Cenncroith
Contents
Game Basics
Cenncroith
Species
- Hit Dice: 2d12
- Poison (Ex): Injury, Fortitude DC 15, initial damage sleep for 1 minute, secondary damage sleep for 1d3 hours.
- Blindsense (Ex): 60’.
- Darkvision (Ex): 60’.
- Low-Light Vision (Ex)
- Telepathy (Su): Pseudodragons can communicate telepathically with creatures that speak Common or Sylvan, provided they are within 60 feet.
- Immunity to sleep and paralysis
- Spell resistance: 19
- Chameleon (Ex): +4 racial bonus on Hide checks
Levels
Psuedodragon 5 (HD2+LA3) Dread Necromancer 10
Class Abilities
- Damage Reduction(Ex): 4/bludgeoning & magic
- Turn Undead(Su): Can turn undead 10 times per day. A turning check is made on 1d20+9; turning damage is equal to 2d6+17 on a successful check.
- Charnel Touch(Su): 1/round at will, as a melee touch attack, you can attack a living foe dealing 1d8+2 points of damage. This touch heals undead, and can be delivered through a spectral hand spell.
- Negative Energy Burst(Su): 2/day you can emit a 5 ft. burst of negative energy dealing 10d4 damage to living creatures or the same amount of healing to undead creatures. Will (DC 22) for half.
- Advanced Learning: You can add 2 new spell(s) to your list.
- Mental Bastion: You gain a +2 bonus on saving throws made to resist sleep, stunning, paralysis, poison or disease.
- Fear Aura(Su): As a free action, you radiate a 5-foot-radius fear aura. Enemies must succeed on a Will save (DC 22) or become shaken.
- Scabrous Touch(Su): 1/day as a swift action, you can use your charnel touch to inflict disease.
- Summon Familiar: You are able to summon an evil familiar.
- Undead Mastery: Undead created by you gain a +4 enhancement bonus to Strength and Dexterity and 2 additional hitpoints per hit die. You can create 110 HD worth of Undead creatures using animated dead. And control up to 90 HD of undead when casting control undead.
- Negative Energy Resistance: You gain a +4 bonus on saving throws made to resist negative energy effects.
- Light Fortification: You gain 25% to resist critical hits.
Feats
- Weapon Finesse (Racial)
- Alertness (Racial)
- Nonverbal Spell (1st Level) (PlH 40)
- Mobile Spellcasting (3rd Level) (CAd 111)
- Versatile Spellcaster (6th Level) (RDr 101)
- Leadership (9th Level)
Stats
Ability | Original Roll | Species Bonus | Leveling Bonus | Item Bonus | Final Stat | Modifier |
---|---|---|---|---|---|---|
Strength | 10 | -4 | +0 | +0 | 6 | -2 |
Dexterity | 14 | +4 | +0 | +0 | 18 | +4 |
Constitution | 12 | +2 | +0 | +0 | 14 | +2 |
Intelligence | 15 | +0 | +1 | +0 | 16 | +3 |
Wisdom | 8 | +2 | +0 | +0 | 10 | +0 |
Charisma | 17 | +0 | +2 | +5 | 24 | +5 |
Save | Base Roll | Species Bonus | Class Bonus | Item Bonus | Stat Bonus | Final |
---|---|---|---|---|---|---|
Fort | 4 | +2 | +3 | +5 | +2 | +12 |
Reflex | 4 | +2 | +3 | +5 | +4 | +14 |
Will | 4 | +2 | +7 | +5 | +0 | +14 |
ATTACK | BASE | STAT | BONUS | ITEMS | MISC | Final |
---|---|---|---|---|---|---|
Poisonous Stinger | +7 | Dex | +4 | 0 | +2 | +13 (1d3-2 + Poison) |
Bite | +7 | Dex | +4 | 0 | -3 | +9 (1 Point) |
Attack (missile) | +7 | Dex | +4 | 0 | +2 | +13 |
Attack (Grapple) | +7 | Str | -2 | 0 | -8 | -3 |
Initiative: 0+4(Dex)=4
AC: 14+4(Dex)+2(Size)+5(Deflection)+6(Greater Mage Armor)= 31; Touch:21; Flat-Footed: 27
Speed: 30 ft
Speed(Special): Fly 60 (Good)
Hit Points:46+22=68
Appearance
Appearance
- Height: 18"
- Weight: 4 lbs.
- Eyes: Ruby Red
- Skin: Satiny black scales
- Sex: Proudly male.
- Hair: Is for lesser creatures.
History
Pregame
Personality
Quirks
(include three or so character "quirks")
What Character Thinks Of
Really, everyone else is a lower order of life.
Equipment
- Portable Hole
- Instant Lair
- Ring of Charisma +4 (Worn on Left Arm)
- Ring of Protection and Resistance +5 (Worn on Right Arm)
- Decanter of Endless Water
- Sovereign Glue
Spells
- 1st Level (8)
- Bane
- Bestow Wound (HoH)
- Cause Fear
- Chill Touch
- Detect Magic
- Detect Undead
- Doom
- Hide from Undead
- Inflict Light Wounds
- Ray of Enfeeblement
- Summon Undead I (HoH)
- Undetectable Alignment
- 2nd Level (8)
- Blindness/deafness
- Command Undead
- Darkness,
- Death Knell
- False Life
- Gentle Repose
- Ghoul Touch
- Inflict Moderate Wounds
- Scare
- Spectral Hand
- Summon Swarm
- Summon Undead II (HoH)
- Rigor Mortis (HoH, Advanced Learning)
- 3rd Level (8)
- Crushing Despair
- Death Ward
- Halt Undead
- Inflict Serious Wounds
- Ray of Exhaustion
- Speak With Dead
- Summon Undead III (HoH)
- Vampiric Touch
- Shivering Touch (FB, Advanced Learning)
- 4th Level (6)
- Animate Dead
- Bestow Curse
- Contagion
- Death Ward
- Dispel Magic
- Enervation
- Evard’s Black Tentacles
- Fear
- Giant Vermin
- Inflict Critical Wounds
- Phantasmal Killer
- Poison
- Summon Undead IV (HoH)
- 5th Level (4)
- Blight
- Cloudkill
- Fire in the Blood (HoH)
- Greater Dispel Magic
- Insect Plague
- Lesser Planar Binding
- Magic Jar
- Mass Inflict Light Wounds
- Nightmare
- Oath of Blood (HoH)
- Slay Living
- Summon Undead V (HoH)
- Undeath to Death
- Unhallow
- Waves of Fatigue
Skills
- Concentration: +15
- Decipher Script: +10
- Disable Device: +21
- Hide: +25 (+4 Racial, +4 Size)
- Intimidate: +20
- Knowledge (arcana): +9
- Knowledge (religion): +16
- Spellcraft: +18
Languages: Common, Draconic, Sylvan, Infernal, Celestial
Followers and Contacts
Orquiel the Imp
Hit Points: 34 Initiative: +3 Speed: 20 ft., fly 50 ft. (perfect) Armor Class: 25 (+2 size, +3 Dex, +10 natural), touch 15, flat-footed 17 Base Attack/Grapple: +3/-5 Attack: Sting +8 melee (1d4 plus poison) Special Qualities: Alternate form, damage reduction 5/good or silver, darkvision 60 ft., fast healing 2, immunity to poison, resistance to fire 5 Saves: Fort +5, Ref +8, Will +10 Abilities: Str 10, Dex 17, Con 10, Int 10, Wis 12, Cha 14 Skills: Diplomacy +8, Hide +17, Knowledge (Religion) +6, Listen +7, Move Silently +9, Search +6, Spellcraft +6, Spot +7, Survival +1 (+3 following tracks) Feats: Dodge, Weapon Finesse
- Poison (Ex): Injury, Fortitude DC 13, initial damage 1d4 Dex, secondary damage 2d4 Dex. The save DC is Constitution-based and includes a +2 racial bonus.
- Damage reduction 5/good or silver
- Darkvision 60 ft.
- Fast healing 2
- Immunity to poison
- Resistance to fire 5
- Spell-Like Abilities (Su): At will—detect good, detect magic, invisibility (self only); 1/day—suggestion (DC 15). Caster level 6th. The save DC is Charisma-based.
- Commune (Su): Once per week an imp can use commune to ask six questions. The ability otherwise works as the spell (caster level 12th).
- Alternate Form (Su): Orquiel can assume the forms of a Rat or a Raven at-will, as a Standard action.
Brassard the Mage
Neutral Male Human Wizard 6 Str 14(+2) Dex 10(+0) Con 12(+1) Int 16(+3) Wis 10(+0) Cha 10(+0)
Fort: +3, Ref: +2, Will: +5
Init: +4 Spd: 30 ft/x5; AC: 10, touch 10, flat-footed 10 HP: 24
Base Atk/Grapple +3/+5; +5 Two-handed (1d6+3;20/x2, Quarterstaff) +5 One-handed (1d4+2;19-20/x2, Dagger) +3 Thrown (1d4+2;20/x2, Dart(Thrown)
SKILLS
- Concentration:+10
- Decipher Script: +12
- Knowledge (arcana): +12
- Knowledge (history): +12
- Spellcraft: +14
FEATS
- 1st Level: Combat Expertise
- 1st Level Bonus: Improved Initiative
- 3rd Level: Run
- 6th Level: Heroic Destiny (Races of Destiny -- allows him to add 1d6 to a d20 roll, 1/day. Not so much destiny in his case, as it is pure blind luck.)
- Bonus: Scribe Scroll
- Bonus: Extend Spell
SPELLS * Cantrips (4)
- All
- Amanuensis (Spell Compendium)
* 1st Level (4)
- Endure Elements
- Shield (*)
- Mount
- Unseen Servant (*)
- Comprehend Languages
- Identify
- Floating Disk (*)
- Magic Missile
- Expeditious Retreat (*)
- Feather Fall
* 2nd Level (4)
- Detect Thoughts (*)
- Locate Object (*)
- Rope Trick (*)
- Whispering Wind (*)
- 3rd Level (3)
- Nondetection (*)
- Greater Mage Armor (Spell Compendium) (*)
- Fly (*)