A powerful Necromancer turned pirate Bloodwake was handly defeated by the party in there first encounter, but has apparantly been returned to life for some dark purpose...
Male Half-Elf necromancer 10
CE medium humanoid (elf, human)
Init 7, Ref +5, Will +10, +2 vs. enchantment spells and effects
Speed 30 ft. (6 squares)
Ranged crossbow 6 (1d10+1/19-20)
Face 5 ft. Reach 5 ft.
Base Atk +5; CMB +5; CMD 16
Special Actions Grave Touch, Power Over Undead,
Prepared Spells Prepared Spell List
Wizard (CL 10th):
5th – *waves of fatigue (2) (DC )
4th – animate dead , bestow curse (DC 21) , fear (DC 21) , *ghoul touch (DC 21)
3rd – fireball (DC 18) , vampiric touch (2) , water breathing (DC 18)
2nd – command undead (DC 19) , false life (DC ) , ghoul touch (2) (DC 19) , scare (DC 19) , *spectral hand
1st – cause fear (DC 18) , chill touch (2) (DC 18) , grease (2) (DC 16) , unseen servant
0th – bleed (DC 17) , mage hand , mending (DC 15) , ray of frost , *touch of fatigue (DC 17)
Abilities Str 10, Dex 11, Con 14, Int 21, Wis 12, Cha 10
Special Qualities Adaptability, Arcane Bond, Cantrips, Elf Blood, Elven Immunities, Enchantment Opposition School, Familiar, Illusion Opposition School, Keen Senses, Life Sight, Multitalented, Necromancy School,
Feats Command Undead, Greater Spell Focus (Necromancy), Improved Familiar, Scribe Scroll, Skill Focus (Spellcraft), Spell Focus (Necromancy), Spell Mastery (Ghoul Touch, Vampiric Touch, Water Breathing, Waves of Fatigue, Touch of Fatigue), Spell Penetration, Still Spell
Skills Appraise +18, Fly +8, Knowledge (Arcana) +18, Knowledge (Geography) +18, Knowledge (Local) +18, Knowledge (Nature) +18, Knowledge (Planes) +13, Profession (Sailor) +14, Spellcraft +24,
Possessions bracers of armor +2; cloak of resistance +2; ring of protection +1; Crossbow +1 (Heavy) ;
Adaptability (Ex) Half-elves receive Skill Focus as a bonus feat at 1st level.
Arcane Bond (Su) You have selected to establish a powerful arcane bond with a creature.Cantrips You can prepare a number of cantrips, or 0-level spells, each day. These spells are cast like any other spell, but they are not expended when cast and may be used again. You can prepare a cantrip from a prohibited school, but it uses up two of your available slots. Elf Blood (Ex) Half-elves count as both elves and humans for any effect related to race. Elven Immunities (Ex) Half-elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects. Elven Reflexes One of your parents was a member of a wild elven tribe, and you’ve inherited a portion of your elven parent’s quick reflexes. Enchantment Opposition School You have chosen enchantment spells as an opposition school. Preparing an enchanment spell takes up two spell slots of the same level. You take a -4 penalty on any skill checks made when crafting a magic item that has an enchantment spell as a prerequisite. Familiar A familiar grants special abilities to its master. These special abilities apply only when the master and familiar are within 1 mile of each other. Grave Touch (Sp) As a standard action, you can make a melee touch attack that causes a living creature to become shaken for 5 rounds. If you touch a shaken creature with this ability, it becomes frightened for 1 round if it has fewer that 10 Hit Dice. You can use this ability 8 times per day. Illusion Opposition School You have chosen illusion spells as an opposition school. Preparing an illusion spell takes up two spell slots of the same level. You take a -4 penalty on any skill checks made when crafting a magic item that has an illusion spell as a prerequisite. Keen Senses (Ex) Half-elves receive a +2 bonus on Perception skill checks. Life Sight (Su) You gain blindsight to a range of 15 feet for 10 rounds per day. This ability only allows you to detect living creatures and undead creatures. This sight also tells you whether a creature is living or undead. These rounds do not need to be consecutive. Multitalented (Ex) Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes. Necromancy School You have chosen to specialize in necromancy spells. Power Over Undead (Su) You can channel energy 8/day, but only to use the selected feat. You can take other feats to add to this ability, such as Extra Channeling and Improved Channeling, but not feats that alter this ability, such as Elemental Channeling and Outsider Channeling.