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About GretchBackstory:
The miserable creature known only as The Gretch is all that remains of the experiments of the High Priest Dre’tch Sh’tkul. An amalgamation of discarded magical experiments and the priests own familiar The Gretch hides it’s misshapen and constantly mutating form within layers of dark tattered robes.
The Gretch was rescued by a splinter faction after the high priest had discarded his latest creation as yet another failure. They had determined that It was a sign from the one god and that it would lead a revolution against the false gods. The Gretch realized early on that it would never be meeting the enemy on the battlefield face to face due to it’s lack of physical strength, it instead turned toward another weapon, the spoken word. One it found far more useful. The Gretch became a powerful orator capable of swaying even the harshest of critics to it’s side. The Gretch is a philosopher of sorts, He thinks of the false gods as slave masters and wants to advance the idea of breaking free of their control. BAB +11/+6/+1 Ranged Touch +17 Knowledges:
1. The order of their saves in order from highest to lowest. (e.g. Fort - Will - Ref)
2. Elemental resistances and immunities 3. Special attacks 4. Special defenses 5. Do they have combat reflexes or any other ability that will let them make attacks of opportunity. Traits:
Bloody-Minded You are always ready for bloodshed. You gain a +1 trait bonus on initiative and intimidate checks
Indominatable Faith: You were born in a region where your faith was not popular, but you still have never abandoned it. Your constant struggle to maintain your own faith has bolstered your drive. You gain a +1 trait bonus on Will saves. Missionary You have come to town to see about expanding the presence of your chosen faith after receiving visions that told you your faith is needed in the region—what that need is, though, you’re not quite sure. You gain a +1 trait bonus on Knowledge (religion) checks, and Knowledge (religion) is a class skill for you. If you cast divine spells, pick three spells on your spell list. You are particularly adept at casting these spells, so they function at +1 caster level when you cast them, and their save DCs (if any) gain a +1 bonus. (Bestow Curse: Greater, Blade Barrier, Repulsion) Talented: You are a virtuoso musician, actor, or storyteller. You gain a +1 trait bonus on checks with a single Perform skill (your choice), and all Perform skills are always class skills for you. Silver-Tongued(Racial): Human are often adept at subtle manipulation and putting even sworn foes at ease. Humans with this trait gain a +2 bonus on Diplomacy and Bluff checks. In addition, when they use Diplomacy to shift a creature’s attitude, they can shift up to three steps up rather than just two. This racial trait replaces skilled. Feats:
1.Command Undead 1. Spell Focus(Necromancy). 1. Greater Spell Focus(Necromancy) 3. Bouncing Spell(+1), 5. Divine Protection. 5. Improved Initiative. 5.Additional Traits. 7. Spell Penetration. 9. Greater Spell Penetration 11. Extend Spell(+1), 13. Quicken Spell(+4) 15. Spell Perfection(Ill Omen) Lich Abilities:
Rejuvenation (Su): When a lich is destroyed, its phylactery (which is generally hidden by the lich in a safe place far from where it chooses to dwell) immediately begins to rebuild the undead spellcaster's body nearby. This process takes 1d10 days—if the body is destroyed before that time passes, the phylactery merely starts the process anew. After this time passes, the lich wakens fully healed (albeit without any gear it left behind on its old body)
A lich has a +5 natural armor bonus or the base creature's natural armor bonus, whichever is better. Undead Traits (Ex) Undead are immune to death effects, disease, mind-affecting effects (charms, compulsions, morale effects, phantasms, and patterns), paralysis, poison, sleep, stun, and any effect that requires a Fortitude save (unless the effect also works on objects or is harmless). Undead are not subject to ability drain, energy drain, or nonlethal damage. Undead are immune to damage or penalties to their physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects. Undead are not at risk of death from massive damage. Agent of the Grave:
Inspired Necromancy (Ex): When determining the maximum number of Hit Dice of undead he can control with spells like animate dead, a character counts his agent of the grave levels twice. This ability does not factor into how many undead he can create with a single casting of a spell. Thus, a cleric 7/agent of the grave 3 would be able to control 52 Hit Dice worth of undead with animate dead.
Lich’s Touch (Su): At 1st level, the agent of the grave becomes a conduit for negative energy and the chill powers of death, allowing him to make a melee touch attack dealing 1d6 points of damage from negative energy per level of the agent of the grave class he attains. This ability allows him to heal undead minions, and himself upon attaining the negative energy affinity ability at 4th level. He can use this ability a number of times per day equal to 3 + his Charisma bonus. Unholy Fortitude (Su): At 1st level, the agent of the grave can tap into his conviction and bolster his health. Starting with the hit points he rolls for gaining his first agent of the grave level and every time he gains a level in any class thereafter, the character may choose to add either his Constitution bonus or his Charisma bonus to the number of new hit points he gains for that level. Undead Manipulator (Ex): At 2nd level, the agent of the grave gains great insight into the minds and necromantic forces controlling undead creatures. An agent of the grave’s spells and spell-like abilities with mind-affecting effects treat undead creatures as their original type. Thus, an agent of the grave can use charm person against a humanoid zombie or confusion against a horde of skeletal champions. Negative Energy Conduit (Ex) At 3rd level, an agent of the grave bolsters undead around him. As a standard action, an agent of the grave manifests an aura identical to the desecrate spell, except this foul aura has a duration of 10 minutes per level. An agent of the grave can use this ability once per day. In addition, any undead the agent of the grave creates is treated as having been created within the area of a desecrate spell. Death’s Shroud (Su): As an agent of the grave gains power within the organization, he often must infiltrate other groups to gain further knowledge. At 4th level, he learns how to cloak his true intentions, gaining the ability to use nondetection or undetectable alignment once per day. The caster level for this ability is equal to the agent of the grave’s highest caster level. Negative Energy Affinity (Ex): At 4th level, the agent of the grave, while still technically alive, reacts to positive and negative energy as if he were undead—positive energy harms him, while negative energy heals him. If the agent of the grave is already undead, this ability grants no additional benefit. Secrets of Death (Ex): At 5th level, an agent of the grave draws upon secrets held by the Whispering Way to gain insights into necromancy. At the time he gains this ability, the character may add a number of necromancy spells that are not normally a part of his class’s spell list to his spell list. The number of spells that the character may add is equal to his Intelligence modifier. For example, an agent of the grave with levels of wizard might choose to add spells like death watch, inflict critical wounds, and slay living to his spell list, while an agent of the grave with levels of cleric might choose to add spells such as enervation, magic jar, and vampiric touch. An agent of the grave may choose to add spells he cannot yet cast—this does not allow the agent of the grave to cast spells of a higher level than he normally could, but rather merely grants him access to those spells when he reaches the level required to cast them. Undeath Initiate (Ex): At 5th level, an agent of the grave has prepared his body and mind for the transition into undeath. He gains a +5 bonus on any ability check, skill check, or saving throw related to the process of transforming into an undead creature. This bonus can be used on any check related to becoming a creature like a lich (the process of which is largely left up to the GM’s discretion). Additionally, if slain by an undead creature with the create spawn ability, the agent of death retains his Intelligence (regardless of the type of undead he is transformed into) and free will (he is never under the control of the creature that killed him). Unless otherwise noted by the undead creature’s create spawn ability, the newly created undead agent of the grave loses all of his class levels. This makes transformation into a lich and vampire among the most appealing options for an agent of the grave seeking undeath. Curse:
Lame :One of your legs is permanently wounded, reducing your base land speed by 10 feet if your base speed is 30 feet or more. If your base speed is less than 30 feet, your speed is reduced by 5 feet. Your speed is never reduced due to encumbrance.
Legalistic: The shackles of Hell impose savage consequences should you violate a covenant, but also imbue you with remarkable guile. Whenever you break your word (either purposefully or unintentionally), you become sickened for 24 hours or until you meet your obligation, whichever comes first. However, once per day, you can make a vow to yourself that grants a +4 morale bonus on any one roll you make while trying to fulfill a promise made to another individual. At 5th level, you gain a +3 competence bonus on Diplomacy, Intimidate, and Sense Motive checks while talking to an individual one-on-one. At 10th level, you can make a new saving throw each minute to resist mind-affecting effects as your subconscious searches for loopholes. At 15th level, any creature that violates its freely given word to you takes a penalty to AC, to spell resistance, and on saving throws against your attacks and abilities equal to your Charisma modifier (minimum 1) for 24 hours. Revelations:
Ensnare the Soul (Su): Your magic turns others into zombie-like servants. Add charm person and dominate person to your spell list. Creatures affected by either spell become listless and pale, appearing dead to observers (DC 20 Heal or Perception check to determine the creature is not undead). Affected creatures are slow to take any action unless you specifically direct them to do so. They are not mindless or helpless, however, and defend themselves if attacked.
Natural Divination (Ex): You can read the entrails of a freshly killed animal or humanoid to gain an insight bonus equal to your Charisma modifier on one saving throw. Alternatively, by observing and interpreting the flights of birds, you may apply a +10 competence bonus on any one skill check. Finally, by charting marks in dirt or stone, or observing the behavior of sand when thrown into the wind, you gain a +4 insight bonus on one initiative check. These bonuses must be used during the next 24 hours and you must declare you are using the bonus before the check or save is made. Making a natural divination takes 10 minutes. You may use natural divination (in any combination) once per day plus one additional time per day for every four oracle levels you have attained. Path of the Snake (Su): Once per day, as a standard action, you can become incorporeal. While in this form, you gain a +10 bonus on Stealth checks and can move in any direction and through any object (except for those made of force). You can take no action other than to move while in this form. You remain in this form for a number of rounds equal to your oracle level, but you can end this effect prematurely with a standard action. At 15th level, you can use this ability twice per day. You must be at least 11th level to select this revelation. Spirit Vessels (Su) You can channel wendo spirits into lifeless bodies, reanimating them to aid you. Necromancy spells that create undead lose the evil descriptor when you cast them. Mindless undead created by your magic are of neutral alignment. When using the animate dead spell, you can control 6 HD worth of undead creatures per caster level rather than 4 HD. In addition, any zombies or juju zombies you create using animate dead, create undead, or similar spells possess maximum hit points. Undead Servitude (Su) You gain Command Undead as a bonus feat. You can channel negative energy a number of times per day equal to 3 + your charisma modifier, but only to use Command Undead. Unwilling Host (Su): You command spirits to invade the bodies of your enemies. Once per day as a standard action you may target a number of creatures equal to your Charisma modifier within 100 feet, no two of which can be more than 30 feet apart. Targeted creatures must make a Will save or suffer the effects of a confusion spell as the spirits possess them and cause them to behave erratically for a number of rounds equal to your oracle level. You must be at least 7th level to select this revelation.
Equipment/Cash:
Spring loaded wrist sheaths, Bracers +8, Ring +5, Jingasa +1, Headband Chr,Int,Wis(History, Local, Planes):+6, Belt of Con +6/Dex +6, Cloak +5, Ioun Stone +1 Init, Ioun Stone +1 AC, Ioun Stone +1 saves, Ioun Stone +1 CL Otherworldly Kimono[9k gp] Spells Known:
SPELLS: 12/7/7/6/6/5/3/3 Orisons: Bleed, Create Water, Detect Magic, Detect Poison, Enhanced Diplomacy(1 min/ +2 on Diplo or Intimidate,), Light, Mending, Purify Food and Drink, Read magic, Stabilize, Vigor, Virtue
Level 1: 9 Ant Haul: Range touch, Target creature touched, Duration 44 hrs.
Bless: The caster and all allies within a 50-ft. burst, centered on the caster Duration 22 min.
Burning Disarm:(Ref 23) Range close(85')
Ill Omen(Mystery Spell):(5 rolls)(Mystery Spell) Range(85') Duration 20 rounds or until discharged:
Murderous Command:(Will 23) Range(130') Duration 1 round:
Shield of Faith:(+5) Range touch, Target creature touched, Duration 17 Min
Level 2: 9 CMW(2d8+10)(Max)
Early Judgment:(Will 24) Range(130'), Target one humanoid creature, Duration 1d4 rounds, Saving Throw Will ); Spell Resistance yes
Hold Person:(Will 24) Range(320') 22 rounds see text
IMW:(Will 26)(2d8+10)(Max) Ironskin:(22 Min) +6 AC:
Pilfering Hand: Range(130'), Target one object, Duration see text, Saving Throw none; Spell Resistance yes (object)
Weapon of Awe: Range touch, Target weapon touched, Duration 22 min.
Level 3: 9 Animate Dead
Blindness:(Fort 27) Range(3000') Duration permanent:
Dispel Magic: Range(320') Target or Area one spellcaster, creature, or object, Duration instantaneous Saving Throw none; Spell Resistance no
Invisibility Purge: Range personal Target you Duration 22 min.
Resist Energy: Communal: Range touch, Targets creatures touched
Level 4: 9 Air Walk:(220 min) The subject can tread on air as if walking on solid ground. Moving upward is similar to walking up a hill. The maximum upward or downward angle possible is 45 degrees, at a rate equal to half the air walker's normal speed. A strong wind (21+ miles per hour) can push the subject along or hold it back. At the end of a creature's turn each round, the wind blows the air walker 5 feet for each 5 miles per hour of wind speed. The creature may be subject to additional penalties in exceptionally strong or turbulent winds, such as loss of control over movement or physical damage from being buffeted about.
Blessing of Fervor:Range(130'), Targets one creature/level, no two of which can be more than 30 ft. apart, Duration 22 Rds.
Charm Monster:(Will 26)(Mystery spell) Range(130') Duration 22 days.
Debilitating Portent Range (320) Target one creature, Duration 22 rds, Saving Throw none; Spell Resistance yes. The target is surrounded by a glowing green aura of ill fate. Each time the spell’s subject makes an attack or casts a spell, it must succeed at a Will saving throw(29). If it fails the saving throw, it deals half damage with the attack or spell. You can dismiss this spell as an immediate action when the target confirms a critical hit; doing so negates the critical hit. The attack that you negated still hits, but only deals half damage. Divination: Similar to augury but more powerful, a divination spell can provide you with a useful piece of advice in reply to a question concerning a specific goal, event, or activity that is to occur within 1 week. The advice granted by the spell can be as simple as a short phrase, or it might take the form of a cryptic rhyme or omen. If your party doesn't act on the information, the conditions may change so that the information is no longer useful. The base chance for a correct divination is 70% + 1% per caster level, to a maximum of 90%. If the die roll fails, you know the spell failed, unless specific magic yielding false information is at work.
ICW:(4D8+22) Freedom of Movement: Range personal or touch Target you or creature touched Duration 220 Min.
Protection From Energy:Communal: Range touch, Targets creatures touched, Duration 220 Min. or until discharged.
Level 5: 8 Blood Tentacles(AOG Spell): Range personal,Duration 22 Rds.(+29 to hit)
Create Undead(Mystery Spell): Range(130'),Target one corpse,Duration instantaneous
Cure Light Wounds(Mass) Range(130') Target one creature/level, no two of which can be more than 30 ft. apart Duration instantaneous Saving Throw Will half (harmless):
Dominate Person(Revelation Spell)(Will 27): Range(130'), Target one humanoid, Duration 22 Days, Saving Throw Will negates; Spell Resistance yes
Once you have given a dominated creature a command, it continues to attempt to carry out that command to the exclusion of all other activities except those necessary for day-to-day survival (such as sleeping, eating, and so forth). Because of this limited range of activity, a Sense Motive check against DC 15 (rather than DC 25) can determine that the subject's behavior is being influenced by an enchantment effect (see the Sense Motive skill description).
Fickle Winds: Range(320'), Targets one or more Medium creatures/level, no two of which can be more than 30 ft. apart, Duration 15 minutes.
Life Bubble: Range touch ,Target creatures touched, up to one/level, Duration 44 Hrs.; see text
Life bubble does not provide protection from negative or positive energy (such as found on the Negative and Positive Energy planes), the ability to see in conditions of poor visibility (such as in smoke or fog), nor the ability to move or act normally in conditions that impede movement (such as underwater).
Slay Living:(Fort 29) Range touch ,Target living creature touched,Duration instantaneous, Saving Throw Fortitude partial; Spell Resistance yes You can attempt to slay any one living creature. When you cast this spell, your hand seethes with eerie dark fire. You must succeed on a melee touch attack to touch the target. The target takes 12d6 points of damage + 23. If the target's Fortitude saving throw succeeds, it instead takes 3d6 points of damage + 1 point per caster level. The subject might die from damage even if it succeeds on its saving throw. Suffocation(AOG Bonus):(Fort 29) Range(130'), Target one living creature, Duration 3 rounds
Wall of Blindness:(Fort 29) Range(320'), Effect translucent wall 300 ft. long or a translucent ring with a radius of up to 35' wide; either form 20 ft. high, Duration concentration + 23 Rds., Saving Throw Fortitude negates; Spell Resistance yes
Wall of Stone: Range(320'), Effect stone wall whose area is up to 15 squares, Duration instantaneous, Saving Throw see text; Spell Resistance no This spell creates a wall of rock that merges into adjoining rock surfaces. A wall of stone is 1 inch thick per four caster levels and composed of up to one 5-foot square per level. You can double the wall's area by halving its thickness. The wall cannot be conjured so that it occupies the same space as a creature or another object.
6. 7 Anti-Life Shell: Range 10 ft., Area 10-ft.-radius emanation, centered on you, Duration 22 min ,Spell Resistance yes
Banshee Blast(AOG Spell)(Ref/Will 31): Range 30 ft. Area cone-shaped burst, Duration instantaneous and 23 rds (see text), Saving Throw Reflex half and Will negates(see text); Spell Resistance yes.
Blade Barrier(Ref 29) Range(320'), Effect wall of whirling blades up to 300 ft. long, or a ringed wall of whirling blades with a 40' radius either form is 20 ft. high, Duration 15 min, Saving Throw Reflex half or Reflex negates; see text; Spell Resistance yes An immobile, vertical curtain of whirling blades shaped of pure force springs into existence. Any creature passing through the wall takes 1d6 points of damage per caster level (maximum 15d6), with a Reflex save for half damage.
CMW(Mass)(2d8+22) Dust Form: Range personal,Target you, Duration 22 rds.
Harm Range touch, Target creature touched, Duration instantaneous
7. 4 Bestow Curse: Greater(Will 32): Range touch,Target creature touched, Duration permanent, Saving Throw Will negates; Spell Resistance yes
The curse bestowed by this spell cannot be dispelled, but it can be removed with a break enchantment, limited wish, miracle, or wish spell. It cannot be removed with remove curse or suppressed with abeyance. The DC to remove the curse with break enchantment increases by 5. CSW(Mass) 3d8+22 Destruction (Fort 32) Range close (130'),Target one creature
Repulsion (Will 30) Range 220', Area up to 220' emanation centered on you, Duration 18 rounds, Saving Throw Will negates; Spell Resistance yes.
Resurrection Range touch, Target dead creature touched, Duration instantaneous, Saving Throw none, see text; Spell Resistance yes (harmless)
The condition of the remains is not a factor. So long as some small portion of the creature's body still exists, it can be resurrected, but the portion receiving the spell must have been part of the creature's body at the time of death. (The remains of a creature hit by a disintegrate spell count as a small portion of its body.) The creature can have been dead no longer than 10 years per caster level. Upon completion of the spell, the creature is immediately restored to full hit points, vigor, and health, with no loss of prepared spells. The subject of the spell gains one permanent negative level when it is raised, just as if it had been hit by an energy-draining creature. If the subject is 1st level, it takes 2 points of Constitution drain instead (if this would reduce its Con to 0 or less, it can't be resurrected). You can resurrect someone killed by a death effect or someone who has been turned into an undead creature and then destroyed. You cannot resurrect someone who has died of old age. Constructs, elementals, outsiders, and undead creatures can't be resurrected. Spell Scourge (Will 29) Range(110'), Target one creature, Duration instantaneous or 1d4 rounds; see text, Saving Throw Will negates; Spell Resistance yes
Symbol of Stunning (Will 29) Range 0 ft.; see text, Effect one symbol, Duration see text, Saving Throw Will negates; Spell Resistance yes
Note: Magic traps such as symbol of stunning are hard to detect and disable. A rogue (only) can use the Perception skill to find a symbol of stunning and Disable Device to thwart it. The DC in each case is 25 + spell level, or 32 for symbol of stunning. Waves of Ecstasy(Will 29): Range 30 ft.,Area cone-shaped burst
Waves of Exhaustion(AOG Spell): Range 60 ft., Area cone-shaped burst, Duration instantaneous, Saving Throw no; Spell Resistance yes.
Eighth: CCW(Mass) Range close(110'), Target one creature/level, no two of which can be more than 30 ft. apart(4d8+22) [b]Heart of the Mammoth Range touch , Target creature touched
Nine Lives Range touch, Target one creature touched, Duration 22 hours, Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
Cat’s Luck: The target can use this ability when it fails a saving throw. The target can reroll the failed saving throw, but must take the new result even if it is worse. Fortitude: The target uses this ability when a critical hit or sneak attack is scored against it. The critical hit or sneak attack is negated and the damage is instead rolled normally. Rejuvenate: The target uses this ability when it is reduced to 0 or fewer hit points. The target is instantly healed 3d6 points of damage. If enough hit points are regained to bring the target to positive hit points, it does not fall unconscious. If it is not enough to leave the target with positive hit points, the target automatically stabilizes. Both of these effects work even if the damage was originally enough to kill the target. Shake Off: The target uses this ability when it is under the effects of any of the following conditions: blinded, confused, cowering, dazed, dazzled, entangled, exhausted, fatigued, frightened, nauseated, panicked, shaken, sickened, or staggered. Using this ability ends one of those conditions. Shimmy Out: The target uses this ability when it is grappled or pinned. The target automatically escapes the grapple as if it had succeeded at an Escape Artist check to escape the grapple. |