Mithral Scarab

Indileth Amaneldth's page

299 posts. Alias of Jesse Heinig.

Full Name

Indileth "Lily" Amaneldth




Wizard (Hallowed Necromancer) 8 | HP 42/42| AC 14 T 14 FF 11 | Fort +3 Ref +6 Will +9 | Initiative +3 | Perception +16; low-light vision | Arcane Bond 1/1 | Positive Touch 8/8 | Turn Undead 8/8








Chaotic Good




Common (Taldane), Elvish; Celestial, Draconic, Dwarven, Gnome, Orc, Sylvan



Homepage URL


Strength 10
Dexterity 16
Constitution 10
Intelligence 22
Wisdom 14
Charisma 13

About Indileth Amaneldth

Indileth "Lily" Amaneldth
Wizard (hallowed necromancer) 8
CG Medium humanoid (elf)
Init +3; Perception +16; low-light vision


AC 14, touch 14, flat-footed 11 (+3 Dex, +1 deflection)
HP 42 (8d6, +8 favored class)
Fort +3 (+2 base, +0 Con, +1 resistance), Ref +6 (+2 base, +3 Dex, +1 resistance), Will +9 (+5 base, +3 Wis, +1 resistance)


Speed 30 ft.
Melee Longsword +4 (1d8/19-20/x2; slashing)
Ranged Masterwork longbow +8 (1d8/x3; piercing)
Spells Prepared (CL 8th; concentration +13)
• 4th (3+s/day)—black tentacles, boneshatter, fear
• 3rd (4+s/day)—accursed glare (DC 20 Will), haste, howling agony, reach stricken heart, vampiric touch*
• 2nd (5+s/day)—blindness/deafness (DC 19 Fort), glitterdust (DC 18 Will), see invisibility, spectral hand, stricken heart*
• 1st (6+s/day)—cause fear (DC 18 Will)*, chill touch (DC 18 Fort), expeditious retreat, mage armor, protection from evil, ray of enfeeblement (DC 18 Fort half)
• 0 (at will)—acid splash, disrupt undead, prestidigitation, touch of fatigue

* = bonus necromancy school specialist spell


Str 10, Dex 16, Con 10, Int 22, Wis 14, Cha 13
Base Atk +4; CMB +4; CMD 17
Languages: Common (Taldane), Elvish; Celestial, Draconic, Dwarven, Gnome, Orc, Sylvan


Level 1
Spell Focus: Choose a school of magic. Any spells you cast of that school are more difficult to resist.
Benefit: Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new school of magic.
Chosen School: Necromancy

Hallowed Necromancer 1
Turn Undead: Calling upon higher powers, you cause undead to flee from the might of your unleashed divine energy.
Prerequisites: Channel positive energy class feature.
Benefit: You can, as a standard action, use one of your uses of channel positive energy to cause all undead within 30 feet of you to flee, as if panicked. Undead receive a Will save to negate the effect. The DC for this Will save is equal to 10 + 1/2 your cleric level + your Charisma modifier. Undead that fail their save flee for 1 minute. Intelligent undead receive a new saving throw each round to end the effect. If you use channel energy in this way, it has no other effect (it does not heal or harm nearby creatures).
See Power Over Undead class feature, below.

Level 3
Greater Spell Focus: Choose a school of magic to which you have already applied the Spell Focus feat. Any spells you cast of this school are very hard to resist.
Prerequisite: Spell Focus.
Benefit: Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select. This bonus stacks with the bonus from Spell Focus.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new school to which you already have applied the Spell Focus feat.
Chosen School: Necromancy

Level 5
Reach Spell (Metamagic): Your spells go farther than normal.
Benefit: You can alter a spell with a range of touch, close, or medium to increase its range to a higher range category, using the following order: touch, close, medium, and long.
Level Increase: Special. A reach spell uses up a spell slot one level higher than the spell’s actual level for each increase in range category. For example, a spell with a range of touch increased to long range uses up a spell slot three levels higher.
Spells modified by this feat that require melee touch attacks instead require ranged touch attacks.
Spells that do not have a range of touch, close, or medium do not benefit from this feat.


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.
Benefits: You gain a +1 trait bonus on Heal checks, and Heal is always a class skill for you.

Seeker (Social): You are always on the lookout for reward and danger.
Benefits: You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.

Adventuring Skills

Total skill ranks: 80 (16 wizard, +48 Int, 16 background)

Climb +1 (1 rank)
Heal +14 (8 ranks, +2 Wis, +3 class skill, +1 trait)
Knowledge (arcana) +17 (8 ranks, +6 Int, +3 class skill)
Knowledge (dungeoneering) +10 (1 rank, +6 Int, +3 class skill)
Knowledge (history) +10 (1 rank, +6 Int, +3 class skill)
Knowledge (local) +10 (1 rank, +6 Int, +3 class skill)
Knowledge (nature) +17 (8 ranks, +6 Int, +3 class skill)
Knowledge (planes) +17 (8 ranks, +6 Int, +3 class skill)
Knowledge (religion) +10 (1 rank, +6 Int, +3 class skill)
Perception +16 (8 ranks, +2 Wis, +2 race, +3 class skill, +1 trait)
Spellcraft +17 (8 ranks, +6 Int, +3 class skill)
Survival +10 (8 ranks, +2 Wis)
Swim +1 (1 rank)

Background Skills

Craft (alchemy) +17 (8 ranks, +6 Int, +3 class skill)
Knowledge (engineering) +10 (1 rank, +6 Int, +3 class skill)
Knowledge (nobility) +10 (1 rank, +6 Int, +3 class skill)
Profession (mortician) +13 (8 ranks, +2 Wis, +3 class skill)


Total starting wealth: 3,000 gp

Explorer's outfit (free starting outfit)
Longsword (15 gp, 3 lbs.)
Masterwork longbow (375 gp, 3 lbs.)
20 durable cold iron arrows (40 gp, 3 lbs.)
Cloak of resistance +1 (1,000 gp)
Ring of protection +1
Amulet (free bonded item)
Spell component pouch (5 gp, 2 lbs.)
Adventurer's sash (20 gp, 3 lbs.)
Blessed book (12,500 gp, 1 lb.)
• 4th—bestow curse, black tentacles, boneshatter, fear, remove curse
• 3rd—accursed glare, dispel magic, halt undead, haste, howling agony, vampiric touch
• 2nd—blindness/deafness, glitterdust, knock, pilfering hand, scare, see invisibility, spectral hand, stricken heart
• 1st—cause fear, chill touch, detect secret doors, endure elements, expeditious construction, expeditious retreat, heightened awareness, itching curse, mage armor, protection from evil, ray of enfeeblement, ray of sickening, summon monster I, touch of blindness, unseen servant
• Cantrips—acid splash, arcane mark, bleed, breeze, dancing lights, daze, detect magic, detect poison, disrupt undead, drench, flare, ghost sound, haunted fey aspect, jolt, light, mage hand, mending, message, open/close, penumbra, prestidigitation, ray of frost, read magic, resistance, root, scoop, spark, touch of fatigue
• Bedroll (1 sp, 5 lbs.)
• Canteen (2 gp, 1 lb.)
• Grooming kit (1 gp, 2 lbs.)
• Healer's kit (50 gp, 1 lb.)
• Ink (8 gp)
• Journal (10 gp, 1 lb.)
• Masterwork artisan's tools, alchemy (55 gp, 5 lbs.)
• Masterwork artisan's tools, mortician (55 gp, 5 lbs.)
Pearl of power (1st, 1,000 gp)
• Potion of cure light wounds (cl 1)
• Smokestick
• Sunrod, 2
• 4,569 gp, 8 sp

Special Abilities


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.
Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Keen Senses: Elves receive a +2 racial bonus on Perception checks.
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.
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.
Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.

Wizard (hallowed necromancer) 8

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.
To learn, prepare, or cast a spell, the wizard must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a wizard's spell is 10 + the spell level + the wizard's Intelligence modifier.
A wizard can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Wizard. In addition, he receives bonus spells per day if he has a high Intelligence score (see Table: Ability Modifiers and Bonus Spells).
A wizard may know any number of spells. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his spellbook. While studying, the wizard decides which spells to prepare.
Starting Spells (See Spellbooks below): A wizard begins play with a spellbook containing all 0-level wizard spells (except those from his opposed schools, if any; see Arcane Schools) plus three 1st-level spells of his choice. The wizard also selects a number of additional 1st-level spells equal to his Intelligence modifier to add to the spellbook. At each new wizard level, he gains two new spells of any spell level or levels that he can cast (based on his new wizard level) for his spellbook. At any time, a wizard can also add spells found in other wizards' spellbooks to his own (see Magic).
Spells Gained at a New Level: Wizards perform a certain amount of spell research between adventures. Each time a character attains a new wizard level, he gains two spells of his choice to add to his spellbook. The two free spells must be of spell levels he can cast.

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.

Arcane School
A wizard can choose to specialize in one school of magic, gaining additional spells and powers based on that school. This choice must be made at 1st level, and once made, it cannot be changed. A wizard that does not select a school receives the universalist school instead.
A wizard that chooses to specialize in one school of magic must select two other schools as his opposition schools, representing knowledge sacrificed in one area of arcane lore to gain mastery in another. A wizard who prepares spells from his opposition schools must use two spell slots of that level to prepare the spell. For example, a wizard with evocation as an opposition school must expend two of his available 3rd-level spell slots to prepare a fireball. In addition, a specialist takes a –4 penalty on any skill checks made when crafting a magic item that has a spell from one of his opposition schools as a prerequisite. A universalist wizard can prepare spells from any school without restriction.
Each arcane school gives the wizard a number of school powers. In addition, specialist wizards receive an additional spell slot of each spell level he can cast, from 1st on up. Each day, a wizard can prepare a spell from his specialty school in that slot. This spell must be in the wizard's spellbook. A wizard can select a spell modified by a metamagic feat to prepare in his school slot, but it uses up a higher-level spell slot. Wizards with the universalist school do not receive a school slot.
A hallowed necromancer must specialize in the school of necromancy and swear never to create undead.
This alters arcane school and spells.

Necromancy Arcane School
The dread and feared necromancer commands undead and uses the foul power of unlife against his enemies.

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.
A hallowed necromancer must select Turn Undead as a bonus feat with her power over undead arcane school ability.
This alters power over undead.

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.
This ability replaces grave touch and Scribe Scroll.

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.
A wizard may also choose an Arcane Discovery that he qualifies for in place of a bonus feat at these levels.

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.
This ability replaces the bonus feat gained at 5th level.

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.
A wizard begins play with a spellbook containing all 0-level wizard spells (except those from his opposed schools, if any; see Arcane Schools) plus three 1st-level spells of his choice. The wizard also selects a number of additional 1st-level spells equal to his Intelligence modifier to add to the spellbook.


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.
When abroad, Lily typically dresses in a dark-dyed halter and skirt, with a heavy cloak over that if the weather is inclement.

Hair: Dark Brown
Eyes: Gray
Height: 5' 11"
Weight: 121 lbs.

Background: Lily is originally an elf of Kyonin, from a well-to-do family that specialized in scribing and library work. They kept a large collection of scrolls and a smaller collection of books, some historical, some artistic, some whimsical, and in this environment Lily grew up with a sharp mind as a voracious reader and a lover of both amusing stories and bits of trivia.
Her predilection for reading meant that Lily easily picked up some of the basics of arcana, and as a result she soon dabbled in wizardry in her youth. Her mentor, though, found that she had an unusual talent - a penchant for necromancy. Since this was a "taboo" topic in Kyonin, her mentor tried to influence her studies by forcing her to work with other kinds of magics, such as illusions and abjurations, in hopes of forcing her talents in a different direction. Unfortunately, she was completely unable to master illusions and enchantments. After several years of grueling work, during which her mentor became more distant and irritable, she was finally discharged from studies, branded a failure and told in no uncertain terms that people like her had no place in Kyonin.
Crushed and without any idea of what to do, she left the city with a few small possessions and many tears. Traveling through several human lands, she eventually came to the attention of the Pathfinder Society, since they would always hire oddballs with special skills. Still, she learned mostly to hate herself and tried to make sure that she would never use her magical abilities for evil.
In human lands she uses the nickname "Lily" as a literal translation of her elven name: "Indil" = "lily, white flower" + "-eth" = "personal name, rather than the actual thing" -> "Indileth" = "Lily (the person, not the flower)"

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.
Like most elves, Lily loves idle recreations like singing, dancing, and walking in the woods. She is simultaneously repelled and fascinated by necromantic magic, because it comes so easily to her but also has such an attached stigma.
Lily prefers wine over beer and enjoys fresh fruit as her preferential food, but she doesn't turn up her nose at good bread. She likes pastries but can only handle a small amount at a time before the sweetness overwhelms her.