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Thorn's End Guard

Ensebullus Willowcreek's page

25 posts. Alias of joerice.


Full Name

Ensebullus Willowcreek

Race

Elf

Classes/Levels

Necromancer 5

Gender

M

Size

M

Age

132

Special Abilities

Turn Undead 7/day, Grave Touch 7/Day, Elven Magic, Low Light Vision

Alignment

NG

Deity

--

Location

Ravenloft

Languages

Common, Elven, Ustalav, Varisian, Dwarven, Orcish, Draconic, Sylvan, Abyssal, Celestial

Occupation

Undead Hunter

Strength 14
Dexterity 15
Constitution 13
Intelligence 19
Wisdom 10
Charisma 10

About Ensebullus Willowcreek

Neutral Good Male Elven Necromancer 5
HP 32
BAB +2
AC 14 (12 flat, 13 touch, 22 w mage armor and shield)
Melee: +4
Ranged: +1 +2Str Composite Longbow +5/+6 w'in 30 (1d8+3/4)
Init: +2
Fort:+3
Refl:+4
Will:+4
Traits: Forlorn, Theoretical Magician

Racial Traits::

Ability Score Racial Traits: Elves are nimble, both in body and mind, but their form is frail. They gain +2 Dexterity, +2 Intelligence, and –2 Constitution.
Size: Elves are Medium creatures and thus receive no bonuses or penalties due to their size.
Type: Elves are Humanoids with the elf subtype.
Base Speed: Elves have a base speed of 30 feet.
Languages: Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan. See the Linguistics skill page for more information about these languages.

Defense Racial Traits

Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.

Feat and Skill Racial Traits

Keen Senses: Elves receive a +2 racial bonus on Perception checks.

Magical Racial Traits

Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.

Offense Racial Traits

Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.

Senses Racial Traits

Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.

Skills:
Knowledge Arcana 12 (4+5+3)
Knowledge Engineering 12 (4+5+3)
Knowledge Planar 12 (4+5+3)
Knowledge Religion 12 (4+5+3)
Perception 2 (0+0+0+2)
Spellcraft 14 (4+5+3+2)

Feats: Turn Undead 7/day DC12, Scribe Scroll, Consecrate Spell, Point Blank Shot, Precise Shot

Class features::

Arcane Bond: Bow
Arcane School: Necromancy
Prohibited Schools: Illusion, Enchantment
Power over Undead (Su)

You receive Command Undead or Turn Undead as a bonus feat. You can channel energy a number of times per day equal to 3 + your Intelligence modifier, but only to use the selected feat. You can take other feats to add to this ability, such as Extra Channel and Improved Channel, but not feats that alter this ability, such as Elemental Channel and Alignment Channel. The DC to save against these feats is equal to 10 + 1/2 your wizard level + your Charisma modifier. At 20th level, undead cannot add their channel resistance to the save against this ability.
Grave Touch (Sp)

As a standard action, you can make a melee touch attack that causes a living creature to become shaken for a number of rounds equal to 1/2 your wizard level (minimum 1). If you touch a shaken creature with this ability, it becomes frightened for 1 round if it has fewer Hit Dice than your wizard level. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Spells a day
Orisons (4/unlimited a day)
1 (4 + 1)
2 (3+1)
3 (2+1)

Spells Prepared
3: Halt Undead, Flame Arrow, Fireball
2: Limp Lash, Protection from Arrows, See Invisible, Scorching Ray
1: Ray of Enfeeblement, Protection from Evil, Shield, Mage Armor, Gravity Bow
Orisons: Detect Magic, Create Water, Acid Splash, Acid Splash

Spellbook:

1st Level: Ray of Enfeeblement 1d6+2, Protection from Evil, Shield, Mage Armor, Stumble Gap, Detect Undead, Burning Hands 5d4, Magic Missle 3x1d4+1, Gravity Bow
2nd Level: Limp Lash, Scare, Protection from Arrows, Scorching Ray 2x4d6, See Invisible, Web, Create Pit, Polypurpose Panacea
3rd Level: Halt Undead, Fireball, Haste, Versatile Weapon, Water Breathing, Flame Arrow, Blink, Daylight, Call the Void, Diamond Spray 5d6, Dispel Magic, Ablative Sphere

Wealth: 200gp

Equipment:
Explorer's Outfit
+1 +2Str Composite Longbow
Ring of Protection +1
Amulet of Natural Armor +1

Background:
Ensebullus was the seventh son in as many years of a contented elven family in a rural area of Ustilov. The only problem was the other six sons. Try as they might, the Willowcreek family could not find enough for Ensebullus to do. Though strong, he was quiet and bookish, more apt to examine a dead animal in the fields than to harvest.

He just wasn't very much like the rest of his family. They found him creepy and morbid. When his uncle came to visit from the city, the two immediately bonded. When the visit was over, Ensebullus left with his uncle, rarely thinking about the rest of his family again. His parents were relieved: inviting Weird Uncle Molloch had worked out after all.

However, it turned out that Weird Uncle Molloch was perhaps weirder than they realized. He was a powerful necromancer, but one with a particular political bent. Raising undead was far cheaper than resurrection spells. If there was a way to bypass the evil or mindless nature of such raisings, no longer would resurrection be the sole property of the privileged royalty and adventurers.

Ensebullus took to his Uncle and his teachings quickly. Night and day the two would work on magic, hoping to crack the riddle of Good Necromancy for the people. Unfortunately, only a century or so into their study, tragedy struck. While Ensebullus was out hunting for dinner (and experimentation fodder), a group of angry undead lead by a powerful vampire ransacked Molloch's home and lab. Decades and decades of study gone in a terrible fire, and Molloch murdered, burned almost beyond recognition.

Ensebullus' training was not complete in his uncle's mind, but he nevertheless has set out to continue his uncle's project, this time while hunting down the evil undead that taint necromancy so.

Appearance and Personality:

Ensebullus still looks the part of the farmboy. Broad of shoulder, clean-cut, and simply dressed, he was essentially raised by an eccentric uncle who cared nothing for appearances. Ensebullus, since his uncle's murder, has begun to notice people do not suspect that he is a wizard, much less a necromancer. This suits him, as he understands the prejudice the school of magic works under. With his build and skill with a bow, he can pass himself off as a less arcane elf.

He is shy and soft of speech, preferring study to socialization, especially as he's had essentially no productive socialization in his life. Death and life are his fascinations, undeath and resurrection his passions. He tends to disdain religion, seeing evil extraplanar entities as the true source of evil undeath. He respects life and wishes to preserve it, but once a creature is dead it is merely an object of possible interest for research. Undead, whether intelligent or not, are seen likewise. When pressed, he probably could not come up with an act that would be inherently evil if performed upon malevolent undead. They are simply dead bodies cursed with otherwordly negative energy and not realized back to full sapience.


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