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Gaming W/Jemal : Prisoners!!(Inmates Chosen)
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<blockquote data-quote="Rino" data-source="post: 3486344" data-attributes="member: 10057"><p>[sblock=character]</p><p>Grimor</p><p>Male Human Necormancer 12</p><p>Lawful Evil</p><p></p><p>Strength 10 (+0)</p><p>Dexterity 19 (+4)</p><p>Constitution 14 (+2)</p><p>Intelligence 12 (+1)</p><p>Wisdom 12 (+1)</p><p>Charisma 22 (+6)</p><p></p><p>Size: Medium</p><p>Height: 6' 6"</p><p>Weight: 185 lb</p><p>Skin: Pale</p><p>Eyes: Black</p><p>Hair: -</p><p></p><p>Total Hit Points: 101</p><p>XP: 64 469</p><p></p><p>Speed: 30 feet</p><p></p><p>Armor Class: 22 = 10 +4 [dexterity] +8 [armor]</p><p></p><p>Touch AC: 14</p><p>Flat-footed: 18</p><p></p><p>Initiative modifier: +5 = +4 [dexterity] </p><p>Fortitude save: +6 = 4 [base] +2 [constitution]</p><p>Reflex save: +8 = 4 [base] +4 [dexterity]</p><p>Will save: +9 = 8 [base] +1 [wisdom]</p><p>Attack (handheld): +6/+1 = 6 [base]</p><p>Attack (unarmed): +6/+1 = 6 [base]</p><p>Attack (missile): +10/+5 = 6 [base] +4 [dexterity]</p><p>Grapple check: +6/+1 = 6 [base]</p><p></p><p>Light load:33 lb. or less</p><p>Medium load: 34-66 lb.</p><p>Heavy load: 67-100 lb.</p><p>Lift over head: 100 lb.</p><p>Lift off ground:200 lb.</p><p>Push or drag: 500 lb.</p><p></p><p>Languages: Common Infernal</p><p></p><p>Feats:</p><p></p><p>Combat Casting</p><p>Eschew Materials</p><p>corpecrafter</p><p>destruction retribution</p><p>tomb-tained soul</p><p>craft wand</p><p></p><p></p><p>Skill</p><p></p><p></p><p>Concentration Con 17= +2 +15</p><p>Diplomacy Cha 16= +6 +10</p><p>Knowledge (arcana) Int 11= +1 +10</p><p>Knowledge (religion) Int 11= +1 +10</p><p>Listen Wis 6 = +1 +5</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:</p><p>* advanced learning lvl 4-8-12</p><p>* enervating touch (give upto 6 negative lvls/day with Charnel touch, no more then 2 lvls/ touch DC 22)</p><p>* lich body DR 6/-</p><p>* scarbous touch 2/day (disease Fortitude save (DC 22))</p><p>* light fortification 25%</p><p>* negative energy resistance (+4 bonus on saving throws made to resist negative energy effects, </p><p>* undead mastery undead mastery (gain a +4 enhancement bonus to Strength and Dexterity and 2</p><p>additional hit points per Hit Die. Control 96 HD of UD for animate death, 144 HD for control UD)</p><p>* negative energy burst 2/day (12d4 within 5ft save will DC 22)</p><p>* summon familiar</p><p>* fear aura (Enemies in the area must succeed on a Will save (DC 22)or become shaken)</p><p>* mental bastion (+2 bonus on saving throws made to resist sleep, stunning,</p><p>paralysis, poison, or disease)</p><p>* rebuke undead</p><p>* charnel touch (melee touch 1d8+3 neg energy or heals Undead +4 HP)</p><p></p><p>equipment: 110k</p><p>cloak of cha +4 (16k)</p><p>death ward mithril chain shirt +4 (26.1k)</p><p>gloves of dex +4 (16k)</p><p>wand of command undead (cl: 12)(4,5k + 360XP)</p><p>wand of inflict serious wounds (6,25k + 450xp)</p><p>wand of animate dead (cl:12) (9k + 720xp)</p><p>ioun stone clear spindle (4k)</p><p>familiar's belt (6k)</p><p>Heward's fortifying bedroll (3k)</p><p>21k in onyx gems</p><p></p><p>Spells: </p><p>Level 1 spells: 8 per day DC: 17[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 18[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: 7 per day DC: 19[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: 7 per day DC: 20[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: 6 per day DC 21[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: 4 per day DC 22[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></p><p></p><p>[/sblock]</p><p></p><p>Background</p><p>Grimor still remembers the day he was captured as of it was yesterday. He just raised his last corps from the asses in which Grimor had turned him a few seconds ago to finish his small army of undead. But then he heard them coming from all directions, he knew his small army of raised souls were no match from these people but still he sent them all to try and fight him a way out of there. But after a few minutes the batlle took a turn for the worst, a few priests joined the group. Gromir quickly ran into a tome with his companion droom (his imp) and give him all his magical items for safekeeping and then asked him to turn into a tiny spider big enough to stay hidden in his non magical clothing and stay there till it was safe to come out again.</p></blockquote><p></p>
[QUOTE="Rino, post: 3486344, member: 10057"] [sblock=character] Grimor Male Human Necormancer 12 Lawful Evil Strength 10 (+0) Dexterity 19 (+4) Constitution 14 (+2) Intelligence 12 (+1) Wisdom 12 (+1) Charisma 22 (+6) Size: Medium Height: 6' 6" Weight: 185 lb Skin: Pale Eyes: Black Hair: - Total Hit Points: 101 XP: 64 469 Speed: 30 feet Armor Class: 22 = 10 +4 [dexterity] +8 [armor] Touch AC: 14 Flat-footed: 18 Initiative modifier: +5 = +4 [dexterity] Fortitude save: +6 = 4 [base] +2 [constitution] Reflex save: +8 = 4 [base] +4 [dexterity] Will save: +9 = 8 [base] +1 [wisdom] Attack (handheld): +6/+1 = 6 [base] Attack (unarmed): +6/+1 = 6 [base] Attack (missile): +10/+5 = 6 [base] +4 [dexterity] Grapple check: +6/+1 = 6 [base] Light load:33 lb. or less Medium load: 34-66 lb. Heavy load: 67-100 lb. Lift over head: 100 lb. Lift off ground:200 lb. Push or drag: 500 lb. Languages: Common Infernal Feats: Combat Casting Eschew Materials corpecrafter destruction retribution tomb-tained soul craft wand Skill Concentration Con 17= +2 +15 Diplomacy Cha 16= +6 +10 Knowledge (arcana) Int 11= +1 +10 Knowledge (religion) Int 11= +1 +10 Listen Wis 6 = +1 +5 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: * advanced learning lvl 4-8-12 * enervating touch (give upto 6 negative lvls/day with Charnel touch, no more then 2 lvls/ touch DC 22) * lich body DR 6/- * scarbous touch 2/day (disease Fortitude save (DC 22)) * light fortification 25% * negative energy resistance (+4 bonus on saving throws made to resist negative energy effects, * undead mastery undead mastery (gain a +4 enhancement bonus to Strength and Dexterity and 2 additional hit points per Hit Die. Control 96 HD of UD for animate death, 144 HD for control UD) * negative energy burst 2/day (12d4 within 5ft save will DC 22) * summon familiar * fear aura (Enemies in the area must succeed on a Will save (DC 22)or become shaken) * mental bastion (+2 bonus on saving throws made to resist sleep, stunning, paralysis, poison, or disease) * rebuke undead * charnel touch (melee touch 1d8+3 neg energy or heals Undead +4 HP) equipment: 110k cloak of cha +4 (16k) death ward mithril chain shirt +4 (26.1k) gloves of dex +4 (16k) wand of command undead (cl: 12)(4,5k + 360XP) wand of inflict serious wounds (6,25k + 450xp) wand of animate dead (cl:12) (9k + 720xp) ioun stone clear spindle (4k) familiar's belt (6k) Heward's fortifying bedroll (3k) 21k in onyx gems Spells: Level 1 spells: 8 per day DC: 17[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 18[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: 7 per day DC: 19[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: 7 per day DC: 20[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: 6 per day DC 21[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: 4 per day DC 22[sblock] Acid fog circle of death create undead eyebite geas/quest harm mass inflict moderate wounds planar binding waves of exhaustion[/sblock] [/sblock] Background Grimor still remembers the day he was captured as of it was yesterday. He just raised his last corps from the asses in which Grimor had turned him a few seconds ago to finish his small army of undead. But then he heard them coming from all directions, he knew his small army of raised souls were no match from these people but still he sent them all to try and fight him a way out of there. But after a few minutes the batlle took a turn for the worst, a few priests joined the group. Gromir quickly ran into a tome with his companion droom (his imp) and give him all his magical items for safekeeping and then asked him to turn into a tiny spider big enough to stay hidden in his non magical clothing and stay there till it was safe to come out again. [/QUOTE]
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