Ganyavesha

Vai'anassena See's page

144 posts. Alias of Oceanshieldwolf.


Full Name

Vai'anassena See

Race

Human

Classes/Levels

Direlock (Fear Eater)2; HP 20/20, AC 15/T 10/ FF 15; Fort +3, Ref +0, Will +2; CMB +4, CMD 14; Per +3, Init +2; Spd 20ft.; Terror Pool 4/5

Gender

Female

Size

Medium

Age

19

Special Abilities

Dire Pool, Dire Weapon, Dire Zone, Fell Regalia, Inimica, Fear Eater, Fearsome Slough.

Alignment

Chaotic Good

Languages

Common, Elvish, Goblin, Draconic

Strength 16
Dexterity 11
Constitution 12
Intelligence 16
Wisdom 9
Charisma 19

About Vai'anassena See

Quick View Stats for Combat:
Status: Healthy
HP: 20
AC:15, 10 touch, 15 flat-footed
Saves: Fort: +3 Reflex: +0 Will +2
BAB +1
CMB +4 CMD 14

Initiative: +2 (+0 Dex, +2 trait bonus)
Conditions:
Spells in Effect:
Currently wearing: Dread Hauberk-khirt (Parade Armor)
Items in Hand: Bastard Sword and Masterwork Buckler

Inimica DC: 15 (10 + 1/2 level (minimum 1) + Cha modifier)
Terror Pool Points: 5
Dire Weapon: Bastard Sword

Vai’ana’s Background:
xxx

STATS:

Ability Scores Score (bonus) (racial creation bonus)
Str : 16 (+3)
Dex: 11 (+0)
Con: 12 (+1)
Int: 16 (+3)
Wis: 9 (-1)
Cha: 19 (+4) (+2 Human)

DEFENSE:

AC: 15, touch 10, flat-footed 15 (+4 armor, + 0 dex, +1 shield, +0 size)
HP: 20 (Full first level = 8, 5 at 2nd level, +2 Con, +2 Favored Class, +3 Toughness)
Fort +3, Ref +0, Will +2

OFFENSE:

Initiative: +2
Speed 20 ft

Melee:
Bastard Sword +4, 1d10+3, (19-20 x2)
Two Handed +4, 1d10 + 4, (19-20 x2) (-1 to AC - buckler negated)

OR
Shortspear/Buckler:
Shortspear +4, 1d6+3, (x2)

Base Atk: +1

CMB: +4 (+1 BAB, +3 str) CMD: 14 (10, +1 BAB, +3 str, +0 dex)

Favored Class Bonus Hit points

Feats:

Empty Core: You may expand your dire zone by 5’ by excluding all squares adjacent to you from its effects. Changing your dire zone’s shape or area from its current shape or area is a move action.

Toughness You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).

SKILLS:

Skills: (8 ranks – 4 Class, +3 Int, +1 human)
Skill/Class/Ranks/Ability Modifier/Bonus *=ACP
Acrobatics/No/0/(Str) +3 = +3*
Appraise/No/0/(Int) +3 = +3
Bluff/Yes, +3/1/(Cha) +4= +8
Climb/No/0/(Str) +3= +3*
Craft (xxx)/Yes, +3/0/(Int) +3 = +3
Diplomacy/Yes, +3/1/(Cha) +4 = +7(-1 from Fell Regalia)
Disable Device/No/0/(Dex) +x = +0*, no untrained
Disguise/Yes, +3/0/(Cha) +4 = +4
Escape Artist/No/0/(Dex) +0 = +0*
Fly/No/0/ (Dex) +0 = +0*
Handle Animal/No/0/(Cha) +4= +3 no untrained (-1 from Fell Regalia)
Heal/No/0/(Wis) -1 = -1
Intimidate/Yes, +3/1/(Cha) +4 = +9 (+1 from Fell Regalia)
Knowledge (arcana)/Yes, +3/0/(Int) +3 = +3 no untrained
Knowledge (history)/Yes, +3/0/(Int) +3 = +3 no untrained
Knowledge (others)/No/0/(Int) +3 = +3 no untrained
Linguistics/No/0/ (Int) +3 = +3 no untrained
Perception/Yes, +3/1/(Wis) -1 = +3
Perform/No/0/(Cha) +4 = +4
Profession (xxx)/Yes, +3/0/(Wis) -1 = -1 no untrained
Ride/No/0/(Dex)+0 = +0*
Sense Motive/Yes, +3/1/(Wis) -1 = +3
Sleight of Hand/No/0/(Dex) +0 = +0* no untrained
Spellcraft/Yes, +3/1/(Int) +3= +7 no untrained
Stealth/No/x/(Dex) +0 = +0*
Survival/Yes, +3/1/(Wis) -1 = +3
Swim/No/0/(Str) +3 = +3*
Use Magic Device/Yes, +3/1/(Cha) +4 = +8 no untrained

TRAITS :

Reactionary Benefit: You gain a +2 trait bonus on initiative checks.
Anatomist Benefit: You gain a +1 trait bonus on all rolls made to confirm critical hits.

Languages: Common

CLASS ABILITIES

Terror (Dire) Pool:

Dire Pool (Su): At 1st level, the direlock gains a reservoir of mystical eldritch energy that she can draw upon to fuel her powers and enhance her dire weapon. This dire pool has a number of points equal to 1/2 her direlock level (minimum 1) + her Charisma modifier. The dire pool refreshes once per day after 8 hours of rest.
At 1st level the direlock may expend 1 point from her dire pool as a swift action to gain a +1 morale bonus to damage with her dire weapon for a number of rounds equal to her Charisma modifier. This bonus increases by +1 for every four direlock levels to a maximum of +5 at 17th level.
At 3rd level the a direlock may expend 1 point from her dire pool as a swift action to gain a +2 morale bonus to saves against all spells, spell like abilities and hexes cast within her dire zone for a number of rounds equal to her Charisma modifier.
At 7th level the direlock may expend 2 points from her dire pool as a swift action - for a number of rounds equal to her Charisma modifier, all enemies receive a -2 penalty to all saves while in the dire zone.
At 10th level, the direlock may expend 3 points from her dire pool as a swift action to give her dire weapon the spell-stealing ability for one minute.
Any inimica, incunabula and dire zone related abilities do not function if the direlock no longer has points remaining in her dire pool.

Terror Pool adjustment to Dire Pool:

Terror Pool (Su): This is exactly like the direlock’s dire pool ability, except that the fear eater of 5th level or higher can also expend 1 point from her terror pool to remove the shaken or cowering condition from an ally within her dire zone, 2 points to remove their frightened condition, or 3 points to remove their panicked condition. She may target up to three allies but may only remove one condition per ally per round, and must spend terror pool points for each individual. For every dire pool point spent the fear eater is healed of 1 hp per round of the condition removed - if she is uninjured she does not gain any hit points. Terror pool is treated as dire pool for any ability that requires dire pool to function.
As long as the fear eater has at least one point remaining in her terror pool the fear eater gains immunity to fear and fear effects, including the shaken, cowering, frightened or panicked conditions. If she no longer has points remaining in her terror pool she still gains a +2 insight bonus to saves against fear effects. This ability alters but otherwise functions as the dire pool ability.

Dire Weapon:

Dire Weapon (Su): At 1st level, the direlock selects one melee weapon with which she is proficient and designates that weapon as her dire weapon. Direlocks often favor large, brutal or gruesome weapons such as bastard swords, dire flails, greatswords, falchions, heavy flails, kusarigamas, nodachis, naginatas, scizores, scorpion whips, spiked chains, spiked gauntlets, and temple swords. The ritual needed to imbue a new weapon with the requisite charms to designate and create a dire weapon takes 8 hours to complete.
The dire weapon is the physical embodiment of the direlock’s purpose - a direlock must be wielding her dire weapon to use her 1st level dire pool ability and any inimica or incunabula that require a weapon.
Through supreme focus, the direlock can perform a counterspell with her dire weapon, drawing upon the energy of her dire zone to dispel incoming spells. This follows the normal rules for counterspelling, however the spell to be countered must be cast within the direlock’s dire zone and the direlock does not cast a spell to counter – she instead must expend one point from her dire pool per level of the spell cast, as an immediate action, utilizing her dire weapon as the focus. After this action, any active inimica effects in the dire zone are suppressed until the direlock’s next turn.
As long as the direlock has at least 1 point in her dire pool, the dire weapon is immune to the broken condition. If damaged, the dire weapon repairs itself when the direlock’s dire pool is replenished.
Additionally, as long as the direlock has 1 point remaining in her dire pool she gains a constant +10 competence bonus to her CMD with regard to attempts to disarm her of or sunder her dire weapon – this bonus improves to +20 at 10th level. If the dire weapon is a spiked gauntlet or scizore this bonus is +15 (+25 at 10th level).

Dire Zone:

Dire Zone (Su): At 1st level the direlock emanates an ominous zone that threatens and imperils her foes as described in the inimica and some incunabula class features. This zone is a 10-foot radius emanation centered on the direlock. This zone increases to 15 feet at 7th level, 20 feet at 14th level and 30 feet at 20th level.
As long as the direlock has at least one point remaining in her dire pool, the dire zone bestows upon the direlock a +1 morale bonus to save against fear effects, and a -1 penalty to all foes’ saves against fear effects that are within the dire zone, increasing by +1/-1 respectively for every three direlock levels beyond 1st, to a maximum of +5 and –5. Creatures that are normally immune to fear lose this immunity while within the dire zone.

Fell Regalia:

Fell Regalia (Ex): At 1st level, a direlock’s imposing armor, weaponry, headdress, raiments and other accoutrements grant her a circumstance bonus to all Intimidate checks equal to 1/2 her direlock level (minimum +1). Consequently, she also receives a similar penalty to Diplomacy and Handle Animal checks.
If the direlock is without these items (i.e. naked, heavily disguised or otherwise visually changed to a non- threatening form or visage) she gains no effect from this ability - either bonuses or penalties.

Inimica:

Inimica (Su): At 1st level, by expending one point from her dire pool, the direlock can create dire eldritch effects within her dire zone as a swift action to hinder her foes and empower her attacks. Starting when the inimica is called, the direlock receives a bonus to her abilities ot imparts a penalty to a foe or foes within her dire zone. Saving throws DCs to reist particular inimical effects are equal to 10 + 1/2 the direlock’s level (minimum 1) + the direlock’s Charisma modifier.
At 1st level the direlock knows a number of inimica equal to her Charisma modifier (minimum 1). She learns a new inimica at 2nd level and every two levels thereafter. Whenever the direlock gains a level she can choose to learn a new inimica in place of one she already knows. In effect, the direlock loses the old inimica in place of the new one. A direlock may swap only one inimica in this way per level.
Once activated, this ability lasts until the combat ends, at which point all of the bonuses or penalties immediately end. At 1st level, a direlock can use this ability once per day. At 4th level, and every three levels thereafter, the direlock can use this ability an additional time per day. The direlock must participate in the combat to gain these bonuses or bestow these penalties. If she is paralyzed, stunned, unconscious, or otherwise prevented from consciously participating in the combat (i.e. the subject of a hold person spell, put to sleep, turned to stone), the ability does not end, but the bonuses/penalties are halted and do not resume until she can participate in the combat again. Note that inimica can still function and their bonuses or penalties still apply if the direlock is frightened or panicked.
If the direlock expends her last remaining point from her dire pool or is slain, any inimica effects end immediately.
When the direlock uses this ability she must select one type of inimica to create. As a swift action, she can change this inimica to another type. All effects of the previous inimica immediately end and the new inimica takes effect - this change does not require any new dire pool point expenditure.

Inimica Known:

Blood Zone: The direlock’s dire weapon forms jagged edges, wicked spikes or heavy flanges - creatures struck by the dire weapon suffer bleeding 1 hp (even if they leave the dire zone). This increases to bleeding 3 hp at 10th level. A successful Fortitude save negates this effect.

Distracted Magic: The direlock shimmers and wavers. All spellcasters within the direlock’s dire zone who specifically target the direlock with offensive spells increase their concentration check DCs by 5. This increases by 1 for every 5 levels the direlock possesses. A successful Will save negates this effect. This is a visual effect.

Pain Threshold: The direlock’s dire zone becomes a frontier of pain. All enemies attempting to move into the direlock’s dire zone take 1d6 force damage upon crossing into the dire zone for every 3 levels the direlock possesses (to a maxium of 5d6). Simply moving toward enemies or pushing them so that the border crosses them does not inflict damage – a conscious effort to enter on behalf of the enemy is required (whether compelled or free-willed). A successful Fortitude save reduces the damage by half (minimum 1).

Pitiless Advantage: The aura of dread surrounding the fear eater enhances her attacks against those most affected. The fear eater gains a +1 morale bonus to attacks against any enemies in her dire zone with the frightened, cowering, panicked or shaken conditions or under the effect of any spell or ability with the fear descriptor. This bonus increases by 1 for every four fear eater levels to a maximum of +5. Additionally, the fear eater gains a flat +1 morale bonus to critical threat confirmation rolls against such enemies.

Weakened Resolve: The direlock’s fell regalia is limned with terrible images, script and symbols. The direlock’s DC when making an Intimidate check meant to demoralize a target within her dire zone is equal to 10 + 1/2 the target’s Hit Dice + the target’s Wisdom modifier. This is a visual effect.

Fear Eater:

Fear Eater (Su): At 2nd level, whenever enemies that have the shaken condition are within the fear eater’s dire zone, she can “eat” their fear as a standard action that does not provoke attacks of opportunity. She can target two such foes per round with this action.
Each shaken condition that the fear eater consumes heals her for 1 hit point for each round remaining in the condition’s effect. Once the condition is eaten, the enemy is free of the condition. Alternatively the fear eater can use the eaten shaken conditions to dispel her own shaken conditions on a round for round basis.
At 3rd level, as a standard action the fear eater can consume the shaken or cowering condition of up to three enemies within her dire zone. Each cowering condition she consumes heals her of 2 hit points for each round remaining in the condition’s effect.
Alternatively the fear eater can use any eaten shaken or cowering condition to dispel her own exhausted, fatigued, dazzled or sickened condition on a round for round basis. This ability replaces spells lost to diminished spellcasting and the dire sense ability.

Fearsome Slough:
Fearsome Slough (Su): Starting at 2nd level, by expending one point from her dire pool, the direlock can remove one temporary condition she is suffering from and transfer it to another creature. As a swift action, the direlock can transfer the dazzled, deafened, fatigued, shaken and staggered conditions to an adjacent non-allied creature.
To transfer the condition, the direlock first makes a new saving throw with a +10 morale bonus (as well as any other bonuses available) against a particular condition she is suffering from – if successful, she can slough the condition to an adjacent enemy.
If the direlock fails this new save the expended dire pool point is still lost. The enemy is allowed a saving throw as if it were the original target - if successful, the condition dissipates.
If the victim fails its save, it receives the condition for as many rounds were left at the time the direlock sloughed it.
Only one condition can be sloughed per round and each enemy may only be under the effect of one of the direlock’s sloughed conditions at one time. If the victim dies before the condition has run its course the condition dissipates.
A direlock cannot slough a condition she has received that did not require a saving throw. Sloughing a condition completely removes it and any prior conditions that led to it.

GEAR:

Weapons:
Cold Iron Bastard Sword 1d10, 19-20 x2, 6 lbs., 70 gp
Cold Iron Shortspear 1d6, x2, 3 lbs., 2 gp
Cold Iron Light Mace, 1d6, x2, 4 lbs., 10 gp
Cold Iron Spiked Chain, 2d4, x2, 10 lbs., 50 gp (disarm, trip)
Cold Iron Dagger 1d4, 19-20, x2, 10 ft., 1 lb., 4 gp
(24 lbs., 136 gp)

Armor:
Dread Hauberk-khirt (Parade Armor): ACB +3, MDB +5, ACP -1, ASF 15%, 20 lbs., 25gp
Masterwork Buckler: ACB: +1, MDB —, ACP –1, ASF 5% 5 lbs., 5 gp
Cold Iron Spiked Gauntlet 1d4, x2, 1 lb., 10 gp

Direhelm: 10 lbs., 30gp.
Crafted from reinforced metal plates and often sporting large horns (such as of deer, elk, oxen or more rarely magical beasts) a direhelm grants a +2 circumstance bonus to the wearer's AC against critical hit confirmation rolls. A direhelm can be enchanted as a weapon (not as armor, despite providing some protection).
A direhelm adds 20% to the wearer's arcane spell failure chance. It occupies the head slot and can be crafted from unusual materials as a weapon. Cost 30 gp, Weight: 10 lbs.
Damage Small; 1d3, Medium 1d4 Crit x2 Bludgeoning.

(36 lbs, 70 gp)

Skill Equipment:

Miscellaneous:
Bedroll, 5 lbs, 1 sp.
3 sunrods, 3 lbs, 6 gp.
Trail Rations x2, 2 lbs., 1 gp
(10 lbs., 7 gp)

Holiday bonus: 78 gp of 100 gp

Total equipment cost: 108 gp
Remaining Gold 7 gp.
Weight: 70 lbs
Weapons 24 lbs., Armor 36 lbs., Misc. 10 lbs.,

Capacity: 230 lbs. less than 76 lbs = light . Load: Light