Necromancer of Set (Kelmok) (Barrowmaze)

(Generated 73 times)
Namelist None
Classic fantasy
Rank Novice
Race Human
Cult rank None
Notes Necromancers are a faction of magic-users who have occupied a portion of Barrowmaze in the service of Set. They wear black hooded robes with skull or half-skull masks over their face. Senior necromancers stitch bones onto their robes and wear jackal headdresses. Kelmok wears a half-skull mask and bones are stitched onto his black robes. One of the skeletons serves as his torch-bearer. He will use his skeletons as a barrier and throw his Sleep spell as soon as possible. He is a fanatical follower of Set and will not surrender. He carries his spellbook and a pouch with 13gp. Rank 1 Wizard Spells: (Various Cantrips), Affect Normal Fires, Charm Being, Detect Magic, Disc of Burden, Magic Missile, Sleep Sleep (Enchantment (Charm) Cost: 3, +1/additional Intensity Area: 3 m (10 ft) Radius Casting Time: 1 Action Duration: 5 Minutes/Intensity Range: 18 m (60 ft) Resist: Willpower This spell causes a magical slumber to fall upon one living creature per level of Intensity in a circular area 3 metres (10 feet) in radius. The spell’s area of effect is centred at a point in space or on the ground and the closest creature is allowed to resist first, then the next closest, etc. Where two or more fall at equal distance, randomly determine who is affected. Each creature is allowed a roll to resist and if one is successful, another must try until a total equal to the spell’s Intensity have been affected, or no more creatures occupy the area of effect. Creatures in a heightened state of alertness, or actually in combat when the spell is cast, find the roll to resist 1 grade easier. While sleeping, affected creatures are helpless and normal noise will not faze them, but they can be shaken or slapped awake. Any attack, assuming it isn’t fatal, will also cause them to awaken. Attempting to awaken a creature takes 1 Combat Round. Magic Missile (Evocation) Cost: 3, +1/additional Intensity Area: 1-5 Targets Casting Time: 1 Action Duration: Instant Range: 30 m (100 ft)/Intensity Resist: See below When this spell is cast one or more missiles of magical energy dart forth from the magic-user’s fingertips and strike a target. The maximum number of missiles that may be generated is equal to the spell caster’s rank. A Magic Missile will strike unerringly, even if the target is in melee combat or has partial cover. These missiles may not be evaded; however, an opponent in total cover cannot be targeted with this spell. The Shield spell will automatically deflect Magic Missiles assuming the target is aware and/or facing the caster. Magic missiles do 1d6+1 points of damage and ignore all worn non-magical armour. Magic armour may apply only the magic bonus, while a creature’s natural armour offers full protection. They cause no damage to inanimate objects such as doors, locks, etc.
STR 3d6
CON 3d6
SIZ 2d6+6
DEX 2d6+6
INT 17
POW 1d6+12
CHA 3d6
D20Hit locationArmor
01-03 Right leg 0
04-06 Left leg 0
07-09 Abdomen 0
10-12 Chest 0
13-15 Right arm 0
16-18 Left arm 0
19-20 Head 0
Movement 6m (20')
Natural armor No

Standard skills

Athletics STR+DEX+2d10+10 Brawn STR+SIZ+1d10+10 Endurance CON+CON+2d10+25
Evade DEX+DEX+2d10+25 Influence CHA+CHA+1d10+30 Insight INT+POW+1d10+40
Perception INT+POW+1d10+25 Stealth DEX+INT+1d10+10 Unarmed STR+DEX+1d10
Willpower POW+POW+1d10+40

Custom skills

Arcane Casting INT+POW+3d10+25 Arcane Knowledge INT+INT+3d10+25

Combat styles

Wizard Combat StyleSTR+DEX+1d10+20

Weapon options

1-handed weapons

Amount: 1
Dagger (1)

2-handed weapons

Amount: 1
Quarterstaff (1)

Ranged weapons

Amount: 0


Amount: 0