Well, going once again over the magic items I thought that "Amulet of Dramatic Death" really fits this campaign.
So, final list:
purple ioun stone stored 9 levels , 300
Pearl of wisdom 500
Gem of insight 3000
Full plate +2 1000
Ogre power 1000
Stone of Controlling Earth Elementals 1500
Potion of polymorph self 200
I couldn't find how many doses are in a bottle. Must it be one? From some other potions descriptions that lack the number of doses but describe the affect of multiple or half doses, it suggests that a potion may have several doses even if the description doesn't state it specifically.
Also, it is written that potions can be easily created by priests and wizards and sold for a low price, so will Ke'Sha be able to duplicate the potion with some mobile kit, making it possible to have effectively 1 polymorph self per day? or every few days?
Since using the Gem of Insight, and INT get one point two, but it doesn't affect the languages of NWP, I played a bit with the ability scores:
Moved two points from DEX to CON and so got +2 HP per level (I think it is only for 1-9 levels) and moved 1 point from INT to DEX so kept the AC improvement and lost 1 in reaction and missiles.
Updated the spells in the ioun stone. (reduced from 17 level to 9)
Also, he can use large shield right? and it reduce AC by 1?
I think it is more or less done. I need to review spells again and we need to close the HP issue. (How many from CON, am I correct thinking 18? What about the Quasit)
I plan to add "Daily Routine" for spells casted daily to improve efficiency. Like the Spectral senses that I'd like to cast on a skeleton to scout ahead. Are there any tiny fast skeletons like birds or rats that can move quickly?
And now for a secondary character... Not sure what would beat the duo of Ke'Sha/Yelb... Maybe I'll play a druid, although nothing beat wizards...
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Vir Ke'Sha Tav'Lux
Male Athasian Halfling, Priest of The Lord of Undead level 16 (17 +1 Quasit Familiar) (CE)
Abilities:
STR 4 (18/00), +3 hit, +6 dmg, 335lbr weight
DEX 18, +2 reaction, +2 missile attack, -4 defense
CON 16, +2
INT 13 (14), WIS 20 (22),
CHA 5, 2 hench, -4 loyalty, -3 reaction adj.
Age 64, HT 3'5", WT 56 lbs
HP calc:
8hp + 8d8 ([8d8]=39) + 9x2 (CON) + 16 (levels10-17) + 16 (familiar)
HP: 97 (79 without familiar)
THAC0: 10
(+6 [+3 STR +2 DEX +1 Halfling] projectile, +3 Melee, +3 Staff Sling) +1 Halfling for thrown weapon
AC: -6/(-7 missiles) (-4 DEX, -11
full plate armor+2, -1/-2 Full Body Shield)
Dmg: Sling/Staff Sling (1d4+7/1d6+7), blowgun (1d3+6 + poison/1d2+6+poison), Morning Star (2d4+6/1d6+7), Sickle (1d4+7/1d4+6)
ROF: Blowgun (2/1), Sling (1/1), Staff Sling (2/1)
XP: 2,000,000 (2,025,000 with the Quasit)
Saves: PPDM 4 (+4 Halfling for poison), RSW 8 (+4 Dex, +4 Halfling), PP 7, BW 10 (+4 Dex), S 9 (+4 Halfling, +4 Wis - mind spells)
Skills: Halfling Resistance (+4), Small-sized bonus, infravision (60 feet), detect grade or slope in passage (1-3 on 1d4), determine approximate direction underground (1-3 on 1d6)
Surprise bonus +4 if alone and without metal armor. +2 if need to open door.
+1 bonus attack rolls when using thrown weapons and slings.
Bonus spells (WIS): 3x1st, 3x2nd, 3x3rd, 2x4th, 1x5th
Immunities ( due to WIS): Cause fear, Friends, Hypnotism, Charm person, Command, Forget, Hold person, Ray of enfeeblement, Scare, Fear, Charm monster, Confusion, Emotion, Fumble, Suggestion.
Granted Powers: 3 times the number of undead affected by turn, +1 HP per die of animated undead, make ghoul (1,000gp) ghast (4,800gp) ju-ju zombie (6,070gp) mummy (11,000gp), vampire or lich (20,000gp)
+3 reaction adj. (DEX)
Familiar Impact: +1 level, regenerate 1hp/round, infravision 60', telepathic connection and senses, 25% MR, +20HP
XP Bonus (10% )
WP(6): Sickle, Blowgun, Sling, Morning Star, Staff Sling, Flail
NWP (13): Botany (1) (Int -1), Speed casting (3) (Wis -2) (-2 CT), Danger sense (2) (Wis -2), Healing (2) (Wis -2), Herbalism (2) (Int -2), Diagnostics (1) (Wis -1), Poisons (2) (Int)
Languages: Common, Halfling, Dwarven, Orc
Gear:
Head – Fetishes, Black hood,
Ioun stone vibrant purple prism stores 9 spell levels
Neck - Necklace of trinkets and bones (
Pearl of Wisdom), [Un]Holy Symbol (Pearl embedded within), Prayer beads with
Gem of Insight weaved between them
Torso – Hooded black coat [10lbr], Backpack [4 lbs] x2, torn leather jacket, shirt /
Full Plate Darkened, barely makes sound, when looking at one can see his own reflection wither or ghostly [35lbr]
Hands - Bracelets, Tattoos,
Gauntlets of Ogre Power, Blowgun [2lbr], Full body shield
Arms - Snake pet [20lbr]
Waist – Gray leather belt, ingredients pouches x 5 [5lbr], Morning Star [12lbr], Bolt case (50 darts) [6lbr], Bolt case (50 darts) [6lbr],
Sling bullets x10 [5lbr], Staff Sling [2lbr],
Stone of Controlling Earth Elementals [1lbr],
Potion of polymorph self [1lbr],
Girdle of many pouches
Feet – Leather boots
Backpack 1 - Rations, Mace [8lbr], Sickle [3lbr], scalpel [1lbr], torches x10 [10lbr] incense x10 [1lbr], candles x4, Vials and bottles [2lbr], Greek Fire x10 [20lbr], Holy water x10 [1lbr],
Unholy water x10 [1lbr], Mirror, Sling bullets x20 [10lbr], Blackened whip [2lbr], Bed roll, Net [5lbr]
Backpack 2 - Rope [20lbr], Gloves to handle poison [2lbr], 10 rations [1lbr], Potion of healing
Ingridient pouch 1 [10 lbr] - graveyard soil, vial of blood, ...
Ingridient pouch 2 [10 lbr] -
Ingridient pouch 3 [10 lbr] -
Ingridient pouch 4 [10 lbr] -
Ingridient pouch 5 [10 lbr] -
Belt pouch 1 [10 lbr] - Vials of injected paralytic poison (Type O 2x8 doses), Vials of injected death poison (Type E 8 doses), Vials of injected death poison (Type F 3x8 doses)
Belt pouch 2 [10 lbr] - 30gp
Wish list: Grenades of Acid x10 [20lbr], Grenades of Poisonous gas x10 [20lbr], Grenades of explosion x10 [20lbr], Grenades of smoke x10 [20lbr]
Encumbrance: 281lbr - No Encumbrance Mv 6
Spells:
Spheres of Influence: Major Access to All, Astral, Charm, Necromantic, Summoning, Thought (TOM).
Minor Access (1-3 levels) to Combat, Divination, Protection, and Sun.
Bless (1st), Combine (1st), Detect Evil (1st), Purify Food & Drink (1st), Speak With Astral Traveler (1st), Command (1st), Remove Fear (1st), Invisibility to Undead (1st),
Call Upon Faith (1st), Emotion Read (1st), Thought Capture (1st), Magical Stone (1st), Shillelagh (1st), Analyze Balance (1st), Detect Magic (1st), Detect Poison (1st), Detect Snares & Pits (1st), Locate Animals or Plants (1st), Endure Cold/Endure Heat (1st), Protection From Evil (1st), Ring of Hands/Ring of Woe* (1st), Sanctuary (1st), Light (1st)
Sanctify/Defile* (2nd), Enthrall (2nd), Hold Person (2nd), Music of the Spheres (2nd), Mystic Transfer* (2nd), Aid (2nd), Draw Upon Holy Might (2nd), Idea (2nd), Mind Read (2nd), Chant (2nd), Spiritual Hammer (2nd), Augury (2nd), Detect Charm (2nd), Find Traps (2nd), Know Alignment (2nd), Speak With Animals (2nd), Barkskin (2nd), Resist Fire/Resist Cold (2nd), Withdraw (2nd),
... (oh well, I need to rewrite this post...)
Memorized Spells:
1st (7 + 3): Bless x2, Protection From Evilx2, Command, Ebony Hand, Spectral Senses, Undead Alacrityx2, Protection from evil
2nd (7 + 3): Hold Personx3, Aidx2, Withdraw, , Find Traps, Spiritual Hammer, Resist Turning, Dark Fire of Beshaba (Priest spells compedium)
3rd (7 + 2): Emotion Control x2, Life Drain x2, Cure Blindness or Deafness, Protection from fire, Prayer, Dispel Magic, Remove Curse
4th (7 + 4): Heart Blightx2, Cause Insanity, Solipsism, Mental domination x2, Free Actionx2, Geniusx3
5th (5 + 2): Quest, Undead Regeneration/Drain, Raise Dead, Dispel good, Imbue undead with spell abilityx2, Undead Regeneration/Drain
6th (3): Asphyxiate, Word of Recall, Conj. Fire Elemental
7th (2): Resurrection, Energy drain
Ioun stones 9 spell levels: Resurrection, Hold Person
Spells under effect: Death pact
Gur'Khal-Negh (Quasit familiar)
HD: 3 (16 [20hp [3d8] = 20]) (You rolled better than me... I got 16)
Dmg: 1d2,1d2,1d4
Special Damage: save vs poison or lose 1 Dex for 2d6 hours...
Infravision: 60'
AC: 2
THAC0: 17
Special defense: 25% MR, Save as 7HD
Regeneration: 1hp/round
Abilities: Invisible, detect good, detect magic, polymorph into two animal forms (bat, wolf) at will. Globe of Fear once a day. Commune once a week (6 questions).
Movement: 15
Here they are. Decent hps for the monstrous zombies, good hps for the reg zombie, and pretty low hps for the skels… oh well, at least you said you only want them carrying things
Undead hps: 28, 35, 14
Skel hps: 4, 2, 3, 5
Ho and Rror:
Monstrous Zombies: (Ogre and Grizzly Bear)
Controlled undead
Hp: 28, 35 (6+6 ea)
AC: 6
Thac0: 15
Att: 1
Dmg: 4d4
Mv: 9
Sz: L ( and )
Int: non
Immune: Sleep, Charm, Hold, Fear, Death magic, Poison, Cold-based spells
Disadvantages: Susceptible to Turning/control, holy water (2d4 dmg/vial), non-intelligent, always strike last, only understand simple commands (1 dozen simple words or less), clumsy
‘Zum’
Zombie: (humanoid)
Controlled undead
Hp: 14 (2+2)
AC: 8
Thac0: 19
Att: 1
Dmg: 1d8
Mv: 6
Sz: M (6’)
Int: non
Immune: Sleep, Charm, Hold, Fear, Death magic, Poison, Cold-based spells
Disadvantages: Susceptible to Turning/control, holy water (2d4 dmg/vial), non-intelligent, always strike last, only understand simple commands (1 dozen simple words or less), clumsy
Skeletons: (humanoid, 4x)
Controlled undead
Hp: 2, 3, 4, 5 (1+1 ea)
AC: 8
Thac0: 19
Att: 1
Dmg: 1d6
Mv: 12
Sz: M (6’)
Int: non
Immune/resistant: Sleep, Charm, Hold, Fear, Death magic, Poison, Cold-based spells, ½ dmg from edge weapons.
Disadvantages: Susceptible to Turning/control, holy water (2d4 dmg/vial), non-intelligent, only understand simple commands (1 dozen simple words or less)