About Preston CorneliusStats*:
Hit Points: 14/14
Melee: +1
+3 melee +4 range (masterwork cold iron dagger)
(Class Ability) used: (0/0) Skills:
Skill Acrobatics 0 Bluff 6 Craft (Untrained) 0 Fly 0 Heal 4 Intimidate 9 Knowledge (engineering) 0 Knowledge (history) Knowledge (nature) 8 Knowledge (planes) 9 Perception 1 Profession (coranor) 4 spellcraft 9 Use Magic Device 8 Class features, Feats, Traits, and Racial Traits:
Class feature: (Class): Spell Poppet: Each gravewalker carries around a gristly, inanimate poppet stitched from human skin and stuffed with shards of bone, fingernails, and grave dirt. A gravewalker's spells come from the will of evil spirits residing in the poppet, and its ability to hold spells functions in a manner identical to the way a witch's spells are granted by her familiar. The gravewalker must commune with her poppet each day to prepare her spells and cannot prepare spells that are not stored in the poppet. This ability replaces familiar. The following familiar ability works differently for a gravewalker: Deliver Touch Spells (Su): At 3rd level or higher, a gravewalker can use her poppet to deliver touch spells. After casting a touch spell, as a full-round action, the witch can designate a target and stab a pin into her poppet, delivering the spell as a ranged touch attack. The target must be within range of her aura of desecration ability (see below). Aura of Desecration (Su): At first level, a gravewalker can create a 20-foot-radius aura of evil power. This aura increases the DC of channeled negative energy by +1 and the turn resistance of undead by +1. At 3rd level and every 2 levels thereafter, the radius of the aura increases by 5 feet, to a maximum of 70 feet at 20th level. This ability replaces the witch's 1st-level hex. Bonethrall (Su): At first level, a gravewalker can take control of an undead creature within her aura of desecration by forcing her will upon it (Will negates, using her hex DC). If it fails the save, the creature falls under her control as if she had used command undead (once control is established, the undead remain controlled even if outside the witch's aura). Intelligent undead receive a new saving throw each day to resist her command. The witch can control up to 1 HD of undead creatures per caster level. If an undead creature is under the control of another creature, the witch must make an opposed Charisma check whenever her orders conflict with that creature's. This replaces the witch's hex gained at 4th level.
Feats:
The walking dead respond to your call. Prerequisites: Spell Focus (necromancy), ability to cast summon monster. Benefit: Add “human skeleton” to the list of creatures you can summon with summon monster I and “human skeletal champion” to the list of creatures you can summon with summon monster III. Once per day, when you cast summon monster, you may summon a skeletal version of one of the creatures on that spell's summoning list (apply the skeleton template to that creature to create this monster). Witch Knife You empower your witch spells by incorporating the use of a special ceremonial knife during your castings. Prerequisite: Witch class. Benefit: Each day, when you prepare your spells, you can select a masterwork or magical dagger, transforming it into a witch knife, which serves as an additional focus component for witch patron spells. Add +1 to the DC of all your patron spells. Spell Focus (necromancy) 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. Traits:
Since birth you have had an intimate connection with a certain number. Benefit: When you select this trait, roll 3d6. The resulting number becomes your numerological totem and can never be changed. Once per day, when you roll your totem number on a d20 (such as an attack roll, save, or skill check), you may treat that roll as if you had rolled a natural 20 on the die. Convincing Liar You've spent your life perfecting the art of half-truths in order to accomplish what you need to. Benefit: You gain a +1 trait bonus on Bluff or Intimidate checks and one of these skills (your choice) is a class skill for you. Keeper of the Veil Even when not cloaked in magic, your training has taught you how to conceal your true nature. Benefit: You gain a +1 competence bonus on Bluff and Disguise checks, and one of these skills (your choice) is always a class skill for you.
Racial Traits:
Undead Resistance: Dhampirs gain a +2 racial bonus on saving throws against disease and mind-affecting effects.
Acrobatics, Knowledge (engineering) +2 Dayborn A few fortunate dhampirs were born during the day under the blessings of priests, and their blood has weaker ties to their undead bloodline than others of their kind. Such dhampirs are unhindered by daylight and lose the light sensitivity racial trait. This racial trait replaces the spell-like ability racial trait.
Darkvision: Dhampir see perfectly in the dark up to 60 feet.
Weakness Racial Traits Light Sensitivity: Dhampirs are dazzled in areas of bright sunlight or within the radius of a daylight spell.
AC, Saves, Attacks::
AC (Armoured)AC: 13 = 10 + 1(Armour) +0(Shield) +2(Dex) +0(Dodge) +0(Natural); (Armoured)Touch: 12 = 10 +2(Dex) +0(Dodge); (Armoured)Flat: 11 = 10 + 1(Armour) +0(Shield) +0(Natural); (UnArmoured)AC: 10 = 10 + 0(Armour) +0(Shield) +0(Dex) +0(Dodge) +0(Natural);
Saves:
Attack:
Spells:
Patron Spells
0-Level Witch Spells (Cantrips) Spell per day O 4/day 1st 3/day 2nd 2/day Spell Name Comp. Description Source Arcane Mark Inscribes a personal rune on an object or creature (visible or invisible). CRB Bleed Cause a stabilized creature to resume dying. CRB Dancing Lights Creates torches or other lights. CRB Daze A single humanoid creature with 4 HD or less loses its next action. CRB Detect Magic Detects all spells and magic items within 60 ft. CRB Detect Poison Detects poison in one creature or small object. CRB Guidance +1 on one attack roll, saving throw, or skill check. CRB Light Object shines like a torch. CRB Mending Makes minor repairs on an object. CRB Message Whisper conversation at distance. CRB Putrefy Food and Drink Makes food and water inedible. APG Read Magic Read scrolls and spellbooks. CRB Resistance Subject gains +1 on saving throws. CRB Spark Ignites flammable objects. APG Stabilize Cause a dying creature to stabilize. CRB Touch of Fatigue Touch attack fatigues target. CRB 1st-Level Witch Spells
Air Bubble Creates a small pocket of air around your head or an object. UC Beguiling Gift Subject immediately accepts an offered item and uses it. APG Blood Money Use your blood to create material components for spells. RoRLAE Bungle Target takes a -20 penalty on its next attack roll or check. UM Burning Hands 1d4/level fire damage (max 5d4). CRB Cause Fear One creature of 5 HD or less flees for 1d4 rounds. CRB Charm Person Makes one person your friend. CRB Chill Touch One touch/level deals 1d6 damage and possibly 1 Str damage. CRB Command One subject obeys selected command for 1 round. CRB Compel Hostility Compels opponents to attack you instead of your allies. UC Comprehend Languages You understand all spoken and written languages. CRB Cure Light Wounds Cures 1d8 damage + 1/level (max +5). CRB Damp Powder Ruins ammunition loaded in the targeted firearm. UC
Decompose Corpse Turn a corpse into a clean skeleton. UM Delusional Pride Target is penalized on attacks and checks but gains bonus against charms and compulsions. UM Detect Secret Doors Reveals hidden doors within 60 ft. CRB Diagnose Disease Detect and identify diseases. UM Ear Piercing Scream Deal sonic damage and daze target. UM Enlarge Person Humanoid creature doubles in size. CRB Forced Quiet Target cannot make loud noises. UM Frostbite Target takes cold damage and is fatigued. UM Fumbletongue Target cannot speak intelligently. UM Hex Ward Target gains +4 on saves against witch hexes. UM Hypnotism Fascinates 2d4 HD of creatures. CRB Icicle Dagger Masterwork ice dagger deals +1 cold damage. UM Identify Gives +10 bonus to identify magic items. CRB Ill Omen Target rolls twice for checks and attacks and uses worst roll. APG Infernal Healing Touch a creature with devils blood, giving it fast healing 1. ISWG Inflict Light Wounds Touch deals 1d8 damage +1/level (max +5). CRB Interrogation Target answers questions or suffers pain. UM Jury-Rig Removes the broken condition from the targeted object. UC Ki Arrow Arrow deals damage as your unarmed strike. UM Lock Gaze Compels the target to look only at you for the duration of the spell. UC Mage Armor Gives subject +4 armor bonus. CRB Mask Dweomer Hides presence of a spell from detect magic. APG Mount Summons riding horse for 2 hours/level. CRB Negative Reaction Targeted creature may not positively influence anyone. UC Obscuring Mist Fog surrounds you. CRB Peacebond Locks a weapon in place on the target’s body. UC Ray of Enfeeblement Ray causes 1d6 Str penalty + 1 per 2 levels. CRB Ray of Sickening Ray makes subject sickened. UM Reduce Person Humanoid creature halves in size. CRB Reinforce Armaments Temporarily mitigates the fragile quality in targeted weapon or armor. UC Remove Sickness Suppress disease, nausea, and the sickened condition. UM Restore Corpse Skeletal corpse grows flesh. UM Sanctify Corpse Prevent a corpse from becoming an undead. UM Shadow Weapon Create a quasi-real masterwork weapon. UM Sleep Puts 4 HD of creatures into magical slumber. CRB Summon Minor Monster Summon 1d3 Tiny animals. UM Summon Monster I Summons extraplanar creature to fight for you. CRB Unbreakable Heart Target gains a +4 bonus on saves against mind-affecting effects that rely on negative emotions. ISWG Unerring Weapon Grants a +2 bonus, +1 per four caster levels, on attack rolls to confirm a critical hit. UC Unprepared Combatant Target takes -4 on initiative and Reflex saves. UM Unseen Servant Invisible force obeys your commands. CRB Vocal Alteration Disguise target's voice. UM Weaken Powder Targeted firearm’s ammunition halves the firearm’s range and imposes a –2 penalty on damage rolls. UC Youthful Appearance Target appears younger. UM 2nd-Level Witch Spells
Adoration You gain a bonus on Diplomacy checks and performance combat checks. UC Alter Self Assume form of a Small or Medium humanoid. CRB Augury MF Learns whether an action will be good or bad. CRB Bestow Weapon Proficiency Grants a creature proficiency in a single weapon for short period of time. UC Blindness/Deafness Makes subject blinded or deafened. CRB Blood Transcription Learn a spell from the target's blood. UM Boiling Blood Targets take fire damage; orcs get +2 Strength. UM Burning Gaze Inflict 1d6 fire damage to creature by looking at it. APG Carry Companion KoIS Cure Moderate Wounds Cures 2d8 damage + 1/level (max +10). CRB Daze Monster Living creature of 6 HD or less loses its next action. CRB Death Knell Kills dying creature; you gain 1d8 temporary hp, +2 to Str, and +1 caster level. CRB Delay Pain Ignore pain for 1 hour/level. UM Delay Poison Stops poison from harming target for 1 hour/level. CRB Destabilize Powder Ammunition in the targeted firearm is prone to misfire. UC Detect Thoughts Allows “listening” to surface thoughts. CRB Disfiguring Touch Target becomes disfigured. UM Embrace Destiny Roll d20; before end of spell, use roll to replace another d20 roll before the die is rolled. Lost Kingdoms Enthrall Captivates all within 100 ft. + 10 ft./level. CRB False Life Gain 1d10 temporary hp + 1/level (max +10). CRB Feast of Ashes A target starves with an insatiable hunger. APG Fester Gives subject SR 12 + your level vs. healing effects. APG Find Traps Notice traps as a rogue does. CRB Fog Cloud Fog obscures vision. CRB Frost Fall The area is covered in a chilling frost. UC Gentle Repose Preserves one corpse. CRB Ghostly Disguise You look like a ghost of yourself. UM Glide You take no falling damage and move 60 ft./round while falling. APG Glitterdust Blinds creatures, outlines invisible creatures. CRB Haunting Mists Creatures are shaken and take Wis damage. UM Hidden Speech Gain +10 on Bluff to send secret messages. APG Hold Person Paralyzes one humanoid for 1 round/level. CRB Inflict Moderate Wounds Touch attack, 2d8 damage + 1/level (max +10). CRB Levitate Subject moves up and down at your direction. CRB Limp Lash Create a magical noose around target's head, possibly paralyzing them. Gob Lipstitch Stitch one creature's lips shut. PFSFG Mad Hallucination Target takes penalties to mental actions. UM Mask Dweomer, Communal As mask dweomer, but you may divide the duration among creatures touched. UC Masterwork Transformation M Make a normal item into a masterwork one. UM Miserable Pity Opponents cannot attack a pathetic creature. UM Mount, Communal As mount, but you may divide the duration among creatures touched. UC Perceive Cues +5 Perception and Sense Motive 10 min./level. APG Pernicious Poison Target takes a -4 penalty against poison. UM Pox Pustules Subject is sickened and has –4 Dex. APG Protective Penumbra Shadow protects the target from light. UM Qualm Target gains penalties on ability checks, skill checks, and concentration checks until it spends an entire round doing nothing. UC Recoil Fire Ammunition in the targeted firearm generates excessive recoil. UC Reinforce Armaments, Communal As reinforce armaments, but you may divide the spell’s duration among objects touched. UC Returning Weapon Grants a weapon the returning special weapon quality. UC Scare Frightens creatures of less than 6 HD. CRB See Invisibility Reveals invisible creatures or objects. CRB Severed Fate A target becomes shaken and can not use hero points for 10 minutes per level. APG Share Memory Share one memory with the target. UM Silk to Steel Use a scarf as a shield or whip. UM Skinsend Animate and possess your own skin as if it were a separate creature. UM Soothing Word Reduces effects of multiple conditions on target. Cards Spectral Hand Creates disembodied glowing hand to deliver touch attacks. CRB Stabilize Powder Ammunition in the targeted firearm is less likely to misfire. UC Staggering Fall Cause additional damage to a falling creature. RG Status Monitors condition, position of allies. CRB Steal Voice Target gains the croaking spellblight. UM Summon Monster II Summons extraplanar creature to fight for you. CRB Summon Swarm Summons swarm of bats, rats, or spiders. CRB Symbol of Mirroring M Triggered rune creates mirror images. UM Thunder Fire Ammunition in the targeted firearm deafens opponents. UC Touch of Idiocy Subject takes 1d6 penalty to Int, Wis, and Cha. CRB Unnatural Lust Target is compelled to kiss or caress another. UM Unshakable Chill Target is afflicted with severe cold. UM Vomit Swarm Produces a spider swarm that fights for you. APG Web Fills 20-ft.-radius spread with sticky spiderwebs that can grapple foes and impair movement. CRB Web Shelter Create a comfortable shelter made of webbing. UM Zone of Truth Subjects within range cannot lie. CRB
Equipement:
Weapons: Wooden stake 1d3 1d4 ×2 10 ft. 1 lb. P Dagger masterwork(cold iron) 1d3 1d4 19–20/×2 10 ft. 1 lb. P or S Morningstar 1d6 1d8 ×2 — 6 lbs. B and P Armour
Human skeleton
Price 21 gp; Weight 21 lbs. This kit includes a backpack, a bedroll, a belt pouch, candles (10), chalk (10), a flint and steel, ink, an inkpen, an iron pot, a mess kit, soap, a spell component pouch, torches (10), trail rations (5 days), and a
{b]Oil[/b] X10 Price 1 sp; Weight 1 lbs. A 1-pint flask of oil burns for 6 hours in a lantern or lamp. You can also use a flask of oil as a splash weapon. Use the rules for alchemist's fire, except that it takes a full-round action to prepare a flask with a fuse. Once it is thrown, there is a 50% chance of the flask igniting successfully. You can pour a pint of oil on the ground to cover an area 5 feet square, provided that the surface is smooth. If lit, the oil burns for 2 rounds and deals 1d3 points of fire damage to each creature in the area. Holy Symbol Iron (Asmodeus) Magical: Wand of inflict light wounds (50) charges 1d8 + 3 Cash:
|