Amanita Al-Falahd

 
 

 

 


Age: 28                         Race: Kiresh (Human)     

Sex: Female                   Hair: Platinum Blonde/White/Silver

Height: 5’ 10”                  Weight: 115lb.                                       

Eyes: Pale Blue              Social status: Noble/Outcast

Levels: 5/6/9                  XP: 16, 000/20,000/147,860

 

 

 

Classes: Fighter/Rogue/Wizard (Specialist: Necromancer (Kit: Ghul Lord))      

 

 

 

Strength

 

16

 

0 Hit, +1 Dmg, 70lb. Wgt allowed 195lb. max press, <=9/d20 Open Door, 10% BB/LG

Intelligence

 

17

 

6 Languages, 8th Level spells, 75% chance to learn new spells, 14 spells/Level Max.

Wisdom

 

14

 

+0 save vs. Mind attacks, No bonus spells (Wiz), 0% spell fail, No spell immunity

Constitution

 

16

 

+2 HP/Level, 95% System Shock, 97% Resurrection, No bonus to poison save,

Dexterity

 

18

 

+2 Reaction Adjustment, +2 Missile Adjustment, -4 Armour Class adjustment

Charisma

 

17

 

10 Henchmen (Max.), +6 Loyalty base, + 6 Reaction Adjustment

 

Hit points

 

62/62

 

Jewels

 

Gems

 

Platinum

 

Gold

 

Electrum

 

Silver

 

Copper

AC

 

0

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Move:

 

12

 

-

 

-

 

-

 

214

 

23

 

33

 

117

 

Weapon Proficiencies

 

Non Weapon Proficiencies

 

W: Tight Group: As below

 

W: Awareness

 

 

 

R: Escape Artistry

 

 

W: Fencing Blades

 

W: Awareness

 

 

 

R: Escape Artistry

 

 

W: Specialised: Dagger

 

W: Alertness

 

 

 

R: Balance

 

 

W: Martial Art: Nizari (J)*

 

W: Observation

 

 

 

R: Athletics/Tumbling

 

 

W3: Martial Art: Nizari (M)*

 

W: Language: Phaerinz

 

 

 

R: Oration & Rhetoric

 

 

R: Martial Art: Nizari (A)*

 

W: Language: Zur-Illyain-Phaerinz

 

 

 

R: Ancient History

 

 

R: Parry * (J)

 

W: R/W Fharul script

 

 

 

R4: Statecraft/Intrigue/Politics

 

 

R4: Parry * (M)

 

W: Law & Politics

 

 

 

Wz: Arcane reading/writing

 

 

Wz: Parry * (A)

 

W3: Luck

 

 

 

Wz: Arcane reading/writing

 

 

Wz6: Danger Sense *

 

Int: Attack manipulation

 

 

 

Wz: Soul Retrieval

 

 

 

 

Int: Defence manipulation

 

 

 

Wz: Soul Retrieval

 

 

 

 

Int: Movement manipulation

 

 

 

Wz: Calligraphy

 

 

* Using the 2 NWP for the

 

Int: Lang, Ancient: Nyrridian (R/W)

 

 

 

Wz: Sorcerous Dueling

 

 

exchange of 1 WP option

 

Int: Lang, Ancient: Nyrridian (R/W)

 

 

 

Wz: Sorcerous Dueling

 

 

 

 

Int: Lang, Ancient: Nyrridian (R/W)

 

 

 

Wz: Spellcraft, Wizard

 

 

 

 

R: Assassination

 

 

 

Wz3: Tenebrous Knowledge

 

 

Bonus: Undead Lore

 

R: Assassination

 

 

 

Wz6: Tenebrous Knowledge

 

 

 

 

 

 

Pick Pockets

 

Open Locks

 

Find & Remove

 

Move Silently

 

Hide in Shadow

 

Hear Noise

 

Climb Walls

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Base

 

15

 

10

 

5

 

10

 

5

 

15

 

60

Mod.

 

10

 

15

 

5

 

10

 

10

 

-

 

-

Add

 

-

 

-

 

-

 

35

 

50

 

40

 

-

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Total

 

25

 

25

 

10

 

55

 

65

 

55

 

60

Read languages         55%

 

Backstab modifier      x 3

 

 

 

 

 

Necromantic Powers

 

 

 

Regeneration

 

Hair leeched of colour (Silver/White)

Shadow Form

 

Unearthly pallor (Albino-esque)

Commands Undead

 

Deadly aura - kills small animals, plants and insects

 

 

 

Negative Energy Manipulation (Ghul Lord (Lady))



Equipment

 

 

 

Equipment

 

 

 

 

 

 

 

 

 

 

 

Clothing

 

 

 

2 weeks rations, Iron (Dried fruit, oats)

 

 

 

: Boots, High, Soft (Beige)

 

 

 

 

 

 

 

: Shirts, Pale blue silk

 

 

 

1 weeks rations, standard (meat, wheat)

 

 

 

: Trousers, Silk and Leather

 

 

 

 

 

 

 

: Colours Beige and White

 

 

 

Water skin, Oil (from dungeon)

 

 

 

: Undergarments

 

 

 

Water skin, empty

 

 

 

: Cloak, leather, (Beige)

 

 

 

Water skin, empty

 

 

 

: Silk Aba, Off-white and Beige

 

 

 

Water skin,

 

 

 

: White silk Keffiyeh andCaftan

 

 

 

 

 

 

 

: Silver and bone Ferrioniere

 

 

 

Spyglass

 

 

 

: 2 sets of fine pale leather

 

 

 

Magnifying lens

 

 

 

gloves (Skinned Human hands)

 

 

 

 

 

 

 

 

 

 

 

Chalk

 

 

 

Belt, White leather

 

 

 

 

 

 

 

: Multiple clip pouches

 

*

 

2 x 50 foot lengths of silk rope

 

 

 

: Belt pouch, small

 

 

 

Grappling hook (Collapsible)

 

 

 

: Lock Picks (Quality, secreted)

 

 

 

 

 

 

 

 

 

 

 

100’ string

 

 

 

Map case, bone

 

 

 

 

 

 

 

: 20 sheets of parchment

 

 

 

Ring of Elemental Command (Air)

 

 

 

: Ink well, quills and charcoal

 

 

 

Bracers of Defence AC4

 

 

 

 

 

 

Rod of Beguiling (Legate Rod of Office)

 

 

 

Map case, bone

 

 

 

 

 

 

 

: Map of area

 

 

 

Flat Case, Mahogany with bronze fittings

 

 

 

: Map of area

 

 

 

: Both sides of case can open

 

 

 

: Map of area

 

 

 

: Quality surgical instruments in

 

 

 

 

 

 

 

Silver and Bone

 

 

 

Stiletto, Bone blade (Treated with ‘Bone

 

 

 

: Padded receptacles for vials

 

 

 

to steel’ spell)

 

 

 

: 4 vials of Dreambliss

 

 

 

: In wrist sheath

 

 

 

: 2 vials Deathdust

 

 

 

 

 

 

 

: 2 Vials Ghoul Salve

 

 

 

Sabre, Bone blade (Treated with ‘Bone

 

 

 

: 4 vials Mindshadow

 

 

 

to steel’ spell), Basket hilt

 

 

 

: 2 vials Thessalhydra Acid

 

 

 

 

 

 

 

 

 

 

2 bottles of White wine (15gp per bottle)

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Crystal Goblet,

 

 

 

 

 

 

 

Carried in storage ‘case’

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Rod of Office; Bone, Silver and Gold

 

 

 

 

 

 

 

Identifies her position as

 

 

 

 

 

 

 

Representative of Gharash

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Signet/Seal Ring, Family seal (Lesser)

 

 

 

 

 

 

 

: (Superior quality ‘Pin ring’)

 

 

 

 

 

 

 

Spell Selection (Necromantic only)

 

 

 

 

First

Second

Third

Fourth

Fifth

Sixth

 

 

 

 

 

 

Cantrip

Embalm

Vampiric Touch

Life Surge

Death Bump

 

Cantrip

Living Link

Vampiric Touch

Masque of Death

Animate Dead

 

Chill Touch

Living Link

Spirit Armour

Enervation

 

 

Chill Touch

Ghoul Touch

Hovering Skull

Enervation

 

 

Spectral Voice

Ghoul Touch

Bone Dance

 

 

 

Spectral Voice

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Normal

 

 

 

Henchmen: Iljhum (Githyanki) Warriors, 3rd level, Name:

Bodyguards for when Amanita steps ‘outside’ her physical self, also their innate abilities make them useful as messengers, Lieutenants and sidekicks J

Intelligence

 

 

 

Specialist

 

 

 

Unused

 

 

 

Command Undead (Vini, Vidi, Vici…)

 

Ghul Lords gain an innate understanding of the forces that animate the Undead.

The Necromancer may attempt to gain control of such Undead, using the force of his will to subjugate them.

They may roll to control a group of Undead as if they were a Cleric of 3 levels lower than their actual level.

Thus, at 10th level, a Ghul Lord would turn Undead as if he were a 7th Level Cleric.

If a Ghul Lord rolls well enough to turn a group of Undead, he may choose to subjugate them instead, as if he were an evil Priest.

Thus a result of ‘T’ indicates that the Undead will obey the Ghul Lord, while a ‘D’ indicates the complete loyalty of the affected Undead is gained.

In all other respects, the Ghul Lords effect on Undead is the same as a Cleric 3 levels lower than his current level.

(Complete Sha’ir’s, Chapter: 2, Page: 62)

 

Regeneration (The One Ring Effect)

 

The Necromancer is able to regenerate 2 HP per round.

This ability continues to operate regardless of circumstances, severed limbs continue to twitch and move under the Wizards direction, and immediately reattach if brought into contact with the body (Similar to a trolls power).

The Wizards body continues to regenerate after Death, even if the remains were destroyed and reduced by Fire or Acid.

If the body is dismembered and the parts buried separately, it will take the Necromancer 1 month to regenerate completely for every 100 feet distance of separation between the various parts.

Alternatively, if the body is burned or dissolved in Acid, the remains may be scattered over a wide area, delaying the regeneration time by 1 month for every 10-foot square area of disposal area.

Necromancers with such regenerative powers can be terribly difficult to kill permanently.

The DM may care to devise a special mission (or minor adventure), which must be completed in order for the Wizards Death to be final.

For instance: A certain Necromancers remains might need to be dissolved in Aqua Regia and then cast into the Lake of Winter Spirits during an annual Solstice.

Another Wizard might keep his life force safe in a receptacle or Phylactery, which must be destroyed before the Necromancer can be killed.

Certainly the Rite of Final Destruction will vary from Necromancer to Necromancer and must be adjudicated by the GM. (Complete Necromancers, Chapter: 2)

 

Shadow Form (I’m not the Mage you’re looking for, Move along…)

 

This enables the Necromancer to shift his or her form into the Plane of Shadow, becoming a 2 dimensional, substance less form capable of slipping under doors and through tiny cracks.

While in this shadowy state the Wizard cannot cast spells or otherwise physically attack other creatures, and is limited to his or her normal movement (possibly augmented by Magic items or any spells cast prior to entering the shadowy state) Refer to the Wizard spell Shadow form (WH) for this forms limitations

The Wizard can maintain this shadowy state almost indefinitely, provided that he or she stays fully alert, conscious and remains exclusively in an area of shadows.

The Wizard can be forced out of their shadowy state by exposure to bright light or complete darkness.

This power may be used up to 3 times a day. (Complete Necromancers, Chapter: 2)

 

Negative Energy Manipulation (If only you knew the power of the Dark Side…)

 

Ghul Lords are able to manipulate raw magical energies.

While much cruder than spells, the abilities this grants are quite versatile and powerful.

In order to manipulate the powerful energies of the Negative material plane, the Ghul Lord must first learn the various types of manipulation that can be performed.

These are similar to the various schools that are used by other Wizards.

They are…

·       Attack Manipulation: These are used to damage items or creatures.

This type of manipulation can form an actual Physical attack, or can be the unleashing of a purely magical attack.

Either option can be chosen at the discretion of the Ghul Lord, who must state what form the attack will take at the moment of it’s release.

 

·       Defence Manipulation: These form magical barriers that stop physical or magical attacks, decided upon by the Ghul Lord when the manipulation occurs.

 

·       Informational Manipulation: These allow the Ghul Lord to seek out knowledge that is otherwise unattainable.

Through the use of this manipulation the Ghul Lord can discover secret doors, reveal the secrets of the Ages, foresee the future or divine the location of lost or hidden objects.

Other uses may be possible at the discretion of the GM.

 

·       Movement Manipulation: These allow the Ghul Lord to move through the use of magical energies.

Using this, characters may fly, teleport or even pass through to other dimensions.

 

Each of these Manipulations must be learned as a separate NWP, requiring 1 slot for each manipulation.

Characters may start with as many as 2 manipulations at their disposal.

Each manipulation taken counts as a NWP, though these manipulations are not available to individuals who are not Ghul Lords.

The manipulations are not overly difficult to use, but they do require the expenditure of the Ghul Lords life force.

This is represented by the temporary loss of a number of Hit Points equal to the level of the manipulation currently being used.

 

Certain magical items, via a process known as ‘Leaching’, may offset this.

When a Ghul Lord prepares to use a manipulation, he must concentrate for a full combat round.

At the end of that round, the player of the Ghul Lord must state what type of manipulation is being used, the level of that manipulation, and the effect desired from the use of that manipulation.

 

Deciding which manipulation type to use is easy.

The effect desired often dictates to manipulation used, Is the Ghul Lord intent on trying to inflict harm to someone or something? Then the obvious choice is an Attack manipulation.

Likewise, if he desires to fly over a chasm, then a movement manipulation would be his choice.

Deciding on the level of manipulation requires a bit of co-operation between the GM and the player.

Taking a look at the effect that is desired, and comparing it to an existing spell that has a similar effect best determines the level required for the manipulation.

 

If the manipulation is essentially the same as a known spell, then the level of said spell is the level of the manipulation that must be used.

Some spells will have significantly different effects than the spells listed in the PHB and TOM.

Some spells may have a shorter range, or do greater damage; at this point it is necessary for the DM to make a judgement call.

 

In cases where range is concerned, the difference in the range of the manipulation and that of a known spell needs to be at least 50% to warrant an increase/decrease in the manipulations level.

That is, if the level of the spell is 6 (with a range of 100 feet), then the manipulation would need to have a range of 50 feet, or 150 feet before a change in range would be warranted.

In the first case, the level of the manipulation would be lowered by one, in the latter-raised by one.

 

Damage is a little stricter. Increases in damage should be rated as a number of dice, depending on the spell to which the manipulation is being compared.

If, for example, the spell that the manipulation is similar to uses six sided dice to determine damage, then it would take an increment of 1d6 to raise or lower the manipulation level.

Some manipulations may be compared to spells that do a different amount of damage depending on the level of the caster.

In these cases, use the level of the caster to determine the damage done/level of the manipulation.

 

Protective manipulations are among the easiest to determine levels for, because they will most often correspond to a 1 to 1 level with existing spells.

The PHB and TOM have a considerable number of protective spells within them, which address almost all cases in this regard.

 

It is important to remember that Ghul Lords utilise the magic of the Negative Material Plane to power their spells.

This energy has great destructive potential, but has little in the way of healing or restorative power.

The Negative energy can be used to good effect to attack or defend, but it cannot heal or create anything as it’s very nature prohibits this.

This must be remembered when using manipulations lest the characters use the Negative energy in a way that is not in keeping with its true power.

 

Negative energy can also have quite unexpected effects if it interacts with standard magic.

Any time the area of effect of a Ghul Lords Necromantic spells or manipulations overlaps that of a standard spell, the results can be explosive.

The same is true if a single target is affected by a Ghul Lords magic, and that of a standard Wizard in the same round.

If this ever occurs, the two energies react in a violent manner, attempting to eradicate one another.

The total levels of spells and manipulations should be added together, and the total is the amount of 4-sided dice that should be rolled to determine damage.

Damage is applied to anyone in the area where the spells overlap…

If the area of effect is a single target, the damage done is determined by rolling 6-sided dice, as the magical energies are more tightly compressed and have fewer outlets than they would have if spread over an area.

 

Ghul Lords may not use magical items that are not specifically designed for them.

The Negative energies within their bodies make the use of other magic items impossible.