Sin, to his friends, grew up in a gloomy corner of Ustlav where his parents were the latest in a long line of powerful necromancers. Initiated into the dark arts at a young age, Sin showed the promise of power, but no interest in the day-to-day business of villainy. He was more inclined to play games with the neighborhood children than terrorize them with creatures raised from their nightmares, to the great disappointment of his parents. The von Evyls were inattentive parents and left their skeletal servants to do most of the childrearing; Sin found his bony caretakers to be dull guardians, and not terribly attentive. He slipped away from home as soon as he had gathered enough money to travel far, far away from Ustalav.
Until recently, life in Alkenstar had been strange but pleasant. He had struggled somewhat to find a job, as most of the work offered him was along the lines of "curse my foes" or "set a haunt in my neighbor's attic." (People made certain assumptions when they saw his black robes and heard his Ustalavic accent.)
Sin- Level 2
Male versatile human sorcerer 1
NG, Medium, Human, Humanoid Perception +5
Languages Common, Dwarven, Necril, Skald
Skills Diplomacy +8, Intimidation +8, Alkenstar Lore +5, Religion +5, Society +5
Str 10 (+0), Dex 10 (+0), Con 16 (+3), Int 12 (+1), Wis 12 (+1), Cha 18 (+4)
Other Items explorer’s clothing, crossbow (10 bolts), staff, backpack, bedroll, candles (10), flint and steel, material component pouch, minor elixirs of life (2), rations (1 week)s (3), waterskin,
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AC 14/15; Fort +7; Ref +4; Will +7
HP 26 Focus Points 1 Hero Points 1
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Speed 25 feet
Melee
staff +4 (two-hand (1d8)), Damage 1d4 bludgeoning
dagger +4 (agile, finesse, thrown 10 ft. Versatile S), Damage 1d4 piercing
Cast ◆ somatic
Range touch; Targets 1 living creature touched
Saving Throw Will; Duration 1 minute
You instill within a creature the touch of the grave. For the duration, harm spells treat the creature as undead and heal spells treat the creature as living. In addition, harm spells gain a +2 status bonus to the Hit Points restored to the target.
If the target wishes to avoid the spell, it can attempt a Will save to reduce the effects.
Critical Success The target is unaffected.
Success The target heals half as much from heal and takes half as much damage from harm for 1 round.
Failure Effects as described in the text.
Heightened (+1) The status bonus to the Hit Points restored increases by 2.
Necromantic energy flows through you or one target. Either you gain temporary Hit Points equal to the spell’s level for 1 round, or a target takes 1 negative damage per spell level (if the spell already deals initial negative damage, combine this with the spell’s initial damage before determining weaknesses and resistances).