Raistlin

Gregor Hahn's page

74 posts. Alias of Zachary Wydawski.


Race

Active:

Classes/Levels

HP: 18/18 | AC: 14 (Touch: 14; Flat-footed: 14) | CMD: 16 | Fort: +1, Ref: +4, Will: +2 | +2 against death effects, energy drain, negative energy, and spells or spell-like abilities of the necromancy school

Size

Medium

Age

62

Alignment

Neutral Good

Deity

Pharasma

Occupation

Gravedigger

Strength 14
Dexterity 18
Constitution 12
Intelligence 20
Wisdom 10
Charisma 12

About Gregor Hahn

Character Sheet:

2nd Wizard (Hallowed Necromancer)
Male Aasimar (Emberkin)
Type: Outsider (Native)

Senses: Darkvision 60ft

Initiative: +4 [+4 DEX]

AC: 14 [+4 DEX]
Touch: 14; Flat-footed: 10

HP: 18

Resist: Negative Energy 5

Fortitude
[+0 Base, +1 CON] = +1
Reflex
[+0 Base, +4 DEX] = +4
Will
[+3 Base, +0 WIS] = +3
+2 against death effects, energy drain, negative energy, and spells or spell-like abilities of the necromancy school

Speed: 30ft

Attack(s):

Shovel +4 melee [1d6+3 Bludgeoning/20x2]

Ranged Touch +5 ranged

Special Attacks
Power Over Undead(Su)(8/Day) (Used: 0)
[Turn Undead: Standard Action: Cause all undead within 30 feet of you to flee, as if panicked. Undead receive a Will save to negate the effect. (DC = 10 + 1/2 Wizard Level + CHA) = 12; Undead that fail their save flee for 1 minute. Intelligent undead receive a new saving throw each round to end the effect.]

Positive Touch (Su)(8/Day)(Used: 0)
[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" and deal full damage.]

BAB: +1
CMB: +3 [+1 BAB, +2 STR]
CMD: 17 [+1 BAB, +2 STR, +4 DEX]

Skills
Appraise
[1 Rank, +5 INT, +3 Class] = +9

Fly
[1 Rank, +4 DEX, +3 Class] = +8

Knowledge(Arcana)
[1 Rank, +5 INT, +3 Class] = +9

Knowledge(History)
[1 Rank, +5 INT, +3 Class] = +9

Knowledge(Religion)
[2 Rank, +5 INT, +3 Class] = +10

Knowledge(Planes)
[1 Rank, +5 INT, +3 Class, +2 Racial] = +11

Linguistics
[2 Rank, +5 INT, +3 Class] = +10

Perception
[2 Rank, +0 WIS] = +2

Profession(Gravedigger)
[1 Rank, +0 WIS, +3 Class] = +4

Stealth
[2 Rank, +4 DEX] = +6

Spellcraft
[2 Rank, +5 INT, +3 Class, +2 Racial] = +12

Languages: Common, Celestial, Draconic, Elven, Sylvan, Gnome, Dwarven, Necril, Undercommon

Feats
Toughness, Spell Focus(Necromancy), Turn Undead

Traits
Subject of Study(Campaign)
[You gain a +1 bonus on damage rolls against Undead.]

Rough and Ready (Equipment)
[When you use a tool of your trade (requiring at least 1 rank in the appropriate Craft or Profession skill) as a weapon, you do not take the improvised weapon penalty and instead receive a +1 trait bonus on your attack.]

Special Qualities
Favored Class Bonus(Wizard)
[+2 HP]

Variant Aasimar Ability
[You gain an additional +2 racial bonus to your Strength score.]

Deathless Spirit(Ex)
[Gain resistance 5 against negative energy damage. They do not lose hit points when they gain a negative level, and they gain a +2 racial bonus on saving throws against death effects, energy drain, negative energy, and spells or spell-like abilities of the necromancy school.]

Arcane Bond (Weapon: Shovel)

Arcane School (Necromancy)
[A hallowed necromancer must specialize in the school of necromancy and swear never to create undead. Opposition School: Enchantment]

Necromancer Spellbook
0-Acid Splash, Arcane Mark, Bleed, Dancing Lights, Detect Magic, Detect Poison, Disrupt Undead, Flare, Ghost Sound, Light, Mage Hand, Mending, Message, Open/Close, Prestidigitation, Ray of Frost, Read Magic, Resistance, Spark, Touch of Fatigue

1-Mage Armor, Unseen Servant, Ray of Enfeeblement, Sculpt Corpse, Expeditious Excavation, Dancing Lantern, Detect Undead, Burning Hands, Chill Touch, Blood Money, Cause Fear

2- Bloodbath, Command Undead

Necromancer Spells Prepared (Caster Level 1st)
(4)0-Disrupt Undead, Detect Magic, Read Magic, Prestidigitation

(4+1)1- (x1) Mage Armor, (x2) Ray of Enfeeblement, (x1) Burning Hands, (x1)Expeditious Excavation

Equipment

Shovel (Arcane Bond)
[This tool lets you dig a pit at a rate of 2 cubic feet per minute. If a shovel is used in combat, treat it as a one-handed improvised weapon that deals bludgeoning damage equal to that of a club of its size.]
[The shaft is constructed of darkwood and has intricate arcane sigils upon it.]

Wooden Holy Symbol (Pharasma)

Leather Bandolier
-Spell Component Pouch
-(x4) Holy Water (Flask)
-Haunt Siphon
-Potion of Cure Light Wounds
-Potion of Lesser Restoration
-Scroll of Hide from Undead

Masterwork Backpack
-Spellbook
-Ink (1 oz vial)
-Inkpen
-(x10) Parchment (Sheet)
-(x1) Gold
-(x2) Silver

Backstory:

Gregor Hahn was born and raised in Lepidstadt within an orphanage, sponsored by a local church of Pharasma. He never knew his parents and as he grew up it quickly became apparent he was different from the other children.

As he came of age he apprenticed as a gravedigger under the watchful eye of his mentor Klaus Hahn; Klaus served the church by helping tend to the local graveyard. Klaus was the closest thing Gregor had to a father and he served him well as an apprentice.

Professor Lorrimor contacted the church after a gruesome incident within the graveyard; the only survivor of which was Gregor.

During a routine patrol through the graveyard Gregor and Klaus came upon a crypt whose stone door had been forced open. They cautiously entered to find a man strung up by the neck, a noose of thick rope around his neck. The crypt stunk of decay and it seemed the man had been dead for perhaps a day or two before the pair had discovered him.

As Klaus moved to cut the man down the pair began to hear a strange muttering coming from the darkness inside the crypt. Suddenly claws burst forth from the dark as a mass of babbling shadow came forth slashing into Klaus, leaving no trace of harm. But Klaus began to panic for a moment before standing seemingly entranced by the dark creature.

Gregor fled to get help, the sound of the creature still babbling in his memories. By the time the clergy came to dispatch the creature Klaus was left a gibbering mess upon the ground. He now spends his time in an asylum; with Gregor coming to visit his "father" as time permits.

Gregor kept up correspondence with the Professor Lorrimor over the next few months concerning the incident.

The scars of the experience and his continual reminders of the encounter prompted Gregor to hone his skills lest he someday face the same type of creature again. The professor assisted in this endeavor, providing him with insight into the anatomy and defenses of the creature; what Gregor came to know as an Allip.