Wizard – Necromancer 2nd
Description: Size: [Medium], Movement: 30’; Human, female, deep husky voice (vocal cord/throat damage from necromantic disease), 5’6”, #133, left handed, pale skinned, black hair, dark brown eyes, age: 20
Background: Entertainer (Routine: Actor)
– Personality Trait: I settle for nothing less than perfection; impatient with incompetence!
– Ideal: Creativity – The world is in need of new ideas and bold action.
– Bond: I will do anything to prove myself better than the Necromancers who give my art a bad name
– Flaw: I have trouble keeping my true feelings hidden outside the professional context (guild business) – my attitude often lands e in trouble.
Alignment/Code/Mannerisms: Lawful Neutral; avoids the sun
Hit Points: [6],[4] + 2 = 12
Strength: 10
Intelligence: 18 (+4)
Wisdom: 14 (+2)
Dexterity: 13 (+1)
Constitution: 13 (+1)
Charisma: 11
Sanity: 13 (+1)
Lore: Disease (listen to cough, body sounds) +2, Undead +4, Rhyl +2
Languages: Gladnorian (literate), Mercat (literate)
Feature: Performance Dramatics – Has practiced a specific magic performance which includes prestidigitation of black eyes, a black smouldering hand trailing wisps of evil vapors and the smell of decay within 5’ (with raspy booming voice from acting) – uses Action and Bonus Action for a round using Performance DC 5 check
Arcane Recovery: Each short rest, recover 1 1st level spell slot, otherwise all regained @ Long Rest
Save DC = 8 + Prof. Bonus + INT modifier = 14
Spell Attack = Prof. Bonus + INT modifier = +6
Cantrips: Wizard [3]: Chill Touch (extra by guild), Shocking Grasp, Mage Hand, Prestidigitation
Spells Slots: 1st x 3
PREPARED SPELLS = Intelligence modifier [4] + your wizard level [2] = 6
>> Usually all but find familiar
Spell Book:
1st) Find Familiar, False Life, Ray of Sickness, Grease, Detect Magic, Shield, Sleep
[Dead Man’s] Grease formulae: [DC 12/60 silvers]: Rendered tallow of the dead > Living suffer +2 DC on save and disadvantage on initiative if they start their turn in it; 15×15 area
[1 use per spell or 3 crossbow bolts; Save or disadvantage on initiative until next turn]
Grim Harvest: You gain the ability to reap life energy from creatures you kill with your spells. Once per turn when you kill one or more creatures with a spell of 1st level or higher, you regain hit points equal to twice the spell’s level, or three times its level if the spell belongs to the School of Necromancy. You don’t gain this benefit for killing constructs or undead.
Armor: Breath of Bone [Narcosa Sigaek’s Breath] AC 10 + Dexterity [1] = Armor Class 11
> AC +1 vs. undead and animations
Breath of Bone (bone corset worn directly under all else – cannot be removed except by wearer) 7 casting trinkets; +1 AC vs. undead and animations. Trinkets can also be used to deal an extra 5 damage to an undead or animation that is the target of the wearers spells. “Mantle of Death” – The bones will dig in and do 1 damage per round that the wearer wishes to be invisible to undead and animations.
Weapons: Light Crossbow [D8/4], Dagger [D4/2],
> Special case [6] bolts applied with dead man’s grease; -2 AC vs. med + hvy armor
Chain of Authority: [for Guild] acts as Spell Casting Focus; 4 apprentice links
Eye of the Child: [2 Square Links] Essentially 2 eyes. It allows the wearer to remove 2 of the apprentice links and use them in a Lesser Homunculi – where they transform into real eyes and allow the Necromancer double the bonded range.
3 Mana Brew (brains, blood, etc.) Recover a single extra 1st level Necromancy spell during Arcane Recovery
Satchel: Herbalist Kit
Backpack: lamp, 2 flasks of oil, 10 candles, 2 changes clothes, salt, mirror, 40′ cord, corset repair kit, 1 torch, blanket
Bedroll: 3 changes clothes/robes; kit, flint and tinder, sandals, wool cape
Fetus like flesh creation; AC 12, HD: 1/HP = 4
Dexterity/Wisdom 15, Strength (half creators current; 5), Charisma 3, All Others 10
Never sleeps, never tires, cannot be charmed or slept; sees through illusions. Speaks with creators voice.
Stealth +4, Perception +3, Athletics +3 & Gets creators proficiency bonus.
> Gabrella’s homunculus can smell the death gods rituals at work from up to 1 mile away; DC 10 Survival
Parents were travelers (Elon). Her people were traveling through Ser-Caynth in the northern Merchant Cities and had run a dangerous scam on a wizard of Haethgren’s Reach. Her parents were afflicted with a magical disease, which killed them and several others of the clan. So sick was she, that she was wrapped in a burial shroud at one point and rose from her fevered dreams during the Wake when she heard her sister’s voice – she had contracted the same evil in her throat and tongue. They were moving east, and passed by Salt Marsh. Sick to the point of death, she went to the Narcosa Guild – well known practitioners of Necromancy. She volunteered her death in exchange for the knowledge to save her sister. Instead the guild took her in. Touched by death, and fueled by a desire for life, she was at the very least an oddity. A few cryptic questions and test later and the guild offered her her life of service in exchange for her sisters life. She agreed and her sister was saved. She quickly learned that the ‘dark arts’ were not as dark as she once thought. The guild were seekers into the “mysteries of the body” – health, disease, medicine, herbalism… all these things she learned before tapping her aptitude for magic. She assisted midwives, apothecaries, surgeons and soon became inured to the worst life had to offer. Then on to assisting the limited priesthood of the fallen death god, working in potters field to bury, treating the dying in the streets, and finally exploring the arts of torture of the body – the limits of pain and suffering in the psyche.
The guild poured resources into training her, including educating her in the perceptions of the Necromancer,and how best to tap into that without pushing limits. The way she dressed, held herself, and language she used. She was tutored for a long time in the specialist ways of her guild. Her connection to the Elon was broken a hundred times, and now she cares little for nation, people, or race – except as a means of advancing the knowledge of her and her brethren. To fight disease, poverty, and the worst of the human condition are core tenants of many in her guild – and she believes in them. She is tied somehow to the death god and to death – the guild masters made her understand this, but even they could not fathom the exact nature of it. Her death was celebrated, and she returned – this grants her a special place in her guild.
Still, beneath it all, she never let go of the burning need for revenge. She harbors this deep under everything and vows to one day confront the mage that slew her parents.
Gabrella, Emily, Dairn, Justav, Toulath, and Gaardu have joined forces to track down and evil renegade of the Narcosa Necromancer Guild and stop hm before he can do something horrible.