Hi,
here's my (super cheesy) 1st level Wizard. Any opinions about how I could possibly boost it anymore? The idea is to cast fear and scare spells and to give as many attacks of opportinity as possible to my skeletal minion and the rest of the party. The obvious problem is HP (only 6), but I plan to cast shield and bone armor and use my skeletal minion as cover (13+7+7+4 = AC 31), when ever possible. As soon as I get any money (50 gp) I will create an other skeleton to defend me.
Oh, BTW, I am 30 years old and I have beem DMing for almost 20 years and I do know that this character is supersupercheesy. I'm just humoring myself, when one of my players promised to DM for a few sessions.
Any ideas?
Kusti from Finland
---
Malice LaVey
16 Year-Old Neutral-Evil Female Human
Level 1 Focused Specialist Necromancer
120 lbs / 5’ 5” / Chocolate / Brunette / Pale Skin
Devoted Worshipper of Vecna
STR 12 +1 43 lbs / 86 lbs / 130 lbs
DEX 17 +3
CON 14 +2
INT 18 +4
WIS 11 +0
CHA 12 +1
HP 6
AC 13
BA +0
Speed 30 ft
Initiative +3
FORT +2
REF +3
WILL +2
Feats (2 Extra Feats from Flaws): Precocious Apprentice, Scribe Scroll, Skeletal Minion (Replaces Familiar), Spellcasting Prodigy, Spell Focus: Necromancy, Dexterous Magic
Skills: Concentration +4, Hide +3, Knowledge: Arcana +8, Knowledge: Necrology +8, Listen -2, Search +6, Spellcraft +10, Spot -3, Tumble +3
Languages: Abyssal, Common, Draconic, Infernal, Primeval; Flaws: Feeble, Inattentive; Traits: Focused
Oak Club: +1 to hit / 1d6+1 dmg x2 10 ft B/P
Silver Dagger: +1 to hit / 1d4+1 dmg 19-20 / x2 10 ft P
Crossbow Bolts: +3 to hit / 1d8 dmg 19-20 / x2 80 ft P
Holy Symbol of Vecna (P), Oak Club (3 lb, P), Dagger (1 lb, P), 20 Light Crossbow Bolts (2 lb, P), Black Robe (2 lb, P), Bag (2 lb), Blanket (3 lb, B), 10 Black Candles (B), Map Case (0,5 lb, P), 5 Chalks (P), Flint and Steel (P), Ink & Pen (B), Soap (0,5 lb, B), 2-Liter Water Skin (4 lb, B), Spell Component Pouch (3 lb, P), Spellbook (3 lb, P), Skull (1 lb, B), 4 Trail Rations (2 lb, B), Rope 50’ (10 lb, B), Caltrops (2 lb, P)
Treasure: 4 gp, 5 sp, 6 cp
Total Weight: 39 lbs / Light Load (14,5 lbs Without Backpack)
P= On Person; B = In Bag
Spellbook (Specialization: Necromancy; Prohibited Schools: Conjuration, Enchantment and Illusion)
Level 0 (2+3/day, Save DC 16/20): Chill Touch, Dancing Lights, Detect Magic, Detect Poison, Disrupt Undead, Launch Bolt, Light, Mage Hand, Message, Open/Close, Prestidigitation, Ray of Fire (as Ray of Frost), Read Magic, Resistance, Spook, Thunderhead
Level 1 (2+3/day, Save DC 17/21): Animate Skeleton, Bone Armor, Cause Fear , Light of Lunia, Ray of Enfeeblement, Shield, Skeletal Form
Level 2 (1/day, Caster Level Check DC 8 to succeed, Save DC 22): Scare
Salem, the Human Warrior Skeleton Minion
Medium Undead; Neutral Evil; HD1; HP 12; Initiative +5; Speed 30 ft; AC 18; Battleaxe +1/1d8+1 (Crit x3); Damage Reduction 5/Bludgeoning, Darkvision 60ft, Immunity to Cold, Undead Traits, Improved Initiative; FORT - , REF +1, WILL +2; STR 13, DEX 13, CON - , INT - , WIS 10, CHA 1; Hide Armor, Large Wooden Shield, Battleaxe, Sack, 4 Torches, Flint & Steel, 2-Liter Water Skin (49,5 lb / Light Load
Alternative Class Feature: Focused Specialist [Complete Mage]
Class: Wizard
Level: 1st
Special Requirement: You must be a specialist wizard.
Replaces: You lose one spell slot from each level of wizards spells you can cast. You must choos an extra prohibited school.
Benefit: You can prepare two additional spells of your specialty school per spell level each day.
Wizard Variant: Skeletal Minion [Unearthed Arcana]
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
Precocious Apprentice Feat [Complete Arcane]
Your master has shown you the basics of a spell beyond the normal limits of your experience and training.
Prequisites: INT 15 or Cha 15, arcane spellcaster level 1
Benefit: Choose one 2nd-level spell from a school that is not barred to you. You can cast that spell once per day. In effect, you have an extra 2nd-level spell slot that must be used to cast the chosen spell, and cannot be used for any other purpose. If you cannot cast 2nd-level spells yet, you must succeed on a caster level check (DC 8) to successfully cast the spell; if you fail, you miscast the spell to no effect. Your caster level with the chosen spell is your normal caster level, even if this is insufficient to cast the spell under normal circumstance. When you become able to cast 2nd-level spells, you lose the previous benefit described above. Instead, you simply have an extra 2nd-level spell slot, which you may use to prepare (or spontaneously cast, if you are a spontaneous caster) 2nd-level or lower spells as you normally would.
You also gain a +2 bonus on all Spellcraft checks.
Special: You can only take this feat as a 1st-level character
Dexterous Magic Feat [Primer of Practical Magic] <-- What is the real name of this feat?!!?!
You may add your Dexterity bonus to the DC of any spell you cast, in addition to the normal ability score bonus.
Spellcasting Prodigy Feat [Forgotten Realms Campaign Setting]
You have an exceptional gift for magic.
Benefit: For the purpose of determining bonus spells and the saving throw DCs of spells you cast, treat your primary spellcasting ability score (Charisma for bards and sorcerers, Wisdom for divine spellcasters, Intelligence for wizards) as 2 points higher than its actual value. If you have more than one spellcasting class, the bonus applies to only one of those classes.
Special: You may only take this feat as a 1st-level character. If you take this feat more than once (for example, if you are a human or another type of creature that gets more than one feat at 1st level), it applies to a different spellcasting class each time. You can take this feat even if you don't have any spellcasting classes yet.
Knowledge (Necronomy) Skill [Encyclopaedia Arcane Necromancy]
This represents a character’s entire knowledge of the realms of undeath and the utilization of negative energy. It may be used to identify specific undead or manifestations of negative energy and predict their possible threat or abilities, as well as in more regular studies. Presented below are some examples of what may be attempted with skill, along with suggested DC’s.
DC 10: Telling the difference between a zombie and a ghoul.
DC 15: Recognizing a vampire as it manifests its powers.
DC 30: Recalling the history and lore of a famed but ancient lich.
Character Flaws (+1 feat each) [Unearthed Arcana]
Feeble: You take a -2 penalty on Strength-, Dexterity-, and Constitution-based ability checks and skill checks
Inattentive: You take a -4 penalty to Listen checks and Spot checks.
Character Traits [Unearthed Arcana]
Focused: You can keep your attention on a task despite many distractions; however, events in the background pass you by.
Benefit: You gain a +1 bonus on Concentration checks.
Drawback: You take a -1 penalty to Listen checks and Spot checks.
Launch Bolt [Spell Compendium]
Transmutation
Level: Sor/Wiz 0
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: One crossbow bolt in your possession
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
Launch crossbow bolt from your hand as from light crossbow. Range increment 80 feet. All properties (magical, masterwork, feats) of the bolt apply. Drawing a bolt for this spell is a free action.
Material component: The crossbow bolt to be fired.
Spook [Secret College of Necromancy]
Necromancy
Level: Sor/Wiz 0
Components: V, S
Casting Time: 1 Action
Range: Close (25 ft + 5 ft / level)
Target: One Animal
Duration: 1 Round
Saving Throw: Will negates
Spell Resistance: Yes
This spell puts a jolt of fear into an animal’s brain. Affected creature either run for one round or attack the nearest living creature. Roll percentile dice. On a 1-50, the target fights, and on a 51-100 it flees.
Thunderhead [Dragon Magazine #302]
Evocation [Electricity]
Level: Sor/Wiz 0
Components: V, S, M
Casting Time: 1 Action
Range: Close (25 ft + 5 ft / level)
Target: One Creature
Duration: 3 Rounds
Saving Throw: Reflex negates
Spell Resistance: Yes
Thunderhead creates a small thundercloud over the target’s head. Every round a miniature bolt of lightning strikes for 1 point of electricity damage. Save each round.
Material component: Small piece of copper wire.
Animate Skeleton [Encyclopaedia Arcane Necromancy]
Necromancy
Level: Sor/Wiz 1
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Targets: One corpse touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
Animate 1 skeleton. Skeleton obeys all commands. If skeleton is made from a corpse, the flesh falls off the bones. The statistics of the skeleton depend on its size; they do not depend on what abilities the creature may have has whilst alive.
Material component: A small black onyx gem worth at least 50 gp must be placed into the mouth. The magic of the spell makes the gem worthless.
Bone Armor [Secret College of Necromancy]
Necromancy
Level: Necromancy 1
Components: V, S, M
Casting Time: 1 standard action
Range: Caster
Duration: 10 minutes / level
Saving Throw: None
Spell Resistance: No
Provides +7 natural armor bonus against all physical forms of attack. The bone armor is destroyed by the attacks it absorbs; when it has absorbed hp of damage equal to twice your caster level, the armor falls into shards.
Material component: A rib bone form a humanoid slain within 7 days.
Light of Lunia [Spell Compendium]
Evocation [Good, Light]
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft + 10 ft / level)
Targets: You and up to two rays
Duration: 10 minutes / level or until discharged
Saving Throw: None
Spell Resistance: Yes
The silvery radiance created by this spell emanates from you in a 30-foot radius, and dim light extends for an additional 30 feet. Beginning one turn after you cast this spell, you can choose to expend some or all of the light of Lunia as a ray of light. You must succeed on a ranged touch attack that deals 1d6 points of damage, or 2d6 point of damage against undead or evil outsiders, with a range of 30 feet. Spell resistance applies to this attack. This dims your silvery radiance to half (15 + 15 ft). You can choose to fire one additional ray either on the same round or on a subsequent round. Firing the second ray ends the spell.
Skeletal Form [Forbidden Arcana]
Necromancy
Level: Sor/Wiz 1
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Living creature touched
Duration: 1 hour / level
Saving Throw: Will Negates
Spell Resistance: Yes
Skeletal features, +2 natural armor bonus to AC, damage reduction 5/Bludgeoning
Material Components:
Miniature Cloak, Mineral Prism, Pinch of Wool, Piece of Phosphorescent Moss, Piece of Copper Wire, Brass Key, Fine Sand, Human Skull, Pinch of Soot, Salt, Piece of Bone, Human Rib Bone, Skeletal Hand
Background:
Malice LaVey was born in a small rural village on the night of the Midsummer’s Eve. She is the youngest of a family of six daughters. At age of four Malice showed signs of magical aptitude and unhealthy interest towards death. She would often run away form home and was always found in the nearby cemetery close to open graves. When she was 13 her parents and all of her sisters died of an unknown disease. Malice moved away from the village and lived alone in a small hut in the nearby forest. The people of her home village feared her and started telling stories about the Witch in the forest. A wondering adventurer named Salem heard these rumors and went into the woods to investigate. Nobody knows what happened to him, but Malice disappeared the same night, never to be seen again.
here's my (super cheesy) 1st level Wizard. Any opinions about how I could possibly boost it anymore? The idea is to cast fear and scare spells and to give as many attacks of opportinity as possible to my skeletal minion and the rest of the party. The obvious problem is HP (only 6), but I plan to cast shield and bone armor and use my skeletal minion as cover (13+7+7+4 = AC 31), when ever possible. As soon as I get any money (50 gp) I will create an other skeleton to defend me.
Oh, BTW, I am 30 years old and I have beem DMing for almost 20 years and I do know that this character is supersupercheesy. I'm just humoring myself, when one of my players promised to DM for a few sessions.
Any ideas?
Kusti from Finland
---
Malice LaVey
16 Year-Old Neutral-Evil Female Human
Level 1 Focused Specialist Necromancer
120 lbs / 5’ 5” / Chocolate / Brunette / Pale Skin
Devoted Worshipper of Vecna
STR 12 +1 43 lbs / 86 lbs / 130 lbs
DEX 17 +3
CON 14 +2
INT 18 +4
WIS 11 +0
CHA 12 +1
HP 6
AC 13
BA +0
Speed 30 ft
Initiative +3
FORT +2
REF +3
WILL +2
Feats (2 Extra Feats from Flaws): Precocious Apprentice, Scribe Scroll, Skeletal Minion (Replaces Familiar), Spellcasting Prodigy, Spell Focus: Necromancy, Dexterous Magic
Skills: Concentration +4, Hide +3, Knowledge: Arcana +8, Knowledge: Necrology +8, Listen -2, Search +6, Spellcraft +10, Spot -3, Tumble +3
Languages: Abyssal, Common, Draconic, Infernal, Primeval; Flaws: Feeble, Inattentive; Traits: Focused
Oak Club: +1 to hit / 1d6+1 dmg x2 10 ft B/P
Silver Dagger: +1 to hit / 1d4+1 dmg 19-20 / x2 10 ft P
Crossbow Bolts: +3 to hit / 1d8 dmg 19-20 / x2 80 ft P
Holy Symbol of Vecna (P), Oak Club (3 lb, P), Dagger (1 lb, P), 20 Light Crossbow Bolts (2 lb, P), Black Robe (2 lb, P), Bag (2 lb), Blanket (3 lb, B), 10 Black Candles (B), Map Case (0,5 lb, P), 5 Chalks (P), Flint and Steel (P), Ink & Pen (B), Soap (0,5 lb, B), 2-Liter Water Skin (4 lb, B), Spell Component Pouch (3 lb, P), Spellbook (3 lb, P), Skull (1 lb, B), 4 Trail Rations (2 lb, B), Rope 50’ (10 lb, B), Caltrops (2 lb, P)
Treasure: 4 gp, 5 sp, 6 cp
Total Weight: 39 lbs / Light Load (14,5 lbs Without Backpack)
P= On Person; B = In Bag
Spellbook (Specialization: Necromancy; Prohibited Schools: Conjuration, Enchantment and Illusion)
Level 0 (2+3/day, Save DC 16/20): Chill Touch, Dancing Lights, Detect Magic, Detect Poison, Disrupt Undead, Launch Bolt, Light, Mage Hand, Message, Open/Close, Prestidigitation, Ray of Fire (as Ray of Frost), Read Magic, Resistance, Spook, Thunderhead
Level 1 (2+3/day, Save DC 17/21): Animate Skeleton, Bone Armor, Cause Fear , Light of Lunia, Ray of Enfeeblement, Shield, Skeletal Form
Level 2 (1/day, Caster Level Check DC 8 to succeed, Save DC 22): Scare
Salem, the Human Warrior Skeleton Minion
Medium Undead; Neutral Evil; HD1; HP 12; Initiative +5; Speed 30 ft; AC 18; Battleaxe +1/1d8+1 (Crit x3); Damage Reduction 5/Bludgeoning, Darkvision 60ft, Immunity to Cold, Undead Traits, Improved Initiative; FORT - , REF +1, WILL +2; STR 13, DEX 13, CON - , INT - , WIS 10, CHA 1; Hide Armor, Large Wooden Shield, Battleaxe, Sack, 4 Torches, Flint & Steel, 2-Liter Water Skin (49,5 lb / Light Load

Alternative Class Feature: Focused Specialist [Complete Mage]
Class: Wizard
Level: 1st
Special Requirement: You must be a specialist wizard.
Replaces: You lose one spell slot from each level of wizards spells you can cast. You must choos an extra prohibited school.
Benefit: You can prepare two additional spells of your specialty school per spell level each day.
Wizard Variant: Skeletal Minion [Unearthed Arcana]
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
Precocious Apprentice Feat [Complete Arcane]
Your master has shown you the basics of a spell beyond the normal limits of your experience and training.
Prequisites: INT 15 or Cha 15, arcane spellcaster level 1
Benefit: Choose one 2nd-level spell from a school that is not barred to you. You can cast that spell once per day. In effect, you have an extra 2nd-level spell slot that must be used to cast the chosen spell, and cannot be used for any other purpose. If you cannot cast 2nd-level spells yet, you must succeed on a caster level check (DC 8) to successfully cast the spell; if you fail, you miscast the spell to no effect. Your caster level with the chosen spell is your normal caster level, even if this is insufficient to cast the spell under normal circumstance. When you become able to cast 2nd-level spells, you lose the previous benefit described above. Instead, you simply have an extra 2nd-level spell slot, which you may use to prepare (or spontaneously cast, if you are a spontaneous caster) 2nd-level or lower spells as you normally would.
You also gain a +2 bonus on all Spellcraft checks.
Special: You can only take this feat as a 1st-level character
Dexterous Magic Feat [Primer of Practical Magic] <-- What is the real name of this feat?!!?!
You may add your Dexterity bonus to the DC of any spell you cast, in addition to the normal ability score bonus.
Spellcasting Prodigy Feat [Forgotten Realms Campaign Setting]
You have an exceptional gift for magic.
Benefit: For the purpose of determining bonus spells and the saving throw DCs of spells you cast, treat your primary spellcasting ability score (Charisma for bards and sorcerers, Wisdom for divine spellcasters, Intelligence for wizards) as 2 points higher than its actual value. If you have more than one spellcasting class, the bonus applies to only one of those classes.
Special: You may only take this feat as a 1st-level character. If you take this feat more than once (for example, if you are a human or another type of creature that gets more than one feat at 1st level), it applies to a different spellcasting class each time. You can take this feat even if you don't have any spellcasting classes yet.
Knowledge (Necronomy) Skill [Encyclopaedia Arcane Necromancy]
This represents a character’s entire knowledge of the realms of undeath and the utilization of negative energy. It may be used to identify specific undead or manifestations of negative energy and predict their possible threat or abilities, as well as in more regular studies. Presented below are some examples of what may be attempted with skill, along with suggested DC’s.
DC 10: Telling the difference between a zombie and a ghoul.
DC 15: Recognizing a vampire as it manifests its powers.
DC 30: Recalling the history and lore of a famed but ancient lich.
Character Flaws (+1 feat each) [Unearthed Arcana]
Feeble: You take a -2 penalty on Strength-, Dexterity-, and Constitution-based ability checks and skill checks
Inattentive: You take a -4 penalty to Listen checks and Spot checks.
Character Traits [Unearthed Arcana]
Focused: You can keep your attention on a task despite many distractions; however, events in the background pass you by.
Benefit: You gain a +1 bonus on Concentration checks.
Drawback: You take a -1 penalty to Listen checks and Spot checks.
Launch Bolt [Spell Compendium]
Transmutation
Level: Sor/Wiz 0
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: One crossbow bolt in your possession
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
Launch crossbow bolt from your hand as from light crossbow. Range increment 80 feet. All properties (magical, masterwork, feats) of the bolt apply. Drawing a bolt for this spell is a free action.
Material component: The crossbow bolt to be fired.
Spook [Secret College of Necromancy]
Necromancy
Level: Sor/Wiz 0
Components: V, S
Casting Time: 1 Action
Range: Close (25 ft + 5 ft / level)
Target: One Animal
Duration: 1 Round
Saving Throw: Will negates
Spell Resistance: Yes
This spell puts a jolt of fear into an animal’s brain. Affected creature either run for one round or attack the nearest living creature. Roll percentile dice. On a 1-50, the target fights, and on a 51-100 it flees.
Thunderhead [Dragon Magazine #302]
Evocation [Electricity]
Level: Sor/Wiz 0
Components: V, S, M
Casting Time: 1 Action
Range: Close (25 ft + 5 ft / level)
Target: One Creature
Duration: 3 Rounds
Saving Throw: Reflex negates
Spell Resistance: Yes
Thunderhead creates a small thundercloud over the target’s head. Every round a miniature bolt of lightning strikes for 1 point of electricity damage. Save each round.
Material component: Small piece of copper wire.
Animate Skeleton [Encyclopaedia Arcane Necromancy]
Necromancy
Level: Sor/Wiz 1
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Targets: One corpse touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
Animate 1 skeleton. Skeleton obeys all commands. If skeleton is made from a corpse, the flesh falls off the bones. The statistics of the skeleton depend on its size; they do not depend on what abilities the creature may have has whilst alive.
Material component: A small black onyx gem worth at least 50 gp must be placed into the mouth. The magic of the spell makes the gem worthless.
Bone Armor [Secret College of Necromancy]
Necromancy
Level: Necromancy 1
Components: V, S, M
Casting Time: 1 standard action
Range: Caster
Duration: 10 minutes / level
Saving Throw: None
Spell Resistance: No
Provides +7 natural armor bonus against all physical forms of attack. The bone armor is destroyed by the attacks it absorbs; when it has absorbed hp of damage equal to twice your caster level, the armor falls into shards.
Material component: A rib bone form a humanoid slain within 7 days.
Light of Lunia [Spell Compendium]
Evocation [Good, Light]
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft + 10 ft / level)
Targets: You and up to two rays
Duration: 10 minutes / level or until discharged
Saving Throw: None
Spell Resistance: Yes
The silvery radiance created by this spell emanates from you in a 30-foot radius, and dim light extends for an additional 30 feet. Beginning one turn after you cast this spell, you can choose to expend some or all of the light of Lunia as a ray of light. You must succeed on a ranged touch attack that deals 1d6 points of damage, or 2d6 point of damage against undead or evil outsiders, with a range of 30 feet. Spell resistance applies to this attack. This dims your silvery radiance to half (15 + 15 ft). You can choose to fire one additional ray either on the same round or on a subsequent round. Firing the second ray ends the spell.
Skeletal Form [Forbidden Arcana]
Necromancy
Level: Sor/Wiz 1
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Living creature touched
Duration: 1 hour / level
Saving Throw: Will Negates
Spell Resistance: Yes
Skeletal features, +2 natural armor bonus to AC, damage reduction 5/Bludgeoning
Material Components:
Miniature Cloak, Mineral Prism, Pinch of Wool, Piece of Phosphorescent Moss, Piece of Copper Wire, Brass Key, Fine Sand, Human Skull, Pinch of Soot, Salt, Piece of Bone, Human Rib Bone, Skeletal Hand
Background:
Malice LaVey was born in a small rural village on the night of the Midsummer’s Eve. She is the youngest of a family of six daughters. At age of four Malice showed signs of magical aptitude and unhealthy interest towards death. She would often run away form home and was always found in the nearby cemetery close to open graves. When she was 13 her parents and all of her sisters died of an unknown disease. Malice moved away from the village and lived alone in a small hut in the nearby forest. The people of her home village feared her and started telling stories about the Witch in the forest. A wondering adventurer named Salem heard these rumors and went into the woods to investigate. Nobody knows what happened to him, but Malice disappeared the same night, never to be seen again.