Chaos Arrow

Lilpinny Marfedelom's page

371 posts. Alias of CampinCarl9127.


Full Name

Lilpinny "Lil" Marfedelom

Race

Dhampir Gnome

Classes/Levels

Wizard (Cruoromancer) 7 HP 53/53 | AC 13 | T 13 | FF 11 | CMD 13 | Fort +7 | Ref +6 | Will +6 | Init +5 | Perc +1 | SM -1

Gender

Female

Size

Small

Age

95

Alignment

CE

Deity

Asmodeus

Languages

Common, Gnome, Draconic, Infernal, Abyssal, Celestial, Necril, Undercommon, Orc, Ogre, Goblin, Sylvan, Gnoll, Giant, Elven, Dwarven, Halfling, Ignan, Terran

Strength 8
Dexterity 15
Constitution 17
Intelligence 21
Wisdom 8
Charisma 15

About Lilpinny Marfedelom

Statistics:
Female Dhampir Gnome
CE Small Humanoid (Dhampir Gnome)
Init +5; Senses Perception +1
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DEFENSE
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AC 13, touch 13, flat-footed 11 (+2 dex, +1 size)
hp 53
Fort +7, Ref +6, Will +6 (+2 vs disease, mind effecting, and illusion effects, +1 vs divine spells)
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OFFENSE
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Speed 20 ft.

Melee Quarterstaff +3 (1d4-1)
Dagger +3 (1d3-1)

Ranged Light Crossbow +6 (1d6)
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STATISTICS
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Str 8, Dex 15, Con 17, Int 21, Wis 8, Cha 15
Base Atk +3; CMB +1; CMD 13
Traits Desecration, Spark of Creation, Arcane Temper, Strike first, strike ruthlessly and thus be victorious
Feats Command Undead, Scribe Scroll, Spell Focus (Necromancy), Craft Wondrous Items, Craft Magic Arms and Armor, Greater Spell Focus (Necromancy)
Skills (63 points; 14 wizard, 35 INT, 14 campaign)
ACP -0
(7) Craft (Alchemy) +20
(7) Knowledge (Arcana) +15
(3) Knowledge (Dungeoneering) +11
(2) Knowledge (History) +10
(5) Knowledge (Local) +13
(5) Knowledge (Nobility) +13
(7) Knowledge (Nature) +15
(7) Knowledge (Planes) +15
(7) Knowledge (Religion) +15
(6) Linguistics +14
(7) Spellcraft +15
Non-Standard Skill Bonuses
+2 Bluff (Racial)
+2 Perception (Racial)
+2 Craft (Alchemy) (Racial)
+1 Craft (Alchemy) (Trait)
+2 Craft (Alchemy) (Lab)
Languages Common, Gnome, Draconic, Infernal, Abyssal, Celestial, Necril, Undercommon, Orc, Ogre, Goblin, Sylvan, Gnoll, Giant, Elven, Dwarven, Halfling, Ignan, Terran

Special Abilities:

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SPECIAL ABILITIES
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Undead Resistance Dhampirs gain a +2 racial bonus on saving throws against disease and mind-affecting effects.

Resist Level Drain A dhampir takes no penalties from energy drain effects, though he can still be killed if he accrues more negative levels then he has Hit Dice. After 24 hours, any negative levels a dhampir takes are removed without the need for an additional saving throw.

Manipulative Dhampirs gain a +2 racial bonus on Bluff and Perception checks.

Spell-Like Abilities A dhampir can use detect undead three times per day as a spell-like ability. The caster level for this ability equals the dhampir's class level.

Darkvision Dhampir see perfectly in the dark up to 60 feet.

Low-light vision In addition to their ability to see perfectly in the dark up to 60 ft, dhampir have low-light vision, allowing them to see twice as far as humans in conditions of dim light.

Light Sensitivity Dhampirs are dazzled in areas of bright sunlight or within the radius of a daylight spell.

Negative Energy Affinity Though a living creature, a dhampir reacts to positive and negative energy as if it were undead—positive energy harms it, while negative energy heals it.

Illusion Resistance Gnomes gain a +2 racial saving throw bonus against illusion spells and effects.

Obsessive Gnomes receive a +2 racial bonus on a Craft or Profession skill of their choice.

Fell Magic Gnomes add +1 to the DC of any saving throws against necromancy spells that they cast.

Gift of Tongues Gnomes love languages and learning about those they meet. Gnomes with this racial trait gain a +1 bonus on Bluff and Diplomacy checks, and they learn one additional language every time they put a rank in the Linguistics skill. This racial trait replaces defensive training and hatred.

Weapon Familiarity Gnomes treat any weapon with the word “gnome” in its name as a martial weapon.

Spark of Creation You gain a +1 trait bonus on Craft checks, and the cost of creating magic items is reduced by 5%.

Arcane Temper You gain a +1 trait bonus on concentration and initiative checks.

Cantrips Wizards can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Wizard under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again.

Power over Undead You receive Command Undead as a bonus feat. You can channel energy a number of times per day equal to 3 + your Intelligence modifier, but only to use the selected feat. You can take other feats to add to this ability, such as Extra Channel and Improved Channel, but not feats that alter this ability, such as Elemental Channel and Alignment Channel. The DC to save against these feats is equal to 10 + 1/2 your wizard level + your Charisma modifier. At 20th level, undead cannot add their channel resistance to the save against this ability.

Bolster As a standard action, you can touch an undead creature and infuse it with negative energy. It gains a +1 profane bonus on all attack rolls and saving throws, as well as 1 temporary hit point per Hit Die and a +2 bonus to its turn resistance. The bonus on attack rolls and saving throws increases by +1 for every 5 wizard levels you possess. These bonuses last for a number of rounds equal to 1/2 your wizard level (minimum 1 round). The bonuses and temporary hit points are immediately dispelled if the creature is within the area of a consecrate spell. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Blood Infusion When a cruoromancer casts a spell of the necromancy school, he can opt to infuse that spell with his undead-tainted blood as a swift action. As he increases in level, the power and effects of such infusions become more potent. Each time a cruoromancer uses blood infusion, he drains a portion of his own blood either by cutting himself with a blade or by opening a scab from a previous wound. When he does this, he takes an amount of damage equal to 1d4 + the level of the spell being infused. A cruoromancer can only affect a spell with a single type of blood infusion. At 1st level, he can infuse his necromancy spells in either of the following ways.

Focused Infusion When the cruoromancer uses this infusion, he adds +1 to the DC of the infused necromancy spell.

Sickening Infusion When the cruoromancer uses this infusion, any creature damaged by the infused necromancy spell becomes sickened for 1 round.

Commanding Infusion When using this infusion with animate dead, the cruoromancer can create a number of Hit Dice of undead equal to three times his caster level instead of twice his caster level.

Blood Command At 5th level, a cruoromancer can control up to 5 Hit Dice worth of undead creatures per caster level instead of the normal 4 Hit Dice of undead when casting the animate dead spell.

"Strike first, strike ruthlessly and thus be victorious" Cardinal Torn has taught you never to shirk or hesitate in a combat. You gain a +2 trait bonus on Initiative checks.

Favored Class Bonus Add +1/4 to the wizard’s caster level when casting spells of the necromancy school. Currently at 7/4.

Spells:

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SPELLS
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0th (4/day) Detect Magic
Read Magic
Ghost Sound
Prestidigitation

1st (6/day) Infernal Healing (Prepared)
Silent Image (Prepared)
Ray of Enfeeblement (DC 20)
Grease (DC 16)
Enlarge Person
Feather Fall (Prepared)
Protection from Good (Prepared)
Alarm (Prepared)
Identify (Prepared)
Burning Hands (DC 16)

2nd (4/day) Blindness/Deafness (Prepared) (DC 21)
Limp Lash (Prepared)
Invisibility (Prepared x2)
Ghoul Touch (Prepared) (DC 21)

3rd (3/day) Lesser Animate Undead
Ray of Exhaustion (DC 22)
Fly (Prepared)
Haste (Prepared)
Dispel Magic (Prepared)
Deathwine (Prepared)
Fireball

4th (3/day) Animate Dead (Prepared x2)
Bestow Curse (Prepared) (DC 23)

Gear/Possessions:

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GEAR/POSSESSIONS
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Carrying Capacity
Light 0-20 lb. Medium 21-40 lb. Heavy 41-60 lb.
Current Load Carried 14 lb.

Money -57 GP 7 SP 5 CP
Quarterstaff (3 lb.)
Dagger (2gp) (1 lb.)
Light Crossbow (35 gp) (3 lb.)
Headband of Vast Intelligence +2 (4000gp) (1 lb.)
Handy Haversack (2000gp) (5 lb.)
Cloak of Resistance +2 (4000gp) (1 lb.)
Deathwatch Eyes (2000gp)
Alchemist's Lab (200gp) (40 lb.)
Wand of Infernal Healing (750gp) (50 charges)

Copying three 3rd level spells (900gp)

Background:

The little gnome child was a born tragedy.

The gnome woman's husband had no idea she had an affair, and when she became pregnant she could do naught but hope that it wasn't a bastard. This was her fifth pregnancy, but it went much worse than her previous ones. The nausea and cramps had her bedridden and her family worried sick.

The child came weeks early and the birthing process went badly. After hours of little progress the doctors could do nothing and the gnome woman passed on. But to their great surprise a minute later there was noises heard inside the womb, and hurriedly they performed a postmortem c section. From the corpse they drew female child who had an unearthly pale beauty. Instead of crying, Lilpinny was giggling as she entered the world.

Lilpinny's father blamed her for his beloved's death, turning to silent brooding and drinking to deal with his grief. With no mother, a distant angry father, and wary siblings, the odd gnome girl grew up isolated and estranged from her peers. She thought it was normal to learn about the world for yourself with no guidance, and as such turned to books and wandering the wilderness to teach herself. She also took to experimenting, learning how different things burned and broke while giggling uncontrollably the whole time. The villagers began to worry about what kind of person she would turn into so they reluctantly introduced her to other children and activities they hoped would take her attention.

There was some success in the efforts. Lilpinny had a knack for making magical items and discovered her talent for magic. However this was offset when she discovered her fascination with death. She began spending more and more time in the woods with dead animals, talking to them and laughing with them. They were her best friends. They never called her names or left and always listened to what she had to say.

As Lilpinny began maturing she better understood death and began to comprehend what it meant to die and why her father hated her so. Then she had the simple thought: If somebody could go from alive to dead, why couldn't they go from dead to alive? It was the naive thought of a child that the barrier to the void could be so easily passed, but she began to delve deeper into books to find the answer. It was in the back of the village's library that she came upon a dusty tome that had been hidden away and untouched in years. It talked of the barrier between life and death and how the line could be blurred and even broken.

She started with her dead animal friends, drawing the circles and chanting the words from her book. She met with failure after failure until she realized she needed a gemstone focus for the spell. So Lilpinny simply took what she wanted from the town jeweler, not even considering it to be stealing. She was simply taking what she needed. And so she had her first successful necromancy spell where she animated a squirrel. It filled her with glee as she realized she could atually play with her animal friends now. She began to dance and have parties with the zombies she created, in all appearances being a happy little girl.

After weeks of practicing she was ready for the big day. She left a note for her family to come find her at the Mitran temple in the center of the village for a surprise. Then she crept in under the cover of darkness and started her work. She pulled out where the corpses were resting and dragged them to the middle of the floor, and placed an onyx in each of their mouths. As she began the chanting she felt her blood grow hot as it pulsed with the magic, and on a wild impulse she took a knife and cut open her wrists, sprinkling her blood over the corpses. The magic greedily absorbed her blood, boiling it into red steam that seeped into the corpses and gave them the power to stand. Lilpinny clapped her hands and laughed with glee at her success, looking at her mother in particular with pride.

And that is how her family and villagers found her. Standing amongst slack jawed undead with her wrists dripping blood and giggling. The Mitran priests were shocked by the desecration of their holy temple, immediately calling for help. The town guards and clerics destroyed her undead and apprehended her despite her pleas, for she thought she was doing everyone a favor by bringing their loved ones back to them. Her father had nothing to say to defend her, only silently watching as she was dragged off to await her fate at Brandscar prison.

Appearance and Personality:

Lilpinny is a gaunt, pale gnome with wild black hair and slightly sharp teeth. Her lips are a very dark red that always have various splits along them. She typically wears ragged and torn layers of clothing that are mismatched and have a faint smell of death, and on her head is an oversized lopsided top hot that bounces when she walks. The end of her cuffs appear stained with blood both fresh and old, and if they are ever pulled up they reveal scars up and down her arms.

Lilpinny is an estranged gnome with a misguided understanding of the world. But she finds joy in taking things apart (be it meticulous and slow or violent and quick) and becomes fiercely attached to anybody that acts friendly towards her. She spends more time talking with undead than people, and as such is curious about normal friendships. She also wants to seek out some sort of purpose in the world, albeit somewhat unconsciously.

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Undead Horde
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Woody:
Male Bloody Skeletal Treant
NE Medium Undead
Init +4; Senses Perception +0
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DEFENSE
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AC 25, touch 8, flat-footed 25 (+17 natural, -2 size)
hp 78; fast healing 6
Fort +6, Ref +4, Will +8
Defensive Abilities channel resistance +4, deathless; DR 5/bludgeoning; Immune cold, undead traits
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OFFENSE
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Speed 30 ft.

Melee 2 Slams +17 (2d6+9)

Ranged Rock +8 (2d6+13)

Special Attacks rock throwing (180 ft.), trample (2d6+13, DC 25)
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STATISTICS
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Str 29, Dex 10, Con -, Int -, Wis 10, Cha 14
Base Atk +9; CMB +20; CMD 30
Feats Improved Initiative

Cowbell:
Male Bloody Skeletal Minotaur
NE Medium Undead
Init +5; Senses Perception +0
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DEFENSE
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AC 17, touch 10, flat-footed 16 (+7 natural, +1 dex, -1 size)
hp 39; fast healing 3
Fort +4, Ref +3, Will +3
Defensive Abilities channel resistance +4, deathless; DR 5/bludgeoning; Immune cold, undead traits
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OFFENSE
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Speed 30 ft.

Melee Greataxe +8 (3d6+6)

Special Attacks powerful charge (gore +9, 2d6+6)
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STATISTICS
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Str 19, Dex 12, Con -, Int -, Wis 10, Cha 14
Base Atk +4; CMB +9; CMD 20
Feats Improved Initiative

Kumanda:
Male Bloody Skeletal Boggard
NE Medium Undead
Init +6; Senses Perception +0
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DEFENSE
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AC 19, touch 12, flat-footed 17 (+2 armor, +2 dex, +5 natural)
hp 19; fast healing 1
Fort +3, Ref +3, Will +3
Defensive Abilities channel resistance +4, deathless; DR 5/bludgeoning; Immune cold, undead traits
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OFFENSE
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Speed 30 ft., swim 30 ft.

Melee MWK Greatsword +6 (2d6+6), tongue +2 touch
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STATISTICS
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Str 18, Dex 14, Con -, Int -, Wis 10, Cha 14
Base Atk +2; CMB +6; CMD 18
Feats Improved Initiative

Boggard x3:
Male Bloody Skeletal Boggard
NE Medium Undead
Init +4; Senses Perception +0
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DEFENSE
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AC 17, touch 10, flat-footed 17 (+2 armor, +5 natural)
hp 19; fast healing 6
Fort +3, Ref +1, Will +3
Defensive Abilities channel resistance +4, deathless; DR 5/bludgeoning; Immune cold, undead traits
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OFFENSE
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Speed 30 ft., swim 30 ft.

Melee Spear +4 (1d8+3), tongue +0 touch
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STATISTICS
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Str 15, Dex 11, Con -, Int -, Wis 10, Cha 14
Base Atk +2; CMB +4; CMD 14
Feats Improved Initiative

Bloody Skeleton x9:
NE Medium Undead
Init +6; Senses Perception +0; darkvision 60 ft.
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DEFENSE
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AC 16, touch 12, flat-footed 14 (+2 armor, +2 natural, +2 dex)
hp 6; fast healing 1
Fort +2, Ref +2, Will +2
Defensive Abilities channel resistance +4, deathless; DR 5/bludgeoning; Immune cold, undead traits
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OFFENSE
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Speed 30 ft.

Melee 2 Claws +2 (1d4+2)
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STATISTICS
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Str 15, Dex 14, Con -, Int -, Wis 10, Cha 14
Base Atk +0; CMB +2; CMD 14
Feats Improved Initiative

Burning Skeleton x3:
NE Medium Undead
Init +6; Senses Perception +0; darkvision 60 ft.
Aura fiery aura (1d6)
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DEFENSE
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AC 16, touch 12, flat-footed 14 (+2 armor, +2 natural, +2 dex)
hp 5
Fort +1, Ref +2, Will +2
DR 5/bludgeoning; Immune fire, undead traits
Vulnerability cold
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OFFENSE
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Speed 30 ft.

Melee 2 Claws +2 (1d4+2 plus 1d6 fire)
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STATISTICS
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Str 15, Dex 14, Con -, Int -, Wis 10, Cha 12
Base Atk +0; CMB +2; CMD 14
Feats Improved Initiative