Dr Davaulus

Jared Stark's page

58 posts. Alias of Doomed Hero.


HP 7/7, AC 12, CMD 10, Fort +1, Ref +0, Will +2, Perception +0,


Channel 8/8




Lawful Neutral




Kaer Maga


Taldan, Varisian, Elven, Dwarven, Chelish, Draconic, Celestial, Infernal



Strength 10
Dexterity 10
Constitution 13
Intelligence 20
Wisdom 10
Charisma 14

About Jared Stark

Male Human Cruoromancer Necromancer Wizard 1


Jared is a visionary. He sees a world free from toil, where no person is forced to labor simply to survive. He sees a caste-based society where the nobility is replaced by those who are alive, and the the peasantry are replaced by the dead.

It is ideal to him because the dead will know nothing of their subjugation. Their spirits will have already gone to their reward. Only the bodies remain to labor for the future. Who would not want to be able to work for a better world for their children after they die?

That is the mutually beneficial trade that Jared sees. A life free to pursue the dreams of life, and then a death in service to a better future.

This, to him, is the perfect society.

There might be a few people who dislike his ideas, but that's alright. He's always hiring...


Jared is extremely dignified. He treats every situation with the gravitas and delicacy that a funerary service requires. Everyone's needs are important to him. Everyone's feelings must be considered. He makes every attempt not to offend. His primary goal is to put those around him at ease through simple, honest empathy.

Beneath his projected empathy lies a man who is a great deal more complex than he appears. He is a genius and a visionary with iron clad convictions. He is a consummate idealist trying to shape the world into the place he believes it can be.

He respects the religions of others but does not believe that the gods are particularly good at their jobs. Unless, of course, suffering is their goal, in which case, even the best of them are really no better than tyrants.

He believes it does not have to be this way. That is the thing which drives him every day. He is an architect building the future. If he were a priest he would be a zealot. Instead, his temple is his work.


Jarod dresses immaculately in a light grey suit accented with black, complete with waistcoat, cravat and gloves. A shoulder satchel hangs across his body. Around his shoulders hangs a reversible cloak, pale grey on the outside, with a black leather lining on the inside. A fashionable cane with a grip in the shape of a plague doctor's mask completes his ensemble.

When it comes time to do unsavory work, his cloak is reversed so the black leather lining is facing out and closed tight with the collar and hood pulled up and the weather flap buckled across his mouth. When things are particularly dire, a white plague doctor's mask is drawn from his satchel and fitted to his face.



7 HP (6 wizard, +1 con)

12 AC (Haramaki+Armored Kilt)

10 CMD

+1 Fort (+1 con)
+0 Ref (+0 ref)
+2 Will (+2 class)



BaB +0

CMB +0

Dagger +0, 1d4 dmg

Cane +0, 1d6 dmg

=====Traits and Feats=====


Gifted Adept: (animate dead) Pick one spell when you choose this trait—from this point on, whenever you cast that spell, its effects manifest at +1 caster level.
Extremely Fashionable: Whenever you are wearing clothing and/or jewelry worth at least 150 gp (and not otherwise covered in gore, sewage, or other things that mar your overall look), you gain a +1 trait bonus on Bluff, Diplomacy, and Intimidate checks. One of these skills (your choice) is a class skill for you.

Racial Heritage: Dhampir
Spell Focus Necromancy



Skill Points: 2 class, 1 race, 5 int
8 total

+1 Heal (1 rank)
+7 Diplomacy (1 rank, +2 cha, +3 class, +1 trait)
+3 Bluff (1 rank, +2 class)
+9 Craft: Alchemy (1 rank, +5 int, +3 class)
+9 Knowledge: Religion (1 rank, +5 int, +3 class)
+9 Knowledge: Arcana (1 rank, +5 int, +3 class)
+9 Spellcraft (1 rank, +5 int, +3 class)
+9 Profession: Undertaker (1 rank, +5 int, +3 class)

=====Spell Book=====


Memorized spells noted with X's
Necromancy listed in bold (+1 DC)
Illusion and Evocation listed in Italics (opposition schools)

Cantrips (all usable at will)
Detect Magic
Mage Hand

1st level (3 per day, +1 necromancy)
Cause Fear x
Decompose Corpse
Charm Person
Mage Armor x
Shield x

=====Wizard Class Abilities=====


Favored Class Bonus: +1/4 caster level to Necromancy spells

Power over Undead (Su) You receive Command Undead or Turn 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 (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. 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.

Blood Infusion (Su) When a cruoromancer casts a spell of the necromancy school, he can opt to infuse that spell with his undead-tainted blood as a swift action. As he increases in level, the power and effects of such infusions become more potent. Each time a cruoromancer uses blood infusion, he drains a portion of his own blood either by cutting himself with a blade or by opening a scab from a previous wound. When he does this, he takes an amount of damage equal to 1d4 + the level of the spell being infused. A cruoromancer can only affect a spell with a single type of blood infusion. At 1st level, he can infuse his necromancy spells in either of the following ways.

Focused Infusion: When the cruoromancer uses this infusion, he adds +1 to the DC of the infused necromancy spell.

Sickening Infusion: When the cruoromancer uses this infusion, any creature damaged by the infused necromancy spell becomes sickened for 1 round.

This ability replaces arcane bond.




Traveling Spellbook x3
Lorebooks x5 (almanacs)
Parchment x200
Ink in metal vial x1
Various Maps in metal case
Glassmaker's tools
Sample bottles (1 liter) x10
Magnet x2 1gp
Chalk x100