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Kage del Ventir

CHARACTER NAME

Necromancer 9 Rogue 2

Shaman/Criminal: Spy

Lawrence

CLASS & LEVEL

BACKGROUND

PLAYER NAME

Half-Demon (Human)

lawful/neutral

11.0 level

RACE

ALIGNMENT

EXPERIENCE POINTS

INSPIRATION

STRENGTH

+1

14
+4

ARMOR
CLASS

PROFICIENCY BONUS

+7

30

INITIATIVE

SPEED

You always have a plan for what to


do when things go wrong. I note
valuables in new places, old habit.
PERSONALITY TRAITS

12
DEXTERITY

+2

15

+1

Strength

+6

Dexterity

+2

Constitution

+8

Intelligence

+1

Wisdom

+1

Charisma

CONSTITUTION

Hit Point Maximum 71

People. I'm loyal to my friends, not to any


ideals or organizations other than what
I want appearances to be for profit.
CURRENT HIT POINTS

Though I cannot remember at this


time, someone very dear to me was taken
from me and my long game is to get her back.

SAVING THROWS

TEMPORARY HIT POINTS

+2
+2

+1 Dis

+4

Arcana (Int)

+1

Athletics (Str)

+5

Deception (Cha)

+4

History (Int)

+1

Insight (Wis)

+1

Intimidation (Cha)

WISDOM

+2

Investigation (Int)

+1

+1

Medicine (Wis)

+2

Nature (Int)

13

+5

Perception (Wis)

+1

Performance (Cha)

+1

Persuasion (Cha)

+4

Religion (Int)

+2

Sleight of Hand (Dex)

+4

Stealth (Dex)

+1

Survival (Wis)

INTELLIGENCE

+4

18

CHARISMA

+1

12

Total

Acrobatics (Dex)

14

Animal Handling (Wis)

NAME

OTHER PROFICIENCIES & LANGUAGES

FAILURES

1d8+4

t knives

1d4+2

+4

Spells Prepared-half of each level's


spell list.
ATTACKS & SPELLCASTING

Studded Leather
AC 12 plus Dex mod
67

EP

GP

I give off an ominous feeling at times that


makes folks not want to trust me.
(DM discretion)
FLAWS

ATK BONUS DAMAGE/TYPE

magic crossbow +2
"BloodSeeker"
Details on back. Natural 20
slaying (currently CR 2),
assassination table and dice
explode on damage.

SP

BONDS

DEATH SAVES

L crssbow* +6

CP

You may be able to make


mental contact with denizens
of the Underworld, using their
mindspeech at times. DM's
discretion for story.

SUCCESSES

11

PASSIVE WISDOM (PERCEPTION)

Languages: 3-dialects of
the Land of Men (Omenai),
the Many-Colored-Land
(Okuno-iro-notochi)
Thieve's Tools. +4
Rogue weapons & armor

2d8, 9d6

HIT DICE

SKILLS

15

IDEALS

ROGUE
1 Feat: Alert +5 Initiative and
no surprise if conscious,
others don't get advantage
on you when they are
hidden.
Sneak Attack dice. Varies
per level. 1d6 +1 additional
every odd level as rogue)
Thieve's Cant
Expertise: Deception & Perception.
2 Cunning Action. As a bonus
action you may Dash, Disengage or
Hide.
NECROMANCER
1 Half-Demon (Shadow Prince)
Necromancer Spell Casting
Shadow Boon: Cantrip. You can direct
your daemon power to give
mystical help to your allies 30'
(advantage)
2 Grim Harvest (HP 2x spell level or 3x if
a necromancy spell.
4 Ability Score Mod +2 INT
6 Undead Thralls
8 Ability Score Mod +2 INT

Typical stuff for


class and level okay.

88

PP

EQUIPMENT
TM & 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.

FEATURES & TRAITS

45
AGE

Kage
CHARACTER NAME

6' 0"

thin

HEIGHT

WEIGHT

dark

light

dark

EYES

SKIN

HAIR

The Book of the Underworld.


Necromancy Book from the
Second Great Empire
The Book of Seneshi (kage's magician
prince's body name)
Grants Rare Ritual Knowledge
of Summoning Spirits for use
in Arcane Earth bodies and
commanding undead from the
Underworld.

NAME

Dark Home

Your Spells areas of expertise


are Shadow and Spirits. (necromancy)
Allies: fellow adventurers, Imperial Court,
Captain Keisuragi, Flametongue
(dragon), Lord Fireheart, and a half dozen
other keeps and a few monasteries.

CHARACTER APPEARANCE

ALLIES & ORGANIZATIONS

"I was attacked by some sort of daemon, but I survived... "


Not long ago, I was anxious to prove
myself to a band of specialists robbing a newly discovered
ancient tomb. Most of us died on that expedition and most
people who know me know that part. What I don't tell them
is what happened to me in that tomb.
Some sort of creature guarded the tomb and I was
attacked from the shadows and was bitten. It took months
for the wound to completely heal and to this day it still hurts
when it's about to rain. It was after that, when I started
noticing I could do things other people couldn't do.
I've read everything I can get my hands on about such
stories or demons. I'm still not sure what it was, but I still
remember thinking it was some sort of cat creature, and
clearly seeing it walk away as I lay there, bleeding on the
tomb's floor, it walking away on two legs the same as me
and you...
That was how it started. A Shadow Prince of the
Underworld finding escape in the surface world, slipping
through into the shadows at first. Then "riding"
(possessing) the body of a rogue. Over the years,
you've switched bodies, forgotten lifetimes, and became
many personalities. Your latest was a jewel... a Magician
Prince of the Second Empire from a stasis trying to awaken
his master, a necromancer from the underworld. You and
your allies thwarted that plan and you ended up in
the prince's body.
Switching Bodies (you cast the spell at 3rd, 4th, 5th, plus
levels, whatever is required to succeed versus target)
Some targets are easier than others. Whatever damage
they take, you keep half, but before they die, you must leave
the body and go into shadow or another body.
Basically a Magic Jar effect mostly.

CHARACTER BACKSTORY

SYMBOL

Race: Half-Demon. (Human)


One of the Shadow Princes of the Underworld, escaped to the sunlit world. His race is what
his current race's body that he is "riding" (possessing).
Night Vision. Disadvantage with domesticated animals.
Disadvantage in natural sunlight or magical sunlight.
Your language accents and dialects change with personalities.
You may exchange 1 skill for a new one with a new personality and an ability score exchange.
Once per day you may make a roll on one skill you don't have, or have advantage on one you do
Background: Your background traits change with each new body's memory's. His prominent
memories switch to the current person's body's life.
Other memories fade into the background or cannot be remembered. The DM may use critical
moment triggers to bring memories back to the character. (Roll a d20, a natural 20 or as need
arises for the DM's story)
Criminal Background: this background stays with you even as another comes into play.
Criminal Specialty: Spy
Feature: Criminal Contacts. You have connections in the underbelly of society. You know
how to get messages to contacts over great distances.
Shadow Boon: 3rd level. Although the rules of the Heavens disallow much of your underworld
powers in the sunlit world, it doesn't stop you from benefiting your allies and furthering agenda.
ADDITIONAL FEATURES & TRAITS

Assassin's Magical Crossbow- "Blood Seeker" +2 (sneak & weapon dice explode
on their max result numbers)
Much like a cleric destroying lesser undead when turning them
and target failing save. The DM should modulate this effect according to
target's knowledge of assassination likelihood. Starting at 3rd level you may use
the crossbow and if you are hidden, (advantage) and are the first attack in a surprise round, you
may slay a target outright as follows:
Character Level
Target CR
Natural 20 Slay (anytime)
3rd
1/2
1/4
5th
1
1/2
8th
2
1
11th
3
2
14th
4
3
17th
5
4

TREASURE
TM & 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.

Necromancer Wizard
SPELLCASTING
CLASS

CANTRIPS

INT

16

+8

SPELLCASTING
ABILITY

SPELL SAVE DC

SPELL ATTACK
BONUS

Shadow Invisibility (greater invisibility in shadows or dim)

Create Undead (from spirits of the Underworld)

Fiendish Vigor

Bestow Curse

Shadow Globe (similar Globe Invulnerability)

Shadow Step (60')

Shadow Shield (self only, counter spell, single targeting)

Devil's Sight (self- 8 hours)

Magic Circle

Chill Touch

Nondetection

Shadow Boon

Tongues
Possession (similar to magic jar, switching bodies)

SPELL
LEVEL

SLOTS TOTAL

EPAR

7
SPELL NAME

ED

PR

SLOTS EXPENDED

Armor of Shadows (mage armor, shadow leather)

Bane

SPELLS KNOWN

False Life (may choose to use higher spell slot)


Detect Magic

Compulsion

Charm Person

Speak with Dead (from the Underworld only)

Protection Evil Good

Arcane Eye

Confusion

Shadow Mind LInk (like Rary's but 1 target & 1 way)


Banishment

Hallucinatory Terrain (limited to underworld shadow)

Shadow Beasts (M. Faithful Hounds)

Gaze of Two Minds (similar, but unwilling humanoid)

Detect Thoughts

Shadow Cloak (blur spell)


Madness (crown of madness)

Contact Other Plane (limited to Underworld-ritual)

Shadow (extinguishes lights and casts shadow/darkness)

Dominate Person (shadow form)

Modify Memory
Shadow to the Underworld (shadow plane travel)

TM & 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.

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