Bloodless Vessel

Azacca's page

7 posts. Alias of ObsessiveWiz.


Classes/Levels

HP 10/10 | AC 18 FF 12 TC 16 | Fort +2 Ref +2 Will +2 | Spd 20ft | Command Undead 8/8

About Azacca

Statistics:
Male Dhampir Oracle 1
NE Medium Humanoid (Dhampir)
Init +6; Senses Darkvision 60ft, Low-light Vision, Perception +3
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DEFENSE
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AC 18, touch 12, flat-footed 16 (+5 armor, +2 dex, +1 shield)
hp 10 (1d8+2)
Fort +2, Ref +2, Will +2
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OFFENSE
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Speed 20 ft.

Melee Morningstar +0 (1d8)
Melee Dagger +0 (1d4)

Ranged Dagger +2 (1d4)
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STATISTICS
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Str 10, Dex 14 (12 +2 racial), Con 12 (14 -2 racial), Int 11, Wis 10, Cha 20 (18 +2 racial)
Base Atk +0; CMB +0; CMD 12

Traits Eye for Plunder (+1 Appraise and Perception to find concealed or secret objects; begin campaign with 50gp worth of trade goods), Resilient (+1 Fortitude saves)

Feats Command Undead, Improved Initiative

Adventuring Skills (4+INT; 4/level)
Bluff +7 (+0 points; +0 class, +5 CHA, +2 racial)
Diplomacy +9 (+1 points; +3 class, +5 CHA)
Perception +3 (+1 points; +0 class, +0 WIS, +2 racial)
Sense Motive +4 (+1 points; +3 class, +0 WIS)
Use Magic Device +9 (+1 points; +3 class, +5 CHA)

ACP -5
*ACP applies to these skills

Background Skills (2/level)
Profession (sailor) +4 (+1 points; +3 class, +0 WIS)
Perform (oratory) +9 (+1 points; +3 class, +5 CHA)

Non-Standard Skill Bonuses +1 Perception to find concealed or secret objects (including traps or secret doors)

Languages Common

Special Abilities:

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SPECIAL ABILITIES
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Dhampir Racial Abilities:

-Undead Resistance +2 racial bonus on saves against disease and mind-affecting effects.

-Resist Level Drain takes no penalty from energy drain effects, but can still be killed if accrue more negative levels than HD. After 24 hours, negative levels are removed without need for a saving throw.

-Manipulative +2 racial bonus on Bluff and Perception

-Darkvision 60 ft

-Low-light Vision Can see twice as far as a human in dim light

-Dayborn Unhindered by daylight.

-Negative Energy Affinity Is affected by positive and negative energy as though undead - positive energy harms, negative energy heals.

Oracle’s Curse: Covetous Must wear fine non-magical clothing and jewelry worth at least 50 gp + 100 gp per character level beyond 1st. If you do not have sufficient wealth to purchase this additional equipment, you feel a strong desire (but are not compelled) to sell existing items or steal from others to obtain it. You are sickened whenever you do not meet this requirement; you are also sickened for 24 hours after anything worth 25 gp per your character level or more is taken from you against your will. Use Magic Device becomes a class skill for you.

Juju Mystery Adds Bluff, Intimidate, Knowledge (nature), Perform (oratory), and Survival to his list of class skills, gains access to the Juju mystery’s revelations (below), and gains the following bonus spells at the listed level:
2nd: speak with animals 4th: hideous laughter 6th: fear 8th: charm monster 10th: create undead (juju zombie only) 12th: magic jar 14th: creeping doom 16th: trap the soul 18th: shapechange

-Undead Servitude You gain Command Undead as a bonus feat. You can channel negative energy a number of times per day equal to 3 + your Charisma modifier, but only to use Command Undead. You can take other feats to add to this ability, such as Improved Channel, but not feats that alter this ability, such as Alignment Channel.

Spells:

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Spells
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0th (at will; DC 15) Detect Magic, Read Magic, Create Water, Mending

1st (5/day; DC 16) inflict light wounds, cause fear, face of the devourer

Gear/Possessions:

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GEAR/POSSESSIONS
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Carrying Capacity
Light 0-33 lb. Medium 34-67 lb. Heavy 68-100 lb.
Current Load Carried 51 lb. (medium load)

Adventuring gear
(8 gp) Morningstar 6 lbs.
(2 gp) Dagger 1 lb.
(50 gp) Scale Mail 30 lbs.
(5 gp) Buckler 5 lbs.

Other Gear
Explorer’s Outfit 8 lbs.
(40 gp)ivory ring
(50 gp)5 sq. yards of silk (1 lb.?)

Money 75 GP 0 SP 0 CP

Background:

Azacca's story begins with his mother being bit by a vampire 3 days before his birth. His mother, after being left for dead, made her way to the village priest. He did all he could to help the woman, but the only thing he managed was to save the baby. Azacca's father never returned for him, and the priest decided he would raise the child as his apprentice, and teach him the ways of voodoo.

As Azacca grew older, the priest realized that the boy had been powerfully affected by the vampire's bite, and was a dhampir. Even more unfortunately, the boy showed many of the proclivities of his kind, greed being foremost among them. By the time 20 years had passed, and the boy still had the body and mind of a greedy child, the priest cast the boy out of his house, and warned the villagers not to take in the evil child. Azacca wandered for a week, growing slowly weaker by the day, until he was found by a local bokor, or sorcerer, named Agwe. The sorcerer realized the boy was partially undead, and decided to take the boy in and teach him, using the opportunity to do research into making himself into an intelligent undead.

Many years passed, with Azacca learning the dark craft of the bokor, and Agwe taking advantage of the boy's proximity to learn to extend his own life, and eventually become a juju zombie. Azacca's desire for the rich life only grew with his power, however, and he eventually left Agwe (who no longer had need of him) to become a pirate, which were common in those parts. He has sailed around the world since, and after his most recent haul, decided to have a drink at the Formidably Maid to celebrate.

Appearance and Personality:

Azacca's skin is a dark bruise-like purple, fading to a lighter violet in the sunlight. His hair is dark and wiry, curling in close to his head. He is clean-shaven, tall, and handsome. He is very charming, and his exotic accent only enhances his natural allure. He treats his allies well, if only because he knows that having a good reputation among his peers is the best way to avoid a knife in the back. Truthfully, however, he mostly only cares about the haul, the treasure he can use to buy fine clothing and wine.