Grundhu the Derhii

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Grand Lodge

Updated Girgori:

High Sir Grigori Kulenov
Human Male, Age 25
Height: 6’5” | Weight: 225 lbs | Hair: Black | Eyes: Grey
Alignment: Lawful Neutral (with a cold, fatalistic edge)
Devoted Servant of Jergal, the Final Scribe
Era: Pre-Time of Troubles (circa 1350 DR or earlier)Grigori Kulenov is the youngest of seven sons born to Sven and Olenka Kulenov, owners of Raven’s Bluff’s most eccentric and respected apothecary and alchemical establishment. Tucked in the bustling streets of the Vast’s premier port city, the Kulenov shop supplies adventurers, healers, and undertakers with potent reagents, embalming solutions, and preservation elixirs. As a boy, Grigori spent long hours in the dimly lit back rooms alongside his siblings, carefully blending fluids that kept organs and eyes pristine in glass jars for days or weeks. The meticulous care taken to honor the physical shell after life’s spark faded captivated him. This fascination steered him toward the faith of Lathander, the Morninglord—god of dawn, renewal, birth, and new beginnings. Lathander’s followers taught that death was but a transition, a “Going Down” at dusk followed by a hopeful wake until the next dawn’s light. With his family’s warm encouragement, Grigori joined a local temple of Lathander in Raven’s Bluff, aspiring to become a Dawnbringer who would guide souls toward rebirth, ensure proper rites for the departed, and celebrate each new day’s potential. He adopted a small personal habit: every morning, regardless of hardship, he brews a strong cup of black coffee—a quiet ritual to savor the fleeting beauty of dawn and remind himself that renewal is always possible.

That hopeful path ended in tragedy. During his training in the temple’s crypt-chapel, Grigori uncovered an ancient, dust-covered tome sealed in a forgotten alcove. Curiosity led him to open it; a accidental nick of his finger fed a drop of blood to the pages. The book stirred like living skin, ripping open a portal that vomited forth three ravenous morghs. The undead horrors slaughtered novices and lesser clergy in moments of chaos and screams; only the frantic spells of senior Dawnbringers sealed the breach and destroyed the invaders. Branded the unwitting catalyst of the massacre, Grigori was stripped of his clerical status, excommunicated from the Church of Lathander, and reduced to the lowly role of gravedigger for the temple grounds. The faces of the fallen—friends and mentors—haunt him still, their deaths a stain he cannot wash away.

In the months that followed, as he toiled among the graves, a nosoi psychopomp—raven-masked and solemn—appeared at the edge of the Fugue Plane’s mists and beckoned him onward. Drawn deeper, Grigori knelt before Jergal, the ancient Lord of the End of Everything, seneschal of the dead in forgotten times before Myrkul claimed the mantle. Jergal, ever the keeper of orderly finality, spoke in measured tones of ledgers and inevitability. He alone chose Grigori—not as punishment, but as instrument. The Final Scribe charged him with restoring balance: to pursue those who evade or delay their appointed end, to close threads cut too short or stretched too long, and to ensure fate’s record remains unmarred. Jergal bestowed two relics: the Skull of St. Alrumtheral, a relic from Netheril’s fallen Doomscribes, and a Celestial Lantern whose light pierces even the deepest gloom. With these came the mantle of a Mortal Usher, enforcer of the inexorable.

Guided by divine whispers, Grigori was approached by Yulash the Young, a Thayan Red Wizard and necromancer directed by Jergal’s will. Yulash led him to a concealed temple of the Final Scribe, where ancient rites of bone and ink anointed him. A gate opened, bearing him to the Crystal Spire for a second audience with Jergal, where his new powers were fully awakened.

Now Grigori treads Faerûn as a towering, shadowed figure—concealed celestial chainmail beneath dark explorer’s attire, face framed by scarves of bone-white, blood-red, or deep purple. His grave shovel and lantern respond to his command with unearthly precision, striking as enchanted weapons or summoning fleeting spectral aid. His alchemical draughts heal wounds, sharpen perception, or compel the dead to speak truths. When he intones the finality of fate, his voice carries a chilling certainty.

He holds that every being—noble or wretched—deserves a dignified end when their time arrives, and he stands ready to deliver it if they resist. Yet beneath this duty lingers a deeper ache: memories of family gatherings, siblings’ laughter, his mother’s hearth. He denies himself such warmth as distraction, but rare moments of companionship stir a secret yearning for bonds of friendship or even love—a life unburdened by guilt and divine charge.

Grigori possesses glimpses of Jergal’s eternal records: forewarnings of calamities, names of the prematurely lost or unnaturally prolonged. He remains unaware that his path was shaped solely by Jergal’s design—the blood-tome, the massacre, the fall from Lathander’s grace—all orchestrated by the Final Scribe to break his old faith and forge him anew. Discovery of this singular divine manipulation could either crush him or temper him into an unbreakable instrument of ending.Those Who Bind Him

The Kulenov Family — His parents and siblings offer unwavering love, quietly providing rare alchemical supplies and a haven when he risks returning to Raven’s Bluff.

Yulash the Young — The Thayan necromancer who escorted him to Jergal’s temple; an ally of convenience whose ambitions temper any true trust.

Dawnbringer Thera Vorlisk — A Lathanderite priestess who survived the massacre and lost her betrothed to the morghs. She pursues Grigori with fanatical zeal, defying her superiors’ calls for forgiveness. She seeks his death—to end the shadow he cast over her dawn.

Grigori Kulenov is no longer a herald of renewal, nor a simple digger of graves. He is the quiet close of the book, the lantern revealing that every dawn must eventually yield to night. And each morning, wherever fate leads him, he prepares his coffee—black, bitter, steaming—as a final, defiant taste of the light he once chased, before stepping into the inevitable dark.

Grand Lodge

Got to revised my PC, as I forgot it is during the Time of Troubles. Meaning He would not have been worshipping Kelemvor before. Might try Lathander, and make it worse.

Grand Lodge

High Sir Grigori Kulenov the Doomscribe:

High Sir Grigori Kulenov
Human Male Investigator Gravedigger 6(8)/Mortal Usher 4
Age:25 Hgt:6’5” Wgt:225 Hair:Black Eye:Grey
Alignment: Lawful Neutral (Evil) Senses: Perception+10 Initative:+1
Str:14, Dex:14, Con:16, Int:18, Wis:13 Cha:8
HP:83 BAB:+7/+2
Fortitude:+7[Base:+4Con:+3]
Reflex:+8[Base:+6Dex:+2]
Will:+8[Base:+7 Wis:+1]
+6 v Death Effects and Energy Drain
AC:20[10 armor+8 shield+0dex+2] Touch:12 Flat-Footed:18
CMB:+11
CMD:22{10 BAB+7Str+2 Dex+2CMD]
Weapons:
Humanitys’ Last Gift: +14/+9 6d6+4 x2 B/S/P
Daggers(4) +9/+4 1d4+2 10ft 19-20/x2 P(3)/S(1)
Cestus +9/+4 1d4+2 19-20/x2 B
Sling:+9/+4 1d4+2 50ft B x2
10 silver bullets 10 regular bullets
Armor Pieces:
Celestial Armor:
This +3 chainmail is so fine and light that it can be worn under normal clothing without betraying its presence. It has a maximum Dexterity bonus of +8, an armor check penalty of –2, and an arcane spell failure chance of 15%. It is considered light armor and allows the wearer to use fly on command (as the spell) once per day.
Skills:
Acrobatics:+11
Appraise:+9
Bluff:+10 Inspiration:+1d6
Climb:+9
Craft Alchemy:+16
Diplomacy +10 Inspiration:+1d6
Disable Device +11 Inspiration +1d6
Escape Artist:+11
Fly:+7
Heal:+9 Inspiration+1d6
Intimidate:+10 Inspiration +1d6
Know(Religion)+13 Inspiration +1d6
Knowledge(Planes)+13 Inspiration +1d6
Linguistcs+13 Inspiration +1d6
Perception+10 Inspiration+1d6
Sense Motive:+10 Inspiration +1d6
Slieght of Hand:+9 Inspiration +1d6
Spellcraft:+12 Inspiration +1d6
Stealth:+11
Use Magic Device +10

Background SKills:
Craft (Calligraphy) +9
Perform(Oratory):+6
Profession(Scribe)+7 Inspiration +1d6
Profession(Mortician)+7 Inspiration +1d6

Feats:,Fast Learner, Medium Armor Profiency, Shikigami Style, Shikigami Mimicry, Shikigami Manipulation,Extra Inspiration Talent, Brew Potion.
Traits:
Surprise Weapon
You are skilled at fighting with objects not traditionally considered weapons.

Benefit: You gain a +2 trait bonus on attack rolls with improvised weapons
Class Abilities:
Weapon and Armor Proficiencies
A gravedigger is proficient with simple weapons and scythes, and can fight with gravediggers’ tools such as a shovel or lantern as if she had the Catch Off-Guard feat.

A gravedigger is proficient with light armor, but not with shields.

Alchemy (Su)
Investigators are highly trained in the creation of mundane alchemical substances and magical potion-like extracts.

When using Craft (alchemy) to create an alchemical item, an investigator gains a competence bonus equal to his class level on the skill check. In addition, an investigator can use Craft (alchemy) to identify potions as if using detect magic. He must hold the potion for 1 round to attempt such a check.

Like an alchemist, an investigator prepares his spells by mixing ingredients and a tiny fraction of his own magical power into a number of extracts, and then effectively casts the spell by drinking the extract. These extracts have powerful effects, but they are also bound to their creator. Extracts behave like spells in potion form, and as such their effects can be dispelled by dispel magic and similar effects, using the investigator’s level as the caster level.

An investigator can create only a certain number of extracts of each level per day. His base daily allotment of extracts per day is given on Table: Investigator. In addition, he receives bonus extracts per day if he has a high Intelligence score, in the same way a wizard receives bonus spells per day.

When an investigator mixes an extract, he infuses the chemicals and reagents in the extract with magic siphoned from his own magical aura. An extract immediately become inert if it leaves the investigator’s possession, reactivating as soon as it returns to his keeping—an investigator cannot normally pass out his extracts for allies to use. An extract, once created, remains potent for 1 day before losing its magic, so an investigator must reprepare his extracts every day. Mixing an extract takes 1 minute of work.

Creating extracts consumes raw material, but the cost of those materials is insignificant—comparable to the valueless material components of most spells. If a spell normally has a costly material component, that component is expended during the consumption of that particular extract. Extracts cannot be made from spells that have focus requirements; extracts that duplicate divine spells never have a divine focus requirement.

An investigator uses the alchemist formulae list to determine the extracts he can know. An investigator can prepare an extract of any formulae he knows. To learn or use an extract, an investigator must have at least an Intelligence score equal to 10 + the extract’s level. The saving throw DC for an investigator’s extract is equal to 10 + the extract’s level + the investigator’s Intelligence modifier.

An investigator may know any number of formulae. He stores his formulae in a special tome called a formula book. He must refer to this book whenever he prepares an extract. At 1st level, an investigator starts with two 1st-level formulae of his choice, plus a number of additional formulae equal to his Intelligence modifier. At each new investigator level, he gains one new formula for any level that he can create. An investigator can also add formulae to his book just like a wizard adds spells to his spellbook, using the same costs, pages, and time requirements. A formula book costs as much as a spellbook. An investigator can study a wizard’s spellbook to learn any formula that is equivalent to a spell the spellbook contains. A wizard, however, cannot learn spells from a formula book. An investigator can also learn formulae from another investigator’s or an alchemist’s formula book (and vice versa). An investigator does not need to decipher arcane writing before copying that formulae.

Limited Alchemy
A gravedigger prepares and uses extracts as an investigator but gains no other benefits of the alchemy ability. This also means that a gravedigger can’t take the alchemist discovery investigator talent or any discovery that affects or involves alchemy.

This alters alchemy and investigator talents.

Inspiration (Ex):8 points
An investigator is beyond knowledgeable and skilled—he also possesses keen powers of observation and deduction that far surpass the abilities of others. An investigator typically uses these powers to aid in their investigations, but can also use these flashes of inspiration in other situations.

An investigator has the ability to augment skill checks and ability checks through his brilliant inspiration. The investigator has an inspiration pool equal to 1/2 his investigator level + his Intelligence modifier (minimum 1). An investigator’s inspiration pool refreshes each day, typically after he gets a restful night’s sleep. As a free action, he can expend one use of inspiration from his pool to add 1d6 to the result of that check, including any on which he takes 10 or 20. This choice is made after the check is rolled and before the results are revealed. An investigator can only use inspiration once per check or roll. The investigator can use inspiration on any Knowledge, Linguistics, or Spellcraft skill checks without expending a use of inspiration, provided he’s trained in the skill.

Inspiration can also be used on attack rolls and saving throws, at the cost of expending two uses of inspiration each time from the investigator’s pool. In the case of saving throws, using inspiration is an immediate action rather than a free action.

Grave Magic (Sp)
A gravedigger can sacrifice unused extract slots of the level given below or higher to use the following spells as spell-like abilities, using her investigator level as her caster level and her Intelligence to determine DCs: 1st—expeditious excavation; 2nd—calm spirit; 3rd—speak with dead; 4th—rest eternal; 5th—call spirit; 6th—undeath to death.

Relic Focus (Su): 3/day
A gravedigger can form a psychic bond with a skull or bone that she has personally exhumed or recovered from a burial site, using it as an occultist necromancy implement and gaining its base focus power. The gravedigger cannot invest mental focus into the implement and thus doesn’t receive any resonant powers. However, once per day she can expend one use of inspiration to use any focus power she knows that has a cost of 1 point of mental focus. She can do this an additional time each day at 3rd level and every 3 investigator levels thereafter. To activate a focus power that costs more than 1 point of mental focus, the gravedigger can expend that number of daily uses of this ability (as well as uses of inspiration) at the same time. In addition, any number of times per day, she can expend 1 use of inspiration to use grave words as spell-like ability.

This ability replaces trapfinding and trap sense.

Deny Death (Ex)”+6
At 2nd level, a gravedigger gains a +2 bonus on all saving throws against death effects and energy drain. This increases to +4 at 5th level, to +6 at 8th level, and to +8 at 11th level.

This ability replaces the investigator’s poison resistance and poison immunity.

Read the Bones (Su)
At 2nd level, a gravedigger can perform object reading as an occultist, but only on corpses, bones, and other physical remains.

This ability replaces poison lore.

Focus Talent (Su)
A gravedigger can select a focus power for one of her implements as per an occultist of her investigator level in place of an investigator talent.

This ability alters investigator talents.

Keen Recollection
At 3rd level, an investigator can attempt all Knowledge skill checks untrained.

Kill the Dead (Ex)
A gravedigger focuses on battling the undead, and her studied combat and studied strike function as if she were 2 levels lower against creatures other than undead (this means she can’t use them at all against such creatures until 6th level).

This ability alters the investigator’s studied combat and studied strike.

Studied Combat (Ex)+4/+4 (+2/+2 non undead)
With a keen eye and calculating mind, an investigator can assess the mettle of his opponent to take advantage of gaps in talent and training. At 4th level, an investigator can use a move action to study a single enemy that he can see. Upon doing so, he adds 1/2 his investigator level as an insight bonus on melee attack rolls and as a bonus on damage rolls against the creature. This effect lasts for a number of rounds equal to his Intelligence modifier (minimum 1) or until he deals damage with a studied strike, whichever comes first. The bonus on damage rolls is precision damage, and is not multiplied on a critical hit.

An investigator can only have one target of studied combat at a time, and once a creature has become the target of an investigator’s studied combat, he cannot become the target of the same investigator’s studied combat again for 24 hours unless the investigator expends one use of inspiration when taking the move action to use this ability.

Studied Strike (Ex)+3d6( +2d6 Non Undead)
At 4th level, an investigator can choose to make a studied strike against the target of his studied combat as a free action, upon successfully hitting his studied target with a melee attack, to deal additional damage. The damage is 1d6 at 4th level, and increases by 1d6 for every 2 levels thereafter (to a maximum of 9d6 at 20th level). The damage of studied strike is precision damage and is not multiplied on a critical hit; creatures that are immune to sneak attacks are also immune to studied strike.

If the investigator’s attack used a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), he may choose to have the additional damage from studied strike be nonlethal damage instead of lethal damage. If the investigator chose to make an attack with a lethal weapon instead deal nonlethal damage (with the usual –4 penalty), the studied strike damage may also deal nonlethal damage.

The investigator must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. An investigator cannot use studied strike against a creature with concealment.

Grave Lamp (Su)
At 4th level, a gravedigger can form a psychic bond with a lantern, using it as a conjuration implement in much the same way as she uses her relic focus as a necromancy implement. She can expend inspiration to fuel her grave lamp’s focus powers the same number of times each day as she can for her relic focus (for example, a 6th-level gravedigger with 6 points of inspiration could expend up to three uses of inspiration as mental focus for her relic focus and up to three uses of inspiration as mental focus for her grave lamp).

This ability replaces swift alchemy.

Investigator Talents or Focus:
Underworld Inspiration (Ex)
Benefit: An investigator can use his inspiration on Bluff, Disable Device, Disguise, Intimidate, or Sleight of Hand checks without expending uses of inspiration, provided he’s trained in the skill.

Expanded Inspiration (Ex)
Benefit: An investigator can use his inspiration ability when attempting Diplomacy, Heal, Perception, Profession, and Sense Motive checks without expending uses of inspiration, provided he’s trained in the skill.

Servitor (Sp):Summon Monster 1 through 3
As a standard action, you can expend 1 point of mental focus to summon a servitor.

This ability functions as summon monster I, but you can use it only to summon a single creature, and the effect lasts for 1 minute. At 4th level and every 3 levels thereafter, the level of the summon monster spell increases by 1, to a maximum of summon monster VII at 19th level. You can’t have more than one servitor in effect at a time. At any time, you can expend 1 point of mental focus as a free action to extend the duration of an active servitor by 1 minute.

Mind Fear (Sp):Will DC 18
As a standard action, you can expend 1 point of mental focus to cause a living creature to succumb to fear.

The target must be within 30 feet of you, and it can attempt a Will saving throw to negate the effect. If the target fails the save and has a number of Hit Dice less than or equal to yours, it is frightened for 1d4 rounds. If the target fails the saving throw and has a number of Hit Dice greater than yours, it is instead shaken for 1d4 rounds. This is a mind-affecting fear effect.

Side Step (Sp)
You can create a temporary fissure in space by expending 1 point of mental focus. You can use this ability as part of a move action taken to move. The fissure begins in any square you designate and allows you to teleport to any other square you can see within 10 feet per occultist level.

Stepping between these locations requires you to expend 5 feet of movement, and the movement through the rift does not provoke attacks of opportunity. This otherwise functions as teleport. You must be at least 7th level to select this focus power.

Necromantic Servant (Sp)
As a standard action, you can expend 1 point of mental focus to raise a single humanskeleton or humanzombie from the ground to serve you for 10 minutes per occultist level you possess or until it is destroyed, whichever comes first. This servant has a number of hit points equal to 1/2 your maximum hit point total (not adjusted for temporary hit points or other temporary increases). It also uses your base attack bonus and gains a bonus on damage rolls equal to 1/2 your occultist level. At 5th level, whenever the necromantic servant would be destroyed, if you are within medium range (100 feet + 10 feet per level) of the servant, you can expend 1 point of mental focus as an immediate action to cause the servant to return to full hit points. At 9th level, you can choose to give the servant the bloody or burning simple template (if it’s a skeleton) or the fast simple template (if it’s a zombie). At 13th level, when you take an immediate action to restore your servant, it splits into two servants. You can have a maximum number of servants in existence equal to 1/2 your occultist level. At 17th level, the servant gains a teamwork feat of your choice.

MOrtal Usher
Reaping Strike (Su)+2d6
At 1st level, whenever a mortal usher deals hit point damage by using the attack action, casting a spell that targets only a single creature, or throwing an alchemical item as a standard action (including an alchemist’s bombs), he deals an additional 1d6 points of damage to the target, plus an additional 1d6 points of damage for every 2 additional class levels he has beyond 1st. This damage is positive energy damage if the target is undead, or negative energy damage if the target is living; creatures that are neither living nor dead, such as constructs, are unaffected by this ability.

Vital Strike
At 1st level, a mortal usher gains the Vital Strike feat, and at 6th level he gains the Improved Vital Strike feat, even if he would not normally meet the prerequisites for them. If the mortal usher already has Vital Strike or Improved Vital Strike when he would gain it through this ability, he can immediately swap it for another feat for which he qualified at the level he first took it. For the purposes of qualifying for any feat that includes Vital Strike as a prerequisite, the mortal usher can use his class level in place of his base attack bonus, adding this value to his base attack bonus from any other classes he has as normal.

Mortal Talents
At 2nd level, a mortal usher must choose a class he belonged to before adding the prestige class. At 2nd level and every 2 levels thereafter, the mortal usher gains the class features of an additional level in his chosen class (for example, a wizard 5/mortal usher 4 would have the arcane bond benefits, caster level, and spells per day of a 7th-level wizard). He still retains the Hit Dice, base attack bonus, saving throw bonuses, and skill ranks of the prestige class, but gains all other class features of his chosen class at the specified levels.

Nosoi Plague Mask (Su)
At 3rd level, a mortal usher can conjure or dismiss a nosoi plague mask as a free action.

This plague mask is a physical manifestation of the mortal usher’s soul and cannot be destroyed or stolen, though its magic can be suppressed by an antimagic field or similar effect. As long as the mortal usher’s nosoi plague mask is conjured, the mortal usher gains the ability to cast invisibility on himself as a standard action with a caster level equal to 5 + his class level.

In addition, the mortal usher can activate the nosoi plague mask as a standard action, forcing all living and undead creatures within a 60-foot radius to attempt a Will saving throw (DC = 15 + the mortal usher’s class level).

Those that fail are fascinated; this effect continues for every round the mortal usher maintains the effect as a swift action and for 1 round thereafter. The mortal usher cannot use the invisibility effect of the plague mask while using its fascinate ability, and a creature that saves against the fascination effect is immune for 24 hours. This is a sonic mind-affecting effect; it can affect undead even though they would normally be immune to mind-affecting effects.

1-6
2-4
3-3
4-
5-
6-
Memorized spells
1-
2-
3-
Formula Book:
1-Expeditious Excavation,Cure Light Wounds,True Strike,Keen Senses, Identify,Shield, Adhesive Spittle,Detect Undead, Disguise Self,Enlarge Person,Endure Elements,Expeditious Retreat, Tears to Wine
2-Calm Spirit, Alter Self,Darkvision,Protection From Arrows,Cure Moderate Wounds,Barkskin,Spider Climb,Blur,Elemental Touch
3-Speak With Dead,Cure Serious Wounds, Undead Anatomy 1,Water Breathing, Tongues,Haste, Fly,Heroism, Remove Curse, Remove Disease

PP-0
GP-25
SP-5
CP-5
Equipment:
Kit, Chronicler’s
Price 40 gp; Weight 4-1/2 lbs.
This bundle contains a map case, two vials of ink, two inkpens, 10 sheets of paper, two blank journals, a pound of fine powder for drying ink, and a 20-foot measuring cord. The supplies usually suffice for chronicling a single expedition of not more than 2 months’ duration.

Kit, Fishing
Price 5 sp; Weight 3 lbs.
This kit includes a simple fishing pole and a small box that contains fishing tackle (hooks, lines, sinkers, floats, and lures).

Kit, Gear Maintenance
Price 5 gp; Weight 2 lbs.
This kit contains metal polish, a small file, a leather paring knife, conditioning oil for leather, two soft cloths, extra leather straps, a sewing needle, and a few buttons.

Kit, Gravedigger’s
Price 265 gp; Weight 22 lbs.
This kit provides all the tools necessary to seal a coffin or other burial container and ensure that it stays closed. It includes 20 feet of chain, a good lock, 1 dose of alchemical cement, a folding shovel, a stubborn nail, and a leather-bound copy of a holy text.

Kit, Grooming
Price 1 gp; Weight 2 lbs.
This pouch of toiletries includes a comb, scissors, a nail file, a sponge, a hairbrush, a miniature mirror, soap, a chewing stick, and tooth powder.

Kit, Investigator’s
Price 40 gp; Weight 37 lbs.
This kit includes an alchemy crafting kit, a backpack, a bedroll, a belt pouch, a flint and steel, ink, an inkpen, an iron pot, a mess kit, soap, torches (10), trail rations (5 days), and a waterskin. The kit does not contain a formula book because an investigator begins play with a formula book and does not need to purchase one.

Kit, Skeleton Slayer’s
Price 120 gp; Weight 32 lbs.
This kit contains all the tools necessary for clearing out small packs of skeletons from tombs and crypts. It includes three flasks of acid, a club, a sling, 10 sling bullets, two flasks of holy water, a tanglefoot bag, 50 feet of hemp rope, a crowbar, and a wooden holy symbol.

Kit, Undead Slayer’s
Price 402 gp; Weight 7 lbs.
This kit includes a wooden holy symbol, a necklace of garlic bulbs, a hammer, a wooden stake, 2 flasks of holy water, one sunrod, a potion of lesser restoration, and a potion of protection from evil.

Kit, Zombie Slayer’s
Price 170 gp; Weight 31 lbs.
This large satchel contains the tools needed to put down potential zombie uprisings. The kit includes a shovel, two flasks of oil, a bullseye lantern, a flask of alchemist’s fire, two flasks of holy water, 50 feet of hemp rope, a crowbar, a hammer and 10 nails, two vials of antiplague, and a wooden holy symbol.

Kit Totals: 6 flasks Holy water, 100 ft Hemp Rope, 3 wooden Holy Symbols( Jergal),

Discarded Items or Used: Torches 10,Club, Bullseye Lantern, Shovel, a hammer. Folding Shovel, a crowbar,

Adventurers’ Sash
Blanket
Small Tent
Clerics Vestments
Explorers Outfits:(x3) One SOlid Black, One Gray, One a Mix of Black, Gray and White
Scarfs’(x3) Bone WHite, Blood Red and Purple
Neck Gaurd
Signet Ring(x2) One Jergal, One a Raven on a Jawless Skull
Brooch: Relief in white that is a Jet Raven on a Jawless Skull
Compass
Whetstone
Canteen
Coffee Pot
1 lb Coffee
Hip Flask of Apple Jack
Water Purifacation Sponge
Celestial Lantern
Silver Holy Symbol of Jergal
Forge Welded SUndered Silver Holy Symbol of Kelemvor
Holy Text of Jergal Darkwood Cover, with persevered flesh pages
Leathr Bound Book of Kelemvor
Playing Cards
Masterwork Thieves Tools

Magical Items:
+2 Ghost Touch Travelers Anytool
Celestial Armor
Circlet of Persausion
Apprentices’ Cheating Gloves
Boots of Striding and Springing
Swarmsband Clasp
Stubborn Nail
Potion of Lesser Restoration
Potion of Protection from Evil

spoiler=History:
High Sir Grigori Kulenov
Human Male, Age 25
Height: 6’5” | Weight: 225 lbs | Hair: Black | Eyes: Grey
Alignment: Lawful Neutral (with a cold, fatalistic edge)
Devoted Servant of Jergal, the Final Scribe
Grigori Kulenov is the youngest of seven sons born to Sven and Olenka Kulenov, the proprietors of Raven’s Bluff’s most renowned—and strangest—apothecary and alchemical emporium. The Kulenov shop has long supplied the city’s adventurers, scholars, and undertakers with rare reagents, embalming fluids, and preservation compounds. From childhood, Grigori worked beside his siblings in the back rooms, stirring vats of cool, viscous preserving solutions and watching organs and eyes float preserved in glass jars. The quiet dignity of caring for the dead after life’s end fascinated him and shaped his early devotion to Kelemvor, Lord of the Dead. With his family’s blessing, he entered the Most Solemn Order of the Sacred Shroud in Raven’s Bluff, training to become a priest who would ensure every soul received proper rites and every body a respectful burial. He still clings to a small personal ritual: no matter how grim the day, every morning begins with a strong cup of black coffee, a quiet tribute to the fleeting warmth of the living.

That path shattered on the day he discovered an ancient, blood-bound tome hidden deep within the cemetery church during his training. A single drop of his blood awakened it. The book unfurled like living flesh, tearing open a portal that summoned three ravenous morghs. The undead tore through novices and lesser clergy with horrifying speed; only the desperate intervention of senior Doomguides stopped the slaughter. Branded the unwitting cause of the massacre, Grigori was stripped of his priestly rank, excommunicated, and cast down to the rank of mere gravedigger. The guilt of that day still haunts him—every scream, every fallen face etched into his memory.

Broken but unbowed, Grigori continued his work among the graves until a nosoi psychopomp—a raven-masked messenger of death—appeared on the edge of the Fugue Plane and beckoned him deeper into the mists. There, in the shadow of towering ledgers of fate, he stood before Jergal, the ancient Seneschal of the Doomed, the Forgotten One who keeps the final record of all that lives and dies. Jergal spoke little, but what he said carried the weight of inevitability. He charged Grigori with a mission: to hunt those who have cheated or delayed their appointed end, to restore balance to the ledger, and to ensure that fate’s pull is not denied. As proof of his new office, Jergal bestowed upon him two sacred relics: the Skull of St. Alrumtheral, once a Doomscribe of fallen Netheril, and a Celestial Lantern whose pale light never gutters. With these gifts came the mantle of a Mortal Usher—an enforcer of the Final Scribe’s will.

Guided by visions and whispers from his new master, Grigori was led by Yulash the Young, a Thayan Red Wizard and necromancer who claimed divine direction from Jergal himself. Yulash escorted him to a forgotten temple of the Final Scribe, where Grigori was anointed in rites of bone and ink. A gate opened, carrying him to the Crystal Spire to kneel once more before Jergal and receive the full powers of his office.

Now Grigori walks the Realms as a towering, somber figure—clad in fine, light chainmail concealed beneath dark explorer’s garb, face half-hidden behind scarves of bone-white, blood-red, or deep purple. He carries a battered grave shovel and lantern that answer his will with unnatural force, tools that strike like enchanted blades and summon brief allies from the ether. His hands, stained with alchemical reagents and grave soil, prepare potent draughts that mend flesh, sharpen senses, or call forth the voices of the dead. When he speaks of the inevitable, his low voice carries a quiet authority that unnerves even the bold.

He believes every creature—prince or beggar, hero or monster—deserves a proper burial when their time comes, and he is willing to deliver that end himself if they refuse it. Yet beneath the cold certainty lies a quieter longing: the memory of warm evenings with his large, boisterous family, the laughter of siblings, the smell of his mother’s kitchen. He tells himself these things are distractions from his mission, but in rare moments of camaraderie he feels the pull of a life he might have had—one filled with friends, perhaps even love—before duty and guilt claimed him.
Grigori knows fragments of Jergal’s vast records: glimpses of dooms yet to come, names of those whose threads have been cut too soon or stretched too long. What he does not know is that both Kelemvor and Jergal maneuvered him into this path. The blood-bound tome, the massacre, the fall from grace—all were pieces in a divine arrangement to break his old faith and remake him into an agent of the Final Scribe. Should he ever learn he was chosen and set up by the very gods he once served and now obeys, the revelation could either shatter him or steel him further into an instrument of absolute finality.

Grigori Kulenov is no longer a priest of mercy, nor merely a gravedigger. He is the hand that closes the book, the lantern in the dark that shows the end is coming, whether the living wish it or not. And every morning, no matter where the road has taken him, he brews a cup of coffee—black, bitter, and hot—as if to remind himself that even the doomed may still taste the dawn./spoiler

spoiler=10 minute background
Background
Step 1: write five things about your character’s concept and background, five things that you think are the most essential parts of your character. You don’t have to stop at five, if you like…this is just a minimum.
-Youngest son of 7 in the prestigious Kulenov Apothacary Family of Raven’s Bluff
-Disgraced priest of Kelemvor, turned Gravedigger
-Haunted by the Horrors of his past
-Devoted to the Will of Jergal his new patron and master
-Belives all deserve a proper burial and a morning cup of coffee.

Step 2: List two goals for the character that you, as a player, think would be cool to see accomplished in-game. During any session in which you take positive action to achieve that goal,
-Girgori wishes to complete his mission and find redemption so not to face Kelemvor a heretic
-Secretly Girgori wants to experience life full of friends and family yet is devoted to his mission

Step 3: List two secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet. This will help me in creating plots that center around your character.
-Girgori knows the secrets of Jergals records and many things yet to come. He has visited his master
-Girgori is not privy to the fact both Kelemvor and Jergal picked him ot find the Book in the Temple. It would trigger him to become an agent of The Final Scribe. Thus he was Divinely Set up to become a Mortal Usher
Step 4: Describe three people that are tied to the character though blood, romance or honor. Two of them are friendly to the character, one is hostile.
The Kulenov Family — His parents and siblings remain his anchor. They still love him, quietly slipping him rare alchemical supplies and offering a bed when he dares return to Raven’s Bluff.
Yulash the Young — The Thayan necromancer who guided him to Jergal’s temple; a tenuous ally whose own ambitions make trust fragile.
Doomguide Thera Vorlisk — A Kelemvorite priestess who survived the massacre and lost her betrothed to the morghs. She hunts Grigori with obsessive fury, ignoring her superiors’ orders to let the matter rest. She wants his head—and will not stop until she has it.

Step 5: Describe three memories that your character has. They don't have to be elaborate, but they should provide some context and flavor.
First Memory is working along side his siblings and parents making preservation materials. Like Embalming fluid and more. The cool fluid that the covered eyeballs and organs in was fascinating. This lead him to learn more about perserving people and how the body is respected and treated after death.
Second Memory is the Massacre. He finds in the Church in Raven’s Bluff cemetary an old book. When looking at it during his trained he cuts himself and it drinks his blood. The book opens and unfurls its pages moving opening a portal that summons three Morghrs. With speed the monsters make quick use of the novices, and low ranking members of the clergy before Doomguides took them out. This horrible memory huants him. For it was that day that busted huim down to a a mere gravedigger, unable to truly be priest.
Third Memory is the most powerful. Here he Meets with his god face to face. Beckoned by a Nosoi on the Fugue Plane, He was lead to Jergal himself to speak and give him a mission. A mission to punish those who have escaped fates pull, Jergal keeps a record and gave Grigori the Skull of St. Alrumtheral of Netheril fromer Head Doomscribe of ancient Nethril and a Celestial Lantern. Both to let him keep in touch.

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Male Aasimar Wizard 18/ Rogue2

A Godentag!!! Love those things

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HP: 9d8 + 40 + 8 ⇒ (2, 3, 2, 6, 8, 3, 2, 2, 7) + 40 + 8 = 83

83 it is, should be fun

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Male Aasimar Wizard 18/ Rogue2

Dot

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Male Aasimar Wizard 18/ Rogue2

Working on my second character who should help with buffs and religion.

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I wish I could work on myu gravedigger

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Male Aasimar Wizard 18/ Rogue2

Yeah I have had to find a few avenues for a first encounter. And fleshing out the strating area.

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I took Cook People, should be Fun with this witch.

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Renee Reed Roman:

Ropemaker
Strength 16 +1
Agility 13 +1
Stamina 5 -2
Personality 11 +0
Intelligence 14 +1
Luck 11 +0
HP:2
Fortitude -2
Reflex +1
Will +0
Luck Bonus:Pack of the Bear: Melee Damage
Knife
Rope 100ft, Waterskin
35 cp
Thin Reedy man evey one calls Reed. Though strong and quick fingered, he wheeses and coughs if doing to much strenious activity. He is decent at his craft, with various thickness and strengths. He hopes to get out of the rut, to see the world and maybe fidn himself capable of becoming more than the son of a farmer and a fast fingered ropemaker.

Olivia Thresh:

Wheat Farmer
Strength:13+1
Agility:15+1
Stamina:14 +1
Personality:13 +1
Intelligent:12 +0
Luck:9
HP:5
Fortitude:+1
Reflex:+1
Will:+1
Luck Bonus:Resisted Temptation: Will Save
Pitchfork
Duck, Lantern
16 cp

Olivia Thresh is the widowed sister of Roderick Pitch, Her husband died, and she learned to quickly work the farm. Having hired a few hands she commands a stout land that produces large quantities of Wheat. She comes to avenge her husband and maybe turn the farm back over to her other Brothers Ceril and Pinto. With her pitchfork she will avenge the fallen and see what happens.

Pigeon:

Urchin
Strength 5 -2
Agility 10 +0
Stamina:10 +0
Personality:13 +1
Intelligence:13+1
Luck 14 +1
HP:4
Fortitude:0
Reflex:+0
Will:+1
PLuck Bonus: Bird SOng:NUmber of Languages
Stick
Begging Bowl, Small Hammer
36 cp

Pigeon grew up in the wild. She was physically weak, She is savvy, her mind sharp and Will Strong. However she never was able to grow sufficent strength her mind grew sharp picking up languages and terms with is. She is coming alongside the others to get her out of being alone. To help others and find a deeper meaning in life then staying alive on the street.

Roderick Pitch:

Radish Farmer
Strength 14 +1
Agility:12 +0
Stamina:12+0
Personality:9 +0
Intelligent:11 +0
Luck 14 +1
HP:4
Fortitude:+0
Reflex:+0
Will +0
Luck Bonus:Four Leaf Clover Finding Secret Door
Pitchfork
Cow, Thieves Tools
37 cp

Roderick is a Radish farmer. Small scraggly ground he worked until the bright magenta radishes grew. He grabbed his gear though when needed and headed out to fight the powerful fight. His wife and children slain, making him move on to seek his fortune. His sister came her husband having parished. The pair have come to gain fortune and something other than his lonely life. Like his Sister Ceril and Pinto will take over the farms should things go wrong.

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HP: 9d8 + 28 ⇒ (3, 6, 1, 4, 3, 5, 7, 5, 8) + 28 = 70

Elven Magus, with a Longsword. Maybe follows Ellistaree.

Or a Scarred Witch Orc Woman. Who is the Witch Hunters Pet. She is feral and very orcish, including a Cannibal, and more. Worships a very dark deity. Not sure who yet. But one even other Orcs detest. Making her dangerous. Might cripple her Charisma

This should be fun.

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Stat: 4d6 ⇒ (4, 6, 4, 2) = 16
Stat: 4d6 ⇒ (2, 2, 3, 1) = 8
reroll: 1d6 ⇒ 2
Stat: 4d6 ⇒ (1, 6, 6, 6) = 19
reroll: 1d6 ⇒ 3
Stat: 4d6 ⇒ (4, 6, 6, 1) = 17
Stat: 4d6 ⇒ (4, 4, 4, 6) = 18
reroll: 1d6 ⇒ 3
Stat: 4d6 ⇒ (3, 3, 3, 3) = 12

Lets see what we get and what I can play with as my Original Idea is moot.

stats, 14,8,18,16,14,9

Might do the tortured paladin or some sort of Multiclass character. Think Multiclass character,

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Right I like the dual farme. Ut I need to see what they farm. Was thinking maybe Brother and Sister.

If I roll and not like the occupation can I keep farmer?

Crop Farmer 1: 1d8 ⇒ 7
Animal Farmer 1: 1d6 ⇒ 4

Crop Farmer 2: 1d8 ⇒ 2
Animal Farmer 2: 1d6 ⇒ 5

possible Occupation reroll: 1d100 ⇒ 86

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Ill clean these up when I get home

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Character 1:

Stat: 4d6 ⇒ (6, 1, 1, 4) = 1210
Stat: 4d6 ⇒ (3, 4, 6, 2) = 1513
Stat: 4d6 ⇒ (1, 2, 2, 1) = 65
Stat: 4d6 ⇒ (4, 5, 2, 2) = 1311
Stat: 4d6 ⇒ (4, 6, 3, 4) = 1714
Stat: 4d6 ⇒ (3, 3, 5, 2) = 1311

Luck Bonus: 1d30 ⇒ 7
Money: 5d12 ⇒ (12, 3, 3, 10, 8) = 36
Occupation: 1d100 ⇒ 83 Rope Maker, Knife 100ft Rope
Trade Goods: 1d24 ⇒ 24

Character 2:

Stat: 4d6 ⇒ (1, 5, 5, 3) = 1413
Stat: 4d6 ⇒ (5, 4, 3, 6) = 1815
Stat: 4d6 ⇒ (6, 2, 1, 6) = 1514
Stat: 4d6 ⇒ (1, 5, 4, 3) = 1312
Stat: 4d6 ⇒ (3, 2, 3, 6) = 1412
Stat: 4d6 ⇒ (1, 3, 1, 5) = 109

Luck Bonus: 1d30 ⇒ 22
Money: 5d12 ⇒ (2, 3, 2, 5, 4) = 16
Occupation: 1d100 ⇒ 41Farmer Pitchfork Hen*
Trade Goods: 1d24 ⇒ 14

Character 3:

Stat: 4d6 ⇒ (1, 1, 2, 2) = 65
Stat: 4d6 ⇒ (5, 2, 3, 1) = 1110
Stat: 4d6 ⇒ (2, 2, 4, 4) = 1210
Stat: 4d6 ⇒ (2, 4, 4, 5) = 1513
Stat: 4d6 ⇒ (6, 4, 5, 4) = 1915
Stat: 4d6 ⇒ (5, 3, 2, 6) = 1614

Luck Bonus: 1d30 ⇒ 29
Money: 5d12 ⇒ (2, 7, 5, 11, 11) = 36
Occupation: 1d100 ⇒ 94Urchin, Stick, Begging Bowl
Trade Goods: 1d24 ⇒ 10

Character 4:

Stat: 4d6 ⇒ (5, 6, 3, 3) = 1714
Stat: 4d6 ⇒ (4, 4, 4, 3) = 1512
Stat: 4d6 ⇒ (2, 6, 1, 4) = 1312
Stat: 4d6 ⇒ (3, 3, 1, 3) = 109
Stat: 4d6 ⇒ (2, 3, 1, 6) = 1211
Stat: 4d6 ⇒ (6, 6, 2, 1) = 1514

Luck Bonus: 1d30 ⇒ 12
Money: 5d12 ⇒ (12, 3, 11, 4, 7) = 37
Occupation: 1d100 ⇒ 39Farmer Pitchfork, Hen
Trade Goods: 1d24 ⇒ 22

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Male Aasimar Wizard 18/ Rogue2

Ability: 5d6 ⇒ (3, 1, 5, 1, 5) = 1513
Ability: 5d6 ⇒ (2, 1, 5, 5, 5) = 1817
Ability: 5d6 ⇒ (4, 4, 1, 4, 4) = 1716
Ability: 5d6 ⇒ (4, 6, 4, 1, 1) = 1615
Ability: 5d6 ⇒ (2, 3, 4, 2, 4) = 1513
Ability: 5d6 ⇒ (4, 5, 4, 5, 1) = 1918

Thinking of making a Skeletal Priest! Who fights with a Shovel!!

Who has a weird lust for life!!

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Would love to learn and have rhe digital books

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Male Aasimar Wizard 18/ Rogue2

I could bring Fyr back in though I'd have 2 PCs

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Male Aasimar Wizard 18/ Rogue2

So two attack rolls.

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Male Aasimar Wizard 18/ Rogue2
Random Person wrote:

I always laugh at the movies where a vampire recoils from someone holding up a cross.... What if the person was atheist before becoming a vampire? Buddhist? etc.

Holy Symbol of Pharasma

I think its more the power of conviction

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Ill work on the Gravedigger then

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Fun so more grimdark

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RIZZENMAGNUS wrote:

So ive been working on this.

Pretty close to having Act 1 done.

And it is dark. Like real dark

So a failed Kelemvor priest turned jergal worshipping agent. Gravedigger Investigator 6/Mortal Usher 4

Or an Occultist Elf seeking Ancient answers despite through relics stolen from long dead elves, making them an outcast, Occultist 10

Or an old peasant turned soldier who carries the spirits of his former companions in the form of a Phantom, as a Spiritualist. He seeks to put to rest his friends. Figured human or dwarf, Fighter 1/ Spiritualist 9

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Might try Fughter Cleric build.

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Male Aasimar Wizard 18/ Rogue2

So now one or two PCs. And Sorry. Had a major real life thing pop up.so its splitting my development time. My writing, DM crafting and this cluster f$#%. As its hard to do these at work

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I might try my hand at an elven occultist

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Male Aasimar Wizard 18/ Rogue2

Taking a gamble, and throwing the Rook at the thing and gonna try to slip under it, with Acrobatics?

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Male Aasimar Wizard 18/ Rogue2

I am just working on reading my own

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Not sure if there are Fey Lord Equivalents? Maybe a Planar lord.

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Male Aasimar Wizard 18/ Rogue2

I think Paizo ate a post of mine. It would be on my computer and Im currently trying at work

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I think a Shovel Knight, A disgraced Kelemvor priest who is on a redemption tour for trying to bring back the dead. He is a powerful and somber man who comes along to help bury the dead, and make sure the dead stay dead.

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Interesting.

A Hunter or Slayer would be great.

AN Occultist would be funny too...hmmm

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Male Aasimar Wizard 18/ Rogue2

I hope to post when I get home

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Male Aasimar Wizard 18/ Rogue2

Yay

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Male Aasimar Wizard 18/ Rogue2
Tommy Boyd wrote:

The suggested starting wealth in the DMG for different tiers is on page 38.

As extra gold for each tier is the same for all three types of campaigns (low magic, standard, high magic) at the same tier, I have expanded the extra gold from each tier to extra gold by level, that you might want to use, Critz.

It will make it so a 3rd level PC can have a riding horse, two draft horses and a wagon (and saddle and saddle bags for riding horse and bits and bridle for all three horses, and some days of feed for the horses) - with less than 10 gold left over from the lump sum of 250 gold (which they do not keep if not spent), with 1d10 x 12.5 gold roll for 'pocket change' that they do keep if not spent.

From Table in page 38 of DMG:

Character Levels 1st to 4th: no extra gold
Character levels 5th to 10th: 500 gold plus 1d10 x 25 gold
Character levels 11th to 16th: 5,000 gold plus 1d10 x 250 gold
Character levels 17th to 20th: 20,000 gold plus 1d10 x 250 gold

Using the expanded PC Wealth by Level 'table': PCs would retain any unspent gold they gained from the 1d10 roll, but not any of the flat bulk amount gained at the level (unless their level is the 5th level or higher, in which case they keep a maximum of the unspent money from the lump sum equal to the lump sum they gained for being at the earliest level of a tier they are in: 5th level (500 gold), 11th level (5,000 gold) or 17th level (20,000 gold).

** spoiler omitted **...

With the Frontier and settlement building, your method seems more feasible.

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Male Aasimar Wizard 18/ Rogue2
Bharaz Silverhelm wrote:

I’m good to go, I think.

Staying at lvl 1 starting gear?

Level 1 starting gear and roll for money. Giving you extra money for extra stuff, due to level

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Male Aasimar Wizard 18/ Rogue2

Not yet gonna throw out an recruitment tomorrow or tonight to fill the gap. Probably 2 or 3bmore. Depends on the character concepts

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Working on it now, might make a Petrifern familiar instead of the Raven. THough not sure. My Stat point will go into Constitution.

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Okay, I have a Wood Elementalist too

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Male Aasimar Wizard 18/ Rogue2

3rd

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I know

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Idea for an Elven Necroancer

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Male Aasimar Wizard 18/ Rogue2

For classes, feats not races

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Male Aasimar Wizard 18/ Rogue2

Okay I am looking to get some more players atleast two. Gnome, Dwarf and Halfling. Core only

Who all is still here?

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Male Aasimar Wizard 18/ Rogue2

I am gonna have to drop this, My heart is just not in making a character like this right now.

I tried, but after the whole site down, I wanted to fulfill the obligation, but the task just seems to daunting and just not into it Sorry

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If someone wants a shape shifter I have other possible characters. Some I've never really gotten to play that may be fun

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DM Ray wrote:

@ Critzible,

Always room for a Shifter -- well kinda / sorta aka: not 'exactly': I know the Skin-Changer from 'New Paths Compendium' which came out first and I was a kick-starter to help out Marc Radle who I'd played with at Conventions.

I'm pretty sure they're very similar. If you are so inclined, a Skin-Changer could be a great PC.

I am overflowingly busy at work Monday so it will be later that I can look at Lady Emilia Vosk.

MOre like to play up the Victoria heiress who is a Werebat basically

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got room for a shifter

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Male Aasimar Wizard 18/ Rogue2

Sorry all my holidays have been a little more tumultous than I thought

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