Togomor

Ostarian Thrune's page

53 posts. Alias of Dark Netwerk.


Race

HP 8/8 {effects: none} | AC 11 (T11 FF10) | F+2 R+1 W+1 *| Init+1 | darkvision 60', low-light vision, perc -1

Gender

Male ru-shi Thassilonian gluttony specialist / cruoromancer 1

About Ostarian Thrune

Male Dhampir (ru-shi) Wizard (cruoromancer/thassilonian gluttony specialist) 1
NE humanoid (dhampir)

Favored class: Wizard (1 = +1/4 CL on necromancy spells)

Init +1; Senses darkvision 60', low-light vision, perception -1, sense motive -1

==DEFENSE==
AC 11, touch 11, flat-footed 10 (+1 dex)
hp 8 (6 +2 Con)
Fort +2 (+0 base +2 con), Ref +1 (+0 base +1 dex), Will +1 (+2 base -1 wis) {+4 vs. disease & alcohol, +2 vs. mind-affecting effects, poison & drugs}
Defensive Abilities resist level drain, negative energy affinity

==OFFENSE==
Spd 30'/x4

Melee

Ranged

Offensive Abilities

==STATISTICS==
Str 12, Dex 12 (10 +2 race), Con 14, Int 19 (17 +2 race), Wis 8 (10 -2 race), Cha 14
Base Attack Bonus +0, CMB +1, CMD 12
Feats (3: 1-1st, 1-Wizard, 1-School): Blood Drinker, Command Undead, Spell Focus
Traits Corpse Cannibal, Grave Robbery, Iron Liver, Patient Calm | Drawback Hedonistic
Languages Common, Abyssal, Draconic, Infernal, Necril

Spells (DC 14 + spell level)*
0th (3): prestidigitation (u), ray of frost (e), sotto voce (n)
1st (2+2n): +cause fear (n), enlarge person (t), mage armor (c), +ray of enfeeblement (n)

* +1 DC for (n) Necromancy spells

Spellbook:

NONE!

Skills:
Skill points: 6 (2 +4 INT)/lvl

Acrobatics +0 (0 +1 DEX - ACP)
Appraise +8 (1 +4 INT +3 class)
Bluff +3 (0 +2 CHA)
Climb +1 (0 +1 STR - ACP)
Craft (alchemy) +8 (1 +4 INT +3 class)
Diplomacy +2 (0 +2 CHA)
Disguise +2 (0 +2 CHA)
Escape Artist +1 (0 +1 DEX - ACP)
Fly +1 (0 +1 DEX +0 class - ACP)
Heal -1 (0 -1 WIS)
Intimidate +2 (0 +2 CHA)
Knowledge (arcana) +8 (1 +4 INT +3 class)
Knowledge (religion) +8 (1 +4 INT +3 class)
Perception -1 (0 -1 WIS)
Perform +2 (0 +2 CHA)
Profession (cook) +3 (1 -1 WIS +3 class) {Take 12}
Ride + (0 +1 DEX - ACP)
Sense Motive -1 (0 -1 WIS)
Spellcraft +8 (1 +4 INT +3 class)
Stealth +1 (0 +1 DEX - ACP)
Survival -1 (0 -1 WIS)
Swim +1 (0 +1 STR - ACP)

Trained Only Skills (Untrained)
Disable Device []+[/] (0 + DEX - ACP)
Handle Animal []+[/] (0 + CHA)
Knowledge (dungeoneering) []+[/] (0 + INT +0 class)
Knowledge (engineering) []+[/] (0 + INT +0 class)
Knowledge (geography) []+[/] (0 + INT +0 class)
Knowledge (history) []+[/] (0 + INT +0 class)
Knowledge (local) []+[/] (0 + INT +0 class)
Knowledge (nature) []+[/] (0 + INT +0 class)
Knowledge (nobility) []+[/] (0 + INT +0 class)
Knowledge (planes) []+[/] (0 + INT +0 class)
Linguistics []+[/] (0 + INT +0 class)
Sleight of Hand []+[/] (0 + DEX - ACP)


Equipment:

Encumbrance # lbs (33 lbs=light; 66 lbs=medium; 100 lbs=heavy)

_wt_ item

0.0 lbs (0 gp) Weapons

0.0 lbs (0 gp) Clothing and Armor
__._ Outfit

0 lbs (0 gp) Other Gear

Cash # gp

Feat descriptions:

BLOOD DRINKER
Consuming blood reinvigorates you.
Prerequisite: Dhampir.
Benefit: Choose one humanoid subtype, such as "goblinoid" (this subtype cannot be "dhampir"). You have acquired a taste for the blood of creatures with this subtype. Whenever you drink fresh blood from such a creature, you gain 5 temporary hit points and a +1 bonus on checks and saves based on Constitution. The effects last 1 hour. If you feed multiple times, you continue to gain hit points to a maximum of 5 temporary hit points for every three Hit Dice you have, but the +1 bonus on Constitution-based skill checks and saving throws does not stack.
Normal: Normally, you can only drink blood from an opponent who is helpless, grappled, paralyzed, pinned, unconscious, or similarly disabled. If you have a bite attack, you can drink blood automatically as part of your bite attack; otherwise, you must first cut your target by dealing 1 hit point of damage with a slashing or piercing weapon (though you may feed upon a creature with severe wounds or a bleed effect without cutting it first). Once you cut the target, you can drink from its wound as a standard action. Drinking blood deals 2 points of Constitution damage to the creature you feed upon.
The blood must come from a living creature of the specified humanoid subtype. It cannot come from a dead or summoned creature. Feeding on unwilling intelligent creatures is an evil act.

COMMAND UNDEAD
Using foul powers of necromancy, you can command undead creatures, making them into your servants.
Prerequisite: Channel negative energy class feature.
Benefit: As a standard action, you can use one of your uses of channel negative energy to enslave undead within 30 feet. Undead receive a Will save to negate the effect. The DC for this Will save is equal to 10 + 1/2 your cleric level + your Charisma modifier. Undead that fail their saves fall under your control, obeying your commands to the best of their ability, as if under the effects of control undead. Intelligent undead receive a new saving throw each day to resist your command. You can control any number of undead, so long as their total Hit Dice do not exceed your cleric level. If you use channel energy in this way, it has no other effect (it does not heal or harm nearby creatures). If an undead creature is under the control of another creature, you must make an opposed Charisma check whenever your orders conflict.

SPELL FOCUS
Choose a school of magic (necromancy). Any spells you cast of that school are more difficult to resist.
Benefit: Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new school of magic.


Trait descriptions:

CORPSE CANNIBAL (religion: Urgathoa)
Your faith encourages you to indulge a variety of perverse hungers, leading you to shrug at even some of the darkest taboos.
Benefit: You gain a +2 trait bonus on Fortitude saves against diseases and can gain sustenance from rotting flesh with no negative side effects.

GRAVE ROBBERY (campaign)
It is forbidden by sacred law to dishonor a corpse after it is been sealed in its tomb by a clergy of the Mitran faith. Some may not honor this ban: necromancers, golem crafters, self-styled scientists, and alchemists delving into the forbidden secrets of life and death. These ghouls can expect no mercy from the Talirean Magistrates. And by sending you to Branderscar Prison, you have received none.
Punishment: Death by beheading
Benefit: You receive a +1 trait bonus to confirm critical hits.

IRON LIVER (equipment)
Due to a lucky constitution or frequent exposure, your body is resistant to poison, including alcohol and drugs.
Benefit: You gain a +2 trait bonus on Fortitude saves against poison and drugs, and a +4 trait bonus on Fortitude saves to avoid the effects of alcohol.

PATIENT CALM (faith)
As a child, you struggled to suppress a sharp temper, but the care and patient respect of a trusted community leader rubbed off on you. As you grew older, you developed a remarkable ability to keep calm and collected when performing a task you are familiar with.
Benefit: Choose one Craft or Profession skill (Profession (cook)). Whenever you take 10 with that skill, determine the result as if you had rolled a 12 instead of a 10.

Drawback - HEDONISTIC
You are a creature of pleasure and comfort.
Effect: Whenever you spend a day without gaining reward or treasure (at least 10 or more gold pieces) or spending an hour on entertainment or pleasure, attempt a DC 20 Fortitude save at the end of that day. If you fail, you begin the next day fatigued. This fatigue lasts 4 hours, or until you receive a reward or sufficient entertainment or pleasure.


Class Abilities:

ARCANE SCHOOL {necromancy}
The dread and feared necromancer commands undead and uses the foul power of unlife against his enemies.
==Power over Undead (Su): You receive Command Undead or Turn 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.
==Grave Touch (Sp): As a standard action, you can make a melee touch attack that causes a living creature to become shaken for a number of rounds equal to 1/2 your wizard level (minimum 1). If you touch a shaken creature with this ability, it becomes frightened for 1 round if it has fewer Hit Dice than your wizard level. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

BLOOD INFUSION (Su)
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.
This ability replaces arcane bond.

SCRIBE SCROLL
At 1st level, a wizard gains Scribe Scroll as a bonus feat.

SPELLBOOKS
A wizard must study his spellbook each day to prepare his spells. He cannot prepare any spell not recorded in his spellbook, except for read magic, which all wizards can prepare from memory.
A wizard begins play with a spellbook containing all 0-level wizard spells (except those from his opposed schools, if any; see Arcane Schools) plus three 1st-level spells of his choice. The wizard also selects a number of additional 1st-level spells equal to his Intelligence modifier to add to the spellbook.

THASSILONIAN SPECIALIST (gluttony)
A Thassilonian specialist wizard receives two additional spell slots of each spell level he can cast. These bonus spell slots must both be used to prepare the same spell from the wizard’s school of specialization, allowing the wizard to cast that spell twice (as he has prepared the spell twice). The wizard cannot use these slots to prepare two different spells, even if they are of the school he is specialized in.
A Thassilonian specialist does not get to customize his choice for opposition schools—that choice is selected for him when he chooses his specialization. These restrictions are more significant than those most wizards follow, and are known as prohibited schools. A Thassilonian wizard can never prepare a spell that is in one of his prohibited schools—he treats these spells as if they were not on the wizard spell list. If using a spell trigger or spell completion item to cast a spell from one of his prohibited schools, he must use the Use Magic Device skill to do so.
Prohibited Schools: abjuration, enchantment

WEAPON AND ARMOR PROFICIENCY
Wizards are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor interferes with a wizard's movements, which can cause his spells with somatic components to fail.


Race Abilities:

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.

RESIST LEVEL DRAIN (Ex)
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.

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.

SPELL-LIKE ABILITY
A ru-shi can use erase three times per day as a spell-like ability. The caster level for this ability equals the dhampir's class level.

UNDEAD RESISTANCE
Dhampirs gain a +2 racial bonus on saving throws against disease and mind-affecting effects.

WEAKNESS
Ru-shis take a –1 penalty on saves against sonic effects and spells.


Appearance:

Ostarian is a dangerously obese man dressed in fabrics likely intended to be loose upon his large frame but is stretched taut in certain areas, due to his girth. Some of his exposed flesh seem to bear intricate, although unfinished, tattoos and designs, although they are hard to discern due to his fleshy folds. Even a little exertion may bring sweat to his ample brow, and he often uses a sleeve to dab it away.

Personality:

Ostarian is a glutton. He can enjoy meals of varying spices, foodstuffs and drinks, but even enjoys a chunk of rotting flesh with a cup of blood, flavors that cannot be replicated through the more typical fares. Thanks to his upbringing and his undead bloodline, Ostarian follows the stufy of necromancy with aplomb. Even more does he hold to the faith of Urgathoa, particularly her tenet of experiencing what one will, without fear of repercussion, without limits. His wants and appetites come first.

Background:

House Thrune was a strong ally of House Barca, the former ruling family of Talingarde. Ostarian's father, however, was not of the primary line and, being on the outskirts as it is, never really involved himself in the courts, nor even the main pantheon. He was part of a small cult that worshipped Urgathoa and followed the Whispering Way. The power that was found in undeath called more to him than political machinations. He met and married a woman from a land across the sea who held similar interests. Together in their research they discovered a ritual that could combine undead traits with those of the living unborn. It was from this ritual that Ostarian was conceived, born as a ru-shi, or jiang-shi-born dhampir.

During the war of succession, House Thrune held to the wrong side, House Barca's, and with the great loss at the Battle of Taberlyn, they met a similar fate to that of House Barca... they were forced to swear fealty to the new king and place their souls into the hands of Mitra, the Shining One. Still, Markadian I wasn't keeping a close eye on the House and so, Ostarian's family continued their worship of the Pallid Princess in secret.

As Ostarian was raised in a household devoted to Urgathoa and the Whispering Way, his interests ran along the same lines, although it seemed he also held to another Urgathoan tenet of experience and sensation. Rather than merely research necromancy and undeath, which he still continued to do with admirable capability, he also reveled in food, drink and sex, whatever his money could buy. He grew fat on such largesse.

It was not to last, however, as his family's interests were discovered during the great purge of Markadian IV. It did not matter that they were not part of the cult of Asmodeus, it was clear that there was some association with similar vile ways. The knights interrupted his father's ritual of lichdom before it was completed and slew his mother. Ostarian escaped with his life as he was unnoticed as he lay amongst a pile of corpses he had been feasting upon.

Ostarian was forced to hide his cravings as he tried to secrete himself within the general population. After eight years, of moving around, to keep from being discovered, he had an epiphany. He used the last of his coin to establish a restaurant. There he would cook with the ingredients he preferred, and even share the meals with an unsuspecting clientele. For ten years he prospered, his culinary creations had drawn a good crowd of regulars. Until the end, they never knew that they had been feasting upon meals of human blood and flesh he acquired from culling the homeless. The freshness of the flesh was not a factor, the pungent rotting was disguised by a combination of spices. Of course, it was not to last, however, as Ostarian was finally caught when, having insufficient 'meat' for a large party that he was to cater, he snuck into a graveyard to dig up some relatively fresh graves to fill his larder.

Now Ostarian sits in Branderscar prison, starving, lacking the pleasures he had become accustomed to, awaiting the headsman's axe...


Advancement Thoughts:

Feats? Blood Salvage, Bloatmage Initiate, Deific Obedience (Urgathoa) {maybe not this one since this is an Asmodean-focus campaign}, False Focus {for fun and profit, may be too shenanigany re: undead creation}, Varisian/Mage's Tattoo

Prestige? Agent of the Grave, Bloatmage, Evangelist {of Urgathoa so maybe not as above}

Not necessarily interested in becoming undead, despite goddess. Can undead taste and feel?
EDIT: Apparently there is something called Lazurite, which can have the effect of having a nearby corpse rise as a ghoul/ghast with class levels intact. That might be something interesting as they are all about the feast.

Spells?
Blood Money, Deathwine = undead creation shenanigans
Restore Corpse = unlimited food

-------------------------------------------------------------

Old Background:

Although Ostarian's father was indeed of House Thrune, the ruling family of Cheliax, he was not of the primary line and, being on the outskirts as it is, never really bought into the pacts with Hell. Secretly he was a follower of Urgathoa and the Whispering Way. The power that was found in undeath called more to him than the bartering of souls. He met and married a Tian woman who held similar interests. Together in their research they discovered a Tianish ritual that could combine undead traits with those of the living unborn. It was from this ritual that Ostarian was conceived, born as a ru-shi, or jiang-shi-born dhampir.

As Ostarian was raised in a household devoted to Urgathoa and the Whispering Way, his interests ran along the same lines, although it seemed he also held to another Urgathoan tenet of experience and sensation. Rather than merely research necromancy and undeath, which he still continued to do with admirable capability, he also reveled in food, drink and sex, whatever his money could buy. He grew fat on such largesse.

It was not to last, however, as his family's interests were discovered by family members who took a more hard line on such pursuits. They interrupted his father's ritual of lichdom before it was completed and slew his mother. Ostarian escaped with his life as he was unnoticed as he lay amongst a pile of corpses he had been feasting upon. Still, he knew his time was numbered if he remained in Cheliax. There were some lines of research that seemed to lead to other countries... Perhaps it was time to follow some of those leads up.


Old RP sample (S&S):

Ostarian unconsciously dabbed sweat from his ample brow as he looked down at his cup of wine, swirling it around in the glass as his mind wandered in thought. It has been three years since my parents were killed. It seems I have kept out of the sights of the family, but I suppose that's easy being south of the Eye. I do hope this fellow's map turns out to be accurate. The tales I gleaned from the natives, alongside those small cyclopean artefacts, do make it seem promising...

The fat man downed his drink in one gulp and raised his fleshy arm to signal for another as he turned to the large feast before him. He used his hands to pull apart the remains of a lobster shell and plucked out the last hunk of meat, dipping it into the bowl of melted butter and bringing it to his mouth. He savored the flavor, sliding the flesh around his mouth, chewing it delicately, before finally swallowing it. Ah... at least this place knows how to cook their seafood. He reached out to the bowl of butter and poured the soupy liquid into his mouth, licking his lips afterwards with a smile.

When the barmaid arrived with another cup of wine, Ostarian looked her over lasciviously. [b]"I still hunger..., he said, reaching out a meaty, butter-covered hand to grab the girl. "How about it?" The woman sneered and wrigled herself out of his grasp, frowning at the stain on her skirts before glaring at him "Fine... fine.. How about an order of crab cakes?" he called out to her as she stalked off.

The fat man smiled down at his wine, taking another long sip. When he looked up again, a man had sat down across from him. "Ahh, you must be my contact," he said. "Would you like something to eat? The lobster is delectable." When the man did not respond, Ostarian shrugged. "Straight to business then," he contined with another sip of wine. "Fine. Show me what you have. I do hope your map is everything... everything you... ev... excuse me... I need..." the large man, whose speech had begun to stutter and slur, stood up. One step and there was a large crash, plates and glasses rattling on the impact as the fat man collapsed to the floor.