Seoni

Shen Volker's page

24 posts. Alias of Goodwin von Carstein.


Full Name

Shen Volker

Race

Human

Classes/Levels

Wizard (Necromancer) 6 / Deathmaster 1

Gender

Female

Size

M 5'9"

Age

25

Special Abilities

See below

Alignment

Lawful Evil

Deity

None, but does show respect to various gods

Languages

common, Giant, infernal, Abyssal, Draconic

Strength 11
Dexterity 18
Constitution 14
Intelligence 17
Wisdom 10
Charisma 10

About Shen Volker

Shen has long flame red hair, usually worn in a plait that hangs down her back. Her skin is pale and freckles dot her face. Shen always makes the effort to colour her lips a bright red, which along with the high cheek bones and piercing green eyes give her a fey quality.

She has an affinity for red, black and purple and tends to usually wear close fitting red leather trousers with a tight fitting black corset. She wears a hooded purple cloak clasped with a ruby brooch. Several rings adorn her fingers and an unusual amulet hangs from a chain around her neck.

(Looks wise, picture Bridget Regan from Legend of the Seeker.)

Attributes
Strength - 11 (+0)
Dexterity - 18 (+4)
Constitution - 14 (+2)
Inteligence - 17 (+3)
Wisdom - 10 (+0)
Charisma - 10 (+0)

Init +8; Senses Perception +5

Defense
AC 19, touch 17, flat-footed 14

HP 49 (1d6+2)

Fort +5, Ref +6, Will +8

Offense
Speed 30 ft.
Melee
Scimitar +4 (1d6) (18-20 x2)
Quarterstaff +3 (1d6) (20)

Ranged
light crossbow +7 (1d8/19–20)

Spells Prepared (CL 7th)

4th - Magic missile (maximised)
3rd - Fireball, Lightning Bolt (4 missiles at 5hp dmg each)
2nd - Scorching Ray, Spectral Hand, Ghoul Touch
1st— mage armor, magic missile x2, Shocking grasp
0 (at will)—detect magic, prestidigitation, ray of frost, Disrupt Undead

Statistics
Base Atk +3; CMB +0; CMD 10

Feats:-
Improved Initiative, Armour Profficiency (light), Martial Weapom Profficiency (scimitar), Weapon Focus (Scimitar), Arcane armour Training, Maximise Spell (magic missile), Command Undead

Skills:-
Knowledge (arcana) +13, Knowledge (necrology) +13, Knowledge (orcus) +13, Knowledge (religion) +10, Perception +5, Spellcraft +13, Ride +7, Fly +4

Languages:-
Common, Draconic,Abyssal, Giant, Infernal

SQ arcane bond (staff), cantrips, spellbook (contains all PRPG cantrips and prepared spells), Grave Touch (Sp), Identify Undead (Su) ,Grave Potion (Su), Necrologist (Ex), Sealed Mind (Ex),
Undead Passivism (Su),

Opposition Schools are Enchantmaent & Transmutation

Spell List

Spoiler:

0-Level Sorcerer/Wizard Spells (Cantrips)

Abjuration
Resistance: Subject gains +1 on saving throws.

Conjuration
Acid Splash: Orb deals 1d3 acid damage.

Divination
Detect Magic: Detects all spells and magic items within 60 ft.
Detect Poison: Detects poison in one creature or small object.
Read Magic: Read scrolls and spellbooks.

Evocation
Dancing Lights: Creates torches or other lights.
Flare: Dazzles one creature (–1 on attack rolls).
Light: Object shines like a torch.
Ray of Frost: Ray deals 1d3 cold damage.

Illusion
Ghost Sound: Figment sounds.

Necromancy
Bleed: Cause a stabilized creature to resume dying.
Disrupt Undead: Deals 1d6 damage to one undead.
Touch of Fatigue: Touch attack fatigues target.

Universal
Arcane Mark: Inscribes a personal rune on an object or
creature (visible or invisible).
Prestidigitation: Performs minor tricks.

1st-Level Sorcerer/Wizard Spells

Cause Fear: One creature of 5 HD or less f lees for 1d4 rounds.
Chill Touch: One touch/level deals 1d6 damage and
possibly 1 Str damage.
Ray of Enfeeblement: Ray causes 1d6 Str penalty + 1 per 2
levels.
Burning Hands: 1d4/level fire damage (max 5d4).
Floating Disk: Creates 3-ft.-diameter horizontal disk that
holds 100 lbs./level.
Magic Missile: 1d4+1 damage; +1 missile per two levels
above 1st (max 5).
Shocking Grasp: Touch delivers 1d6/level electricity
damage (max 5d6).
Mage Armor: Gives subject +4 armor bonus.

2nd-Level Sorcerer/Wizard Spells

Blindness/Deafness: Makes subject blinded or deafened.
Command Undead: Undead creature obeys your commands.
False Life: Gain 1d10 temporary hp + 1/level (max +10).
Ghoul Touch: Paralyzes one subject, which exudes stench
that makes those nearby sickened.
Scare: Frightens creatures of less than 6 HD.
Spectral Hand: Creates disembodied glowing hand to
deliver touch attacks.
Scorching Ray: Ranged touch attack deals 4d6 fire damage,
+ 1 ray/four levels (max 3).

3rd-Level Sorcerer/Wizard Spells

Fireball: 1d6 damage per level, 20-ft. radius.
Lightning Bolt: Electricity deals 1d6/level damage.
Gentle Repose: Preserves one corpse.
Halt Undead: Immobilizes undead for 1 round/level.
Ray of Exhaustion: Ray makes subject exhausted.
Vampiric Touch: Touch deals 1d6 damage per two levels;
caster gains damage as temporary hp.
Displacement: Attacks miss subject 50% of the time.
Dispel Magic: Cancels one magical spell or effect.

4th-Level Sorcerer/Wizard Spells

Animate Dead M: Creates undead skeletons and zombies out
of corpses.
Bestow Curse: –6 to an ability score; –4 on attack rolls,
saves, and checks; or 50% chance of losing each action.
Contagion: Infects subject with chosen disease.
Enervation: Subject gains 1d4 negative levels.
Fear: Subjects within cone f lee for 1 round/level.
Dimension Door: Teleports you a short distance.
Phantasmal Killer: Fearsome illusion kills subject or deals
3d6 damage.

Equipment / Gear

Spoiler:
Leather Amour +2, Staff (has the name 'Gethrame' inscribed upon it. Uttering this word allows the bearer to use Feather Fall (cast at 9th lv) once per day), Scimitar +1, Light Crossbow with 20 bolts, +1 Ring of Protection, +2 Belt of Incredible Dexterity, Ring of Feather Falling, Spectral Wand, 4 Potions of Cure Light Wounds., Explorers Outfit, Backpack, Everburning torch, 2 flasks of Holy water, Trail Rations, 2 Belt pouches, Spell component poch, 2 spellbooks.

Deathmaster Details

Spoiler:

Death masters are spellcasters with an affinity for death and the undead. Their research and dealings with such creatures have led them down a path of deeper understanding of the unlife and of the power it holds. As they journey into the realm of unlife, many come to hate the living and life itself. Many death masters raise armies of undead creatures which they unleash upon unsuspecting people around them.
Death master NPCs are often found “haunting” graveyards, barrows, and other funerary type places where bodies, bones, and other such things are commonly found.

Hit Die: d6

Requirements
To qualify to become a death master, a character must meet the following criteria.
Alignment: Any evil.

Class Skills
The death master’s class skills (and the key ability for each skill) are Concentration (Con), Craft (alchemy) (Int), Decipher Script (Int), Diplomacy (Cha), Hide (Dex), Knowledge (anatomy) (Int), Knowledge (arcana) (Int), Knowledge (necrology) (Int), Knowledge (religion) (Int), Move Silently (Dex), Profession (Wis), Search (Int), and Spellcraft (Int).
Skill Points at Each Level: 2 + Int modifier.

Class Features
All the following are class features of the death master prestige class.
Weapon and Armor Proficiency: The death master is proficient with all simple weapons, and the scythe, and scimitar. She gains no additional proficiency with any armor or shields.

Identify Undead (Su): At 1st level, a death master can identify any undead within her line of sight by making a successful Knowledge (necrology) check against a DC of 10 + the undead creature’s HD. If the check succeeds, the death master has correctly identified the creature. If the check fails, she cannot try the check again on that specific creature until she gains at least one more rank in Knowledge (necrology).

Grave Potion (Su): At 1st level, a death master can automatically identify any potion that relates to undead creatures (such as a potion of command undead) by merely tasting it. Additionally, if a death master consumes any such potion relating to undead, its effects (duration and any numeric effects) are increased by +50%.

Necrologist (Ex): A death master adds +2 to the DC for all saving throws against spells from the necromancy school. This bonus stacks with the bonuses gained from Spell Focus and Greater Spell Focus.

Sealed Mind (Ex): The death master gains a +2 resistance bonus to saving throws against sleep effects and spells with the charm descriptor. This bonus increases by +1 for every two death master class levels the character has (+3 at 4th level, +4 at 6th level, +5 at 8th level, +6 at 10th level).

Undead Passivism (Su): The death master exudes an invisible aura of negative energy only detectable by undead creatures. Undead attempting to attack a death master must succeed on a Will save (DC 10 + death master class levels + death master’s Cha modifier). If the save fails, that undead cannot attack the death master for one day. If the save succeeds, the undead can freely attack the death master from this point forward. If the death master attacks an undead creature that failed its save, the effects of this aura are immediately broken and that creature is free to attack the death master.

Darkvision (Ex): A death master gains darkvision with a range of 60 feet if she didn’t already have it. If the death master already possesses darkvision, its range is increased by +50%.

Rebuke/Command Undead (Su): A death master gains the ability to rebuke or command undead as a cleric whose level equals her death master class levels plus her cleric levels (if any) plus her wizard levels (if she is a necromancer specialist).

Speak with Undead (Su): A death master gains the ability to converse with any undead creature that has an Intelligence score of 3 or higher, regardless of any languages the undead creature spoke in life or speaks now. This ability does not change the attitude of any undead creature toward the death master; it merely allows her to converse with them.
This ability can be used at will and is always active. It can be negated or dispelled, but the death master can restart it as a free action on her next turn.

Gift of Orcus (Su): Any time after a character gains her 5th level in this prestige class and her total character level equals 13th or higher, she draws the attention of the Lord of the Undead. Once per day hereafter, she gains the ability to create an effect identical to a slay living spell.

Sealed Heart (Su): A death master gains immunity to all paralysis and hold spells and spell-like abilities and to any undead creature’s special attack that mimics or replicates such an ability (such as the touch of a ghoul or ghast). The death master still suffers normal damage from the attack (if it deals damage). For example, while the death master is immune to the paralyzing touch of a ghoul, she still takes claw damage if the ghoul hits. Other creatures (non-undead) can still affect the death master normally.

Speak with Dead (Sp): Once per day, a death master can speak with dead as the spell of the same name. The caster level equals the death master’s class levels plus any cleric class levels and/or necromancer class levels.

Sealed Life (Su): A death master is immune to the energy draining touch and ability draining or ability damaging touch of undead creatures. The death master still suffers normal damage from the attack (if it deals damage). For example, while the death master is immune to the energy draining touch of a vampire, she still takes claw damage when the vampire hits.

Spurn Death (Ex): At 10th level, the death master gains immunity to all death-type spells, supernatural abilities, and effects (those with the death descriptor) such as finger of death, slay living, power word kill, and death effects.

Additionally, the death master ceases aging and gains immunity to any spells and effects that alter aging (either adding or removing years). Any bonuses or penalties to ability scores from aging accrued thus far remain unchanged, but the death master never grows a day older. The death master will never die of old age, but can still be killed normally.

Spells per Day/Spells Known: When a new death master level is gained, the character gains new spells per day (and spells known, if applicable) as if she had also gained a level in a spellcasting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained. This essentially means that she adds the level of death master to the level of some other spellcasting class the character has, then determines spells per day, spells known, and caster level accordingly.

New Magic Items
Death Armor: This whitish-gray salve is usually found in small glass or metal jars. The top is usually sealed closed with melted wax. An application of death armor takes 1 full round to apply. Thereafter, for the next 5 minutes, an opponent that attacks you unarmed or with a natural weapon takes 2d6 points of damage each time one of its attacks hits. You still take normal damage from the attack.
Faint necromancy; CL 3rd; Craft Wondrous Item, inflict moderate wounds, creator must be evil, protection from good; Price 900 gp.

Gauntlets of the Ghoul: This pair of gauntlets appears to be nothing more than a rotting pair of leather gloves. If a good-aligned creature puts them on it must succeed on a DC 15 Fortitude
save each round or be paralyzed for as long as the gauntlets are worn. Only a dispel magic or greater, or a remove curse, wish, or miracle can remove the gauntlets.
If the gauntlets are donned by an evil-aligned creature, it grants the creature the ability to paralyze any opponent touched (requires a successful melee touch attack) for 1d6+2 rounds. An affected opponent can attempt a DC 15 Fortitude save to negate the paralysis. An evil-aligned creature can freely remove or don these gauntlets at its leisure. These gauntlets can be used for up to 3 minutes each day, divided into periods of minutes or rounds as the user sees fit.
These gauntlets do not function when donned by a neutral-aligned creature.
Faint necromancy; CL 5th; Craft Wondrous Item, Heighten Spell, ghoul touch; Price 20,000 gp.

Spectral Wand: This sleek black wand only operates in the hands of a character with at least one level in the death master prestige class. Once per round, a death master can fire a black ray of negative energy from the rod to a range of 100 feet. A creature struck must succeed on a DC 15 Fortitude save or take 2d8 points of damage. Even on a successful save, the creature still takes damage (half). The damage incurred from the ray can only be healed by a restoration, greater restoration, limited wish, wish, or miracle. A spectral wand has up to 50 charges when found. Each use of the wand burns one charge.
Faint necromancy; CL 5th; Craft Wand, inflict moderate wounds; Price 7,500 gp.

Withering Scythe: This weapon is an unholy +2 scythe. Any creature struck by this weapon must succeed on a DC 19 Fortitude save or lose 1 hit point per round thereafter. A remove curse cast by a spellcaster of 9th-level or higher or any cure-type spell of 5th level or higher ends the continuous hit point loss.
Moderate necromancy; CL 10th; Craft Magic Arms and Armor, unholy blight, creator must be evil, harm; Price 50,000 gp; Cost 25,000 + 2,000 XP.

Background
Shen Volker was born into a loving and close knit family that owned a small farm, close to the village of Fairhill. Shen and her twin, Cressa, had an idyllic childhood – playing in the meadows, swimming in the nearby Lake Crimmormere and enjoying hiding games in the woods. Her mother and father were both retired adventures – her father, Gastus, had once been known as the ‘Laughing Blade’, in his time quite a well known sell sword and survivor of the Dungeon of Graves. Her mother had been a spell worker of some power until her fateful confrontation with the black dragon, Calthraxus, in his lair in the Lyre valley, close to Bards Gate. The dragons breath destroyed her left hand, leaving her unable to throw spells.

Her parents had used the gold they had saved throughout their careers to purchase the farm and land and had made quite a success of things. Shen used to accompany her parents on the monthly journey into Fairhill to sell at the market there, and was always intrigued by the many different peoples that she saw there. She was 13 years of age and her idyllic existence was soon to come to an end. Her home was unlucky enough to be the target for an opportunistic attack by an evil wizard and his followers, whilst she was away in town with her parents. Upon there return they were ambushed.

Her parents were killed in the attack, defending their home and children bravely. Cressa was captured but Shen managed to hide until the attackers left. Shen had no idea who the attackers had been apart from a name she had heard the wizard being called by his followers - Vortigem. She also had an amulet that had probably been dropped by one of the raiders, that showed the horned head of a goat.

Shen grew up quickly that day, falling in with a travelling band of adventurers who happened on the farm a few hours later. Shen, having a small talent in the arcane arts probably due to her mother, apprenticed herself to the groups wizard, a man called Corian. Corian taught her all he knew, but Shen wanted more. Through her travels with the group, now known as the Company of the Shattered Shield, she learnt more of the wizard that had killed her family as well as the dark god he followed – Orcus. Shen tried on several occasions to have her parents resurrected but to no avail. It was from a priest of Muir in Bards Gate, called Barahil the Faithful, that she learnt that both her parents souls were imprisoned in Orcus' realm and that only a servant of the horned god could bring them back. It was during this formative period that Shen started dabbling with the darker side of magic, as she learnt more of the ways of her nemesis. Shen decided, rightly or wrongly, that she would need to understand her enemy fully if she were to defeat him. Her companions urged her to be careful, to be aware of what she was dabbling with. Her appetite for knowledge ended up driving a wedge between herself and her master, Corian, although the dwarven warrior, Drebb stood by her, defending what she was attempting to do.

Shen and her companions eventualy ventured to Fairhill, on the trail of the evil wizard Vortigem. There they learnt that the wizard had headed to a place called Eralions keep and had allied with a priest of Orcus known as Tavik. The Company of the Shattered Shield helped the people of Fairhill when orcs stationed in the keep and led by Tavik staged a raid on the village. They managed to drive them back to the ruined keep and defeated them their, although they lost Kath, the priest of Kord, when they fought the Shadow Mage, Eralion. It was here that Shen gained her bonded staff. But Vortigem and Tavik both managed to evade the Company and fled.

It was a while before the companions picked up Vortigem's trail again, but in the meantime they ventured to the Quail Valley. It was here that Shen fell to the ways of a path that she read about in a tome that made its way into her possession in the lair of a necromancer near Pembroke; the path of the Deathmaster.

Shen at some point after this came into possesion of a fragment of a legend telling the history of the dreaded Dungeon of Graves, Rappan Athuk, that she found when looking through some of her fathers belongings. In it there was mention of how, many hundreds of years ago, the forces of good allied to destroy the main Temple of Orcus in an ancient city called Tsar. With their temple in ruins, the surviving high priests of this accursed demon-god fled the city with an army of enemies on their trail - an army of heroic fighters, clerics and paladins - led by Zelkor, a powerful wizard. The exact fate of these
evil priests is not made clear, for not only did the remnants of the followers of Orcus disappear from all human reckoning, but so did the army of light that followed after them disappear as well. It is said that in the eternal scales, the loss of so many good men was a fair price to pay to rid the world of so much evil.

Shen learnt through her sources that the once good leader of the Army of Light, Zelkor, now had a lair deep within Rappan Athuk. Shen and her companions travelled to the Dungeon of Graves and ventured 'down the well', although Shen herself had serious misgivings, after finding an open grave on their approach to the place, that bore her name already carved on a tombstone!

Three of them died that day, but Shen managed to recover a fragment from the journal of Zelkor that again mentioned the once mighty temple city of Orcus; Tsar.

Shen researched this ancient site, known simply as Tsar, and discovered vague rumours that it lay somewhere far to the North, beyond the city of Bards Gate, in an area known simply as the Desolation. Very little could be discovered on this place but Shen vowed to one day to learn more and make her way there.

Shortly after this, the Company of the Shattered Shield entered the Stoneheart Mountain Dungeon on a holy quest led by Bannor, the groups paladin and follower of Muir. It was deep below the mountain that Shen finally confronted Vortigem, within his dark lair. And standing at his side was her sister.

Cressa was now an unholy priestess to Orcus, having been turned many years ago by Tavik, the evil priest of the demon god. Shen and her companions did battle with the dark wizard, but in the end he was too powerful. Her companions were slain to the man, her dark twin seeing to the deaths of Bannor, Drebb and the her closest friend, the half orc Krel. Shen was struck down defending Corian but in her last moments she saw her sister lay her mentor low with a blow from her powerful mace. Finally, the evil Vortigem stayed the hand off Cressas killing blow against her sister, telling her that it was ‘fitting that your twin should live and have to deal with her helplessness at being unable to prevent the death of her friends, in the same way she was unable to save your parents.’

The wizard and her sister left her, alone and dying, in the deepest chambers of the dungeon, but Shen prevailed, through force of will alone. Finally finding her way to the surface she vowed to go on, to learn the darkest ways of her foe and to eventually use them against him. She also vowed she would kill her sister and avenge her companions deaths. Shen travelled on her own for many months, visiting Reme and then Bards Gate. It was whilst in the city that Shen went to the Turlin's Well district. It was here, within the High Sanctum
of the Scroll, that she met Rasina and Alexander, other adventurer's who also had a vested interst in Tsar. At first, there was cold animosity between Shen and Rasina, more so with Alexander as he was a holy warrior and not to be trusted. But as they learnt more of each others past and the journey that had brought them to this point, a grudging respect was born. Shen remembered her time with her former companions, especially the paladin, Bannor. She used to enjoy teasing him into arguments about his faith and stoic outlook on life, Perhaps Alexander might offer the same sort of sport. And so the three of them together formed a working partnership, however unlikely that balanced both sides of the coin of morality, for the greater good of a shared cause.

Shen now believes, rightly or wrongly, that Tsar may be the link to her sister and her sisters dark master, as well as the means of bringing her parents back.

And so, now a fully fledged death master, Shen has once more headed out into the world, seeking answers and leads that would take her one step closer to her destiny. A destiny that seemed to lead her back to Bards Gate and from there Northwards toward the Desolation and the ancient city of Tsar. But this time, she is not alone. She travels with her recently gathered companiosn, the half elf Rasina Songhair and the Paladin, Alexander. And gods help any that get in their way.