Yenekor Darkaxe

Description:

Pike
Male Dwarf Necromancer 1
True Neutral
Representing Geoffrey

Strength 5 (-3)
Dexterity 14 (2)
Constitution 12 (
1)
Intelligence 18 (4)
Wisdom 15 (
2)
Charisma 6 (-2)
Size: Medium
Height: 4’ 2"
Weight: 150 lb
Eyes: Amber
Hair: Silver Wavy; Thick Beard
Skin: Tan
Specialty: Necromancy

Gave up: Evocation Transmutation

Total Hit Points: 8
Speed: 20 feet
Armor Class: 12 = 10 + 2 [dexterity]

Touch AC: 12
Flat-footed: 10
Initiative modifier: + 2 = + 2 [dexterity]
Fortitude save: + 1 = 0 [base] + 1 [constitution]
Reflex save: + 2 = 0 [base] + 2 [dexterity]
Will save: + 4 = 2 [base] + 2 [wisdom]
Attack (handheld): -3 = 0 [base] -3 [strength]
Attack (missile): + 2 = 0 [base] + 2 [dexterity]
Combat Maneuver Bonus: + 2 = 0 [base] + 2 [dexterity]
Combat Maneuver Defense: + 9 = 10 + 0 [base] -3 [strength] + 2 [dexterity]

Light load:16 lb. or less
Medium load:17-33 lb.
Heavy load:34-50 lb
Lift over head:50 lb.
Lift off ground:100 lb.
Push or drag:250 lb.

Languages: Common Dwarven Undercommon (? 4 more)

Dwarven Waraxe [1d10, crit x3, 8 lb., one-handed, slashing]
Dwarven Urgrosh [1d8/1d6, crit x3, 12 lb., two-handed, slashing or piercing]
Monkey familiar: See rules in Core Handbook and stats in Bestiary

Feats:
Agile Maneuvers Use dexterity instead of strength for combat maneuvers
Scribe Scroll [free to wizard]
Skill Name Acrobatics Dex* 5 =2+ 3 [monkey]
Key
Ability
Skill
Modifier
Ability
Modifier
Ranks
Misc.
Modifier
Acrobatics Dex* 5 = 2+ 3 [monkey]
Appraise Int 8 = 4+ 1 + 3 [class skill]
Bluff Cha -2 = -2
Climb Str* -3 = -3
Craft_1 Int 4 = 4
Craft_2 Int 4 = +4
Craft_3 Int 4 = +4
Diplomacy Cha -2 = -2
Disguise Cha -2 = -2
Escape Artist Dex* 2 = +2
Fly Dex* 6 = +2
1+ 3 [class skill]
Heal Wis 2 = 2
Intimidate Cha -2 = -2
Knowledge (arcana) Int 8 = 4
1 + 3 [class skill]
Linguistics Int 8 = 4 1 + 3 [class skill]
Perception Wis 2 = 2
Perform_1 Cha -2 = -2
Perform_2 Cha -2 = -2
Perform_3 Cha -2 = -2
Perform_4 Cha -2 = -2
Perform_5 Cha -2 = -2
Profession Wis 6 = +2
1 + 3 [class skill]
Ride Dex* 2 = 2
Sense Motive Wis 2 = +2
Spellcraft Int 8 = +4
1 + 3 [class skill]
Stealth Dex* 2 = +2
Survival Wis 2 = +2
Swim Str** -3 = -3

  • = check penalty for armor/shield
    • = some groups double armor/shield penalties for swimmers

This character also has 1 ranks in Linguistics.
If the familiar is within reach, + 2 on perception and sense motive (“alertness”).

Zero-level Necromancer spells: 4 (3 + 1) can be chosen per day; unlimited casting

First-level Necromancer spells: 3 (1 + 1 + 1) per day

Favored class points: Hit points +1; Skill points +0

Adjust weapon attack rolls and armor penalties as required for masterwork / magic equipment.

Dwarf

+ 2 constitution, +2 wisdom, -2 charisma (already included)

Can move 20 feet even if in heavy armor
Darkvision (see 60 feet in pitch-dark)
Stonecunning ( + 2 on perception checks regarding stonework; automatic check if passing in ten feet)
All dwarves are proficient with battleaxes, heavy picks, and warhammers.
+ 4 to avoid being bullrushed / tripped while standing on ground
+ 2 racial bonus on saves vs. poison
+ 2 racial bonus on saves vs. spells / spell-like abilities
+ 1 racial bonus to hit orcs and goblinoids
+ 4 dodge bonus on AC against giants
+ 2 racial bonus on appraise checks if stone/metal

Wizard (Necromancer)
Familiar / Alertness, etc.; or bound object that can contain one known spell
Bonus Feats (already included)
Armor causes a chance of arcane spell failure only if there is a somatic component.
High intelligence gains bonus spells daily
Concentration check: d20 + wizard level + intelligence modifier vs. DC

Specialist gets 1 extra necromancy spell/level/day. Necromancers can now channel energy to command or turn undead without taking a feat. Touch can make creatures shaken, at level 8 can see life and death.

Class HP rolled
Level 1: Necromancer 6

Pike’s Equipment:

20 lb
1 lb
3 lb
_____
24 lb Weapons / Armor / Shield (from above)
Crossbow bolts (quiver of 10) x1
Spellbook x1

Total

Bio:

the outcast of the mountain dwarfs I found the body of all races and creatures interesting that i focus on studying more then helping my fellow dwarfs with gathering rare hard to get ores along steep mountain cliffs. Weeks went by of keeping one of my experiments secret knowing full well what i was doing would be shamed upon till finally a fellow dwarf walks in and sees what i have been hiding and there stands a corpse of a stranger that slipped and fell to his death on the steep cliffs of the mountain with zero comprehension of who, what, or where he is. the dwarf tells the whole tribe and they banished me from the mountain never allowed to return. 20 years have past i am 80 now but i set up a shack and continued my studies I learned many of things I have been able to control the corpses to my will. while collecting bodies i ran a cross a heavily wounded monkey so I took the monkey to my shack and tried using my knowledge to help him but all attempts were failures, As I slammed my fists on my table one of my books fell to the ground open, I looked at the book and there it was how to bind a familiar and since that day on i notice he was smart but was a real trickster. He would always find a way in to my chest even after multiple lock of different difficulties, so i named him Loki.

Yenekor Darkaxe

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