Death is not the End


Undeath Lord (Cleric) Level 7; Race; Human; Alignment; Lawful Evil

Ability Ability Score
Strength 9
Dexterity 11
Constitution 13
Intelligence 14
Wisdom 20
Charisma 20
HP AC Touch Flat-footed Fortitude Reflex Will
+5 +0 +5 +6 +2 +10
  • Hp (1d8 max + 6d8 + 7 Con)(Rolls: ?)
  • Armor breakdown ( +5 Armor)
  • +2 vs mind-affecting effects.
5 +4 +4

Melee attack: Mwk Heavy Mace +5, 1d8 -1, 20 x2
Ranged attack: Mwk Light Crossbow +6, 1d8, 19-20 x2 80 ft

Movement and vision
Speed 30 ft. Perception +5, Initiative +0.

  • Favored class bonus 7/1 skill points.
  • Charming trait
Skill Name Ranks Ability Trained Misc Total
Bluff 7 5 0 0 12
Diplomacy 7 5 3 0 15
Intimidate 7 5 0 0 12
Knowledge (Religion) 7 2 3 0 12
Sense Motive 7 5 3 0 15

Armor check penalty: 0

Special abilities
Human race
Dual Talent: Some humans are uniquely skilled at maximizing their natural gifts. These humans pick two ability scores and gain a +2 racial bonus in each of those scores. This racial trait replaces the +2 bonus to any one ability score, the bonus feat, and the skilled traits.
Size: Humans are Medium creatures and receive no bonuses or penalties due to their size.
Speed: Humans have a base speed of 30 feet.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.

Class Features:
Weapon and Armor Proficiency: Clerics are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Also proficient with the Naginata.

Aura (Ex): Evil alignment

Divine spells
Channel Energy (Su): Using Variant Channeling (Undeath). 4d6 negative energy damage, undeath healed +50%, DC 20 Will. Selective Channeling and Command Undead.

Death Magic: An undead lord must select the Death domain (and the Undead subdomain). She does not gain a second domain. In all other respects, this works like and replaces the standard cleric’s domain ability.

Spontaneous Casting: Inflict Spells.

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.

Bonus Feats: Command Undead.

Spell focus (Necromancy), Command Undead, Selective Channeling, Improved Channel, Skeletal Summoner.

Background Traits
Magical Talent: Either from inborn talent, the whimsy of the gods, or obsessive study of strange tomes, you have mastered the use of a cantrip. Choose a 0-level spell. You may cast that spell once per day as a spell-like ability. This spell-like ability is cast at your highest caster level gained; if you have no caster level, it functions at CL 1st.
The spell-like ability’s save DC is Charisma-based.
Charming: Blessed with good looks, you’ve come to depend on the fact that others find you attractive. You gain a +1 trait bonus when you use Bluff or Diplomacy on a character that is (or could be) sexually attracted to you, and a +1 trait bonus to the save DC of any language-dependent spell you cast on such characters or creatures.
Deathtouched: At some point you were tainted with the corruption of the undead, and you have gained some of their defenses. A +2 trait bonus on saving throws against mind-affecting effects.
Zealous: You are fanatical in your beliefs, ruled by emotion over reason. When you attack a creature that you know worships a different religion than you do, you take a –5 penalty on the attack roll and a +2 trait bonus on the damage roll with your first attack.

Divine Magic
Spell slots: 4/6/4/3/2
Spell DC: 15 + Spell Level + 1 if school is Necromancy.
Domain spells: Cause Fear, Ghoul Touch, Animate Death, Enervation.

Special Abilities:
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.

Magical Talent (Sp): Prestidigitation 1/day

Hakka, The language spoken by those of southern swamps and forests.
Kyomei, The most spoken language on the continent.
Hainan: The language used by those in high ranks.

On Person: +1 Armored Coat, Mwk heavy Mace, Mwk Light Crossbow, Crossbow bolts (10) Headband of Mental Prowness ( +2 Wis and Cha ) 38 lbs.

Whatever Else Is On Hand: Lesser metamagic rod of bouncing, spell component pouch, holy silver symbol, Pearl of power level 1, Magic charms with a total value of 500 gp (replaces onyx gems), Scroll cases (2), Waterskin 5 lbs.

Equipment of the minions: 3x +1 Steel Lamellar, 3x Mwk Ji (Halberds), Backpack, Bedroll, Large tent, Hooded lantern, Oil 10x, Silk rope 50 ft, Trail rations 5×.

Money: 1,797 gp


Total weight on person: lbs.

Light load Medium load Heavy load
0-30 lbs. 31-60 lbs. 61–90 lbs.

Background story

Daisuke had a pretty bad childhood. The fact that he was born under a conjunction of Black Stars, caused him to called a “One without Future”, by those around him.

One night, a terrible thing happened. Daisuke has trouble remembering what happened, but according to his older brother Arata, a huge fireball exploded in our home. The fireball had killed our parents and younger brother. Daisuke was badly injured by the explosion, due to a burning fragment of the floor pierced through his chest.

After the wounds changed into scars, Arata took Daisuke and left heading for Shanyang. A trail for admittance of Shinto users, would take place and Arata saw an opportunity.

Arata passed the test, but Daisuke did not. Somewhat furious that someone of the same blood managed to pass, but not himself, Daisuke managed to find work in the local tavern.

During his time at the tavern, Daisuke managed to get close with a girl called Aoi. Arata managed to steal her, leaving Daisuke with anger and jealousy.

Soon after that incident, Arata came by the tavern with some fellow students including Aoi. They started to party and started to get real drunk. When Daisuke came to clean and to bring the sleepers to a bed, his brother woke. He started talking, while being dead dronk. He told Daisuke, that he was behind the explosion that killed their parents and brother.

Burning with hatred, Daisuke wanted to kill him. But Arata is his brother and killing family is a bad thing. So Daisuke decides to make him suffer and takes Arata’s dagger. Then he kills Aoi with the dagger, stabbing it in the neck. Knowing that the truth will be out soon, Daisuke stole a horse and disappeared into the night.

2 weeks later Daisuke finds himself low on food and lost in the wilderness. Then he stumbled upon a cabal and he is promptly captured and interrogated. Daisuke tells them what happened to him and the cabal decides to believe him and offer him a place among the Cabal of the Red Face

Over the course of several years, Daisuke became a strong believer and saw how the Cabal of the Red Face grew. He even managed to get close to Miyako, the leader of the cabal. This little paradise for Daisuke fell apart due to Masaaki, who informed the Toukiden about the location of the cabal.

The Toukiden assaulted the location and killed. Cabal members that survived the assault were scattered and hunted. Daisuke managed to survive and started traveling, because there was nothing more to be gained with the cabal.

During one of travels, Daisuke stumbled upon a magical hidden prison. To his astonishment only one being was kept prison, a lich that called himself Susumu. Narrowly surviving the encounter with the lich, Daisuke decides to find out how to make himself immortal through the means of necromancy.

Daisuke finally managed to gain a clue of lost location that might hold some information to fulfill his wish for immortality.

Important factions and persons

Arata: Older brother of Daisuke. Current relationship unknown, probably Unfriendly.
Miyako: Nickname: “The red Smile”, Leader of the Cabal of the Red Face, Relationship: Friendly.
Masaaki: Betrayer and Mad. Relationship Unfriendly.
Susumu: A lich trapped in a magical prison, Relationship: Neutral

Cabal of the Red Face: A currently shattered cabal led by Miyako “The red Smile” and contains followers of the god Fumeiyoshi, Relationship is Friendly.
Toukiden: A group of Justice bringers, led by Kaori “Silver Spear” and contains highly disciplined warriors.

Character Description

Daisuke is from the Human race. His height is 5’4" or 1.64 meter, his weight is 150 lbs or 69 kilo and 29 years old. He has brown eyes, black hair, clean face and a large scar with burn scars surrounding it on the chest
Dark colored robes is his preferred clothing.

Everlasting Life: Intrigued by the meeting with the Lich Susumu, Daisuke now is searching for research of magic users to find a way to gain everlasting life.
Torment Arate: To repay for the suffering Daisuke had gone through, he will take every chance to torture his brother.
Fire: Daisuke can use torches or sit by a campfire, but will not use anything that can creates magical fire or will create a fire larger than a campfire.

Canines and Dango

Sour things

Writes with left hand, but does everything else right-handed.
Large scar with burn scars surrounding it on the chest.

Quick Background Generation
Region: Kuroi
Place of birth: Goshikinuma
Age: 29*
Alignment: Lawful Evil

Homeland: Town or Village: You gain access to the Militia Veteran regional trait.
Parents: Both of your parents are dead. You gain access to the Orphaned social trait.
Siblings: 2 siblings. 1 younger (Dead) and 1 older brother. You gain access to the Kin Guardian combat trait.

Circumstance of Birth: Progeny of Power: You were born during a particularly powerful conjunction or in some other time of power. You gain access to the Magical Talent magic trait, the Charming social trait, and the Sacred Touch faith trait.

Major Childhood Event: Magical Gift: When you were a child, you found, stole, or were given a magic item that gave you an extraordinary ability. You may have used this item for mischief, crime, or good. Since that time, magic items have always held a special fascination for you. You gain access to the Magical Talent magic trait.

Cleric Background: Reborn: You died or nearly died. In the midst of this experience, your mind came to a place of quiet where you witnessed your deity or its agents pulling your body and spirit back from the brink of death. Every day since has been a gift, and you strive to understand the reason you have been saved while countless others perish. You gain access to the Deathtouched bloodline race trait and the Arisen story feat.

Influential Associates: The Dead One: One of your greatest influences was a sentient undead creature, such as a ghost, lich, grave knight, wraith, or vampire. You encountered it on several occasions and survived… mostly unscathed. Through this strange relationship you learned of its mortal life, giving you perspective on your own life. You gain access to the Deathtouched bloodline race trait and the Glimpse Beyond story feat.

Moral conflict: Murder: You killed someone. (8). Conflict Subject: Former lover, Motivation: Hatred (4).
Resolution: Denial: You feel little if any regret, and deny the event mostly so others won’t judge you. Few if any know of your part in the conflict, and your constant denials are meant to keep it that way (1).

Deity and Religious Philosophy: Fumeiyoshi: NE God of Dishonour, Envy, Graves and Undead

Romantic Relationships: Several Significant Relationships: You’ve engaged in a number of partnerships, but for some reason or another your relationships always fail.

Character Drawback: Religion: Your beliefs are of paramount importance in your life, whether you belong to a temple, follow a cult, or practice a religious philosophy independently. When others question or attack the beliefs, principles, relics, or structures of your faith, you respond with fury. You gain access to the Zealous drawback.


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