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<blockquote data-quote="Malicene" data-source="post: 1064352" data-attributes="member: 12108"><p>here is the Human Necromancer at 1rst level and 3rd level(will post next levels later) also I think put a Tactics entry at the end</p><p>-----------------------------------------------------</p><p></p><p>This evil man, is the kind that liked to cut flies wings, or grasshopper legs when he was a child. As a child his made out his own museum of dead animal, concentrating on bones first. A Taxidermist then employed him when he was a teen. One day has he been scouting the underground network he met Sixsi. This rat is special as he was already the familiar of a dead wizard named Atele Malagate. Furthermore Atele was still living in a form of an enchanted skull. Sixsi did guide Durkin to the abandoned lab of Atele, where he could start studying necromancy.</p><p>He still works for the taxidermist and made Atele’s lab his lair.</p><p></p><p>Durkin Stormsabar (Male Human Necromancer)</p><p>Level 1</p><p>Abilities: STR: 10,DEX: 13,CON: 14,WIS: 8,INT: 16,CHA: 12</p><p>HD: 1d4+2 (6)</p><p>Init: +1</p><p>AC: 11 (+1 dex), touch: 11, flat-footed: 10</p><p>BAB: +0/Grapple: +0</p><p>Atk: +0 (1d6/x2 Staff)</p><p>Ranged: +1 (1d4/x2 Sling)</p><p>AL: NE</p><p>SV: FORT: +4,REF: +1,WILL: +2</p><p>Skills: Concentration +6 (4), Craft (Alchemy) +7(4), Craft (Taxidermist) +7(4), Knowledge (Arcana) +7(4), Knowledge (the planes) +7(4), Listen +0(0), Spellcraft +7(4), Spot +0 (0)</p><p>Feats: Scribe scroll, summon familiar, Ironwill, Spellfocus (necromancy).</p><p>Possessions: Quarterstaff, sling, dagger, artisan outfit, artisan tools, 1 thunderstone, 2 alchemist’s fire, spell component pouch, backpack containing: spellbook, 2 candles, scroll case, flint and steel, 1ounce of ink, ink pen, sealing wax, 10 sheets of paper, and a few coins.</p><p>Spell per day: 3/1+1</p><p>Spell book:</p><p>-Level 0: Resistance*, Acid Splash, Detect Poison, Detect Magic, Read Magic, Dancing Lights, Flare, Light, Ray of Frost, Disrupt Undead, Touch of Fatigue*, Mage Hand, Mending, Message, Open/Close, Arcane Mark, Prestidigitation*.</p><p>-Level 1: Mage Armor*, Detect Undead, Magic Missile, Cause Fear*, Ray of Enfeeblement, Magic Weapon</p><p>Prohibited schools: Illusion/Enchantment. </p><p>Familiar: Sixsi (Rat)</p><p>Familiar abilities: Alertness, improved evasion, share spells, empathic link</p><p>HD: 1d4 (3hp), Init: +2, Speed: 15ft, AC: 15 (+2 size, +2 dex, +1 nat armor), Touch: 14, Flat-footed: 13, Base attack: +0, grapple: -12, atk: Bite +4 melee (1d3-4), SQ: Low-light vision, scent, SV: Fort +2, Ref +4, Will +3, Abilities: Str 2, Dex 15, Con 10, Int 6, Wis 12, Cha 2, Skills: Balance +10, Climb +12, Hide +14, Move Silently +10, Swim +10, Feats: Weapon finesse, Skills Bonuses: Rats have a +4 racial bonus on Hide and Move Silently checks, and a +8 racial bonus on Balance, Climb, and Swim checks. A rat can always choose to take 10 on Climb checks, even if rushed or threatened. A rat uses its Dexterity modifier instead of its Strength modifier for Climb and Swim checks. A rat has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.</p><p>=============================================</p><p>Durkin Stormsabar (Male Human Necromancer)</p><p>Level 3</p><p>Abilities: STR: 10,DEX: 13,CON: 14,WIS: 8,INT: 16,CHA: 12</p><p>HD: 3d4+6 (16)</p><p>Init: +1</p><p>AC: 11(+1 dex), touch: 11, flat-footed: 10</p><p>BAB: +1/Grapple: +1</p><p>Atk: +1 (1d6/x2 Staff)</p><p>Ranged: +2/+3 less 30ft (1d4 or 1d4+1/x2 Sling)</p><p>AL: NE</p><p>SV: FORT: +6,REF: +3,WILL: +4</p><p>Skills: Concentration +8 (6), Craft (Alchemy) +9(6), Craft (Taxidermist) +9(4), Knowledge (Arcana) +9(6), Knowledge (the planes) +9(7), Listen +0(0), Spellcraft +11(6), Spot +1 (1), Survival(planes) +0(0).</p><p>Feats: Scribe scroll, summon familiar, Ironwill, Spellfocus (necromancy), Point blank shot.</p><p>Possessions: Pearl of power 1rst level, Cloak of resistance +1, Silversheen x1, Elixir of hiding x1, Dust of tracelessness x1, Quarterstaff, sling, dagger, artisan outfit, artisan tools, 1 thunderstone, 2 alchemist’s fire, spell component pouch, backpack containing: spellbook, 2 candles, scroll case, flint and steel, 1ounce of ink, ink pen, sealing wax, 10 sheets of paper, and a few coins.</p><p>Spell per day: 4/2+1/1+1</p><p>Spell book: DC 13+spell level, 14+spell level for necromancy.</p><p>-Level 0: Resistance*, Acid Splash, Detect Poison, Detect Magic, Read Magic, Dancing Lights, Flare, Light, Ray of Frost, Disrupt Undead*, Touch of Fatigue*, Mage Hand, Mending, Message, Open/Close, Arcane Mark, Prestidigitation*.</p><p>-Level 1: Mage Armor*, Detect Undead, Magic Missile, Cause Fear*, Ray of Enfeeblement*, Magic Weapon, Expeditious Retreat, Protection from good.</p><p>-Level 2: False Life*, Scare*</p><p>Prohibited schools: Illusion/Enchantment. </p><p>Familiar: Sixsi (Rat)</p><p>Familiar abilities: Alertness, improved evasion, share spells, empathic link, Deliver Touch Spells.</p><p>HD: 3d4 (8hp), Init: +2, Speed: 15ft, AC: 16 (+2 size, +2 dex, +2 nat armor), Touch: 15, Flat-footed: 14, Base attack: +1, grapple: -12, atk: Bite +5 melee (1d3-4), SQ: Low-light vision, scent, SV: Fort +2, Ref +4, Will +4, Abilities: Str 2, Dex 15, Con 10, Int 7, Wis 12, Cha 2, Skills: Balance +10, Climb +12, Hide +14, Move Silently +10, Swim +10, Feats: Weapon finesse.</p><p>==============================================</p><p>Durkin Stormsabar (Male Human Necromancer)</p><p>Level 6</p><p>Abilities: STR: 10,DEX: 14,CON: 14,WIS: 8,INT: 16,CHA: 12</p><p>HD: 6d4+12 (31)</p><p>Init: +2</p><p>AC: 13 (+2 dex,+1 Nat armor), touch: 12, flat-footed: 11</p><p>BAB: +3/Grapple: +3</p><p>Atk: +3 (1d6/x2 Staff)</p><p>Ranged: +5/+6 less 30ft (1d4 or 1d4+1/x2 Sling)</p><p>AL: NE</p><p>SV: FORT: +7,REF: +5,WILL: +6</p><p>Skills: Concentration +11 (9), Craft (Alchemy) +12(9), Craft (Taxidermist) +9(4), Knowledge (Arcana) +12(9), Knowledge (the planes) +12(9), Listen +0(0), Spellcraft +14(9), Spot +4 (4), Survival (planes) +0 (0)</p><p>Feats: Scribe scroll, summon familiar, Ironwill, Greater Spellfocus (necromancy), Point blank shot, Eschew material.</p><p>Possessions: Pearl of power 1rst level, Pearl of power 2nd level, Cloak of resistance +1, Silversheen x1, Dust of tracelessness x2, Amulet of natural armor +1 Quarterstaff, sling, dagger, artisan outfit, artisan tools, 1 thunderstone, 2 alchemist’s fire, spell component pouch, backpack containing: spellbook, 2 candles, scroll case, flint and steel, 1ounce of ink, ink pen, sealing wax, 10 sheets of paper, and a few coins.</p><p>Spell per day: 4/3+1/3+1/2+1</p><p>Spell book: DC 13+spell level, 15+spell level for necromancy.</p><p>-Level 0: Resistance*, Acid Splash, Detect Poison, Detect Magic, Read Magic, Dancing Lights, Flare, Light, Ray of Frost, Disrupt Undead*, Touch of Fatigue*, Mage Hand, Mending, Message, Open/Close, Arcane Mark, Prestidigitation*.</p><p>-Level 1: </p><p>Cause Fear*, Ray of Enfeeblement*, Chill Touch, Mage Armor*, Detect Undead, Magic Missile, Magic Weapon, Expeditious Retreat, Protection from good, Shield* Mount, Detect Secret Doors, Identify, Reduce Person.</p><p>-Level 2:</p><p>False Life*, Scare*, Ghoul Touch*, Blindness/Deafness, Command Undead, Scorching Ray, Arcane Lock, Protection from Arrows, Web*, Detect Thoughts, See Invisibility, Alter Self, Fox’s Cunning, Rope Trick.</p><p>-Level 3: </p><p>Ray of Exhaustion*, Vampiric Touch*, Halt Undead, Gentle Repose, Stinking Cloud, Clairaudience/Clairvoyance, Dispel Magic, Tongues, Lightning Bolt*, Gaseous Form, Slow, Fly, Protection from Energy, Blink.</p><p></p><p>Prohibited schools: Illusion/Enchantment. </p><p>Familiar: Sixsi (Rat)</p><p>Familiar abilities: Alertness, improved evasion, share spells, empathic link, Deliver Touch Spells, speak with master.</p><p>HD: 6d4 (15hp), Init: +2, Speed: 15ft, AC: 17 (+2 size, +2 dex, +3 nat armor), Touch: 14, Flat-footed: 15, Base attack: +3, grapple: -10, atk: Bite +7 melee (1d3-4), SQ: Low-light vision, scent, SV: Fort +2, Ref +4, Will +6, Abilities: Str 2, Dex 15, Con 10, Int 8, Wis 12, Cha 2, Skills: Balance +10, Climb +12, Hide +14, Move Silently +10, Swim +10, Feats: Weapon finesse</p><p>==============================================</p><p>To be continued.</p></blockquote><p></p>
[QUOTE="Malicene, post: 1064352, member: 12108"] here is the Human Necromancer at 1rst level and 3rd level(will post next levels later) also I think put a Tactics entry at the end ----------------------------------------------------- This evil man, is the kind that liked to cut flies wings, or grasshopper legs when he was a child. As a child his made out his own museum of dead animal, concentrating on bones first. A Taxidermist then employed him when he was a teen. One day has he been scouting the underground network he met Sixsi. This rat is special as he was already the familiar of a dead wizard named Atele Malagate. Furthermore Atele was still living in a form of an enchanted skull. Sixsi did guide Durkin to the abandoned lab of Atele, where he could start studying necromancy. He still works for the taxidermist and made Atele’s lab his lair. Durkin Stormsabar (Male Human Necromancer) Level 1 Abilities: STR: 10,DEX: 13,CON: 14,WIS: 8,INT: 16,CHA: 12 HD: 1d4+2 (6) Init: +1 AC: 11 (+1 dex), touch: 11, flat-footed: 10 BAB: +0/Grapple: +0 Atk: +0 (1d6/x2 Staff) Ranged: +1 (1d4/x2 Sling) AL: NE SV: FORT: +4,REF: +1,WILL: +2 Skills: Concentration +6 (4), Craft (Alchemy) +7(4), Craft (Taxidermist) +7(4), Knowledge (Arcana) +7(4), Knowledge (the planes) +7(4), Listen +0(0), Spellcraft +7(4), Spot +0 (0) Feats: Scribe scroll, summon familiar, Ironwill, Spellfocus (necromancy). Possessions: Quarterstaff, sling, dagger, artisan outfit, artisan tools, 1 thunderstone, 2 alchemist’s fire, spell component pouch, backpack containing: spellbook, 2 candles, scroll case, flint and steel, 1ounce of ink, ink pen, sealing wax, 10 sheets of paper, and a few coins. Spell per day: 3/1+1 Spell book: -Level 0: Resistance*, Acid Splash, Detect Poison, Detect Magic, Read Magic, Dancing Lights, Flare, Light, Ray of Frost, Disrupt Undead, Touch of Fatigue*, Mage Hand, Mending, Message, Open/Close, Arcane Mark, Prestidigitation*. -Level 1: Mage Armor*, Detect Undead, Magic Missile, Cause Fear*, Ray of Enfeeblement, Magic Weapon Prohibited schools: Illusion/Enchantment. Familiar: Sixsi (Rat) Familiar abilities: Alertness, improved evasion, share spells, empathic link HD: 1d4 (3hp), Init: +2, Speed: 15ft, AC: 15 (+2 size, +2 dex, +1 nat armor), Touch: 14, Flat-footed: 13, Base attack: +0, grapple: -12, atk: Bite +4 melee (1d3-4), SQ: Low-light vision, scent, SV: Fort +2, Ref +4, Will +3, Abilities: Str 2, Dex 15, Con 10, Int 6, Wis 12, Cha 2, Skills: Balance +10, Climb +12, Hide +14, Move Silently +10, Swim +10, Feats: Weapon finesse, Skills Bonuses: Rats have a +4 racial bonus on Hide and Move Silently checks, and a +8 racial bonus on Balance, Climb, and Swim checks. A rat can always choose to take 10 on Climb checks, even if rushed or threatened. A rat uses its Dexterity modifier instead of its Strength modifier for Climb and Swim checks. A rat has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. ============================================= Durkin Stormsabar (Male Human Necromancer) Level 3 Abilities: STR: 10,DEX: 13,CON: 14,WIS: 8,INT: 16,CHA: 12 HD: 3d4+6 (16) Init: +1 AC: 11(+1 dex), touch: 11, flat-footed: 10 BAB: +1/Grapple: +1 Atk: +1 (1d6/x2 Staff) Ranged: +2/+3 less 30ft (1d4 or 1d4+1/x2 Sling) AL: NE SV: FORT: +6,REF: +3,WILL: +4 Skills: Concentration +8 (6), Craft (Alchemy) +9(6), Craft (Taxidermist) +9(4), Knowledge (Arcana) +9(6), Knowledge (the planes) +9(7), Listen +0(0), Spellcraft +11(6), Spot +1 (1), Survival(planes) +0(0). Feats: Scribe scroll, summon familiar, Ironwill, Spellfocus (necromancy), Point blank shot. Possessions: Pearl of power 1rst level, Cloak of resistance +1, Silversheen x1, Elixir of hiding x1, Dust of tracelessness x1, Quarterstaff, sling, dagger, artisan outfit, artisan tools, 1 thunderstone, 2 alchemist’s fire, spell component pouch, backpack containing: spellbook, 2 candles, scroll case, flint and steel, 1ounce of ink, ink pen, sealing wax, 10 sheets of paper, and a few coins. Spell per day: 4/2+1/1+1 Spell book: DC 13+spell level, 14+spell level for necromancy. -Level 0: Resistance*, Acid Splash, Detect Poison, Detect Magic, Read Magic, Dancing Lights, Flare, Light, Ray of Frost, Disrupt Undead*, Touch of Fatigue*, Mage Hand, Mending, Message, Open/Close, Arcane Mark, Prestidigitation*. -Level 1: Mage Armor*, Detect Undead, Magic Missile, Cause Fear*, Ray of Enfeeblement*, Magic Weapon, Expeditious Retreat, Protection from good. -Level 2: False Life*, Scare* Prohibited schools: Illusion/Enchantment. Familiar: Sixsi (Rat) Familiar abilities: Alertness, improved evasion, share spells, empathic link, Deliver Touch Spells. HD: 3d4 (8hp), Init: +2, Speed: 15ft, AC: 16 (+2 size, +2 dex, +2 nat armor), Touch: 15, Flat-footed: 14, Base attack: +1, grapple: -12, atk: Bite +5 melee (1d3-4), SQ: Low-light vision, scent, SV: Fort +2, Ref +4, Will +4, Abilities: Str 2, Dex 15, Con 10, Int 7, Wis 12, Cha 2, Skills: Balance +10, Climb +12, Hide +14, Move Silently +10, Swim +10, Feats: Weapon finesse. ============================================== Durkin Stormsabar (Male Human Necromancer) Level 6 Abilities: STR: 10,DEX: 14,CON: 14,WIS: 8,INT: 16,CHA: 12 HD: 6d4+12 (31) Init: +2 AC: 13 (+2 dex,+1 Nat armor), touch: 12, flat-footed: 11 BAB: +3/Grapple: +3 Atk: +3 (1d6/x2 Staff) Ranged: +5/+6 less 30ft (1d4 or 1d4+1/x2 Sling) AL: NE SV: FORT: +7,REF: +5,WILL: +6 Skills: Concentration +11 (9), Craft (Alchemy) +12(9), Craft (Taxidermist) +9(4), Knowledge (Arcana) +12(9), Knowledge (the planes) +12(9), Listen +0(0), Spellcraft +14(9), Spot +4 (4), Survival (planes) +0 (0) Feats: Scribe scroll, summon familiar, Ironwill, Greater Spellfocus (necromancy), Point blank shot, Eschew material. Possessions: Pearl of power 1rst level, Pearl of power 2nd level, Cloak of resistance +1, Silversheen x1, Dust of tracelessness x2, Amulet of natural armor +1 Quarterstaff, sling, dagger, artisan outfit, artisan tools, 1 thunderstone, 2 alchemist’s fire, spell component pouch, backpack containing: spellbook, 2 candles, scroll case, flint and steel, 1ounce of ink, ink pen, sealing wax, 10 sheets of paper, and a few coins. Spell per day: 4/3+1/3+1/2+1 Spell book: DC 13+spell level, 15+spell level for necromancy. -Level 0: Resistance*, Acid Splash, Detect Poison, Detect Magic, Read Magic, Dancing Lights, Flare, Light, Ray of Frost, Disrupt Undead*, Touch of Fatigue*, Mage Hand, Mending, Message, Open/Close, Arcane Mark, Prestidigitation*. -Level 1: Cause Fear*, Ray of Enfeeblement*, Chill Touch, Mage Armor*, Detect Undead, Magic Missile, Magic Weapon, Expeditious Retreat, Protection from good, Shield* Mount, Detect Secret Doors, Identify, Reduce Person. -Level 2: False Life*, Scare*, Ghoul Touch*, Blindness/Deafness, Command Undead, Scorching Ray, Arcane Lock, Protection from Arrows, Web*, Detect Thoughts, See Invisibility, Alter Self, Fox’s Cunning, Rope Trick. -Level 3: Ray of Exhaustion*, Vampiric Touch*, Halt Undead, Gentle Repose, Stinking Cloud, Clairaudience/Clairvoyance, Dispel Magic, Tongues, Lightning Bolt*, Gaseous Form, Slow, Fly, Protection from Energy, Blink. Prohibited schools: Illusion/Enchantment. Familiar: Sixsi (Rat) Familiar abilities: Alertness, improved evasion, share spells, empathic link, Deliver Touch Spells, speak with master. HD: 6d4 (15hp), Init: +2, Speed: 15ft, AC: 17 (+2 size, +2 dex, +3 nat armor), Touch: 14, Flat-footed: 15, Base attack: +3, grapple: -10, atk: Bite +7 melee (1d3-4), SQ: Low-light vision, scent, SV: Fort +2, Ref +4, Will +6, Abilities: Str 2, Dex 15, Con 10, Int 8, Wis 12, Cha 2, Skills: Balance +10, Climb +12, Hide +14, Move Silently +10, Swim +10, Feats: Weapon finesse ============================================== To be continued. [/QUOTE]
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