About Cyric DusklordDusklord
________________________________________________________________________
Spellbook:
FAMILIAR:
Vermithrax (alertness, improved evasion, share spells, empathic link, deliver touch spells, speak with master) Rhamphorhynchus N Tiny animal Init +3; Senses low-light vision, scent; Perception +6 DEFENSE
OFFENSE
STATISTICS
Sudden Swoop (Ex): If a rhamphorhynchus makes a charge attack while flying, it does not provoke attacks of opportunity when it enters an opponent’s space to make a melee attack. It also gains a +2 bonus on damage rolls with its bite attack when it makes a sudden swoop.
SPECIAL ABILITIES:
Abjuration Prohibited School: A Thassilonian wizard can never prepare a spell that is in one of his prohibited schools—he treats these spells as if they were not on the wizard spell list. If using a spell trigger or spell completion item to cast a spell from one of his prohibited schools, he must use the Use Magic Device skill to do so. Arcane Bond (Su): You have selected to establish a powerful arcane bond with a creature. Bolster (Sp): As a standard action, you can touch an undead creature and infuse it with negative energy. It gains a + 1 profane bonus on all attack rolls and saving throws, as well as 1 temporary hit point per Hit Die and a +2 bonus to its turn resistance. These bonuses last for 1 rounds. The bonuses and temporary hit points are immediately dispelled if the creature is within the area of a consecrate spell. You can use this ability 7 times per day. Bonus Feat: Humans select one extra feat at 1st level. Cantrips: You can prepare a number of cantrips, or 0-level spells, each day. These spells are cast like any other spell, but they are not expended when cast and may be used again. You can prepare a cantrip from a prohibited school, but it uses up two of your available slots. Enchantment Prohibited School: A Thassilonian wizard can never prepare a spell that is in one of his prohibited schools—he treats these spells as if they were not on the wizard spell list. If using a spell trigger or spell completion item to cast a spell from one of his prohibited schools, he must use the Use Magic Device skill to do so. Familiar: A familiar grants special abilities to its master. These special abilities apply only when the master and familiar are within 1 mile of each other. Necromancy School: You have chosen to specialize in necromancy spells. Power Over Undead (Command Undead) (Su): You can channel energy 7 times per day to command undead. You can command up to 1 hit dice of undead. The will save DC of your command undead attempts is 12. Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level. Thassilonian Specialist: Benefits: A Thassilonian specialist wizard receives two additional spell slots of each spell level he can cast. These bonus spell slots must both be used to prepare the same spell from the wizard’s school of specialization, allowing the wizard to cast that spell twice (as he has prepared the spell twice). The wizard cannot use these slots to prepare two different spells, even if they are of the school he is specialized in. Restrictions: A Thassilonian specialist does not get to customize his choice for opposition schools—that choice is selected for him when he chooses his specialization. These restrictions are more significant than those most wizards follow, and are known as prohibited schools. A Thassilonian wizard can never prepare a spell that is in one of his prohibited schools—he treats these spells as if they were not on the wizard spell list. If using a spell trigger or spell completion item to cast a spell from one of his prohibited schools, he must use the Use Magic Device skill to do so. 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 of any type interferes with a wizard's movements, which can cause her spells with somatic components to fail. BACKGROUND:
Dusklord is a repentant evil villain. Once upon a time, Dusklord dreamed of controlling vast armies of undead and marching through civilized lands. However, his dreams were cut short by the paladin Ethendril h'Caramore, who thwarted Dusklord's plans when Dusklord commenced a lengthy monologue about his evil plans. Ah, ruined by the cursed monologue...again! In exchange for his life, Dusklord promised to change his wicked ways...and he has. Dusklord is now Professor Dusklord, a professor of necromatic academia. He is completely reformed...yes he is. He no longer has any desires to raise armies of undead minions who will heed his every command...nope. He is completely content to teach wet-behind-the-ears apprentice wizards who understand nothing of the importance of necromancy...right? Appearance Personality 1. Background
Level Progression:
Level 1: Class Taken: Wizard Class Feature Gained: arcane bond, arcane school, cantrips, spell focus: necromancy Hit points Gained: 1d6, +2 Con, +1 favored Skill Points (2+4 Int +1 human): knowledge (arcana)(1), knowledge (history)(1), knowledge (planes)(1), linguistics (1), perception (1), spellcraft (1), use magic device (1) Feats: Command Undead*, Undead Master, Improved Channel Dice:
[dice=knowledge (arcana/religion)]1d20+14[/dice] [ooc]Looking for 1) vulnerabilities 2) immunities 3) special abilities[/ooc [dice=knowledge (dungeoneering/local/nature/planes)]1d20+11[/dice] [ooc]Looking for 1) vulnerabilities 2) immunities 3) special abilities[/ooc [dice=ranged touch attack]1d20+5[/dice] Power Over Undead: DC to save against these feats is equal to 10 + 1/2 your wizard level + your Charisma modifier +2 Improved Channel HD Cap: You can control any number of undead, so long as their total Hit Dice do not exceed your cleric level +4 (Undead Master). Channel Negative Energy: You can channel energy a number of times per day equal to 3 + your Intelligence modifier https://paizo.com/threads/rzs2um12?MinMax-SundayHighest-spell-DC *weapon: dueling
|