Svetocher

Loralai Thana Libitina's page

2 posts. Alias of TheoreticallyYours.


Full Name

Loralai Thana Libitina

Classes/Levels

| Spd: 40ft. | Active Conditions: None |

Gender

Female Dhampir Wizard (Cruoromancer/Undead Master) 4 / Monk (Scaled Fist) 3 / Oracle (Lunar) 1

Age

110

Alignment

LN

Strength 16
Dexterity 14
Constitution 10
Intelligence 18
Wisdom 12
Charisma 15

About Loralai Thana Libitina

----------
BASIC STATS
----------

Loralai Thana Libitina

Fun Facts:

Loralai (Siren that lured people to death)
Thana (feminine version of Thanatos, the Greek personification of Death)
Libitina (Roman Goddess of Funerals and Burial)

Medium Humanoid (Dhampir)
LE Female Wizard (Undead Master)[Necromancer] 4 / Monk (Scaled Fist) 3 / Oracle (Lunar) 1
Str 16 (+3) | Dex 14 (+2) | Con 10 (+0) |
Int 18 (+4) | Wis 12 (+1) | Cha 15 (+2) |

Senses; Perception +1; Darkvision 60ft; Low-light vision

Favoured Class Bonus: (4) +1 caster level to Necromancy Spells
Dhampir: Add +¼ to the wizard’s caster level when casting spells of the necromancy school.

----------
TRACKABLE ABILITIES
----------

Ki Pool: 3/3

DEFENSE:

Fort +3 (CON); Ref +5 (DEX); Will +5 (WIS)
Resistences: +2 against disease and mind-affecting effects; No penalties from energy drain; recovers negative levels in 24 hours without need for saving throw
Immune:
Conditional
AC 14, ff 12, touch 14; (+0 Armor, +2 Dex, +2 Cha, +0 Monk)
HP 38 (HD: 3d10 + 1d8)

OFFENSE:

Init +2; Speed 40 ft. (30ft base + 10ft fast movement
BAB +3; CMB 6; (BAB + Str + Size) CMD +20; (10 + BAB + Str + Dex + Size + Misc)
Concentration +?

Melee
Unarmed Strike +6 (1d6 +3)

Ranged

Supernatural


FEATS AND TRAITS (IN PROGRESS):

Traits
Deathspeaker (Religion)
Requirement(s) Urgathoa
Your experience with undead creatures gives you a +2 trait bonus on Diplomacy checks when dealing with undead, as well as a +2 trait bonus on Charisma checks to influence undead (such as with the command undead spell).

Pioneer (Campaign)

Feats
[BONUS] Stunning Fist (DC 10 + ½ character level + Charisma Mod) See Scaled Fist Archetype
[BONUS] Improved Unarmed Strike
[BONUS] Scribe Scroll
[BONUS] Command Undead
[BONUS] Improved Channel
[1st] Spell Focus (Necromancy)
[3rd] Spell Specilization (Animate Undead, Lesser)

SKILLS AND LANGUAGES (IN PROGRESS):

Bold are class skills; Italic means the skills can’t be used untrained.
( 2+INT | 2 BG )

Adventuring Skills
Acrobatics (DEX)
Bluff (CHA)
Climb (STR)
Diplomacy (CHA)
Disable Device (DEX)
Disguise (CHA)
Escape Artist (DEX)
Fly (DEX)
Heal (WIS)
Intimidate (CHA)
Knowledge (arcana) (INT)
Knowledge (dungeoneering) (INT)
Knowledge (local) (INT)
Knowledge (nature) (INT)
Knowledge (planes) (INT)
Knowledge (religion) (INT)
Perception (WIS)
Ride (DEX)
Sense Motive (WIS)
Spellcraft (INT)
Stealth (1) +5 (DEX)
Survival (WIS)
Swim (STR)
Use Magic Device (CHA)

Background Skills
Appraise (INT)
Craft (Alchemy) (1) +8 (INT)
Handle Animal (CHA)
Knowledge (geography) (INT)
Knowledge (engineering) (INT)
Knowledge (history) (INT)
Knowledge (nobility) (INT)
Linguistics (INT)
Lore (INT)
Perform (CHA)
Profession (WIS)
Sleight of Hand (DEX)

Languages
Common

RACIAL ABILITIES:

Standard Racial Traits
Ability Score Racial Traits (Moroi-Born) +2 STR, +2 CHA, -2 CON
Moroi-Born (Svetocher) Variant - Brought forth by the haughty and brutal moroi, svetochers are renowned and feared for their silver tongues and deadly strength.
Type: Dhampirs are humanoids with the dhampir subtype.
Size: Dhampirs are Medium creatures and thus have no bonuses or penalties due to their size.
Base Speed: Dhampirs have a base speed of 30 feet.
Languages: Dhampirs begin play speaking Common. Those with high Intelligence scores can choose any language it wants (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.

Defense Racial Traits
Undead Resistance: Dhampirs gain a +2 racial bonus on saving throws against disease and mind-affecting effects.
Resist Level Drain (Ex): A dhampir takes no penalties from energy drain effects, though he can still be killed if he accrues more negative levels then he has Hit Dice. After 24 hours, any negative levels a dhampir takes are removed without the need for an additional saving throw.

Feat and Skill Racial Traits
Vampiric Empathy: Though dhampirs often relate poorly to humanoids, some share an affinity with baser creatures. These dhampirs gain the ability to communicate with bats, rats, and wolves as if under the effects of a speak with animals spell (caster level equal to 1/2 the dhampir’s Hit Dice). In addition, they gain a +2 racial bonus on Diplomacy checks when dealing with these animals. Whenever these dhampirs initiate an exchange, animals begin with a starting attitude of indifferent. This is a supernatural ability.
This racial trait replaces manipulative.

Magical Racial Traits
Spell-Like Abilities (Su): A Moroi-Born dhampir can use obscuring mist three times per day as a spell-like ability. The caster level for this ability equals the dhampir’s class level.

Senses Racial Traits
Darkvision: Dhampir see perfectly in the dark up to 60 feet.
Low-light vision: In addition to their ability to see perfectly in the dark up to 60 ft, dhampir have low-light vision, allowing them to see twice as far as humans in conditions of dim light.

Weakness Racial Traits
Aversion to the Positive -1 penalty on saves against effects that deal positive energy damage.
Negative Energy Affinity: Though a living creature, a dhampir reacts to positive and negative energy as if it were undead—positive energy harms it, while negative energy heals it.

ADVANCEMENT/THINGS THAT I’D LIKE TO HAPPEN (IN PROGRESS):

So while she can technically already get one, I figured her riding into town on a Skeleton, Mount might not give her the best start. So this has become a want in the future when she has enough people accepting of her Necromancy to not negatively react to her using an undead mount.

Top of the list for people she’d be looking for:
Cleric (Undead Lord) – one she can trust to not turn the other undead against her, they’d be like the Doctor for the Undead and negative-energy healed creatures (like her).

She’d like to create an alliance or at least an understanding between her and the Fey because she has no idea how they feel about undead and she’s well aware of the influence they have in untouched environments and magically linked areas.

Basically, she aims to be like Sylvanas from World of Warcraft. Undead Queen of every outcast, ‘abomination’ races, mostly changelings and half-drow. Any race that’s willing to not be a dick to undead, or cursed, or questionably conceived people.

A castle would be nice. A stereotypical vampire one would be awesome.

Confronting her Vampiric Father would be nuts. Especially if she runs into him in another noble court, since he’s a Moroi and they are the pretty ones people like coming to their parties.


ABILITIES (SUMMARY):


MONK CLASS ABILITIES (DETAILED):

Weapon and Armor Proficiency
Monks are proficient with the club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, short sword, shortspear, shuriken, siangham, sling, spear, and any weapon with the monk special weapon quality.

Monks are not proficient with any armor or shields.

When wearing armor, using a shield, or carrying a medium or heavy load, a monk loses his AC bonus, as well as his fast movement and flurry of blows abilities.

AC Bonus
When unarmored and unencumbered, the Scaled Fist monk adds his Wisdom Charisma bonus (if any) to his AC and CMD. In addition, a monk gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four monk levels thereafter, up to a maximum of +5 at 20th level.

These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.

Bonus Feat
At 1st level, 2nd level, and every 4 levels thereafter, a monk can select a bonus feat. These feats must be taken from the following list: Catch Off-Guard, Combat Reflexes, Deflect Arrows, Dodge, Improved Grapple, Scorpion Style, and Throw Anything.

At 6th level, the following feats are added to the list: Gorgon’s Fist, Improved Bull Rush, Improved Disarm, Improved Feint, Improved Trip, and Mobility.

At 10th level, the following feats are added to the list: Improved Critical, Medusa’s Wrath, Snatch Arrows, and Spring Attack.

A monk need not have any of the prerequisites normally required for these feats to select them.

Flurry of Blows
At 1st level, a monk can make a flurry of blows as a full-attack action. When making a flurry of blows, the monk can make one additional attack at his highest base attack bonus. This additional attack stacks with the bonus attacks from haste and other similar effects. When using this ability, the monk can make these attacks with any combination of his unarmed strikes and weapons that have the monk special weapon quality. He takes no penalty for using multiple weapons when making a flurry of blows, but he does not gain any additional attacks beyond what’s already granted by the flurry for doing so. (He can still gain additional attacks from a high base attack bonus, from this ability, and from haste and similar effects).

At 11th level, a monk can make an additional attack at his highest base attack bonus whenever he makes a flurry of blows. This stacks with the first attack from this ability and additional attacks from haste and similar effects.

Stunning Fist
Use Charisma
At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites.

At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This condition replaces stunning the target for 1 round, and a successful saving throw still negates the effect.

At 4th level, the monk can choose to make the target fatigued.

At 8th level, he can make the target sickened for 1 minute.

At 12th level, he can make the target staggered for 1d6+1 rounds.

At 16th level, he can permanently blind or deafen the target.

At 20th level, he can paralyze the target for 1d6+1 rounds.

The monk must choose which condition will apply before the attack roll is made. These effects do not stack with themselves (a creature fatigued by Stunning Fist cannot become exhausted if hit by Stunning Fist again), but additional hits do increase the duration.

Unarmed Strike
At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk’s attacks can be with fists, elbows, knees, and feet. This means that a monk can make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk can apply his full Strength bonus on damage rolls for all his unarmed strikes. A monk’s unarmed strikes deal lethal damage, although he can choose to deal nonlethal damage with no penalty on his attack roll. He can make this choice while grappling as well.

A monk’s unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.

Evasion
At 2nd level, a monk can avoid damage from many area-effect attacks. If a monk succeeds at a Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A helpless monk does not gain the benefit of evasion.

Fast Movement
At 3rd level, a monk gains an enhancement bonus to his land speed, as shown on Table: Monk Unchained. A monk in armor or carrying a medium or heavy load loses this extra speed.

Ki Pool (Su)
At 3rd level, a monk gains a pool of ki points, supernatural energy he can use to accomplish amazing feats. The number of points in a monk’s ki pool is equal to 1/2 his monk level + his Wisdom Charisma modifier. As long as he has at least 1 point in his ki pool, he can make a ki strike.
At 3rd level, ki strike allows his unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction.
At 7th level, his unarmed attacks are also treated as cold iron and silver for the purpose of overcoming damage reduction.
At 10th level, his unarmed attacks are also treated as lawful weapons for the purpose of overcoming damage reduction.
At 16th level, his unarmed attacks are treated as adamantine weapons for the purpose of overcoming damage reduction and bypassing hardness.

By spending 1 point from his ki pool as a swift action, a monk can make one additional unarmed strike at his highest attack bonus when making a flurry of blows attack. This bonus attack stacks with all bonus attacks gained from flurry of blows, as well as those from haste and similar effects. A monk gains additional powers that consume points from his ki pool as he gains levels.

The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive.

Ki Power (Su)
At 4th level and every 2 levels thereafter, a monk can select one ki power. These powers allow the monk to perform amazing feats of mystical power and acrobatic prowess by expending points from his ki pool. Once a ki power is selected, it cannot be changed. Some ki powers require the monk to be of a specific level or higher before they can be chosen. Unless otherwise noted, a monk cannot select an individual ki power more than once.

Purity of Body (Ex)
At 5th level, a monk gains immunity to all diseases, including supernatural and magical diseases.

Style Strike (Ex)
At 5th level, a monk can learn one type of style strike. Whenever he makes a flurry of blows, he can designate one of his unarmed strikes as a style strike. This attack is resolved as normal, but it has an additional effect depending on the type of strike chosen. At 9th level, and every 4 levels thereafter, a monk learns an additional style strike. He must choose which style strike to apply before the attack roll is made. At 15th level, he can designate up to two of his unarmed strikes each round as a style strike, and each one can be a different type. The monk can choose from any of the following strikes.

Improved Evasion (Ex)
At 9th level, a monk’s evasion ability improves. He still takes no damage on successful Reflex saving throws against attacks, but henceforth he takes only half damage on failed saves. A helpless monk does not gain the benefit of improved evasion.

Tongue of the Sun and Moon (Ex)
At 13th level, a monk can understand and speak with any living creature, as if under a permanent tongues effect.

Timeless Body (Ex)
At 17th level, a monk no longer takes penalties to his ability scores for aging and cannot be magically aged. Any such penalties that he has already taken, however, remain in place. Age bonuses still accrue, and the monk still dies of old age when his time is up.

Flawless Mind
At 19th level, a monk gains total control over his mental faculties. Whenever he attempts a Will save, he can roll twice and take the better result. If he fails a Will saving throw against a spell or effect that has a duration longer than 1 hour, the monk can attempt a new saving throw at the end of each hour to end the effect.


SCALED FIST ARCHETYPE:

Steeped in traditions that trace their origins to the warrior-monks who trained under the tutelage of draconic masters, scaled fists eschew passive introspection in favor of unshakable confidence. Scaled fists learn to combine brutal intimidation with the brazen ferocity of an ancient wyrm to devastate their foes.

Draconic Might
Any of the scaled fist’s class abilities that make calculations based on her Wisdom (including bonus feats with DCs or uses per day, such as Stunning Fist, but not Wisdom-based skills or Will saving throws) are instead based on her Charisma.

Bonus Feats
A scaled fist adds Dragon Style and Intimidating Prowess to her list of bonus feats at 1st level. At 6th level, she adds Dazzling Display and Dragon Ferocity.

At 10th level, she adds Disheartening Display, Dragon Roar and Shatter Defenses.

This ability modifies bonus feats.

Draconic Mettle (Su)
At 3rd level, a scaled fist gains a +2 bonus on saving throws attempted against all fear, paralysis, and sleep effects.

This ability replaces the still mind ability. For the unchained monk, this ability is gained at 4th level.

Draconic Fury (Su)
At 3rd level, the scaled fist has gained some control over the draconic energies she studies. She must select one type of energy: acid, cold, electricity, or fire.

Once this choice is made, it cannot be changed. The scaled fist can expend 1 point from her ki pool as a swift action to imbue her natural attacks with this energy, causing them to deal an extra 1d6 points of damage of the chosen energy type for a number of rounds equal to 1/2 her monk level.

This ability replaces maneuver training. For the unchained monk, draconic fury is the elemental fury ki power, and is gained in place of the ki power normally gained at 4th level.

Draconic Breath (Su)
At 15th level, a scaled fist can spend 3 points from her ki pool to make a breath weapon attack as a standard action. This breath weapon deals 1d6 points of damage of her energy type per monk level in a 30-foot cone. Those caught in the area of the breath can attempt a Reflex save (DC = 10 + 1/2 the scaled fist’s monk level + her Charisma modifier) to halve the normal damage.

This ability replaces quivering palm. For the unchained monk, this ability is gained at 12th level and replaces the ki power gained at that level.


ORACLE CLASS ABILITIES (DETAILED):

Weapon and Armor Proficiency
Oracles are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Some oracle revelations grant additional proficiencies.

Spells
An oracle casts divine spells drawn from the cleric spell lists. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, an oracle must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an oracle’s spell is 10 + the spell’s level + the oracle’s Charisma modifier (see FAQ at right).

Like other spellcasters, an oracle can cast only a certain number of spells per day of each spell level. Her base daily spell allotment is given on Table: Oracle. In addition, she receives bonus spells per day if she has a high Charisma score (see Table: Ability Modifiers and Bonus Spells).

Unlike other divine spellcasters, an oracle’s selection of spells is extremely limited. An oracle begins play knowing four 0-level spells and two 1st-level spells of her choice. At each new oracle level, she gains one or more new spells, as indicated on Table: Oracle Spells Known. Unlike spells per day, the number of spells an oracle knows is not affected by her Charisma score; the numbers on Table: Oracle Spells Known are fixed.

In addition to the spells gained by oracles as they gain levels, each oracle also adds all of either the cure spells or the inflict spells to her list of spells known (cure spells include all spells with “cure” in the name, inflict spells include all spells with “inflict” in the name). These spells are added as soon as the oracle is capable of casting them. This choice is made when the oracle gains her first level and cannot be changed.

Upon reaching 4th level, and at every even-numbered oracle level after that (6th, 8th, and so on), an oracle can choose to learn a new spell in place of one she already knows. In effect, the oracle loses the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged. An oracle may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level. She cannot swap any cure or inflict spells, nor can she swap any spells gained from her mystery.

Unlike a cleric, an oracle need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level. Oracles do not need to provide a divine focus to cast spells that list divine focus (DF) as part of the components.

Mystery
Each oracle draws upon a divine mystery to grant her spells and powers. This mystery also grants additional class skills and other special abilities. This mystery can represent a devotion to one ideal, prayers to deities that support the concept, or a natural calling to champion a cause. For example, an oracle with the waves mystery might have been born at sea and found a natural calling to worship the gods of the oceans, rivers, and lakes, be they benign or malevolent. Regardless of its source, the mystery manifests in a number of ways as the oracle gains levels. An oracle must pick one mystery upon taking her first level of oracle. Once made, this choice cannot be changed.

At 2nd level, and every two levels thereafter, an oracle learns an additional spell derived from her mystery. These spells are in addition to the number of spells given on Table: Oracle Spells Known. They cannot be exchanged for different spells at higher levels.

Oracle’s Curse (Ex)
Each oracle is cursed, but this curse comes with a benefit as well as a hindrance. This choice is made at 1st level, and once made, it cannot be changed. The oracle’s curse cannot be removed or dispelled without the aid of a deity. An oracle’s curse is based on her oracle level plus one for every two levels or Hit Dice other than oracle.

Orisons
Oracles learn a number of orisons, or 0-level spells, as noted on Table: Oracle Spells Known under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again.

Revelation
At 1st level, 3rd level, and every four levels thereafter (7th, 11th, and so on), an oracle uncovers a new secret about her mystery that grants her powers and abilities. The oracle must select a revelation from the list of revelations available to her mystery (see FAQ at right). If a revelation is chosen at a later level, the oracle gains all of the abilities and bonuses granted by that revelation based on her current level. Unless otherwise noted, activating the power of a revelation is a standard action.

Unless otherwise noted, the DC to save against these revelations is equal to 10 + 1/2 the oracle’s level + the oracle’s Charisma modifier.


LUNAR MYSTERY/LYCANTHROPY CURSE:

The following new mystery for oracles is ideal for those individuals whose mysterious powers are intimately linked to the moon, transformation, and nocturnal beasts.

Bonus Spells
2nd Fumbletoungue
4th Dust of Twilight
6th Rage
8th Moonstruck
10th Aspect of the Wolf
12th Litany of Madness
14th Lunar Veil
16th Blood Mist
18th Polar Midnight

Revelations
Primal Companion (Ex): Wolf You gain the service of a faithful animal of the night. You can select from a bear, boar, crocodile, shark, tiger, or wolf. This animal functions as a druid’s animal companion, using your oracle level as your effective druid level.

Lycanthropy (Wolf) Curse
You suffer from a minor form of lycanthropy.
The exact animal your body and mind are aligned with can vary, but you should choose an animal that matches your faith thematically. In times of stress or unease, you cannot speak—only growl and snarl like an animal. This ability works similarly to the tongues curse, but whenever you are in combat, you cannot speak at all. This does not interfere with spellcasting but does apply to spells that are language dependent. A character under the effects of speak with animals can understand you, and you can communicate with such characters normally. You can speak with animals when in this condition. Choose one type of animal commonly associated with lycanthropy (such as rats, wolves, or bears); you gain a +4 bonus on Handle Animal checks with these creatures.

At 5th level, add charm animal to your list of 1st-level oracle spells known and animal messenger to your list of 2nd-level oracle spells known

At 10th level, add beast shape I to your list of 3rd-level oracle spells known and beast shape II to your list of 5th-level oracle spells known

At 15th level, you gain damage reduction 5/silver, and if you already have this type of damage reduction, it increases in value by 5 (to a maximum of DR 15/silver).


WIZARD CLASS ABILITIES (DETAILED):

Weapon and Armor Proficiency
Wizards are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor interferes with a wizard’s movements, which can cause his spells with somatic components to fail.

Spells
A wizard casts arcane spells drawn from the sorcerer/wizard spell list. A wizard must choose and prepare his spells ahead of time.

To learn, prepare, or cast a spell, the wizard must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a wizard’s spell is 10 + the spell level + the wizard’s Intelligence modifier.

A wizard can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Wizard. In addition, he receives bonus spells per day if he has a high Intelligence score (see Table: Ability Modifiers and Bonus Spells).

A wizard may know any number of spells. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his spellbook. While studying, the wizard decides which spells to prepare.

Starting Spells (See Spellbooks below): A wizard begins play with a spellbook containing all 0-level wizard spells (except those from his opposed schools, if any; see Arcane Schools) plus three 1st-level spells of his choice. The wizard also selects a number of additional 1st-level spells equal to his Intelligence modifier to add to the spellbook. At each new wizard level, he gains two new spells of any spell level or levels that he can cast (based on his new wizard level) for his spellbook. At any time, a wizard can also add spells found in other wizards’ spellbooks to his own (see Magic).

Spells Gained at a New Level: Wizards perform a certain amount of spell research between adventures. Each time a character attains a new wizard level, he gains two spells of his choice to add to his spellbook. The two free spells must be of spell levels he can cast.

Bonus Languages
A wizard may substitute Draconic for one of the bonus languages available to the character because of his race.

Scribe Scroll
At 1st level, a wizard gains Scribe Scroll as a bonus feat.

Spellbooks
A wizard must study his spellbook each day to prepare his spells. He cannot prepare any spell not recorded in his spellbook, except for read magic, which all wizards can prepare from memory.

A wizard begins play with a spellbook containing all 0-level wizard spells (except those from his opposed schools, if any; see Arcane Schools) plus three 1st-level spells of his choice. The wizard also selects a number of additional 1st-level spells equal to his Intelligence modifier to add to the spellbook.

------
Adding Spells to a Wizard’s Spellbook:
------

Wizards can add new spells to their spellbooks through several methods. A wizard can only learn new spells that belong to the wizard spell lists (see Magic).

-----
Spells Gained at a New Level:
-----

Wizards perform a certain amount of spell research between adventures. Each time a character attains a new wizard level, he gains two spells of his choice to add to his spellbook. The two free spells must be of spell levels he can cast.

-----
Spells Copied from Another Spellbook or Scroll:
-----

A wizard can also add a spell to his book whenever he encounters one on a magic scroll or in another wizard’s spellbook. No matter what the spell’s source, the wizard must first decipher the magical writing (see Arcane Magical Writings). Next, he must spend 1 hour studying the spell. At the end of the hour, he must make a Spellcraft check (DC 15 + spell’s level). A wizard who has specialized in a school of spells gains a +2 bonus on the Spellcraft check if the new spell is from his specialty.

CRUOROMANCER ARCHETYPE (DETAILED):

To those who know how to manipulate it, the blood of a dhampir can be a powerful component to magic. A Cruoromancer infuses his necromantic magic with the power of his unique mixture of living blood and undead ichor. As his power increases in this strange arcane art, a Cruoromancer finds potent ways to infuse his unique blood with necromancy spells.

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.

Blood Command (Su)
At 5th level, a Cruoromancer can control up to 5 Hit Dice worth of undead creatures per caster level instead of the normal 4 Hit Dice of undead when casting the animate dead spell. He also gains the following blood infusion ability.

Commanding Infusion: When using this infusion with animate dead, the Cruoromancer can create a number of Hit Dice of undead equal to three times his caster level instead of twice his caster level.

This ability replaces the 5th-level wizard bonus feat.

Blood Desecration (Su)
At 10th level, a Cruoromancer gains the following blood infusion.

Desecrating Infusion: When the Cruoromancer uses this infusion, he can choose to center a desecrate effect on himself or a single target of the spell modified by this infusion (he chooses upon casting). This effect is like the desecrate spell, but lasts for 1 minute per caster level of the Cruoromancer, and does not interact with altars, shrines, or permanent fixtures that boost the desecrate effect.

This ability replaces the 10th-level wizard bonus feat.

Blood Ability (Su)
At 15th level, a Cruoromancer can choose to scry through a single undead creature he created with a spell modified by a commanding infusion. The undead creature is treated as if imbued with an arcane eye spell (caster level equal to the Cruoromancer’s wizard level).

This ability replaces the 15th-level wizard bonus feat.

Perfect Infusion (Su)
At 20th level, a cruoromancer can use his blood infusions without taking damage.

This ability replaces the 20th-level wizard bonus feat.


UNDEAD MASTER ARCHETYPE (DETAILED):

Taken by sacrificing bonus feats so as not to affect class skills
Necropolitan (Ex)
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 (Su)
An undead master can forge an arcane bond with an object, but that object must be made at least partially of bone. Alternatively, he can animate a corpse companion, as per the undead lord cleric archetype. He can’t gain a familiar.

Corpse Companion (Su)
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.

This ability alters arcane bond.

Command Undead (Su)
An undead master gains Command Undead as a bonus feat, treating his wizard level as his cleric level. If he lacks the ability to channel negative energy for the purpose of Command Undead, he can expend 3 uses of any 1st-level arcane school ability that normally has a number of uses per day equal to 3 + his Intelligence modifier, rather than a use of channel energy.
If he’s a necromancer with the power over undead ability, he instead gains Improved Channel.

This ability replaces Scribe Scroll.

Reanimator (Su)
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.

This ability replaces the bonus feats gained at 5th, 10th, and 15th levels.

Lich-Loved (Su)
At 20th level, an undead master gains the benefits of the undead sorcerer bloodline’s one of us ability.

This ability replaces the bonus feat gained at 20th level.


ARCANE SCHOOL (NECROMANCY):

Necromancy (Undead) Arcane School
The dread and feared necromancer commands undead and uses the foul power of unlife against his enemies.

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.

This replaces Grave Touch (Sp).

Life Sight (Su)
At 8th level, you gain blindsight to a range of 10 feet for a number of rounds per day equal to your wizard level. This ability only allows you to detect living creatures and undead creatures. This sight also tells you whether a creature is living or undead. Constructs and other creatures that are neither living nor undead cannot be seen with this ability.

The range of this ability increases by 10 feet at 12th level, and by an additional 10 feet for every four levels beyond 12th. These rounds do not need to be consecutive.


MAGIC (IN PROGRESS):

Spell Level (Spells per Day) [DC] – Spells Prepared/Known

Wizard
Bonded Item – Silver ring with a skull motif made from bone.
Arcane School: Necromancy
Opposition: Abjuration, Illusion
-----
4th (1/1) [18] –
3rd (1/1) [17] – [i]
2nd (3/3) [16] – [i]
1st (4/4) [15] – [i]
Cantrips (4) [14] – [i]

Oracle
Spells Known: 0th – 4 | 1st – 2 | 2nd – 0 |

2nd (1/1) [14] – [i]
1st (4/4) [13] – [i]Inflict Light Wounds, Magic Weapon, Touch of Bloodletting,
Orisons (4) [12] – [i]Create Water, Detect Magic, Purify Food and Water, Read Magic

SPELLBOOK (IN PROGRESS):

Cantrips
Abjuration
Resistance

Conjuration
Acid Splash

Divination
Detect Magic
Detect Poison
Read Magic

Enchantment
[i]Empty

Evocation
Dancing Lights
Flare
Light
Ray of Frost
Spark

Illusion
Empty

Necromancy
Bleed
Disrupt Undead
Touch of Fatigue

Transmutation
Mage Hand
Mending
Message
Open/Close
Scrivener’s Chant

Universal
Arcane Mark
Prestidigitation

1st level
4
Abjuration
empty

Conjuration
Ki Arrow
Mage Armor

Divination
Detect Undead
Detect Poison
Read Magic

Enchantment
Empty

Evocation
Dancing Lights
Flare
Light
Ray of Frost
Spark

Illusion
Empty

Necromancy
Repair Undead
Decompse Corpse
Chill Touch

Transmutation
Feather Fall
Mending
Message
Open/Close
Scrivener’s Chant

Universal
Arcane Mark
Prestidigitation

ANIMAL COMPANION:

Luna
Medium Animal (Wolf)
Deathtouched Companion
Str 13 (+1) | Dex 15 (+2) | Con 15 (+2) |
Int 2 (-4) | Wis 12 (+1) | Cha 6 (-2) |

Senses: Darkvision; Low-light vision; scent;

Deathtouched Skills: Deathtouched companions treat Intimidate as a class skill.
Not Quite Animal: The DC to use Handle Animal on a deathtouched companion is 5 higher, as if it were a nonanimal with an Intelligence score of 1 or 2. It doesn’t count as an animal for the purpose of an undead’s unnatural aura.

Defense
Fort +5 (CON); Ref +5 (DEX); Will +1 (WIS)
Resistences:
Immune:
Conditional
AC 14, ff 12, touch 14; (+0 Armor, +2 Dex, +2 Natural)
HP 20 (HD: 2d8 +2)

Offense
Init +2; Speed 50 ft.
BAB +1; CMB 2; (BAB + Str + Size) CMD +14;
ATK: bit (1d6 plus trip)

Skills and Feats
Skills
Acrobatics +2
Climb +1
Escape Artist +2
Fly +2
Intimidate -2
Perception +1
Stealth +2
Survival +1
Swim +1

Feats

Dead Sight (Ex)
A deathtouched companion gains darkvision to a range of 60 feet.

This replaces share spells.

Negative Energy Affinity (Ex)
Though a living creature, a deathtouched companion reacts to positive and negative energy as if it were undead—positive energy harms it, while negative energy heals it.

One Foot in the Grave (Ex)
At 6th level, a deathtouched companion gains a +4 morale bonus on Fortitude saves against effects that could not normally affect objects or undead, and it takes only half damage from bleed effects. However, it can be affected by attacks that specifically target undead, such as halt undead.

This replaces devotion.

----------
EQUIPMENT AND GOLD (SUMMARY)
----------

EQUIPMENT AND GOLD (DETAILED) (IN PROGRESS):

9,000 GP, split as you choose between gear and currency. a Holy Symbol of your deity or faith made from any material up to gold in terms of relative value, Masterwork kits or tools for any skill you have a point in that there is a kit or tool (Disable Device and Heal, for example),

9,000 gp
Weapons and Armor

Gear
MW Backpack
Waterskin (full)
Rations (7)
3 outfits
Old Stolen Lands Map
Claim to Stolen Lands

Tools, Kits, and Potions
Cure Moderate Wounds [Potion] (10)
Magic Components and Items

Mount and Transport
Mount
Caravan


BACKGROUND (IN PROGRESS):

Necromatic Master taught at the Cinerarium, a necromancy college in Geb. It was learning about Geb that Loralai got the idea and ambition to create her own country.

UNDEAD:

Animate Undead – Touch | Instantaneous | No save | Onyx gem worth 25gp/HD of undead
Single Cast – HD of undead <= 2x caster level; desecrate doubles limit
Indefinite control | can only control 4HD of undead/caster level
Skeletons mostly intact corpse, corpse must have bones, flesh falls off bones.
Variants Bloody Skeleton and Burning Skeleton count as double their normal HD when created with Animate Dead
Zombie mostly intact corpse, must have physical anatomy
Variants Fast Zombie and Plague Zombie don’t necessarily double HD, up to GM

Animate Undead, Lesser – same as Animate Dead but only one corpse and can’t create variants.

Stats
UNDEAD:
OLD HD: Str: Dex:
NEW HD: Str: Dex: Cha:
BAB [HD]: CMB [BAB+STR]: CMD [10+BAB+STR+DEX]:
ATK: INIT [DEX]:
HP: _______ ([HD]d8 + _____ )
AC: ____ (10 + [DEX] + [SIZE] + [NAT] + [MISC])
SAVES Fort [HD/3]: Refl [HD/3+DEX]: Will [HD/2+2]: