Dhampir

Brayne's page

641 posts. Organized Play character for Batpony.


Race

CN Half-Orc Invulnerable 2 Oracle 5 HP:69/69(81) | AC:8(6) T:8 FF:8 DR1/- | CMB:8 CMD:16 | Saves F:+8 R:-0 W:+6/8 | Init:-2 | Per:+0 |

Classes/Levels

Rage:9/9 | Spells 1: 7/7 Spells 2 : 5/5 |

About Brayne

Backstory:

Unusual for a half-orc, Brayne was adopted into a life of nobility, and grew up among riches in certain isolations of the mountainous ranges of the Ugawa Highlands of Golarion for most of his life. However, as he became of age, the family was forced to move closer to Taldor for the sake of Brayne's education. His parents unfortunately befell to an accident that took their lives and Brayne grew up with his butler fostering to the young nobles life.

As misfortune was brought upon his household, Brayne soon developed a thirst of knowledge of the dark arts of Lamashtu in attempt to alleviate his pain of loss. As a result, his "worship" of Lamatshu is superfluous, only a means to an end. In search of knowledge, he attempted many dark experiments till he caused a terrible accident upon the home that cause a serious injury upon his left leg, and death to his Elf Butler, Elfred. But a death short lived as the butler is cursed to be cursing Brayne for the remainder of his life. In exchange though, Brayne is able to call upon the dark tapestry to grant himself mysterious powers as well as transform himself into a creature most vile, something akin to a giant bat-like demon monster.


Brayne (Fame 28)
Half Orc Barbarian (Invulnerable Rager) [APG] 2 Oracle [APG] (Dual cursed) [UM] of Dark Tapestry [UM] 5
CN Medium humanoid
Init -2, Senses Perception +0 , Darkvision 60ft
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DEFENSE Normal / Rage
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AC 8 / 6, touch 8, flat-footed 8 (-2 Dex)
hp 69 / 81
Fort +8, Ref +0, Will +6 / +8
Defensive abilities DR 1/-
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OFFENSE
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Speed 30ft
Melee Bite +9 (d4+6); Power Attack -2Atk, +6Dmg(Power Atk*1.5)
Rage Melee Bite +13 (d4+8) Claw +13 (d6+8) Claw +13 (d6+8) Slam +7 (d4+5 Negative Energy)
Offensive abilities Rage (9/day)
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STATISTICS Normal/Rage
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Str 16/20 Dex 7 Con 14/18 Int 10 Wis 12 Cha 20
Base Atk +5 CMB +8/+10 CMD 16/18
Traits Fast Talker [APG], Highlander [APG]
Racial Traits: Skilled [ARG], Intimidating, Orc Blood, Toothy [ARG]
Feats Power Attack, Skill Focus:Stealth , Eldritch Heritage (Ghoul) [MC]
Skills Bluff +15, Intimidate +16, Diplomacy +14, Stealth +11 (+2 if in hilly or rocky location),Spellcraft +9
Languages Common, Orc
SQ Fast Movement, Rage, Oracle's Curse (Primary:Lame, Secondary:Haunted), Osirons, Misfortune, Invulnerability, Rage powers (Spirit Totem, Lesser [APG])
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GEAR
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Armor Belt Body Chest Eyes Feet Hands Head Headband: Headband of Alluring Charisma +2 Neck: Furious Amulet of Mighty Fist Ring Ring Shoulder: Cloak of Resistance +1 Wrist
Other Gear Furious Amulet of Mighty Fist, Cloak of Resistance +1 , Wand of CLW(20), Backpack, Grappling Hook, Flint & Steel, Silk rope, Mirror, Bedroll, Waterskin, Signal whistle, iron pot, Ioun Torch, Headband of Alluring Charisma (+2), Belt of Physical Might (+2), Ration (Orc) x 10, Scroll of lesser restoration x 2, Potion of Fly x 2, Scroll of Consecrate x 2, Scroll of Dispel Magic x 2
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SPECIAL ABILITIES
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Fast Movement: speed +10 feet when wearing no armor, light armor, medium armor, and not carrying a heavy load, stacks with other bonuses to barbarian's land speed
Rage: (9 rounds/day = 4 + Con mod + 2/each level after 1st) While in rage, +4 morale bonus to Strength and Constitution, and +2 Morale bonus on Will saves. -2 penaltly to Armor Class. Increase to constitution grants 2 HP per HD, but disappears when rage ends and are not lost first like temporary hp. While in rage, a barbarian cannot use any Cha, Dex, or Int based skills (except Acrobatics, Fly, Intimidate and Ride) or any ability that requires patience or concentration. A barbarian can end her rage as a free action and is fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. A barbarian cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If a barbarian falls unconscious, her rage immediately ends, placing her in peril of death.
Dark Tapestry Mystery Revelations:
Save DC Revelation: 10 + 0.5 Oracle Level + Cha Mod
Misfortune (Ex): As an immediate action, you can force a creature within 30ft to reroll any one d20 roll that it has just made before the result of the roll is revealed. Must take result of the reroll.
Pierce the Veil (Su): You gain darkvision 60 feet. At 11th level, you can see perfectly in darkness of any kind, even in absolute darkness or the darkness created by a deeper darkness spell.
Interstellar Void (Su): As a standard action, one target within 30 feet is cloaked in the void and takes 1d6 vcold damage for every oracle level you possess. Fortitude halves.
Lame (Primary Curse): Reduce your land base speed by 10ft
Haunted (Secondary Curse): Retrieving any stored item from your gear requires a standard action. Any items you drop lands 10ft away from you in a random direction. Add mage hand and ghost sound to your list of spells known.
Invulnerability (Ex): At 2nd level, the invulnerable rager gains DR/— equal to half her barbarian level. This damage reduction is doubled against nonlethal damage.
Rage Powers (Ex) :
Spirit Totem Lesser (Su): While raging, the barbarian is surrounded by spirit wisps that harass her foes. These spirits make one slam attack each round against a living foe that is adjacent to the barbarian. This slam attack is made using the barbarian’s full base attack bonus, plus the barbarian’s Charisma modifier. The slam deals 1d4 points of negative energy damage, plus the barbarian’s Charisma modifier.
Eldritch Heritage (Ghoul Bloodline) (Ex) Lv 4
Ghoulish Claws (Su): (7/day) Grow claws as a free action. These claws are treated as natural weapons. Each of these attacks deals 1d4 points of damage + your Strength modifier. At 5th level, creatures damaged with your claw attack are paralyzed for 1 round, as the ghoul ability (Fort negates). At 7th level, the duration of the paralysis increases to 1d4+1 rounds, and the claws are considered magic weapons for the purpose of overcoming DR. You can use your claws for a number of rounds per day equal to 3 + your Charisma modifier. These rounds do not need to be consecutive.
Paralysis (Su): This special attack renders the victim immobile. Paralyzed creatures cannot move, speak, or take any physical actions. The creature is rooted to the spot, frozen and helpless. Paralysis works on the body, and a character can usually resist it with a Fortitude saving throw (DC 10 + 1/2 the paralyzing creature’s racial HD + the paralyzing creature’s Con modifier). Unlike hold person and similar effects, a paralysis effect does not allow a new save each round. A winged creature flying in the air at the time that it is paralyzed cannot flap its wings and falls. A swimmer can’t swim and may drown.
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SPELLBOOK
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In addition to the spells gained by oracles as they gain levels, each oracle also adds all of either the cure spells or the inflict spells to her list of spells known (cure spells include all spells with “cure” in the name, inflict spells include all spells with “inflict” in the name).
Save DC spell:10 + Spell Level + Cha Mod

0th (Spells known 5 + 2(Haunted)) ; ∞ Spells per Day
Guidance, Detect Magic, Mending, Create Water, Ghost Sound, Mage Hand, Stabilize
1st (Spells known 3 + 3(bonus)) ; 7 Spells per Day (6 class +1 Cha Bonus)
Divine Favor, Command (DC16), Bless, CLW, Inflict Light Wounds, ill omen
2nd (Spells known 1 + 3(bonus)) ; 5 spells per day (4 class + 1 Cha Bonus)
Hold Person (DC17), Bull's Strength, CMW, Inflict Moderate Wounds, Oracle's Burden
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CHRONICLE BOONS (active & unused)
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Explore, Report, Cooperate (5-08,6-10)
Friend of Janira Garvix (5-08) +1 bonus on knowledge checks attempted while in Grand Lodge (active)
Prized Find (6-10) Earn 1 PP if fail to earn the secondary success condition
Inside Knowledge (7-10) You gain +2 bonus on Kn local checks about the Aspis. You can cross this boon to take 20 on a single kn local check about the Aspis. (active)
Lord Avid's Recommendation (7-10) +2 circumstance bonus on all Cha-based skills against nobility while on Isle of Kortos. You can cross this boon to gain +4 circumstance bonus on one Cha-based skill while interacting with anyone on isle of Kortos. (active)
Zamir (0-33) You receive a copper coin that has the sigil of the open road on one side and the flag of Jalmeray on the other. When in any major city (>5000 residents) in Andoran, Cheliax, Jalmeray, Osirian, Qadira, or Taldor, you can present this coin to any citizen of Jalmeray (it takes 1d4 hours to locate one) and receive +4 circumstance bonus on any one Appraise, Diplomacy, or Kn (any) skill check. You may use this coin once per scenario.
Chalice Champion (8-18) At the start of a chase or pursuit, you may activate this boon to grant yourself a +2 bonus on all checks to make progress in the chase or pursuit.
Infused Extracts (8-18) As a std action that provokes AoO, you may gain one of the following benefits: CLW(CL 1st), CMW (CL 4th), Resist Energy (CL 4th), Shield (CL 1st)
Sign of the Cyclops (8-21) You can expend this boon to reroll any single d20 roll after the first roll is made. You must take the second result, even if it is lower. You cannot use this boon on any roll already rerolled by another effect.
Friend of the Family (6-02) +1 Bonus on diplomacy and Knowledge checks made within Absalom (Active)
Library Card (6-02) +5 circumstance bonus on single Kn, or diplomacy (gather info), allows you to make the check untrained.
Friend of the Library (6-02) Next time in Cheliax, A single potion, scroll, or elixir worth up to 250gp
Subtle Revenge (5-12)
Sky City Reclaimer (6-00)
Foes of the Forge Father (Monument District): You gain a +2 bonus on attack rolls made to confirm critical hits against humanoids with the giant, goblin, or orc subtype, and you deal additional damage equal to your weapon’s critical hit modifier when you score a successful critical hit against such a foe; this additional damage is added to the final total, and is not multiplied by the critical hit modifier itself
Shrine Savior (Temple District): You may use this boon to reduce the Prestige Point cost of a spellcasting service by 2 (minimum 0 Prestige Points). When you use this boon, cross it off your Chronicle sheet
Sky Key Core (6-00)

Reign of Winter AP
Mantle of the Black Rider (AP67) (Strength) Once per day as a swift action, you may gain +1 to that ability score for 1 min. For every additional Mantle of the black rider boon that you have for this character, the bonus increases by +1. You may not benefit from more than one Mantle of the Black Rider boon at a time.
Mantle of the Black Rider (Unleashing the Hut) (AP68) Once per day before rolling initiative you may gain a +1 insight bonus on that initiative check. For every additional Mantle of the Black Rider boon that you have for this character, the bonus increases by +1.

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CHRONICLES
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5-08 The Confirmation (GM)
6-10 Wounded Wisp (GM)
7-10 Consortium Compact (GM)
AP67 Snows of Summer
2-11 Penumbral Accords
0-33 Assault on the Kingdom of the Impossible
8-18 Champion's Chalice part I: Blazing Dangerous Trails
8-21 Champion's Chalice part 2: Agents of the Eye
6-02 The Silver Mount Collection
5-12 Destiny of the Sands Pt1: A Bitter Bargain
AP68 The Shackled Hut
9-04 Unseen Inclusion
0-01 Silent Tide
9-00 Assault on Absalom
6-00 Legacy of the Stone Lords

Bot Me:

Melee
[dice=Bite]d20+8[/dice][dice=B/P/S]d4+6[/dice] Single natural attack
or
[dice=Bite,PA]d20+8-2[/dice][dice=B/P/S]d4+6+6[/dice] Single natural attack

Rage
[dice=Claw, Rage, Furious Amulet of Mighty Fist]d20+8+2+2[/dice][dice=B/S/Magic+2]d6+6+2[/dice]
[dice=Claw, R, FAMF]d20+8+2+2[/dice][dice=B/S/Magic+2]d6+6+2[/dice]
[dice=Bite, R, FAMF]d20+8+2+2[/dice][dice=B/P/S/Magic+2]d4+6+2[/dice]
[dice=Bat Wisp]d20+7[/dice][dice=Negative Energy]d4+5[/dice]
or
[dice=Claw, Rage, Furious Amulet of Mighty Fist,PA]d20+8+2+2[/dice][dice=B/S/Magic+2]d6+6+2+4[/dice]
[dice=Claw, R, FAMF,PA]d20+8+2+2[/dice][dice=B/S/Magic+2]d6+6+2+4[/dice]
[dice=Bite, R, FAMF,PA]d20+8+2+2[/dice][dice=B/P/S/Magic+2]d4+6+2+4[/dice]
[dice=Bat Wisp]d20+7[/dice][dice=Negative Energy]d4+5[/dice]