Kae'man the Forgetful

The Dread Vampirizus
Human male 16th-level Nimbralian fighter (Savage)/21st-level Nimbralian necromancer (Undead Master)

Armor Class: 7 (3 w/invisible mail)
Movement: 12
Hit Points: 122
THAC0: 5 (0 w/staff)
No. of Attacks: 5/2 (staff) or 2
Damage/AT: 1d4+5
Alignment: Neutral evil (some neutral tendencies)

Str 15, Dex 12, Con 16, Int 25, Wis 16, Chr 11, Com 8

Special Abilities: When Kae'man is resting or sleeping in a quiet place he may use an ability just like the 1st-level wizard spell, alarm (up to 16 times per day). However, it does not sound an alarm like the spell; it merely alerts him to intrusion (if he is already awake) or awakens him (if he is asleep). It is not cast upon a particular place; it alerts him to activity within 10 feet of the place where he lies (as if he were at the center of the 20-foot cube of effect of the actual spell).

Spells (3/3/3/2/1 as a Nimbral warrior, 9/9/9/9/9/8/7/5/3 as a Nimbralian necromancer; including bonus spells): As a necromancer trained in the ways of the Nimbral mages, Kae'man has all the powers and benefits of a necromancer without any barred schools of magic. (He is in fact identical to the normal Nimbral Mage, only with his magical specialty changed.) His favorite spells are from the schools of conjuration/summoning, illusion, and necromancy. He carries following Art in most cases: 1st-cause light wounds, chill touch, chromatic orb, comprehend languages, corpse link, corpse visage, exterminate, lightning bug, magic missile, ray of fatigue, read magic, undead servant, 2nd-become bones, blastbones, bloodglass, choke, cloak undead, ebony hand, invisibility, knock, mirror image, shadow burst, spectral hand, undead mount, 3rd-dispel magic, feign death, fly, ghost armor, invisible mail, skulltrap, vampiric touch (x2), undead lieutenancy, undead summoning, undead torch, wraithform, 4th-Beltyn's burning blood, contagion, corpse whisper, destroy undead, enervation (x2), flesh to air, gloom, protection from deathbane 10' radius, shadow skeleton, undead summoning II, 5th-animate dead, fleshshiver, magic jar, Mordenkainen's involuntary wizardry, pierce magic resistance, shadow door, summon shadow, teleport, wall of bones, undead summoning III, 6th-arrow of bone, corpse host, death spell, dweomerburst, globe of invulnerability, trollish fortitude, undead regeneration, undead summoning IV, 7th-finger of death, limited wish, nerve dance, suffocate, teleport without error, undead summoning V, zone perilous, 8th-evaporate the living, deathbolt, homunculus shield, thrice supreme, undead summoning VI, 9th-energy drain, tyranteyes, undead creation. (Kae'man's necromancy spells are in Bold.)

Furthermore, Kae'man also has these other twin spells locked into a Sammaster's conjunction spell, always at the ready: improved thrice & Rary's superior spell enhancer, which can be cast simultaneously with the uttering of the last two words of the conjunction spell.

Weapons of Proficiency: Changing seasons style, Chondath style (crushing weapons), club, dagger, quarterstaff (high mastery), short staff style, two-hander style.

(Only 1 slot was gained as an undead master, as the rest were converted into nonweapon slots.)

Nonweapon Proficiencies: Alertness (17); ancient history (Nimbral, 24); ancient languages (Auld Wyrmish, Netherese & Thorass, 25); arcanology (22), blind fighting; concentration (14); cooking (25); direction sense (17); dirty fighting I; dirty fighting II (16); etiquette (11); heraldry (25); native language (Common); navigation (23); necrology (16); netherworld knowledge (13); modern languages (Draconic, Dwarven, Elven, Gnomish, 25); reading/writing (any he can speak, 26); religion (Faer�nian, 16); research (25); riding land-based (horse, 15); rope use (12); sage knowledge (illusion, 23); sage knowledge (necromancy, 23); spellcraft (23); spirit lore (7); swimming (15); tactics of magic (24); thaumaturgy (23); trouble sense (16); tumbling (12).

First as a Nimbralian warrior and now as a Nimbral mage, Kae'man gains the bonus proficiencies of direction sense, endurance, navigation, and survival (dungeon). He does not gain weather sense or survival, as he was not born and raised as a savage, rather he became one in order to survive.

Equipment: Standard wizard adventuring gear, plus his short Nimbralian battle robes (AC 7) and his traveling spellbooks.

Magical Items: The Clawstaff of Mists.

Combat/Tactics: As a Nimbral mage who has been trained in the Art of necromancy instead of the illusions of the others, Kae'man has far more power on the island that his spellkin would believe. He could summon up a legion of undead in minutes to rebuff any attack that got through his already impenetrable defenses. And even if they broke in, they would have to battle his protective spheres to even summon their Art against him, and his minions can easily see through their precious illusions and walk right up and kill them.

As an undead master, Kae'man can command undead as a priest of equal level. This power also extends to fiends and extraplanar creatures, which are treated as undead with the same hit dice.

From his affiliations with dark and terrible powers, Kae'man has gained many strange abilities, many of which are like those inherent powers of his beloved undead. He can withstand greater amounts of physical damage than a regular, mortal wizard, and as such he gains +1 hp per level (in addition to any bonuses due to high constitution), and regenerates 2 hit points per round, regardless of the cause of the damage. Kae'man does not lose consciousness or perish when reduced to zero hit points; he can remain conscious and functional (even in combat) until reduced to -10 hp, similar to the 3rd-level spell delay death. Weapons of +1 or greater magical enchantments are needed to harm him, he is completely immune to all spells from the Enchantment/Charm school of magic, and he bears immunity to enfeeblement, polymorphing, cold, electricity (and such attacks are absorbed by his magical eyes), and death magic.

Aside from his powerful spells and other salient abilities, Kae'man has become in tune with the unnatural to a degree in his studies in the Dark Art to the point where he can sense the presence of spirits around him. If psionics are used in the campaign, Kae'man has 58 PSPs and the wild talent of spirit sense (power score: 13).

As a Nimbral mage, Kae'man has an inherent weakness in his magical eyes; however, his eyes radiate a dispel magic function (cast at his level) to stop any attempt to disable his hard fought for vision.

Allies/Companions: Zsa'quere, a powerful fiend from the lower planes, and many, many undead servants.

Foes/Enemies: All Nimbral mages near the northeastern most point of Nimbral, all others are still unaware of the exact actions of this very powerful and deadly spellkin of theirs.

Appearance: Kae'man is a very odd human indeed, even more so now that he has spent years upon years in the service of the Dark Arts. He is a tall man with a muscular 5-foot 10-inch, 173-pound frame with grey hair and was born without eyes! His skull bore the proper holes for the optical organs, but his premature birth didn't allow for the organs to develop and they never grew in. Now being a Nimbral mage, he now possesses magical eyes, so his not having any before doesn't truly matter. However, he doesn't possess the typical silvery eyes common to all Nimbral wizards, but rather he bears darksteel eyes! And even more powerful they are, having more powers because of the natural magical usefulness of the metal.

Now since the years of working Black necromancies, Kae'man bears six fingers on each hand, and from his wrists down to the tips of his fingers is now the color of coal. Since his vocal cords were harmed in his early birthing, Kae'man's normally scratchy, whispery voice is now also perceived as inhuman to most people of the Realms. His pronunciation of language is too precise and sounds more like that of the extraplanar creature he dwells with. He wears baggy breeches and a short battle robe that shimmers like moonlight, complete with large billowy hood in true Nimbralian fashion. And his boots bear the fur of a bugbear that he had to defeat unarmed to survive in a gladiatorial tournament.

Personality: Kae'man is a man of action, first as a forced entertainment in his native lands and then as an apprentice to pay off his surprising victory in the face of all against him. When he was still blind, he was young and forced into underground gladiatorial fights; but instead of adapting to that style of combat, Kae'man devolved himself, becoming savage and ruthless, killing his foes with sticks and his bare hands. He is always in motion, either in the real or in his imagination, contriving ways to rule over his native land and subject others to his will, as they had done to him.

Kae'man who developed savageness when forced to fight blinded for his life, has been raised into Nimbralian legend as Vampirizus, the blood drinker. With the legend he gained his physical dominance at the cost of killing and drinking his enemies blood; however, the Dark Arts aren't without their irony, as now he must drink blood once per day as an unholy compulsion. He now suffers from two distinct cases of insanity, or as some call it, madness. First and foremost is that of Melancholy, with strange bouts of amnesia following closely after.

Kae'man often loses the will to act or participate in any suggested activities. He will just want to be left alone and may become violent if disturbed. In any given situation, Kae'man is 50% likely to do nothing, regardless of the danger, even at the risk of personal safety. If attacked berated, pressured, insulted, or otherwise made to feel inferior, he has a 95% chance of becoming violent. Kae'man's violent fits last 2d6 rounds, then the he lapses back into brooding silence.

The amnesia suffered by Kae'man is often brought about by anger, as he can commit various evil deeds and remain fine; although once angered and forced to lash out at people, he is often robbed of his knowledge of his own history at the expense. This madness robs him of all memories of himself, his powers, and factual knowledge, effectively turning him or her into an "absent-minded" individual. As such, Kae'man cannot remember facts or events that didn't take place within the last few hours. This form of amnesia blocks the ability to recall factual knowledge, similar to the spell brainkill. It in no way affects professional performance, the ability to cast spells, and saving throws, as he will still use these and all of his abilities to full effect; just that he will then have to try to recall how or why he bears such devastating powers.

Experience (+10%): 4,283,045.

Experience For Next Level: 4,500,000.

Locales Frequented: Nimbral, Halruaa and some distant points to study foreign magics, like The Great Desert and Myth Drannor. It is the last place that Kae'man stole his last ally from, although he merely thinks him his loyal friend. He has forgotten the means by which Zsa'quere was "acquired."

The Forgotten History of Kae'man.

Motivations/Goals: Kae'man wishes to rule a kingdom with absolute authority, be that the kingdom is already filled with the most knowledgeable and powerful in the realms makes the goal all the sweeter, once it is realized that is.

Campaign Uses: Kae'man is a great personality to use for extreme evil, similar to the use of large forces of undead and a great archenemy wizard behind all the trouble. And the best part is that Kae'man could be thwarted and forgets about it, thus leaving the PCs alone with their gains and never troubling them again. Although they could be once more called into adventure with his next try at domination.

Unique Abilities
As a powerful Nimbralian necromancer who has accomplished much in the areas of evil and the Dark Art, Kae'man has six salient necromancer abilities. There are as follows: Augmented Hit Points, Enhanced Vision, Regeneration, Skull Scry, Spell Immunities, and Weapon Immunities. The basic regeneration rate and the 3 powers of augmented hit points, spell immunities, and weapon immunities have all been described in the Combat/Tactics section earlier in Kae'man's entry, thus only the other 3 will be so listed in full here.

  • Black Vision: Kae'man's unique eyes grant him normal human vision and allow him to detect invisible, detect magic and see with infravision out to a range of 120'. The only drawback of this is a successful dispel magic will render him blind for 1 turn per level of the caster of the dispel; although he has a continual dispel magic effect build into his eyes to counter this and other harmful magics that attack his eyes.

  • Bonus Spells: As a Nimbral mage, Kae'man functions as a necromancer (unlike the norm of illusionists), but without any opposition schools. Futhermore in addition to his bonus spell per spell level as a necromancer, he also gains bonus spells from a high intelligence. These spells are equal to those gained by a priest, but his intelligence is substituted for Wisdom on the wisdom Chart.

  • Enhanced Vision: Kae'man has the ability to perceive radiations and auras beyond normal vision. He can see normally under the night sky, and while indoors (in conditions of total darkness), he can still perceive objects normally, up to a range of 30 feet (this does not hinder the eyesight at all). In addition to the night vision, Kae'man can also see using powers akin to the following spells: detect life, know alignment, and wizard sight.

    Except for night vision, these powers do not operate continuously. Kae'man must visually concentrate on the subject (or area) for them to work. While the enhanced vision is active, the wizard's eyes light up with a malevolent, reddish glow. Normally, it takes one full round to scan an object, person, or area with the magical, enhanced vision.

  • Regeneration: Kae'man is able to regenerate two hit points per round. This ability continues to operate regardless of circumstances. Severed limbs continue to twitch and move under his direction, and they immediately reattach if brought into contact with the body (similar to a troll's powers). Kae'man's body continues to regenerate after death, even if the remains were destroyed and reduced by fire or acid. If the body is dismembered and the parts buried separately, it will take the necromancer one month to regenerate completely for every 100 feet distance of separation between the various parts. Alternatively, if the body is burned or dissolved in acid, the remains may be scattered over a wide area, delaying the regeneration time by one month for every 10-foot-square region of disposal area.

  • Skull Scry: This ability enables Kae'man to see or hear activity through any skull or cadaveric head. The skull or head must not be attached to a spine, and can't be animated. He can otherwise scry through any disembodied skull or head (at a known location) that is up to 25 miles away from him. In some cases, other types of sensory links may be used with the skull scry ability.

  • Stoneheart: After casting the great contingencies and necromancies upon himself, Kae'man now bears a heart of stone (8th-level wizard spell) and is also protected by invisible mail (lasting until 21 points of damage is taken and absorbing into itself up to that amount in nonmagical damage) and blood lightning. A contingency releases unblooded upon his person if below 20 hit points; and a chain contingency first levels the battlefield with an evaporate the living spell if he is destroyed, then dispel hostile magics followed by teleport retrieval to transport his body and all of his belongings into Dragoon Tower, even some of his undead if they are close enough to his shattered form (the most powerful first).
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