Vampire

Pallan Dromus's page

18 posts. Alias of Peet.


Full Name

Pallan Dromus

Race

| ACP: -3 Bluff:+5 Diplomacy:+7 Knowledge (religion):+6 Spellcraft:+6 | Javelin +3, 1d6

Classes/Levels

Resources:
Spells 1st: 4/4, 2nd 3/3, Channels 6/6
CONDITIONS: none. BUFFS: none.

Gender

Dhampir Cleric 1 | HP 18/18 | AC:19 FAC:17 TAC:12 CMD:14 AC:21 FAC:17 TAC:14 CMD:16 | Fort: +3 Ref:+3 Will +4 (+6 vs. Mind affecting) | Perception:+9 (Darkvision 60') Initiative:+3 Move 30' | STR:+0 DEX:+3 CON:+1 INT:+2 WIS:+2 CHA:+3

Size

Medium

Age

28

Alignment

LN

Deity

Abadar

Strength 8
Dexterity 14
Constitution 12
Intelligence 14
Wisdom 14
Charisma 17

About Pallan Dromus

Build Rules

Race: Dhampir
Class: Cleric
Archetype: Separatist
Domains: Isolation, Shadow

Priests of Rathma
Map of Sanctuary

Background:
A generation ago, when King Leoric of Khanduras went mad and was killed by his own people, and the corrupt Bishop Lazarus led the people of Tristram underground to be slaughtered by demons, many evil creatures were freed to ravage the land. A brave wanderer eventually faced this evil and defeated it, but in the mean time many villages of Khanduras suffered. The village of Carnhem, not far from Tristram, was one such. At night a band of marauding demons appeared and burst into the villagers' homes at night, slaughtering them in an orgy of violence. The only survivor was Pallan, a young boy whose mother hid him in a root cellar underneath their hut.

When Diablo had been defeated, the weary people of Khanduras paid little attention to the fallen village of Carnhem. A few conscientious souls came to the village to care for the dead, and they gathered the bodies into a great pyre, and then set fire to the village as well. After what had happened, no one wanted to live there.

Pallan emerged as he discovered that the house in which he hid was on fire - he had stayed in the cellar the whole time, never having been told to come forth. The locals were already leaving when he came out, and Pallan was confronted with a great pile of burning bodies. The bodies of everyone he had ever known.

He sat there for a time, watching the fire, until it had burned down to the embers, and there was naught left but charred bones. He decided he wanted to bring out the bones of his parents, for reasons he could not quite understand. He began poking through the pile of bones, looking for his parents' skeletons, and he pulled them out piece by piece, laying them out on the grass as if they were sleeping.

At this point, a wandering necromancer named Zanthan of Gol came by. Looking to investigate the reports of demonic activity, he had come too late to do anything for Tristram or Carnhem. But he saw the dirty young child assembling a pair of charred skeletons beside the remains of a huge pyre, and his curiosity was piqued.

"What have you got there, boy?" asked Zanthan. "Building skeletons in your spare time?"

The boy said nothing, but looked at Zanthan mournfully.

"Hmm... Bones of someone you care about perhaps?" Asked Zanthan. The boy nodded.

"You know, one bone looks a lot like another. When bones are gathered into a pile like that, there's no way of telling which is whose."

The boy shook his head. "That's Pa, and that's Ma. I know it."

Zanthan shook his head. "Well, lad, there's one way to be sure. If you use magic to animate a skeleton, only the bones from one creature can be a part of it. If you've mixed them up, the spell won't work."

The boy eyed Zanthan warily. Zanthan produces a small wand from his sleeve, annd spoke a few words. A surge of dark power flowed forth, and then suddenly, the bones of Pallan's father rose up and stood before them.

"Well, what do you know," Zanthan remarked.

Realizing that in order to identify which bones were which the young boy had to have a gift with necromancy, Zanthan decided to bring the child back with him to Necropolis, the city of the necromancers. There, Pallan studied in the ways of the Priests of Rathma and the arts of necromancy. When he was fully grown and had advanced to the rank of Acolyte, he decided to leave the city and return to the land of his birth, to watch over the land and preserve the balance of the cycle of life that had been violated in his childhood.

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Guide to Cleric Necromancers

Point Buy:
Dhampir race grants +2 DEX & CHA, -2 CON.

STR 8 (-2 points) +0 = 08
DEX 12 (2 points) +2 = 14
CON 14 (5 points) -2 = 12
INT 14 (5 points) +0 = 14
WIS 14 (5 points) +0 = 14
CHA 14 (5 points) +2 = 16

If Middle Aged is allowed:

Dhampir race grants +2 DEX & CHA, -2 CON.
Middle Age grants -1 STR, DEX, CON, +1 INT, CHA, WIS

STR 09 (-1 points) -1 = 08
DEX 13 (3 points) +1 = 14
CON 15 (7 points) -3 = 12
INT 13 (3 points) +1 = 14
WIS 13 (3 points) +1 = 14
CHA 14 (5 points) +3 = 17

Dhampir Racial Traits:
+2 Dexterity, +2 Charisma, –2 Constitution: Dhampirs are fast and seductive, but their racial bond to the undead impedes their mortal vigor.

Dhampir: Dhampirs are humanoids with the dhampir subtype.

Medium: Dhampirs are Medium creatures and have no bonuses or penalties due to their size.

Normal Speed: Dhampirs have a base speed of 30 feet.

Senses: Low-light vision and darkvision 60 feet.

Manipulative: +2 racial bonus on Bluff and Perception.

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

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.

Light Sensitivity:

Spell-Like Ability:

Dayborn: A few fortunate dhampirs were born during the day under the blessings of priests, and their blood has weaker ties to their undead bloodline than others of their kind. Such dhampirs are unhindered by daylight and lose the light sensitivity racial trait. This racial trait replaces the spell-like ability racial trait.

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.

Languages: Dhampirs begin play speaking Common. Those with high Intelligence scores can choose any language it wants (except secret languages, such as Druidic).

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Vitals

HP: 18 (3d8 +3 CON)
AC: 19 (+1 Shield, +6 Armor, +2 DEX); Flat-Footed: 17; Touch: 12
BAB: +2
CMB: +1; CMD: 13
Move: 20 feet
Saves:
Fortitude:
+4, Reflex: +3, Will: +5 (or +7 vs. mind-affecting)

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Combat

Melee: (+2 BAB, -1 STR)
* Spiked Gauntlet +1, 1d4-1
Ranged: (+2 BAB, +2 DEX)
* Mwk Light Crossbow +5, 1d8

Combat Gear:
Darkwood Light Crossbow 375 gp, 2 lbs.
Darkwood Buckler Shield 203 gp., 2.5 lbs.
Masterwork Agile Breastplate 550 gp, 25 lbs.
Spiked Gauntlet 5 gp, 1 lb.
Bolts

Total 38 gp, 37 lbs.

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Special Abilities

Channel Negative Energy 6/day: 2d6 DC 15
Command (Su) 6/day DC 13: As a standard action, you can give a creature an emotionless yet undeniable order, as per the spell command. A Will save (DC 13) negates this effect. You cannot target a creature more than once per day with this ability. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Guarded Mind (Ex): +2 insight bonus to saves vs. mind-affecting effects.

Spells Prepared:
0th level: mending, read magic, detect magic, stabilize
1st Level: Abadar's truthtelling, cure light wounds, cure light wounds, feather fall (D)

2nd Level: levitate (D),

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Character Choices

Favored Class Bonus:
Dhampir: Add +1 to the caster level of any channeling feat used to affect undead. x3

Traits:
Faith: Sacred Conduit (+1 to Channeled Energy DC)
Religion: Eyes and Ears of the City (+1 to Perception, +class)
Campaign: Outlander (Missionary) (+1 to knowledge (relgion) and to CL & DC for animate dead, command undead, and dispel magic.

Feats:
1st level: Command Undead (Use Channeled Energy to control undead DC 17) (DC = 10 + CHA + (Cleric Level + FCB)/2 +1 trait)
3rd Level: Selective Channeling (may exclude 3 targets from channel area)

feats for later:

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Skills
The Cleric's class skills are Appraise (Int), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (nobility) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Linguistics (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int).

Armor Check Penalty: -3 (-0 for Climb and Jump)

Adventuring Skills: (15 ranks - 6 ranks transferred to occupation)
Bluff +5 (0 ranks, +3 CHA, +2 Race)
Diplomacy +7 (1 rank, +3 CHA, +3 Class)
Knowledge: Religion +8 (3 rank, +2 INT, +3 Class)
Perception +11 (3 rank, +2 WIS, +3 Class, +1 Trait, +2 Race)
Sense Motive +6 (1 rank, +2 WIS, +3 Class)
Spellcraft +6 (1 rank, +2 INT, +3 Class)

Occupational Skills: (3 ranks + 6 ranks transferred from Adventuring)
Profession (Architect) +8 (3 rank, +2 WIS, +3 Class)
Commerce +5 (3 rank, +2 WIS)
Production +5 (3 rank, +2 WIS)

Background Skills: (6 ranks)
Appraise +6 (1 rank, +2 INT, +3 Class)
Knowledge (history) +6 (1 rank, +2 INT, +3 Class)
Knowledge (nobility) +7 (2 rank, +2 INT, +3 Class)
Linguistics +7 (2 rank, +2 INT, +3 Class)

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Miscellaneous Gear (start with 140 gp, capacity medium load 53 lbs., heavy load 80 lbs.)

_38 gp Combat Gear (37 lbs)
__2 gp Wooden holy symbol x 2
__2 gp Scriveners' kit (1 lb)
__5 gp Spell component pouch (2 lbs)
__1 gp Scroll case (0.5 lbs)

48 gp

__5 sp Bandolier (-)
__5 sp Waterproof Bag (0.5 lbs)
__1 sp Bedroll (5 lbs)
__2 sp Mess Kit (1 lb)

_13 sp

__1 cp String 50' (0.5 lbs)
__1 cp Soap (0.5 lbs)
__3 cp Earplugs
__2 cp Chalk 2
__3 cp Candle 3
_60 cp Rice paper 12

free Cold weather clothing

_70 cp

Total, 50 gp, 48 lbs. (carrying capacity 66 medium load)
Remaining: 0 gp

Domains:

Darkness Domain & Shadow Subdomain

Granted Powers: You manipulate shadows and darkness. In addition, you receive Blind-Fight as a bonus feat.

Whispering Shadows (Su): You can darken the shadows around you and cause them to hiss, confounding and distracting your enemies. As an immediate action, you can force a target within 30 feet to reroll a miss chance due to concealment or a saving throw against an illusion or necromancy spell. The target of this ability must keep the result of the second roll, even if it is worse than the original roll. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Eyes of Darkness (Su): At 8th level, your vision is not impaired by lighting conditions, even in absolute darkness and magic darkness. You can use this ability for a number of rounds per day equal to 1/2 your cleric level. These rounds do not need to be consecutive.

Domain Spells: 1st—ray of enfeeblement, 2nd—blindness/deafness (only to cause blindness), 3rd—deeper darkness, 4th—phantasmal killer, 5th—summon monster V (summons 1d3 shadows), 6th—shadow walk, 7th—power word blind, 8th—orb of the void, 9th—shades.

Void Domain & Isolation Subdomain

Granted Powers: You can call upon the cold darkness between the stars to gain flight, travel to other worlds, or summon monsters from beyond to do your bidding.

Guarded Mind (Ex): You gain a +2 insight bonus on saving throws against all mind-affecting effects.

Aura of Isolation (Su): As a standard action, you can create a 20-foot aura that causes enemies within to be overcome with feelings of isolation and loss. Your enemies treat the aura as difficult terrain, as they become sluggish within its area of effect. Furthermore, while within the aura, your enemies can’t flank with one another, nor can they use or benefit from the aid another action. The aura lasts for a number of rounds equal to 3 + your Wisdom modifier, but the rounds need not be consecutive. This is a mind-affecting emotion effect.

Domain Spells: 1st—feather fall, 2nd—levitate, 3rd—fly, 4th—crushing despair, 5th—overland flight, 6th—wall of force, 7th—reverse gravity, 8th—prismatic wall, 9th—interplanetary teleport.

Kebal Version:
"There are two ways to end your suffering. First, there is death. Second, there is undeath. As long as you live, there is suffering, but it is Kebal's will that the suffering of the world shall end. This Doom is his gift to all."

Dhampir Cleric of Kebal
Archetype: Undead Lord
Domain: Death Subdomain: Undead

Imagine a sect of Kebal that call themselves the "Witnessers." They believe that it is their duty to witness the end of the world, the Doom brought about by Kebal. And they also believe that getting the living to become undead hastens this end.

The witnessers would believe that this Doom is the most holy event, and their taking on of undeath is a way to make a sort of "pilgrimage through time." This way they get to witness the transfiguration of the world through divine will.

Meanwhile, those practitioners are not unaware of the benefits of undeath in it's ability to increase personal power and the power of the church.