Dirty travel cloak

Well worn traveling boots

Vest and tie

Clean shoes

Mortimer, ward of House Afser, apprentice of Dis Pater, Sculpter of Bones, Lord of the Final Rest.
Born to an unremarkable family of goat herders, his life was equally unremarkable until, one day, his family’s farmstead was graced by the a prince of the land beyond life. No one but the Prince knows why he took a liking to this unremarkable boy. Perhaps he was impressed by the boy’s willingness to address him without fear. Perhaps he just thought it would be funny. Regardless of the reason, or lack of one, the Prince took the boy whisked the boy from his family to the Underworld to be his apprentice. Whatever that means to a man(?) with a hereditary position.
The boy spent a decade, down with the dead, learning whatever the Prince decided that he should learn.
- Name
- Mortimer of House Afser
- Player
- Dex
- Homeland
- The Underworld, at this point
- Lord/Employer
- Self/Dis Pater
- Faith
- Pending
- Level
- 1
Background: Priest
Class: Mage (Necromancer)
GeneralCombatMagicPossessions
Attributes
Name |
Score |
Bonus |
Save |
Score |
Str |
9 |
+0 |
Physical |
14 |
Dex |
7 |
-1 |
Evasion |
15 |
Con |
14 |
+1 |
Mental |
15 |
Int |
10 |
+0 |
Luck |
15 |
Wis |
11 |
+0 |
|
Cha |
12 |
+0 |
|
Health
Track |
Current |
Max |
Health |
6 |
6 |
Strain |
0 |
14 |
Injuries
Skills
Skill |
Level |
Notes |
Administer |
– |
|
Connect |
– |
|
Convince |
0 |
|
Craft |
– |
|
Exert |
– |
|
Heal |
1 |
|
Know |
– |
|
Lead |
– |
|
Magic |
1 |
|
Notice |
– |
|
Perform |
– |
|
Pray |
0 |
|
Punch |
– |
|
Ride |
– |
|
Sail |
– |
|
Shoot |
– |
|
Sneak |
– |
|
Stab |
– |
|
Survive |
– |
|
Trade |
– |
|
Work |
– |
|
Foci
Name |
Level |
Notes |
Gifted Chirurgeon |
1 |
Gain Heal as a bonus skill. You may attempt to stabilize one Mortally Wounded adjacent person per round as an On Turn action. When rolling Heal skill checks, roll 3d6 and drop the lowest die. You heal twice as many hit points as usual when applying first aid after a battle, as described on page 48. |
BAB |
0 |
AC |
11 |
Melee Atk |
0 |
Dex Bonus |
-1 |
Ranged Atk |
0 |
Armor |
12 |
Initiative |
0 |
|
|
Readied Items (4 of 4)
Armor
Worn |
Armor |
Bonus |
Special |
☐ |
|
– |
– |
Weapons
Name |
Hit |
Damage |
Range |
Special |
Dagger |
0 |
1d4 |
– |
Shock 1/15 |
Staff |
0 |
1d6 |
– |
Shock 1/13 |
Arts
Active |
Name |
Effort |
Notes |
☑ |
Cold Flesh |
N/A |
You no longer require sleep and feel pain only in an abstract sense. You can suffer no more than 2 points of damage from any given instance of Shock and you have a natural Armor Class equal to 12 plus half your level, rounded down. |
Spells
Prepared |
Name |
Level |
Notes |
☑ |
Velocitous Imbuement |
1 |
Unlike most spells, this one may be cast as a simple On Turn action, targeting up to one visible willing creature per caster level within one hundred feet. Enchanted creatures become incredibly fleet of foot, doubling their usual ground movement rate and becoming capable of running up walls and across ceilings without falling, provided they end their round upright on a navigable surface. They may also move away from melee opponents without needing to make a Fighting Withdrawal to avoid a parting attack, and may pass through and around armed foes who do not completely physically block their path. The spell lasts for the remainder of the scene and adds 1 System Strain to those who take advantage of it. |
☑ |
Query the Skull |
1 |
This spell requires a corpse with largely-intact organs of communication. The corpse cannot have been dead for more than one day per caster level. Once sorceled, the corpse will answer up to one question per caster level, with the caster understanding the answers regardless of the creature’s natural language. Corpses are laconic, and generally answer in no more than one or two sentences; their replies will be truthful, but tend to be literal and they have no power to hypothesize or make judgments. This spell may not be used twice on the same corpse. |
☑ |
Smite the Dead |
1 |
The necromancer conjures a blast of dispelling force at a point within one hundred feet per caster level, affecting an area up to 20 feet in radius. All hostile undead within that area immediately suffer 1d10 damage per caster level. Undead with hit dice equal or less than the caster’s level must make a Physical save or be destroyed outright. The necromancer may Commit Effort for the day immediately before casting this spell; if so, its casting does not count against the Necromancer’s available spell slots for the day. |
☐ |
Command the Dead |
1 |
The necromancer exerts their will over a number of hit dice worth of undead equal to twice their character level. These undead must be visible and within one hundred feet of the caster. Undead get a Mental saving throw to resist this binding, at a penalty equal to the caster’s Magic skill. Creatures only partially-bewitched by the spell due to their excess hit dice merely stand dazed for a round. Those fully within the hit die cap who are affected become suicidally loyal to the necromancer until they are released by the caster. Regardless of how often the caster uses this spell, they may have no more than twice their level worth of hit dice bound at any one time, with the oldest-enchanted being first released. |
Coin: 78 Silver
Treasure: 0
Worn Items
Name |
Encumberance |
Location |
Dagger |
1 |
Belt |
Staff |
1 |
Hand |
Backpack |
1 |
Back |
Healer’s pouch |
1 |
Backpack |
Stowed Items
Name |
Encumberance |
Location |
Dagger (Work Knife) |
1 |
Cart |
Lantern, tinder box, and 2 pint flasks of oil |
3 |
Cart |
Writing kit & 20 sheets of paper |
1 |
Cart |
Rations, 1 week |
4 |
Cart |
Waterskin |
1 |
Cart |