Post by Yakumo on Jul 13, 2007 12:39:49 GMT -5
Kain Markowitz
Human Male
Level 6 Necromancer
Age: 26
Height: 5'10"
Weight: 175 lbs
Hair: Fire Red
Eyes: Hazel
Alignment: Lawful Evil
God: Vecna
Attributes and Bonuses:
Str: 10 +0
Int: 19 +4
Dex: 14 +2
Con: 14 +2
Wis: 10 +0
Cha: 8 -1
Health and Defense:
Hit points: 31
Initiative: +2
Armor class: 13 (21 with Mage armor and Shield)
Flat footed: 11
Touch: 12
BAB: +3
Melee: +3
Ranged: +5
Saves:
Fort: +5
Ref: +5
Will: +6
Feats:
Spell Focus: Necromancy (+1 to DC)
Greater Spell Focus: Necromancy (+1 to DC)
Scribe Scroll
Alacritous Cogitation: If you leave a spell slot open, you can spontaneously cast any spell you know of that level or lower, though it takes a full-round action instead of a standard. You can only do this once per day. (Complete Mage)
Sickening Grasp: Any living creature Kain makes a touch attack against becomes sickened for a number of rounds equal to the highest level of Necromancy spell he has available to cast. A fortitude save reduces the time to 1 round. As a secondary bonus Kain receives a +1 to his caster Level for Necromancy spells. (Complete Mage)
Special Qualities and Abilities:
Arcane School Specialization: Necromancy
- Prohibited Schools: Enchantment and Transmutation and Evocation
- One Bonus Spell of Necromancy per spell level each day
- +2 spellcraft check for Necromancy
- -5 spellcraft check on Prohibited schools
- +2 to all DC for spells of Necromancy
Focused Specialist (Necromancer): Choose a third school to prohibit and lose 1 'general choice' spell slot per level. In exchange, Kain gets an additional 2 spell slots for every level that must be filled with your school's spells. This is in addition to the regular specializing.
Immediate Magic: Necromancy
- Lose Familiar
- Can activate the ability as an Immediate action (int bonus/day)
- Spell level is 1/2 Wizard level, and Caster Level is Wizard level
- DC = 10 + 1/2 wizard level + Int bonus. (20) (Spell focus+Necro spell)
- Effect lasts till the end of my Next turn
- Curse Glance: When a Visible Enemy within 60 ft Targets me with a spell or attack, I can respon with a curse that (if they fail a will save) gives them -2 to AC and -2 to all saves
Languages:
Common
Draconic
Infernal
Orcish
Goblin
Skills: (Max= 8 for class, CC= 4) (Total Available: 56 (28+7+7+7+7))
Appraise: +6 2+4 (+2 when dealing with Alchemy)
Concentration: +10 8+2
Craft (Alchemy): +14 8+4+2
Decipher Script: +7 3+4
Forgery: +8 4+4
Heal: +3 1+0+2
Knowledge (Arcana): +13 9+4
Knowledge (Religion): +12 8+4
Knowledge (Architecture and engineering): +5 1+4
Knowledge (Dungeoneering): +5 1+4
Knowledge (Geography): +5 1+4
Knowledge (History): +5 1+4
Knowledge (Local): +5 1+4
Knowledge (Nature): +5 1+4
Knowledge (Nobility and royalty): +5 1+4
Knowledge (The planes): +5 1+4
Spellcraft: +15 9+4+2 +2 (if dealing with Necromancy), -5 (If prohibited schools)
Weapons and Attack Info:
Attack: Dmg: Critical:
Masterwork Quarterstaff
+4 To Hit / 1d6 Damage / x2 Critical
Masterwork Heavy Crossbow
+5 To Hit / 1d10 Damage / 19-20 x2 Critical
Silver Masterwork Dagger
+4 To Hit / 1d4-1 Damage / 19-20 x2 Critical
Armor:
Tattoos Of Protection
+1 Armor Bonus Operates as Ring of Protection
+1 to all Saves, Operates as Cloak of Resistance
Equipment:
House
-An Alchemist's Lab
-Magnifying Glass
-Merchant Scales
Backpack:
-Bedroll
-Winter Blanket
-Seven Days' Trail Rations
-Two water skins
-Spell book
-Bag of Caltrops
-2 Superior Locks
-2 Chests
Quiver:
- 20 crossbow bolts
Spell Component Pouch
1st Belt Pouch:
-A Small Journal
-A Scroll case
Scroll case
-One Disguise self
-One Grease
-Two Comprehend Languages
-Two True Strikes
2nd Belt Pouch:
-A vial of ink
-Two inkpens
3rd Belt Pouch:
-Money and Gems
-Pair of Sending Stones
4th Belt Pouch:
-Two Bottles of Alchemist's Fire
-Two Bottles of Holy water
-One Tanglefoot Bag
-One Antitoxin
-Two Thunderstones
-One Smoke Stick
5th Belt Pouch
-One Potion of Endure Elements
-One Potion of Protection from Law
-Four Potions of Cure Light Wounds
Spells Per Day
0th Level- 6 - 3 must be Necro
1st Level- 6 - 3 must be Necro
2nd Level- 6- 3 must be Necro
3rd Level- 5 - 3 must be Necro
Spells Known
0th Level:
-Resistance
-Acid Splash
-Detect Poison
-Detect Magic
-Read Magic
-Ghost Sound
-Arcane Mark
-Prestidigitation
-Disrupt Undead
-Touch of Fatigue
1st Level:
Mage Armor
Shield
Protection from Good
Detect Secret Doors
Ventriloquism
Alarm
Blade of Blood
Chill Touch
Ray of Enfeeblement
2nd Level
Ghoul Touch
Command Undead
Spectral Hand
Blindness / Deafness
3rd Level
Vampiric touch
Ray of Exhaustion
Protection from Energy
Invisibility Sphere
Prepared Spells:
0th - 6
Detect Magic
Resistance
Ghost Sound
Touch of Fatigue x2
Distrupt Undead
1st - 6
Mage Armor
Shield
Ventriloquism
Blade of Blood
Chill Touch x2
2nd - 5
Spectral Hand x 2
Ghoul Touch
Blindness / Deafness x2
3rd - 4
Vampiric Touch x2
Ray of Exhaustion
One open for Feat!
Description and Background:
Kain was never really the bookish type, he never had the patience for practice or for studying too many things; if it didn't come naturally and didn't interest him, Kain wouldn't be bothered with it.
Kain is a selfish egotist, who turned to the dark circles of Magic for power and he doesn't care who he has to kill, lie to, betray or break to get what he wants. He hides behind a mask of uncaring bravado but in reality, Kain is a coward who is afraid of death, and surrounds himself with it so that others would also taste that fear.
He turned to Necromancy when he learned of his great lord Vecna, and his powers over life and death. Kain would kill for that power, but the only way to get it is to degrade oneself for a while until the times change. This is why Kain has spent the last 2 years of his life working as one of the bootheels for the City's Town guard. He has been called on for his amazing abilities in identifying and dealing with magic using criminals.
Kain thought he was the only one who knew that he was just biding his time there, watching, waiting and learning; that is until he got a letter calling him to meet a group of people with some common interests.
Human Male
Level 6 Necromancer
Age: 26
Height: 5'10"
Weight: 175 lbs
Hair: Fire Red
Eyes: Hazel
Alignment: Lawful Evil
God: Vecna
Attributes and Bonuses:
Str: 10 +0
Int: 19 +4
Dex: 14 +2
Con: 14 +2
Wis: 10 +0
Cha: 8 -1
Health and Defense:
Hit points: 31
Initiative: +2
Armor class: 13 (21 with Mage armor and Shield)
Flat footed: 11
Touch: 12
BAB: +3
Melee: +3
Ranged: +5
Saves:
Fort: +5
Ref: +5
Will: +6
Feats:
Spell Focus: Necromancy (+1 to DC)
Greater Spell Focus: Necromancy (+1 to DC)
Scribe Scroll
Alacritous Cogitation: If you leave a spell slot open, you can spontaneously cast any spell you know of that level or lower, though it takes a full-round action instead of a standard. You can only do this once per day. (Complete Mage)
Sickening Grasp: Any living creature Kain makes a touch attack against becomes sickened for a number of rounds equal to the highest level of Necromancy spell he has available to cast. A fortitude save reduces the time to 1 round. As a secondary bonus Kain receives a +1 to his caster Level for Necromancy spells. (Complete Mage)
Special Qualities and Abilities:
Arcane School Specialization: Necromancy
- Prohibited Schools: Enchantment and Transmutation and Evocation
- One Bonus Spell of Necromancy per spell level each day
- +2 spellcraft check for Necromancy
- -5 spellcraft check on Prohibited schools
- +2 to all DC for spells of Necromancy
Focused Specialist (Necromancer): Choose a third school to prohibit and lose 1 'general choice' spell slot per level. In exchange, Kain gets an additional 2 spell slots for every level that must be filled with your school's spells. This is in addition to the regular specializing.
Immediate Magic: Necromancy
- Lose Familiar
- Can activate the ability as an Immediate action (int bonus/day)
- Spell level is 1/2 Wizard level, and Caster Level is Wizard level
- DC = 10 + 1/2 wizard level + Int bonus. (20) (Spell focus+Necro spell)
- Effect lasts till the end of my Next turn
- Curse Glance: When a Visible Enemy within 60 ft Targets me with a spell or attack, I can respon with a curse that (if they fail a will save) gives them -2 to AC and -2 to all saves
Languages:
Common
Draconic
Infernal
Orcish
Goblin
Skills: (Max= 8 for class, CC= 4) (Total Available: 56 (28+7+7+7+7))
Appraise: +6 2+4 (+2 when dealing with Alchemy)
Concentration: +10 8+2
Craft (Alchemy): +14 8+4+2
Decipher Script: +7 3+4
Forgery: +8 4+4
Heal: +3 1+0+2
Knowledge (Arcana): +13 9+4
Knowledge (Religion): +12 8+4
Knowledge (Architecture and engineering): +5 1+4
Knowledge (Dungeoneering): +5 1+4
Knowledge (Geography): +5 1+4
Knowledge (History): +5 1+4
Knowledge (Local): +5 1+4
Knowledge (Nature): +5 1+4
Knowledge (Nobility and royalty): +5 1+4
Knowledge (The planes): +5 1+4
Spellcraft: +15 9+4+2 +2 (if dealing with Necromancy), -5 (If prohibited schools)
Weapons and Attack Info:
Attack: Dmg: Critical:
Masterwork Quarterstaff
+4 To Hit / 1d6 Damage / x2 Critical
Masterwork Heavy Crossbow
+5 To Hit / 1d10 Damage / 19-20 x2 Critical
Silver Masterwork Dagger
+4 To Hit / 1d4-1 Damage / 19-20 x2 Critical
Armor:
Tattoos Of Protection
+1 Armor Bonus Operates as Ring of Protection
+1 to all Saves, Operates as Cloak of Resistance
Equipment:
House
-An Alchemist's Lab
-Magnifying Glass
-Merchant Scales
Backpack:
-Bedroll
-Winter Blanket
-Seven Days' Trail Rations
-Two water skins
-Spell book
-Bag of Caltrops
-2 Superior Locks
-2 Chests
Quiver:
- 20 crossbow bolts
Spell Component Pouch
1st Belt Pouch:
-A Small Journal
-A Scroll case
Scroll case
-One Disguise self
-One Grease
-Two Comprehend Languages
-Two True Strikes
2nd Belt Pouch:
-A vial of ink
-Two inkpens
3rd Belt Pouch:
-Money and Gems
-Pair of Sending Stones
4th Belt Pouch:
-Two Bottles of Alchemist's Fire
-Two Bottles of Holy water
-One Tanglefoot Bag
-One Antitoxin
-Two Thunderstones
-One Smoke Stick
5th Belt Pouch
-One Potion of Endure Elements
-One Potion of Protection from Law
-Four Potions of Cure Light Wounds
Spells Per Day
0th Level- 6 - 3 must be Necro
1st Level- 6 - 3 must be Necro
2nd Level- 6- 3 must be Necro
3rd Level- 5 - 3 must be Necro
Spells Known
0th Level:
-Resistance
-Acid Splash
-Detect Poison
-Detect Magic
-Read Magic
-Ghost Sound
-Arcane Mark
-Prestidigitation
-Disrupt Undead
-Touch of Fatigue
1st Level:
Mage Armor
Shield
Protection from Good
Detect Secret Doors
Ventriloquism
Alarm
Blade of Blood
Chill Touch
Ray of Enfeeblement
2nd Level
Ghoul Touch
Command Undead
Spectral Hand
Blindness / Deafness
3rd Level
Vampiric touch
Ray of Exhaustion
Protection from Energy
Invisibility Sphere
Prepared Spells:
0th - 6
Detect Magic
Resistance
Ghost Sound
Touch of Fatigue x2
Distrupt Undead
1st - 6
Mage Armor
Shield
Ventriloquism
Blade of Blood
Chill Touch x2
2nd - 5
Spectral Hand x 2
Ghoul Touch
Blindness / Deafness x2
3rd - 4
Vampiric Touch x2
Ray of Exhaustion
One open for Feat!
Description and Background:
Kain was never really the bookish type, he never had the patience for practice or for studying too many things; if it didn't come naturally and didn't interest him, Kain wouldn't be bothered with it.
Kain is a selfish egotist, who turned to the dark circles of Magic for power and he doesn't care who he has to kill, lie to, betray or break to get what he wants. He hides behind a mask of uncaring bravado but in reality, Kain is a coward who is afraid of death, and surrounds himself with it so that others would also taste that fear.
He turned to Necromancy when he learned of his great lord Vecna, and his powers over life and death. Kain would kill for that power, but the only way to get it is to degrade oneself for a while until the times change. This is why Kain has spent the last 2 years of his life working as one of the bootheels for the City's Town guard. He has been called on for his amazing abilities in identifying and dealing with magic using criminals.
Kain thought he was the only one who knew that he was just biding his time there, watching, waiting and learning; that is until he got a letter calling him to meet a group of people with some common interests.