Lantern Bearer

Terevalis Unctio of House Mysti's page

7,553 posts. Alias of JASON RODARTE.

Full Name

Terevalis Unctio of House Mystic


Silvanesti Elf


Wizard (Necromancer) 6/4 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;







Special Abilities

Elven Sight






Common, Magius, Solamnic, Khur, Kothian, Elven, Dargoi Sylvan, Istarian, Dwarven, Nerakan, Infernal

Strength 10
Dexterity 15
Constitution 12
Intelligence 24
Wisdom 13
Charisma 11

About Terevalis Unctio of House Mysti

Terevalis Unctio of House Mystic
Male elf necromancer 6/4 Renegade Hunter
LE Medium humanoid (elf)
Init +2; Senses low-light vision; Perception +15
AC 18, touch 14, flat-footed 12 (+6 deflection, +2 Dex) SR 23
hp 51(10d6+10)
Fort +10, Ref +11, Will +13; +2 vs. enchantments
Immune sleep
Speed 30 ft.
Melee dagger +4 (1d4/19-20) or
staff of magius +6 (1d6+2)
Arcane School Spell-Like Abilities (CL 8th; concentration +12)
8/day—grave touch (2 rounds)
Necromancer Spells Prepared (CL 8th; concentration +12)
5th level (22): Dominate Person, Stirge Swarm,Cone of Cold Suffocate
4th level (21), Dalamar's Lighetning Lance x2, Bone Shatter, Lesser Globe of Invernability
3rd level: Fireball (20), Vampiric Touch, Lightening Boltx2 (20, Dispel Magic x2,
2nd— (19)Mirror Image, Schorching Ray x2, Spectral Hand, Elemental Dart, False Life, Summon Monster II
1st— (18)burning hands (DC 18), chill touch (DC 16), Shocking Grasp, Charm Person (17),
Magic Missile, Protection From Evil, snowball (DC 17)
0 (at will)— acid splash , detect magic , disrupt undead , read magic
Opposition Schools Abjuration, Transmutation
Str 10, Dex 15, Con 12, Int 22/24, Wis 13, Cha 11
Base Atk 42; CMB +4; CMD 16
Feats - Favored of the Moons -, Craft Magic Arms and Armor, Craft Wand, Craft Wondrous Item, Ectoplasmic Spell APG, Scribe Scroll, Turn Undead, Investigator*, Opposistion Research [Abjuration]
Traits bruising intellect, classically schooled
Skills Appraise +14, Bluff +5, Craft [Alchemy]+8, Intimidate +10, Knowledge (arcana) +18, Knowledge (history) +15,Know Local (15)
Knowledge (nature) +11, Knowledge (nobility) +10, Knowledge (planes) +11, Knowledge (religion) +14,
Linguistics +15, Perception +14, Spellcraft +20 (+22 to identify magic item properties), Sense Motive +8; Racial Modifiers +2
Perception, +2 Spellcraft to identify magic item properties
Istarian, Magius, Kothian, Solamnic, Kenderspeak,
Khur, Nerakan, Dwarven, Elven, Sylvan, Abnasinain, Goblin, Infernal
SQ arcane bond (staff of magius), elven magic, power over undead
Other Gear staff of magius , dagger, 275 pp,40 gp, 5 sp, Scroll of Dalamar's Lightning Lance, Ant Haul and Communal Protection from the Elements, Scroll of Fireball, Suggestion, Headband of Intelligence +2,
Scroll of Eagle's Splendor
Scroll of Expeditious Retreat
Scroll of Resist Energy
Scroll of Hideous Laughter
Rod of Lesser Intensify
Rod of Lesser ELemental (Acid) Magic
Wand of Mage Armor
Scroll Case
3 Potions of Cure Light Wounds
Scroll of Pain Strike
Scroll of Force Push
Scroll of Telekinetic Charge
Scroll of Dispel Magic
Wand of Magic Missiles 9th level (38 charges)
Cloak of Resistance +1
Special Abilities
Abjuration You must spend 2 slots to cast spells from the Abjuration school.
Arcane Bond (Staff of Magius) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it,
Concentration required to cast spells (DC20 + spell level).
Ectoplasmic Spell You can cast a spell that has full effect against incorporeal or ethereal creatures.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Grave Touch (2 rounds, 8/day) (Sp) As a standard action, touch shakes living foe 2 rds (frighten 1 rd if
already shaken).
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
At 8th level, you gain blindsight to a range of 10 feet for a number of rounds per day equal to your wizard level. This ability only allows you to detect living creatures and undead creatures. This sight also tells you whether a creature is living or undead. Constructs and other creatures that are neither living nor undead cannot be seen with this ability. The range of this ability increases by 10 feet at 12th level, and by an additional 10 feet for every four levels beyond 12th. These rounds do not need to be consecutive.

Necromancy The dread and feared necromancer commands undead and uses the foul power of unlife
against his enemies.
Transmutation You must spend 2 slots to cast spells from the Transmutation school.
Command Undead (8/day, DC 12) Your Channel Energy can make undead flee.


0: Acid Splash, Arcane Mark, Dancing Lights, Daze, Detect Magic, Detect Poison, Flare, Light, Mage Hand, Mending, Message, Open/Close, Prestidigitation, Ray of Frost, Read Magic, Resistance,
1st: Burning Hands, Charm Person, Enlarge Person, Mage Armor, Mount, Protection from Chaos, Protection from Evil, Shield, Sleep, Snowball, True Strike
2nd level: Detect Thoughts, Resist Energy, Rope Trick, Schorching Ray, Summon Monster II,

[spoiler=DL Spells] DL Spells in Spellbook
2nd level: Elemental Dart, Radiant Dart

Spellbook Other Sources:

1st level: Lesser Orb of Fire

Black Spellbook:

1st Level:Air Bubble, Magic Missle, Summon Undead I, Interrogation, Ray of Enfeeblement, Shocking Grasp, Color Spray, Protection From Good, Ray of Sickening, Identify,Chill Touch
2nd Level: Summon Undead II, False Life. Mirror Image, Eagle's Splendor, Fox's Cunning, Invisibility, Spectral Hand
3rd Lightening Bolt, Vampiric Touch, Fireball, Dispel Magic, Suggestion, Fly, Water Breathing
4th Level: Dalamar's Lightening Lance, Bone Shatter, Discern Lies, Greater False Life, Greater Invisbility, Fire Shield, Ice Storm Charm Monster, Lesser Globe of Invunerability, Ride the Waves
5th Level:Dominate Person, Cone of Cold, Suffocation, Life Bubble Teleportation, Stirge Swarm, Summon Monster V, Shadow Vamoiric Shield

Hedge Spellbook:
Spells 3rd level: penumbral disguise, stinking cloud, Monster Summoning III, Storm Step, Excrucating Deformation, Shape of the Beasts 1

4TH LEVEL: Summon Monster IV

sECOND LEVEL: Badger's Ferocity, Create Pit, fear the sun

1st level: alter winds, longshot, air bubble, mud ball

Lunar Rebuke: RH PRC:
Lunar Rebuke (Su): A renegade hunter has the weight of her order and her patron God of Magic behind her, and may draw on this when facing off against other wizards. She gains a +2 bonus on all Spellcraft checks made to identify spells for the purpose of counterspelling and a +2 bonus on caster level for dispel checks.

You are full of wrath, irritability and bitterness.


Any time you take damage or lose an opposed skill check, you fly into a rage, as the spell, for 1d4+1 rounds. Bach round, as a move action, you may make a Wisdom check (DC 15) to act normally. You gain a +4 bonus to save against poisons and emotion effects.

So basically while raged you can't cast anything except offensive (or status effecting) spells on the source of your rage unless you take a move action to suppress your rage for a round and make the will save. BTW the rounds of Rage do not stack. So if you're hit again with those 1d4+1 rounds of rage you don't get another 1d4+1 rounds. However if the Rage is at an end and you get hit again then the rage starts up again. Still it does provide you with your level in additional hitpoints (Due to the Con buff) so while raged you can survive longer

Moon Magic:
The waxing and waning of their respective moons has an effect upon the magic of Wizards of High Sorcery. When a moon is at High Sanction (from waxing gibbous, through full, to waning gibbous), wizards of that moon’s order cast spells at +1 caster level and with a +2 to any spell save DCs. When a moon is at Low Sanction (from waning crescent, through new, to waxing crescent), wizards of that moon’s Order cast spells at –1 caster level and with a –1 to any spell save DCs. During the waxing and waning periods around the quarter moons, wizards of that moon’s Order cast their spells normally.

The alignment of any two moons is a positive event for wizards of both orders, even if the moons are at Low Sanction. When two moons are in conjunction during High Sanction, wizards of both moons’ Orders cast spells at +3 caster level and with a +3 to any spell save DCs. If the same two moons come into conjunction at Low Sanction, the conjunction cancels out the penalty for the two moons being at Low Sanction, and these wizards cast spells as normal.

When all three moons come into alignment in High Sanction, all magic becomes more powerful. Wizards of all three Orders cast spells at caster level +4 and with a +4 on spell save DCs. If the three moons come into conjunction at Low Sanction, the conjunction cancels out the penalty for the three moons being at Low Sanction, and these wizards cast spells as norm.

Since he has favored of the moons feat the + is increased by 1

Minor Syngery:
Minor Syzygy (Su): A renegade hunter’s understanding of the influence of the moons of magic is advanced. Once per day as a free action, she may act as if the moon of her Order was in alignment with one other moon for the purposes of determining moon magic effects. If the renegade hunter’s moon is already in alignment with that moon, there is no additional effect. This effect lasts for a number of rounds equal to the renegade hunter’s class levels

Major Synergy:
Major Syzygy (Su): At 4th level, the renegade
hunter’s knowledge of moon magic reaches its
peak. Once per day, the renegade hunter may take
moon magic bonuses as if the moon of her order
was in alignment with both of the other moons.
If the three moons are already in alignment or the
mage has already invoked a minor syzygy, there is
no additional effect. If the moons are all in High
Sanction, the renegade hunter effectively gets all
benefi ts of the Night of the Eye (all moon magic
bonuses are at +3). The major syzygy lasts for a
number of rounds equal to the renegade hunter’s
class levels.

Staff of Magius:
Staff of Magius: This +2 spell-storing quarterstaff was made
famous by the legendary wizard Magius, but truly came
into its own through its use by Raistlin Majere. The
following abilities reflect the additional power unlocked
by Raistlin, and replace the base statistics provided
on page 90 of the DRAGONLANCE Campaign Setting.
The staff grants the bearer spell resistance 23, a +6
deflection bonus to AC, and any spell cast by the bearer
with the mind-affecting, air, or light descriptors may be
extended, empowered, or enlarged as if the staff were a
greater metamagic rod. Only one metamagic effect may
be used on any given spell, but each effect may be used
up to three times per day, and does not alter the level
of the spell. In addition to its spell-storing quality, an
archmage with the arcane fire ability may deliver his
arcane fire damage through the staff as a melee touch
attack. The staff has the following additional powers
usable at will—feather fall (on the bearer only), daylight
(on the staff). CL 18th.