About Indileth Amaneldth
Indileth "Lily" Amaneldth
AC 14, touch 14, flat-footed 11 (+3 Dex, +1 deflection)
Speed 30 ft.
* = bonus necromancy school specialist spell
Str 10, Dex 16, Con 10, Int 21, Wis 14, Cha 13
Hallowed Necromancer 1
Caretaker (Faith): As the child of an herbalist or an assistant in a temple infirmary, you often had to assist in tending to the sick and wounded.
Seeker (Social): You are always on the lookout for reward and danger.
Total skill ranks: 54 (12 wizard, +30 Int, +12 background)
Climb +1 (1 rank)
Craft (alchemy) +14 (6 ranks, +5 Int, +3 class skill)
Total starting wealth: 3,000 gp
Explorer's outfit (free starting outfit)
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.
Weapon and Armor Proficiency: Wizards are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor interferes with a wizard's movements, which can cause his spells with somatic components to fail.
Spells: A wizard casts arcane spells drawn from the sorcerer/wizard spell list. A wizard must choose and prepare his spells ahead of time.
Bonus Languages: A wizard may substitute Draconic for one of the bonus languages available to the character because of his race.
Arcane Bond (Ex or Su): At 1st level, wizards form a powerful bond with an object or a creature. This bond can take one of two forms: a familiar or a bonded object. A familiar is a magical pet that enhances the wizard's skills and senses and can aid him in magic, while a bonded object is an item a wizard can use to cast additional spells or to serve as a magical item. Once a wizard makes this choice, it is permanent and cannot be changed.
Necromancy Arcane School
Opposition Schools: Enchantment, Illusion
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.
Positive Touch (Su): As a standard action, a hallowed necromancer can sacrifice a prepared spell of the necromancy school to spontaneously cast a cure spell of the same level or lower, counting the spell as a necromancy spell rather than a conjuration spell. This cure spell harms only undead; it doesn’t heal the living. If the spell requires an attack roll, it as has a critical threat range of 19–20. A number of times per day equal to 3 + her Intelligence modifier, when she spontaneously casts a cure spell, she can either turn the effect into a ray and increase the range to close or remove the Will save but deal half the normal amount of damage.
Cantrips: Wizards can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Wizard under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again. A wizard can prepare a cantrip from an opposition school, but it uses up two of his available slots (see below).
Bonus Feats: At 5th, 10th, 15th, and 20th level, a wizard gains a bonus feat. At each such opportunity, he can choose a metamagic feat, an item creation, or Spell Mastery. The wizard must still meet all prerequisites for a bonus feat, including caster level minimums. These bonus feats are in addition to the feats that a character of any class gets from advancing levels. The wizard is not limited to the categories of Item Creation Feats, Metamagic Feats, or Spell Mastery when choosing those feats.
Deathbane (Su): At 5th level, a hallowed necromancer’s cure spells are maximized when used to damage undead and the save DCs of her spells cast on undead creatures are 1 higher. She can expend 2 uses of positive touch as a swift action to imbue any weapon she wields with the undead–bane or ghost touch weapon special ability for 1 round per 5 wizard levels she has. These effects apply only against undead, and only while the hallowed necromancer wields the weapon. If the weapon is her arcane bond item, this ability costs only 1 use of positive touch.
Spellbooks: A wizard must study his spellbook each day to prepare his spells. He cannot prepare any spell not recorded in his spellbook, except for read magic, which all wizards can prepare from memory.
3rd—accursed glare, halt undead, haste, howling agony, vampiric touch
Description: Slim and nervous-looking, Lily is a fair-complected elf woman with unusually dark hair (long) and cloudy gray eyes. Her fingernails are usually black (due to the materials she works with). She is not especially muscular, but neither is she gaunt.
Hair: Dark Brown
Personality Traits: Lily typically seems shy and uncertain. This is a product of her experiences as something of an outcast; people often become uncomfortable around professional necromancers, and their responses are often negative, which means that she is typically hesitant because she doesn't know how people will react to her.