HP: 16/16 2 (Wild Pact Temp HP)
MP: 4/8 4 (4 Rat Bone Vessels)
Armor: 2Level: 3
XP: 22/120 Class: Fledgling NecromancerEffects - HP gain per level reduced to 1; MP gain per level increased to 4; All Necromancy spells cost 1 MP less (cannot make a spell cost less than 1 MP); Cannot use weapons, items, or magic of holy origins; Necromancers are extremely disliked and you must keep your path a secret
Gold: 0 Equipment:Curved Handaxe [Atk: 3, Atk. Speed: 2, Melee]
Lit Torch [Provides eight turns of light, when hitting an enemy it deals 2 damage and has a 50% chance to set them Aflame]
Darkwood Stave [Atk: 3, Atk. Speed: 1, Reach,
Catalyst]
Concealed Knife [Atk: 2, Atk. Speed: 2, Melee]
Curved Handaxe [Atk: 3, Atk. Speed: 2, Melee]
Rusted Platemail [Armor: 2]
Sturdy Round Shield [Block Chance: 20%]
Undead Rats [Minuscule capacity to take damage, look like common rats.]
Improvised Firebomb [Unlit, Light and throw to set any opponents in a short range from impact
Aflame]
Book of Essays and Blank Pages [Can be used to record various things.
Essay on Zombie Weaknesses and Ad[/center[/center]]vised Combat Methods,
Essay on Human Weaknesses and Advised Combat Methods,
A Beginner's Essay on the Basics, and Nuances of Healing, Seventeen Pages are Blank.]
Book of Essays and Blank Pages [Contains
A Report on the Condition, and Potential Restoration of Fort Gelden,
Observations on the Clashes between Human and Skeletal Warriors, 18 Blank Pages]
Blank Book [Contains 20 Blank Pages]
2x Weak Health Poultice [Heals 4 HP, Uses: 2/2]
Weak Health Poultice [Heaps 4 HP, Uses: ½]
Rough Bandages [Cures Minor Bleeding, Single Use]
Herbal Bandages [Cures Intense Bleeding, Single Use]
Basic Lockpicking Kit [Provides no bonuses but allows for picking of locks.]
Mortar & Pestle [Allows the making of Potions and Poultices]
Scribing Tools [+1 bonus to stuff like recording observations, writing scrolls, etc.]
Torch [When lit provides light for ten turns, Unlit]
Flint & Steel [Allow lighting of fires, Uses: Unlimited]
Skin of Oil [A wineskin filled with oil, Uses: 3/4]
2x Rag [Can be tied to things]
Length of Rope [Allows the process of not falling to your death.]
15 Rat Skulls [Trophies from your crimes against rat kind, you monster.]
Spells:NecromancyWithering Blast [Cost of 1 MP per cast, requires a catalyst. A mass of white light launches from the catalyst and devours the life of anything in its way, deals 3 HP worth of damage to those it hits and gives that HP back to the caster.]
Incomplete Shade Spear [Cost of 3 MP per cast, requires a catalyst. A solid spear of pitch black shadow appears in your hand, and can be hurled at your foes with shocking accuracy. +2 to Accuracy Rolls for this attack when cast, does 5 damage ignoring armor if it hits.]
Summon Spirit [Cost of 3 MP per cast, requires a catalyst. You summon a spirit from the realm of the dead to aid you in your quest, of course whether that spirit is a peasant or a great knight seems to be completely random.]
Raise Corpse I [Cost of 1 MP per cast, requires catalyst. You can either reanimate a corpse or a skeleton. Raising a corpse creates a level one Walking Corpse. Raising a skeleton creates a level one Skeletal Servant.]
Bone Vessel [Cost 1 MP per MP stored into a skull. A human skull can store at most 8 MP, any more can cause the skull to explode violently.]
Mage Light [Cost 1 MP per cast. You summon a magical light which you can command to stick to a specific surface, or follow you.]
Sense Link [2 Progress out of 15.]
Wilder MagicPower Within [After a short incantation the target a dim red light begins to shimmer around the target's body. While activated the target gains +2 damage, and +1 attack speed to their weapon, but they suffer 4 damage every turn it is active.]
Wild Pact [This spell allows two people to make a pact, one person becomes the guardian and the other the receiver. The purpose of this spell is to take the damage that the receiver takes and transfer it to the guardian instead. The spell takes one turn to make the pact, and one turn to cancel the pact.]
Beserk [Costs 2 MP to cast. If a 1d20 roll succeeds (12 to 20 for success) then the target gains the Beserk status. They gain +2 to all damage, but must attack the closest enemy target. If there are no enemies nearby they must succeed a willpower roll to not attack their allies. Lasts three turns.]
Trait:Exceptional Potential - You gain 25% more Experience
Bookworm - +2 to Rolls to Garner Knowledge from Books, to transfer knowledge from one source to another, etc.
Staff Focus - +2 to Accuracy Rolls when attacking with a staff, +1 to Spell Accuracy when wielding a staff.
Mark of the Forbidden Tome - +4 to resisting Necromantic Corruption. When facing a servant of the god of magic, gain -4 to all magic rolls and -2 to all other rolls.
Crafting Recipes:HerbalismMinor Health Poultice [Requires a Bag of Ingredients, a Mortar & Pestle, and access to a water source. Crafting roll of 11 or higher is a success, rolls of 18 or higher result in the creation of 2 of this item.] (Heals 4 HP, 2 Uses)
Rough Bandage [Requires a Rag, and a Water source. Crafting roll of 13 or higher to succeed, rolls of 18 or higher result in two of this item.] (Heals Minor Bleeding, Single Use)
Herbal Bandage [Requires a Bag of Ingredients, a Rag, a Mortar & Pestle, and a Water source. Crafting roll of 13 or higher to succeed, rolls of 18 or higher create 2 of this item.] (Heals Intense Bleeding, Single Use)
Diluted Spider's Bane [Requires a Spider's Bane Herb, a Mortar & Pestle, and a Water source. Crafting roll of 11 or higher to succeed.] (Cures Poison, 3 Uses)