Green Dragon

Mjesecar's page

18 posts. Alias of Whack-a-Rogue.


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Classes/Levels

Death Mage

About Mjesecar

Crunch:
Umbral Kobold Death Mage (shadow mage) 8
Alignment: NG
Languages: Hisssla, Nightspeak, Umbral, voice of the dead
Death Bond (Death domain)
Shape Shadow
Shadow Adept
Death’s Embrace
Summon Shadow 1/day

STR 6
DEX 16
CON 10
INT 15
WIS 11
CHA 20

Darkvision 60ft, Light Sensitivity
Speed: 30ft
Initiative: +3
HP: 72 (8d8 +8 class)

BAB: +6
AC: 14; Touch: 14; Flat-Footed: 11 (+3 dex, +1 size)
CMB: +3; CMD: 16
Saves: Fortitude +2; Reflex +5; Will +6

Skills
*Craft(trapmaking) +4 (unranked),*Intimidate +16, * Knowledge(arcane, local) +13 (+8 if relating to death, necromancy, or undeath), Perception +10,* Profession(miner) +2 (unranked),*Spellcraft +13, * Stealth +16, *UMD +16

Feats
Spell Focus(illusion)
Greater Spell Focus(illusion)
Spell Focus(conjuration)
Augment Summoning

Armor/Weapons (+1 attack)
Bleeding Touch 3/day (1d6 bleed, 4rds)

Background:
Mjesecar the Surface Walker is an unusual creature. Unlike most of his kind, he holds a strong fascination with the surface world. In fact, he regularly ventures out by himself to wander and explore, trusting only in his magical prowess to protect him. When asked why he does this, Mjesecar simply replies, "I like it better up there. It's peaceful."

What his kin don't know is that he discovered a tribe of surface dwellers. Appearing as shadowy wraiths, these terrifying creatures are met with fear and revulsion by Umbrals - followed by a rapid exodus from the area. Mjesecar, however, greeted them with curiosity. Over time, he began to win their trust and learned that surface dwellers are trapped in the space between the Material World and the shadowy world of Death. Trapped ghosts, in other words, wishing nothing more than to go home.

Mjesecar spent much time with them and learned much about death, the afterlife, and the Pale Road that all must walk someday. He even learned how to harness a small fraction of that world's power for his own. In time, he hopes to figure out how to release Umbra's surface dwellers from their captivity.

World Info + Languages:
Umbra is a planet of eternal night. It's moon is locked in a parallel orbit and completely blocks out the sun. As a result, Umbra is a cold dark place that is almost completely ignored by the rest of the galaxy. Most inhabitants live underground where they can be close to the planet's core, only venturing upward to harvest biolumescent fungi used for a multitude of purposes - including food. The surface world is a dangerous place full of blind predators that hunt in well-coordinated packs.

Main Languages
Anim - gesture and pheromone-based communication used by surface predators. Incredibly complex, too much so to have evolved naturally....
Canter - secret language used by criminal gangs
Hisssla - ancient reptilian language of magic; only spoken by spellcasters
Nightspeak - pidgin tongue used by surface-dwellers
Umbral - the common tongue

Spell List:
Cantrips: bleed, detect magic, detect poison, disrupt undead, guidance, read magic, stabilize, touch of fatigue, virtue

Level One: cause fear, chill touch, dance macabre I, deathly pall, deathwatch, grave shield, inflict light wounds, obscuring mist, ray of enfeeblement, remove fear, spectral eye

Level Two: command undead, dance macabre II, death knell, false life, fog cloud, gentle repose, ghoul touch, inflict moderate wounds, remove paralysis, scare, spectral hand

Level Three: animate dead, anti-undead shell, dance macabre III, deeper darkness, foehn, halt undead, inflict serious wounds, ray of exhaustion, shadow conjuration(lesser), speak with dead, vampiric touch

Level Four: bestow curse, contagion, dance macabre IV, death ward, enervation, false vigor, inflict critical wounds, inflict light wounds(mass), fear, shadow conjuration

Spells Prepared
Cantrips: detect magic, guidance, read magic, stabilize
Level One: cause fear(d), grave shield, inflict light wounds, inflict light wounds, inflict light wounds, obscuring mist, ray of enfeeblement
Level Two: dance macabre II, death knell(d), false life, inflict moderate wounds, scare
Level Three: animate dead(d), dance macabre III, shadow conjuration(lesser), shadow conjuration(lesser), vampiric touch
Level Four: dance macabre IV, death ward(d), enervation, inflict critical wounds