Race: Human

Class/Lvl:  Wiz

XP: .

Next: . Align: 
Age:    Ht/Wt:  Gender: M 

Spectral LoreMaster (Necros beyond the Grave book)
Saving Throws
  [+. Con/+. Dex/ +. Wis]

Saving Throws:






Fortitude (Con.):






Reflex (Dex.):






Will (Wis.)






Ability Scores


 10  +0


 18  +4


 11  +0


 14  +2


 12  +1


 18  +4


 HP: ..+..



1. Spell Focus-Necro
2. Death Touch*

3. Exot Weap. Bast. Sword
4. Com. Undead* 
5. Replic the Divine*
6. Sum Familiar-Cat
7. Scribe Scroll
8. Speak c Dead 1/d
9. Spectral Investigation
10. Divination 1/d
11. Lost Lore--flesh golem
12. Commune 
13. Contact other Plane SL6 



Natural AC








Skills (__ points) Total Abil Ability Rank
 Appraise    Int +  
 Balance   Dex +  
 Bluff   Chr +  


  Str +  
 Concentration    Con +  

 Craft (___)

  Int +  
 Decipher Script (N)   Int +  
 Diplomacy   Cha +  
 Disable Device (N)   Int +  
 Disguise   Cha +  
 Escape Artist   Dex +  
 Forgery   Int +  
 Gather Info   Cha +  
 Handle Animal (N)   Cha +  
 Heal   Wis  +  
 Hide   Dex +  
 Intimidate   Cha +  
 Jump   Str +  

 Knowl (Arcana) (N)

  Int +  
 Knowl (Architecture & Engineering) (N)   Int +  

 Knowl (Dungeon) (N)

  Int +  

 Knowl (Geograph) (N)

  Int +  

 Knowl (History) (N)

  Int +  
Skills (___points) Total Abil Ability Rank
 Knowl (Local) (N)   Int +  

 Knowl (Nature) (N)

  Int +  

 Knowl (Nobility) (N)

  Int +  
 Knowl (Religion) (N)   Int +  

 Knowl (The Planes) (N)

  Int +  

 Knowl (all skills) (N)

  Int +  
 Listen   Wis +  
 Move Silently   Dex +  
 Open Lock (N)   Dex +  
 Perform   Cha  +  
 Profession (N)   Wis +  
 Ride   Dex +  


  Int +  

 Sense Motive

  Wis +  
  Slight of Hand (N)   Dex +  
 Speak Lang. (N)   ---    

 Spellcraft (N)

  Int +  


  Wis +  
 Survival   Wis +  
 Swim    Str +  
 Tumble (N)   Dex +  
 Use Mag. Device (N)   Cha +  
 Use Rope   Dex +  
Weapon total magic feats Base Str Critical Dam
 +3 Nine Lives stealer (Bastard Sword)  +  +3   + 0  19-20/x2 1d10



+3 Nine Lives Stealer - "haunter" - hilt is a skeleton
     •  det. life 60'
     •  x-ray 2/day
     •  speaks common -- tells ghost stories
     •  This longsword always performs as a +3 longsword, but it also has the power to draw the life force from an opponent. It can do this nine times before the ability is lost. At that point, the sword becomes a simple +3 longsword (with a hint of evil about it). A critical hit must be dealt for the sword’s death-dealing ability to function, and this weapon has no effect on creatures not subject to critical hits. The victim is entitled to a DC 20 Fortitude save to avoid death. If the save is successful, the sword’s death-dealing ability does not function, no use of the ability is expended, and normal critical damage is determined. This sword is evil, and any good character attempting to wield it gains two negative levels. These negative levels remain as long as the sword is in hand and disappear when the sword is no longer wielded. These negative levels never result in actual level loss, but they cannot be overcome in any way (including restoration spells) while the sword is wielded.
     •  Strong necromancy [evil]; CL 13th; Craft Magic Arms and Armor, finger of death; Price 23,057 gp; Cost 11,528 gp 5 sp + 922 XP.

Shadow Lanthorn -- 5-8 shadows serve for 1 hour

     •  This mundane-appearing light radiates a faint, evil aura. If it is fueled by oil rendered from fat of human corpses, its beam will generate 5-8 shadows who will serve the possessor of the device for as long as it burns. When the oil is consumed the shadows will disappear. Typical burning time is one hour. Note: Characters of good alignment will suffer one negative level if they attempt to use the device.

    •  Caster Level: 11th; Prerequisites: Craft Wondrous Item, create undead, desecrate, light; Market Price: 16,000gp; Reference: Unearthed Arcana hardback.

Darkskull: This skull, carved from ebony, is wholly evil. Wherever the skull goes, the area around it is treated as though an unhallow spell had been cast with the skull as the touched point of origin (except that no additional spell effect is tied or fixed to the darkskull).

Unhallow makes a particular site, building, or structure an unholy site. This has three major effects.
First, the site or structure is guarded by a magic circle against good effect.
Second, all turning checks made to turn undead take a –4 penalty, and turning checks to rebuke undead gain a +4 profane bonus. Spell resistance does not apply to this effect. (This provision does not apply to the druid version of the spell.)
Finally, you may choose to fix a single spell effect to the unhallowed site. The spell effect lasts for one year and functions throughout the entire site, regardless of its normal duration and area or effect. You may designate whether the effect applies to all creatures, creatures that share your faith or alignment, or creatures that adhere to another faith or alignment. At the end of the year, the chosen effect lapses, but it can be renewed or replaced simply by casting unhallow again.
Spell effects that may be tied to an unhallowed site include aid, bane, bless, cause fear, darkness, daylight, death ward, deeper darkness, detect evil, detect magic, dimensional anchor, discern lies, dispel magic, endure elements, freedom of movement, invisibility purge, protection from energy, remove fear, resist energy, silence, tongues, and zone of truth. Saving throws and spell resistance might apply to these spells’ effects. (See the individual spell descriptions for details.)

Saving throws and spell resistance might apply to these spells’ effects. (See the individual spell descriptions for details.)
An area can receive only one unhallow spell (and its associated spell effect) at a time.
counters but does not dispel hallow.

Amulet of Negative Plane Protection Gold Amulet:
Protects against up to 20 negative energy level drains
Wide Brim Hat of Holding (as bag)
   •  functions as a bag of holding
    •  there exists a pull tie inside the hat which functions to close the "mouth" of the bag
Mummified Hand




     Vashtun was born to Mercantile parents delivering necromantic goods and spell components to Hollowfaust "The City of Necromancers."   When they succumbed to illness (likely a type of mummy rot) within the city walls, their corpses were reanimated and used in city defense in the standard manner.  Vash was left as an orphan. 
     Believing he would suffer the same fate (unknowing it was standard practice to reanimate all dead in this strange city) he avoided the authorities and fled to the undead portion of town to live as an orphan.  H
e plied his living by thievery from the living and exploring dark areas of the dead ward.
     His natural aptitude for the magical arts was nevertheless detected by the necromancers and he was eventually captured by them.  In turn for his absolute obedience and forgiving his petty crimes, he was trained in the necromantic arts. 
     He did indeed have an aptitude for it having learned a bit of knowledge of the arts from his parents.  He took to it with a relish, and after having learned the reanimation of the dead was an act of necessity and preservation of the city, he no longer was bothered by the ultimate fate of his parents.  Instead he considered their act a selfless one (abeit unvoluntary) and hence he became interested in the Animating arts.
     However, unlike most of his counterparts, he, like his parents has a bit of wanderlust.  And since he is not originally from the City of Hollowfaust he is allowed by the guild to explore the surrounding countryside, far and wide for unique magics and spell components he might find.  He remains faithful to his adopted city and returns often, bringing new knowledge and materials when he returns.
Duergar Man at arms/servant -- Duergar characters possess the following racial traits.
ͦͦͦͦ*      +2 Constitution, –4 Charisma.
ͦͦͦͦ*      Medium size.
ͦͦͦͦ*      Duergar base land speed is 20 feet. However, gray dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations).
ͦͦͦͦ*      Darkvision out to 120 feet.
ͦͦͦͦ*      Immunity to paralysis, phantasms, and poison.
ͦͦͦͦ*      +2 racial bonus on saves against spells and spell-like effects.
ͦͦͦͦ*      Stability: Duergar are exceptionally stable on their feet. A duergar receives a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding or otherwise not standing firmly on the ground).
ͦͦͦͦ*      Stonecunning: This ability grants a duergar a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework, traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A gray dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a duergar can use the Search skill to find stonework traps as a rogue can. A duergar can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up. Duergar have a sixth sense about stonework, an innate ability that they get plenty of opportunity to practice and hone in their underground homes.
ͦͦͦͦ*      Psi-Like Abilities: 1/day—expansion, invisibility. These abilities affect only the duergar and whatever he carries. Manifester level is equal to Hit Dice (minimum 3rd).
ͦͦͦͦ*      Naturally Psionic: Duergar gain 3 bonus power points at 1st level. This benefit does not grant them the ability to manifest powers unless they gain that ability through another source, such as levels in a psionic class.
ͦͦͦͦ*      +1 racial bonus on attack rolls against orcs (including half-orcs) and goblinoids (including goblins, hobgoblins, and bugbears).
ͦͦͦͦ*      +4 dodge bonus to Armor Class against creatures of the giant type (such as ogres, trolls, and hill giants).
ͦͦͦͦ*      Light Sensitivity (Ex): Duergar are dazzled in sunlight or within the radius of a daylight spell.
ͦͦͦͦ*      Duergar have a +4 racial bonus on Move Silently checks and a +1 racial bonus on Listen and Spot checks. They have a +2 racial bonus on Appraise and Craft checks that are related to stone or metal.
ͦͦͦͦ*      Automatic Languages: Common, Dwarven, Undercommon. Bonus Languages: Draconic, Giant, Goblin, Orc, Terran.
ͦͦͦͦ*      Favored Class: Fighter.
ͦͦͦͦ*      Level Adjustment: +1.