromant.jpg" alt="" class="fr-fic fr-dii fr-draggable " style="" /><img src="http://i68.photobucket.com/albums/i31/herofhire/DnD/blackknight.jpg" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p></blockquote><p></p>
[QUOTE="hero4hire, post: 3004481, member: 20711"] [B]Absalom Darkwind[/B] Male Human Necromancer (UA Variant) 10 Lawful Neutral Representing Hero4Hire Strength 12 (+1) Dexterity 16 (+3) Constitution 16 (+3) Intelligence 16/20 (+3/+5) Wisdom 13 (+1) Charisma 10 (+0) Size: Medium Height: 6' 4" Weight: 190 lb Skin: Pale Eyes: Gray Hair: None Specialty: Necromancy Gave up: Enchantment Illusion Total Hit Points: 57 Speed: 30 feet Armor Class: 15 = 10 +3 [dexterity] +1 [natural] +1 [deflection] Touch AC: 14 Flat-footed: 11 Initiative modifier: +3 = +3 [dexterity] Fortitude save: +6 = 3 [base] +3 [constitution] Reflex save: +6 = 3 [base] +3 [dexterity] Will save: +8 = 7 [base] +1 [wisdom] Attack (handheld): +6 = 5 [base] +1 [strength] Attack (unarmed): +6 = 5 [base] +1 [strength] Attack (missile): +8 = 5 [base] +3 [dexterity] Grapple check: +6 = 5 [base] +1 [strength] Light load:50 lb. or less Medium load:51-100 lb. Heavy load:101-150 lb. Lift over head:150 lb. Lift off ground:300 lb. Push or drag:750 lb. Region of Origin: Thay Languages: Common (? 3 more) [B]Feats: [/B] [U]Arcane Disciple-Death Domain[/U] Type: General Source: Complete Divine Choose a deity, and then select a domain available to clerics of that deity. You can learn to cast the spells associated with that domain as arcane spells. Prerequisite: Knowledge (religion) 4 ranks, Spellcraft 4 ranks, able to cast arcane spells, alignment matches your deity's alignment. Benefit: Add the chosen domain's spells to your class list of arcane spells. If you have arcane spellcasting ability from more than one class, you must pick which arcane spellcasting ability this feat applies to. Once chosen, this decision cannot be changed for that feat. You may learn these spells as normal for your class; however, you use Wisdom (rather than the normal ability for your spellcasting) when determining the save DC for the spell. In addition, you must have a Wisdom score equal to 10 + the spell's level in order to prepare or cast a spell gained from this feat. Each day, you may prepare (or cast, if you cast spells without preparation) a maximum of one of these domains spells of each level. Special: You can take this feat more than once. Each time, you must select a different domain available to the same deity you chose the first time you selected the feat. For example, a character who chose Heironeous and the Good domain with his first selection could choose Law or War with successive selections of the same feat. He couldn't choose Protection, since that domain isn't available to clerics of Heironeous. [U]Black Lore of Moil[/U] Type: Metamagic Source: Complete Arcane Your study of the sinister knowledge and spellcasting techniques of the long-dead Nightlords of Moil makes your necromancy spells especially potent. Prerequisite: Spell Focus (necromancy), caster level 7th. Benefit: Any necromancy spell you cast can be cast instead as a Moilian spell, dealing an extra 1d6 points of negative energy damage +1d6 per two spell levels (+1d6 for 1st-level spells, +2d6 for 2nd- or 3rd-level spells, and so on). If the spell normally allows a saving throw, the target takes half the negative energy damage on a successful save, regardless of the outcome of the save on the spell's normal effect. In addition to its normal spell components, a Moilian spell requires the creation and expenditure of a Moilian runebone - a small human bone (often a finger bone) scribed with carefully prepared arcane markings. Only a character trained in the Black Lore of Moil knows the secrets of creating a runebone, which takes 1 hour to craft and requires special inks and powders costing 25 gp per die of negative energy damage to be generated. For example, a runebone capable of adding 3d6 points of negative energy damage to a spell costs 75 gp to craft. While the maximum negative energy damage dealt by a Moilian spell is based on the spell's level, the actual damage is limited by the runebone. For example, if a sorcerer casts finger of death (a 7th-level spell, so normally +4d6) with a 75-gp (3d6) runebone, the spell deals only 3d6 points of additional negative energy damage. A Moilian spell uses a spell slot of the spell's normal level. [U]Necromantic Might[/U] Type: General Source: Libris Mortis: The Book of the Dead Undead you control gain benefits when they are near you. Prerequisite: Necromantic Presence. Benefit: Whenever undead you control are within 60 feet of you, they are physically inspired by your necromantic aura, and gain a +2 enhancement bonus on their attack rolls and saving throws. [U]Necromantic Presence[/U] Type: General Source: Libris Mortis: The Book of the Dead Undead you control are harder to turn when they are near you. Benefit: Whenever undead you control are within 60 feet of you, they gain a +4 bonus to their turn resistance. [U]Scribe Scroll[/U] Type: Item Creation Source: Player's Handbook v.3.5 You can create scrolls, from which you or another spellcaster can cast the scribed spells. See the DUNGEON MASTER'S Guide for rules on scrolls. Prerequisite: Spellcaster level 1st Benefit: You can create a scroll of any spell that you know. Scribing a scroll takes 1 day for each 1,000 gp in its base price. The base price of its spell level is its spell multiplied by its caster level multiplied by 25 gp. To scribe a scroll, you must spend 1/25 of this base price in XP and use up raw materials costing half of this base price. Any scroll that stores a spell with a costly material component or an XP cost also carries a commensurate cost. In addition to the costs derived from the base price, you must expend the material component or pay the XP when scribing the scroll. [U]Spell Focus-Necromancy[/U] Type: General Source: Player's Handbook v.3.5 Choose a school of magic, such as Necromancy. Your spells of that school are more potent than normal. Benefit: Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select to focus on. Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat it applies to a new school of magic. [U]Spirit Sense[/U] Type: General Source: Heroes of Horror You can see and communicate with the souls of the recently departed. Prerequisite: Wisdom 12, must have had a near-death experience (that is, must have fallen below 0 hit points). Benefit: You can see the spirits of creatures who have died within a number of minutes equal to your Wisdom bonus. For instance, if your Wisdom is 17 (+3 bonus), you can see the spirits of creatures that have died within the past 3 minutes. You can speak with these spirits, but you gain no special ability to command them or to communicate with them if you do not share a language. These spirits are not creatures per se and cannot be harmed or affected in any way, magical or otherwise. In addition, you gain a +4 circumstance bonus on Listen or Spot checks made to detect incorporeal creatures. [U]Sudden Maximize[/U] Type: Metamagic Sources: Complete Arcane Miniatures Handbook You can cast a spell to maximum effect without special preparation. Prerequisite: Any metamagic feat. Benefit: Once per day, you can apply the effect of the Maximize Spell feat to any spell you cast without increasing the level of the spell or specially preparing it. Skill Rank Ability Misc. Appraise Int 5 = +3 +2 Balance Dex* 3 = +3 Bluff Cha 0 = +0 Climb Str* 1 = +1 Concentration Con 16 = +3 +13 Craft (carving) Int 8 = +3 +3 +2 Decipher Script Int 18 = +3 +13 +2 Diplomacy Cha 0 = +0 Disguise Cha 0 = +0 Escape Artist Dex* 3 = +3 Forgery Int 5 = +3 +2 Gather Information Cha 0 = +0 Heal Wis 1 = +1 Hide Dex* 3 = +3 Intimidate Cha 5 = +0 +5 Jump Str* 1 = +1 Knowledge (arcana) Int 18 = +3 +13 +2 Knowledge (religion) Int 18 = +3 +13 +2 Listen Wis 1 = +1 Move Silently Dex* 3 = +3 Perform Cha 0 = +0 Ride Dex 3 = +3 Search Int 5 = +3 +2 Sense Motive Wis 1 = +1 Spellcraft Int 20 = +3 +13 +4 Spot Wis 1 = +1 Survival Wis 1 = +1 Swim Str** 1 = +1 Use Rope Dex 3 = +3 * = check penalty for wearing armor [B]Zero-level Necromancer spells:[/B] 4 (4) per day all save Enchantment and Illusion [B]First-level Necromancer spells:[/B] 6 (4+2) per day Burning Rage, Cause Fear, Chill Touch, Detect Undead, Mage Armor, Magic Missile, Negative Energy Ray, Ray of Enfeeblement, Scholar's Touch, Shield, Spirit Worm [B]Second-level Necromancer spells:[/B] 6 (4+1+1) per day Blindness/Deafness, Command Undead, Darkvision, Death Armor, Death Knell, False Life, Ghoul Touch, Shroud of Undeath, Spectral Hand, Stone Bones [B]Third-level Necromancer spells:[/B] 4 (3+1) per day Animate Dead, Halt Undead, Haste, Negative Energy Burst, Ray of Exhaustion, Undead Torch, Vampiric Touch [B]Fourth-level Necromancer spells:[/B] 4 (3+1) per day Animate Dead, Bestow Curse, Death Ward, Enervation, Iron Bones, Negative Energy Wave, Sinsabar's Baleful Bolt [B]Fifth-level Necromancer spells:[/B] 3 (2+1) per day Burning Blood, Cloudkill, Fleshshiver, Slay Living, Spiritwall, Symbol of Pain, Waves of Fatigue [B]Human [/B] • [I]Extra feat at first level (already included) [/I] • [I]Four extra skill points at first level (already included) [/I] • [I]One extra skill point at each additional level (already included)[/I] [B]Wizard (Necromancer) [/B] • [I]Bonus Feats (already included)[/I] • [I]High intelligence gains bonus spells daily[/I] • He also gains a [I]+2 bonus on Spellcraft[/I] checks to learn the spells of her chosen school. • [I]Skeletal Minion [/I] A 1st-level necromancer using this variant can begin play with an undead minion (a human warrior skeleton). Obtaining this minion takes 24 hours and uses up magical materials that cost 100 gp. This creature is a loyal servant that follows the necromancer's commands and accompanies her on adventures if desired. If the skeletal minion is destroyed, the necromancer suffers no ill effects and may replace it by performing a ceremony identical to the one that allowed her to obtain her first servant. At 1st level, the skeleton is completely typical, but it gains power as the necromancer gains levels. The skeleton has a number of Hit Dice equal to the necromancer's class level. Add one-half the necromancer's class level to the skeleton's natural armor bonus. Add one-third of the necromancer's class level to the skeleton's Strength and Dexterity scores. A necromancer using this variant permanently gives up the ability to obtain a familiar. • [I]Enhanced Undead (Ex)[/I] Any time a necromancer using this variant creates an undead creature (such as with animate dead, create undead, or create greater undead), all undead creatures created gain a +4 enhancement bonus to Strength and Dexterity, and two additional hit points per Hit Die. This ability does not affect the number or Hit Dice of animated creatures that the necromancer can create or control. A necromancer using this variant does not gain additional spells per day for being a specialist wizard. [B]Equipment:[/B] Potions of Lesser Vigor x4, Scrolls of Shield x24, Amulet of Natural Armor +1, Headband of Intellect +4, Pearl of Power (2cd), Ring of Deflection +1, Ring of Nullification, Travel Cloak, Lesser Rod of Metamagic (Extend), Silver Holy Symbol, Waterproof Spellbook, Spell Component Pouch, Standard Adventuring Kit (Minus Rations), Staff, Dagger, 25gp Moil Bones (8 1d6/8 2d6/8 3d6) [B] LORD RATH[/B] Human Warrior Skeleton Medium Undead Hit Dice: 10d12+20 (85 hp) Initiative: +9 Speed: 30 ft. (6 squares) Armor Class: 30 (+5 Dex, +7 Natural, +2 Shield, +6 Armor), touch 15, flat-footed 25 Base Attack/Grapple: +5/+10 Attack: Magic Greatsword +11 melee (2d6+8+1d6/19–20) or Claw +10 melee (1d4+5) or Bow +10 range (1d8+5/x3) Full Attack: Magic Greatsword +11 melee (2d6+8+1d6 flame/19–20) or 2 claws +10 melee (1d4+5) or Bow +10 range (1d8+5/x3) Space/Reach: 5 ft./5 ft. Special Attacks: — — Special Qualities: Damage reduction 5 , darkvision 60 ft., immunity to cold, undead traits Saves: Fort +3, Ref +8, Will +7 Abilities: Str 20, Dex 20, Con —, Int —, Wis 10, Cha 1 Feats: Improved Initiative Rath's Equipment: +1 Flaming Greatsword, +1 Darkwood Buckler, +1 Mithral Breastplate of Hammerblock, Composite Longbow (20 strength), Morningstar [B]History:[/B] Absalom Darkwind an aspiring Red Wizard. While on a mission for the Zulkir Szass Tam, along with his long time friend and bodyguard, Rath, he was ambushed by Harpers. Rath nobly sacrificed himself to save his friend, but Absalom was also struck down. There he for days, lingering at the threshold of Death's Door. Not enough to enter, but enough to peek in. What he saw, he would never speak of, but it is said that Jergal himself appeared to Absalom when he laid near-death. Whatever the satory, he had awoken with new life and new purpose. He joined a group called the Companions of the Pallid Mask. An order devoted to destroying all undead not sanctioned by the Church of Jergal. Not-so-secretly working for the Companions, took Absalom across the Realms and back again. Always in search of lost tombs where the dead do not rest. Ever loyal, Rath was raised to continue to serve his long-time friend, even after death! In his travels he eventually met <fill in party name>. At first they had a hard time trusting the Creepy Necromancer. But in time he and the group have come to an 'understanding'. Eventually becoming tolerated if not well liked. Absalom keeps his own company, but can often be heard conversing with his old 'friend' when he thinks no one is listening. Darkwind burns with a cold hatred towards all Intelligent Undead. (and has found an a Foe in Szass tam) But considers Non-Sentient Undead to be nothing more then a tool, no more evil then a Golem. This attitude has often found him at odds with society. To help with this, he garbs [I]Lord[/I] Rath in full armor and concealing clothing to disguise his bony nature. [IMG]http://i68.photobucket.com/albums/i31/herofhire/DnD/necromant.jpg[/IMG][IMG]http://i68.photobucket.com/albums/i31/herofhire/DnD/blackknight.jpg[/IMG] [/QUOTE]
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