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BlueCaster

Dhampir Soulweaver, Skelemaster, Baker

"Uh... Let me check my notes!"

Quite a few dhampirs are born of rape. The other common occurrence is when a vampire and a human, usually male and female respectively, love each other very much and can pull the mechanics off, often just before the human's turning. Valeria is the product of one such union, and was raised in a pretty peculiar household because of this -- the expectation was that she would seamlessly transition into undeath after she'd grown. It's hard to develop an interest in cooking when most of your family is on a liquid diet, but Valeria did. So's to want to learn to swim when everyone else is more interested in turning into mist.

Valeria's mother wanted to retain her good looks in undeath, and had her first and necessarily only child very early; shortly after Valeria hit puberty, it became apparent to her just how damn vapid her parents were, and how immortality had turned the elder vampires she knew into creatures of ennui and inertia, playing the same political games over and over, learning nothing. Understanding that "a mockery of life" could have a non-literal meaning, Valeria theatrically opened the curtains (which didn't do much, in fairness), flipped everyone the bird, and left.

Valeria tried many times to make her mark in the world, with mixed (read: low) success, partly due to her peculiar upbringing (her understanding of what is macabre or gross tends to be fairly backwards) and partly because she's objectively a bit of a spaz. Growing up in a household of idle rich with not even aging to worry about, she tried her hand at nearly everything, without much commitment, which did not prepare her very much for life outside a silver cage.

For example, her attempt to open a bakery failed because as much as having skeletal hands do the kneading and furnace operating is hygienic, people were grossed out and too many questions happened about whose bones were those anyway; she's since stuck to animals mostly. She joined a peasant revolt once, resulting in accidentally creating a zombie due to excess of medical care on one unfortunate guerrilla fighter, leading her to the knowledge that, well, that was not medicine. During this last incident she also learned to handle a voulge with reasonable competence. Or is that a ranseur. Big pole thing with hooky blade at the end.

As it often happens after an attempt to settle down goes sour, Valeria is now taking roaming jobs to finance her next venture. Most recently, she's made her way into the mountains, betting that the folk living there will appreciate her skills if not her mannerisms. She genuinely wants to learn to be a healer, but hasn't quite understood that this does not really go along with the sort of bonecrafting that she does.


True Name: Valeria

LN F Dhampir
Height: xx;Weight: xx;
Ability ScoreModifier Hit Points:100 Base Attack Bonus:+6/+1
Strength10+0 Scratch HP:25 CMB+6CMD17
Dexterity12+1 Fortitude Save +5  Armor Class:19
Constitution12+1 Reflex Save +5  Touch13Flatfooted16
Intelligence17+3 Will Save +10   +6 armor, +1 dex, +2 dodge
Wisdom14+2 Initiative:+6  
Charisma18+4 Perception:+10  

Racial Abilities (Dhampir): Darkvision 60ft, Lowlight Vision, 30ft speed
Resist Level Drain: Valeria takes no penalties from energy drain effects, though she can still be killed if she accrues more negative levels then she has Hit Dice. After 24 hours, any negative levels Valeria takes are removed without the need for an additional saving throw.
Spell-like Abilities: 3/day detect undead (CL 13th)
Defenses

Conditional: +2 racial vs disease and mental effects
Resistances: Damage Reduction 1/–, plus Damage Reduction 3/–
Weaknesses: Positive Energy (Healed by Negative), Light Sensitivity

Attacks

  • aeouoaoeu
  • aoeuaoeua

Skills: Influence 5 (+10), Perception 8 (+10), Religion 8 (+14), Society 5 (+10), Spellcraft 13 (+19), Survival 13 (+17)

Traits and Feats

Arcane Strike (+3), Channeled Detonation, Charnel Soldiers, Command Undead, Cunning, Dodge, Extra Talent (Greater Healing), Extra Talent (Greater Invigorate), Extra Talent (Healthy Invigorate), Extra Talent (Vampiric Disruption, Open-Minded, Outflank, Superior Reanimate, Toughness

Special Abilities:

  • Channel Energy (Su): [3+CHA] 7/day, (7d6 Negative Energy, Will DC20 halves) Can Heal Undead and Self or Harm Living creatures.
    • Command Undead: (Will Save DC20) Caster may command up to 52 HD worth of undead through this ability. Requires a standard action and expends a use of channel energy, and affects all undead within 30 feet. Unintelligent undead are permanently controlled (until released), while intelligent undead may save against this ability each day.
  • Bound Nexus (Su): [3+CHA] 7/day; DC 20
    • Nexus Powers:
    • Aid the Dead - Undead gains +3 profane to attack saves, and turn resistance, plus 13 temp HP; lasts 1 hour.
    • Lovelorn Soul - Ally at negative HP, but not dead, becomes stable and gains 26 temporary hit points for 1 minute.
    • Siphon Health - Deals 6d6 (fortitude half) damage to a living creature; soul weaver gains temp HP equal to damage for 1 hour.
    • Curious Spirit – You may expend a soul from your nexus to attempt a knowledge check with an insight bonus equal to your soul weaver level + your charisma modifier. Alternatively, you may speak with the spirit of a creature than has been dead no longer than 1 day per level, however the creature is not obligated to answer (you must attempt diplomacy as normal).
    • Incarnate Spirit III – You may expend a soul from your nexus to create spiritual creatures that remain for a number of rounds equal to your charisma modifier. These spirits cannot create spawn, and may be of the following: 1 wraith, or 2 shadows, or 4 poltergeists.
    • Channel Mastery – When using channel energy, you may expend a soul from your nexus to apply any channel feat you otherwise qualify for to that use of channel energy.
    • Divine Soul – When using channel energy, you may expend a soul from your nexus to increase the die size to d10s instead of d6s.
    • Blessed Soul – When an ally fails a saving throw, you may expend a soul from your nexus as an immediate action, allowing them to reroll that saving throw.
    • Ghostpoint – When using a spell, spell-like ability, sphere ability, or soul weaver ability, you may treat one of your souls as the origin point for that effect. Afterward, that soul is expended.

Sphere Casting: Caster possesses strange talents unlike the common slot-based spell preparation of most magic users. She was still brought up in the traditions of old, and has some of the same restrictions, such as specific movements and chants to use her magic, but she also requires her spell book, or spell-slate in this case, in order to fully focus on what she is doing.

Caster Level: 13, charisma-based
Spell Points: 24 = (+13 class +4 charisma +7 traditions)
Tradition (Traditional Caster): Focus Casting (Workbook), Somatic Casting (Cannot cast in armor heavier than light; suffers arcane spell failure), Verbal Casting (all casting requires verbal components)
  • Balm of False Life: Caster may touch a creature and grant them up to 26 temporary hit points that persist for 13 hours. These temporary hit points do not stack with other uses of balm of false life.
  • Healing Touch (Strange): Caster may heal creatures with her touch by spending 1 spell point, curing any creature for 4d8+26 hit points, and always brings the affected creature to at least 1 hit point. She may use this ability on constructs, living creatures, and undead equally, and if used on a creature that has died within 1 round, that creature is brought back to life with 1 hit point and 1 temporary negative level.
  • Magical Panacea: Caster is able to restore the health, mind, and even soul to creatures. By spending a spell point and touching a creature, the target receives all of the following benefits.
    Cures 1d4 points of ability damage, all ability drain and temporary negative levels
    Clears diseases and poisons with a successful caster skill check
    Reduce fatigue, fear, or sickened conditions by one stage
    Remove battered, confused, dazed, dazzled, and staggered conditions
  • Necromantic Disruption: Caster may attempt to disrupt the life energy of a creature with a touch (or through her athame), spending a spell point and making a melee touch attack against her target. This touch deals 13d6 points of nonlethal, untyped damage, and on a critical strike the damage is not multiplied but instead the target is dazed for 1 turn with no save. As a swift action after a successful attack, she may use balm of false life, healing touch (strange), or magical panacea, paying the spell point cost as normal (if any).
  • Reanimation: Caster may reanimate dead bodies by touching a dead body and expending a spell point, or by spending 2 spell points and affecting any number of bodies within 55 feet. The affected creature(s) reanimate(s) as a skeleton, bloody skeleton, or burning skeleton, gaining a +6 enhancement bonus to STR and DEX, and persists for 13 hours (spending 25gp worth of reagents per HD of the animated undead causes it to become permanent).
    • Caster's undead are strangely more intelligent than normal, and know up to 4 tricks similar to trained animals. She may also imbue them with proficiency in a single skill, which does not count as a trick.
    • While reanimating multiple creatures, she may fuse them into a single, chimeric skeleton, combining all the hit dice of the base undead into the final product. A chimeric skeleton gains 2 construction points (CP), and may gain 1 additional CP per 4 HD it possesses. Each CP added to a chimeric skeleton is also added to its hit dice for purposes of the total amount of HD Caster may keep animated. Chimeric skeletons cannot gain the metal or stone construction abilities.
    • Caster may animate up to 52 HD worth of undead animated through this method; bloody and burning skeletons count double against this limit.

Equipment

  • Deboning Svardstav; +2 blood-iron swardstav
This polearm is essentially a shortsword attached to a magic staff, and it functions as both a +2 blood-iron bastard sword and a magic staff.
Damage: 1d10+2 slashing or piercing; Critical: 19-20/x2
Special: As a staff, it holds 10 charges, which may be restored by spending an hour and up to 12 spell points to restore 1 charge per 3 spell points spent. In addition, if a creature with a skeleton is felled (brought to 0 HP or lower) by the Deboning Swardstav, as a weapon or by deboning preparation, that creature's bones are forcibly removed and it immediately dies.
  • 1 charge - Clean Bones: When touched to a corpse, it instantly cleans the flesh from the bones, turning it into a sanitary gel that can be moved to a container or otherwise disposed of.
  • 1 charge - Repair Undead: Restores 1d8+5 HP to a touched undead.
  • 2 charges - Deboning Preparation: Short ranged touch attack sickens and deals 4d8 damage, fortitude half and negates sickened. For 1 minute, the target takes a -2 penalty to saves against necromancy effects from the caster.
  • Jaw of Mars (Partial); +1 adamantine-lined red dragon bone macahuitl
Found while excavating other materials, this ancient jawbone proved interesting enough for Caster to experiment with it. While a decent weapon, it's true worth is its never-ending supply of teeth.
Damage: 1d8+2 bludgeoning, slashing, and piercing; Critical: 20/x3
Special: Overcomes damage reduction as adamantine, but not hardness. Each day, 1d4+1 teeth may be removed, and any number may be scattered as a standard action; teeth last for 3 days before losing their magic. Each tooth creates a burning skeletal champion with 2 HD that lasts for 1 minute. Caster may expend a soul from her bound nexus to combine multiple teeth into a singular burning skeletal champion, increasing its HD by +2 for each tooth added, up to 10 HD total, and the burning skeletal champion created this way lasts for 1 hour per caster level.
These dragon's teeth may also be used as a material component for animate dead and related rituals/spells and abilities, each one is worth 100gp of any other material component.
  • Athame of Forced Vampirism; +1 hurtful blood crystal athame
A rather wicked implement, it's less useful as a weapon than as a torture device, but Caster has made do.
Damage: 1d3+2 slashing; Critical: 18-20/x2
Special: Ignores 2 points or half (whichever is less) of AC provided by metal armor.
Special: By spending a spell point to charge the athame on a successful attack, Caster may curse the target with the following weaknesses. A strong aversion to garlic (sickened when within 5 feet, no save), crucifixes (shaken while one is visible and within 30ft, no save), and sunlight (staggered while within sunlight, DC 16 will save). This curse lasts until the target drinks at least half of a pint of fresh blood from an intelligent creature.
  • Always on Time (Mystic Code); +2 aranea silk buffering dodging protective bodysuit
Not originally hers, but a gift. These robes resemble a doctor's outfit, and are always clean no matter what sorts of messes Caster gets into.
AC bonus: +6; Maximum Dexterity Bonus +6; Armor Check Penalty 0
Special: Provides Damage Reduction 1/– and further Damage Reduction 3/slashing. Caster's dodge bonus to AC from her dodge feat is increased by +1.
Crystal: Gain a +5 bonus to saves against disease and poison, and 1/day reroll a failed save against such.
Mystic Crest In the nick of time: Once per day, Caster may increase the time limit for reviving a creature by up to 3 rounds, chosen when she attempts resuscitation.
Mystic Crest Ready for anything: Once per day, Caster may roll her initiative with a +4 bonus. She may not act in a surprise round (unless she could otherwise) with this ability, but she does count as having acted for all other purposes.
Mystic Crest Get back up!: Once per day, Caster may grant 20 temporary hit points to a creature with 0 or fewer hit points, even if that creature is otherwise dead. A dead creature is brought back to life if it has died within 1 round and these temporary hit points would reduce its damage to a point that it would be alive.
  • Ghost Trap
  • Belt of Strange Vials: This curious belt has several pouches designed to hold vials of various fluids, each vial holding roughly 4 ounces of liquid. The vials themselves disappear 1 round after their contents are emptied. At will, Caster may draw a vial of pure water, lamp or cooking oil, or smelling salts from the belt as a move action. When drawing a vial, she may spend a number of the belt's 5 charges to draw a vial of a different substance. The belt's charges are restored each day at dawn.
    • 1 charge: Garlic-infused olive oil
    • 1 charge: Alchemical grenade (2d6+2 energy damage, 10ft burst; acid, cold, fire, holy, unholy)
    • 2 charges: A solution of 95% Ethyl Alcohol and water
    • 2 charges: Healing elixir (2d4+2 HP healed), Anti-disease, or Anti-toxin
    • 3 charges: Improved alchemical grenade (4d6+4 energy damage, 10ft burst; acid, cold, fire, holy, unholy)
    • 5 charges: Greater alchemical grenade (6d6+6 energy damage, 10ft burst; acid, cold, fire, holy, unholy)
  • Crystal Spell-slate: This crystalline slate measures 2x3 hands on its flat surface, while being thinner than Caster's pinky finger. One side of this slate is its active side, which Caster interacts with to access its many features. The slate has effectively limitless storage of simple text, and can store up to 200 images that it is capable of capturing if pointed at a subject. It can also record up to 5 minutes of video with audio, or 30 minutes of audio alone. It can also store and cast scrolls and magical text, which count as images for its storage ability. It also comes with an interactive game, which Caster can often get distracted by, and refuses to remove even if it would increase its storage 10 times over.
The Crystal Spell-slate will gently float in the air for up to 10 minutes if dropped, and if not picked up will gently float down to the ground instead. It can also be commanded to float around Caster, allowing her to peruse it hands-free.
Caster's Crystal Spell-slate has the following scrolls and rituals stored within itself. It also contains extensive notes on magic in general, that she has taken to aid her own casting.
  • Rituals
1 – Cure Light Wounds, Identify
3 – Animate Dead
  • Scrolls
2 – Cure Moderate Wounds x3

Ginny, companion

Caster's first major success, and a stalwart companion that seems to have some sort of affection for her. A pig skeleton that has been augmented beyond any reasonable level, it has its own interesting abilities. Caster keeps Ginny very clean and polished and has filed down a few protrusions to allow for easy disassembly. The bones are enameled and have some decoration.
Ability ScoreModifier Hit Points:160 Base Attack Bonus:+10/+5
Strength24+7 Scratch HP:N/A CMB+17CMD30
Dexterity17+3 Fortitude Save +12  Armor Class:26
Constitution–––– Reflex Save +9  Touch16Flatfooted23
Intelligence4-3 Will Save +12   
Wisdom15+2 Initiative:N/A  
Charisma8-1 Perception:+14  
Attacks: Power Attack -2 attack, +6 damage (+9 on gore)
Gore +17 melee (1d8+10 piercing +1d6 negative 20/x2)
  • Master's Bond – Ginny gains the following abilities while within 60 feet of Caster.
    • Familiar – Ginny may deliver melee touch spells and effects in place of Caster.
    • Fast Healing 5 – Ginny heals 5 HP each round.
    • Necrotic Attacks – Ginny's attacks deal an additional +1d6 points of negative energy damage.
    • Necrotic Breath – Ginny may perform a breath attack (6d6 negative energy damage in a 15ft cone, fortitude DC 18 for half) once every 1d4 rounds. This increases to once per minute if outside of the area of Master's Bond.
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Page last modified on January 22, 2020, at 05:15 AM