Selena Malicdor
Female human necromancer 6
LN Medium humanoid (human)
Init +8;
Senses Perception -1
--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 32 (6d6+6)
Fort +3 (+5 circumstance bonus vs. cold weather),
Ref +5,
Will +5
--------------------
Offense
--------------------
Speed 30 ft.
Melee club +4 (1d6+1) or
. . dagger +4 (1d4+1/19-20) or
. . unarmed strike +4 (1d3+1 nonlethal)
Ranged light crossbow +5 (1d8/19-20)
Arcane School Spell-Like Abilities (CL 6th; concentration +11)
. . 8/day—grave touch (3 rounds)
Necromancer Spells Prepared (CL 6th; concentration +11)
. . 3rd—fireball (2, DC 18), vampiric touch, vampiric touch
. . 2nd—blindness/deafness (DC 18), command undead (DC 18), glitterdust (DC 17), spectral hand, spectral hand
. . 1st—burning hands (2, DC 16), floating disk, ray of enfeeblement (DC 17), shocking grasp (2)
. . 0 (at will)—acid splash, detect magic, prestidigitation, touch of fatigue (DC 16)
. .
Opposition Schools Enchantment, Illusion
--------------------
Statistics
--------------------
Str 12,
Dex 14,
Con 10,
Int 21,
Wis 8,
Cha 14
Base Atk +3;
CMB +4;
CMD 16
Feats Combat Casting, Command Undead, Heighten Spell, Improved Channel, Improved Initiative, Spell Focus (necromancy), Toughness
Traits dangerously curious, reactionary
Skills Appraise +9, Craft (alchemy) +14, Fly +10, Knowledge (arcana) +11, Knowledge (dungeoneering) +11, Knowledge (engineering) +10, Knowledge (geography) +10, Knowledge (history) +10, Knowledge (local) +10, Knowledge (nature) +11, Knowledge (nobility) +9, Knowledge (planes) +11, Knowledge (religion) +11, Linguistics +14, Spellcraft +14, Survival -1 (+1 to avoid becoming lost), Use Magic Device +12
Languages Abyssal, Aquan, Auran, Azlanti, Celestial, Common, Draconic, Goblin, Hallit, Ignan, Infernal, Terran, Thassilonian
SQ arcane bond (ring), power over undead
Combat Gear potion of gaseous form,
robe of bones,
scroll of acid arrow,
scroll of glitterdust,
scroll of grease,
scroll of knock,
scroll of mage armor (x2),
scroll of mount,
scroll of scorching ray,
scroll of unseen servant (x2),
wand of cure light wounds,
wand of disguise self (50 charges),
wand of endure elements (50 charges),
wand of magic missile,
wand of shield (50 charges), acid (3), alchemist's fire (5), healer's kit (9 uses remaining), holy water (2), oil (5), tanglefoot bag, thunderstone (3);
Other Gear club, crossbow bolts (20), dagger, light crossbow,
arcane bond ring,
cloak of resistance +1,
handy haversack,
headband of vast intelligence +2,
wayfinder[ISWG], backpack, bedroll, cold weather outfit, courtier's outfit, crowbar, floating disk, grappling hook, hammer, ink, inkpen, mirror, noble's outfit, parchment, sack, signet ring, silk rope (50 ft.), small tent, spell component pouch, spellbook, spellbook, sunrod (10), tindertwig (10), trail rations (7), unseen servant, waterskin, wizard starting spellbook, wooden holy symbol of Nethys, a necklace, various rings, and a couple bracelets with embedded gems (worth 100 gp), 4,079 gp
--------------------
Tracked Resources
--------------------
Acid - 0/3
Alchemist's fire - 0/5
Arcane Bond (Ring) (1/day) (Sp) - 0/1
Club - 0/1
Command Undead (8/day, DC 17) - 0/8
Crossbow bolts - 1/20
Dagger - 0/1
Grave Touch (3 rounds, 8/day) (Sp) - 0/8
Healer's kit - 1/10
Holy water - 0/2
Potion of gaseous form - 0/1
Sunrod - 0/10
Tanglefoot bag - 0/1
Thunderstone - 0/3
Tindertwig - 0/10
Trail rations - 0/7
Wand of cure light wounds - 10/50
Wand of disguise self (50 charges) - 0/50
Wand of endure elements (50 charges) - 6/50
Wand of magic missile - 6/50
Wand of shield (50 charges) - 23/50
--------------------
Special Abilities
--------------------
Arcane Bond (Ring) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).
Combat Casting +4 to Concentration checks to cast while on the defensive.
Command Undead (DC 15) (Su) Receive Command Undead or Turn Undead as a bonus feat.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Grave Touch (3 rounds, 8/day) (Sp) As a standard action, touch shakes living foe 3 rds (frighten 1 rd if already shaken).
Heighten Spell Increases spell level to effective level desired.
Illusion You must spend 2 slots to cast spells from the Illusion school.
Necromancy The dread and feared necromancer commands undead and uses the foul power of unlife against his enemies.
Spell Focus (Necromancy) Spells from one school of magic have +1 to their save DC.
--------------------