Cain, The Deadwalker

Human Wizard 19


Cain, The Deadwalker
Male middle-aged human (Varisian) necromancer 19
CG Medium humanoid (human)
Init 2; Senses life sight (30 feet, 19 rounds/day); Perception +31
Darkvision 60 feet (Permanency spell)
AC 28, touch 20, flat-footed 26 (
8 armor, 5 deflection, +2 Dex, +3 enhancement)
hp 135 (19d6
Fort 16, Ref +15, Will +27
SR 18
Speed 30 ft.
Melee +3 defending spell storing darkwood quarterstaff +10/
5 (1d6)
Arcane School Spell-Like Abilities (CL 19th; concentration 28)
12/day—grave touch (9 rounds)
Necromancer Spells Prepared (CL 19th; concentration +28)
9th—astral projection, foresight, gate, teleportation circle, wish
8th—form of the dragon III, horrid wilting (DC 29), polar ray, protection from spells, greater shout (DC 27)
7th—delayed blast fireball (DC 26), finger of death (DC 28), limited wish, mage’s magnificent mansion, prismatic spray (DC 26), greater teleport
6th—mass cat’s grace, circle of death (DC 27), eyebite (DC 27), form of the dragon I, greater heroism
5th—cone of cold (DC 24), dismissal (DC 24), dominate person (DC 24), feeblemind (DC 24), waves of fatigue
4th—black tentacles, charm monster (DC 23), contagion (DC 25), enervation, fear (DC 25), greater invisibility, remove curse, solid fog, stoneskin
3rd—fireball (DC 22), halt undead (DC 24), hold person (DC 22), lightning bolt (DC 22), phantom steed, ray of exhaustion (DC 24)
2nd—alter self, blur, command undead (DC 23), darkvision, fungal blisters, ghoul touch (DC 23)
1st—burning hands (DC 20), chill touch (DC 22), detect undead, expeditious retreat, identify, mage armor, magic missile (2)
0 (at will)—disrupt undead, mage hand, open/close (DC 19), read magic
Opposition Schools Enchantment, Illusion
Str 10, Dex 14, Con 17, Int 28, Wis 27, Cha 10
Base Atk +9; CMB +9; CMD 26
Feats Alertness, Cypher Magic, Enlarge Spell, Great Fortitude, Greater Spell Focus (necromancy), Improved Great Fortitude, Improved Iron Will, Iron Will, Lightning Reflexes, Maximize Spell, Quicken Spell, Scribe Scroll, Spell Focus (necromancy), Spell Mastery, Spell Mastery, Turn Undead
Traits indomitable faith, mathematical prodigy
Skills Acrobatics +8, Appraise +24, Bluff +10, Diplomacy +18, Escape Artist +10, Fly +20, Heal +15, Knowledge (arcana) +31, Knowledge (history) +14, Knowledge (nobility) +31, Knowledge (religion) +14, Linguistics +27, Perception +31, Ride +15, Sense Motive +18, Spellcraft +31, Stealth +20, Survival +27, Swim +10
Languages Abyssal, Aquan, Auran, Celestial, Chondathan, Common, Daemonic, Draconic, Drow Sign, Dwarven, Elven, Garuda, Giant, Gnoll, Gnome, Goblin, Halfling, Ignan, Infernal, Orc, Protean, Sylvan, Terran, Triaxian, Undercommon, Varisian
SQ arcane bond (
3 defending spell storing darkwood quarterstaff), power over undead
Combat Gear boots of teleportation, crown of blasting (major), hand of glory, robe of the archmagi (white), wand of cure serious wounds, wand of inflict critical wounds; Other Gear 3 defending spell storing darkwood quarterstaff, belt of physical might +6 (Dex, Con), blessed book, bracers of armor +8, cloak of resistance +5, glove of storing, headband of mental prowess +6 (Int, Wis), portable hole, ring of protection +5, ring of sustenance, ring of wizardry iv, scarlet and blue sphere ioun stone (perception), spellbook, spellbook, spellbook, spellbook, spellbook, wizard starting spellbook, 38,649 gp
Special Abilities
Arcane Bond (
3 defending spell storing darkwood quarterstaff) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).
Cypher Magic Gain bonuses to caster level when using scrolls
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Enlarge Spell Increase spell ranges. +1 Level.
Grave Touch (9 rounds, 12/day) (Sp) As a standard action, touch shakes living foe 9 rds (frighten 1 rd if already shaken).
Greater Spell Focus (Necromancy) +1 to the Save DC of spells from one school.
Illusion You must spend 2 slots to cast spells from the Illusion school.
Improved Great Fortitude (1/day) Can re-roll a Fort save, but must take the second result.
Improved Iron Will (1/day) Can re-roll a Will save, but must take the second result.
Life Sight (30 feet, 19 rounds/day) (Su) Gain special blindsight which only sees living and undead.
Maximize Spell All variable effects of a spell are maximized. +3 Levels.
Necromancy The dread and feared necromancer commands undead and uses the foul power of unlife against his enemies.
Quicken Spell Cast a spell as a swift action. +4 Levels.
Spell Focus (Necromancy) Spells from one school of magic have +1 to their save DC.
Spell Mastery (Enervation) You can prepare the chosen spells without a spellbook.
Spell Mastery (Horrid Wilting) You can prepare the chosen spells without a spellbook.
Spell Resistance (18) You have Spell Resistance.
Turn Undead (DC 19) (Su) Receive Command Undead or Turn Undead as a bonus feat.


Cain was originally a harper for lady Alustriel Silverhand. Cain throughout his early years served the harpers without question and made many friends along the way. From battling goblinoids to killing demons. All was well until his home Malasartlin was on the new nation of Laruar. A big political debate happened, there was a disagreement and the proud folks of Malasartlin left. His adventure group, The Cloaked Raiders moved on and Cain himself was raising a family with his wife, an Eladrin named Alondra and three sons, Cainar, Jander and Evan. Cain was a part of some history changing events. From meeting Lolth to killing Kotichie the demon lord to battle many evil groups such as Eldreth Valuthra and Damage Incorporated. Those battles passed with time and Cain went on to new things. Which included a corruption devil named Samlawr. Samlawr was posing as the leader of the nation of Elturguard. But before that he was an arch enemy of Cain. Cain and Samlawr went on to do many years of battle including when he was both a human and an undead. Samlawr defeated Cain and banished his phylactery. For fifty years Cain waited. Damage Incorporated (now known as the Damager’s Guild) found his phylactery and separated it to two essences. They tried to sell the phylactery to a leader in Elturguard. Little did they know that the leader was actually a scout from Bear’s Head polymorphed. The delivery was made. But not before the Damager’s guild stating that they are keeping the phylactery. Cain was freed, and went on to help defeat Samlawr and help free Elturguard. As Cain was meeting with the Bear’s Head elite. He was met with a messenger from Damager’s Guild. He offered seven million gold for Cain’s phylactery. Cain without a choice agreed to the terms. The messenger said that was for all the damage the Bear’s Head group has caused. Little do they know, it is going to cost them much, much more.

Cain is the proud owner of the Drunken Wizard Inn and Tavern. Located now in Veltalar, Aglarond. The tavern, not only houses in-house pit fighting, it is also a base of operations with his grandson Quinn. Cain now will pursue all Damager’s guild members until he finds the one called “Torch” and will not stop for eternity until the Damager’s guild and “Torch” are extinguished.

While hunting for the Damager’s Guild, Cain noticed a strange storm hit his hometown of Bear’s Head. Cain quickly teleported to his home and noticed that the people are hurt, afraid or dead. Cain (in Lich form) did his best to help the townsfolk but the natives did nothing but fear and ostracize Cain. Cain retreated to Kira for assistance. Kira told Cain that the Champions of the Vale are missing after the storm hit. Cain then started to research the storm and noticed that it could be partly magical. In doing this, Cain accidentally recreated the storm himself and found himself teleported to Golarion. Cain also noticed that he was human again. Cain will explore his new home and embark on an epic quest to find his friends, The Champions of the Realms.

Cain, The Deadwalker

The Golarion Gambit CainJustice