Succubus

Valerian Whitewing's page

6 posts. Alias of william Nightmoon.


Race

Pitborn(Teifling)

Classes/Levels

Cleric(Hidden Preist) 1

Gender

Female

Age

19

Alignment

Neutral Evil

Deity

Lamashtu

Strength 16
Dexterity 10
Constitution 14
Intelligence 11
Wisdom 16
Charisma 16

About Valerian Whitewing

Racial Traits:

+2 Dexterity, +2 Intelligence, –2 Charisma: Tieflings are quick in body and mind, but are inherently strange and unnerving.

Native Outsider: Tieflings are outsiders with the native subtype.

Medium: Tieflings are Medium creatures and receive no bonuses or penalties due to their size.

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

Darkvision: Tieflings see in the dark for up to 60 feet.

Vestigial Wings
Source Advanced Race Guide pg. 1
Some tieflings possess a pair of undersized, withered, or stunted wings like a mockery of those of their fiendish forbearer. Sometimes these wings are leathery, like those of a bat. Other times they are covered with a scattering of black, red, or violet feathers. Rare manifestations can take even more bizarre forms. These wings do not provide the lift required for actual flight, but do have enough power to aid flight attained by some other method, and grant a +4 racial bonus on Fly skill checks. This racial trait replaces skilled.

Spell-Like Ability: Tieflings can use darkness once per day as a spell-like ability. The caster level for this ability equals the tiefling's class level.

Fiendish Resistance: Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.

Prehensile Tail
Source Advanced Race Guide pg. 1
Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action. This racial trait replaces fiendish sorcery.

Languages: Tieflings begin play speaking Common and either Abyssal or Infernal. Tieflings with high intelligence scores can choose from the following: Abyssal, Draconic, Dwarven, Elven, Gnome, Goblin, Halfling, Infernal, and Orc.

Demon-Spawn (Pitborn)
Source Blood of Fiends pg. 20
Pitborn delight in destruction, especially while unleashing their havoc on what others consider valuable or precious. Perhaps because of this volatility, others tend to simply defer to pitborn, an act that often grants them the dominance they crave.

Ancestry Demon
Typical Alignment CE
Ability Modifiers +2 Str, +2 Cha, –2 Int
Alternate Skill Modifiers Disable Device, Perception
Alternate Spell-Like Ability Pitborn gain shatter as a spell-like ability.

Variant Trait= additional +2 Cha

Class Traits:

Weapon and Armor Proficiency: Clerics are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Clerics are also proficient with the favored weapon of their deity.

Aura (Ex): A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see the detect evil spell for details).

Spells: A cleric casts divine spells which are drawn from the cleric spell list presented in Spell Lists. Her alignment, however, may restrict her from casting certain spells opposed to her moral or ethical beliefs; see chaotic, evil, good, and lawful spells. A cleric must choose and prepare her spells in advance.

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

Like other spellcasters, a cleric can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Cleric. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells).

Clerics meditate or pray for their spells. Each cleric must choose a time when she must spend 1 hour each day in quiet contemplation or supplication to regain her daily allotment of spells. A cleric may prepare and cast any spell on the cleric spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.

Channel Energy (Su): Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted.

A good cleric (or one who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. An evil cleric (or one who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral cleric who worships a neutral deity (or one who is not devoted to a particular deity) must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric casts spontaneous cure or inflict spells (see spontaneous casting).

Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric's level + the cleric's Charisma modifier. Creatures healed by channeled energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect. A cleric must be able to present her holy symbol to use this ability.

Domains: A cleric's deity influences her alignment, what magic she can perform, her values, and how others see her. A cleric chooses two domains from among those belonging to her deity. A cleric can select an alignment domain (Chaos, Evil, Good, or Law) only if her alignment matches that domain. If a cleric is not devoted to a particular deity, she still selects two domains to represent her spiritual inclinations and abilities (subject to GM approval). The restriction on alignment domains still applies.

Each domain grants a number of domain powers, dependent upon the level of the cleric, as well as a number of bonus spells. A cleric gains one domain spell slot for each level of cleric spell she can cast, from 1st on up. Each day, a cleric can prepare one of the spells from her two domains in that slot. If a domain spell is not on the cleric spell list, a cleric can prepare it only in her domain spell slot. Domain spells cannot be used to cast spells spontaneously.

In addition, a cleric gains the listed powers from both of her domains, if she is of a high enough level. Unless otherwise noted, using a domain power is a standard action.

A full list of Cleric Domains can be found here.

Orisons: Clerics can prepare a number of orisons, or 0-level spells, each day, as noted on Table: Cleric under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again.

Spontaneous Casting: A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that she did not prepare ahead of time. The cleric can “lose” any prepared spell that is not an orison or domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with “cure” in its name).

An evil cleric (or a neutral cleric who worships an evil deity) can't convert prepared spells to cure spells but can convert them to inflict spells (an inflict spell is one with “inflict” in its name).

A cleric who is neither good nor evil and whose deity is neither good nor evil can convert spells to either cure spells or inflict spells (player's choice). Once the player makes this choice, it cannot be reversed. This choice also determines whether the cleric channels positive or negative energy (see Channel Energy).

Chaotic, Evil, Good, and Lawful Spells: A cleric can't cast spells of an alignment opposed to her own or her deity's (if she has one). Spells associated with particular alignments are indicated by the chaotic, evil, good, and lawful descriptors in their spell descriptions.

Bonus Languages: A cleric's bonus language options include Celestial, Abyssal, and Infernal (the languages of good, chaotic evil, and lawful evil outsiders, respectively). These choices are in addition to the bonus languages available to the character because of her race.

Domains:

Strength
Granted Powers: In strength and brawn there is truth—your faith gives you incredible might and power.

False Arcanist (Ex): At 1st level, a hidden priest is able to disguise his cleric spellcasting, presenting it as arcane magic of some kind. Typically, this is as alchemist, bard, sorcerer, or wizard magic, and the cleric disguises the words and gestures of the cleric spell with accoutrements appropriate to his apparent profession. He must make a skill check (DC 10 + twice the level of the spell) to disguise his casting and successfully cast the spell. The type of skill check depends on the type of caster he pretends to be: Craft (alchemy) for alchemist, Perform for bard, Knowledge (arcana) for sorcerer or wizard. Using Spellcraft to identify the spell works normally, though unless the observer beats the DC by 10 or more, she doesn’t suspect the source of the magic is divine.

For example, a hidden priest pretending to be an alchemist wants to cast cure light wounds on a wounded townsperson. If he makes a DC 12 Craft (alchemy) check, he disguises his spellcasting as the mixing of an alchemical extract or potion (perhaps with the words disguised as reciting an obscure formula or talking herself through the list of ingredients), which he gives to the target. An observer making a DC 16 Spellcraft check can identify his spell as cure light wounds, but doesn’t realize his “alchemical” methods are a sham unless her check result is 26 or higher.

When the hidden priest uses this ability, he must still provide any divine focus components for the spells he casts. However, the divine focus doesn’t need to be an obvious symbol of his faith. It could be a small coin, tattoo, or garment bearing the symbol, whether presented openly, disguised, or hidden within a larger picture. For example, a hidden priest of Sarenrae may use a coin with an ankh or sunburst, a complex tattoo or scar that has an ankh shape hidden within it, a glove with an ankh stitched on the inside of the palm, and so on. He must use this replacement divine focus just as he would his true one (for example, he couldn’t leave the coin in his shoe). If a spell requires a divine focus with a specific or minimum cost, the replacement divine focus must be of similar value to be used as the divine focus.

A hidden priest adds half his class level (minimum +1) on all Bluff skill checks to send secret messages about religious matters, and on all Sense Motive checks to recognize similar messages. He also adds this bonus on Perception and Sense Motive checks relating to agents of the laws against his religion (including city guards in lands where these laws are in effect).

This ability replaces one of the cleric’s two 1st-level domain powers (her choice).

Unseen Devotion (Su): At 8th level, a hidden priest can apply the Silent Spell and Still Spell feats to a spell he is about to cast. This does not alter the level of the spell or the casting time. He can use this ability once per day at 8th level and one additional time per day for every four additional cleric levels beyond 8th. Even though this ability does not modify the spell’s actual level, he cannot use this ability to cast a spell whose modified spell level would be above the level of the highest-level spell that he is capable of casting. This ability always applies both feats (the cleric cannot use it to just apply one or the other). This ability replaces one of the cleric’s two 8th-level domain powers (his choice).

Domain Spells: 1st—enlarge person, 2nd—bull's strength, 3rd—magic vestment, 4th—spell immunity, 5th—righteous might, 6th—stoneskin, 7th—grasping hand, 8th—clenched fist, 9th—crushing hand.

Evil(Demon Subdomain)
Granted Powers: You are sinister and cruel, and have wholly pledged your soul to the cause of evil.

Fury of the Abyss (Su): As a swift action, you can give yourself an enhancement bonus equal to 1/2 your cleric level (minimum +1) on melee attacks, melee damage rolls, and combat maneuver checks. This bonus lasts for 1 round. During this round, you take a –2 penalty to AC. You can use this ability for a number of times per day equal to 3 + your Wisdom modifier.

Scythe of Evil (Su): At 8th level, you can give a weapon touched the unholy special weapon quality for a number of rounds equal to 1/2 your cleric level. You can use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th.

Domain Spells: 1st—Doom, 2nd—align weapon (evil only), 3rd—Rage, 4th—unholy blight, 5th—dispel good, 6th—Plainiar binding (Demons only), 7th—blasphemy, 8th—unholy aura, 9th—summon monster IX (evil spell only).

Skills/Feats/Traits:

Skills(Rank/ability/Bonuses)
Appraise (Int),
Craft (alchemy)(Int),1/0/3
Diplomacy (Cha),1/3/3
Heal (Wis),
Knowledge (arcana) (Int),1/0/4
Knowledge (history) (Int),
Knowledge (nobility) (Int),
Knowledge (planes) (Int),1/0/3
Knowledge (religion) (Int),
Linguistics (Int),
Profession (cook)(Wis),1/3/3
Sense Motive (Wis),1/3/3
Spellcraft (Int),

Feats
Burning Amplification

Traits
Consorting with Dark Powers (Witchcraft): You have been found guilty of summoning an evil outsider. Likely you were captured by the famed witch hunter Sir Balin of Karfeld. The last thing he said to you was, “May Mitra have mercy upon your wretched, damned soul.” If only you could get a chance at revenge!
-->Punishment: Death by burning
-->Benefit: You receive a +1 trait bonus to Knowledge (planes) and Knowledge (arcana) checks, and one of these skills (your choice) is always a class skill for you.Arcana

Arcane Temper
Source Ultimate Campaign pg. 56
You have quick reactions and fierce concentration. You gain a +1 trait bonus on concentration and initiative checks.

Flair for Destruction
Source Blood of Fiends pg. 20
Category Race
Requirement(s) Tiefling - Pitborn
You have a talent for striking objects at their weakest points. You gain a +1 trait bonus on weapon damage rolls made against objects and constructs.

Spells:
0-(3/day) Light, Read Magic, Vigor

1-(2+1/day) CLW, Sun Metal, +Enlarge Person

Equipment:

Background:

Val, as she is called by her friends, was once a beautiful girl. She loved life and it wasn't apparent she was in any way fiendish... Her life before the change was sweet, and rather normal... That was until she met her ansestor. That Incubus who had ravaged her family's blood, he came to her in the night, promising to care for her, to treat her well... That's where it all went down hill.

When she turned 16 and her parents insisted she find someone to marry, he came, his name was Dervik. And he came claiming to be a wealthy merchant, calling Val the most beautiful woman he'd seen, offering to marry her. And Val's family practically jumped at the offer, esspecialy when Val agreed. What they never realized was that Dervik was an Incubus. He took Val... And she changed. When she returned she was a Tiefling through and through,

Her time away she had become corrupted, joining a cult to Lamashtu, and devoting herself to the demon Lord. She came back to her family, smiling and begging them to join her. However, before she could convince any of them, her father Chased her off with threats of turning her in... So she left, unaware that a witch Hunter was on her trail. Sir Balin quickly caught up with her and captured her. She scorned the man, trying her best to get away, first by using her strength, then by trying to seduce the man. When neither worked she gave in, knowing that her crimes would only lead to them trying to burn her. She knew it wouldn't work... After all she had tried it herself.

Appearance and Personality
Valerian is of the decent of demons,
An Incubus to be exact. on her back is a pair of tiny bat wings, and a spaded tail swings behind her. Her skin is pale, with a light blueish tint. Her eyes, which where formerly blue, burn a firery red. A pair of dragon-hoard horns sprout from her head, and if you watch it almost seems like smoke wisps from her mouth when she speaks. Otherwise her skin is perfect, unblemished even by the scars of her former life.

Valerian is completely Devoted to Lamashtu, however her philosophy to the God is a simple one. Lamashtu doesn't care how you accomplish your goal so long as it's in her name, and that in your mind your work meets her ends.

Val otherwise is a very lustful woman, using her perfect body to seduce men, only to kill them later... She revels in combat, whether throwing fire or cutting with a blade.

Those she considers allies find she likes company at night, not caring how many either... Although she doesn't brag about it, or even mention it. She tells them "I'm not looking for a relationship, just a little fun!" And that's usually all she needs to say. For who would give up laying with such a beautiful woman?