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Wild:PC/Nathaniel

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Nathaniel Winter III

Build

Dread Necromancer 2 + Chameleon template (Underdark p83 LA+1)
Dread Necromancer 2 TN Medium Undead (Reptilian) formerly middle-aged human
Init +0; Senses: Low-light Vision, Darkvision 60'; Listen +0; Spot +0


AC: 15+dex; Touch: 10+dex; Flat-footed: 14+dex
(+dex; +4 armor; +1 shield)
HP: 00 (2d12)
DR 2/Magic and Bludgeoning


Fort: +0, Ref +0+dex, Will +3+wis
+2 profane to Will saves to resist Control Undead
Immune All mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects); poison, sleep effects, paralysis, stunning, disease, death effects. Not subject to critical hits, nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects. Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).


Speed: 30'; Climb 15'
Melee: Charnel Touch +0 (1d8 20×2)
Ranged: Tongue +1+dex (no dmg)
Ranged: Longbow +2+dex (1d8 / 20×3 / 100')
Space: 5'; Reach: 5'; BAB: +1; Grapple: +1


Class Spells CL2 DC 13+lvl
Close 30' [6] Medium 120' Long Far

  • 1st (5)
    • Debuff
    • Bane: VS; 1 min@CL; 50' burst on you; Enemies take -1 on attack rolls and saves against fear.
    • Cause Fear: VS; Close; Frightened 1d4 rnds (Will shaken for 1 rnd)
    • Doom: VS; Medium, 1 min@CL; One subject shaken (-2 on attack rolls, saves, and checks).
    • Attack
    • Bestow Wounds HoH: Permitted?
    • Chill Touch: VS; One touch/level deals 1d6 neg, 1 Str damage (Fort neg str dmg)
    • Inflict Light Wounds: VS; Touch deals 1d8 damage +1/level (max +5).
    • Ray of Enfeeblement: VS; Close, 1 min@CL; Ranged touch attack does 1d6 +1 per two CL (maximum 1d6+5). The subject’s Strength score cannot drop below 1.
    • Summon Undead I SpC: VS; Summons undead to fight for you.
    • Utility
    • Detect Magic: VS; Detects spells and magic items within 60 ft.
    • Detect Undead: VSM; Reveals undead within 60 ft.
    • Hide from Undead: VS; 1 touched creature@CL, 10 min@CL; Undead can’t perceive one subject/level. Intelligent undead get a Will save to negate.
    • Undetectable Alignment: VS; Conceals alignment for 24 hours.
    • Spell Domain 1/day
    • Mage Armor VSF; 1 hour@CL; +4 armor bonus

Abilities Str 8 | Dex 13+1d4 | Con --- | Int 12+1d4 | Wis 13+1d4 | Cha 17

  • Feats
    • Hu: Improved Turn Resistance (+4 turn resistance)
    • 1: Arcane Disciple (Spell domain)
  • Skills
    • Concentration +7
    • Knowledge (Religion) +4+int
    • Spellcraft +4+int

Items Longbow, mw (375gp/3#), arrows (1gp/3#), Mithral Shirt (1,100gp/10#), Mithral Buckler (1,015gp/2.5#), Hat of Disguise (1,800gp), Backpack (2gp/2#)


Charnel Touch (Su): Negative energy flows through a dread necromancer's body, concentrating in her hands. At will, but no more than once per round, she can make a melee touch attack against a living foe that deals 1d8 points of damage, +1 per four class levels. This touch heals undead creatures, restoring 1 hit point per touch, +1 per four class levels. A dread necromancer can use the spectral hand spell to deliver this attack from a distance.

Rebuke undead (Su): 6/day; A dread necromancer can rebuke or command undead creatures by channeling negative energy through her body.

Lich Body Starting at 2nd level, a dread necromancer begins her journey into undeath. The first symptom is her body's increased resilience to physical harm. She gains DR 2/ bludgeoning and magic. As the dread necromancer increases in level, this DR increases in effectiveness, to DR 4 at 7th level, DR 6 at 11th level, and DR 8 at 15th level.

Chameleon Creature

"Chameleon creature" is an inherited template that can be added to any corporeal creature except a construct, undead, or elemental (referred to hereafter as the base creature). This template was applied preundead state.

Size and Type: Type remains the same, but it has the reptilian subtype. Sized unchanged.

Attacks: A chameleon creature has a tongue attack with a 10' reach. This attack deals no damage, but it is especially useful for delivering touch spells.

Speed: Gains a climb speed equal to 1/2 creatures highest nonflying speed.

Special Qualities: Gains low-light vision.

Skills: +10 racial to Hide; +4 racial to Move Silently

Level Adjustment: +1

Necropolitan

“Necropolitan” is an acquired template that can be added to any humanoid or monstrous humanoid (referred to hereafter as the base creature).

A necropolitan speaks any languages it knew in life, and it has all the base creature’s statistics and special abilities except as noted here.

Size and Type: The creature’s type changes to undead, and it gains the augmented subtype. Do not recalculate base attack bonus, saves, or skill points. Size is unchanged.

Hit Dice: Increase to d12.

Special Qualities: A necropolitan retains all the special qualities of the base creature and gains those described below.

Resist Control (Ex): Necropolitans have a +2 profane bonus on their Will saving throws to resist the effect of a control undead spell.

Turn Resistance (Ex): A necropolitan has +2 turn resistance.

Unnatural Resilience (Ex): Necropolitans automatically heal hit point damage and ability damage at the same rate as a living creature. The Heal skill has no effect on necropolitans; however, negative energy (such as an inflict spell) heals them.

Abilities: Same as the base creature, except that as undead creatures, necropolitans have no Constitution score.

Advancement: By character class.

Level Adjustment: Same as the base creature. (Becoming a necropolitan involves losing a level—see Ritual of Crucimigration, below—so the advantages of the undead type cancel out what would other wise be a larger adjustment.)

Undead Type

Undead are once-living creatures animated by spiritual or supernatural forces.

Features

An undead creature has the following features.

  • 12-sided Hit Dice.
  • Base attack bonus equal to ½ total Hit Dice (as wizard).
  • Good Will saves.
  • Skill points equal to (4 + Int modifier, minimum 1) per Hit Die, with quadruple skill points for the first Hit Die, if the undead creature has an Intelligence score. However, many undead are mindless and gain no skill points or feats.

Traits

An undead creature possesses the following traits (unless otherwise noted in a creature’s entry).

  • No Constitution score.
  • Darkvision out to 60 feet.
  • Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
  • Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects.
  • Not subject to critical hits, nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects.
  • Cannot heal damage on its own if it has no Intelligence score, although it can be healed. Negative energy (such as an inflict spell) can heal undead creatures. The fast healing special quality works regardless of the creature’s Intelligence score.
  • Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
  • Uses its Charisma modifier for Concentration checks.
  • Not at risk of death from massive damage, but when reduced to 0 hit points or less, it is immediately destroyed.
  • Not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can affect undead creatures. These spells turn undead creatures back into the living creatures they were before becoming undead.
  • Proficient with its natural weapons, all simple weapons, and any weapons mentioned in its entry.
  • Proficient with whatever type of armor (light, medium, or heavy) it is described as wearing, as well as all lighter types. Undead not indicated as wearing armor are not proficient with armor. Undead are proficient with shields if they are proficient with any form of armor.
  • Undead do not breathe, eat, or sleep.