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<blockquote data-quote="tiluvias99" data-source="post: 3209310" data-attributes="member: 48067"><p>[sblock=Irthos Malsvik]</p><p><img src="http://img49.imageshack.us/img49/2901/necrosis8id.jpg" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p></p><p>[sblock=Character Overview and Active Effects]</p><p></p><p>Current Experience: 49,176 [sblock=Experience Expenditures]</p><p><strong>The above (and following) assumes that (at least for the previous parts of Irthos’s life) the rules for attaining experience <em>follow the rules presented on pages 37 and 38 of the DMG</em>. Specifically, that lower level characters receive more experience points for the same encounter than equal level characters- and thus, a character who suffers from level loss (or a sudden drop in ECL) will eventually catch up in level to his fellow party members.</strong></p><p></p><p>55,000 initial experience (ECL 11), characters start at ECL 10</p><p></p><p>-5,000 xp was spent at level 6 (ECL 4) to reduce Irthos’s Level Adjustment by 1, which reduces to 500 net xp loss by ECL 11.</p><p>-8,000 xp was spent at level 9 (ECL 7) to reduce Irthos’s Level Adjustment by an additional 1, bringing his LA down to 0. This resulted in 2640 net xp loss by ECL 11.</p><p>-9,500 xp was spent at level 11 (ECL 9) in order to apply the Spell-Stitched template to Irthos. This resulted in 5,320 net xp loss by ECL 11.</p><p>-454 xp in Crafting Expenses (see equipment)</p><p>-150 xp was spent at level 9 (ECL 7) on a Psychic Reformation power, which resulted in a net xp loss of 50 by ECL 11.</p><p></p><p>Totals: 55,000 –5,320 (Spell-Stitching) –50 (Psychic Reformation) –454 (Crafting) = 49,176 Current Experience</p><p>[/sblock]</p><p></p><p>Hit Points: 179</p><p>Armor Class: 30</p><p>Initiative: +12</p><p>BAB: +8/+3</p><p>Speed: 40 feet</p><p>Saves: +10, +13, +25</p><p></p><p><strong>Continuous Magical Effects:</strong></p><p>Protection From Evil (From Aesthyr’s Magic Circle effect)</p><p>Permanent Telepathic Bond with Iejir</p><p>Disguise self at will (Hat of Disguise)</p><p>Continual Spider Climbing (Boots of Spider-Climbing)</p><p>Can determine whether or not something is Undead, Living, or neither by looking in its direction (Spectacles of Lifesight)</p><p></p><p><strong>Racial Abilities of Note:</strong></p><p>DR 15/Magic, 5/Magic and Silver</p><p>SR 22</p><p>Immune to Cold, Electricity, and Polymorph effects</p><p>Immune to Turning</p><p>Darkvision 60 feet, Low-Light Vision</p><p>Fear, to all within 15’ radius if they have 5 HD or less (DC 21)</p><p></p><p><strong>Undead Traits:</strong> Immue to Mind-Affecting effects; Immune to poison, sleep, paralysis, stunning, disease, death effects; not subject to critical hits, non-lethal damage, ability drain, energy drain, damage to physical ability scores, fatigue, and exhaustion; Healed by Negative Energy/Harmed by Positive Energy; Immune to any effects that require a fortitude save (unless it also affects objects); Use Cha mod for Concentration checks; Not at risk from massive damage, immediately destroyed at 0 hp; not affected by Raise Dead or Reincarnate spells or abilities; Do not eat, breath, or sleep.</p><p></p><p><strong>Spell Like Abilities:</strong></p><p>Xvart: Speak with Animals (Rats/Bats/Dire Rats/Dire Bats only) 1/day</p><p>Death Knight: Fireball, 1/day (DC 20)</p><p>Spell-Stitched: Negative Energy Ray 4/day (DC 18), Command Undead 2/day (DC 19), Spectral Hand 1/day, Scorching Ray 1/day (DC 19), Animate Undead 2/day, Enervation 2/day, Teleport 2/day (DC 23), Acid Fog 1/day</p><p></p><p>[/sblock][sblock=Basic Statistics]</p><p>Alignment: True Neutral</p><p>Gender: Male</p><p>Race: Death Knight (Spell-Stitched) Xvart</p><p>Class: Ninja 1/Ex- (Cloistered) Cleric (Divine Magician) 1/Wizard (Conjurer) 1/<a href="http://www.wizards.com/default.asp?x=dnd/iw/20041015b" target="_blank">Master of Shrouds</a> 8/Ur-Priest 1 (ECL 10)</p><p></p><p>Strength: 16 (Base) –2 (Racial) +4 (DK Template) +4 (Enhancement) = 22 </p><p>Dexterity: 19 (Base) +2 (Racial) +1 (Levels) +4 (Enhancement) = 26 </p><p>Constitution: - (Initially 13 Base)</p><p>Intelligence: 20 (Base) = 20 </p><p>Wisdom: 20 (Base) +2 (Levels) +2 (DK Template) +6 (Periapt) = 30 </p><p>Charisma: 20 (Base) +2 (DK Template) +2 (Shirt) = 24 [+7]</p><p>Stat rolls are for Robert Jones, applied to this character (approved by cog_and_taz)</p><p><a href="http://invisiblecastle.com/find.py?id=715608" target="_blank">Stats (6d4=13, 6d4=19, 6d4=20, 6d4=20, 6d4=16, 6d4=20)</a></p><p></p><p></p><p>Hit Points: 12 + 11d12 + 96 (179 Hit Points)</p><p>Armor Class: 10 +7 (Natural) +3 (armor) +1 (Shield) +8 (Dex) +1 (Size) = 30 (19 Touch, 22 Flat-Footed)</p><p>Initiative: +8 (Dex) +4 (Racial) = +12</p><p>Base Attack Bonus: +8/+3</p><p>Speed: [30 (Base) +10 (Racial)] = 40 feet</p><p>Fortitude: +2 (Cleric) +2 (Master of Shrouds) +2 (Ur-Priest) +2 (Profane) +2 (Traits) = +10</p><p>Reflex: +2 (Ninja) +2 (Master of Shrouds) +8 (Dex) +2 (Profane) –1 (Trait) = +13</p><p>Will: +2 (Ninja) +2 (Cleric) +2 (Conjurer) +6 (Master of Shrouds) +2 (Ur-Priest) +10 (Wis) +2 (Profane) –1 (Trait) = +25</p><p></p><p>Attacks:</p><p>Touch Attack: +8 (BAB) +8 (Dex) +1 (Size) = +17 (1d8+7 Negative Energy Damage, Will Half) (1 Con Damage, Will Neg)</p><p>Masterwork Composite Shortbow [+6]: +8 (BAB) +8 (Dex) +1 (Mw) +1 (Size) = +18 (1d4+6, 20 x3)</p><p>Short-sword: +8 (BAB) +6 (Str) +1 (Size) = +15 (1d4+6, 19-20 x2)</p><p></p><p>Carrying Capacity:</p><p>Load: </p><p></p><p>Known Languages: Goblin, Common, Celestial, Infernal, Abyssal, Halfling, Draconic</p><p>[/sblock][sblock= Skills]</p><p>Bluff: 15 (Ranks) +7 (Cha) = +22</p><p>Concentration: 15 (Ranks) +7 (Cha) = +22</p><p>Diplomacy: 15 (Ranks) +7 (Cha) +2 (Bluff Synergy) +2 (Sense Motive Synergy) = +26</p><p>Hide: 4 (Ranks) +8 (Dex) +2 (Mw Tools) +5 (Breeches) +4 (Size) = +23</p><p>Knowledge (Arcana): 5 (Ranks) +5 (Int) = +10</p><p>Knowledge (Religion): 15 (Ranks) +5 (Int) = +20</p><p>Knowledge (The Planes): 5 (Ranks) +5 (Int) = +10</p><p>Listen: 4 (Ranks) +10 (Wis) = +14</p><p>Move Silently: 15 (Ranks) +8 (Dex) +2 (Racial) +2 (Mw Tools) +5 (Breeches) = +32</p><p>Ride: 0 (Ranks) +8 (Dex) +2 (Mw Tools) = +10</p><p>Sense Motive: 5 (Ranks) +10 (Wis) = +15</p><p>Spell-Craft: 9 (Ranks) +5 (Int) +2 (Knowledge: Arcana Synergy) = +16</p><p>Spot: 4 (Ranks) +10 (Wis) = +15</p><p></p><p>[/sblock][sblock=Feats]</p><p>Traits: Passionate, Hardy (+2 on Fort Saves, -1 on will saves and ref saves)</p><p></p><p>1st Level: Iron Will</p><p>Bonus (Flaw: Weak Will): Spell Focus (Conjuration)</p><p>Bonus (Flaw: Vulnerable): Spell Focus (Evil)</p><p>Bonus (Ninja): Mother Cyst</p><p>Bonus (Domain: Domination): Spell Focus (Enchantment)</p><p>Bonus (Conjurer): Augmented Summoning</p><p>3rd Level: Practiced Spell-Caster</p><p>Bonus (Master of Shrouds): Extra Turning</p><p>6th Level: Undead Leadership</p><p>9th Level: Leadership</p><p>12th Level: Extra Followers</p><p></p><p>Note: Originally, Irthos had Craft Wondrous Item as his 3rd Level feat. At level 9, Irthos paid a manifester to cast Psychic Reformation on him, which was used to replace Craft Wondrous Item with Practiced Spell-Caster.</p><p></p><p>[/sblock][sblock=Leadership, Undead Leadership, and Minions]</p><p>Leadership Score: 12 (Levels) +7 (Cha) +2 (Great Renown: The Companionship) +2 (Stronghold: The Citadel) +1 (Special Power: Undead Summoning) +1 (Extra Followers) = 25</p><p></p><p>Cohort: Iejir Arcaniss</p><p></p><p>Notable Followers:</p><p>6th: 4 Shadows</p><p>5th: 4 Lesser Shadows</p><p>4th: 8 Least Shadows</p><p>3rd: George the Master Artisan</p><p></p><p>Undead Leadership Score: 12 (Levels) +7 (Cha) +2 (Stronghold) +1 (Special Power: Undead Summoning) +1 (Extra Followers) +2 (Undead Leadership) = 27</p><p></p><p>Undead Cohort: Eldest</p><p></p><p>Notable Followers:</p><p>6th: 4 Shadows</p><p>5th: 4 Lesser Shadows</p><p>4th: 8 Least Shadows</p><p></p><p>Minions: The Death Knight Template grants 2x HD in Undead Minions, as well as a mount (often a Nightmare) of 1/2 the Death Knight’s HD.</p><p></p><p>Minions: Irlym and Virlym</p><p></p><p>Mount: Nightmare</p><p></p><p>[/sblock][sblock=Class Features]</p><p>Weapon and Armor Proficiency: Light, Medium, Heavy armor, shields (but not tower shields), All simple weapons, the hand cross-bow, kama, kukri, nunchaku, sai, short-bow, short-sword, shuriken, and siangham.</p><p></p><p>Order of Levels Taken:</p><p>1st: Ninja 1</p><p>2nd: Cleric 1</p><p>3rd: Conjurer 1</p><p>4th: Master of Shrouds 1</p><p>5th: Master of Shrouds 2</p><p>6th: Ur-Priest 1</p><p>7th: Master of Shrouds 3</p><p>8th: Master of Shrouds 4</p><p>9th: Master of Shrouds 5</p><p>10th: Master of Shrouds 6</p><p>11th: Master of Shrouds 7</p><p>12th: Master of Shrouds 8</p><p></p><p>[sblock=Ninja]</p><p>AC Bonus: As monk, doesn’t stack with monk.</p><p></p><p>Ki Power: Ki points equal to 1/2 class level + Wis bonus. As long as ki pool isn’t empty, ninja gets a +2 bonus on will saves. Ki points cannot be spent while wearing armor or encumbered.</p><p></p><p>Sudden Strike +1d6: As sneak attack, except doesn’t apply when flanking and can’t be used when striking for non-lethal damage.</p><p>NOTE: Sudden Strike ability traded for Bonus Feat (approved by Cog)</p><p></p><p>Trapfinding: As rogue ability</p><p></p><p>[/sblock][sblock=Cleric]</p><p>Irthos has Domination and Tyranny as his domains. He has sacrificed the Knowledge Domain granted by the Cloistered Cleric Variant for the Divine Magician Alternate Class Feature.</p><p></p><p>Aura (Ex): A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment (see the detect evil spell for details). Clerics who don’t worship a specific deity but choose the Chaotic, Evil, Good, or Lawful domain have a similarly powerful aura of the corresponding alignment.</p><p>Spells: A cleric casts divine spells, which are drawn from the cleric spell list. However, his alignment may restrict him from casting certain spells opposed to his moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells, below. A cleric must choose and prepare his spells in advance (see below).</p><p>To prepare or cast a spell, a cleric must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a cleric’s spell is 10 + the spell level + the cleric’s Wisdom modifier.</p><p>Like other spellcasters, a cleric can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Cleric. In addition, he receives bonus spells per day if he has a high Wisdom score. A cleric also gets one domain spell of each spell level he can cast, starting at 1st level. When a cleric prepares a spell in a domain spell slot, it must come from one of his two domains (see Deities, Domains, and Domain Spells, below).</p><p>Clerics meditate or pray for their spells. Each cleric must choose a time at which he must spend 1 hour each day in quiet contemplation or supplication to regain his daily allotment of spells. Time spent resting has no effect on whether a cleric can prepare spells. A cleric may prepare and cast any spell on the cleric spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.</p><p>Deity, Domains, and Domain Spells: A cleric’s deity influences his alignment, what magic he can perform, his values, and how others see him. A cleric chooses two domains from among those belonging to his deity. A cleric can select an alignment domain (Chaos, Evil, Good, or Law) only if his alignment matches that domain.</p><p>If a cleric is not devoted to a particular deity, he still selects two domains to represent his spiritual inclinations and abilities. The restriction on alignment domains still applies.</p><p>Each domain gives the cleric access to a domain spell at each spell level he can cast, from 1st on up, as well as a granted power. The cleric gets the granted powers of both the domains selected.</p><p>With access to two domain spells at a given spell level, a cleric prepares one or the other each day in his domain spell slot. If a domain spell is not on the cleric spell list, a cleric can prepare it only in his domain spell slot.</p><p>Spontaneous Casting: A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that the cleric did not prepare ahead of time. The cleric can “lose” any prepared spell that is not a domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with “cure” in its name). </p><p>An evil cleric (or a neutral cleric of an evil deity), can’t convert prepared spells to cure spells but can convert them to inflict spells (an inflict spell is one with “inflict” in its name).</p><p>A cleric who is neither good nor evil and whose deity is neither good nor evil can convert spells to either cure spells or inflict spells (player’s choice). Once the player makes this choice, it cannot be reversed. This choice also determines whether the cleric turns or commands undead (see below).</p><p>Chaotic, Evil, Good, and Lawful Spells: A cleric can’t cast spells of an alignment opposed to his own or his deity’s (if he has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.</p><p>Turn or Rebuke Undead (Su): Any cleric, regardless of alignment, has the power to affect undead creatures by channeling the power of his faith through his holy (or unholy) symbol (see Turn or Rebuke Undead).</p><p>A good cleric (or a neutral cleric who worships a good deity) can turn or destroy undead creatures. An evil cleric (or a neutral cleric who worships an evil deity) instead rebukes or commands such creatures. A neutral cleric of a neutral deity must choose whether his turning ability functions as that of a good cleric or an evil cleric. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric can cast spontaneous cure or inflict spells (see above).</p><p>A cleric may attempt to turn undead a number of times per day equal to 3 + his Charisma modifier. A cleric with 5 or more ranks in Knowledge (religion) gets a +2 bonus on turning checks against undead.</p><p>Bonus Languages: A cleric’s bonus language options include Celestial, Abyssal, and Infernal (the languages of good, chaotic evil, and lawful evil outsiders, respectively). These choices are in addition to the bonus languages available to the character because of his race.</p><p>[/sblock][sblock=Conjurer (Wizard)]</p><p>Spells: A wizard casts arcane spells which are drawn from the sorcerer/ wizard spell list. A wizard must choose and prepare her spells ahead of time (see below).</p><p>To learn, prepare, or cast a spell, the wizard must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a wizard’s spell is 10 + the spell level + the wizard’s Intelligence modifier.</p><p>Like other spellcasters, a wizard can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: The Wizard. In addition, she receives bonus spells per day if she has a high Intelligence score.</p><p>Unlike a bard or sorcerer, a wizard may know any number of spells. She must choose and prepare her spells ahead of time by getting a good night’s sleep and spending 1 hour studying her spellbook. While studying, the wizard decides which spells to prepare.</p><p>Bonus Languages: A wizard may substitute Draconic for one of the bonus languages available to the character because of her race.</p><p>Familiar: A wizard can obtain a familiar in exactly the same manner as a sorcerer can. See the sorcerer description and the information on Familiars below for details.</p><p>Scribe Scroll: At 1st level, a wizard gains Scribe Scroll as a bonus feat. </p><p>Bonus Feats: At 5th, 10th, 15th, and 20th level, a wizard gains a bonus feat. At each such opportunity, she can choose a metamagic feat, an item creation feat, or Spell Mastery. The wizard must still meet all prerequisites for a bonus feat, including caster level minimums.</p><p>These bonus feats are in addition to the feat that a character of any class gets from advancing levels. The wizard is not limited to the categories of item creation feats, metamagic feats, or Spell Mastery when choosing these feats.</p><p>Spellbooks: A wizard must study her spellbook each day to prepare her spells. She cannot prepare any spell not recorded in her spellbook, except for read magic, which all wizards can prepare from memory.</p><p>A wizard begins play with a spellbook containing all 0-level wizard spells (except those from her prohibited school or schools, if any; see School Specialization, below) plus three 1st-level spells of your choice. For each point of Intelligence bonus the wizard has, the spellbook holds one additional 1st-level spell of your choice. At each new wizard level, she gains two new spells of any spell level or levels that she can cast (based on her new wizard level) for her spellbook. At any time, a wizard can also add spells found in other wizards’ spellbooks to her own.</p><p></p><p>[sblock=Conjurer Variant Special Abilities]</p><p>Rapid Summoning (Ex)</p><p></p><p>Any time a conjurer using this variant casts a summon monster spell, its casting time is 1 standard action rather than 1 full round. (Creatures so summoned can only take a standard action in the round they are summoned.) Conjurers using this variant gain the normal benefits from enhancing a summon monster spell with the Quicken Spell feat.</p><p></p><p>A conjurer using this variant permanently gives up the ability to obtain a familiar.</p><p></p><p>Enhanced Summoning (Ex)</p><p></p><p> At 1st level, a conjurer using this variant gains the Augmented Summoning feat for free instead of the Scribe Scroll feat.</p><p></p><p> At 5th level, the conjurer's summoned creatures become particularly tough to dispel. Add 2 to the DC of any caster level check made to dispel the conjurer's summoned creatures. At 15th level, this addition to the DC increases to 4.</p><p></p><p> At 10th level, the conjurer's summoned creatures gain an additional +2 bonus to Strength and Constitution. At 20th level, these bonuses increase to +4. These bonuses stack with those granted by the Augmented Summoning feat.</p><p></p><p> A conjurer using this variant does not gain bonus feats for advancing as a wizard.</p><p></p><p>Spontaneous Summoning (Ex)</p><p></p><p> Conjurers using this variant can "lose" a prepared spell to cast any summon monster spell of a lower level. For example, a conjurer who has prepared greater invisibility (a 4th-level spell) may lose that spell to cast summon monster I, summon monster II, or summon monster III.</p><p></p><p> A conjurer using this variant does not gain additional spells per day for being a specialist wizard.</p><p>[/sblock][/sblock][sblock=Master of Shrouds]</p><p>Weapon and Armor Proficiency: Masters of shrouds gain no proficiency with any weapons, armor, or shields.</p><p></p><p>Spells per Day/Spells Known: Beginning at 2nd level, a master of shrouds gains new spells per day (and spells known, if applicable) as if she had also gained a level in a divine spellcasting class to which she belonged before adding the prestige class level. She does not, however, gain any other benefit a character of that class would have gained (metamagic or item creation feats and so on; but see Rebuke Undead, below). If she had more than one divine spellcasting class before becoming a master of shrouds, she must decide to which class to add each level for the purpose of determining spells per day and spells known.</p><p></p><p>Extra Rebuking (Ex): A master of shrouds may use her rebuke undead ability four additional times per day.</p><p></p><p>Rebuke Undead (Su): Master of shrouds class levels stack with levels of all other classes that grant the ability to rebuke undead for the purpose of determining the character's effective cleric level for rebuking. See Turn or Rebuke Undead, page 159 of the Player's Handbook. For example, a 7th-level cleric/5th-level master of shrouds rebukes undead as a 12th-level cleric.</p><p></p><p>Summon Undead (Sp): At 2nd level and higher, a master of shrouds can summon one or more incorporeal undead creatures a number of times per day equal to 3 + her Charisma modifier (minimum 1). This ability is otherwise identical to the summon monster spells, except that a master of shrouds adds her Charisma modifier (if positive) to the duration of the effect.</p><p></p><p>At 2nd level, a master of shrouds can summon a single shadow. At 4th level, she can summon one wraith or two shadows. At 6th level, she can summon one spectre, two wraiths, or four shadows. At 8th level, she can summon one greater shadow, two spectres, four wraiths, or four shadows. At 10th level, she can summon one dread wraith, two greater shadows, four spectres, four wraiths, or four shadows.</p><p></p><p>Improved Summoning (Ex): Beginning at 5th level, a master of shrouds summons more powerful undead creatures than normal. Whenever she casts a summon undead spell or when she uses her summon undead class ability, the summoned creature gains a +2 enhancement bonus on attack rolls and damage rolls.</p><p>[/sblock][sblock=Ur-Priest]</p><p>Spells per Day: An ur-priest gains the ability to cast a number of divine spells. To cast a spell, an ur-priest must have a wisdom score of at least 10 + the spell’s level, so an ur-priest with a wisdom of 10 or lower cannot cast these spells. Ur-priest bonus spells are based on wisdom, and saving throws against these spells have a DC of 10 + spell level + Wisdom Modifier.</p><p>The ur-priest spell list is identical to the cleric spell list. An ur-priest has access to any spell on the list and prepares those spells as a cleric, except that he does not pray for spells, he just takes them. An ur-priest casts spells as a cleric does, except that unlike a cleric, he does not have the ability to spontaneously cast cure or inflict spells, nor does he have domain spells or associated domain granted powers. He does not have restrictions on spells with alignments. To determine the caster level of an ur-priest, add the character’s ur-priest levels to one-half of his levels in other spell casting classes. Any levels gained in the cleric class by an ex-cleric don’t count.</p><p></p><p>[/sblock][/sblock][sblock=Spells]</p><p>Notes:</p><p>Irthos has Spell Focus: Evil and Spell Focus: Enchantment</p><p>All Compulsion spells cast by Irthos are at +1 DC</p><p></p><p>All Planar Ally Spells from the Cleric List are instead replace by Planar Binding spells.</p><p></p><p>Divine Magician Extra Spells Known:</p><p>1st: True Strike</p><p>2nd: Command Undead</p><p>3rd: Nondetection</p><p>4th: Enervation</p><p>5th: Magic Jar</p><p>6th: Revive Undead </p><p>7th: Awaken Undead</p><p>8th: Mindblank</p><p>9th: Wail of the Banshee</p><p></p><p>Irthos casts Arcane Spells as a 1st Level Conjurer (Caster Level 1)</p><p>Base Save DC: 15 + Spell Level</p><p>Spells Per Day: 3 0 Level, 2 1st Level</p><p>Typical Spells Prepared:</p><p>0 Level: Prestidigitation, Arcane Mark, Mage Hand</p><p>1st Level: Mage Armor, Mage Armor</p><p></p><p>Irthos casts Divine Spells as a 7th Level Ur-Priest (Caster Level 12: 7 + 1 + 4)</p><p>Base Save DC: 20 + Spell Level</p><p>Spells Per Day: 6 0 Level, 7 1st Level, 6 2nd Level, 5 3rd Level, 5 4th Level, 4 5th Level, 3 6th Level, 1 7th Level</p><p>Typical Spells Prepared:</p><p>-0 Level: Cure Minor Wounds, Detect Magic, Detect Magic, Light, Read Magic, Resistance</p><p>-1st Level: Heartache (BoVD), Heartache (BoVD), Sorrow (BoVD), Lesser Vigor (BoVD), Divine Favor, Sanctuary, Sanctuary</p><p>-2nd Level: Darkbolt (BoVD), Necrotic Cyst, Necrotic Cyst, Hold Person, Silence, Cure Moderate Wounds</p><p>-3rd Level: Wrack (CD), Wrack (CD), Briar Web (CD), Dispel Magic, Meld Into Stone</p><p>-4th Level: Enervation, Restoration, Freedom of Movement, Dominate Person, Dominate Person</p><p>-5th Level: Flame Strike, Slay Living, Plane Shift, Dragon Breath</p><p>-6th Level: Vigorous Circle, Heal, Geas/Quest</p><p>-7th Level: Necrotic Tumor</p><p></p><p>[/sblock][sblock=Racial Traits]</p><p>Xvart:</p><p>+2 Dex, -2 Str, -2 Con</p><p>Small Humanoid (Xvart)</p><p>30 foot movement</p><p>Darkvision 60 feet</p><p>+2 racial bonus on Move Silently checks</p><p>Speak with Animals (rats and bats only) 1/day, works with Dire rats/bats as well.</p><p>Favored Class; Fighter</p><p>Level Adjustment: -2</p><p></p><p>[sblock=Death Knight]</p><p>Death Knight:</p><p>Type changes to Undead</p><p>Str +4, Con -, Wis +2, Cha +2</p><p>Has d12 HD</p><p>Natural Armor bonus +5</p><p>DR 15/Magic</p><p>SR 20 + 1/level above 10th (22)</p><p>Gains Touch Attack, deals 1d8+Cha mod negative energy damage (Will Save for half) plus 1 point of Con damage (Will Negates); Charisma Based DC</p><p>Fireball, 1/day. Half of Damage is considered Divine damage. Charisma Based DC </p><p>Fear, to all within 15’ radius if they have 5 HD or less. Charisma Based DC</p><p>2x HD in Undead Followers, attracted from the surrounding area.</p><p>Summon a mount with 1/2 Death Knights HD (often a Nightmare). If it is slain, must wait 1 year and 1 day for a replacement.</p><p>Immune to Cold, Electricity, and Polymorph</p><p>Immune to Turning</p><p></p><p>Specialized Creator: Dread Necromancer 8/Wizard (Necromancer) 1 with Corpsecrafter, Nimble Bones, and Hardened Flesh feats with area under effects of a Desecrate Spell with Alter.</p><p></p><p>-Dread Necromancer 8 grants +2 Hit Points per Hit Die; +4 Str, +4 Dex (enhancement)</p><p>-Necromancer 1 grants +2 Hit Points per Hit Die; +4 Str, +4 Dex (enhancement)</p><p>-Corpsecrafter grants +2 Hit Points per Hit Die, +4 Str (enhancement)</p><p>-Desecrate Spell grants +2 Hit Points per Hit Die</p><p></p><p>Cost: 3,000 gp (Approved by Cog)</p><p></p><p>Note: Enhancement bonuses do not stack.</p><p>[/sblock][sblock=Spell-Stitched Template]</p><p>Spell-Like Abilities: 2 1st Level (4); 2 2nd Level (4); Two 3rd Level (2); Two 4th Level (2); Two 5th Level (2); 1 6th Level (1)</p><p>SLAs:</p><p>1: Negative Energy Ray (4)</p><p>2: Command Undead (2), Spectral Hand (1), Scorching Ray (1)</p><p>3: Animate Undead (2)</p><p>4: Enervation (2)</p><p>5: Teleport (1), Symbol of Pain (1)</p><p>6: Revive Undead (1)</p><p>Damage Reduction 5/Magic and Silver</p><p>Spell Resistance 17 (10 + Cha Mod)</p><p>Turn Resistance +2</p><p>+2 Profane Bonus on all Saving Throws</p><p></p><p>[/sblock][/sblock][sblock=Equipment]</p><p>10th Level grants 49,000 gp available.</p><p></p><p>Services:</p><p>Psychic Reformation (7 x 40 = 280 base gp cost, + 750 for xp component = 1050 gp)</p><p>Specialized Creator (Death Knight) (3,000 gp)</p><p>Spell-Stitching (Self-Stitched: 1,000 gp, 9,500 xp)</p><p></p><p>Worn (Non-Magical) Items</p><p>Explorer’s Outfit (0 gp): -</p><p>Mithral Studded Leather (Crafted by George: 588 gp): 10 lb.</p><p>Darkwood Buckler (Crafted by George: Took 10, 25 gp)</p><p>Signet Ring (5 gp): -</p><p>Spell Component Pouch x3 (15 gp total): 6 lb. total (Behind Left Hip)</p><p>Masterwork Tools: Padded Soles (Move Silently) (Crafted by George: Took 10; 25 gp): 1 lb.</p><p>Masterwork Tools: Riding Equipment (Ride) (Crafted by George: Took 10, 25 gp): 1 lb.</p><p>Masterwork Tools: Black Cloak (Hide) (Crafted by George: Took 10, 25 gp): 1 lb.</p><p></p><p>Weaponry:</p><p>Masterwork Composite Shortbow [+6] (Crafted by George: Took 10; 337.5 gp): 1.5 lb. (Right Shoulder)</p><p>-20 arrows (1 gp): 0.5 lb. (Right Shoulder)</p><p>-20 Cold-Iron arrows (2 gp): 0.5 lb. (Right Shoulder)</p><p>-20 Silver arrows (3 gp): 0.5 lb. (Right Shoulder)</p><p>Short-sword (Crafted by George: Took 10; 3 gp): 1 lb. (Left Shoulder)</p><p>Silver Kukri (Crafted by George: Took 10; 9 gp): 1 lb. (Left Hip)</p><p>Cold Iron Morningstar (Crafted by George: Took 10; 5 gp): 3 lb. (Left Hip)</p><p>20 Shuriken (4 gp): 1 lb. (Concealed Over Entire body)</p><p></p><p>Worn (Magical) Items</p><p>Slippers (Boots) of Spider Climbing (Self-Crafted: 2,400 gp, 192 xp): -</p><p>Boots (Breeches) of Move Silently +5 and Hide +5 (Self-Crafted: 2,500 gp, 200 xp): -</p><p>Goggles (Spectacles) of Lifesight (Self-Crafted: 1,000 gp, 80 xp): -</p><p>Hat of Disguise (Self-Crafted: 900 gp, 72 xp): -</p><p>+2 Cloak (Shirt) of Charisma (Self Crafted: 2,000 gp, 160 xp)</p><p>+6 Periapt of Wisdom (Self-Crafted: 18,000 gp, 1,440 xp)</p><p></p><p>Scroll-Case (1 gp): 0.5 lb.</p><p>-Pearl of Power, 1st Level (1,000 gp): -</p><p>-(Normal) Metamagic Rod of ‘Song of the Dead’ (11,000 gp): -</p><p>-Wand of Cure Light Wounds (750 gp): -</p><p>-Wand of Inflict Light Wounds (750 gp): -</p><p></p><p>Heward’s Handy Haversack (2,000 gp): 5 lb.</p><p>-Monk’s Outfit (1 gp): 1 lb.</p><p>-Wizard’s Spellbook (15 gp): 3 lb.</p><p>-Silk Rope, 50 ft., with Grappling Hook (11 gp): 9 lb.</p><p>-Tent (10 gp): 10 lb.</p><p>-Bedroll (0.1 gp): 2.5 lb.</p><p>-Winter Blanket (0.5 gp): 1.5 lb.</p><p>-5 Sunrods (10 gp total): 5 lb.</p><p>-2 Flasks of Alchemist’s Fire (40 gp total): 2 lb.</p><p>-Wooden Holy Symbol (1 gp): -</p><p>-Small Steel Mirror (10 gp): -</p><p>-3x Masterwork Manacles with Amazing Lock (Crafted by George: Took 10; 200 gp total): 3 lb.</p><p>-3x Lock Key (0 gp): -</p><p></p><p>47417.6</p><p>gp spent</p><p></p><p>[sblock=Crafting Xp Expenses]</p><p>-192 xp was spent at level 4 (ECL 2) on Slippers of Spider Climbing, which resulted in a net loss of 3 xp by ECL 11</p><p>-200 xp was spent at level 5 (ECL 3) on Breeches of Move Silently, which resulted in a net loss of 8 xp by ECL 11</p><p>-80 xp was spent at level 9 (ECL 7) on Goggles of Lifesight, which resulted in a net loss of 26 xp by ECL 11</p><p>-72 xp was spent at level 3 (ECL 1) on a Hat of Disguise, which resulted in a net loss of 2 xp by ECL 11</p><p>-160 xp was spent at level 8 (ECL 6) on a Cloak of Charisma +2, which resulted in a net xp loss of 41 xp by ECL 11</p><p>-1440 xp was spent at level 8 (ECL 6) on a Periapt of Wisdom +6, which resulted in a net xp loss of 374 xp by ECL 11</p><p></p><p>Totals: 454 xp</p><p>[/sblock][/sblock][sblock= Character Information][sblock=History and Story]</p><p> </p><p><em>They were coming for him.</em></p><p><em>Irthos felt the joy of the divines race through his body- finally, he was going to be called into the inner circle. After he had worked so hard, learned so much… he had finally proven himself. Nothing could stop him now.</em></p><p><em>He looked down again at the letter, wishing to read it once more.</em></p><p><em>“Brother Irthos,</em></p><p><em>Your long and hard efforts to gain our attention have not gone unnoticed. We have noted your unusual and powerful abilities, and for this, you are being promoted to the rank of high priest. Your escort will arrive shortly.”</em></p><p><em>By the gods, he was going to do it. He was going to prove all of them wrong. He was finally going to be a high priest, able to command over all of them- they wouldn’t dare try even touching him ever again.</em></p><p><em>He cackled, imagining what he could do with his new position. Oh, the fun he would have…</em></p><p><em>There was a quiet knock on the door.</em></p><p><em>Irthos rushed to it, opening it swiftly. His escort was here. The other goblin was of the warrior caste, dressed in armor of some dark metal. “Irthos Malsvik,” he said quietly.</em></p><p><em>Irthos nodded, “I am he, brother,”</em></p><p><em>The other nodded.</em></p><p><em></em></p><p><em>Irthos didn’t know how he managed to get out of the way. In a split second, the goblin had drawn his sword and swung faster than lightning, breaking the door frame with its strength. Irthos jumped back- an assassin, dressed as his escort? Was someone trying to stop his promotion?</em></p><p><em>Irthos roared in frenzy- it didn’t matter who they were, no one was going to try that on him without paying for it. He concentrated for a moment, calling upon the divines-</em></p><p><em>…and there was nothing there.</em></p><p><em>Irthos suddenly felt a great emptiness inside of him, as he realized what had just happened. He fell to his knees, shrieking in pain and horror- he was forsaken. There was no promotion. Only death.</em></p><p><em>As the tears rolled down his cheeks, he saw the other goblin slowly walking toward him, his armor not making the slightest sound. “So you have realized what has been done,” he said, his words sounding like an ultimatum.</em></p><p><em>Irthos nodded, unspeaking, knowing that if he did he would shame himself with his sobs.</em></p><p><em>He felt the steel next to his throat. He closed his eyes, knowing the inevitable.</em></p><p><em>He heard the other goblin bring his sword up, readying for the final blow- and Irthos’s eyes snapped open.</em></p><p><em>He roared, leaping to his feet, tackling the executioner. Grabbing his sword, he smashed the hilt down into the other goblin’s face, over and over again, until he could no longer hear the cracking of bones but only a sound similar to striking a side of beef with an iron pipe. He looked down at himself, surprised at the vast amount of blood that was covering his body, and the blood that had sprayed all over the floor. The other goblin was unrecognizable, and not a single shred of his blue skin was left on the bloody pulp that had been his face.</em></p><p><em>He slowly rose from atop his corpse, wiping a small bit of skull and brains off of his hand. The sword dropped to the floor with a clatter. He had to get out of there.</em></p><p></p><p></p><p>Irthos Malsvik began as a member of the Thief caste, displaying a certain aptitude for the stealth arts- but it was not to be. Shortly after his induction, one of the high priests took a certain interest in him, and had him transferred to the priest caste. Irthos never knew why, but then again, there was no why- if a priest told you to do something, <em>you did it</em>.</p><p>He grew extremely strong in the ways of the divine, advancing with a speed that was only heard of in legends. But there was something wrong.</p><p>There was a new side to Irthos’s power, something that no goblin had ever seen before. Irthos could call upon the spirits of the netherworld, bringing the dead back to life for a brief period of time. However, they were not as they had been- they were dark, twisted shapes, with no memory of their past life, only left with a hunger that had driven them to insanity. Irthos could control these spirits, but no one knew how or why.</p><p>Even Irthos himself did not know. He took his “gift” as a power granted by the gods, and there was nothing more to it than that.</p><p>The other priests, however, were far less optimistic. He was a threat to the order. Calling upon the gods, the high priests stripped him of his power over magic, and ordered his execution. While destroying his divine connection was successful, his execution was not- Irthos disappeared, and his executioner was found killed in his home.</p><p>Irhos fled the tribe, escaping through the tunnels, fleeing into the wilderness. He had no thoughts of atonement- only revenge. He would regain his power even if he had to steal his spells from the gods themselves, and use it to crush the church that had forsaken him.</p><p></p><p>It did not take him long to re-establish his divine connection- however, this time the connection was far different. He no longer prayed to the gods for his power- instead, it was as if he could sense and hear other’s prayers, and then intercept the powers that had been meant for them. He took great joy in doing this- for not only was he stealing from the deities, he was also denying the gifts that had been meant for others of the church that he had been a part of. It was a small revenge, nothing to the extent that he had hoped for, but it was revenge none-the-less.</p><p>Meanwhile, his re-established connection to the divines also renewed his connection to the netherworld- he had regained his ability to call upon the spirits. He honed this ability, learning to call stronger spirits and in more numbers- for it was with these ghosts that he would destroy the ones that had wronged him.</p><p></p><p></p><p>The day after Irthos returned to the Goblin tunnels, all was silent. Goblins lay where they had stood just a few days before, each without a single mark on them- yet all quite unmistakably dead. Each had the same expression on their faces- wide eyes, open mouths, a look of fear etched permanently on their faces- as if they had all died screaming in horror-</p><p>…Which, in fact, they did.</p><p>No animal disturbed the silence- those that had not died in a similar manner had fled, never to return. Throughout the entire tunnel system, stretched miles underground, only one living creature moved. The rest of the ones that moved were technically dead.</p><p>Irthos walked among the bodies of the fallen, followed by a small army of his faithful spirits. He walked through the tunnels, the ones that he had grown up in, been raised in, and had spent his whole life in, and had returned to kill every single goblin that resided there. </p><p>He recalled the struggles of the fallen- the thief caste had been hard, but his ghosts simply moved through the walls until they had found every last one of them. The sorcerer caste… that had caused a few problems, but nothing major. The warrior caste had been the easiest, and the most fun to watch, as they pitifully attempted to attack the spirits, their weapons going straight through his minions, ignored. They had also had the most physical strength, which his minions enjoyed the most.</p><p>The priest caste he had saved for last. This was the only caste that he himself took some action in, as some of the priests proved to be surprisingly resilient against his hordes. He didn’t care though. The fact that he had been able to crush some of them with his bare hands (literally, in fact, for a few of them) was all the better. That had been fun.</p><p>But now… now there was nothing.</p><p>Irthos felt a certain emptiness inside of him… almost the same emptiness that he had felt when he had been stripped of his powers. But this was different. He couldn’t describe it. He had finally done what he had wished he could do for years… but… what now?</p><p>He pondered this, gazing at both the dead and undead surrounding him. Where would he go? What would he do? He had done everything. Had he? What was there left to do?</p><p>It was at this precise instant that a noise came echoing down the tunnels, the sound of metal scraping against metal. Irthos leapt to his feet, silently commanding his horde to hide temslves within the walls and follow him. He padded softly down the tunnel, listening intently. There were… voices.</p><p>He advanced cautiously. A Dwarven voice called out, “It’s not right down here. Whatever killed all these goblins might still be here to kill us.”</p><p>Anther voice, this one human, or maybe half-elven: “That could be true… it could definitely be a trap of some sort. But even if it is, so what? I bet he’s got one hell of treasure trove.”</p><p>The Dwarf: “But look at these bodies. There’s not a scratch on them. What could do that?”</p><p>Another voice, probably a halfling: “Shh. We’re not alone.”</p><p>Irthos’s eyes widened in surprise- he had made no noise at all. Those were some ears worthy of respect. He decided to do this the easy way. Besides, his minions were still in the walls- there wasn’t much they could do to him if they were to try anything.</p><p>So he straightened up, and walked right through the tunnel into the center of them.</p><p></p><p>That happened to be one of the best decisions he had ever made in his life. The group turned out to be a team of adventurers, who, coincidently, happened to be out a priest. Irthos played himself off as the lone survivor of some horrible incident, and, partially because of his skill with divine magic, they allowed him to join their little band, on the condition that he allow them to loot the bodies of the fallen goblins.</p><p>Time and time again he proved his worth to them, landing the final blow on some horrible mastermind, or resurrecting them after they had fallen in battle. He gradually grew accustomed to them, and they took him in, uncaring of his blue skin or his orange eyes. Completely on accident, they found out about his unusual connection to the spirit world- and yet, they did not persecute him for it, and in fact praised him for it, asking him to use such abilities in battle when they were in need of help. They out-right defended him when they came to towns, where normally the innkeepers took a little convincing to let a goblin into their taverns.</p><p>He was one of them now, a part of the team… he was an adventurer.</p><p>[/sblock][sblock=Irthos and Iejir]</p><p><em>Irthos sat alone by his campsite, leaning against a fallen log. Athear was asleep, having spent the last few hours grazing. Irthos looked over at his faithful steed, admiring his black, silky hair, and his magnificent feathered wings. He deserved the rest- he had done well today. Aesthyr vibrated quietly, likewise asleep in Irthos’s pouch. The day had been rough for her too, but now the job was done now, and all was well.</em></p><p><em>Irthos stared up at the stars, enjoying the night air. He liked looking at the stars, it was one of his favorite things to do when he was alone- but then again, he had gone half his life without the knowledge that such things even existed, living in a dark, underground cave with the rest of his kind. At that thought, a wave of hate flowed through him, and a vicious snarl came to his face. He sensed the </em>sjach<em> become alert at this, feeling his hate through their bond, likewise remembering the Xvart, and the feast they had had that day. Irthos himself didn’t know what they felt when they fed, but he felt their hunger, their desire to feed, and the intense satisfaction they felt when their appetite was sated. Regardless, he let the hatred subside, flowing out like the tide, and the shadows became calm again. He exhaled deeply, returning his gaze to the bejeweled sky, listening to the fire crackle at his feet.</em></p><p><em>A presence suddenly shook him from his reverie. He could not sense such things, but the shadows could- and they passed that along to him through the bond. He looked to his left, listening intently, until he could hear the soft crunching of boots. He tapped his pouch lightly, alerting Aesthyr, and commanded the sjach to be at the ready through the bond. His hand dipped into his component pouch, and he waited.</em></p><p><em>The crunching grew louder, making it obvious that this person, whoever they were, were not attempting to sneak up on him- at least that was good. He stared as a shape began to form through the darkness- small, humanoid, about his height, male by the looks of it. The person stepped into the light.</em></p><p><em>He was a Halfling, dressed in traveler’s garb, alone. Irthos was suddenly very glad for the magic that surrounded him, for he too was a Halfling, at least in appearance. His true nature remained concealed to most. The stranger stood, a few feet from Irthos, silent. Irthos and the stranger stared at each other, neither speaking. Slowly the stranger sat down opposite him, not breaking his stare, setting his hat beside him. The stranger broke the silence. “I am Iejir Arcaniss, a wanderer. I saw the light of your campfire and decided to greet you.”</em></p><p><em>“That can be a dangerous habit,” Irthos replied calmly. What an odd fellow. Odd name too.</em></p><p><em>“Indeed, it can,” the Halfling Iejir said. “Of whom might I have the pleasure of meeting this night?”</em></p><p><em>Irthos stopped, thinking about his options. He could kill the fellow- the shadows were concentrated right beneath the stranger’s feet, itching to surge up and devour him. He could feel their hunger. Aesthyr vibrated against his thigh, reminding him of his promise to not kill simply on a whim. He could simply return the fellow’s introduction. Couldn’t be much harm in that.</em></p><p><em>“I am… Irthos, Irthos Malsvik” He said, feeling odd. Something seemed strange about this.</em></p><p><em>“</em>The<em> Irthos?” Iejir said, a small smile coming to his face. “I have heard tales of you.”</em></p><p><em>Irthos paused again. That could mean a lot of things. He decided to take the bait. “Oh? What kind of tales?”</em></p><p><em>“Oh, a great deal of them… for one, that you slaughtered each and every last member of your own clan.”</em></p><p><em>Irthos lept to his feet, about to incinerate the stranger, but the Halfling kept still, unmoving. Irthos was breathing hard. How could he know about that? He had told no one. </em>No one<em>. Even the ones he had left the caves with believed him to be a survivor. Well, Aesthyr knew. But Aesthyr wouldn’t, in fact, Aesthyr </em>couldn’t<em> tell anyone. But the odd little Halfling just sat and smiled at him.</em></p><p><em>Irthos swallowed, then sat down again, composed. Neither of them spoke, again, just staring at each other, trying to figure out what the other was thinking.</em></p><p><em>Iejir, again, broke the silence. “Fear not. I haven’t told anyone. Besides, who would believe me, especially considering that there’s at least one of your kind still living.”</em></p><p><em>Irthos was about to speak, but he held his tongue- how cryptic, unless…?</em></p><p><em>Iejir removed his hat, confirming Irthos’s suspicions. Orange eyes and deep blue skin stared back at him. “Then again,” Iejir spoke, “If you hadn’t done so, then that particular tale would have ended up being attributed to me.”</em></p><p><em>Irthos sat for a moment, then a slow smile crept to his face.</em></p><p></p><p>Iejir Arcaniss, Blood Magus, grew up a member of the same exact clan as Irthos Malsvik, and a proud member of the Sorcerer caste. His strength in the arcane grew rapidly and to enormous levels- in fact, he was one of the greatest sorcerer’s the clan had ever known, a prodigy, who would bring his caste and clan to greatness. Unfortunately, though nearly all were in approval of the latter prospect, there were quite a few who disliked the idea of a growing Sorcerer caste- namely, the priest caste, which had held the reigns of power within the clans for generations.</p><p>Very much like Irthos, Iejir had been chosen for execution, under the guise of a promotion. And, like Irthos, Iejir proved significantly more difficult to kill than his peers had planned. And, again, like Irthos, Iejir had a very, very special place in his heart for revenge.</p><p>Iejir, though, spent a significantly much longer time planning- so long, in fact, that he missed all of Irthos’s exile and return, and the slaughter that followed. When Iejir returned to the caves, finding them empty aside from the bones of his former clansmen, he struck out into the wilderness, intent on finding whoever had done his job for him. He wasn’t quite sure what he would do when he found the person, but he was damn well going to find them.</p><p>He searched for many months, and after a time, nearly gave up. He did make many friends during his search though, namely, a fellow arcane caster who initiated him into the Arcane Order. It was through this guild that he learned of an adventurer by the name of Irthos, who traveled as a Halfling but was in reality a goblin, and the lone survivor of a goblin holocaust. Iejir spent a great deal of time investigating him, watching him behind his back, until he finally determined the truth- that Irthos was no survivor, no victim, but instead a one man genocide.</p><p>So he decided to meet him.</p><p>Their initial encounter was extremely tense- the both of them nearly killed each other. One, a lord of the divine, another, a master of the arcane- such a battle would have destroyed the countryside. Of course, Irthos didn’t know this at the time, but he did so quite soon after their meeting.</p><p>The two, already with similar goals and motives, found themselves to be nearly identical. Their friendship grew, and they eventually decided to work together as a team, and found that their respective skills in magic complimented each other extremely well. As the two grew closer, they eventually underwent the rite of brotherhood, mixing their blood, becoming family- ironically enough, the ritual of the people that each had sought to destroy.</p><p>[/sblock][sblock=The Death Knight Transformation]</p><p></p><p><em>Irthos was dying.</em></p><p><em>He hung from standing pole, the only thing keeping him up being the long, cursed nails that had been driven through his arms and legs to hold him there. The pain was excruciating. He had been held there in the same position for 18 hours- an endless millennia of torture. He had long since ceased screaming, and his tears were dry upon his face. He simply hung, as his body slowly began to cease in it’s functions- even the blood slowly dripping out of the holes in his arms and legs had almost ended. The incredible aroma of incense surrounded him, seeming to fill his every pore. A low chant came from each corner of the room, seeming to circle him like a lion stalking its prey.</em></p><p><em>He glanced over at his brother, likewise hanging from a pole identical to his own, with identical nails driven through identical parts of his body. Iejir was still breathing. Good.</em></p><p><em>Irthos let his head drop back to its previous position. He was tired. So incredibly tired. He let out a long, ragged breath, raising his eyes. The Sjach were watching him. For some reason, they each seemed clearer, more distinct- which was very strange indeed.</em></p><p><em>The one who had been previously known as Johnny before his death moved toward him, and, in perfect common speech, said, “We welcome you, brother Irthos.”</em></p><p><em>Irthos’s eyes widened in shock, and his breath left his body in a single instant. He had spoken. He had heard it, he was sure of it. But the Sjach could not speak. They could only whisper through the mental link between them; never audibly. His eyes shifted over to Iejir. He hung, unmoving aside from the small motions of his own breathing. Had he not heard? The Sjach were speaking!</em></p><p><em>He looked back at them, tried to respond, to say anything- but only a low rasping croak left his lips. He suddenly felt an enormous pain in the pit of his stomach, and he shook as his body heaved in its futile attempts to vomit. Each heave caused the nails in his limbs to grind agonizingly, and blood sprayed from his open mouth, dripping down his chin. He coughed pitifully.</em></p><p><em>“It is time,” said a voice. Who? Wait, there was someone else. The Ceremonial Leader. Right. But time for what? He slowly raised his eyes, to see a tall, gaunt man standing before him and Iejir. Iejir coughed, blood dripping from his mouth down to a large puddle beneath him. He tried to speak, but Irthos could not hear what he said.</em></p><p><em>The gaunt man held up a dark blade, terrible and vicious. Irthos let his eyes drop again. Holding them up was too hard. He was so tired.</em></p><p><em>He watched as slowly an object pressed itself against his midsection. The sword. It slowly entered his body, inch by inch. He felt no pain. He waited for the hilt to reach his body, as his vision began to gray.</em></p><p><em>He felt the blade slide out of him, and the world faded to darkness. A smile came to his lips.</em></p><p></p><p>(Irthos and Iejir would die together, four years after meeting. However, they would not die in a traditional sense- instead, they would join the ranks of the undead, their thoughts and memories intact, left in an immortal body.</p><p>This, actually, ended up costing them a good three thousand gold pieces each, ironically.</p><p>Ever in their quest for power, the two brothers underwent the Ritual of Crucimigration- ceasing the beat of their hearts, their bodies fueled by a link to the negative energy plane. They themselves had become the undead, like those that they gathered with for so long.)</p><p></p><p>[/sblock][sblock=Personality]</p><p>Irthos Malsvik (which means “secret evil” in Draconic) is still a thieving, lying goblin, so much so that he even steals the spells that he casts. However, his time spent with a party of good adventurers left quite an impressionable mark on him, and he is now a far better person than he would like to admit.</p><p>[/sblock][sblock=Appearance]</p><p>With his Hat of Disguise:</p><p>During most of his time, Irthos travels as a noble and regal looking Halfling, dressed in warrior’s armor and clothing. He has fair skin, dark hair, and hard, piercing brown eyes, atypical for one of a race that is normally so carefree. He has the look of one who has seen and survived many battles and many hardships. Despite his old eyes and face, His body seems to be in its prime, with no fat on him at all and hard muscles standing out through the parts of his clothing not covered by armor. He walks with the grace of a feline, stalking its prey, and when combined with his other features, he could be simply wearing a sign that says, “Don’t <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> with me.”</p><p></p><p>Without his Hat of Disguise:</p><p>Like most of the Xvart Goblin race, Irthos has deep blue skin and flaming orange eyes. He has shaven off his ring of hair, leaving him completely bald. He wears very dark clothing, with a black bandanna tied around his head. He bears the tattoos of both the thief and priest caste, an oddity even among his own race. The thief tattoos are 4 long black lines running down the length of each of his forearms and fingers, while the priest caste tattoo is a small ring over the left breast.</p><p>He looks to be in incredible shape for a member of his race, seeming to have the grace of an elf with the toned body of a dwarf; the features of a warrior.</p><p>[/sblock]</p><p></p><p></p><p>[/sblock][/sblock]</p></blockquote><p></p>
[QUOTE="tiluvias99, post: 3209310, member: 48067"] [sblock=Irthos Malsvik] [IMG]http://img49.imageshack.us/img49/2901/necrosis8id.jpg[/IMG] [sblock=Character Overview and Active Effects] Current Experience: 49,176 [sblock=Experience Expenditures] [b]The above (and following) assumes that (at least for the previous parts of Irthos’s life) the rules for attaining experience [I]follow the rules presented on pages 37 and 38 of the DMG[/I]. Specifically, that lower level characters receive more experience points for the same encounter than equal level characters- and thus, a character who suffers from level loss (or a sudden drop in ECL) will eventually catch up in level to his fellow party members.[/b] 55,000 initial experience (ECL 11), characters start at ECL 10 -5,000 xp was spent at level 6 (ECL 4) to reduce Irthos’s Level Adjustment by 1, which reduces to 500 net xp loss by ECL 11. -8,000 xp was spent at level 9 (ECL 7) to reduce Irthos’s Level Adjustment by an additional 1, bringing his LA down to 0. This resulted in 2640 net xp loss by ECL 11. -9,500 xp was spent at level 11 (ECL 9) in order to apply the Spell-Stitched template to Irthos. This resulted in 5,320 net xp loss by ECL 11. -454 xp in Crafting Expenses (see equipment) -150 xp was spent at level 9 (ECL 7) on a Psychic Reformation power, which resulted in a net xp loss of 50 by ECL 11. Totals: 55,000 –5,320 (Spell-Stitching) –50 (Psychic Reformation) –454 (Crafting) = 49,176 Current Experience [/sblock] Hit Points: 179 Armor Class: 30 Initiative: +12 BAB: +8/+3 Speed: 40 feet Saves: +10, +13, +25 [b]Continuous Magical Effects:[/b] Protection From Evil (From Aesthyr’s Magic Circle effect) Permanent Telepathic Bond with Iejir Disguise self at will (Hat of Disguise) Continual Spider Climbing (Boots of Spider-Climbing) Can determine whether or not something is Undead, Living, or neither by looking in its direction (Spectacles of Lifesight) [b]Racial Abilities of Note:[/b] DR 15/Magic, 5/Magic and Silver SR 22 Immune to Cold, Electricity, and Polymorph effects Immune to Turning Darkvision 60 feet, Low-Light Vision Fear, to all within 15’ radius if they have 5 HD or less (DC 21) [b]Undead Traits:[/b] Immue to Mind-Affecting effects; Immune to poison, sleep, paralysis, stunning, disease, death effects; not subject to critical hits, non-lethal damage, ability drain, energy drain, damage to physical ability scores, fatigue, and exhaustion; Healed by Negative Energy/Harmed by Positive Energy; Immune to any effects that require a fortitude save (unless it also affects objects); Use Cha mod for Concentration checks; Not at risk from massive damage, immediately destroyed at 0 hp; not affected by Raise Dead or Reincarnate spells or abilities; Do not eat, breath, or sleep. [b]Spell Like Abilities:[/b] Xvart: Speak with Animals (Rats/Bats/Dire Rats/Dire Bats only) 1/day Death Knight: Fireball, 1/day (DC 20) Spell-Stitched: Negative Energy Ray 4/day (DC 18), Command Undead 2/day (DC 19), Spectral Hand 1/day, Scorching Ray 1/day (DC 19), Animate Undead 2/day, Enervation 2/day, Teleport 2/day (DC 23), Acid Fog 1/day [/sblock][sblock=Basic Statistics] Alignment: True Neutral Gender: Male Race: Death Knight (Spell-Stitched) Xvart Class: Ninja 1/Ex- (Cloistered) Cleric (Divine Magician) 1/Wizard (Conjurer) 1/[url=http://www.wizards.com/default.asp?x=dnd/iw/20041015b]Master of Shrouds[/url] 8/Ur-Priest 1 (ECL 10) Strength: 16 (Base) –2 (Racial) +4 (DK Template) +4 (Enhancement) = 22 Dexterity: 19 (Base) +2 (Racial) +1 (Levels) +4 (Enhancement) = 26 Constitution: - (Initially 13 Base) Intelligence: 20 (Base) = 20 Wisdom: 20 (Base) +2 (Levels) +2 (DK Template) +6 (Periapt) = 30 Charisma: 20 (Base) +2 (DK Template) +2 (Shirt) = 24 [+7] Stat rolls are for Robert Jones, applied to this character (approved by cog_and_taz) [url=http://invisiblecastle.com/find.py?id=715608]Stats (6d4=13, 6d4=19, 6d4=20, 6d4=20, 6d4=16, 6d4=20)[/url] Hit Points: 12 + 11d12 + 96 (179 Hit Points) Armor Class: 10 +7 (Natural) +3 (armor) +1 (Shield) +8 (Dex) +1 (Size) = 30 (19 Touch, 22 Flat-Footed) Initiative: +8 (Dex) +4 (Racial) = +12 Base Attack Bonus: +8/+3 Speed: [30 (Base) +10 (Racial)] = 40 feet Fortitude: +2 (Cleric) +2 (Master of Shrouds) +2 (Ur-Priest) +2 (Profane) +2 (Traits) = +10 Reflex: +2 (Ninja) +2 (Master of Shrouds) +8 (Dex) +2 (Profane) –1 (Trait) = +13 Will: +2 (Ninja) +2 (Cleric) +2 (Conjurer) +6 (Master of Shrouds) +2 (Ur-Priest) +10 (Wis) +2 (Profane) –1 (Trait) = +25 Attacks: Touch Attack: +8 (BAB) +8 (Dex) +1 (Size) = +17 (1d8+7 Negative Energy Damage, Will Half) (1 Con Damage, Will Neg) Masterwork Composite Shortbow [+6]: +8 (BAB) +8 (Dex) +1 (Mw) +1 (Size) = +18 (1d4+6, 20 x3) Short-sword: +8 (BAB) +6 (Str) +1 (Size) = +15 (1d4+6, 19-20 x2) Carrying Capacity: Load: Known Languages: Goblin, Common, Celestial, Infernal, Abyssal, Halfling, Draconic [/sblock][sblock= Skills] Bluff: 15 (Ranks) +7 (Cha) = +22 Concentration: 15 (Ranks) +7 (Cha) = +22 Diplomacy: 15 (Ranks) +7 (Cha) +2 (Bluff Synergy) +2 (Sense Motive Synergy) = +26 Hide: 4 (Ranks) +8 (Dex) +2 (Mw Tools) +5 (Breeches) +4 (Size) = +23 Knowledge (Arcana): 5 (Ranks) +5 (Int) = +10 Knowledge (Religion): 15 (Ranks) +5 (Int) = +20 Knowledge (The Planes): 5 (Ranks) +5 (Int) = +10 Listen: 4 (Ranks) +10 (Wis) = +14 Move Silently: 15 (Ranks) +8 (Dex) +2 (Racial) +2 (Mw Tools) +5 (Breeches) = +32 Ride: 0 (Ranks) +8 (Dex) +2 (Mw Tools) = +10 Sense Motive: 5 (Ranks) +10 (Wis) = +15 Spell-Craft: 9 (Ranks) +5 (Int) +2 (Knowledge: Arcana Synergy) = +16 Spot: 4 (Ranks) +10 (Wis) = +15 [/sblock][sblock=Feats] Traits: Passionate, Hardy (+2 on Fort Saves, -1 on will saves and ref saves) 1st Level: Iron Will Bonus (Flaw: Weak Will): Spell Focus (Conjuration) Bonus (Flaw: Vulnerable): Spell Focus (Evil) Bonus (Ninja): Mother Cyst Bonus (Domain: Domination): Spell Focus (Enchantment) Bonus (Conjurer): Augmented Summoning 3rd Level: Practiced Spell-Caster Bonus (Master of Shrouds): Extra Turning 6th Level: Undead Leadership 9th Level: Leadership 12th Level: Extra Followers Note: Originally, Irthos had Craft Wondrous Item as his 3rd Level feat. At level 9, Irthos paid a manifester to cast Psychic Reformation on him, which was used to replace Craft Wondrous Item with Practiced Spell-Caster. [/sblock][sblock=Leadership, Undead Leadership, and Minions] Leadership Score: 12 (Levels) +7 (Cha) +2 (Great Renown: The Companionship) +2 (Stronghold: The Citadel) +1 (Special Power: Undead Summoning) +1 (Extra Followers) = 25 Cohort: Iejir Arcaniss Notable Followers: 6th: 4 Shadows 5th: 4 Lesser Shadows 4th: 8 Least Shadows 3rd: George the Master Artisan Undead Leadership Score: 12 (Levels) +7 (Cha) +2 (Stronghold) +1 (Special Power: Undead Summoning) +1 (Extra Followers) +2 (Undead Leadership) = 27 Undead Cohort: Eldest Notable Followers: 6th: 4 Shadows 5th: 4 Lesser Shadows 4th: 8 Least Shadows Minions: The Death Knight Template grants 2x HD in Undead Minions, as well as a mount (often a Nightmare) of 1/2 the Death Knight’s HD. Minions: Irlym and Virlym Mount: Nightmare [/sblock][sblock=Class Features] Weapon and Armor Proficiency: Light, Medium, Heavy armor, shields (but not tower shields), All simple weapons, the hand cross-bow, kama, kukri, nunchaku, sai, short-bow, short-sword, shuriken, and siangham. Order of Levels Taken: 1st: Ninja 1 2nd: Cleric 1 3rd: Conjurer 1 4th: Master of Shrouds 1 5th: Master of Shrouds 2 6th: Ur-Priest 1 7th: Master of Shrouds 3 8th: Master of Shrouds 4 9th: Master of Shrouds 5 10th: Master of Shrouds 6 11th: Master of Shrouds 7 12th: Master of Shrouds 8 [sblock=Ninja] AC Bonus: As monk, doesn’t stack with monk. Ki Power: Ki points equal to 1/2 class level + Wis bonus. As long as ki pool isn’t empty, ninja gets a +2 bonus on will saves. Ki points cannot be spent while wearing armor or encumbered. Sudden Strike +1d6: As sneak attack, except doesn’t apply when flanking and can’t be used when striking for non-lethal damage. NOTE: Sudden Strike ability traded for Bonus Feat (approved by Cog) Trapfinding: As rogue ability [/sblock][sblock=Cleric] Irthos has Domination and Tyranny as his domains. He has sacrificed the Knowledge Domain granted by the Cloistered Cleric Variant for the Divine Magician Alternate Class Feature. Aura (Ex): A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment (see the detect evil spell for details). Clerics who don’t worship a specific deity but choose the Chaotic, Evil, Good, or Lawful domain have a similarly powerful aura of the corresponding alignment. Spells: A cleric casts divine spells, which are drawn from the cleric spell list. However, his alignment may restrict him from casting certain spells opposed to his moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells, below. A cleric must choose and prepare his spells in advance (see below). To prepare or cast a spell, a cleric must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a cleric’s spell is 10 + the spell level + the cleric’s Wisdom modifier. Like other spellcasters, a cleric can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Cleric. In addition, he receives bonus spells per day if he has a high Wisdom score. A cleric also gets one domain spell of each spell level he can cast, starting at 1st level. When a cleric prepares a spell in a domain spell slot, it must come from one of his two domains (see Deities, Domains, and Domain Spells, below). Clerics meditate or pray for their spells. Each cleric must choose a time at which he must spend 1 hour each day in quiet contemplation or supplication to regain his daily allotment of spells. Time spent resting has no effect on whether a cleric can prepare spells. A cleric may prepare and cast any spell on the cleric spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation. Deity, Domains, and Domain Spells: A cleric’s deity influences his alignment, what magic he can perform, his values, and how others see him. A cleric chooses two domains from among those belonging to his deity. A cleric can select an alignment domain (Chaos, Evil, Good, or Law) only if his alignment matches that domain. If a cleric is not devoted to a particular deity, he still selects two domains to represent his spiritual inclinations and abilities. The restriction on alignment domains still applies. Each domain gives the cleric access to a domain spell at each spell level he can cast, from 1st on up, as well as a granted power. The cleric gets the granted powers of both the domains selected. With access to two domain spells at a given spell level, a cleric prepares one or the other each day in his domain spell slot. If a domain spell is not on the cleric spell list, a cleric can prepare it only in his domain spell slot. Spontaneous Casting: A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that the cleric did not prepare ahead of time. The cleric can “lose” any prepared spell that is not a domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with “cure” in its name). An evil cleric (or a neutral cleric of an evil deity), can’t convert prepared spells to cure spells but can convert them to inflict spells (an inflict spell is one with “inflict” in its name). A cleric who is neither good nor evil and whose deity is neither good nor evil can convert spells to either cure spells or inflict spells (player’s choice). Once the player makes this choice, it cannot be reversed. This choice also determines whether the cleric turns or commands undead (see below). Chaotic, Evil, Good, and Lawful Spells: A cleric can’t cast spells of an alignment opposed to his own or his deity’s (if he has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions. Turn or Rebuke Undead (Su): Any cleric, regardless of alignment, has the power to affect undead creatures by channeling the power of his faith through his holy (or unholy) symbol (see Turn or Rebuke Undead). A good cleric (or a neutral cleric who worships a good deity) can turn or destroy undead creatures. An evil cleric (or a neutral cleric who worships an evil deity) instead rebukes or commands such creatures. A neutral cleric of a neutral deity must choose whether his turning ability functions as that of a good cleric or an evil cleric. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric can cast spontaneous cure or inflict spells (see above). A cleric may attempt to turn undead a number of times per day equal to 3 + his Charisma modifier. A cleric with 5 or more ranks in Knowledge (religion) gets a +2 bonus on turning checks against undead. Bonus Languages: A cleric’s bonus language options include Celestial, Abyssal, and Infernal (the languages of good, chaotic evil, and lawful evil outsiders, respectively). These choices are in addition to the bonus languages available to the character because of his race. [/sblock][sblock=Conjurer (Wizard)] Spells: A wizard casts arcane spells which are drawn from the sorcerer/ wizard spell list. A wizard must choose and prepare her spells ahead of time (see below). To learn, prepare, or cast a spell, the wizard must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a wizard’s spell is 10 + the spell level + the wizard’s Intelligence modifier. Like other spellcasters, a wizard can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: The Wizard. In addition, she receives bonus spells per day if she has a high Intelligence score. Unlike a bard or sorcerer, a wizard may know any number of spells. She must choose and prepare her spells ahead of time by getting a good night’s sleep and spending 1 hour studying her spellbook. While studying, the wizard decides which spells to prepare. Bonus Languages: A wizard may substitute Draconic for one of the bonus languages available to the character because of her race. Familiar: A wizard can obtain a familiar in exactly the same manner as a sorcerer can. See the sorcerer description and the information on Familiars below for details. Scribe Scroll: At 1st level, a wizard gains Scribe Scroll as a bonus feat. Bonus Feats: At 5th, 10th, 15th, and 20th level, a wizard gains a bonus feat. At each such opportunity, she can choose a metamagic feat, an item creation feat, or Spell Mastery. The wizard must still meet all prerequisites for a bonus feat, including caster level minimums. These bonus feats are in addition to the feat that a character of any class gets from advancing levels. The wizard is not limited to the categories of item creation feats, metamagic feats, or Spell Mastery when choosing these feats. Spellbooks: A wizard must study her spellbook each day to prepare her spells. She cannot prepare any spell not recorded in her spellbook, except for read magic, which all wizards can prepare from memory. A wizard begins play with a spellbook containing all 0-level wizard spells (except those from her prohibited school or schools, if any; see School Specialization, below) plus three 1st-level spells of your choice. For each point of Intelligence bonus the wizard has, the spellbook holds one additional 1st-level spell of your choice. At each new wizard level, she gains two new spells of any spell level or levels that she can cast (based on her new wizard level) for her spellbook. At any time, a wizard can also add spells found in other wizards’ spellbooks to her own. [sblock=Conjurer Variant Special Abilities] Rapid Summoning (Ex) Any time a conjurer using this variant casts a summon monster spell, its casting time is 1 standard action rather than 1 full round. (Creatures so summoned can only take a standard action in the round they are summoned.) Conjurers using this variant gain the normal benefits from enhancing a summon monster spell with the Quicken Spell feat. A conjurer using this variant permanently gives up the ability to obtain a familiar. Enhanced Summoning (Ex) At 1st level, a conjurer using this variant gains the Augmented Summoning feat for free instead of the Scribe Scroll feat. At 5th level, the conjurer's summoned creatures become particularly tough to dispel. Add 2 to the DC of any caster level check made to dispel the conjurer's summoned creatures. At 15th level, this addition to the DC increases to 4. At 10th level, the conjurer's summoned creatures gain an additional +2 bonus to Strength and Constitution. At 20th level, these bonuses increase to +4. These bonuses stack with those granted by the Augmented Summoning feat. A conjurer using this variant does not gain bonus feats for advancing as a wizard. Spontaneous Summoning (Ex) Conjurers using this variant can "lose" a prepared spell to cast any summon monster spell of a lower level. For example, a conjurer who has prepared greater invisibility (a 4th-level spell) may lose that spell to cast summon monster I, summon monster II, or summon monster III. A conjurer using this variant does not gain additional spells per day for being a specialist wizard. [/sblock][/sblock][sblock=Master of Shrouds] Weapon and Armor Proficiency: Masters of shrouds gain no proficiency with any weapons, armor, or shields. Spells per Day/Spells Known: Beginning at 2nd level, a master of shrouds gains new spells per day (and spells known, if applicable) as if she had also gained a level in a divine spellcasting class to which she belonged before adding the prestige class level. She does not, however, gain any other benefit a character of that class would have gained (metamagic or item creation feats and so on; but see Rebuke Undead, below). If she had more than one divine spellcasting class before becoming a master of shrouds, she must decide to which class to add each level for the purpose of determining spells per day and spells known. Extra Rebuking (Ex): A master of shrouds may use her rebuke undead ability four additional times per day. Rebuke Undead (Su): Master of shrouds class levels stack with levels of all other classes that grant the ability to rebuke undead for the purpose of determining the character's effective cleric level for rebuking. See Turn or Rebuke Undead, page 159 of the Player's Handbook. For example, a 7th-level cleric/5th-level master of shrouds rebukes undead as a 12th-level cleric. Summon Undead (Sp): At 2nd level and higher, a master of shrouds can summon one or more incorporeal undead creatures a number of times per day equal to 3 + her Charisma modifier (minimum 1). This ability is otherwise identical to the summon monster spells, except that a master of shrouds adds her Charisma modifier (if positive) to the duration of the effect. At 2nd level, a master of shrouds can summon a single shadow. At 4th level, she can summon one wraith or two shadows. At 6th level, she can summon one spectre, two wraiths, or four shadows. At 8th level, she can summon one greater shadow, two spectres, four wraiths, or four shadows. At 10th level, she can summon one dread wraith, two greater shadows, four spectres, four wraiths, or four shadows. Improved Summoning (Ex): Beginning at 5th level, a master of shrouds summons more powerful undead creatures than normal. Whenever she casts a summon undead spell or when she uses her summon undead class ability, the summoned creature gains a +2 enhancement bonus on attack rolls and damage rolls. [/sblock][sblock=Ur-Priest] Spells per Day: An ur-priest gains the ability to cast a number of divine spells. To cast a spell, an ur-priest must have a wisdom score of at least 10 + the spell’s level, so an ur-priest with a wisdom of 10 or lower cannot cast these spells. Ur-priest bonus spells are based on wisdom, and saving throws against these spells have a DC of 10 + spell level + Wisdom Modifier. The ur-priest spell list is identical to the cleric spell list. An ur-priest has access to any spell on the list and prepares those spells as a cleric, except that he does not pray for spells, he just takes them. An ur-priest casts spells as a cleric does, except that unlike a cleric, he does not have the ability to spontaneously cast cure or inflict spells, nor does he have domain spells or associated domain granted powers. He does not have restrictions on spells with alignments. To determine the caster level of an ur-priest, add the character’s ur-priest levels to one-half of his levels in other spell casting classes. Any levels gained in the cleric class by an ex-cleric don’t count. [/sblock][/sblock][sblock=Spells] Notes: Irthos has Spell Focus: Evil and Spell Focus: Enchantment All Compulsion spells cast by Irthos are at +1 DC All Planar Ally Spells from the Cleric List are instead replace by Planar Binding spells. Divine Magician Extra Spells Known: 1st: True Strike 2nd: Command Undead 3rd: Nondetection 4th: Enervation 5th: Magic Jar 6th: Revive Undead 7th: Awaken Undead 8th: Mindblank 9th: Wail of the Banshee Irthos casts Arcane Spells as a 1st Level Conjurer (Caster Level 1) Base Save DC: 15 + Spell Level Spells Per Day: 3 0 Level, 2 1st Level Typical Spells Prepared: 0 Level: Prestidigitation, Arcane Mark, Mage Hand 1st Level: Mage Armor, Mage Armor Irthos casts Divine Spells as a 7th Level Ur-Priest (Caster Level 12: 7 + 1 + 4) Base Save DC: 20 + Spell Level Spells Per Day: 6 0 Level, 7 1st Level, 6 2nd Level, 5 3rd Level, 5 4th Level, 4 5th Level, 3 6th Level, 1 7th Level Typical Spells Prepared: -0 Level: Cure Minor Wounds, Detect Magic, Detect Magic, Light, Read Magic, Resistance -1st Level: Heartache (BoVD), Heartache (BoVD), Sorrow (BoVD), Lesser Vigor (BoVD), Divine Favor, Sanctuary, Sanctuary -2nd Level: Darkbolt (BoVD), Necrotic Cyst, Necrotic Cyst, Hold Person, Silence, Cure Moderate Wounds -3rd Level: Wrack (CD), Wrack (CD), Briar Web (CD), Dispel Magic, Meld Into Stone -4th Level: Enervation, Restoration, Freedom of Movement, Dominate Person, Dominate Person -5th Level: Flame Strike, Slay Living, Plane Shift, Dragon Breath -6th Level: Vigorous Circle, Heal, Geas/Quest -7th Level: Necrotic Tumor [/sblock][sblock=Racial Traits] Xvart: +2 Dex, -2 Str, -2 Con Small Humanoid (Xvart) 30 foot movement Darkvision 60 feet +2 racial bonus on Move Silently checks Speak with Animals (rats and bats only) 1/day, works with Dire rats/bats as well. Favored Class; Fighter Level Adjustment: -2 [sblock=Death Knight] Death Knight: Type changes to Undead Str +4, Con -, Wis +2, Cha +2 Has d12 HD Natural Armor bonus +5 DR 15/Magic SR 20 + 1/level above 10th (22) Gains Touch Attack, deals 1d8+Cha mod negative energy damage (Will Save for half) plus 1 point of Con damage (Will Negates); Charisma Based DC Fireball, 1/day. Half of Damage is considered Divine damage. Charisma Based DC Fear, to all within 15’ radius if they have 5 HD or less. Charisma Based DC 2x HD in Undead Followers, attracted from the surrounding area. Summon a mount with 1/2 Death Knights HD (often a Nightmare). If it is slain, must wait 1 year and 1 day for a replacement. Immune to Cold, Electricity, and Polymorph Immune to Turning Specialized Creator: Dread Necromancer 8/Wizard (Necromancer) 1 with Corpsecrafter, Nimble Bones, and Hardened Flesh feats with area under effects of a Desecrate Spell with Alter. -Dread Necromancer 8 grants +2 Hit Points per Hit Die; +4 Str, +4 Dex (enhancement) -Necromancer 1 grants +2 Hit Points per Hit Die; +4 Str, +4 Dex (enhancement) -Corpsecrafter grants +2 Hit Points per Hit Die, +4 Str (enhancement) -Desecrate Spell grants +2 Hit Points per Hit Die Cost: 3,000 gp (Approved by Cog) Note: Enhancement bonuses do not stack. [/sblock][sblock=Spell-Stitched Template] Spell-Like Abilities: 2 1st Level (4); 2 2nd Level (4); Two 3rd Level (2); Two 4th Level (2); Two 5th Level (2); 1 6th Level (1) SLAs: 1: Negative Energy Ray (4) 2: Command Undead (2), Spectral Hand (1), Scorching Ray (1) 3: Animate Undead (2) 4: Enervation (2) 5: Teleport (1), Symbol of Pain (1) 6: Revive Undead (1) Damage Reduction 5/Magic and Silver Spell Resistance 17 (10 + Cha Mod) Turn Resistance +2 +2 Profane Bonus on all Saving Throws [/sblock][/sblock][sblock=Equipment] 10th Level grants 49,000 gp available. Services: Psychic Reformation (7 x 40 = 280 base gp cost, + 750 for xp component = 1050 gp) Specialized Creator (Death Knight) (3,000 gp) Spell-Stitching (Self-Stitched: 1,000 gp, 9,500 xp) Worn (Non-Magical) Items Explorer’s Outfit (0 gp): - Mithral Studded Leather (Crafted by George: 588 gp): 10 lb. Darkwood Buckler (Crafted by George: Took 10, 25 gp) Signet Ring (5 gp): - Spell Component Pouch x3 (15 gp total): 6 lb. total (Behind Left Hip) Masterwork Tools: Padded Soles (Move Silently) (Crafted by George: Took 10; 25 gp): 1 lb. Masterwork Tools: Riding Equipment (Ride) (Crafted by George: Took 10, 25 gp): 1 lb. Masterwork Tools: Black Cloak (Hide) (Crafted by George: Took 10, 25 gp): 1 lb. Weaponry: Masterwork Composite Shortbow [+6] (Crafted by George: Took 10; 337.5 gp): 1.5 lb. (Right Shoulder) -20 arrows (1 gp): 0.5 lb. (Right Shoulder) -20 Cold-Iron arrows (2 gp): 0.5 lb. (Right Shoulder) -20 Silver arrows (3 gp): 0.5 lb. (Right Shoulder) Short-sword (Crafted by George: Took 10; 3 gp): 1 lb. (Left Shoulder) Silver Kukri (Crafted by George: Took 10; 9 gp): 1 lb. (Left Hip) Cold Iron Morningstar (Crafted by George: Took 10; 5 gp): 3 lb. (Left Hip) 20 Shuriken (4 gp): 1 lb. (Concealed Over Entire body) Worn (Magical) Items Slippers (Boots) of Spider Climbing (Self-Crafted: 2,400 gp, 192 xp): - Boots (Breeches) of Move Silently +5 and Hide +5 (Self-Crafted: 2,500 gp, 200 xp): - Goggles (Spectacles) of Lifesight (Self-Crafted: 1,000 gp, 80 xp): - Hat of Disguise (Self-Crafted: 900 gp, 72 xp): - +2 Cloak (Shirt) of Charisma (Self Crafted: 2,000 gp, 160 xp) +6 Periapt of Wisdom (Self-Crafted: 18,000 gp, 1,440 xp) Scroll-Case (1 gp): 0.5 lb. -Pearl of Power, 1st Level (1,000 gp): - -(Normal) Metamagic Rod of ‘Song of the Dead’ (11,000 gp): - -Wand of Cure Light Wounds (750 gp): - -Wand of Inflict Light Wounds (750 gp): - Heward’s Handy Haversack (2,000 gp): 5 lb. -Monk’s Outfit (1 gp): 1 lb. -Wizard’s Spellbook (15 gp): 3 lb. -Silk Rope, 50 ft., with Grappling Hook (11 gp): 9 lb. -Tent (10 gp): 10 lb. -Bedroll (0.1 gp): 2.5 lb. -Winter Blanket (0.5 gp): 1.5 lb. -5 Sunrods (10 gp total): 5 lb. -2 Flasks of Alchemist’s Fire (40 gp total): 2 lb. -Wooden Holy Symbol (1 gp): - -Small Steel Mirror (10 gp): - -3x Masterwork Manacles with Amazing Lock (Crafted by George: Took 10; 200 gp total): 3 lb. -3x Lock Key (0 gp): - 47417.6 gp spent [sblock=Crafting Xp Expenses] -192 xp was spent at level 4 (ECL 2) on Slippers of Spider Climbing, which resulted in a net loss of 3 xp by ECL 11 -200 xp was spent at level 5 (ECL 3) on Breeches of Move Silently, which resulted in a net loss of 8 xp by ECL 11 -80 xp was spent at level 9 (ECL 7) on Goggles of Lifesight, which resulted in a net loss of 26 xp by ECL 11 -72 xp was spent at level 3 (ECL 1) on a Hat of Disguise, which resulted in a net loss of 2 xp by ECL 11 -160 xp was spent at level 8 (ECL 6) on a Cloak of Charisma +2, which resulted in a net xp loss of 41 xp by ECL 11 -1440 xp was spent at level 8 (ECL 6) on a Periapt of Wisdom +6, which resulted in a net xp loss of 374 xp by ECL 11 Totals: 454 xp [/sblock][/sblock][sblock= Character Information][sblock=History and Story] [I]They were coming for him. Irthos felt the joy of the divines race through his body- finally, he was going to be called into the inner circle. After he had worked so hard, learned so much… he had finally proven himself. Nothing could stop him now. He looked down again at the letter, wishing to read it once more. “Brother Irthos, Your long and hard efforts to gain our attention have not gone unnoticed. We have noted your unusual and powerful abilities, and for this, you are being promoted to the rank of high priest. Your escort will arrive shortly.” By the gods, he was going to do it. He was going to prove all of them wrong. He was finally going to be a high priest, able to command over all of them- they wouldn’t dare try even touching him ever again. He cackled, imagining what he could do with his new position. Oh, the fun he would have… There was a quiet knock on the door. Irthos rushed to it, opening it swiftly. His escort was here. The other goblin was of the warrior caste, dressed in armor of some dark metal. “Irthos Malsvik,” he said quietly. Irthos nodded, “I am he, brother,” The other nodded. Irthos didn’t know how he managed to get out of the way. In a split second, the goblin had drawn his sword and swung faster than lightning, breaking the door frame with its strength. Irthos jumped back- an assassin, dressed as his escort? Was someone trying to stop his promotion? Irthos roared in frenzy- it didn’t matter who they were, no one was going to try that on him without paying for it. He concentrated for a moment, calling upon the divines- …and there was nothing there. Irthos suddenly felt a great emptiness inside of him, as he realized what had just happened. He fell to his knees, shrieking in pain and horror- he was forsaken. There was no promotion. Only death. As the tears rolled down his cheeks, he saw the other goblin slowly walking toward him, his armor not making the slightest sound. “So you have realized what has been done,” he said, his words sounding like an ultimatum. Irthos nodded, unspeaking, knowing that if he did he would shame himself with his sobs. He felt the steel next to his throat. He closed his eyes, knowing the inevitable. He heard the other goblin bring his sword up, readying for the final blow- and Irthos’s eyes snapped open. He roared, leaping to his feet, tackling the executioner. Grabbing his sword, he smashed the hilt down into the other goblin’s face, over and over again, until he could no longer hear the cracking of bones but only a sound similar to striking a side of beef with an iron pipe. He looked down at himself, surprised at the vast amount of blood that was covering his body, and the blood that had sprayed all over the floor. The other goblin was unrecognizable, and not a single shred of his blue skin was left on the bloody pulp that had been his face. He slowly rose from atop his corpse, wiping a small bit of skull and brains off of his hand. The sword dropped to the floor with a clatter. He had to get out of there.[/I] Irthos Malsvik began as a member of the Thief caste, displaying a certain aptitude for the stealth arts- but it was not to be. Shortly after his induction, one of the high priests took a certain interest in him, and had him transferred to the priest caste. Irthos never knew why, but then again, there was no why- if a priest told you to do something, [I]you did it[/I]. He grew extremely strong in the ways of the divine, advancing with a speed that was only heard of in legends. But there was something wrong. There was a new side to Irthos’s power, something that no goblin had ever seen before. Irthos could call upon the spirits of the netherworld, bringing the dead back to life for a brief period of time. However, they were not as they had been- they were dark, twisted shapes, with no memory of their past life, only left with a hunger that had driven them to insanity. Irthos could control these spirits, but no one knew how or why. Even Irthos himself did not know. He took his “gift” as a power granted by the gods, and there was nothing more to it than that. The other priests, however, were far less optimistic. He was a threat to the order. Calling upon the gods, the high priests stripped him of his power over magic, and ordered his execution. While destroying his divine connection was successful, his execution was not- Irthos disappeared, and his executioner was found killed in his home. Irhos fled the tribe, escaping through the tunnels, fleeing into the wilderness. He had no thoughts of atonement- only revenge. He would regain his power even if he had to steal his spells from the gods themselves, and use it to crush the church that had forsaken him. It did not take him long to re-establish his divine connection- however, this time the connection was far different. He no longer prayed to the gods for his power- instead, it was as if he could sense and hear other’s prayers, and then intercept the powers that had been meant for them. He took great joy in doing this- for not only was he stealing from the deities, he was also denying the gifts that had been meant for others of the church that he had been a part of. It was a small revenge, nothing to the extent that he had hoped for, but it was revenge none-the-less. Meanwhile, his re-established connection to the divines also renewed his connection to the netherworld- he had regained his ability to call upon the spirits. He honed this ability, learning to call stronger spirits and in more numbers- for it was with these ghosts that he would destroy the ones that had wronged him. The day after Irthos returned to the Goblin tunnels, all was silent. Goblins lay where they had stood just a few days before, each without a single mark on them- yet all quite unmistakably dead. Each had the same expression on their faces- wide eyes, open mouths, a look of fear etched permanently on their faces- as if they had all died screaming in horror- …Which, in fact, they did. No animal disturbed the silence- those that had not died in a similar manner had fled, never to return. Throughout the entire tunnel system, stretched miles underground, only one living creature moved. The rest of the ones that moved were technically dead. Irthos walked among the bodies of the fallen, followed by a small army of his faithful spirits. He walked through the tunnels, the ones that he had grown up in, been raised in, and had spent his whole life in, and had returned to kill every single goblin that resided there. He recalled the struggles of the fallen- the thief caste had been hard, but his ghosts simply moved through the walls until they had found every last one of them. The sorcerer caste… that had caused a few problems, but nothing major. The warrior caste had been the easiest, and the most fun to watch, as they pitifully attempted to attack the spirits, their weapons going straight through his minions, ignored. They had also had the most physical strength, which his minions enjoyed the most. The priest caste he had saved for last. This was the only caste that he himself took some action in, as some of the priests proved to be surprisingly resilient against his hordes. He didn’t care though. The fact that he had been able to crush some of them with his bare hands (literally, in fact, for a few of them) was all the better. That had been fun. But now… now there was nothing. Irthos felt a certain emptiness inside of him… almost the same emptiness that he had felt when he had been stripped of his powers. But this was different. He couldn’t describe it. He had finally done what he had wished he could do for years… but… what now? He pondered this, gazing at both the dead and undead surrounding him. Where would he go? What would he do? He had done everything. Had he? What was there left to do? It was at this precise instant that a noise came echoing down the tunnels, the sound of metal scraping against metal. Irthos leapt to his feet, silently commanding his horde to hide temslves within the walls and follow him. He padded softly down the tunnel, listening intently. There were… voices. He advanced cautiously. A Dwarven voice called out, “It’s not right down here. Whatever killed all these goblins might still be here to kill us.” Anther voice, this one human, or maybe half-elven: “That could be true… it could definitely be a trap of some sort. But even if it is, so what? I bet he’s got one hell of treasure trove.” The Dwarf: “But look at these bodies. There’s not a scratch on them. What could do that?” Another voice, probably a halfling: “Shh. We’re not alone.” Irthos’s eyes widened in surprise- he had made no noise at all. Those were some ears worthy of respect. He decided to do this the easy way. Besides, his minions were still in the walls- there wasn’t much they could do to him if they were to try anything. So he straightened up, and walked right through the tunnel into the center of them. That happened to be one of the best decisions he had ever made in his life. The group turned out to be a team of adventurers, who, coincidently, happened to be out a priest. Irthos played himself off as the lone survivor of some horrible incident, and, partially because of his skill with divine magic, they allowed him to join their little band, on the condition that he allow them to loot the bodies of the fallen goblins. Time and time again he proved his worth to them, landing the final blow on some horrible mastermind, or resurrecting them after they had fallen in battle. He gradually grew accustomed to them, and they took him in, uncaring of his blue skin or his orange eyes. Completely on accident, they found out about his unusual connection to the spirit world- and yet, they did not persecute him for it, and in fact praised him for it, asking him to use such abilities in battle when they were in need of help. They out-right defended him when they came to towns, where normally the innkeepers took a little convincing to let a goblin into their taverns. He was one of them now, a part of the team… he was an adventurer. [/sblock][sblock=Irthos and Iejir] [I]Irthos sat alone by his campsite, leaning against a fallen log. Athear was asleep, having spent the last few hours grazing. Irthos looked over at his faithful steed, admiring his black, silky hair, and his magnificent feathered wings. He deserved the rest- he had done well today. Aesthyr vibrated quietly, likewise asleep in Irthos’s pouch. The day had been rough for her too, but now the job was done now, and all was well. Irthos stared up at the stars, enjoying the night air. He liked looking at the stars, it was one of his favorite things to do when he was alone- but then again, he had gone half his life without the knowledge that such things even existed, living in a dark, underground cave with the rest of his kind. At that thought, a wave of hate flowed through him, and a vicious snarl came to his face. He sensed the [/I]sjach[I] become alert at this, feeling his hate through their bond, likewise remembering the Xvart, and the feast they had had that day. Irthos himself didn’t know what they felt when they fed, but he felt their hunger, their desire to feed, and the intense satisfaction they felt when their appetite was sated. Regardless, he let the hatred subside, flowing out like the tide, and the shadows became calm again. He exhaled deeply, returning his gaze to the bejeweled sky, listening to the fire crackle at his feet. A presence suddenly shook him from his reverie. He could not sense such things, but the shadows could- and they passed that along to him through the bond. He looked to his left, listening intently, until he could hear the soft crunching of boots. He tapped his pouch lightly, alerting Aesthyr, and commanded the sjach to be at the ready through the bond. His hand dipped into his component pouch, and he waited. The crunching grew louder, making it obvious that this person, whoever they were, were not attempting to sneak up on him- at least that was good. He stared as a shape began to form through the darkness- small, humanoid, about his height, male by the looks of it. The person stepped into the light. He was a Halfling, dressed in traveler’s garb, alone. Irthos was suddenly very glad for the magic that surrounded him, for he too was a Halfling, at least in appearance. His true nature remained concealed to most. The stranger stood, a few feet from Irthos, silent. Irthos and the stranger stared at each other, neither speaking. Slowly the stranger sat down opposite him, not breaking his stare, setting his hat beside him. The stranger broke the silence. “I am Iejir Arcaniss, a wanderer. I saw the light of your campfire and decided to greet you.” “That can be a dangerous habit,” Irthos replied calmly. What an odd fellow. Odd name too. “Indeed, it can,” the Halfling Iejir said. “Of whom might I have the pleasure of meeting this night?” Irthos stopped, thinking about his options. He could kill the fellow- the shadows were concentrated right beneath the stranger’s feet, itching to surge up and devour him. He could feel their hunger. Aesthyr vibrated against his thigh, reminding him of his promise to not kill simply on a whim. He could simply return the fellow’s introduction. Couldn’t be much harm in that. “I am… Irthos, Irthos Malsvik” He said, feeling odd. Something seemed strange about this. “[/I]The[I] Irthos?” Iejir said, a small smile coming to his face. “I have heard tales of you.” Irthos paused again. That could mean a lot of things. He decided to take the bait. “Oh? What kind of tales?” “Oh, a great deal of them… for one, that you slaughtered each and every last member of your own clan.” Irthos lept to his feet, about to incinerate the stranger, but the Halfling kept still, unmoving. Irthos was breathing hard. How could he know about that? He had told no one. [/I]No one[I]. Even the ones he had left the caves with believed him to be a survivor. Well, Aesthyr knew. But Aesthyr wouldn’t, in fact, Aesthyr [/I]couldn’t[I] tell anyone. But the odd little Halfling just sat and smiled at him. Irthos swallowed, then sat down again, composed. Neither of them spoke, again, just staring at each other, trying to figure out what the other was thinking. Iejir, again, broke the silence. “Fear not. I haven’t told anyone. Besides, who would believe me, especially considering that there’s at least one of your kind still living.” Irthos was about to speak, but he held his tongue- how cryptic, unless…? Iejir removed his hat, confirming Irthos’s suspicions. Orange eyes and deep blue skin stared back at him. “Then again,” Iejir spoke, “If you hadn’t done so, then that particular tale would have ended up being attributed to me.” Irthos sat for a moment, then a slow smile crept to his face.[/I] Iejir Arcaniss, Blood Magus, grew up a member of the same exact clan as Irthos Malsvik, and a proud member of the Sorcerer caste. His strength in the arcane grew rapidly and to enormous levels- in fact, he was one of the greatest sorcerer’s the clan had ever known, a prodigy, who would bring his caste and clan to greatness. Unfortunately, though nearly all were in approval of the latter prospect, there were quite a few who disliked the idea of a growing Sorcerer caste- namely, the priest caste, which had held the reigns of power within the clans for generations. Very much like Irthos, Iejir had been chosen for execution, under the guise of a promotion. And, like Irthos, Iejir proved significantly more difficult to kill than his peers had planned. And, again, like Irthos, Iejir had a very, very special place in his heart for revenge. Iejir, though, spent a significantly much longer time planning- so long, in fact, that he missed all of Irthos’s exile and return, and the slaughter that followed. When Iejir returned to the caves, finding them empty aside from the bones of his former clansmen, he struck out into the wilderness, intent on finding whoever had done his job for him. He wasn’t quite sure what he would do when he found the person, but he was damn well going to find them. He searched for many months, and after a time, nearly gave up. He did make many friends during his search though, namely, a fellow arcane caster who initiated him into the Arcane Order. It was through this guild that he learned of an adventurer by the name of Irthos, who traveled as a Halfling but was in reality a goblin, and the lone survivor of a goblin holocaust. Iejir spent a great deal of time investigating him, watching him behind his back, until he finally determined the truth- that Irthos was no survivor, no victim, but instead a one man genocide. So he decided to meet him. Their initial encounter was extremely tense- the both of them nearly killed each other. One, a lord of the divine, another, a master of the arcane- such a battle would have destroyed the countryside. Of course, Irthos didn’t know this at the time, but he did so quite soon after their meeting. The two, already with similar goals and motives, found themselves to be nearly identical. Their friendship grew, and they eventually decided to work together as a team, and found that their respective skills in magic complimented each other extremely well. As the two grew closer, they eventually underwent the rite of brotherhood, mixing their blood, becoming family- ironically enough, the ritual of the people that each had sought to destroy. [/sblock][sblock=The Death Knight Transformation] [I]Irthos was dying. He hung from standing pole, the only thing keeping him up being the long, cursed nails that had been driven through his arms and legs to hold him there. The pain was excruciating. He had been held there in the same position for 18 hours- an endless millennia of torture. He had long since ceased screaming, and his tears were dry upon his face. He simply hung, as his body slowly began to cease in it’s functions- even the blood slowly dripping out of the holes in his arms and legs had almost ended. The incredible aroma of incense surrounded him, seeming to fill his every pore. A low chant came from each corner of the room, seeming to circle him like a lion stalking its prey. He glanced over at his brother, likewise hanging from a pole identical to his own, with identical nails driven through identical parts of his body. Iejir was still breathing. Good. Irthos let his head drop back to its previous position. He was tired. So incredibly tired. He let out a long, ragged breath, raising his eyes. The Sjach were watching him. For some reason, they each seemed clearer, more distinct- which was very strange indeed. The one who had been previously known as Johnny before his death moved toward him, and, in perfect common speech, said, “We welcome you, brother Irthos.” Irthos’s eyes widened in shock, and his breath left his body in a single instant. He had spoken. He had heard it, he was sure of it. But the Sjach could not speak. They could only whisper through the mental link between them; never audibly. His eyes shifted over to Iejir. He hung, unmoving aside from the small motions of his own breathing. Had he not heard? The Sjach were speaking! He looked back at them, tried to respond, to say anything- but only a low rasping croak left his lips. He suddenly felt an enormous pain in the pit of his stomach, and he shook as his body heaved in its futile attempts to vomit. Each heave caused the nails in his limbs to grind agonizingly, and blood sprayed from his open mouth, dripping down his chin. He coughed pitifully. “It is time,” said a voice. Who? Wait, there was someone else. The Ceremonial Leader. Right. But time for what? He slowly raised his eyes, to see a tall, gaunt man standing before him and Iejir. Iejir coughed, blood dripping from his mouth down to a large puddle beneath him. He tried to speak, but Irthos could not hear what he said. The gaunt man held up a dark blade, terrible and vicious. Irthos let his eyes drop again. Holding them up was too hard. He was so tired. He watched as slowly an object pressed itself against his midsection. The sword. It slowly entered his body, inch by inch. He felt no pain. He waited for the hilt to reach his body, as his vision began to gray. He felt the blade slide out of him, and the world faded to darkness. A smile came to his lips.[/I] (Irthos and Iejir would die together, four years after meeting. However, they would not die in a traditional sense- instead, they would join the ranks of the undead, their thoughts and memories intact, left in an immortal body. This, actually, ended up costing them a good three thousand gold pieces each, ironically. Ever in their quest for power, the two brothers underwent the Ritual of Crucimigration- ceasing the beat of their hearts, their bodies fueled by a link to the negative energy plane. They themselves had become the undead, like those that they gathered with for so long.) [/sblock][sblock=Personality] Irthos Malsvik (which means “secret evil” in Draconic) is still a thieving, lying goblin, so much so that he even steals the spells that he casts. However, his time spent with a party of good adventurers left quite an impressionable mark on him, and he is now a far better person than he would like to admit. [/sblock][sblock=Appearance] With his Hat of Disguise: During most of his time, Irthos travels as a noble and regal looking Halfling, dressed in warrior’s armor and clothing. He has fair skin, dark hair, and hard, piercing brown eyes, atypical for one of a race that is normally so carefree. He has the look of one who has seen and survived many battles and many hardships. Despite his old eyes and face, His body seems to be in its prime, with no fat on him at all and hard muscles standing out through the parts of his clothing not covered by armor. He walks with the grace of a feline, stalking its prey, and when combined with his other features, he could be simply wearing a sign that says, “Don’t :):):):) with me.” Without his Hat of Disguise: Like most of the Xvart Goblin race, Irthos has deep blue skin and flaming orange eyes. He has shaven off his ring of hair, leaving him completely bald. He wears very dark clothing, with a black bandanna tied around his head. He bears the tattoos of both the thief and priest caste, an oddity even among his own race. The thief tattoos are 4 long black lines running down the length of each of his forearms and fingers, while the priest caste tattoo is a small ring over the left breast. He looks to be in incredible shape for a member of his race, seeming to have the grace of an elf with the toned body of a dwarf; the features of a warrior. [/sblock] [/sblock][/sblock] [/QUOTE]
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