Depora Azrinae

Aranda Slade's page

18 posts. Alias of CucumberTree.


About Aranda Slade

Class: Cleric(Undead Lord) of Urgathoa 2
Race: Drow
Height: 6'8" Weight: 250
Type: humanoids(elf)
Size: Medium
Base Speed: 30'
Alignment: NE
Spell Resistance: 8
Hitpoints: 16
Stats:
Str: 8
Dex: 16 (+2 Racial)
Con: 10 (-2 Racial)
Int: 10
Wis: 16
Cha: 18 (+2 Racial)

Saves:
Fort: +3
Ref: +3
Will: +6

Init: +5
Speed 30'
AC 20 Touch 13, Flat-footed 17 (+3 Dex, +6 Armor, +1 shield)
CMD 3
CMB 0
Base Attack Bonus +1

Weapons
Spear +0 1d8-1
Crossbow, light +4 1d8

Armor
Mountain pattern armor
Buckler

Racial Traits

Voice in the Darkness (2 RP): Prerequisite(s): Charisma 13+. Characters who practice coercion and intimidation in the Underworld or on the Shadow Plane learn to do so in dim light or no light at all. As long as they are in dim light or darker conditions, characters with this trait gain a +2 bonus on Intimidate and Stealth checks. Drow can take this trait in place of weapon familiarity.

Languages: Drow begin play speaking Sakvroth, Elven and Undercommon.

Seducer: Certain drow possess an innate understanding of the darkest desires that lurk in every heart. Drow with this racial trait add +1 to the saving throw DCs for spells and spell-like abilities of the enchantment school. In addition, drow with a Wisdom score of 15 or higher may use charm person once per day as a spell-like ability (caster level equal to the drow’s character level). This racial trait replaces drow immunities.

Spell Resistance: Drow possess spell resistance (SR) equal to 6 plus their total number of class levels.

Underworld Guide (2 RP): Those who brave the lightless tunnels below the world’s surface learn to identify the dangerous phenomena that characterize the Underworld. Characters with this trait gain a +2 bonus on initiative checks, and on saves against traps and hazards when underground (from a lifetime of dodging accursed pools, cave-ins, and green slime). Drow can take this trait in place of keen senses.

Spell-Like Abilities (Su): Drow can cast dancing lights, darkness, and faerie fire, once each per day, using their total character level as caster level.
Offense Racial Traits

Poison Use: Drow are skilled in the use of poisons and never risk accidentally poisoning themselves.
Senses Racial Traits

Superior Darkvision: Drow have superior darkvision, allowing them to see perfectly in the dark up to 120 feet.
Weakness Racial Traits

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

Feats:
Command Undead

Benefit: As a standard action, you can use one of your uses of channel negative energy to enslave undead within 30 feet. Undead receive a Will save to negate the effect. The DC for this Will save is equal to 10 + 1/2 your cleric level + your Charisma modifier. Undead that fail their saves fall under your control, obeying your commands to the best of their ability, as if under the effects of control undead. Intelligent undead receive a new saving throw each day to resist your command. You can control any number of undead, so long as their total Hit Dice do not exceed your cleric level. If you use channel energy in this way, it has no other effect (it does not heal or harm nearby creatures). If an undead creature is under the control of another creature, you must make an opposed Charisma check whenever your orders conflict.

Spell focus (necromancy)

Benefit: Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select.

Traits:
On the Payroll
The Vanderborens were never shy about hiring professionals to help them attain their goals. Over the course of their long career, many served their needs and benefited from their generous wages. Whatever job they originally hired you for, your performance captured their attention, and they hired you many times throughout your career, sometimes even for jobs away from your home, always paying your expenses and compensating you well for your time.
Your years of hard work have paid off, granting you an additional 150 gp in starting wealth.

Bully
Benefits: You gain a +1 trait bonus on Intimidate checks, and Intimidate is always a class skill for you.

Class Skills: (6 Ranks)
Intimidate 12 = 2 rank, 3 Class, 4 Stat, +1 Trait, +2 Racial
Diplomacy 9 = 2 rank, 3 Class, 4 Stat
Sense Motive 8 = 2 rank, 3 Class, 3 Stat
Knowledge(religion) 5 = 2 rank, 3 Class

Background Skills
Handle Animal 9 = 2 rank, 3 Class, 4 Stat
Perform (Sing) 9 = 2 rank, 3 Class, 4 Stat

Languages:
Sakvroth
Elven
Undercommon

Spell-like abilities:
dancing lights x1
darkness x1
faerie fire x1
charm person x1

Spells:

Orison:
Detect Magic
Resistance
Read Magic
Guidance

1st:
Cause Fear

Shield of Faith
Magic Stone
Aspect of the Nightingale

Class Features Cleric(Undead Lord):

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 deities.

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

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 treated like any other spell, but they are not expended when cast and may be used again.

Channel Energy (Su)(1d6)DC:15 (x7)

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. An evil cleric channels negative energy and can choose to deal damage to living creatures or to heal undead creatures.

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. TCreatures 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. 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.

Cleric Domains
Death Domain(Death)

Granted Powers

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.

Death Magic
An undead lord must select the Death domain (and the Undead subdomain). She does not gain a second domain.

Corpse Companion (Su)
With a ritual requiring 8 hours, an undead lord can animate a single skeleton or zombie whose Hit Dice do not exceed her cleric level. This corpse companion automatically follows her commands and does not need to be controlled by her. She cannot have more than one corpse companion at a time. It does not count against the number of Hit Dice of undead controlled by other methods. She can use this ability to create a variant skeleton such as a bloody or burning skeleton, but its Hit Dice cannot exceed half her cleric level. She can dismiss her companion as a standard action, which destroys it.

Bonus Feats
All undead lords gain Command Undead as a bonus feat. In addition, at 10th level, she may select one of the following as a bonus feat: Channel Smite, Extra Channel, Improved Channel, Quick Channel, Skeleton Summoner, Undead Master.

Unlife Healer (Su)
At 8th level, the undead lord’s spells, spell-like abilities, and supernatural abilities used to heal undead heal an extra 50% damage. At 16th level, these effects automatically heal the maximum possible damage for the effect + the extra 50%. This does not stack with abilities or feats such as Empower Spell or Maximize Spell.

Items:
21 gp

Spear 2 gp
Morningstar 8 gp
Crossbow, light 35 gp
Chain shirt 100 gp
Shield, heavy steel 20 gp
Mountain pattern 250 gp
Buckler 5gp
Book(Serving Your Hunger) 50 gp
Holy Symbol(Brooch) Silver 150 gp
Kit, Oracle’s Price 9 gp; Weight 29 lbs.
This kit includes a backpack, a bedroll, a belt pouch, candles (10), a flint and steel, an iron pot, mess kit, rope, soap, torches (10), trail rations (5 days), and a waterskin.

Pet:
Bloody SkeletonCR 1/2

XP 200
NE Medium undead
Init +6; Senses darkvision 60 ft.; Perception +0

DEFENSE

AC 20, touch 12, flat-footed 18 (+4 armor, +2 Dex, +2 natural, +2 Shield)
hp 6 (1d8+2); fast healing 1
Fort +2, Ref +2, Will +2
Defensive Abilities channel resistance +4, deathless; DR 5/bludgeoning; Immune cold, undead traits

OFFENSE

Speed 30 ft.
Melee Scimitar +2 (1d6+2), Morningstar +2 (1d8+2)

STATISTICS

Str 15, Dex 14, Con —, Int —, Wis 10, Cha 14
Base Atk +0; CMB +2; CMD 14
Feats Improved Initiative
Gear chain shirt, Scimitar, Morningstar, Shield, heavy steel

SPECIAL ABILITIES

Deathless (Su)
A bloody skeleton is destroyed when reduced to 0 hit points, but it returns to unlife 1 hour later at 1 hit point, allowing its fast healing thereafter to resume healing it. A bloody skeleton can be permanently destroyed if it is destroyed by positive energy, if it is reduced to 0 hit points in the area of a bless or hallow spell, or if its remains are sprinkled with a vial of holy water.

Background:
The crimson colored skeleton flicks his index finger rapidly. A repeating click-clack from the phalange's movement is drowned out with the moans of Aranda. Her head arches back on the pillow as her eyes roll up in ecstasy. She scream her completion and quickly kicks the boney corpse away. "Go cook wraps for me." The skeleton saunters off to the small kitchen for the dormitory.
Black onyx frames the room. Detailed artistry of depraved acts in reliefs adorn the walls. A painting of Urgathoa fighting to become the first undead adorns the ceiling. The priest sits up from her bed and stands on her mildly shaking legs. She slides a silk robe over her body. Aranda's very tall frame is proportional to her gravity defying prodigious breasts and widely rounded hips.

Her ample derrière has cheeks that seem to fight for dominance as she moves. But standing still, they are firm and solid. The small padding of her tummy jiggles beneath the silk. A small jangle from the piercing, which adorn her naughty parts, arises while she cinches the red silk. Her sides from foot to shoulder reveal her naked flesh. She pins her brooch of faith over her heart.

She pulls her white hair into a pony tale and then sits at a granite table. Her pet returns with the wraps that she requested. She bites into one. The juice from the meat rolls down her throat. She revels in the taste. "This elven toddler meat is so fantastic." She says to no one.

"Go dress." She says.

The skeleton dresses with armor and weapons. He adorns a backpack and covers himself with a dark hooded robe.

"My usual employers are dead. It's time that we find new ones." The priestess says.

Rats scurry to and fro in the room. They are remnants of the rats that she trained for the church. The unholy mothers preferred to use plague rats who took direction.

She exits her room into a hallway which surrounds an altar. Aranda approaches and then prays. The priestess touches the burnt offering and marks her eyes with ash. The blackened ash gives her eyes a cadaverous look. "Come. We have a party to go to."