9th Level Gully Dwarf Cleric of Chemosh (Undead Lord)
Base Attack +6/+1
CMB 6 + 1 - 1 = 6
CMD 6 +1 +3 - 1 = 9
AC 10 + 7(armor) + 3(dex) + 1(size) +1(buckler)
Fort 6 + 1 = 7
Ref 3 + 3 = 6
Will 6 + 4 = 10
+1 trait bonus on saving throws against curses and diseases
+2 trait bonus on saving throws against any spells or spell-like abilities from an undead creature
+2 racial bonus on Fortitude saves to resist the effects of poison and disease
+4 competence bonus to saves against disease, energy drain, effects that cause fatigue or exhaustion, and poisons
+2 resistance bonus on all Fortitude saves made against poison and disease
Spellcraft (Int) 9 + 3 - 1 = 11
Knowledge Religion (Int) 9 + 3 - 1 = 11
Stealth 3 + 6 = 9
Diplomacy 3 = 3
Survival 4 + 2 = 6
+4 racial bonus on Diplomacy checks used to convince an enemy not to harm them.
Whenever you channel energy, you gain a +1 trait bonus to the save DC of your channeled energy.
You gain a +1 trait bonus on saving throws against curses and diseases, including magical diseases.
Enemy of the Dead
+2 trait bonus on saving throws against any spells or spell-like abilities from an undead creature.
Unlearned: Choose one Knowledge skill(Religion). You cannot attempt untrained Knowledge checks with any other Knowledge skills, even if the check's DC is 10 or lower. If you have access to a library that covers a specific Knowledge skill, you may attempt an untrained Knowledge check with a –2 penalty.
As Small creatures, gully dwarves gain a +1 size bonus on attack rolls and a +4 size bonus on Stealth checks, a –1 penalty to their CMB and CMD, and their lifting and carrying limits are three quarters of those of Medium creatures.
• A gully dwarf’s base land speed is 20 ft.
• Survival Instinct: Gully dwarves are driven to survive. They receive a +2 racial bonus on Stealth, and Survival checks. Gully dwarves may use Survival checks to forage for food and basic necessities, even in cities.
• Hardy: Gully dwarves are resistant to the effects of disease and poison, receiving a +2 racial bonus on Fortitude saves to resist the effects of poison and disease.
• Pitiable: Gully dwarf diplomacy consists of flattery, begging, crying, cringing, and pleading. They’ve honed this ability to a fine art. Gully dwarves receive a +4 racial bonus on Diplomacy checks used to convince an enemy not to harm them.
• Cowardly: Gully dwarves are extremely susceptible to Intimidation and fear effects. They suffer a –4 penalty on level checks to resist Intimidation checks made against them and on saving throws against fear effects.
• Automatic Languages: Gullytalk, Common.
Command Undead: As a standard action, you can use one of your uses of channel negative energy to enslave undead within 30 feet. Undead receive a Will save to negate the effect. The DC for this Will save is equal to 10 + 1/2 your cleric level + your Charisma modifier. Undead that fail their saves fall under your control, obeying your commands to the best of their ability, as if under the effects of control undead. Intelligent undead receive a new saving throw each day to resist your command. You can control any number of undead, so long as their total Hit Dice do not exceed your cleric level. If you use channel energy in this way, it has no other effect (it does not heal or harm nearby creatures). If an undead creature is under the control of another creature, you must make an opposed Charisma check whenever your orders conflict.
Channel, Improved: Add 2 to the DC of saving throws made to resist the effects of your channel energy ability.
Extra Channel: You can channel energy two additional times per day
Craft Arms and Armor
Craft Misc Magic
Channel Energy 7d6 8/day
Corpse Companion (Su)
With a ritual requiring 8 hours, an undead lord can animate a single skeleton or zombie whose Hit Dice do not exceed her cleric level. This corpse companion automatically follows her commands and does not need to be controlled by her. She cannot have more than one corpse companion at a time. It does not count against the number of Hit Dice of undead controlled by other methods. She can use this ability to create a variant skeleton such as a bloody or burning skeleton, but its Hit Dice cannot exceed half her cleric level. She can dismiss her companion as a standard action, which destroys it.
All undead lords gain Command Undead as a bonus feat. In addition, at 10th level, she may select one of the following as a bonus feat: Channel Smite, Extra Channel, Improved Channel, Quick Channel, Skeleton Summoner, Undead Master.
Unlife Healer (Su)
At 8th level, the undead lord’s spells, spell-like abilities, and supernatural abilities used to heal undead heal an extra 50% damage. At 16th level, these effects automatically heal the maximum possible damage for the effect + the extra 50%. This does not stack with abilities or feats such as Empower Spell or Maximize Spell.
Death’s Kiss (Su)
You can cause a creature to take on some of the traits of the undead with a melee touch attack. Touched creatures are treated as undead for the purposes of effects that heal or cause damage based on positive and negative energy. This effect lasts for a number of rounds equal to 1/2 your cleric level (minimum 1). It does not apply to the Turn Undead or Command Undead feats. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Death's Embrace (Ex)
At 8th level, you heal damage instead of taking damage from channeled negative energy. If the channeled negative energy targets undead, you heal hit points just like undead in the area.
Domain Spells: 1st—cause fear, 2nd—ghoul touch, 3rd—animate dead, 4th—enervation, 5th—slay living, 6th—create undead, 7th—destruction, 8th—create greater undead, 9th—energy drain.
Cause Fear (Domain)
Protection from Chaos/Evil/Good/Law
Ghoul's Touch (Domain)
Tears to Wine
Cure Moderate Wounds
Animate dead (Domain)
Contagion, Greater (Domain)
2000 Steel worth of onyx gems
backpack, a bedroll, a belt pouch, candles (10), a cheap holy text, a flint and steel, an iron pot, a mess kit, rope, soap, a spell component pouch, trail rations (1 day), a waterskin, and a wooden holy symbol, cart, crowbar, grappling hook, shovel, cooking pot, dead bird, sticks, bag of wet rocks, old shoe, tattered pink dress(worn over armor), 6 empty jars, jar of ghouls teeth, comfortable armload of bones, 4 jars of grave dirt
Phylactery of Negative Channeling and Alluring Charisma +2
This item is a boon to any character able to channel negative energy, increasing the amount of damage dealt to living creatures by +2d6. This also increases the amount of damage healed by undead creatures.
Putrid Dragonmetal Breastplate +1
Putrid armor gives off a revolting, stomach-twisting stench. Each living creatures within 10 feet of the wearer must succeed at a DC 14 Fortitude save or be sickened for 5 rounds. This is a poison effect. Creatures that successfully save cannot be affected by the same armor's stench for 24 hours. Creatures with the stench universal monster ability or immunity to poison are unaffected. The wearer of putrid armor is immune to his own stench, but not to stench-based effects from other sources. The stench can be suppressed or resumed on command, but it takes 1 minute for an active stench to dissipate. Dissipation time increases to 10 minutes in a closed area or if no wind is blowing, and decreases to 3 rounds in moderate wind or 1 round in strong wind.
Boots of the Mire
First, he is granted the power to walk on water in swampy environments, provided the water is no deeper than 5 feet—this effectively lets him move through swampy terrain and mud at no cost to his speed. He leaves no tracks or other sign of his passage as long as he's in swampy terrain, and never becomes uncomfortable or wet from rain, fog, or other forms of non-freezing precipitation. Finally, the boots grant him a +2 resistance bonus on all Fortitude saves made against poison and disease.
As black as coal, this short sword grows more potent the farther it is kept from light. It acts as a +1 short sword when in dim light. In darkness, it acts as +2 short sword. When surrounded by supernatural darkness, such as in an area of deeper darkness, it acts a +2 short sword and bestows the benefit of the Blind-Fight feat on its wielder. In daylight or bright illumination, the sword temporarily loses all its magical enhancement bonuses and acts as a masterwork weapon, though it resumes its magical functions once it is no longer in the bright light.
Hand of the Mage
This mummified elf hand hangs by a golden chain around a character's neck (taking up space as a magic necklace would).
It allows the wearer to utilize the spell mage hand at will.
Comfort’s cloak grants a constant endure elements effect to the wearer, and grants a +4 competence bonus to saves against disease, energy drain, effects that cause fatigue or exhaustion, and poisons. Furthermore, while the wearer is resting he regains twice his Hit Dice in hit points for 8 hours of rest instead of the typical 1 hit point per Hit Die. When taking a full 24 hours of rest, the character regains 5 times his Hit Dice in hit points instead of twice his Hit Dice in hit points.
Bag of Holding I
Wand of CLW 50 charges
Torch of Continual Flame
Last edited by Drakestendor; 09-11-2016 at 11:26 AM.