About The Master in Grey
It is difficult to say where he came from. He was Harrigan's first disciple and has seen many come and go. He does not speak of himself before Harrigan took him in, but Harrigan has mentioned that his beginnings were harsh and tragic. Whatever happened, the person that came out of that tragedy is barely a person at all. If not for Harrigan's guidance he would have become a monster. Instead he became a near perfect servant.
Before he became the Master in Grey, he was the Grey Acolyte, quiet, observant and obedient. He studied political theory, history and religion, methodically seeking a reason why the world and the people in it were forced to strive and suffer until they died. The conclusion he came to, with Harrigan's guidance, was that it was because they were tricked into believing they had to. It was a mass delusion brought upon by a need to be better than the next person and an arbitrary and manipulative system of wealth. Anyone willing to show them another way would be the greatest benefactor the world had ever seen.
When Harrigan told him his days as an apprentice were over, he realized he was in danger of joining the ranks of the selfish. That was the day he made the mask. With it, he is nobody, or perhaps, everybody.
He is the Master in Grey, the strongest believer in Harrigan's dream, and he will be legion.
Mythic Human Sin Magic Necromancer 6, Archmage Tier 2
HP:36 (6 for 1st level +24, -6 con, +6 favored class, +6 Archmage)
+2 Initiative (+2 amazing Initiative)
12 AC (hakamari+armored kilt)
13 CMD (+3 bab, +0 str, +0 dex)
+0 Fort (+1 class, -1 con)
Totem Spear, +3, 1d10, x3 crit, 10' range incrament, Reach (Adds +2 to Acro and makes music)
Combat net (2) -2, touch attack, entangle
=====Traits and Feats=====
Skill Points: 53 (12-wizard, 35-int, 6 race)
+18 Craft: Alchemy (6 ranks, +7 int, +3 class, +2 eq.)
+16 Spellcraft (6 ranks, +7 int, +3 class)
+18 Knowledge: Arcana (6 ranks, +7 int, +3 class, +2 equip)
+14 Intimidate (+2 cha, 6 ranks (headband), +3 class, +3 eq)
Ability Score (+2 int) Upon reaching the 2nd mythic tier, an ability score of your choice permanently increases by 2. At 4th, 6th, 8th, and 10th tiers, another ability score of your choice permanently increases by 2; this can be an ability score you've already increased or a different ability score.
Hard to Kill (Ex) Whenever you're below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don't die until your total number of negative hit points is equal to or greater than double your Constitution score.
Mythic Power (Su) Mythic characters can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. This power is used by a number of different abilities. Each day, you can expend an amount of mythic power equal to 3 plus double your mythic tier (5/day at 1st tier, 7/day at 2nd, etc.). This amount is your maximum amount of mythic power. If an ability allows you to regain uses of your mythic power, you can never have more than this amount.
Surge (Su) You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll. The bonus die gained by using this ability increases to 1d8 at 4th tier, 1d10 at 7th tier, and 1d12 at 10th tier.
Amazing Initiative (Ex) At 2nd tier, you gain a bonus on initiative checks equal to your mythic tier. In addition, as a free action on your turn, you can expend one use of mythic power to take an additional standard action during that turn. This additional standard action can't be used to cast a spell. You can't gain an extra action in this way more than once per round.
Arcane Surge (Su) (archmage 1) As a swift action, you can expend one use of mythic power to cast any one arcane spell without expending a prepared spell or spell slot. If you prepare spells, this spell must be one you prepared today (even if you have already cast it); if you're a spontaneous caster, this spell must be one of your spells known. If the spell requires a saving throw, any non-mythic creatures affected by the spell roll twice and take the lower result.
If you must attempt a caster level check for the spell to overcome a creature's spell resistance, you can roll your caster level check twice (adding your tier to each) and take the higher result. You can't add a metamagic feat to a spell you cast using this ability.
Harmonious Mage (Ex) Your wizardly studies have moved beyond the concept of opposition schools. Select two opposition schools. These are no longer opposition schools for you, preparing spells from one of these schools now only requires one spell slot of the appropriate level instead of two, and you no longer take the –4 Spellcraft penalty for crafting items from an opposition school.
You must have the arcane school class ability to select this ability, and your arcane school can't be universal.
Crafting Mastery (Ex) You can craft any magic item as if you had the necessary item creation feats. If you actually have the item creation feat needed for a magic item you're crafting, whenever you attempt a skill check to create that item, roll twice and use the higher result, and you make twice as much progress on the item for any time spent. This ability does not reduce the item's cost or any other requirements.
DC 15+ spell level
(16+ spell level if Necromancy, listed in bold)
Memorized spells marked with an X
-Cantrips- (4 per day, at will)
-1st- (8 per day, 4 base, +2 int, +2 necromancy) (Pearl of Power 1)
Decompose Corpse x
-2nd– (7 per day, 3 base +2 int +2 Necromancy)
-3rd- (6 per day, 2 base +2 int, +2 necromancy)
-4th- (1 base, +2 necromancy)
Rune Guardian Valet Familiar
+4 natural armor (18 AC total)
Unseen Servant at will.
Improved evasion, share spells, empathic link, Deliver touch spells, Speak with master.
A valet treats Craft, Perform, and Profession as class skills.
Able Assistant (Ex) A valet's master treats the valet as if it possessed the Cooperative Crafting feat and shared all Craft skills and item creation feats he possesses. This ability replaces Alertness.
Prestidigitation (Sp) A valet can use prestidigitation once per hour.
Teammate (Ex) A valet is considered to have all the teamwork feats its master has.
Deliver Touch Spells (Su) At 3rd level, when delivering a harmless touch spell to a willing creature, a valet can move before and after delivering the spell, as long as its total movement does not exceed its speed. This ability modifies deliver touch spells.
Deliver Aid (Ex) At 7th level, a valet can move before and after using the aid another action, as long as its total movement does not exceed its speed. This ability replaces speak with animals of its kind.
Power Over Undead
You receive Command Undead or Turn Undead as a bonus feat. You can channel energy a number of times per day equal to 3 + your Intelligence modifier, but only to use the selected feat. You can take other feats to add to this ability, such as Extra Channel and Improved Channel, but not feats that alter this ability, such as Elemental Channel and Alignment Channel. The DC to save against these feats is equal to 10 + 1/2 your wizard level + your Charisma modifier. At 20th level, undead cannot add their channel resistance to the save against this ability.
Command HD: 10 (wizard level +4)
As a standard action, you can touch an undead creature and infuse it with negative energy. It gains a +1 profane bonus on all attack rolls and saving throws, as well as 1 temporary hit point per Hit Die and a +2 bonus to its turn resistance. The bonus on attack rolls and saving throws increases by +1 for every 5 wizard levels you possess. These bonuses last for a number of rounds equal to 1/2 your wizard level (minimum 1 round). The bonuses and temporary hit points are immediately dispelled if the creature is within the area of a consecrate spell. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Only wizards can truly follow the ancient philosophies governing Sin magic. The choice to specialize in Sin magic must be made when a character first becomes a wizard. Once the choice to do so is made, it cannot be changed.
Benefits: A Sin mage receives two additional spell slots of each spell level he can cast. These bonus spell slots must both be used to prepare the same spell from the wizard's school of specialization, allowing the wizard to cast that spell twice (as he has prepared the spell twice). The wizard cannot use these slots to prepare two different spells, even if they are of the school he is specialized in.
Restrictions: A Sin mage does not get to customize his choice for opposition schools—his opposition schools are determined for him when he chooses his specialization. These restrictions are more significant than those most wizards follow, and are known as prohibited schools. A Sin mage can never prepare a spell that is in one of his prohibited schools—he treats these spells as if they were not on the wizard spell list. If using a spell trigger or spell completion item to cast a spell from one of his prohibited schools, he must use the Use Magic Device skill to do so.
Armor: Haramaki+armor kilt
The Grey Chain: Each link is enchanted with a different useful effect. So far it provides Grey with permanent Ghost Sound, Detect Magic, Mage Hand and Prestidigitation (2000 gp)
In bag (Type II bag of holding (2.5k gp)):
Reference books (masterwork tool for all knowledge skills)
Control Undead (channel) (10/11 HD)
Command Undead (spell)
Animate Dead (24/28 HD)
Grey has a few uncontrolled undead locked away for future projects.
3 human Skeleton Archers.