| BRIGH |
Hello. I will run a short module for one player. I have not played in a long while. I may make mistakes. Be patient. We will have a lovely time.
Family. A curious phenomena, is it not? The common man is a slave to his bloodline - born a peasant, die a peasant; born a noble, die a noble. Barring select cases, no amount of ambition can ever truly break this petty cycle. In fact, you were destined to be another casualty of such class, until I saved you, until I made you my child.
For you have been born again as a noble and immortal moroi - a vampire. Now I understand that you may hate me at the moment, that you may be cursing your fate. And yet, once you realize what depths of ambition and what heights of power you are now free to pursue, you shall realize that you cannot possibly repay me enough for this marvelous service I have rendered unto you.
However, this shall all come in due time. For now, you are still my thrall, bound to my will until you earn the right to become a fully fledged moroi. To this end, I have sent you to the city of Remballo to test your ability. Headquartered here is House Borgandy, a family of bankers and one of the more respectable groups of mortals that have long served my interests. Currently, the Borgandys find themselves in a spot of trouble and I, gracious as I am, have dispatched you to settle the matter.
Savario Borgandy recently disappeared somewhere in the vicinity of Dead Fiddler Square. Around the same time, a number of counterfeit letters of credit surfaced under Savario’s name. You are to find Savario Borgandy and then await my instruction. I’ve already paid one week’s rent for this apartment, which will be the time frame you have to complete the task. You’ll also be responsible for keeping your vampiric nature secret while simultaneously learning to hunt.
Should you decide to turn down my offer, dearest child, I need only think the slightest thought to make you tear out your own heart and push a stake through it yourself.
Your Master,
E.
Dead men may tell no tales, but it seems they do occasionally solve crimes.
Level: 1 gestalt + vampire spawn template.
Starting Wealth: Your mysterious master has left you equipment/wealth with a total value equal to 100 gp (your choice) + some free extra goodies (my choice).
Ability Generation System: 20 point buy, remember no Con.
Races: Core
Hit Points: Max
Alignment: Any
Traits: 2, or 3 with drawback
Resources: Any Paizo, no 3rd party
Background: It can be long, it can be short, but it must be beautiful.
Darkvision 60 ft.
Natural armor +4, channel resistance +2, DR 5/silver, resist cold and electricity 10, fast healing 2
Str +2, Dex +2, Wis +2, Cha +4, no Con score.
+8 racial modifier to Stealth checks.
Gain Blind-Fight.
Gain slam attack, if no other natural attacks.
Special Abilities
Blood Drain (Su)
A vampire spawn can suck blood from a grappled opponent; if the vampire spawn establishes or maintains a pin, it drains blood, dealing 1d4 points of Constitution damage. The vampire spawn 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.
Dominate (Su)
A vampire spawn can crush a humanoid opponent's will as a standard action. Anyone the vampire spawn targets must succeed on a Will save (DC 14) or fall instantly under the vampire spawn's influence, as though by a dominate person spell (caster level 12th). The ability has a range of 30 feet.
Energy Drain (Su)
A creature hit by a vampire spawn's slam (or other natural weapon) gains one negative level. This ability only triggers once per round, regardless of the number of attacks a vampire spawn makes.
Fast Healing (Su)
A vampire spawn also gains fast healing 2. If reduced to 0 hit points in combat, a vampire spawn assumes gaseous form (see below) and attempts to escape. It must reach its coffin home within 2 hours or be utterly destroyed. (It can normally travel up to 9 miles in 2 hours.) Additional damage dealt to a vampire spawn forced into gaseous form has no effect. Once at rest, the vampire is helpless. It regains 1 hit point after 1 hour, then is no longer helpless and resumes healing at the rate of 2 hit points per round.
Gaseous Form (Su)
As a standard action, a vampire spawn 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.
Resurrection Vulnerability (Su)
A raise dead or similar spell cast on a vampire spawn destroys it (Will negates). Using the spell in this way does not require a material component.
Shadowless (Ex)
A vampire spawn casts no shadows and shows no reflection in a mirror.
Spider Climb (Ex)
A vampire spawn can climb sheer surfaces as though under the effects of a spider climb spell.
Weaknesses
Vampire spawns cannot tolerate the strong odor of garlic and will not enter an area laced with it. Similarly, they recoil from mirrors or strongly presented holy symbols. These things don't harm the vampire spawn—they merely keep it at bay. A recoiling vampire spawn must stay at least 5 feet away from the mirror or holy symbol and cannot touch or make melee attacks against that creature. Holding a vampire spawn at bay takes a standard action. After 1 round, a vampire spawn can overcome its revulsion of the object and function normally each round it makes a DC 25 Will save.
Vampire spawns cannot enter a private home or dwelling unless invited in by someone with the authority to do so.
Reducing a vampire spawn's hit points to 0 or lower incapacitates it but doesn't always destroy it (see fast healing). However, certain attacks can slay vampire spawns. Exposing any vampire spawn to direct sunlight staggers it on the first round of exposure and destroys it utterly on the second consecutive round of exposure if it does not escape. Each round of immersion in running water inflicts damage on a vampire spawn equal to one-third of its maximum hit points—a vampire spawn reduced to 0 hit points in this manner is destroyed. Driving a wooden stake through a helpless vampire spawn's heart instantly slays it (this is a full-round action). However, it returns to life if the stake is removed, unless the head is also severed and anointed with holy water.
| NewXToa |
Hello!
I would be interested in giving this a try. I usually GM for my group, and only really get to make characters for one-shots: As such, I don't have much experience making meaningful backgrounds, so be warned of that. I would, of course, try my best.
Question: Would I expect to gain levels over the course of this game, or remain at gestalt 1 for the duration of the module? Just wondering if I should be planning ahead while brainstorming my character.
Just a Mort
|
Female Human (with Vampire Spawn template) Gestalt Oracle 1, Tattooed Sorcerer (Psychic Bloodline)
N Humanoid Augmented Undead
Oracle curse Haunted
Init +5; Perception +5
--------------------
Defense
--------------------
AC 20, touch 16, flat-footed 14 (+6 cha, +4 nat armor)
hp 14 (FCB to skills)
Fort +6, Ref +6, Will +3
--------------------
Offense
--------------------
Speed 30 ft.
Slam +4 (1d8+6)
Oracle Spells(CL 1; concentration +7)
. . At will—Light, Guidance, Detect Magic, Stabilize, Mage Hand, Ghost Sound
Lv 1 spells known (6/day): Inflict Light Wounds, Shield of Faith, Comprehend Languages
Sorcerer Spells(CL 1; concentration +7)
. . At will—Message, Acid Splash, Penumbra, Read Magic
Lv 1 spells known (6/day): Colourspray, Mage Armor
--------------------
Statistics (after Template)
--------------------
Str 18, Dex 12, Con -, Int 14, Wis 12, Cha 22
Base Atk +0; CMB +4; CMD 15
Feats Improved Initiative, Eschew Materials, Varisan Tattoo (Abjuration, from Bloodline)
Traits Trapfinder, Gifted Adept (Mage Armor)
Skills Perception +5, Disable Device +6, Bluff +10, Diplomacy +10, Knowledge Religion +6, Disguise + 10, Knowledge Local +6, +9 stealth (+8 racial modifier), Spellcraft +6
Languages Common, Varisan, Draconic, Undercommon
Gear
Thieves tools, Cold Iron Dagger, Silver Mace, Morningstar, Sap, 100 ft hemp rope, Acid Flask, Disguise Kit, Backpack, Pouch, Explorer's Outfit
Haunted Curse
Retrieving any stored item from your gear requires a standard action, unless it would normally take longer. Any item you drop lands 10 feet away from you in a random direction. Add mage hand and ghost sound to your list of spells known.
Revelation
Sidestep Secret (Su): Your innate understanding of the universe has granted you preternatural reflexes and the uncanny ability to step out of danger at the very last second. Add your Charisma modifier (instead of your Dexterity modifier) to your Armor Class and all Reflex saving throws. Your armor’s maximum Dexterity bonus applies to your Charisma instead of your Dexterity
Occulus
Raven Familiar (Sage and Figment Archtypes)
N Animal
--------------------
Defense
--------------------
AC 14, touch 14, 12
hp 3
Fort +1, Ref +4, Will +2
--------------------
Str 2, Dex 15, Con 8, Int 6, Wis 15, Cha 7
Base Atk +0; CMB +0; CMD 6
Feats Skill Focus (Perception), Weapon Finesse
Skills Knowledge History +1, Survival +4
Language Common
Dazzling Intellect
A sage's Intelligence score is always equal to 5 + its level, but the sage gains the additional natural armor increases of a familiar only half its level.
This ability alters the familiar's Intelligence score and natural armor adjustment.
Sage's Knowledge (Ex)
A sage stores information on every topic and is happy to lecture its master on the finer points. A sage can attempt all Knowledge checks untrained and receives a bonus on all Knowledge checks equal to 1/2 its level. Additionally, a sage gains 2 skill ranks at each level.
Its maximum number of ranks in any given skill is equal to its level.
This ability replaces alertness and the familiar's ability to share its master's skill ranks.
Background
Lirel had a happy childhood, with her parents being rich Varisans owning a booming garment business. Unknown to her, some of her parents business competitors were jealous of their business and collaborated with a sinister group, the Hand, to bring them down. Mishaps(caused by sabotage) happened to her parents business, with shipments disappearing, suppliers going missing, ruining her parents business. Not satisfied with that, their business competitors sent assassins to kill the entire family. Lirel's parents were killed in front of her, though she managed to escape. The trauma awakened Lirel's nascent abilities. She realized that she could now interact with the spirit world, which manifested in the form of a raven, Occulus. Unfortunately, the connection went both ways, with the spirit world constantly bothering her as well.
With her old life in ruins, Lirel took to the streets as a private investigator, helping others solve their mysteries for a living, meanwhile searching for clues on who had caused the ruin of her family fortune and her parents death. One of the searches lead her too close to some of the Hand's schemes, and realizing they didn't finish the job the last time, the Hand sent their assassins to finish the job properly this time...
Just a Mort
|
Out of curiousity, how do you rule interaction between say, a synthesist summoner's suit and the vampire in his suit walking into direct sunlight? Also can the suit be shaped to look exactly like the summoner? (I admit, yes, it is cheaty way to deal with vampire weaknesses)
Also: what counts as direct sunlight? Noon? How about morning, evenings, cloudy/rainy days and effects of covering up completely(hijab with veil).
Vampirism is kinda new to me, and I'd think most people as well.
| BRIGH |
Synthesists: Since the synthesist and his eidolon are effectively the same creature, and the synthesist still gains use of all his abilities, I'd rule that a fused eidolon gains the sunlight weakness ability as well - although the vampire might possibly earn an extra round or two as the eidolon "shell" burns away.
What counts as direct sunlight: Imagine it in terms of the sun having "line of sight" to the vampire. Mornings and evenings are just as deadly, although they might offer more opportunities for the vampire to lurk in the shadows behind buildings. It is also possible that very thick clouds could block the sun's "line of sight" even if some light still gets through, although the volatility of the weather could still make such conditions dangerous. A thick hijab or other covering which leaves not a single inch of skin open to the sunlight could indeed provide safety, but comes with two caveats. One, such dress will draw attention and possibly suspicion in Remballo; and two, getting forced into gaseous form would cause the vampire to lose the benefits of the covering and most likely burn to a crisp. Lastly, remember that vampires still require sleep, meaning forays during the daytime will cut away into the available nighttime hours.
| Cam James |
Looks interesting :)
I got the idea of this grim Dwarf (then add on another 2 layers of grim...) who can go around and dominates someone, then coup de grace them (after telling them to stand still with their eyes closed or something).
Still, dwarves +2 Con and -2 Cha dont do them any favors :)
A few questions as I flesh this idea out.
Is the Dominate DC static? or does it change with your Cha mod?
Can I take Ability Focus for the Dominate ability (its a monster feat).
Can I be a Barbarian. Normally moral bonuses dont effect undead but I am pretty sure there is an alternative somewhere (like +4 Str and Cha for rage). Besides, a raging vampire s a common trope :)
Can we take Damphir Feats?
| Cam James |
Hia Zip :)
I would shake heads but I fear I might leave you with a black eye...
Also, I think I have found a Vampire character combination that just simply would not work anywhere else.
A Dwarf Monk/Sorcerer (Rimeblooded) with Imp Unarmed Strike, Imp Grapple and either Steel Soul or Ability Focus. He also fights with a waraxe.
Normally the stats required to build a Monk and a Sorcerer would be massive and very spread out, not to mention overcoming a -2 Cha for the Sorcerer. But the removal of Con and the +4 Cha offseting the racial penalty, as well as the general +2 to most other stats means that I can largely focus on just Str and Cha and do well enough.
And since this is a solo game, I dont have to worry too much about being outshined by that 24 Cha sorcerer ;)
He should also have a fair bit of options, since he was a Dwarf Warrior at one point, he will often fight with with his waraxe, but if the need arises he can drop that to fight with unarmed strikes and grappling (of which both are potent with a vampires natural abilities).
Elsewise Dominate Person will be a great ooc tool and his Sorcerer side will aid in support and small buffs (and predestination is vital to clean up the blood!).
For his feat I am thinking of either Steel Soul to be more resistant to magic or Ability Focus (Dominate) for more aggressive magic.
As for his general character, he is was a rough and durable Dwarf from far up north (cold aspect of Sorcerer) but he wasnt particularly remarkable, just a normal Dwarf with an Axe and a grudge against the world. He heads to the city of Remballo (or where should we have "died?") and takes on some minor mercenary work. Spoiler: he fails and dies :P
Then he wakes up with an enhanced body (apply Monk class here) and some non-trivial magical abilities (Apply rest of Sorcerer class here, same with Dominate Person). Add to that a splitting headache, and an even greater grudge against someone who he cant quite remember, but he knows killed him, and he is ready to make someones day quite miserable. :)
2 quick questions.
Where did we die? Even just the name of a city/town would suffice.
Is there an "Up North" where I can be from? Or even just a coldish place?
Just a Mort
|
Making some tweaks...
Female Human (with Vampire Spawn template) Gestalt Oracle 1, Tattooed Sorcerer (Psychic Bloodline)
N Humanoid Augmented Undead
Oracle curse Haunted
Init +1; Perception +5
--------------------
Defense
--------------------
AC 20, touch 16, flat-footed 14 (+6 cha, +4 nat armor)
hp 15
Fort +6, Ref +6, Will +3
--------------------
Offense
--------------------
Speed 30 ft.
Slam +4 (1d8+6)
Oracle Spells(CL 1; concentration +7)
. . At will—Read Magic, Guidance, Detect Magic, Stabilize, Mage Hand, Ghost Sound
Lv 1 spells known (6/day): Inflict Light Wounds, Shield of Faith, Comprehend Languages
Sorcerer Spells(CL 1; concentration +7)
. . At will—Message, Acid Splash, Penumbra, Prestidigitation
Lv 1 spells known (6/day): Colourspray, Mage Armor
--------------------
Statistics (after Template)
--------------------
Str 18, Dex 12, Con -, Int 14, Wis 12, Cha 22
Base Atk +0; CMB +4; CMD 15
Feats Fast Learner, Improvisation, Varisan Tattoo (Conjuration, from Bloodline)
Traits Trapfinder, Gifted Adept (Mage Armor)
Skills Perception +5, Disable Device +6, Bluff +10, Diplomacy +10, Knowledge Religion +6, Disguise + 10, Knowledge Local +6, +11 stealth (+8 racial modifier), Spellcraft +6
Languages Common, Varisan, Draconic, Undercommon
Gear
Thieves tools, Cold Iron Dagger, Silver Mace, Morningstar, Sap, 200 ft hemp rope, Acid Flask, Spell Component Pouch, Smelling salts, Backpack, Pouch, Explorer's Outfit, a shovel, 2 sacks, journal, ink and ink pen.
Haunted Curse
Retrieving any stored item from your gear requires a standard action, unless it would normally take longer. Any item you drop lands 10 feet away from you in a random direction. Add mage hand and ghost sound to your list of spells known.
Revelation
Sidestep Secret (Su): Your innate understanding of the universe has granted you preternatural reflexes and the uncanny ability to step out of danger at the very last second. Add your Charisma modifier (instead of your Dexterity modifier) to your Armor Class and all Reflex saving throws. Your armor’s maximum Dexterity bonus applies to your Charisma instead of your Dexterity
Improvisation
You gain a +2 bonus on all skill checks for skills you have no ranks in. Furthermore, you can use all skills designated “trained only” untrained.
Occulus
Raven Familiar (Sage and Figment Archtypes)
N Animal
--------------------
Defense
--------------------
AC 14, touch 14, 12
hp 3
Fort +1, Ref +4, Will +2
--------------------
Str 2, Dex 15, Con 8, Int 6, Wis 15, Cha 7
Base Atk +0; CMB +0; CMD 6
Feats Skill Focus (Perception), Weapon Finesse
Skills Knowledge History +1, Survival +6
Language Common
Dazzling Intellect
A sage's Intelligence score is always equal to 5 + its level, but the sage gains the additional natural armor increases of a familiar only half its level.
This ability alters the familiar's Intelligence score and natural armor adjustment.
Sage's Knowledge (Ex)
A sage stores information on every topic and is happy to lecture its master on the finer points. A sage can attempt all Knowledge checks untrained and receives a bonus on all Knowledge checks equal to 1/2 its level. Additionally, a sage gains 2 skill ranks at each level.
Its maximum number of ranks in any given skill is equal to its level.
This ability replaces alertness and the familiar's ability to share its master's skill ranks.
Background
Lirel had a happy childhood, with her parents being rich Varisans owning a booming garment business. Unknown to her, some of her parents business competitors were jealous of their business and collaborated with a sinister group, the Hand, to bring them down. Mishaps(caused by sabotage) happened to her parents business, with shipments disappearing, suppliers going missing, ruining her parents business. Not satisfied with that, their business competitors sent assassins to kill the entire family. Lirel's parents were killed in front of her, though she managed to escape. The trauma awakened Lirel's nascent abilities. She realized that she could now interact with the spirit world, which manifested in the form of a raven, Occulus. Unfortunately, the connection went both ways, with the spirit world constantly bothering her as well.
With her old life in ruins, Lirel took to the streets. She soon learned that the streets were a dangerous place for a young woman, and many things in her old life no longer applied. She was forced to learn the ways of the street quickly, or die. She set herself up as a private investigator, helping others solve their mysteries for a living, meanwhile searching for clues on who had caused the ruin of her family fortune and her parents death. One of the searches lead her too close to some of the Hand's schemes, and realizing they didn't finish the job the last time, the Hand sent their assassins to finish the job properly this time...
| BRIGH |
A few questions as I flesh this idea out.
Is the Dominate DC static? or does it change with your Cha mod?
Can I take Ability Focus for the Dominate ability (its a monster feat).
Can I be a Barbarian. Normally moral bonuses dont effect undead but I am pretty sure there is an alternative somewhere (like +4 Str and Cha for rage). Besides, a raging vampire s a common trope :)
Can we take Damphir Feats?
Where did we die? Even just the name of a city/town would suffice.
Is there an "Up North" where I can be from? Or even just a coldish place?
DCs for supernatural abilities (in this case energy drain and dominate) are always (10+half HD+CHA).
Monster feats may be taken, as long as all prerequisites are met.
The unchained barbarian gives non-moral bonuses to attack/damage/hit points.
No. Dhampir feats work to make the character more like a vampire - which your character already is. There shouldn't be any reason to take them.
You may create your own details about the rest of the world - town names, coldish places, etc. What you don't remember are the events immediately preceding your death - because your vampire lord was the one who killed you.
Just a Mort
|
The living are unjustly prejudiced towards the dead. Probably they're jealous we get all the cool funky benefits they don't ;)
But yes, unless you're in Geb, where there are undead rights and all that...it sucks to be undead from a rights and liberties standpoint. Ignorant villagers are more likely to burn you at stake then to talk to you like the superior being that you are :P
No, really, I rather not fight in the middle of the town square. Reasons being:
1) Your employer "employed" you to fix his problem. Discreetly. He also gets to kill you at his whim.
2) The moment you get hit in a fight, people are going to wonder why you don't take as much damage as you should (DR 5/Silver), and why your wounds heal almost instantly (2 fast healing). Once they realise they're facing a monster, they'll run for their lives and spread the word around. Bad for your reputation and further information gathering necessary to fix your employers problem. Bah.
Not getting hit in a pathfinder game, though, is unrealistic - I am aware of that. We can but try :)
3) Energy Drain is not a common ability - I do not know if it can be controlled (i.e if you hit someone with a slam, or natural attack, does it automatically apply?) - and how does Energy Drain manifest - does the target just suddenly age, and die? Explaining the condition of the body will be a fine pickle.
4) Some clerics have even more prejudice then most. Especially those pesky clerics of Pharasma, who see it as part of their clerical duties to eradicate all undead, whether friendly or not. Why so harsh, bros?
I presume at some time we'll be required to feed(I'm not that idealistic that I believe you can get vegetarian vampires who subsist on tomato ketchup instead of blood). And I know, that if you don't feed, your hunger will get better of you at the worst of times. After feeding, there will be a body to dispose. The cleanest way would be to call up a barghest for body disposal but it won't be available at such a low level. Maybe weighing the body with stones and throwing it into the river will do the trick.
Do the Borgandys know of E's true nature? Else there may be some verbal dancing to do. Or is it for us to find out?
| BRIGH |
I won't have every NPC get suspicious after landing a single hit - in the heat of the battle it might be difficult to notice a few scratches disappearing - but once you've taken more damage than a normal human could that's when things will get dicey. Not to mention that this isn't your average pathfinder module and investigation is more the focus over combat here.
Or is it for us to find out?
Oh yes.
Just a Mort
|
Spent more then 100 gp, re-tweaking.
Female Human (with Vampire Spawn template) Gestalt Oracle 1, Tattooed Sorcerer (Psychic Bloodline)
N Humanoid Augmented Undead
Oracle curse Haunted
Init +1; Perception +5
--------------------
Defense
--------------------
AC 20, touch 16, flat-footed 14 (+6 cha, +4 nat armor)
hp 15
Fort +6, Ref +6, Will +3
--------------------
Offense
--------------------
Speed 30 ft.
Slam +4 (1d8+6)
Oracle Spells(CL 1; concentration +7)
. . At will—Read Magic, Guidance, Detect Magic, Stabilize, Mage Hand, Ghost Sound
Lv 1 spells known (6/day): Inflict Light Wounds, Shield of Faith, Cure Light Wounds
Sorcerer Spells(CL 1; concentration +7)
. . At will—Message, Acid Splash, Penumbra, Prestidigitation
Lv 1 spells known (6/day): Colourspray, Mage Armor
--------------------
Statistics (after Template)
--------------------
Str 18, Dex 12, Con -, Int 14, Wis 12, Cha 22
Base Atk +0; CMB +4; CMD 15
Feats Fast Learner, Improvisation, Varisan Tattoo (Conjuration, from Bloodline)
Traits Trapfinder, Gifted Adept (Mage Armor)
Skills Perception +5, Disable Device +6, Bluff +10, Diplomacy +10, Knowledge Religion +6, Disguise + 10, Knowledge Local +6, +11 stealth (+8 racial modifier), Spellcraft +6
Languages Common, Varisan, Draconic, Undercommon
Gear
Thieves tools, Cold Iron Dagger, Morningstar, Quarterstaff, 200 ft hemp rope, Spell Component Pouch, Backpack, Pouch, Explorer's Outfit, a shovel, 2 sacks, journal, ink and ink pen, 1 grappling hook, 5 torches, flint and steel, waterskin, 5 gp left over.
Haunted Curse
Retrieving any stored item from your gear requires a standard action, unless it would normally take longer. Any item you drop lands 10 feet away from you in a random direction. Add mage hand and ghost sound to your list of spells known.
Revelation
Sidestep Secret (Su): Your innate understanding of the universe has granted you preternatural reflexes and the uncanny ability to step out of danger at the very last second. Add your Charisma modifier (instead of your Dexterity modifier) to your Armor Class and all Reflex saving throws. Your armor’s maximum Dexterity bonus applies to your Charisma instead of your Dexterity
Improvisation
You gain a +2 bonus on all skill checks for skills you have no ranks in. Furthermore, you can use all skills designated “trained only” untrained.
Occulus
Raven Familiar (Sage and Figment Archtypes)
N Animal
--------------------
Defense
--------------------
AC 14, touch 14, 12
hp 3
Fort +1, Ref +4, Will +2
--------------------
Str 2, Dex 15, Con 8, Int 6, Wis 15, Cha 7
Base Atk +0; CMB +0; CMD 6
Feats Skill Focus (Perception), Weapon Finesse
Skills Knowledge History +1, Survival +6
Language Common
Dazzling Intellect
A sage's Intelligence score is always equal to 5 + its level, but the sage gains the additional natural armor increases of a familiar only half its level.
This ability alters the familiar's Intelligence score and natural armor adjustment.
Sage's Knowledge (Ex)
A sage stores information on every topic and is happy to lecture its master on the finer points. A sage can attempt all Knowledge checks untrained and receives a bonus on all Knowledge checks equal to 1/2 its level. Additionally, a sage gains 2 skill ranks at each level.
Its maximum number of ranks in any given skill is equal to its level.
This ability replaces alertness and the familiar's ability to share its master's skill ranks.
Background
Lirel had a happy childhood, with her parents being rich Varisans owning a booming garment business. Unknown to her, some of her parents business competitors were jealous of their business and collaborated with a sinister group, the Hand, to bring them down. Mishaps(caused by sabotage) happened to her parents business, with shipments disappearing, suppliers going missing, ruining her parents business. Not satisfied with that, their business competitors sent assassins to kill the entire family. Lirel's parents were killed in front of her, though she managed to escape. The trauma awakened Lirel's nascent abilities. She realized that she could now interact with the spirit world, which manifested in the form of a raven, Occulus. Unfortunately, the connection went both ways, with the spirit world constantly bothering her as well.
With her old life in ruins, Lirel took to the streets. She soon learned that the streets were a dangerous place for a young woman, and many things in her old life no longer applied. She was forced to learn the ways of the street quickly, or die. She set herself up as a private investigator, helping others solve their mysteries for a living, meanwhile searching for clues on who had caused the ruin of her family fortune and her parents death. One of the searches lead her too close to some of the Hand's schemes, and realizing they didn't finish the job the last time, the Hand sent their assassins to finish the job properly this time...