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1 post. Alias of Limeylongears.


Full Name

Ulmah Corpsil

Classes/Levels

CN Female dhampir magus 2 [CURRENTLY 1 WIS DAMAGE] | hp 10/15 | AC 14, T 11, FF 13 | Fort +4, Ref +1, Will +2 | Necro pool 4/5 | Init +1 | Percep +1

About Ulmah Corpsil

Description:

Ulmah is an attractive woman, with pale skin and raven hair, though she cares little for physical appearance... anyone with enough life or unlife in them to keep up with her will do as far as carnal companions go. She has spent most of her life learning the art of creating undead creatures, as her mistress Urgathoa commands of her followers... though so far she has only managed to create briefly-unlived rodents and bugs which fall to pieces a few minutes later. She lacks the raw magical power needed to create true undead creatures. But, she is learning.

Having lived in Nirmathas her entire life, Ulmah has learned to keep to herself, as her pallid appearance has always caused the locals to shy away from her despite her beauty. She has also, however, learned how to appear as someone the locals can appreciate, even come to love. Her alter-ego, Kristein, is a well-known figure in the town of Phaendar, and she is counted among one of those considered for positions like mayor or chief of coin, though she's never shown any interest in such titles. She owns her own home in town, though she rarely stays there (the locals believe she has a secret lover whom she spends most nights with, while in truth she reasserts herself as Ulmah at night and stays in a well-hidden shack outside the town's limits, performing her arcane research). Years ago, as Kristein tells it, hobgoblin bandits attacked her homestead, killing her parents, leaving her barely alive herself, and stealing everything of value. The sympathy the townsfolk have for Kristein allow her to do as she pleases within Phaendar, for the most part.

In truth, Ulmah had never known her parents, though she assumes that one of them must have been a vampire, of course. Those who raised her, a stoic scholar and her get-rich-quick-scheme-obsessed husband, HAD been killed by hobgoblins when Ulmah was a teenager, as part of a seedy sale gone wrong. Ulmah had escaped, settled in Phaendar, and set about learning more about her heritage.

Stats:

Ulmah Corpsil
Female ru-shi dhampir magus (battlefield defiler) 2
CN Medium humanoid (dhampir)
Init +1; Senses darkvision 60, Perception +1

DEFENSE
AC 14 Touch 11 FF 13 (+3 armor, +1 Dex)
hp 13 [currently 15] (2d10+2)
Fort +4 Ref +1 Will +2
Resist +2 vs. disease and mind-affecting effects
Special defenses

OFFENSE
Melee Scimitar +3 (1d6+2/18-20)
Ranged
Special Attacks spell combat,spellstrike
Speed 30 ft.

Magus spells prepared (Concentration +6)
1st (3/day)inflict light wounds x2, shocking grasp
0 (4/day)acid splash. arcane mark x2, detect magic, light

Magus necromantic pool options
1 point - +1 enhancement bonus to weapon as Swift action, lasts 1 minute
1 point - When performing coup-de-grace, expend 1 point to cast a prepared spell that creates undead creatures as Swift action.
Enhanced undead (spend points to add templates to created undead)
1 point - keen, ghost touch, vicious

STATISTICS
Str 14, Dex 13, Con 12 (currently 14), Int 18, Wis 8, Cha 12
Base Atk +1; CMB +2; CMD 14
Feats Spell Focus (Necromancy)
Skills Disguise +10, Intimidate +6, Kn. (arcana) +9, Kn. (religion) +9, Perception +1, Spellcraft +9

Traits
SQ Undead Resistance, Resist Level Drain, Darkvision 60, Low-light Vision, Negative Energy Affinity, Jiang-shi Weakness, Necromantic spells, Necromantic pool (5 points/day), Cantrips, Spell combat,
Languages Common, Necril, Draconic, Infernal, Celestial, Giant, Goblin

Gear:

common backpack
Heavy crossbow (20 bolts, 10 MW bolts)
Scimitar
studded leather armor
spellbook (0- acid splash, arcane mark, dancing lights, daze, detect magic, disrupt undead, flare, ghost sound, light, mage hand, open/close, prestidigitation, ray of frost, read magic, spark, 1st - inflict light wounds, sculpt corpse, blade lash, detect undead, burning hands, chill touch, shocking grasp, color spray, feather fall)
Magus's kit(backpack, a bedroll, a belt pouch, a flint and steel, ink, an inkpen, an iron pot, a mess kit, rope, soap, a spell component pouch, torches (10), trail rations (5 days), and a waterskin)
Disguise kit (10 uses, +2 to Disguise checks)
2x scroll, infernal healing
4x scroll, inflict light wounds
145.75 gp

Current magic effects:

Scimitar enhanced to +1 - 10/10 rounds remaining

Current undead creatures controlled:

Battlefield Defiler:

Battlefield Defiler - Magus Archetype

The necromantic arts have long been the domain of Wizards and Clerics of dark gods, who find that it is easier and often more effective to make use of a corpse for combat or menial tasks than to coerce the living into doing one’s bidding. The more battle-focused Magus may also find a use for undead creatures under his control, and recently a small group of necromancy-focused Magi has been reportedly experimenting on corpses of all shapes and sizes. These Magi are experts at making use of the corpses of their slain enemies mid-battle.

The battlefield defiler is an archetype of the Magus base class.

Alignment: Any evil.

Class Skills: The battlefield defiler gains Knowledge (religion) as a class skill, and does not have Knowledge (planes) as a class skill.

Necromantic Spells: The battlefield defiler adds the following spells to his spell list at the indicated levels: 1st - detect undead, inflict light wounds, sculpt corpse [APG], 2nd - command undead, inflict moderate wounds, lesser animate dead [UM], false life, ghoul touch, 3rd - animate dead, inflict serious wounds, vampiric hunger [FoC], healing thief [UC], 4th - greater false life [UM], inflict critical wounds, shadow projection [APG], skeleton crew [PotIS], 5th - ghoul army [ISM], mass inflict light wounds, slay living, 6th - control undead, create undead, mass inflict moderate wounds, circle of death. This replaces spell recall.

Necromantic Pool (Su): At 1st level, the battlefield defiler gains the ability to use his arcane pool in ways which most Magi would consider revolting. In addition to the Magus’ ability to enhance his weapon using points of his arcane pool, whenever a battlefield defiler successfully performs a coup-de-grace on a living target, he may spend one point from his necromantic pool to cast a prepared spell which creates (not summons) undead creatures and has a casting time of one Standard action or less (such as animate dead) as a Swift action. The spell is channeled through his weapon into the newly deceased corpse, and he may only target the corpse which he just killed using the coup-de-grace action with this spell, even if the spell would normally affect multiple corpses.

At 5th level, the battlefield defiler can use points from his necromantic pool to add any of the following weapon properties: keen, ghost touch, invigorating [UE], unholy, vicious [UE], wounding [UE], or vorpal properties to his weapon, using the same rules as the Arcane Pool Magus ability (these options replace the normal options for adding weapon properties using the Arcane Pool). This ability otherwise functions as and replaces Arcane Pool.

Magus Arcana: The battlefield defiler gains access to several new arcana. These arcana may be made available to other Magi at the GM’s discretion:

Enhanced Undead (Su): Whenever the battlefield defiler creates undead creatures using spells such as animate dead, he can spend a number of points from his necromantic pool to add templates to the created undead creatures without increasing their hit dice for the purpose of the maximum hit dice the spell can create. By expending one point, the battlefield defiler may add the bloody, burning, acid or exploding templates to a skeleton, or the fast, plague, void or alchemical templates to a zombie. At 6th level, by expending two points, he may add the mudra or multiplying templates to a skeleton, or the void or cursed templates to a zombie. Finally, at 12th level, if the corpse was that of a spellcaster in life, the battlefield defiler may expend three points from his necromantic pool to add the magus template to either a skeleton or zombie. Magus skeletons and zombies retain their intelligence and spellcasting levels, and therefore must be controlled using spells such as command undead. The battlefield defiler may add any combination of these templates, as long as he has enough points in his necromantic pool to spend on them.

Anatomical Adaptation (Su): When the battlefield defiler uses any iteration of the undead anatomy [UM] spell (or his false death spell-like ability, see below), all of his spells benefit from the Silent Spell metamagic feat for the duration of the spell. In addition, he treats his Charisma modifier as 4 points higher for determining the DCs of any special abilities which rely on Charisma which the undead form he is assuming posesses. The battlefield defiler must be at least 9th level to choose this arcana.

Vampiric Weapon (Su): As a Swift action, the battlefield defiler may expend two points from his necromantic pool to cause the target of his next successful melee attack to gain two negative levels, as the Energy Drain ability of a vampire. The target may make a Will save (DC 10 + ½ level + Cha mod) to resist this effect. On a successful save, the target instead takes 1d6 Constitution damage. In either case, the battlefield defiler gains temporary hit points equal to the target’s hit dice when the attack hits (multiple uses do not stack). The battlefield defiler must be at least 12th level to choose this arcana.

Necromantic Channel (Su): At 7th level, a battlefield defiler gains the ability to channel negative energy as an evil cleric of his level, but only to heal undead creatures. When channeling energy in this way, he may choose to treat himself as an undead creature for the effects of the negative energy, healing damage as normal even if his creature type would normally not be healed by negative energy. This replaces knowledge pool.

Instant Undeath (Su): At 11th level, a battlefield defiler can create undead creatures in combat even without performing a coup-de-grace. If he uses a touch-range spell which creates undead creatures and has a casting time of one Standard action or less (such as animate dead), he can deliver that spell through his weapon using spellstrike as normal. However, if the attack used to deliver the spell does not kill the targeted creature, the spell is not expended, and he may continue attacking with his weapon until he lands a killing blow, at which point the spell is delivered into the target (this otherwise follows the standard rules for holding a charge). The creature’s corpse is instantly affected by the spell, and the resulting undead creature may take actions on the battlefield defiler’s next turn (without falling prone if it was standing when affected). This replaces improved spell recall.

False Death (Sp): At 19th level, a battlefield defiler becomes more accustomed to the cold embrace of undeath. He may use undead anatomy IV as a spell-like ability a number of times per day equal to his Intelligence modifier. If he possesses the Anatomical Adaptation arcana (described above) its benefits apply when using this ability. When taking the form of a corporeal undead creature using this ability, he may expend one point from his necromantic pool to increase the duration of this ability to 1 hour per level. This replaces greater spell access.

Master of Death (Su): At 20th level, when using spell combat, a battlefield defiler never needs to make a concentration check to cast a spell of the Necromancy school or the [curse] subschool.

In addition, when wielding a vorpal weapon against a living creature with a head, if the battlefield defiler rolls a natural 19 OR 20 on a successful attack roll with the weapon (followed by a successful roll to confirm a critical hit) the weapon removes the creature’s head, and the head is instantly raised into a beheaded. The newly created beheaded has base hit dice equal to 1d8, and can have a number of variant special abilities listed in the description of beheaded equal to one per five hit dice the creature possessed. (For example, when this ability is used against a young adult red dragon with 15 hit dice, the resulting beheaded can have up to three special abilities, such as flaming, belching and screaming.)

If the creature killed had special abilities in life that may make sense to keep after death (such as the petrifying bite of a beheaded medusa) then that ability may be kept instead of one of the listed special abilities, at the discretion of the GM.

The beheaded can act on the battlefield defiler’s next turn. After a number of rounds equal to the battlefield defiler’s Intelligence modifier, the beheaded is destroyed. This replaces true magus.

Section 15:
Pathfinder 43: Haunting of Harrowstone. Copyright 2011, Paizo Publishing, LLC, Author: Michael Kortes
Classic Horrors Revisited. Copyright 2009, Paizo Publishing, LLC; Authors: James Jacobs, Rob McCreary, F. Wesley Schneider