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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 |
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16 |
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0 Hit, +1 Dmg, 70lb. Wgt allowed 195lb. max press, <=9/d20 Open Door, 10% BB/LG |
Intelligence |
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17 |
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6 Languages, 8th Level spells, 75% chance to learn new spells, 14 spells/Level Max. |
Wisdom |
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14 |
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+0 save vs. Mind attacks, No bonus spells (Wiz), 0% spell fail, No spell immunity |
Constitution |
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16 |
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+2 HP/Level, 95% System Shock, 97% Resurrection, No bonus to poison save, |
Dexterity |
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18 |
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+2 Reaction Adjustment, +2 Missile Adjustment, -4 Armour Class adjustment |
Charisma |
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17 |
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10 Henchmen (Max.), +6 Loyalty base, + 6 Reaction Adjustment |
Hit points |
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62/62 |
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Jewels |
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Gems |
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Platinum |
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Gold |
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Electrum |
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Silver |
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Copper |
AC |
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0 |
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Move: |
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12 |
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- |
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- |
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- |
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214 |
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23 |
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33 |
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117 |
Weapon Proficiencies |
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Non Weapon Proficiencies |
W: Tight Group: As below |
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W: Awareness |
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R: Escape Artistry |
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W: Fencing Blades |
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W: Awareness |
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R: Escape Artistry |
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W: Specialised: Dagger |
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W: Alertness |
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R: Balance |
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W: Martial Art: Nizari (J)* |
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W: Observation |
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R: Athletics/Tumbling |
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W3: Martial Art: Nizari (M)* |
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W: Language: Phaerinz |
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R: Oration & Rhetoric |
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R: Martial Art: Nizari (A)* |
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W: Language: Zur-Illyain-Phaerinz |
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R: Ancient History |
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R: Parry * (J) |
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W: R/W Fharul script |
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R4: Statecraft/Intrigue/Politics |
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R4: Parry * (M) |
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W: Law & Politics |
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Wz: Arcane reading/writing |
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Wz: Parry * (A) |
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W3: Luck |
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Wz: Arcane reading/writing |
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Wz6: Danger Sense * |
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Int: Attack manipulation |
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Wz: Soul Retrieval |
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Int: Defence manipulation |
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Wz: Soul Retrieval |
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Int: Movement manipulation |
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Wz: Calligraphy |
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* Using the 2 NWP for the |
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Int: Lang, Ancient: Nyrridian (R/W) |
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Wz: Sorcerous Dueling |
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exchange of 1 WP option |
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Int: Lang, Ancient: Nyrridian (R/W) |
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Wz: Sorcerous Dueling |
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Int: Lang, Ancient: Nyrridian (R/W) |
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Wz: Spellcraft, Wizard |
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R: Assassination |
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Wz3: Tenebrous Knowledge |
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Bonus: Undead Lore |
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R: Assassination |
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Wz6: Tenebrous Knowledge |
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Pick Pockets |
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Open Locks |
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Find & Remove |
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Move Silently |
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Hide in Shadow |
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Hear Noise |
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Climb Walls |
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Base |
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15 |
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10 |
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5 |
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10 |
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5 |
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15 |
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60 |
Mod. |
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10 |
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15 |
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5 |
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10 |
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10 |
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- |
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- |
Add |
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- |
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- |
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- |
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35 |
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50 |
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40 |
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- |
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Total |
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25 |
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25 |
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10 |
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55 |
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65 |
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55 |
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60 |
Read languages 55% Backstab modifier x
3
Necromantic Powers |
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Hair leeched of colour (Silver/White) |
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Unearthly pallor (Albino-esque) |
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Deadly aura - kills small animals, plants and insects |
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Negative Energy Manipulation (Ghul Lord (Lady)) |
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Equipment |
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Equipment |
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Clothing |
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2 weeks rations, Iron (Dried fruit, oats) |
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: Boots, High, Soft (Beige) |
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: Shirts, Pale blue silk |
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1 weeks rations, standard (meat, wheat) |
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: Trousers, Silk and Leather |
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: Colours Beige and White |
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Water skin, Oil (from dungeon) |
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: Undergarments |
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Water skin, empty |
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: Cloak, leather, (Beige) |
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Water skin, empty |
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: Silk Aba, Off-white and Beige |
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Water skin, |
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: White silk Keffiyeh andCaftan |
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: Silver and bone Ferrioniere |
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Spyglass |
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: 2 sets of fine pale leather |
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Magnifying lens |
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gloves (Skinned Human hands) |
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Chalk |
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Belt, White leather |
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: Multiple clip pouches |
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* |
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2 x 50 foot lengths of silk rope |
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: Belt pouch, small |
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Grappling hook (Collapsible) |
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: Lock Picks (Quality, secreted) |
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100’ string |
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Map case, bone |
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: 20 sheets of parchment |
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Ring of Elemental Command (Air) |
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: Ink well, quills and charcoal |
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Bracers of Defence AC4 |
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Rod of Beguiling (Legate Rod of Office) |
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Map case, bone |
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: Map of area |
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Flat Case, Mahogany with bronze fittings |
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: Map of area |
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: Both sides of case can open |
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: Map of area |
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: Quality surgical instruments in |
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Silver and Bone |
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Stiletto, Bone blade (Treated with ‘Bone |
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: Padded receptacles for vials |
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to steel’ spell) |
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: 4 vials of Dreambliss |
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: In wrist sheath |
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: 2 vials Deathdust |
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: 2 Vials Ghoul Salve |
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Sabre, Bone blade (Treated with ‘Bone |
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: 4 vials Mindshadow |
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to steel’ spell), Basket hilt |
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: 2 vials Thessalhydra Acid |
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2 bottles of White wine (15gp per bottle) |
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Crystal Goblet, |
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Carried in storage ‘case’ |
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Rod of Office; Bone, Silver and Gold |
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Identifies her position as |
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Representative of Gharash |
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Signet/Seal Ring, Family seal (Lesser) |
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: (Superior quality ‘Pin ring’) |
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Spell Selection (Necromantic
only)
First |
Second |
Third |
Fourth |
Fifth |
Sixth |
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Cantrip |
Embalm |
Vampiric Touch |
Life Surge |
Death Bump |
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Cantrip |
Living Link |
Vampiric Touch |
Masque of Death |
Animate Dead |
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Chill Touch |
Living Link |
Spirit Armour |
Enervation |
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Chill Touch |
Ghoul Touch |
Hovering Skull |
Enervation |
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Spectral Voice |
Ghoul Touch |
Bone Dance |
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Spectral Voice |
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Normal |
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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 |
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Specialist |
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Unused |
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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)
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.