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About Vrax GhruamaA Curse of the Crimson Throne Favored Character Dreams on Shadows:
The dreams and nightmares of the little Vrax boil down to one place, the Gray district in Korvosa. Accepted from early childhood in the Grand Cathedral of Pharasma he grew within the religious tenets of "The Lady of Graves". The compassion of the clergy to the halfling child, abandoned years ago, saved his life and guided his future. Vrax gradually proved to have a tendency to neutrality between positive and negative forces from planes, their skills in dealing with wounds and diseases were so useful as his gift for lead with undead. Everything in his life was focused on his dedication to Church and their religion, but one day the unthinkable happened. The trouble and death came into his life unexpectedly. Vrax was assigned to deal with the strange "disease" from a family of merchants who resided in Midland. Initially, this family influence has made the small and talented halfling was the one chosen, but even prescribing the right remedies to circumvent and verify evidence of poison in symptoms, a week later everyone died, strangely, as if the "disease" had been treated incorrectly! Vrax was accused of reckless, responsible for their health deterioration and the death of the merchant and his family. But he could not restrain himself and sought clues to explain the traces of poison in their bodies, and the reasons behind to cremate all to avoid "an epidemic"! An eyewitness account from a local fisherman seemed to be enough to seal the case. Confronted by the clues, the fisherman handed that he was being intimidated to lie, because he saw a men planting the poison on family's water supply, one of man of the principal murderer, a local unknown crimelord. But the fisherman was killed before he could recant his testimony. Without the key witness, the stigma was enough to badly damage the Vrax reputation. Now, the halfling want to find this "crimelord", If yes, maybe he can find evidence that ties him to the murder and can clear his name. Vrax, seen as a pariah on the Cathedral, decided go to Midland, rent a studio, and start his own research in search of truth. Catch on Eye:
Night falls in Korvosa, in the streets of Midland the looks crossing each other, but specifically in West Dock a halfling looking for answers, he doesn't want any look on him. The day was tiring, some hours collecting information between Korvosan Guards about illegal operations that could lead him to his target brought Vrax to this uninhabited place. West Dock holds no residences, but does boast an immense number of warehouses, fish processing plants, meat-packing plants, and other businesses that make their money out of the river Jeggare. But not all businesses are legal ones, and is one of them that Vrax is looking for. A large street, nothing welcoming to someone that´s looking for a discretion way. Vrax thought. So, he follows by a small alley to approaching the named building. After analyzing the structure of the place and listen to conversations inside, the halfling decides to use their innate abilities to follow through with his plan. Climbing the pipes he follows by the edge of the building, looking for a strategic entry. Glad I didn´t bring my shield, would derail. Vrax thought while following very carefully, spending the necessary time to avoid any danger. For a small window at the top he can get in, and in silence follow toward the room that he heard chat before, his size and agility help him to pass unnoticed.
Bingo! Someone rule in this room, thought. He waited, searched the exact location and hid. After a while four men left the room. Only one stay that, apparently rearranging things in the room, leveraging the ajar door Vrax promptly enters to finally confronted the man, to find the person responsible for his disgrace. "Mà tuyệt vọng và sợ hãi tiêu thụ tâm trí của bạn". Moving his hands and reciting banned words Vrax throws a spell on the man to intimidate him, but not before closing the door with the lock, to he would leave the room running with fear. The man opened his eyes desperate, terrified by the little halfling. "Who was responsible for the death of Gill´s family, poisoning everyone, here on Midland". Pointing his small dagger Vrax asks the man emphatically. Lamm, Gaedren Lamm, this is your man! Shouts the man terrified .
Sheet:
Vrax Ghruama Male Halfling, Cleric of Pharasma 1 N Small Humanoid Init +2; Senses Perception +5 -------------------- Defense -------------------- AC 17, touch 13, flat-footed 14 (+2 dexterity, +1 size, +3 armor, +1 shield) hp 8 (1d8) Fort +3, Ref +3, Will +6 {+8 vs. fear} -------------------- Offense -------------------- Speed 20 ft. Melee Dagger +1 (1d3/19-20x2) Ranged Light Crossbow +3 (1d6/19-20x2) [80 ft] or Dagger +3 (1d3/19-20x2) [10 ft] Special Attacks Special Abilities Channel energy 1d6 (5/day), Rebuke Death (Sp) (6/day), Death’s Kiss (Su) (6/day) Cleric Spells (CL 1st; concentration +6) 1st (2/day + Domain) - Cause Fear, Touch of Truthtelling + Cure light wounds 0st (at will) - Detect Magic, Detect Poison, Light -------------------- Statistics -------------------- Str 11, Dex 15, Con 10, Int 12, Wis 16, Cha 14 Base Atk+0; CMB -1; CMD 12 Feats Selective Channeling Traits Dropout, Focused Mind Skills Acrobatics 5/3 (3+2/-2), Climb 2/0 (0+2/-2), Diplomacy 6 (1+3+2), Heal 7 (1+3+3), Stealth 7/5 (3+4/-2), Perception 5 (3+2), Spellcraft 6 (1+3+0+2) Languages Common, Halfling, Infernal Combat Gear Dagger (8/8) [10gp/8lbs], Light Crossbow [35gp/4lbs] Other Gear Kit, Cleric's [16gp/32lbs], Studded leather [25gp/20lbs] {-1}, Light Steel Shield [9gp/6lbs] {-1}, 45gp. -------------------- Racial -------------------- Small Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks. Slow Speed Halflings have a base speed of 20 feet. Fearless Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck. Halfling Luck Halflings receive a +1 racial bonus on all saving throws. Keen Senses Halflings receive a +2 racial bonus on Perception skill checks. Sure-Footed Halflings receive a +2 racial bonus on Acrobatics and Climb skill checks. Weapon Familiarity Halflings are proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon. -------------------- Traits -------------------- Dropout You were the one accused. Although you were eventually freed when a friend confronted the fisherman and got the truth, the damage had been done. You were forced to leave your school or church. As a result, you were forced to self-train and promised yourself you would become better at your chosen profession despite the spurning of your peers. You gain a +2 bonus on Spellcraft checks. Focused Mind Your childhood was either dominated by lessons of some sort (whether musical, academic, or other) or by a horrible home life that encouraged your ability to block out distractions and focus on the immediate task at hand. You gain a +2 trait bonus on concentration checks. -------------------- Class -------------------- Domains Death and Healing _____________Undead Domain _____________Death’s Kiss (Su) You can cause a creature to take on some of the traits of the undead with a melee touch attack. Touched creatures are treated as undead for the purposes of effects that heal or cause damage based on positive and negative energy. This effect lasts for a number of rounds equal to 1/2 your cleric level (minimum 1). It does not apply to the Turn Undead or Command Undead feats. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. Death's Embrace (Ex): At 8th level, you heal damage instead of taking damage from channeled negative energy. If the channeled negative energy targets undead, you heal hit points just like undead in the area. Domain Spells 1st—cause fear, 2nd—ghoul touch, 3rd—animate dead, 4th—enervation, 5th—slay living, 6th—create undead, 7th—destruction, 8th—create greater undead, 9th—energy drain. _____________Healing Domain ____________Rebuke Death (Sp) You can touch a living creature as a standard action, healing it for 1d4 points of damage plus 1 for every two cleric levels you possess. You can only use this ability on a creature that is below 0 hit points. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. Healer's Blessing (Su): At 6th level, all of your cure spells are treated as if they were empowered, increasing the amount of damage healed by half (+50%). This does not apply to damage dealt to undead with a cure spell. This does not stack with the Empower Spell metamagic feat. Domain Spells: 1st—cure light wounds, 2nd—cure moderate wounds, 3rd—cure serious wounds, 4th—cure critical wounds, 5th—breath of life, 6th—heal, 7th—regenerate, 8th—mass cure critical wounds, 9th—mass heal. Spontaneous Casting Inflict spells Channel Energy (Su) Positive energy 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. |