| Full Name |
Tzador Deadbane |
| Race |
Half-Orc |
| Classes/Levels |
Necromancer (Hallowed Necromancer) 1 |
| Gender |
Female |
| Size |
Medium |
| Age |
22 |
| Alignment |
Chaotic Good |
| Deity |
Nethys |
| Languages |
Common (Taldane), Orc |
About Tzador Deadbane
Statistics:
Female Half-Orc Necromancer (Hallowed Necromancer) 1
CG Medium Humanoid (orc, human)
Init +; Senses: darkvision 90 ft.; Perception +
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DEFENSE
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AC 10, touch 10, flat-footed 10 (+ Dex)
HP
Fort +, Ref +, Will +
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OFFENSE
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Speed 30 ft.
Melee
Ranged
Space 5 ft., Reach 5 ft.
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SPECIAL ABILITIES
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Arcane School: A hallowed necromancer must specialize in the school of necromancy and swear never to create undead.
This alters arcane school and spells.
Turn Undead (Su): A hallowed necromancer must select Turn Undead as a bonus feat with her power over undead arcane school ability.
Power over Undead (Su): You receive 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.
Positive Touch (Su): As a standard action, a hallowed necromancer can sacrifice a prepared spell of the necromancy school to spontaneously cast a cure spell of the same level or lower, counting the spell as a necromancy spell rather than a conjuration spell. This cure spell harms only undead; it doesn’t heal the living. If the spell requires an attack roll, it as has a critical threat range of 19–20. A number of times per day equal to 3 + her Intelligence modifier, when she spontaneously casts a cure spell, she can either turn the effect into a ray and increase the range to close or remove the Will save but deal half the normal amount of damage.
Specialized School: Necromancy
Restricted Schools: Enchantment, Illusion
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STATISTICS
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Str , Dex , Con , Int , Wis , Cha
Base Atk +0; CMB +; CMD
Feats:
Turn Undead (Bonus)
Racial Traits:
Acute Darkvision: Some half-orcs have exceptionally sharp darkvision, gaining darkvision 90 feet. This racial trait replaces orc ferocity.
Intimidating: Half-orcs receive a +2 racial bonus on Intimidate checks because of their fearsome nature.
Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.
Weapon Familiarity: Half-orcs are proficient with greataxes and falchions, and treat any weapon with the word “orc” in its name as a martial weapon.
Traits:
The Outsider: You don’t have a place, but the frontier seems comfortable enough for now. Maybe you’re too informal for city life, too selfish for Lastwall’s general culture of camaraderie, or too scarred by things you’ve seen to entirely trust another person. You are accustomed to moving without drawing much attention to yourself, gaining a +1 trait bonus on Stealth and Survival checks, and one of these skills is always a class skill for you. Accustomed to working alone, you gain only half the benefit (+1) from aid another actions, but you’re accustomed to doing the job right the first time and so increase the bonus you provide by 1 when aiding another character.
Skills:
Background Skills:
Spells Prepared:
Cantrips (Save DC ) -
1st Level (Save DC ) -
Languages:
Favored Class Bonuses:
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GEAR/POSSESSIONS
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All weapons above, and:
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Magical Items
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Carrying Capacity Light: lb. Medium: lb. Heavy: lb.
Currency: 0 gp, 0 sp, 0 cp
Total Weight: lb.