Necromancer

Yazdan al-Ashraf's page

61 posts. Organized Play character for into the aether.


Full Name

Yazdan al-Ashraf, "the Mad Qadiran"

Race

| HP 65/65+(false life 15) | AC 22 T 18 FF 18 | F: +12, R: +14, W: +12 | Init: +15 | Perc: +19, SM: +3

Classes/Levels

| Speed fly 40', | Active conditions: Mage Armor, False Life, Overland Flight, Heroism, Merge With Familiar, Heightened Awareness, Freedom of Movement, Cat's Grace, Life Bubble, Mirror Image: 2

Gender

Male CG Human Necromancer 10

Size

Medium

Age

24

Alignment

CG

Deity

Nephthys

Languages

Aklo, Ancient Osiriani, Azlanti, Common, Ignan, Kelish, Necril, Osiriani, Thassilonian

Strength 7
Dexterity 14
Constitution 14
Intelligence 25
Wisdom 7
Charisma 14

About Yazdan al-Ashraf

Yazdan, the Mad Qadiran:
Yazdan al-Ashraf, the Mad Qadiran
Male human necromancer 10
CG Medium humanoid (human)
Init +11; Senses life sight (10 feet, 10 rounds/day); Perception +19 (+21 find hidden objects while in Gloomspires)
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Defense
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AC 22, touch 18, flat-footed 18 (+4 armor, +4 deflection, +4 Dex; +2 deflection vs. evil)
hp 85 (10d6+43)
Fort +12 (-2 vs Girtablilu poison, scorpion venom), Ref +14, Will +12 (+4 vs ghoul paralysis); +2 vs undead EX, SU abilities; +4 vs Ghoul paralysis, +2 EX and SU abulities of undead, +1 vs Death effects; +2 resistance vs. evil
Defensive Abilities freedom of movement; Resist negative energy 1
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Offense
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Speed 30 ft., fly 40 ft. (good)
Melee dagger +5 (1d4-2/19-20) or
. . spiked gauntlet +1 (1d4-2)
Arcane School Spell-Like Abilities (CL 10th; concentration +17)
. . 10/day—grave touch (5 rounds)
Necromancer Spells Prepared (CL 10th; concentration +17)
. . 5th—icy prison[UM] (DC 22), heightened persistent lipstitch (DC 21), heightened persistent lipstitch (DC 21), overland flight
. . 4th—animate dead, dimension door, emergency force sphere (2), enervation
. . 3rd—heightened lipstitch (DC 21), heightened lipstitch (4, DC 21), slow (DC 20)
. . 2nd—aram zey’s focus, command undead (DC 20), eagle's splendor, false life, invisibility (2), merge with familiar[UW]
. . 1st—grease (2), heightened awareness[ACG] (2 1), mage armor, ray of enfeeblement (DC 19)
. . 0 (at will)—detect magic, mage hand, prestidigitation, read magic
. . Opposition Schools Abjuration, Enchantment
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Statistics
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Str 7, Dex 18, Con 14, Int 25, Wis 7, Cha 14
Base Atk +5; CMB +5; CMD 21
Feats Additional Traits, Alertness, Command Undead, Fast Study[UM], Heighten Spell, Improved Channel, Improved Familiar, Improved Initiative, Persistent Spell[APG], Preferred Spell (glitterdust)[APG], Spell Focus (necromancy), Undead Master[UM]
Traits extremely fashionable, magical lineage, reactionary, sacred conduit
Skills Acrobatics +6, Appraise +9, Bluff +18 (+20 vs nobility on Kortos, +19 vs Mendev crusaders), Climb +0, Diplomacy +14 (+19 vs Andoran government officials, +16 vs nobility on Kortos, +15 vs Mendev crusaders, +16 guards, city officials in Absalom, +16 vs Fetchlings, +15 humanoids from Katheer, +16 vs Girtablilus), Disable Device +18, Disguise +4, Escape Artist +6, Fly +10, Heal +0, Intimidate +5 (+7 vs nobility on Kortos, +6 vs Mendev crusaders), Knowledge (arcana) +20, Knowledge (dungeoneering) +19, Knowledge (engineering) +15, Knowledge (geography) +15, Knowledge (history) +17 (+18 about Azlant), Knowledge (local) +15 (+17 vs Aspis Consortium), Knowledge (nature) +20, Knowledge (nobility) +15, Knowledge (planes) +21, Knowledge (religion) +20 (+22 to identify undead and their special abilities), Linguistics +13 (+15 interpret Azlanti writing), Perception +19 (+21 find hidden objects while in Gloomspires), Ride +6, Sense Motive +3, Spellcraft +22, Stealth +36 (+56 when immobile), Survival +0, Swim +0, Use Magic Device +15
Languages Aklo, Ancient Osiriani, Azlanti, Common, Ignan, Kelish, Necril, Osiriani, Thassilonian
SQ arcane bond (Nancy, lyrakien), power over undead
Combat Gear elixir of hiding (2), lesser extend metamagic rod, lesser persistent metamagic rod[APG], pearl of power (1st level), piercing metamagic rod[UE], scroll of dimension door, scroll of expeditious retreat, scroll of gust of wind (x5), scroll of identify (x4), scroll of merge with familiar, scroll of mirror image (x4), scroll of see invisibility, scroll of teleport, acid, bladeguard[APG]; Other Gear haramaki[UC], dagger, spiked gauntlet, cloak of resistance +4, cracked amethyst pyramid ioun stone, cracked dark blue rhomboid ioun stone, cracked dusty rose prism ioun stone, cracked mulberry pentacle ioun stone, cracked pale green prism ioun stone (saves), cracked pink and green sphere ioun stone, eyes of the eagle, goggles of minute seeing, handy haversack, headband of vast intelligence +4, ioun torch ioun stone[APG], ring of sustenance, sleeves of many garments[UE], traveler's any-tool[UE], backpack, charcoal (2), inkpen, journal[UE], masterwork thieves' tools, parchment (5), silk rope (50 ft.), wizard starting spellbook, wrist sheath, spring loaded, wrist sheath, spring loaded, woolly rhinoceros, yak, 5,758 gp
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Special Abilities
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Abjuration You must spend 2 slots to cast spells from the Abjuration school.
Command Undead (DC 18) (Su) Receive Command Undead or Turn Undead as a bonus feat.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Energy Resistance, Negative energy (1) You have the specified Energy Resistance against Negative Energy attacks.
Familiar Bonus: You gain the Alertness feat while your familiar is within arm's reach.
Fast Study Normally, a wizard spends 1 hour preparing all of his spells for the day, or proportionately less if he only prepares some spells, with a minimum of 15 minutes of preparation. Thanks to mental discipline and clever mnemonics, you can prepare all of y
Fly (40 feet, Good) You can fly!
Freedom of Movement (Sp) Subject moves normally despite impediments to movement.
Grave Touch (5 rounds, 10/day) (Sp) As a standard action, touch shakes living foe 5 rds (frighten 1 rd if already shaken).
Heighten Spell Increases spell level to effective level desired.
Life Sight (10 feet, 10 rounds/day) (Su) Gain special blindsight which only sees living and undead.
Necromancy The dread and feared necromancer commands undead and uses the foul power of unlife against his enemies.
Persistent Spell Foes must succeed at 2 saves or suffer the spell's full effects.
Preferred Spell (Glitterdust) The chosen spell may be cast spontaneously, and metamagic can be added to the spell without increasing its casting time.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Speak with Familiar (Ex) You can communicate verbally with your familiar.
Spell Focus (Necromancy) Spells from one school of magic have +1 to their save DC.
Undead Master Animate and command more undead

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expendable chronicle boons:
• Take 20 on a Knowledge (local) check regarding Aspis Consortium | #7-10 (2)
• +4 circumstance bonus on one Charisma-based skill check while on Kortos | #7-10 (2)
• Before rolling Stealth, choose one ally; use the higher of the two results | #7-21 (4)
• +2 Charisma-based skill check to convince someone to reveal sensitive info (free to use in Thuvia | #7-21 (4)
• Pseudodragon follows loyally for one adventure (bypasses 1 combat creature rule) | #8-01 (5)
• +1 luck bonus any CON-based check, or +2 CON-based check vs. fatigue or exhaustion | #8-01 (5)
• +1 luck bonus any INT-based check, or +2 performing research | #8-01 (5)
• +1 luck bonus any CHA-based check, or +2 vs authority figure | #8-01 (5)
• +2 Perception to find hidden things (free to use in Gloomspires) | #6-06 (6)
• +3 Knowledge (history) pertaining to Azlant | #7-27 (7)
• negative levels absorbed (5 remaining) | Bonekeep 3 (19)
• advanced template to undead I create | Bonekeep 3 (19)
• regain 1 spent prestige point | the Gauntlet (20)
• Heroism for 4 hours | the Gauntlet (20)
• Inspire courage as 7th level bard for 7 rounds | the Gauntlet (20)
• if killed, instead reduced to 1 hit point + 50 temp HP; die after 1d4+1 rounds | #7-11 (21)
• immediate action if reduced to 0 or fewer HP, recover 3d8+5 HP | #7-11 (21)
• immediate action if below 0 HP, recover 3d8+10 HP | AP#58 (23)
• attempt to remove cursed, diseased, or sickened creature as Paladin Lay on Hands, CL 11th | AP#82 (24)
• channel positive energy 6d6, DC21 | AP#82 (24)

chronicles