Vampire

Solanriel Arak'Gluk's page

26 posts. Alias of Gramork.


Strength 16
Dexterity 20
Intelligence 24
Wisdom 16
Charisma 21

About Solanriel Arak'Gluk

Male Munavri Vampire Dual-Discipline Psion/5, Thrallherd/1
Lawful Evil Medium Undead (Munavri)
Init +10; Senses Dark Vision 120, Perception +19, Sense Motive +20
Age:235 Height:5ft 10in Weight: 175lb
------------------------------
DEFENSE
------------------------------
AC 28, touch 17, flat-footed 22 (+5 Armor, 6 Dex, 0 Shield, Natural Armor 6, Misc +0, Dodge +1)
hp 68 (6d6+42), Fast Healing 5
Fort +8=+1 (Class), +6 (Cha), +1 (Resis)
Ref +10=+1 (Class), +6 (Dex), +2 (LR), +1 (Resis)
Will +9=+5 (Class), +3 (Wis), +1 (Resis)
Resistances:DR 10/Magic and Silver, Cold 10, Elec 10, Channel Resist +4, Spell Resistance 14.
Immunities: Undead Immunities.
Weaknesses: Vampire Weaknesses, Light Blindness.
------------------------------
OFFENSE
------------------------------
Speed
Baseland 30ft
Climb 30ft

Melee
Slam +7 (1d6+6/20 X2) (+Energy Drain)

Ranged
Light Crossbow +9 (1d8/19-20 X2)

Powers ML 6, PP 59
Energy Ray: RTA, 1d6 of energy dmg, close power resist, A
Crystal Shard: RTA, 1d6 Piercing dmg, A

Special Attacks
Blood Drain, Children of the Night, Create Spawn, Dominate 8/day (DC19),Energy Drain (DC19)

------------------------------
STATISTICS
------------------------------
Str 18, Dex 22, Con N/A, Int 26, Wis 16, Cha 23
Base Atk +3; CMB +7; CMD +23
Traits
Dangerously Curious (Magic): +1 Trait bonus to Use Magic Device and Class skill

Psionic Knack (Psionic): You are naturally psionically gifted, even if you dabble in other studies. Pick a class with a manifester level when you gain this trait—your manifester level in that class gains a +2 trait bonus as long as this bonus doesn’t raise your manifester level above your current Hit Dice. You must have a level in the class chosen to gain this benefit.

Feats
Skill Focus:Diplomacy
Psicrystal Affinity
Psionic Meditation

Bonus Feats
Overchannel
Frugal Crafting
Create Wondrous Item
Craft Anywhere

Vampire Bonus Feats
Alertness
Combat Reflexes
Dodge
Improved Initiative
Lightning Reflexes
Toughness
------------------------------
Skills
------------------------------
Skills
* Designates Class Skills

..Autohypnosis +7 (Rank +1, Ability +3, Class +3)
..Bluff +23 (Rank +6, Ability +6, Class +3, Racial +8)
..Diplomacy +18 (Rank +6, Ability +6, Class +3, SFD +3)
..Knowledge Arcana +12 (Rank +1, Ability +8, Class +3)
..Knowledge Dungeoneering +17 (Rank +6, Ability +8, Class +3)
..Knowledge Local +17 (Rank +6, Ability +8, Class +3)
..Knowledge Nature +12 (Rank +1, Ability +8, Class +3)
..Knowledge Planes +12 (Rank +1, Ability +8, Class +3)
..Knowledge Psionics +17 (Rank +6, Ability +8, Class +3)
..Knowledge Religion +12 (Rank +1, Ability +8, Class +3)
..Perception +19 (Rank +6, Ability +3, Racial +8, Alertness +2)
..Sense Motive +20 (Rank +4, Ability +3, Class +3, Racial +8, Alert +2)
..Spellcraft +17 (Rank +6, Ability +8, Class +3)
..Stealth +17 (Rank +3, Ability +6, Racial +8)
..Use Magic Device +16 (Rank +6, Ability +6, Class +3, Trait +1)

Background Skills
..Appraise +13 (Rank +5, Ability +8)
..Craft +12 (Rank +1, Ability +8, Class +3)
..Knowledge Engineering +12 (Rank +1, Ability +8, Class +3)
..Knowledge Geography +12 (Rank +1, Ability +8, Class +3)
..Knowledge History +14 (Rank +3, Ability +8, Class +3)
..Knowledge Nobility +12 (Rank +1, Ability +8, Class +3)
..Profession +3 (Rank 0, Ability +3, Class)

Non-Standard Skill Bonuses
.. Alterness:+2 Perception and Sense Motive
..Vampire Skills: +8 racial bonus to Bluff,Perception, Sense Motive and Stealth checks

Languages: Munavri, Undercommon, Common, Elven, Drow Sign Language, Goblin, Orc, Giant.
------------------------------
GEAR/POSSESSIONS
------------------------------
Combat Gear: , Light CrossBow, 20 bolts.
Worn Gear: +1 Mithral Chainshirt, Headband of Mental Prowess +2 (Int&Cha), Belt of Physical Might +2 (Str&Dex), +1 Cloak of Resistance.
Other gear/Inventory: Handy Haversack, 50ft of hemp rope, trail rations(5), Bedroll.
Carrying Capacity
Light 76lb Medium 153lb Heavy 230lb
Current Load Carried 0lb.
Coins Gp:23 000 Sp:0 Cp:0

Powers:

Level 0:
Create Sound
Far Hand
Missive*
Telepathic Lash

Level 1:

Crystal Shard
Empathic Connection
Energy Ray
Entangling Debris
Inertial Armor
Mindlink
Pregognition, Offensive

Level 2:

Brain Lock
Compelling Voice
Control Sound
Energy Push
Read Thoughts

Level 3:

EnergyBolt
Telekinetic Force

Special Abilities:

------------------------------
SPECIAL ABILITIES
------------------------------

Telepathy (Su): A Munavri is able to mentally communicate with other Munavris within 60 feet.

Advanced Object Reading (Su): A munavri can instantly learn how to use almost any device. She can cast object reading at will, divining secrets of an object’s history and its use. Once per day, she can select one weapon, suit of armor, or spell-trigger item on which she has cast object reading. For a number of minutes that equal her level, she is considered proficient with that item, or can make use of the spell-trigger device as if she were a spellcaster of the appropriate class.

Dark Vision: Munavris have darkvision 120 feet.

Spell Resistance:(Ex)A munavri possesses an amount of spell resistance that’s equal to 8 + her total number of class levels.

Light Blindness (Sp):As deep underground dwellers, munavris suffer from light blindness. Abrupt exposure to any bright light blinds munavris for 1 round. On subsequent rounds, they are dazzled as long as they remain in the affected area.

Discipline (Generalist)
Every psion must decide at 1st level which psionic discipline he will specialize in. Choosing a discipline provides a psion with access to the class skills associated with that discipline (see above), as well as the powers restricted to that discipline, and the special abilities associated with that discipline (detailed below). However, choosing a discipline also means that the psion cannot learn powers that are restricted to the other disciplines (generalist psions cannot learn powers on any of the discipline power lists). He can’t even use such powers by employing psionic items.

Secondary Discipline (Telepathy)
When the dual disciple chooses his discipline, he also selects his secondary discipline. The dual disciple’s secondary discipline cannot be the Generalist discipline. The dual disciple can select his powers known from this secondary discipline power list as well as from his normal power lists. However, the dual discipline suffers a -1 penalty to his manifester level when manifesting a power of any discipline other than one of those he has chosen. The dual disciple gains his primary discipline abilities at 2nd, 8th, 14th, and 20th levels as normal.

Powers Known
A psion begins play knowing three psion powers of your choice. Each time he achieves a new level, he unlocks the knowledge of new powers.

Choose the powers known from the psion power list, or from the list of powers of your chosen discipline (if any). You cannot choose powers from disciplines other than your chosen discipline. (Exception: The feat Expanded Knowledge does allow a psion to learn powers from the lists of other disciplines or even other classes.) A psion can manifest any power that has a power point cost equal to or lower than his manifester level.

The number of times a psion can manifest powers in a day is limited only by his daily power points. A psion simply knows his powers; they are ingrained in his mind. He does not need to prepare them (in the way that some spellcasters prepare their spells), though he must get a good night’s sleep each day to regain all his spent power points.

The Difficulty Class for saving throws against psion powers is 10 + the power’s level + the psion’s Intelligence modifier.

Detect Psionics (Ps)
All psions, regardless of their chosen discipline, gain the ability to use detect psionics at will, as long as they maintain psionic focus. This does not require any power point expenditure, and the power cannot be augmented.

Discipline Talents (Ps)
Choose three powers from the following list: call to mind, catfall, create sound, far hand, hammer, and telepathic lash.

As long as you maintain psionic focus, you may manifest either of your chosen powers without paying a power point cost, but the power may not be augmented or affected by metapsionic feats. The competence bonus from call to mind is reduced to +2, the effect of catfall only treats your fall as 20 ft. shorter than it is, the duration of create sound is one round per two psion levels (minimum 1 round), and the damage of hammer is reduced to 1d4.

Vampire Abilities:

Blood Drain (Su)

A vampire can suck blood from a grappled opponent; if the vampire establishes or maintains a pin, it drains blood, dealing 1d4 points of Constitution damage. The vampire heals 5 hit points or gains 5 temporary hit points for 1 hour (up to a maximum number of temporary hit points equal to its full normal hit points) each round it drains blood.

Children of the Night (Su)

Once per day, a vampire can call forth 1d6+1 rat swarms, 1d4+1 bat swarms, or 2d6 wolves as a standard action. (If the base creature is not terrestrial, this power might summon other creatures of similar power.) These creatures arrive in 2d6 rounds and serve the vampire for up to 1 hour.

Create Spawn (Su)

A vampire can create spawn out of those it slays with blood drain or energy drain, provided that the slain creature is of the same creature type as the vampire’s base creature type. The victim rises from death as a vampire spawn in 1d4 days. This vampire is under the command of the vampire that created it, and remains enslaved until its master’s destruction. A vampire may have enslaved spawn totaling no more than twice its own Hit Dice; any spawn it creates that would exceed this limit become free-willed undead. A vampire may free an enslaved spawn in order to enslave a new spawn, but once freed, a vampire or vampire spawn cannot be enslaved again.

Dominate (Su)

A vampire can crush a humanoid opponent’s will as a standard action. Anyone the vampire targets must succeed on a Will save or fall instantly under the vampire’s influence, as though by a dominate person spell (caster level 12th). The ability has a range of 30 feet. At the GM’s discretion, some vampires might be able to affect different creature types with this power. Usable 3x per day +1 x per day per point of Charisma bonus.

Energy Drain (Su)

A creature hit by a vampire’s slam (or other natural weapon) gains two negative levels. This ability only triggers once per round, regardless of the number of attacks a vampire makes.

Change Shape (Su)

A vampire can use change shape to assume the form of a dire bat or wolf, as beast shape II.

Gaseous Form (Su)

As a standard action, a vampire can assume gaseous form at will (caster level 5th), but it can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability.

Spider Climb (Ex)

A vampire can climb sheer surfaces as though under the effects of a spider climb spell.

Thrallherd Abilities:

Thrallherd Abilities
A thrallherd who has just entered the class sends out a subtle psychic call for servants, and that call is answered. Essentially, the character gains something akin to the Leadership feat, but with some important differences.

Those who answer a thrallherd’s call are not referred to as cohorts and followers, but rather as thralls and believers, respectively. They do not appear because they admire the character and want to serve her, but because a hidden psychic resonance connects the thrallherd and her servants.

As with the Leadership feat, a thrallherd has a Leadership score that determines the highest-level thrall and believers she can attract. A thrallherd’s Leadership score is equal to her character level + her Charisma modifier + her thrallherd level. (Note that her thrallherd level is counted twice.) This score is not affected by any of the modifiers mentioned in the Leadership feat.

As with the Leadership feat, the called thrall’s level is limited, even if the character’s Leadership score would indicate a higher-level thrall. Unlike with the Leadership feat, the level limit of a thrall is equal to the character’s total level minus 1 (not level minus 2, as is true for cohorts).

A thrallherd cannot take the Leadership feat; if the character already has it, the feat is lost and replaced by this ability; those who were previously cohorts and followers go their separate ways, and those who are more mentally pliable show up later to take up roles as thralls and believers. A thrallherd’s thrall and believers arrive within 24 hours. Lost thralls are replaced within 24 hours. Believers arrive and are replaced at a rate of the thrallherd’s leadership score per day, with the lowest level believers arriving first. If the thrallherd is in a location where thralls and believers cannot reach, none arrive until she moves to a location where she can be reached. A thrallherd establishes a resonance with his thrall and suffers if the thrall is killed. For 48 hours following the loss of a thrall, a thrallherd suffers one negative level. This negative level may not be healed by any means until 48 hours have passed since the thrall’s death, at which point it fades naturally. Should the thrallherd’s new thrall die while the thrallherd is still suffering a negative level, he acquires an additional negative level, and the duration of any negative levels gained through losing a thrall resets to 48 hours from the time the most recent thrall was lost.

Use the above table instead of the one with the Leadership feat to determine the level of a thrallherd’s thrall and the number of believers of various levels a thrallherd can attract.

Background:

Several hundred years ago a very special Munavri was born deep within the bowels of the earth in a part of the darklands known as Orv. He was born to a clan of munavri that lived on the banks of a great body of water. His clan had been fighting against the underfhan for generations. Like many manuavri, Solanriel had the psychic power to communicate with his kin without speech and know the past of any object he touched, Solanriel however had been born with psionic powers, abilities of the mind that would allow him to shape the very fabric of space and time. He discovered his powers for the first time when a rival for a female attempted to knife him from behind while they were on a fishing boat. He ‘saw’ the attack in his mind, by accidently reading his attackers thoughts and thus had the edge needed to kill his would be assassin.

Though weak in martial capabilities himself, Solanriel made a name for himself among his people as a battle commander, fighting off countless attacks by foul underfhan. Solanriel however, felt that his people were making a mistake by not taking the fight directly to the foul creatures and attempting to destroy them once and for all. His ideas began to take route, he was young, charismatic and quite popular but the elders opposed him at every turn. One day in an attempt to discredit him they told they revealed to the general public that he had murdered another munavri but blurred the truth about why he did it. With public opinion against him and with the epiphany that his people would never become the martial power he knew they could be with such weak and passive leaders, Solanriel left his people behind.

He travelled to parts of the darklands closer to the surface where people lived in more numerous numbers. He managed to talk his way into deep gnome city and lived among them for a few years using his people’s skills with foreign objects as an appraiser. It was while living in this city that he had a chance encounter with a charismatic Drow male. He was a captain in a band of mercenaries who recognized Solanriel’s talents and brought him into his order.
With his skills of the mind, Solanriel found that he made an excellent spy and assassin. It was within this band of mercenaries that he would learn the true value of strength, knowledge and power. His powers grew exponentially during these years as he learned and expanded the limits of what he could do. One mission in particular, would change his life forever. He was sent to murder a man but his target turned out to be a vampire and was impervious to many of his powers. Still he was able to put up a good fight before being rendered unconscious. Solanriel was surprised to have awoken, having expected to be drained of all blood. The vampire Mergo, as he revealed his name to be, was impressed by his powers and turned him because he was interested in seeing what a man like Solanriel could do as a vampire.

Solanriel has spent the past two hundred years, continuing to work with his mercenary brothers, learning secrets, gathering information and favors all in his bid to expand his influence and power.

Appearance and Personality:

Neither tall nor short, Solanriel stands 5’10’’ and weighs less than 200 lbs. He is skinny, with long and slightly gangly limbs. His eyes are a deep red, like many vampires. His skin is pale and his hair kept back in a short ponytail.

He dresses in fine, aristocratic clothes and wears a shirt of armor over it. He wears a sword at his belt but rarely uses it, its purpose is to make him look like a warrior and not a caster. He carries beautiful ebony staff which is adorned with several purple crystals.

Solanriel is a hard, practical man. He is arrogant and power hungry but is willing to play the long game. He can work well with others and even put his own goals slightly behind another’s, provided he is not significantly disadvantaged. Being a mentalist and a munavri, he tends to put less stock in words than average and is slow to begin speaking. He believes the strong should lord over and oppress the weak.