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