Eldran Tesh

Lorant Endronil's page

1,357 posts. Alias of Archpaladin Zousha.


Full Name

Lorant Endronil

Race

Male Dhampir Vampire Hunter 5 | HP 34/34

Stats:
AC 16, T 11, FF 15; Fort +1, Ref +5, Will +6; Init +5; Perception +10

Strength 14
Dexterity 13
Constitution 10
Intelligence 14
Wisdom 15
Charisma 12

About Lorant Endronil

Advancement Choices:
1st: Vampire Hunter; Detect Undead, Technique Feat (Vampire Scholar), Track, Vampiric Focus (Vampiric Presence), Life-Dominant Soul; Favored Class (Vampire Hunter), +1 skill point
2nd: Vampire Hunter; Relentless; Favored Class (Vampire Hunter), +1 skill point
3rd: Vampire Hunter; Technique Feat (Weapon Versatility), Weapon Focus (Short Sword); Favored Class (Vampire Hunter), +1 skill point
4th: Vampire Hunter; Spellcasting, Stake; Favored Class (Vampire Hunter), +1 skill point
5th; Vampire Hunter; Relentless Band; Favored Class (Vampire Hunter), +1 skill point

M Dhampir Vampire Hunter 5 Age 136

NG Medium Humanoid (Dhampir)

Patron Deity: Grayce Pantheon (Andoletta, Iomedae, Pharasma)

Init +5; Senses Low-Light Vision, Darkvision 60 ft.; Perception +10

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DEFENSE
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AC 16, touch 11, flat-footed 15 (+1 DEX, +4 armor, +1 shield)

Hit Points 34

Fort +1, Ref +5, Will +6

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OFFENSE
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Speed 20 ft. (30 ft. base)

Melee Short Sword +8 (1d6+2 19-20/x2), Morning Star +7 (1d8+2 x2) or Dagger +7 (1d4+2 19-20/x2)

Ranged Dagger +7 (1d4+2 19-20/x2)

Space 5 ft., Reach 5 ft.

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STATISTICS
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Str 14, Dex 13, Con 10, Int 14, Wis 15, Cha 12

Base Atk +5; CMB +7; CMD 18

Traits:
Chance Savior - During his long wanderings across Ustalav, Lorant stepped in to save a fellow traveler who turned out to be Professor Lorrimor. He continues to be quick to react when danger is near, as peril lurks everywhere in the fog of Ustalav.

Ease of Faith - Lorant follows the pantheistic beliefs of his hometown of Grayce, even as his homeland would condemn such practices as heretical and as his teachers in Lastwall chided them as provincial and flighty. Lorant believes that he owes his very life to all three of the goddesses he calls upon, and that dedicating his life to any one of them alone would be ungrateful.

Feats:
Life-Dominant Soul
Vampire Scholar
Weapon Focus (Short Sword)
Weapon Versatility
Toughness

Skills (9 points; 6 vampire hunter, 2 int, 1 favored class):

Bluff +5 (3 ranks, 1 Cha, 3 class)
Climb +5 (1 rank, 1 Str, 3 class)
Craft (alchemy) +8 (3 ranks, 2 Int, 3 class)
Diplomacy +10 (5 ranks, 1 Cha, 3 class, 1 trait)
Handle Animal (Cha)
Heal +6 (1 rank, 2 Wis, 3 class)
Intimidate +7 (3 ranks, 1 Cha, 3 class)
Knowledge (arcana) +8 (1 rank, 2 Int, 3 class)
Knowledge (dungeoneering) +3 (1 rank, 2 Int)
Knowledge (geography) +6 (1 rank, 2 Int, 3 class)
Knowledge (history) +6 (1 rank, 2 Int, 3 class)
Knowledge (local) +6 (1 rank, 2 Int, 3 class)
Knowledge (nature) +6 (1 rank, 2 Int, 3 class)
Knowledge (nobility) +6 (1 rank, 2 Int, 3 class)
Knowledge (religion) +8 (3 ranks, 2 Int, 3 class)
Perception +10 (5 ranks, 2 Wis, 3 class)
Profession (Wis)
Ride (Dex)
Sense Motive +10 (5 ranks, 2 Wis, 3 class)
Spellcraft +6 (2 ranks, 2 Int, 3 class)
Stealth (Dex)
Survival +10 (5 ranks, 2 Wis, 3 class)
Swim +5 (1 rank, 1 Str, 3 class)

Racial Modifiers: +2 Dexterity, +2 Charisma, –2 Constitution, Senses, Vampiric Empathy, Undead Resistance, Negative Energy Affinity, Dayborn, Resist Level Drain

Languages: Common, Skald, Varisian

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GEAR/POSSESSIONS
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Location: On Person
Carrying Capacity Light: 50 lbs. or less Medium: 51–100 lbs. Heavy: 101–150 lbs.

Money: 1 GP 0 SP 0 CP

Explorer's Outfit 8 lbs. - 10 GP

Chain Shirt 25 lbs. - 100 GP
Light Steel Shield 6 lbs. - 9 GP

Short Sword 2 lbs. - 15 GP
Morningstar 6 lbs. - 8 GP
Dagger (Skane) 1 lbs. - 2 GP

Inquisitor's Kit 34 lbs. - 30 GP
Backpack
Bedroll
Belt Pouch
Candles (10)
Cheap Holy Text (A handwritten chapbook with passages and excerpts from The Acts of Iomedae, The Bones Land in a Spiral and the entire Obeisance of Glorious Preservation)
Flint and Steel
Iron Pot
Manacles
Mess Kit
Rope
Soap
Spell Component Pouch
Torches (10)
Trail Rations (5 days)
Waterskin
Wooden Holy Symbol (raven grasping a sword and a belladonna flower)

Total Weight: 78 lbs.

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SPECIAL ABILITIES
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Detect Undead (Sp):
At will, a vampire hunter can use detect undead, as the spell. A vampire hunter can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is undead, learning the strength of its aura as if he had studied it for 3 rounds. While focusing on one individual or object, the vampire hunter does not detect undead in any other object or individual within range.
Technique Feat:
Due to the inherent deadliness of hunting vampires, the methods and traditions of vampire hunters are rare and little understood. This often makes vampire hunters just as feared as the undead they hunt. As vampire hunters study and train, they develop their skills, mastering ancient fighting techniques and drawing upon mystical arts feared by both the living and the dead.

At 1st level, a vampire hunter gains a bonus feat. This new feat can be selected from either those listed as combat feats or as vampire hunting technique feats (see page 14). A vampire hunter must meet the prerequisites for these feats to select them. The vampire hunter gains an additional bonus feat at 3rd level and every three levels thereafter.

Upon reaching 6th level, and every six levels thereafter (12th and 18th), a vampire hunter can choose to learn a new combat or technique feat in place of a combat or technique feat he has already learned. In effect, the vampire hunter loses the old feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or another ability the vampire hunter knows. A vampire hunter can exchange only one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level.

Track (Ex):
A vampire hunter adds half his level to Survival skill checks to follow tracks.
Vampiric Focus (Su):
A vampire hunter knows the sinister power of the undead. Through discipline and precision, he can temporarily turn the unholy powers of the undead against them.

At 1st level, the vampire hunter must select one common vampiric power to mimic from the vampiric foci listed below. Each vampiric focus grants the vampire hunter a bonus or special ability. Once this decision is made, the vampire hunter cannot change which vampiric focus he knows. At 8th and 16th level, the vampire hunter learns an additional vampiric focus.

As a swift action, the vampire hunter can activate his vampiric focus. Ending the vampiric focus is a free action.

He can use each vampiric focus for a number of minutes per day equal to his level. This duration does not need to be consecutive, but it must be spent in 1-minute increments.

Once the vampire hunter ends a focus, it cannot be reactivated for 1 minute. The vampire hunter can have only one vampiric focus active at a time. Benefits from different vampiric foci do not stack with one another, including temporary hit points from multiple foci.

Vampiric Presence: The vampire hunter gains a +2 enhancement bonus to Charisma. At 8th level, this bonus increases to +4, and he can cast charm person as a spell-like ability a number of times per day equal to his adjusted Charisma modifier. At 16th level, the enhancement bonus to Charisma increases to +6, and the vampire hunter can cast dominate person as a spell-like ability a number of times per day equal to his adjusted Charisma modifier. The vampire hunter treats his level as his caster level when using the spell-like abilities this ability grants.

Relentless (Ex):
At 2nd level, a vampire hunter can travel for an extended period of time without rest. The vampire hunter (and his mount, if he has one) can walk 16 hours in a day of travel without it being considered a forced march, but at the end of that day, he must attempt a DC 15 Fortitude saving throw. If he fails, he can travel for 8 hours the following day, and he (as well as his mount, if he has one) is fatigued for the following 24 hours. If he succeeds at the saving throw, he can use this ability again the following day. The DC of the Fortitude saving throw increases by 2 for every additional day the vampire hunter has been traveling for more than 8 hours. The vampire hunter does not need to attempt a separate saving throw for his mount. After the vampire hunter rests for 24 hours, the saving throw DC resets to 15.
Stake (Su):
At 4th level, any piercing weapon or sharp tool (such as a piton) a vampire hunter drives through a vampire’s heart is treated as a wooden stake for purposes of creatures who are vulnerable to them. If this improvised stake is removed, the vampire returns to life as normal.
Spellcasting:
At 4th level, a vampire hunter gains the ability to cast a small number of divine spells drawn from the inquisitor spell list. He can cast any spell he knows at any time without preparing it ahead of time, assuming he has not yet used up his allotment of spells per day for the spell’s level. A vampire hunter cannot cast inquisitor orisons or inquisitor spells that are higher than 4th level using this class feature.

To learn or cast a spell, a vampire hunter must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a vampire hunter’s spell is 10 + the spell level + the vampire hunter’s Wisdom modifier.

A vampire hunter can cast can a certain number of spells of each spell level each day. His base daily spell allotment is given on Table 1–1: Vampire Hunter. In addition, he receives bonus spells per day if he has a high Wisdom score. When Table 1–1: Vampire Hunter indicates that vampire hunter can cast 0 spells per day of a given spell level, he can cast the number of bonus spells per day he would be entitled to based on his Wisdom score for that spell level.

A vampire hunter’s selection of spells is limited. At 4th level, a vampire hunter knows two 1st-level spells of the vampire hunter’s choice. At each new vampire hunter level, he gains one or more new spells as indicated on Table 1–2: Vampire Hunter Spells Known. (Unlike spells per day, the number of spells a vampire hunter knows is not affected by his Wisdom score. The numbers on Table 1–2 are fixed.) Upon reaching 7th level, and at every third vampire hunter level thereafter (7th and 13th), a vampire hunter can choose to learn a new spell in place of one he already knows. In effect, the vampire hunter “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level spell he can cast.

The vampire hunter can swap out a single spell at any given level and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.

Relentless Band (Ex):
At 5th level, a vampire hunter’s resolve infects his traveling companions, increasing how many hours the group can spend traveling in a day. Every day the vampire hunter can allow a number of companions equal to half his level (plus their mounts) to also benefit from his relentless ability. The vampire hunter rolls saving throws to determine whether the group can carry on in its extended travels.

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SPELLCASTING
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Spells Per Day/Bonus Spells

1st (Save DC 13)- 1/1

Spells Known

1st: Cure Light Wounds, Protection from Evil, Wrath

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Background:
It was a cold, moonlit night when Masilda Endronil stumbled into the village of Grayce seeking a place to stay. She came to the Chapel Bridge shrine, and spoke with the three priestesses that tended it: Ylenia Adamache, cleric of Pharasma, Juliana of Lastwall, the shrine's new priestess of Iomedae, and Old Diona, a mystery cultist of the Empyreal Lord Andoletta. She claimed she had been thrown out by her parents in a town far away for carrying a child from a man she did not know. Begging for sanctuary, the priestesses took pity on her and accepted her as an acolyte. In the following months, Masilda became as regular a fixture of Grayce as the priestesses themselves, helping them maintain the Chapel Bridge and assisting the locals with whatever she could. As her pregnancy progressed, however, it was clear that something was wrong.

Masilda became ill often, and seemed to grow frailer and frailer with each passing day until another cold, moonlit night when she finally went into labor. Ylenia prepared to serve as her midwife, as she did for all the others in the village, but soon realized that Masilda's pain was far worse than the ordinary pain of childbirth. She screamed that it felt like her soul was being ripped apart, and the baby that was beginning to emerge looked like a stillborn. Thinking quickly, Ylenia called on Juliana and Diona to use their healing magics to keep Masilda alive. They obliged, and practically blasted Masilda with as much holy power as they could muster, but it wasn't enough. Ylenia joined in, knowing they had very little time to save either of them, but it still wasn't enough. They worried they'd lose both mother and child, and very well might have, had fortune not brought Ruxandra, a wandering cleric of Desna, to their doorstep that day. Ruxandra did not even have time to greet the priestesses before they cried for her help and prayers, and the kind-hearted woman did not hesitate, her healing magic helping Ylenia to deliver the baby as midnight came, weak and pale, but alive. Unfortunately, it was too late for Masilda, who was fading quickly. They barely had enough time to put the boy in her arms so she could see him, and the last words she spoke named him Lorant.

After much deliberation, Ylenia, Juliana and Diona decided that they would care for Lorant as a final favor to Masilda, and raise him in the faith that they shared. The Chapel Bridge was Lorant's home for the majority of his childhood, as he learned how to help deliver babies from Ylenia, how to fight from Juliana and delivered charitable offerings from Diona to the less fortunate townsfolk. Every so often, Ruxandra would stop in Grayce too, telling him of the many strange places and interesting people she met in her travels. Lorant, like his mother before him, became a familiar figure to Grayce's people, and even to the Knights of Ozem who would occasionally cross the border from Lastwall and pass through the village, who he watched eagerly and would imitate when playing with other children. Even though his childhood was relatively happy, he started exhibiting behavior the townsfolk and even his own foster mothers found eerie, such as his preferring the darkness of night to the light of day, his fascination with blood, staring at it hungrily when he'd help Ylenia deliver a baby, and having conversations with the Chapel Bridge's occasional rat. It soon became clear in Ylenia's mind that Lorant's father must have been a vampire, for she knew how their children, the dhampirs, would show these signs.

After sharing these findings with her sisters, Ylenia decided that Lorant would not be safe in Grayce forever. Dhampir lived a long time, after all, and the townsfolk would become suspicious as the children he played with grew old while he remained young. Contacting Ruxandra, the three asked her to take Lorant with them on her journeys. Ruxandra agreed, and Lorant excitedly joined her. He spent the next few years travelling with her, until Ruxandra passed away from old age, leaving Lorant all alone. He carried on on his own for many years, wandering Ustalav's paths and backroads. He would help deliver children in villages he passed, help drive off animals haunting the roads, and while passing through Barstoi he even served as a conscript in the infamous War Without Rivals. Shortly after that terrible experience, Lorant returned to his home in Grayce, as he did sometimes, even after Ylenia, Juliana and Diona had passed on, where a chance encounter on yet another cold, moonlit night changed his life once again.

On the outskirts of the village, he spotted a Knight of Ozem engaged in battle with a group of undead creatures, and saw that one of the corpses was about to strike down his travelling companion, a young man in the garb of a scholar. Lorant leaped into the fracas to save the man, and not only helped them win the battle but saved the village to boot, as the monsters would surely have killed many of its people. The scholar introduced himself as Petros Lorrimor, who would later be called Professor Lorrimor, and he was immensely grateful to Lorant for saving his life, swearing he'd never forget him. The knight, Sir Ardoin of Lastwall, was equally impressed with Lorant's prowess and quick response. It turned out Sir Ardoin had come to Ustalav in an attempt to recruit Ustalavs for the Knights of Ozem, hoping that some would take an interest in defending their homeland from the undead and watching the remnants of its horrific past in Virlych. Sadly, Ardoin had had little luck, as for all the good it did, the Knights of Ozem were still regarded as foreigners who weren't to be trusted. He extended an offer to Lorant to join him on his return to Lastwall, where he might make a name for himself in the Knights. Lorant agreed, but was quick to inform Ardoin of his unique condition. Ardoin reacted with surprise, as he'd called a great deal of holy power down on the undead monsters, and Lorant had hardly seemed effected, as he knew the dhampir were as vulnerable to the channeled energy of the gods as their vampiric parents were. Lorant's only guess as to why was that the energy his four foster mothers had blasted his mother with during his birth had left some lingering effect, giving him a greater tie to life than other dhampir. Ardoin shrugged and said if Lorant's heart was as strong as his sword-arm, the Knights would not care. And so Lorant followed the pair from Ustalav to Lastwall, where he would remain for a number of years.

Lorant's time in the Crusader War College was a major turning point in his life, as he trained in the ways of an inquisitor, his talents better suited to investigation and hunting than brutal combat, but he quickly found himself butting heads with his instructors. Their insistence on protocol and chivalry frustrated him, as sometimes he felt that doing the right thing meant leaping in and helping regardless of circumstance, and the prevalence of the Iomedean faith meant the Knights valued Pharasma, Andoletta and Desna less. Lorant argued that if the Knights opened up their membership to more faiths, they would gain greater strength against their enemies, to which the Knights replied that as Iomedae herself had been a member of theirs in her mortal days, to allow other gods into their hearts would be like turning their back on an old comrade. It soon became clear that Lorant would not rise to the higher ranks of the brotherhood, and might never even be knighted. He shared these frustrations with Professor Lorrimor, whom he corresponded with regularly following their parting. Petros encouraged him to stay his course, as there was enough blind zealotry in both Ustalav and Lastwall, and it prevented them from seeing solutions to problems right in front of their faces. This faith and perseverance that Lorrimor sparked in him paid off as he was finally accepted by the Knights of Ozem as a squire. Before long, however, he recieved a letter from Ustalav with the sad news that Petros had died suddenly, and he was a beneficiary in his will. Putting his plans on hold, Lorant packed his things and prepared to return home to Ustalav that cold, moonlit night...

Personality:
Ecumenical; Lorant has carried the faith of his hometown of Grayce with him, calling upon Iomedae for strength in battle, Pharasma to give rest to the dying and make the future clear, Andoletta to bring comfort and security to those who are afraid, and giving praise to Desna for the wonders of his fog-shrouded homeland. He dislikes the monolithic Iomedean faith in Lastwall and Pharasmin Penitence in Ustalav, as he feels that even the gods can't do things alone, so different situations require propitiating differeng gods.

Sentimental; A dhampir can live a long time, and Lorant is no exception. Having wandered Ustalav for more than a century, he's borne witness to many turning points in its history, and has come to regard his homeland as a darkly beautiful place. It's another reason why he feels the Pharasmin Penitence goes too far, that it has an obsession with the afterlife that blinds it to the things in the mortal world that make life worth living, in his mind.

Gallant; Despite his beliefs, Lorant is no shrinking violet when it comes to combat. He is well aware of the dangers that lurk in the dark places of Ustalav, and how the ordinary person isn't prepared to handle those things. Following Iomedae's principles, he places himself as the bulwark between, though sometimes the bloodthirst of his heritage pushes through and he takes things too far.

Noctophiliac; A byproduct of his dhampir heritage, Lorant feels most comfortable and alive at night. While not as sensitive to sunlight as the average dhampir, he prefers to stay up late and drink copious amounts of coffee to keep going during the day.

Wolfish; Lorant enjoys investigating and hunting, whether for monsters, cultists or simply food, and when tracking things become eerily focused, with an almost predatory attitude that doesn't dissipate until he brings down his prey, or the trail goes cold, which makes him irritable.

Conscientious; Having seen both the best and worst of Ustalav and Lastwall combined, Lorant's sense of right and wrong is keen, and he'll stubbornly try to do the right thing, regardless of whether people or the law agree.

Description:
Ht: 5'7"
Wt: 165 lbs
Age: 136
Hair: Shoulder-length, Wavy, Black
Eyes: Pale blue
Skin: Deathly pale, almost sickly white

Lorant is of average height, with a lean frame. He has a decent amount of tone from the combat training he's taken over the years as well as his lifetime of wandering Ustalav. His glossy black hair is relatively straight, curling towards his neck at the ends, and he has a well-trimmed moustache and goatee with his cheeks cleanly shaving, a style that was popular among Ustalav's elite a few decades ago. His face is thin and angular, with a hooked nose and very light blue eyes, proud and stern of glance. He dresses in functional purple and red travelers garb with white and gold accents that hides the chain shirt beneath. He carries a small kite shield that bears a coat of arms with three crescent moons on a purple field surrounded by 16 red stars similar to the heraldry of Ustalav itself.