Source: https://www.dndarchive.com/tags/npc
Timestamp: 2019-04-20 07:36:06+00:00

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Male human demi-lich wiz 23: CR 31: Diminutive undead (augmented humanoid); Hit Dice 23d12; 149 hp; Init +8; Spd fly 180 ft. (perfect); AC 64 (+4 Dex, +8 armor, +4 size, +10 natural, +5 deflection, +23 insight) (45 touch, 58 flat-footed); BAB/Grapple +10/+0; Atk touch +36 melee (10d6+20 plus paralyzing touch, touch), or +12 melee (by spell) or +16 ranged (by spell); Full atk touch +36 melee (10d6+20 plus paralyzing touch, touch) and touch +31 melee (10d6+20 plus paralyzing touch, touch) or +12 melee (by spell) or +16 ranged (by spell); SA fear aura, paralyzing touch, negative energy touch, spell-like abilities, spells, trap the soul; SQ darkvision (60 ft.), DR 15/epic and bludgeoning, immunity to cold, electricity, polymorph, and mind-affecting attacks, magic immunity, perfect automatic still spell, phylactery transference, resistance to acid, fire and sonic 20, SR 18, summon familiar, turn resistance +20, undead traits; AL LE; SV Fort +13, Reflex +17, Will +26; Abilities Str 14, Dex 18, Con -, Int 38, Wis 25, Cha 32.
Skills and Feats: Concentration +34 (23 ranks, +11 Cha), Craft (alchemy) +22 (8 ranks, +14 Int), Decipher Script +34 (20 ranks, +14 Int), Gather Information +13 (4 ranks, cross-class, +11 Cha), Heal +17 (20 ranks, cross-class, +7 Wis), Hide +36 (+4 Dex, +20 racial, +12 size), Knowledge (arcane) +38 (24 ranks, +14 Int), Knowledge (history) +24 (10 ranks, +14 Int), Knowledge (the planes) +24 (10 ranks, +14 Int), Knowledge (religion) +38 (24 ranks, +14 Int), Listen +27 (+7 Wis, +20 racial), Move Silently +24 (+4 Dex, +20 racial), Search +36 (4 ranks, cross-class, +14 Int, +20 racial), Sense Motive +27 (+7 Wis, +20 racial), Speak Language +10 (20 ranks, cross-class), Spellcraft +40 (24 ranks, +14 Int, +2 synergy), Spot +27 (+7 Wis, +20 racial), Survival +7 (+9 when on other planes) (+7 Wis, +2 synergy), Use Magic Device +11 (+13 involving scrolls) (+11 Cha, +2 synergy); Automatic Quicken Spell, Blinding Speed, Brew Potion, Craft Magic Arms and Armor, Craft Staff, Craft Wondrous Item, Empower Spell, Great Fortitude, Greater Spell Focus (necromancy), Improved Initiative, Improved Spell Capacity, Improved Spell Capacity, Iron Will, Lightning Reflexes, Maximize Spell, Scribe Scroll, Spell Focus (necromancy), Tenacious Magic.
Trap the Soul (Su): A demilich can trap the souls of up to eight living creatures per day. To use this power, he selects any target he can see within 300 feet. The target is allowed a Fortitude saving throw (DC 42). If the target makes its saving throw, it gains four negative levels (this does not count as a use of trap the soul). If the target fails its save, the soul of the target is instantly drawn from its body and trapped within one of the gems incorporated into the demilich’s form. The gem gleams for 24 hours, indicating the captive soul within. The soulless body collapses in a mass of corruption and molders in a single round, reduced to dust. If left to its own devices, the demilich slowly devours the soul over 24 hours—at the end of that time the soul is completely absorbed, and the victim is forever gone. If the demilich is overcome before the soul is eaten, crushing the gem releases the soul, after which time it is free to seek the afterlife or be returned to its body by the use of either resurrection, true resurrection, clone, or miracle. A potential victim protected by a death ward spell is not immune to trap the soul, but receives a +5 bonus on its Fortitude saving throw and is effective against the level loss on a successful save. The DC is Charisma-based.
Fear Aura (Su): Demiliches are shrouded in a dreadful aura of death and evil. Creatures of less than 5 HD in a 60-foot radius that look at the demilich must succeed at a Will save (DC 25) or be affected as though by fear as cast by a 21st-level caster. The DC is Charisma-based.
Paralyzing Touch (Su): Any living creature a demilich touches must succeed at a Fortitude save (DC 36) or be permanently paralyzed. Remove paralysis or any spell that can remove a curse can free the victim. The effect cannot be dispelled. Anyone paralyzed by a demilich seems dead, though a successful Spot check (DC 20) or Heal check (DC 15) reveals that the victim is still alive.
Perfect Automatic Still Spell (Ex): A demilich can cast all the spells it knows without gestures.
Magic Immunity (Ex): Demiliches are immune to all magical and supernatural effects, except as follows. A shatter spell affects a demilich as if it were a crystalline creature, but deals half the damage normally indicated. A dispel evil spell deals 3d6 points of damage (Fort save for half damage). Holy smite spells affect demiliches normally.
Phylactery Transference (Su): Headbands, belts, rings, cloaks, and other wearable items kept in close association with the demilich’s phylactery transfer all their benefits to the demilich no matter how far apart the demilich and the phylactery are located. The standard limits on types of items utilized simultaneously still apply.
Immunities (Ex): Demiliches are immune to cold, electricity, polymorph, and mind-affecting attacks.
Skills: Demiliches receive a +20 racial bonus on Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks. Otherwise same as the lich (this overlaps with the previous racial bonus gained by the lich; it does not stack).
Spell-Like Abilities: At will—astral projection, create greater undead, create undead, death knell, enervation, greater dispel magic, harm (usually used to heal itself), summon monster I-IX, telekinesis, weird; 2/day—greater planar ally. Demiliches use these abilities as casters of a level equal to their spellcaster level, but the save DCs are all 42. The DC is Charisma-based.
Typical Wizard Spells Prepared (4/8/8/7/11/7/7/6/6/6/3/2; DC 24 + spell level, or 26 + spell level for spells from the school of necromancy): 0th—arcane mark (x2), detect magic, read magic; 1st—identify (x3), ray of enfeeblement (x2), shield, true strike (x2); 2nd—blur, command undead (x3), false life, invisibility, summon swarm, whispering wind; 3rd—empowered ray of enfeeblement (x2), fireball (x2), lightning bolt, vampiric touch (x2); 4th—bestow curse, black tentacles, charm monster, dimension door, enervation (x2), maximized ray of enfeeblement (x5); 5th—empowered fireball, empowered lightning bolt, empowered vampiric touch (x2), feeblemind (x2), hold monster; 6th—analyze dweomer, circle of death (x2), disintegrate, legend lore, undeath to death (x2); 7th—finger of death (x2), greater scrying (x2), maximized enervation (x2); 8th—empowered maximized vampiric touch (x2), horrid wilting (x2), limited wish, sunburst; 9th—imprisonment, timestop, wail of the banshee (x2), wish (x2); 10th—empowered horrid wilting (x2), maximized disintegrate; 11th—empowered maximized disintegrate.
Wizard Spellbook Contents: 0th—all spells from the sor/wiz cantrip list in the Player’s Handbook v. 3.5; 1st—all spells from the sor/wiz list in the Player’s Handbook v. 3.5; 2nd—all spells from the sor/wiz list in the Player’s Handbook v. 3.5; 3rd—all spells from the sor/wiz list in the Player’s Handbook v. 3.5; 4th—all spells from the sor/wiz list in the Player’s Handbook v. 3.5; 5th—all spells from the sor/wiz list in the Player’s Handbook v. 3.5; 6th—all spells from the sor/wiz list in the Player’s Handbook v. 3.5; 7th—all spells from the sor/wiz list in the Player’s Handbook v. 3.5; 8th—all spells from the sor/wiz list in the Player’s Handbook v. 3.5; 9th—all spells from the sor/wiz list in the Player’s Handbook v. 3.5.
Possessions*: Amulet of natural armor +5, belt of giant Strength +6, bracers of armor +8, cloak of Charisma +6, gem-crusted box (phylactery), gloves of Dexterity +6, headband of intellect +6, ring of protection +5, ring of wizardry IV, robe of the archmagi (black), soulgem (x8), spellbooks (dozens containing every sor/wiz spell from the Player’s Handbook).
*While Kriegan’s skeletal remains are housed in a very secure tomb beneath the school, his possessions and phylactery are encased in one of the giant granite blocks that make up the foundation of the university building. Kriegan has never revealed their location to anyone.
In life, Kriegan was a driven man. He sought knowledge both magical and mundane simply for its own sake. When his pursuit of knowledge seemed likely to be interrupted by death, he sought knowledge enough to conquer death itself, and he succeeded. Even in undeath, Kriegan is still driven by the pursuit of knowledge. He spends almost all of his existence traveling around the multiverse, seeing and learning new things. He knows he is powerful, but also knows he is far from the most powerful being in existence, and defers politeness to powerful rulers (deities, devil lords, etc). He has no aspirations towards godhood and, for now, seems content to wander creation, soaking up more knowledge.
Kriegan never teaches anymore, and hasn’t for at least several centuries. He does, however, occasionally take over a class for a short period of time when his consciousness is around and he feels the urge to do so. On the rare occasion when he does so, it is never announced, he simply shows up and takes over for the professor. Kriegan is genuinely interested in the spread of knowledge and lectures a class without bias. His style doesn’t leave much room for questions from the students, but it has happened in the past that questions have been asked. If a student asks a question that Kriegan judges to be valid and furthers the knowledge of the lecture, that student usually enjoys the admiration of his peers (and perhaps even that of his professor). If a student asks a question that Kriegan feels is little more than a waste of his time, that student is likely to end up on the receiving end of his trap the soul ability. Any student that has been in a class taught by Kriegan will be the envy of his contemporaries, and usually considers himself to be extremely lucky.
Kriegan’s starting abilities were Str 8, Dex 12, Con 10, Int 15, Wis 13, Cha 14. Every 4 levels, Intelligence was increased by 1. He has 26 skill points for being human and he became a lich at 19thst level (gaining a further 5 skill points due to his +10 increase to Int). His skills were calculated without Int-increasing magic items (headband of intellect) involved. NPC gear value was calculated by adding 10,000gp to the wealth increase for each level above 20, though he’s way under budget and I figure the remainder of his material wealth can be considered part of the school itself.
Male human adept 16: CR 14: Medium humanoid (human); Hit Dice 16d6; 48 hp; Init +1; Spd 30 ft. (6 squares); AC 11 (+1 Dex) (11 touch, 10 flat-footed); BAB/Grapple +8/+9; Atk +10 melee (1d6+2, +1 ghost touch sickle) or +9 melee (by spell) or +9 ranged (by spell); Full atk +10 melee (1d6+2, +1 ghost touch sickle) and +4 melee (1d6+2, +1 ghost touch sickle) or +9 melee (by spell) or +9 ranged (by spell); SA spells; SQ summon familiar; AL NE; SV Fort +5, Reflex +6, Will +18; Abilities Str 13, Dex 12, Con 10, Int 10, Wis 23, Cha 14.
Skills and Feats: Concentration +5 (5 ranks), Heal +11 (5 ranks, +6 Wis), Knowledge (arcane) +2 (2 ranks), Knowledge (nature) +9 (9 ranks), Knowledge (religion) +7 (7 ranks), Spellcraft +5 (5 ranks), Survival +11 (5 ranks, +6 Wis); Greater Spell Focus (necromancy), Greater Spell Penetration, Improved Counterspell, Improved Spell Focus (necromancy), Iron Will, Magical Aptitude, Spell Penetration.
Typical Adept Spells Prepared (3/5/5/4/3/1; Save DC 16 + spell level, or 18 + spell level for spells from the school of necromancy): 0th—detect magic, light, read magic; 1st—bless, cause fear (x2), comprehend languages, sleep; 2nd—bull’s Strength, cat’s grace, invisibility (x2), scorching ray; 3rd—animate dead (x2), bestow curse, tongues; 4th—cure critical wounds, restoration, stoneskin; 5th—raise dead.
Possessions: Headband of Intellect +2, peasant’s outfit, periapt of Wisdom +4, +1 ghost touch sickle (holy symbol).
Ngesay Bobowei is a bit aloof, and it shows. In the four years he’s been a professor, he has come to class each day wearing nothing more than a leather belt with loin cloth and body paint. He doesn’t interact much with most of the other professors and his interaction with the students extends only to the boundaries of the classroom. The staff of The Kriegan tolerate his presence only because he is skilled in a primitive form of magic that does have some merit. Most of the professors and many of the advanced students snicker behind his back. He is well aware of this, but holds his tongue and doesn’t show any irritation. He has learned a lot from his time teaching and expects to undergo the ritual of lichdom in the near future with the promised help of the school. Afterwards, he intends to return to his homeland, wherever that is.
Ngesay Bobowei teaches almost exclusively with lab experiments and does very little lecturing. He only reads one language and wouldn’t be overly interested in the contents of the average spellbook or history lesson anyway. His teaching focuses on rituals that many experienced spellcasters would scoff at. Reading the future in animal entrails or by casting bones are some of the least laughable. No one can deny, however, that he does produce results. A few of his more open-minded students eventually see the wisdom in having him as an instructor, if for no other reason than to learn what modern magic probably evolved from.
Ngesay Bobowei ‘s starting abilities were Str 13, Dex 12, Con 10, Int 8, Wis 15, Cha 14. At levels 4, 8, 12 and 16, he increased Wisdom by 1. He has 19 skill points for being human and 19 for being an adept. His skills were calculated without Int-increasing magic items (headband of intellect) involved.
Note: This NPC was originally written as part of The Kriegan location, found here.
Male human vampire nec 20: CR 22: Small undead (augmented humanoid); Hit Dice 20d12; 120 hp; Init +8; Spd 20 ft. (4 squares); AC 25 (+4 Dex, +6 armor, +1 size, +6 natural, +4 deflection, +4 shadowstaff) (23 touch, 27 flat-footed); BAB/Grapple +10/+8; Atk touch +20 melee (1d6+2/19-20 plus energy drain, slam) or +12 melee (by spell) or +16 ranged (by spell); Full atk touch +16 melee (1d6+2/19-20 plus energy drain, slam) or +12 melee (by spell) or +16 ranged (by spell); SA blood drain, children of the night, create spawn, dominate, energy drain, spells; SQ alternate form, darkvision (60 ft.), DR 10/silver and magic, empathic link, fast healing 5, gaseous form, resistance to cold 10 and electricity 10, scry on familiar, spider climb, summon familiar, turn resistance +4, undead traits, vampire weaknesses; AL LE; SV Fort +8, Reflex +19, Will +14; Abilities Str 14, Dex 24, Con --, Int 26, Wis 15, Cha 24.
Skills and Feats: Bluff +17 (+7 Cha, +8 racial, +2 feat), Concentration +30 (23 ranks, +7 Cha), Craft (alchemy) +12 (4 ranks, +8 Int), Decipher Script +24 (16 ranks, +8 Int), Diplomacy +11 (+7 Cha, +2 feat, +2 synergy), Hide +14 (4 ranks, cross-class, +4 size, +8 racial), Intimidate +9 (+7 Cha, +2 feat), Knowledge (arcane) +31 (23 ranks, +8 Int), Knowledge (dungeoneering) +18 (10 ranks, +8 Int), Knowledge (geography) +18 (10 ranks, +8 Int), Knowledge (history) +31 (23 ranks, +8 Int), Knowledge (nobility & royalty) +18 (10 ranks, +8 Int), Knowledge (the planes) +18 (10 ranks, +8 Int), Knowledge (religion) +31 (23 ranks, +8 Int), Listen +17 (+7 Dex, +8 racial, +2 feat), Move Silently +15 (+7 Dex, +8 racial), Search +16 (+8 Int, +8 racial), Sense Motive +15 (4 ranks, cross-class, +3 Wis, +8 racial, +2 feat), Speak Language +4 (8 ranks, cross-class), Spellcraft +35 (23 ranks, +8 Int, +2 feat, +2 synergy), Spot +13 (+3 Wis, +8 racial, +2 feat), Use Magic Device +11 (+13 involving scrolls) (4 ranks, cross-class, +7 Cha, +2 feat); Alertness, Combat Reflexes, Craft Wand, Craft Wondrous Item, Dodge, Forge Ring, Greater Spell Focus (necromancy), Improved Critical (slam), Improved Initiative, Improved Natural Attack (slam), Lightning Reflexes, Magical Aptitude, Negotiator, Maximize Spell, Persuasive, Scribe Scroll, Spell Focus (necromancy), Weapon Finesse, Weapon Focus (slam).
Familiar: Mikhael Leichtman has selected a rat as his familiar (detailed below). He has named the rat Bones.
Graduate: Mikhael Leichtman is a graduate of The Kriegan. He gains the Greater Spell Focus (necromancy) feat and 5 skill ranks to place in Knowledge skills. His undead servant is a shadow.
Specialist: Mikhael Leichtman has specialized in the school of necromancy. His prohibited schools are conjuration and transmutation.
Skills: Vampires have a +8 racial bonus on Bluff, Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks. This is reflected in the above stat block.
Typical Wizard Spells Prepared (5/7/7/7/7/6/6/6/6/5; DC 18 + spell level, or 20 + spell level for spells from the school of necromancy): 0th—detect magic, disrupt undead*, light (x2), read magic; 1st—chill touch (x2), comprehend languages, identify, ray of enfeeblement*, shield, true strike; 2nd—command undead (x2), darkness, false life*, ghoul touch, invisibility, spectral hand; 3rd—dispel magic, halt undead*, lightning bolt, tongues (x2), vampiric touch (x2); 4th—animate dead (x3), bestow curse, charm monster, enervation*, maximized ray of enfeeblement; 5th—bestow curse, hold monster (x2), magic jar*, maximized touch of idiocy (x2); 6th—analyze dweomer, circle of death (x2), create undead*, legend lore, undeath to death; 7th—control undead*, finger of death (x2), greater scrying, maximized enervation (x2); 8th—create greater undead (x2*), horrid wilting (x2), mass charm monster, maximized undeath to death; 9th—astral projection, soul bind*, wail of the banshee (x2), wish.
Wizard Spellbook Contents: 0th—all spells from the sor/wiz cantrip list in the Player’s Handbook v. 3.5 except those of the conjuration and transmutation schools; 1st—all spells from the sor/wiz list in the Player’s Handbook v. 3.5 except those of the conjuration and transmutation schools; 2nd—all spells from the sor/wiz list in the Player’s Handbook v. 3.5 except those of the conjuration and transmutation schools; 3rd—all spells from the sor/wiz list in the Player’s Handbook v. 3.5 except those of the conjuration and transmutation schools; 4th—all spells from the sor/wiz list in the Player’s Handbook v. 3.5 except those of the conjuration and transmutation schools; 5th—all spells from the sor/wiz list in the Player’s Handbook v. 3.5 except those of the conjuration and transmutation schools; 6th—all spells from the sor/wiz list in the Player’s Handbook v. 3.5 except those of the conjuration and transmutation schools; 7th—all spells from the sor/wiz list in the Player’s Handbook v. 3.5 except those of the conjuration and transmutation schools; 8th—all spells from the sor/wiz list in the Player’s Handbook v. 3.5 except those of the conjuration and transmutation schools; 9th—all spells from the sor/wiz list in the Player’s Handbook v. 3.5 except those of the conjuration and transmutation schools.
Possessions: Amulet of mighty fists +2, bracers of armor +6, cloak of Charisma +6, gloves of Dexterity +6, headband of Intellect +6, noble’s outfit, potion of inflict serious wounds, ring of chameleon power, ring of protection +4, shadowstaff*, spell component pouch, spellbooks (dozens containing every sor/wiz spell from the Player’s Handbook except those of the conjuration and transmutation schools).
*Shadowstaff is the badge of rank that marks Mikhael as The Kriegan’s dean. It passes from dean to dean, as needed. Mikhael has held the position for 23 years.
Speed: 15 ft. (3 squares), climb 15 ft., swim 15 ft.
Skills: Rats have a +4 racial bonus to Hide and Move Silently checks and a +8 racial bonus on Balance, Climb and Swim checks. A rat can always choose to take 10 on Climb checks, even if rushed or threatened. A rat uses its Dexterity modifier instead of its Strength modifier for Climb and Swim checks. A rat has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
Mikhael Leichtman is a bitter man. He treasures his unlife as a vampire, but has been made cold and bitter by living with the stigma that comes with having spent almost his entire life in the body of a 10 year old boy. At just over 250 years old, Mikhael barely remembers anything before he was attacked and turned into a vampire, but his life afterward was difficult. Eventually, he learned to get by in the world, mostly by using people and in seeking to understand his condition, he began studying the art of necromancy. Today he is one of world’s top experts on the subject, but he still struggles with the social and sexual limitations of his physical immaturity, which often manifests as a cold, hateful streak. Some of the students whisper that when his melancholy boils over, students have a habit of disappearing.
While Mikhael Leichtman was once a professor, he no longer teaches students. His job is to handle the day-to-day concerns of the school and the administration. Unless a grievance serious enough to require his attention is brought before him, Mikhael usually doesn’t have much interaction with a student after her tuition is paid, and that’s how he prefers it. Mikhael has little enough patience with the average person, and much less so from people who want something from him, especially if he believes they look askance at him because of his physical appearance.
Mikhael Leichtman’s starting abilities were Str 8, Dex 14, Con 10, Int 15, Wis 13, Cha 12. He has been a vampire since before gaining his first class level. His ability increases at levels 4, 8 and 12 increased his Intelligence, while levels 16 and 20 increased his Charisma. He has 24 skill points for being human, 5 for being a graduate and 150 skill points from his class levels. His skills were calculated without Int-increasing magic items (headband of intellect) involved.
Female human mummy lord cleric 10: CR 15; Medium undead (augmented humanoid); Hit Dice 18d12; 108 hp; Init +5; Spd 20 ft. (4 squares); AC 14 (+1 Dex, +10 natural, +3, deflection), 14 touch, 23 flat-footed; BAB/Grapple +11/+19; Atk +20 melee (1d6+12/19-20 plus mummy rot, slam); Full atk +20 melee (1d6+12/19-20 plus mummy rot, slam); SA despair, mummy rot, rebuke undead, spells; SQ DR 5/-, darkvision 60ft, undead traits, vulnerability to fire; AL LE; SV Fort +13, Reflex +8, Will +20; Str 26, Dex 12, Con --, Int 8, Wis 20, Cha 17.
Skills and Feats: Concentration +8, Knowledge (religion) +4, Listen +18, Move Silently +5, Spot +18; Alertness, Extra Turning, Great Fortitude, Improved Critical (slam), Improved Initiative, Improved Turning, Iron Will, Weapon Focus (slam).
Death Domain: Once per day, Ptolomy Setepenre can make a death touch attack against a living creature. If her touch attack is successful, she rolls 10d6. If the total result is equal to or higher than the target’s current hit points, it dies (no save).
Magic Domain: Ptolomy Setepenre may use arcane wands, scrolls or other devices with spell completion or spell trigger activation as though she were a 5th level wizard.
Rebuke Undead: Ptolomy Setepenre rebukes and commands undead as a cleric of 11th level.
Despair (Su): Anyone viewing Ptolomy Setepenre must succeed on a DC 17 Will save of be paralyzed with fear for 1d4 rounds. Whether or not the save is successful, that creature cannot be affected by Ptolomy Setepenre’s despair ability again for 24 hours. The save DC is Charisma-based.
Mummy Rot (Su): Supernatural disease-slam, Fortitude SC 17, incubation period 1 minute; damage 1d6 Con and 1d6 Cha. The save is Charisma-based.
Typical Cleric Spells Prepared (6/6+1/5+1/4+1/4+1/3+1; Save DC 15 + spell level): 0th—detect magic (x2), mending (x2), read magic (x2); 1st—cause fear*, command (x2), comprehend languages (x3), deathwatch; 2nd—death knell*, desecrate, hold person, make whole (x2), silence; 3rd—animate dead, bestow curse, dispel magic*, locate object, protection from energy; 4th—dispel magic*, locate object (x2), sending, tongues; 5th—slay living (x2*), true seeing, unhallow.
Possessions: Cloak of resistance +2, ring of protection +3, rod of flame extinguishing.
Ptolomy Setepenre is considered by most students to be a neutral party. She keeps to herself most of the time and only interacts with students when they’re disrespecting her library. Those students earn her eternal ire, and she makes it a point to make life in the library as difficult as possible for them to encourage them never to return. At the end of the day, Ptolomy Setepenre doesn’t care for the students at all, and would prefer to be left alone in her library. She generally lets her staff of half a dozen mummies handle the fetching of books and materials.
Ptolomy Setepenre is not a professor and doesn’t teach. She operates the school library and cares for it as though it were the only thing in the world she loves. Students that make use of the library and do nothing wrong have the benefit of never earning her attention. Students that disrupt or misuse the library are ejected and are made to feel Ptolomy Setepenre’s ire any time they return. Ptolomy Setepenre fears fire, not only for what it could do to her, but for what it could do to her library. Any student careless enough to play with fire in the library might just find themselves the victim of mummy rot.
Ptolomy Setepenre was very difficult to work out, since in their infinite wisdom, WotC didn’t make a mummy template. In the end, I stuck with the same abilities, saves and the like from the Monster Manual entry for Mummy Lord and just played around with the feats, spells and possessions.
Female elven ghost cleric 16: CR 18; Medium undead (augmented humanoid) (incorporeal); Hit Dice 16d12; 96 hp; Init +2; Spd fly 30 ft. (perfect) (6 squares); AC 18 (+2 Dex, +6 deflection), 18 touch, 16 flat-footed or 21 (+1 Dex, +8 armor, +2 shield), 11 touch, 20 flat-footed; BAB/Grapple +12/+12; Atk +14 melee (1d8, heavy mace; ethereal targets only) and +9 melee (1d8, heavy mace; ethereal targets only) and +4 melee (1d8, heavy mace; ethereal targets only) or +14 ranged (by spell); Full atk +14 melee (1d8, heavy mace; ethereal targets only) and +9 melee (1d8, heavy mace; ethereal targets only) and +4 melee (1d8, heavy mace; ethereal targets only) or +14 ranged (by spell); SA corrupting gaze, malevolence, manifestation, rebuke undead, spells; SQ +2 racial bonus on saves vs. enchantment spells and magical effects, elf traits, immunity to sleep spells and magical effects, low-light vision, rejuvenation, turn resistance +4, undead traits; AL LE; SV Fort +10, Reflex +7, Will +15; Str 10, Dex 14, Con -, Int 13, Wis 20, Cha 22.
Skills and Feats: Concentration +13 (7 ranks +6 Cha), Diplomacy +8 (2 ranks, +6 Cha), Heal +10 (5 ranks, +5 Wis), Hide +10 (+2 Dex, +8 racial), Knowledge (arcane) +6 (5 ranks, +1 Int), Knowledge (history) +11 (10 ranks, +1 Int), Knowledge (religion) +20 (19 ranks +1 Int), Knowledge (the planes) +8 (7 ranks, +1 Int), Listen +15 (+5 Wis, +10 racial), Search +11 (+1 Int, +10 racial), Spot +15 (+5 Wis, +10 racial), Spellcraft +8 (7 ranks, +1 Int); Ability Focus (malevolence), Augment Summoning, Extra Turning, Greater Spell Focus (necromancy), Improved Turning, Spell Focus (conjuration), Spell Focus (necromancy).
Evil Domain: Alicia Sh’rde casts spells with the [Evil] descriptor as a 16th level caster.
Knowledge Domain: All Knowledge skills are class skills for Alicia Sh’rde. Additionally, she casts all spells from the school of divination as a 17th level cleric.
Graduate: Alicia Sh’rde is a graduate of The Kriegan. She gains the Greater Spell Focus (necromancy) feat and 5 skill ranks to place in Knowledge skills. Her undead servant was destroyed long ago.
Rebuke Undead: Shin Wan Hu rebukes and commands undead as a cleric of 17th level.
Skills: Elves have a +2 racial bonus on Listen, Search and Spot checks. As a ghost, Alicia Sh’rde also gains a +8 racial bonus to Hide, Listen, Search and Spot checks. This is reflected in the above stat block.
Corrupting Gaze (Su): Alicia Sh’rde can blast living beings with a glance, at a range of up to 30 feet. Creatures that meet her gaze must succeed on a Fortitude save (DC 24) or take 2d10 points of damage and 1d4 points of Charisma damage.
Malevolence (Su): Once per round, Alicia Sh’rde can merge her body with a creature on the Material Plane. This ability is similar to a magic jar spell (caster level 16th), except that it does not require a receptacle. To use this ability, Alicia Sh’rde must be manifested and must try to move into the target’s space; moving into the target’s space to use the malevolence ability does not provoke attacks of opportunity. The target can resist the attack with a successful Will save (DC 23). A creature that successfully saves is immune to Alicia Sh’rde’s malevolence for 24 hours, and she cannot enter the target’s space. If the save fails, Alicia Sh’rde vanishes into the target’s body.
Manifestation (Su): Alicia Sh’rde dwells on the Ethereal Plane, and as an ethereal creature, she cannot affect or be affected by anything in the material world. When she manifests, she partly enters the Material Plane and becomes visible but incorporeal on the Material Plane. She can be harmed only by other incorporeal creatures, magic weapons, or spells, with a 50% chance to ignore any damage from a corporeal source. She can pass through solid objects at will, and her own attacks pass through armor. Alicia Sh’rde always moves silently, and can strike with her touch attack or with a ghost touch weapon. When manifested, Alicia Sh’rde remains partially on the Ethereal Plane, where she is not incorporeal. She can be attacked by opponents on either the Material Plane or the Ethereal Plane; her incorporeality helps protect her from foes on the Material Plane, but not from foes on the Ethereal Plane.
When she is not manifested and is on the Ethereal Plane, Alicia Sh’rde's spells cannot affect targets on the Material Plane, but they work normally against ethereal targets. When Helena manifests, her spells continue to affect ethereal targets and can affect targets on the Material Plane normally unless the spells rely on touch. Her touch spells don’t work on non-ethereal targets.
Alicia Sh’rde has two home planes, the Material Plane and the Ethereal Plane. She is not considered extraplanar when on either of these planes.
Rejuvenation (Su): It’s difficult to destroy Alicia Sh’rde through simple combat; she will often restore herself in 2d4 days. When she would otherwise be destroyed, she automatically returns to her old haunt in the bowels of The Kriegan. Consecrating her physical remains puts her to rest permanently.
Typical Cleric Spells Prepared (6/7+1/6+1/6+1/5+1/5+1/3+1/3+1/2+1; Save DC 15 + spell level or 16 + spell level for spells from the school of divination or 17 + spell level for spells from the school of necromancy): 0th—detect magic (x3), read magic (x2), virtue; 1st—bane, cause fear, command, comprehend languages, deathwatch, protection from good*, summon monster I (x2); 2nd—augury, death knell, desecrate, detect thoughts*, hold person, silence, summon monster II; 3rd—animate dead (x2), bestow curse, dispel magic, locate object, magic circle against good*, summon monster III; 4th—divination, inflict critical wounds, lesser planar ally, summon monster IV, tongues, unholy blight*; 5th—commune, dispel good*, slay living, summon monster V, true seeing, unhallow; 6th—create undead*, harm, summon monster VI, undeath to death; 7th—blasphemy, destruction, legend lore*, summon monster VII; 8th—create greater undead, greater planar ally, unholy aura*.
Possessions: Full plate, heavy mace (masterwork), heavy steel shield (divine focus).
Alicia Sh’rde only teaches one or two semesters every few years and is rarely seen during a semester when she’s not teaching. She is very mild-mannered and soft-spoken. She rarely speaks when she doesn’t have to, though when she does speak, people tend to stop and listen. She nods in polite greeting and smiles when it’s appropriate, which gives many people the impression of a harmless spirit. However, Alicia Sh’rde is anything but harmless. It’s rumored that many years ago a student happened upon the chamber where her remains are housed and disrupted her sleep. If the story is to be believed, she inhabited the poor student’s body and dashed his head against the stone floor over and over, splitting it like a ripe melon. Once the boy was dead, she brought him back as a vampire, but locked him away where he could never feed, cursing him to an eternity of hunger. For her own part, Alicia Sh’rde has never confirmed or denied this rumor.
Alicia Sh’rde is considered by most to be a good professor. She is able to teach her students not only about divine magic and necromantic theory, but also has much to teach about what it’s like to not only be undead, but incorporeal as well. Her classes most often take the form of a question and answer session. Once she gives the answer to a question, the class is set to discussion and debate until another important question requiring her answer is extended. Many students leave her classroom still discussing and debating amongst themselves, which Alicia Sh’rde believes is a good way to teach without even having to be there.
Alicia Sh’dre’s starting abilities were Str 10, Dex 12, Con 8, Int 13, Wis 14, Cha 15. As an elf, she gained +2 Dex and –2 Con. As a ghost, she gained +4 Cha. At 4th, 8th, 12th and 16th level, she increased her Wis by 1. Alicia Sh’dre has no magical equipment, but has read a tome of leadership and influence +3 and a Tome of understanding +2.
Male human lich wiz 15: CR 17: Medium undead (augmented humanoid); Hit Dice 15d12; 90 hp; Init +6; Spd 30 ft. (6 squares); AC 28 (+2 Dex, +6 armor, +6 natural, +4 deflection) (20 touch, 22 flat-footed); BAB/Grapple +7/+7; Atk touch +7 melee (1d8+5 plus paralyzing touch, touch) or +7 melee (by spell) or +9 ranged (by spell); Full atk touch +7 melee (1d8+5 plus paralyzing touch, touch) or +7 melee (by spell) or +9 ranged (by spell); SA damaging touch, fear aura, paralyzing touch, spells; SQ darkvision (60 ft.), DR 10/bludgeoning and magic, immunity to cold, electricity, polymorph and mind-affecting effects, turn resistance +4, undead traits; AL NE; SV Fort +8, Reflex +10, Will +4; Abilities Str 10, Dex 14, Con --, Int 23, Wis 12, Cha 14.
Skills and Feats: Concentration +20 (18 ranks, +2 Cha), Decipher Script +18 (12 ranks, +6 Int), Hide +10 (+2 Dex, +8 racial), Knowledge (arcane) +24 (18 ranks, +6 Int), Knowledge (dungeoneering) +11 (5 ranks, +6 Int), Knowledge (history) +10 (4 ranks, +6 Int), Knowledge (religion) +24 (18 ranks, +6 Int), Listen +11 (+1 Wis, +8 racial, +2 feat), Move Silently +10 (+2 Dex, +8 racial), Search +14 (+6 Dex, +8 racial), Sense Motive +9 (+1 Dex, +8 racial), Speak Language +2 (4 ranks, cross-class), Spellcraft +24 (18 ranks, +6 Int), Spot +11 (+1 Wis, +8 racial, +2 feat); Alertness, Combat Casting, Dodge, Empower Spell, Greater Spell Focus (evocation), Greater Spell Focus (necromancy), Improved Initiative, Maximize Spell, Mobility, Scribe Scroll, Spell Focus (evocation), Spell Focus (necromancy), Widen Spell.
Familiar: Robert de Boron has selected a rat as his familiar (detailed below). He has named the rat Rat.
Graduate: Robert de Boron is a graduate of The Kriegan. He gains the Greater Spell Focus (necromancy) feat and 5 skill ranks to place in Knowledge skills. His undead servant is a ghast.
Skills: Liches have a +8 racial bonus on Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks. This is reflected in the above stat block.
Typical Wizard Spells Prepared (6/6/6/5/5/5/4/2/1; DC 16 + spell level, or 18 + spell level for spells from the schools of evocation and necromancy): 0th—arcane mark, detect magic, disrupt undead, mage hand, ray of frost, read magic; 1st—burning hands, chill touch, floating disk, ray of enfeeblement, shield, true strike; 2nd—command undead, darkness, ghoul touch, invisibility, scorching ray, spectral hand; 3rd—dispel magic, fireball, haste, lightning bolt, vampiric touch; 4th—animate dead, charm monster, maximized ray of enfeeblement, stoneskin, wall of fire; 5th—blight, cone of cold (x2), summon monster V, wall of force; 6th—analyze dweomer, create undead, empowered maximized ray of enfeeblement, widened fireball; 7th—control undead, maximized enervation (x2); 8th—create greater undead.
Wizard Spellbook Contents: 0th—all spells from the sor/wiz cantrip list in the Player’s Handbook v. 3.5; 1st—all spells from the sor/wiz list in the Player’s Handbook v. 3.5; 2nd—all spells from the sor/wiz list in the Player’s Handbook v. 3.5; 3rd—all spells from the sor/wiz list in the Player’s Handbook v. 3.5; 4th—all spells from the sor/wiz list in the Player’s Handbook v. 3.5; 5th—baleful polymorph, blight, cloudkill, cone of cold, contact other plane, dominate person, fabricate, faithful hound, feeblemind, interposing hand, hold monster, lesser planar binding, magic jar, major creation, mind fog, nightmare, overland flight, passwall, permanency, persistent image, prying eyes, sending, shadow evocation, summon monster V, symbol of pain, teleport, wall of force, wall of stone, waves of fatigue; 6th—acid fog, analyze dweomer, antimagic field, chain lightning, circle of death, create undead, contingency, disintegrate, eyebite, flesh to stone, forceful hand, freezing sphere, globe of invulnerability, greater dispel magic, greater heroism, guards and wards, legend lore, lucubration, mislead, permanent image, repulsion, shadow walk, stone to flesh, summon monster VI, symbol of fear, transformation, true seeing, undeath to death, wall of iron; 7th—control undead, control weather, delayed blast fireball, finger of death, forcecage, greater arcane sight, grasping hand, greater teleport, insanity, limited wish, magnificent mansion, mass hold person, plane shift, prismatic spray, summon monster VII, spell turning, waves of exhaustion; 8th—clenched fist, create greater undead, greater shadow evocation, horrid wilting, incendiary cloud, polar ray, prismatic wall, sunburst, trap the soul.
Possessions: Adamantine dagger, amulet of natural armor +1, bracers of armor +6, cloak of resistance +3, headband of Intellect +6, scholar’s outfit, potion of inflict medium wounds, ring of protection +4, spell component pouch, spellbooks (x12), staff of necromancy, wand of magic missile.
Some of the other professors like to say that he’s from the “old school.” Most of his students, on the other hand, say he’s a “complete hardass.” For his own part, Robert de Boron doesn’t really seem to care what either group thinks. He’s a particularly hard and hateful individual and make no attempt to hide it. His years as an adventurer and evoker-for-hire seem to have left him extremely bitter, and he takes it out on those around him. In the twenty three years he has taught at The Kreigan, no student has ever liked Robert de Boron.
Robert de Boron is a very harsh professor who uses a combination of fear and belittlement to instruct. His class mostly consists of lectures and he seems to take great joy in using his wand of magic missile to punish students who fall asleep or whisper while he’s talking. He believes that hardship is the best way to learn, and he strives to make life as full of hardship for his students as he possibly can.
Editor Note: At what level did Robert make the transition to lichdom? It would have changed his Int score, thus impacting the number of skill ranks he possesses. On a related note, what method was used to determine his wealth by level? Normally an NPC wizard's spellbook is counted as part of his wealth, but that assumption may not have held true here.
Robert de Boron’s starting abilities were Str 10, Dex 13, Con 8, Int 15, Wis 12, Cha 14. At 4th level, he increased his Dex by 1 and at 8th and 12th level, he increased his Int by 1. He has 16 skill points for being human, 5 for being a graduate and another 77 for being a wizard. His skills were calculated without Int-increasing magic items (headband of intellect) involved.
Female half-elf clr 5/sor 6/mystic theurge 5: CR 15: Medium humanoid (elf, human); Hit Dice 5d8+11d4; 42 hp; Init +1; Spd 30 ft. (6 squares); AC 15 (+1 Dex, +3 armor, +2 deflection); 13 touch, 14 flat-footed; BAB/Grapple +8/+7; Atk +8 melee (1d4/19-20 plus poison, dagger of venom) or +7 melee (by spell) or +8 ranged (by spell); Full atk +8 melee (1d4/19-20 plus poison, dagger of venom) and +2 melee (1d4/19-20 plus poison, dagger of venom) or +7 melee (by spell) or +8 ranged (by spell); SA spells, turn undead; SQ +2 racial bonus on saves vs. enchantment spells and magical effects, immunity to sleep spells and magical effects, low-light vision, summon familiar; AL LE; SV Fort +10, Reflex +7, Will +18; Abilities Str 8, Dex 12, Con 10, Int 15, Wis 18, Cha 18.
Skills and Feats: Bluff +10 (6 sorcerer, +4 Cha), Concentration +12 (2 sorcerer, 10 cleric), Decipher Script +9 (7 theurge, +2 Int), Diplomacy +6 (+4 Cha, +2 racial), Gather Information +6 (+4 Cha, +2 racial), Heal +11 (7 cleric, +4 Wis), Knowledge (arcane) +12 (10 sorcerer, +2 Int), Knowledge (religion) +12 (10 cleric, +2 Int), Knowledge (the planes) +7 (5 graduate, +2 Int), Listen +7 (+4 Wis, +1 racial, +2 feat), Search +3 (+2 Int, +1 racial), Sense Motive +10 (6 theurge, +4 Wis), Spellcraft +20 (6 sorcerer, 5 cleric, 7 theurge, +2 Int), Spot +7 (+4 Wis, +1 racial, +2 feat); Alertness, Brew Potion, Extra Turning, Greater Spell Focus (necromancy), Improved Turning, Scribe Scroll, Spell Focus (necromancy).
Death Domain: Once per day, Harriet Donrey can make a death touch attack against a living creature. If her touch attack is successful, she rolls 5d6. If the total result is equal to or higher than the target’s current hit points, it dies (no save).
Evil Domain: Harriet Donrey casts spells with the [Evil] descriptor as an 11th level caster.
Graduate: Harriet Donrey is a graduate of The Kriegan. She gains the Greater Spell Focus (necromancy) feat and 5 skill ranks to place in Knowledge skills. Her undead servant is a mummy.
Rebuke Undead: Harriet Donrey rebukes and commands undead as a cleric of 6th level.
Skills: Half-elves have a +1 racial bonus on Listen, Search and Spot checks and a +2 racial bonus on Diplomacy and Gather Information checks. This is reflected in the above stat block.
Typical Cleric Spells Prepared (6/5+1/5+1/4+1/4+1/2+1; Save DC 14 + spell level, or 16 + spell level for spells from the school of necromancy): 0th—cure minor wounds, detect magic (x2), inflict minor wounds, read magic (x2); 1st—cause fear*, command (x2), comprehend languages, deathwatch, divine favor; 2nd—death knell*, desecrate, eagle’s splendor, hold person, lesser restoration, owl’s Wisdom; 3rd—animate dead (x2), bestow curse, cure serious wounds, dispel magic, magic circle against good*; 4th—inflict critical wounds, poison (x2), tongues, unholy blight*; 5th—raise dead, slay living*, unhallow.
0-arcane mark, dancing lights, detect magic, disrupt undead, light, mage hand, message, prestidigitation, read magic, touch of fatigue; 1st-cause fear, charm person, magic missile, ray of emfeeblement, shield; 2nd-command undead, ghoul touch, invisibility, scorching ray; 3rd-dispel magic, fireball, gentle repose, vampiric touch; 4th-animate dead, enervation; 5th-magic jar.
Possessions: Bracers of armor +3, cloak of resistance +3, dagger of venom, headband of Intellect +2, holy symbol (silver brooch), periapt of Wisdom +2, ring of protection +2, scholar’s outfit, scroll of animate dead, scroll of desecrate (x2), scroll of disguise self, scroll of fox’s cunning (x2), scroll of haste, scroll of owl’s Wisdom (x2), scroll of speak with dead, scroll of true strike, spell component pouch, vest of Charisma +2, wand of cure light wounds, wand of magic missile (CL 3rd).
Harriet Donrey is a likable enough person, so long as she is given no reason to dislike someone. She’s polite and genuinely interested in spreading her knowledge around both in the hope that she’ll learn something in return and for the sake of knowledge itself. If someone didn’t know her, they might never guess that she has the cold heart of a sociopath beating in her chest.
Harriet Donrey seems like a fine person and is a good teacher, but looks can be deceptive. If she thinks there’s enough of a reward for her, she has little problem putting a knife in the back of anyone who considers her a friend. She’s not horribly interested in money, except as a means with which to acquire books and scrolls. Her real passion is knowledge, and she’s happy enough to do whatever is required to get more of it.
Harriet Donrey is generally well-liked by her students. She’s a capable professor and is competent and qualified to teach both arcane and divine studies. She encourages her students to think, usually giving a single clue and allowing the students to deduce answers on their own, rather than giving answers to them. Her classes do feature dissections of living beings more often than most others, but she doesn’t allow any of her more sadistic students to enjoy themselves, stating that any elation brought on by causing pain or death or compassion for the suffering of the subject only serves to distract one from the task at hand, which is learning. If any of her students think it strange that she can cut open a living, feeling person with a carefree smile, they seem to know better than to mention it.
Harriet Donrey’s starting abilities were Str 8, Dex 12, Con 10, Int 13, Wis 14, Cha 15. She started life as a cleric, gained 5 levels, then moved on to become a sorcerer, gaining 5 levels before gaining 5 levels of mystic theurge. At 4th and 12th level, she gained a point of Wisdom, and at 8th level, she gained a point of Charisma (granting her another skill point per level). She has 32 skill points for being a cleric, 20 for being a sorcerer, 20 as a mystic theurge and 5 for being a graduate. Her skills were calculated without Int-increasing magic items (headband of intellect) involved.
Male rakshasa sor 8: CR 15: Medium outsider (native); Hit Dice 7d8+8d4+30; 74 hp; Init +4; Spd 40 ft. (8 squares); AC 29 (+4 Dex, +4 armor, +9 natural, +2 deflection) (16 touch, 25 flat-footed); BAB/Grapple +11/+12; Atk +16 melee (1d4+2/19-20 plus 1d6 fire, +1 flaming adamantine dagger) or +16 melee (1d6+1, bite) or +14 melee (1d4+1, claw) or +16 melee (by spell) or +16 ranged (by spell); Full atk +16 melee (1d4+2/19-20 plus 1d6 fire, +1 flaming adamantine dagger) and +11 melee (1d4+2/19-20 plus 1d6 fire, +1 flaming adamantine dagger) and +6 melee (1d4+2/19-20 plus 1d6 fire, +1 flaming adamantine dagger) and +4 melee (1d6+1, bite) and +2 melee (1d4+1, claw) or +16 melee (1d6+1, bite) and +14 melee (1d4+1, claw) and +14 melee (1d4+1, claw) or +16 melee (by spell) or +16 ranged (by spell); SA detect thoughts, spells; SQ change shape, darkvision (60 ft.), DR 15/good and piercing, scry on familiar, SR 27, summon familiar; AL LE; SV Fort +9, Reflex +11, Will +13; Abilities Str 12, Dex 18, Con 14, Int 15, Wis 14, Cha 29.
Skills and Feats: Bluff +29 (10 outsider, 6 sorcerer, +9 Cha, +4 racial), Concentration +13 (11 sorcerer, +2 Con), Disguise +23 (10 outsider, +9 Cha, +4 racial), Knowledge (arcane) +9 (10 outsider, cross-class, 2 sorcerer, +2 Int), Knowledge (history) +7 (10 outsider, cross-class, +2 Int), Knowledge (religion) +13 (10 outsider, cross-class, 2 sorcerer, cross-class, +5 graduate, +2 Int), Knowledge (the planes) +7 (10 outsider, cross-class, +2 Int), Listen +14 (10 outsider, +2 Wis, +2 feat), Move Silently +17 (10 outsider, +4 Dex, +3 familiar), Sense Motive +12 (10 outsider, +2 Wis), Spellcraft +13 (11 sorcerer, +2 Int), Spot +14 (10 outsider, +2 Wis, +2 feat); Alertness, Combat Expertise, Greater Spell Focus (necromancy), Improved Feint, Multiattack, Spell Focus (necromancy), Weapon Finesse.
Familiar: Rlaris has selected a cat as his familiar (detailed below). He has named the cat Kaa.
Graduate: Rlaris is a graduate of The Kriegan. He gains the Greater Spell Focus (necromancy) feat and 5 skill ranks to place in Knowledge skills. His undead servant is a wraith.
Skills: Rakshasas have a +4 racial bonus on Bluff and Disguise checks. This is reflected in the above stat block. Additionally, these bonus may increase with the use of its Change Shape ability (+10 to Disguise checks) and its Detect Thoughts ability (+4 to Bluff and Disguise checks).
0-acid splash, arcane mark, detect magic, disrupt undead, mage hand, prestidigitation, ray of frost, read magic, touch of fatigue; 1st-cause fear, chill touch, magic missile, ray of enfeeblement, shield; 2nd-command undead, ghoul touch, invisibility, scorching ray, web; 3rd-dispel magic, lightning bolt, ray of exhaustion, vampiric touch; 4th-animate dead, bestow curse, enervation, wall of fire; 5th-contact other plane, magic jar, mind fog, teleport; 6th-circle of death, create undead, undeath to death; 7th-control undead, finger of death.
Possessions: Bracers of armor +4, +1 flaming adamantine dagger, lesser metamagic rod of maximize, ring of protection +2, scholar’s outfit, scroll of haste, scroll of true strike, spell component pouch, cloak of Charisma +6.
Speed: 30 ft. (6 squares).
Skills: Cats have a +4 racial bonus to Climb, Hide and Move Silently checks and a +8 racial bonus on Jump and Balance checks. A cat uses its Dexterity modifier instead of its Strength modifier for Climb and Jump checks. In areas of tall grass of heavy undergrowth, the Hide bonus rises to +8..
Rlaris is a very secretive and withdrawn person by nature. When he finishes teaching a class, he almost always retreats to his chambers and stays there. It’s very rare that anyone sees him outside of the classroom, and he never willingly lets anyone enter his chambers. When forced to interact with others, he is polite, but always seems to carry a bit of distain for the students and some of the staff as well, and handles himself as though looking down his nose at all times. On the occasions when he laughs (which is almost always at the pain and suffering of another), he laughs loudly and happily, proving that he does feel emotions other than distain. Many wonder why he accepted the position as a professor to begin with, while others whisper rumors that he has designs on the position of Dean.
Rlaris’ teaching style is decidedly average. He helps those students that ask for it and leave the rest to proceed on their own. Some students are relieved by this, but others are worried that at the end of the day, Rlaris doesn’t really care whether they learn anything or not. Rlaris lectures when it’s required, but prefers to let the students immerse themselves in a lab experiment, where he can sit back and watch without having to be bothered as often.
Rlaris’ starting abilities were Str 10, Dex 14, Con 8, Int 13, Wis 12, Cha 15. He gains +2 Str, +4 Dex, +6 Con, +2 Int, +2 Wis and +6 Cha for being a rakshasa. At his 8th and 12th hit die (1st and 5th level of sorcerer), he gained an additional point of Charisma. He has 100 skill points for being an outsider, 32 for being a sorcerer and 5 for being a graduate.
Male aasimar clr 5/blackguard 10/ex-paladin 1: CR 17: Medium outsider (native); Hit Dice 11d10+5d8+34; 109 hp; Init -1; Spd 20 ft. (4 squares); AC 22 (-1 Dex, +12 armor, +1 deflection) (11 touch, 22 flat-footed); BAB/Grapple +14/+16; Atk +16 melee (1d10+3 plus contagion, demon armor) or +16 melee (by spell) or +13 ranged (by spell); Full atk +16/+11/+6 melee (1d10+3 plus contagion, demon armor), or +16 melee (by spell) or +13 ranged (by spell); SA daylight, death touch, smite good (5/day), sneak attack (+3d6), spells, rebuke undead; SQ aura of despair, aura of evil (15), dark blessing, darkvision (60 ft.), detect good, Kriegan graduate, fiendish servant, resistance to acid 5, cold 5 and electricity 5, poison use; AL LE; SV Fort +18, Reflex +9, Will +12; Abilities Str 14, Dex 8, Con 14, Int 10, Wis 20, Cha 21.
Skills and Feats: Concentration +7 (4 paladin, +2 Con), Diplomacy +9 (4 paladin, +5 Cha), Handle Animal +5 (+5 Cha), Hide -1 (4 paladin, cross-class, -1 Dex, -4 ACP), Heal +9 (4 paladin, +5 Wis), Knowledge (arcane) +5 (5 graduate), Knowledge (religion) +8 (2 paladin, 6 cleric), Knowledge (the planes) +2 (2 cleric), Listen +7 (+5 Wis, +2 racial), Ride +2 (3 paladin, -1 Dex), Sense Motive +8 (3 paladin, +5 Wis), Speak Language (Common, Celestial) (rank source?), Spellcraft +2 (2 cleric), Spot +7 (+5 Wis, +2 racial); Cleave, Extra Turning, Greater Spell Focus (necromancy), Improved Sunder, Improved Turning, Power Attack, Spell Focus (necromancy).
Death Touch: Once per day, Shin Wan Hu can make a death touch attack against a living creature. If his touch attack is successful, he rolls 5d6. If the total result is equal to or higher than the target’s current hit points, it dies (no save). This power is conferred by his possession of the Death domain.
Kriegan Graduate: Shin Wan Hu is a graduate of the Kriegan. He gains the Greater Spell Focus (necromancy) feat and 5 skill ranks to place in Knowledge skills. His undead servant is a wraith.
Daylight: Shin Wan Hu can use daylight once per day as a 5th level cleric.
Rebuke Undead: Shin Wan Hu rebukes and commands undead as a cleric of 14th level. His turning damage is equal to 2d6+19.
Typical Cleric Spells Prepared (5/5+1/3+1/2+1; save DC 15 + spell level, or 17 + spell level for spells from the school of necromancy; +1 caster level for spells with the [Evil] descriptor as a result of the Evil domain): 0th—cure minor wounds, detect magic (x2), detect poison, inflict minor wounds, read magic; 1st—bane, comprehend languages, cure light wounds, deathwatch, protection from good*, summon monster I; 2nd—bull’s Strength, desecrate*, summon monster II; 3rd—animate dead*, dispel magic, summon monster III.
Typical Blackguard Spells Prepared (4/3/3/2; save DC 15 + spell level, or 17 + spell level for spells from the school of necromancy; +1 caster level for spells with the [Evil] descriptor as a result of the Evil domain).
1st-corrupt weapon, cure light wounds, doom, summon monster I; 2nd-bull’s Strength, death knell, summon monster II; 3rd-cure serious wounds, inflict serious wounds, summon monster III; 4th-poison, summon monster IV.
Possessions: Cloak of Charisma +2, demon armor, explorer’s outfit, periapt of Wisdom +4, ring of protection +1, scroll of create greater undead, scroll of inflict critical wounds.
Speed: 10 ft. (2 squares), fly 40 ft.
Shin Wan Hu is one of the most oddest of the many oddities that can be found at the Kriegan, and he knows it. After his wife and children were killed, he turned from the path of the righteous and raged against his former divine patron, vowing to corrupt everything he held dear in revenge. For three years, he has made good on his vow, taking great pleasure in helping to spread the dark arts in the world.
Shin Wan Hu is intimidating, but approachable. Much as his heritage as an aasimar marks him as odd, his tendency to approach situations from a martial viewpoint instead of an academic one sets him apart from most of the other professors. Because the current semester is only the second he has taught since being asked to stay on after graduation, he also feels as much like a student as he does a professor. He’s willing to share a drink with his students and tell war stories by the fire, which helps to make him liked by most of them.
Shin Wan Hu treats his students much as he might treat a platoon of soldiers. He understands that many of them know more about necromancy than he is likely to learn in his lifetime, so by and large he allows them to govern their own curriculum. His position in the classroom is less than that of a formal instructor, but more of an experienced observer. When a student has a question, he doesn’t usually answer directly. Instead, he almost always tells some story from his past (usually a story of battle and war) that helps the student find the answer on his own. Many students like Shin Wan Hu’s class because it feels like less work than with some of the other professors.
Editor Note: Is Speak Language (Celestial) something Shin Wan Hu purchased with skill ranks? His Int is only 10, so it can't be a bonus language.
Note to editor: Negative. He's an aasimar and Monster Manual lists Celestial as being automatic for aasimar.
Shin Wan Hu’s starting abilities were Str 14, Dex 8, Con 13, Int 10, Wis 12, Cha 15. He gains a +2 to Wis and Cha for being an aasimar. At 4th level, he gained a point of Constitution. At 8th and 12th level, he gained a point of Wisdom. At 16th level, he gained a point of Charisma. He started as a paladin and gained 11 levels before trading 10 of them in for blackguard levels. Afterward, he gained 5 levels of cleric. He has 28 skill points for being a paladin, 10 for being a cleric and 5 for being a graduate. Since his blackguard levels were all traded for paladin levels instead of gained (DMG page 183), he does not have any skill points for being a blackguard. His fiendish servant is a raven with the fiendish template. All statistics were calculated using only blackguard and ex-paladin levels. The creature’s HD increase granted it an extra 2 skill points.

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 v. 
 v. 
 v. 
 v. 
 v.