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About Darius DrachenmooreStat Block:
Darius Drachenmoore Male Undead Master/Occultist 1 LE Medium Humanoid(Human) Init +2; Senses Low-Light Vision Perception +4 -------------------- DEFENSE -------------------- AC 12(16), touch 12, flat-footed 10(14) (10 Base, +2 Dex) hp 10(1d8+2) Fort +4, Ref +3, Will +3 -------------------- OFFENSE -------------------- Spd 30 ft Melee Bardiche +3 (1d10+4) Space 5 ft.; Reach 10 ft. Special Attacks Spells Prepared/Known*(CL 1; Concentration +4) 1st(DC14) -- Mage Armor x1, Grease x1, Chill Touch x1 1st*(DC14) 2/2-- Inflict Light Wounds, Featherfall -------------------- STATISTICS -------------------- Str 16, Dex 14, Con 12, Int 16, Wis 10, Cha 13 Base Atk +0; CMB +3; CMD 15 Feats Spell Focus(Necromancy), Combat Reflexes Traits Corpse Cannibal, Resilient, Student of Philosophy Skills Diplomacy +5, Kn.Arcana +7, Kn.Planes +7, Kn.Religion +7, Linguistics +7, Perception +4, Spellcraft +7, Languages Common, Draconic, Necril, Abyssal, Celestial Combat Gear Bardiche, Spell Component Pouch, Masterwork Backpack, Pathfinder's Kit Coin: 65gp -------------------- SPECIAL ABILITIES -------------------- Racial(Human):
Stats- +2 Intelligence Bonus Feat- Combat Reflexes Heart of the Fey- Gain Low-Light Vision, +1 Racial bonus to Reflex and Will Saves, and treat Kn.Nature and Perception as class skills. This racial trait replaces skilled. Undead Master:
Arcane School(Necromancy[Undead])- Power over Undead-You receive Command 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. Bolster-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. The bonus on attack rolls and saving throws increases by +1 for every 5 wizard levels you possess. These bonuses last for a number of rounds equal to 1/2 your wizard level (minimum 1 round). 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 a number of times per day equal to 3 + your Intelligence modifier. Necromantic Focus- Must be evil and cannot have Necromancy as an opposition school. Necropolitan- An undead master gains a bonus equal to half his wizard level (minimum +1) on Diplomacy and Knowledge checks regarding undead creatures. Because of his obsessive focus on the undead, he takes a –2 penalty when attempting such checks regarding living creatures. Corpse Bond(Corpse Companion)- With a ritual requiring 8 hours, an undead lord can animate a single skeleton or zombie whose Hit Dice do not exceed her cleric level. This corpse companion automatically follows her commands and does not need to be controlled by her. She cannot have more than one corpse companion at a time. It does not count against the number of Hit Dice of undead controlled by other methods. She can use this ability to create a variant skeleton such as a bloody or burning skeleton, but its Hit Dice cannot exceed half her cleric level. She can dismiss her companion as a standard action, which destroys it. Improved Channel- An Undead Master who already has Command Undead gains Improved Channel as a bonus feat. Reanimator- An undead master adds the following spells to his spellbook at the given wizard levels: 1st—repair undead; 3rd—lesser animate dead; 5th—animate dead; 7th—undead anatomy I; 9th—create undead; 11th—undeath to death; 13th—create greater undead; 15th—undead anatomy IV; 17th—cursed earth. He can spontaneously cast any of these spells by sacrificing a prepared spell of the same level or higher. The undead master can cast lesser animate dead, animate dead, create undead, and create greater undead as if they were 1 level lower than their normal wizard spell level; this does not alter their level for the purpose of item crafting and the like. Occultist:
Mental Focus(4/4)- Magic Item Skill-At 2nd level, an occultist’s knowledge of magic items grants him a bonus when attempting to use them. He gains a bonus on all Use Magic Device checks equal to 1/2 his occultist level. Implements(Necromancy[1] and Transmutation[3]) Resonant Powers- Necromantic Focus- The implement grants its possessor greater power over the undead. Whoever possesses the implement can control an additional 2 Hit Dice of undead for every point of mental focus invested in the item (to a maximum number of Hit Dice equal to 4 × your occultist level). Any spellcaster who bears the implement can add it as an additional focus component for a necromancy spell he casts to create undead. If he does so, he can create an additional number of HD of undead equal to the additional HD the implement allows him to control (apply this effect after doubling the HD of undead for desecrate, if applicable). Undead creatures take a –1 penalty on saving throws against spells cast by the bearer of this implement for every 4 points of mental focus invested in this implement. Physical Enhancement(Strength)- The implement enhances its bearer’s body. When you invest mental focus in the implement, select a physical ability score. The implement grants a +2 temporary enhancement bonus to that physical ability score for every 3 points of mental focus invested in the implement (to a maximum of +2 at 1st level, plus an additional 2 for every 6 occultist levels you possess). Base Focus Powers Legacy Weapon- As a standard action, you can expend 1 point of mental focus and touch a weapon to grant it an enhancement bonus. The bonus is equal to 1 + 1 for every 6 occultist levels you possess (to a maximum of +4 at 18th level). Enhancement bonuses gained by this ability stack with those of the weapon, to a maximum of +5. You can also imbue the weapon with any one weapon special ability with an equivalent enhancement bonus less than or equal to your maximum bonus by reducing the granted enhancement bonus by the appropriate amount. The item must have an enhancement bonus of at least +1 (from the item itself or from legacy weapon) to gain a weapon special ability. In either case, these bonuses last for 1 minute. Mind Fear- 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. Focus Powers Necromantic Servant- As a standard action, you can expend 1 point of mental focus to raise a single human skeleton (Pathfinder RPG Bestiary 250) or human zombie (Bestiary 288) 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. Traits:
Corpse Cannibal- You gain a +2 trait bonus on Fortitude saves against diseases and can gain sustenance from rotting flesh with no negative side effects. Resilient- +1 to Fortitude Saves Student of Philosophy- You can use your Intelligence modifier in place of your Charisma modifier on Diplomacy checks to persuade others and on Bluff checks to convince others that a lie is true. (This trait does not affect Diplomacy checks to gather information or Bluff checks to feint in combat). Feats:
Combat Reflexes- You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed. Spell Focus(Necromancy)- +1 to Spell DCs of the Necromancy School. |