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About Caligo GenitorStats: Nosferatu Samsaran Dual-Cursed Oracle 5
LE Medium Undead (augmented humanoid) Init +5; Senses Darkvision 60 ft, low-light vision, scent; Perception +23 (deaf) Telepathy 60 feet, Mental Listener (DC 18) ————— Defense ————— AC 29, touch 14, flat-footed 26 (+8 natural, +3 Dex, +7 Armor, +1 Deflection) hp 58 (5d8+30); Fast Healing 5 Fort +8, Ref +7, Will +8 Channel resist +4(+8?) DR 5/Wood and piercing Resist cold 10, electricity 10, sonic 10 Immune Undead Immunities Weakness Vampire Weaknesses ————— Offense ————— Speed 30 ft; climb 20 ft. Melee 2 claws +8 (1d6+5) or +1 longsword +9 (1d8+6/19-20), claw +3 (1d6+2) Ranged Special Attacks Blood Drain, Telekinesis (DC 18), Dominate (9/day, DC 18), Spell-like abilities (CL 5th) 1/day- Comprehend Languages, Deathwatch, Stabilize Oracle Effect Words Known (CL 5th; Concentration +11; Meta 2/day) . . 2nd(6/day)— Undeath, Enhance Form; Inflict Moderate Wounds, Oracle's Burden . . 1st(8/day)— Alignment Shield, Fog Bank, Frostbite (DC 17); Inflict Light Wounds Summon Minor Monster, Divine Favor, Ill Omen . . 0 (at will)— Sense Magic, Decipher, Cramp (DC 16), Soothing Touch; Create Water, Mending, Spark Oracle Meta Words Known Boost, Lengthy, Distant, Mystery: Metal; Curses: Deaf, Legalistic (never progresses)
Gear: Masterwork Tatami-Do, +1 Longsword, ring of protection +1, Cloak of Resistance +1, Headband of Alluring Charisma +2, Belt of giant strength +2, sleeves of many garments, traveler's any-tool, Quick runner's shirt, coffin, backpack 84.5 gp Class Abilities: Weapon and Armor Proficiency: Oracles are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Some oracle revelations grant additional proficiencies. Spells: An oracle casts divine spells drawn from the cleric spell lists. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, an oracle must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an oracle's spell is 10 + the spell's level + the oracle's Charisma modifier. Like other spellcasters, an oracle can cast only a certain number of spells per day of each spell level. Her base daily spell allotment is given on Table 2–5. In addition, she receives bonus spells per day if she has a high Charisma score (see Table 1–3 of the Pathfinder RPG Core Rulebook). Unlike other divine spellcasters, an oracle's selection of spells is extremely limited. An oracle begins play knowing four 0-level spells and two 1st-level spells of her choice. At each new oracle level, she gains one or more new spells, as indicated on Table 2–6. Unlike spells per day, the number of spells an oracle knows is not affected by her Charisma score; the numbers on Table 2–6 are fixed. 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). These spells are added as soon as the oracle is capable of casting them. This choice is made when the oracle gains her first level and cannot be changed. Upon reaching 4th level, and at every even-numbered oracle level after that (6th, 8th, and so on), an oracle can choose to learn a new spell in place of one she already knows. In effect, the oracle loses the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged. An oracle may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level. She cannot swap any cure or inflict spells, nor can she swap any spells gained from her mystery. Unlike a cleric, an oracle need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level. Oracles do not need to provide a divine focus to cast spells that list divine focus (DF) as part of the components. Mystery: Each oracle draws upon a divine mystery to grant her spells and powers. This mystery also grants additional class skills and other special abilities. This mystery can represent a devotion to one ideal, prayers to deities that support the concept, or a natural calling to champion a cause. For example, an oracle with the waves mystery might have been born at sea and found a natural calling to worship the gods of the oceans, rivers, and lakes, be they benign or malevolent. Regardless of its source, the mystery manifests in a number of ways as the oracle gains levels. An oracle must pick one mystery upon taking her first level of oracle. Once made, this choice cannot be changed. At 2nd level, and every two levels thereafter, an oracle learns an additional spell derived from her mystery. These spells are in addition to the number of spells given on Table 2–6. They cannot be exchanged for different spells at higher levels. Oracle's Curse (Ex): Each oracle is cursed, but this curse comes with a benefit as well as a hindrance. This choice is made at 1st level, and once made, it cannot be changed. The oracle's curse cannot be removed or dispelled without the aid of a deity. An oracle's curse is based on her oracle level plus one for every two levels or Hit Dice other than oracle. Each oracle must choose one of the following curses. Deaf: You cannot hear and suffer all of the usual penalties for being deafened. You cast all of your spells as if they were modified by the Silent Spell feat. This does not increase their level or casting time. At 5th level, you receive a +3 competence bonus on Perception checks that do not rely upon hearing, and the initiative penalty for being deaf is reduced to –2. At 10th level, you gain scent and you do not suffer any penalty on initiative checks due to being deaf. At 15th level, you gain tremorsense out to a range of 30 feet. Mystery: Metal
Class Skills: An oracle with the metal mystery adds Appraise, Bluff, Disable Device, and Intimidate to her list of class skills. Bonus Spells: lead blades (2nd), heat metal (4th), keen edge (6th), versatile weapon (8th), major creation (metal items only) (10th), wall of iron (12th), statue (metal statue instead of iron) (14th), repel metal or stone (16th), iron body (18th). Revelations: An oracle with the Metal mystery can choose from any of the following revelations. (Revelations Chosen: Dance of the Blades, Skill at Arms) Armor Mastery (Ex): You become more maneuverable while wearing armor. You can move at your normal speed in medium armor that is made of metal. This does not grant proficiency in armor. At 5th level, whenever you are wearing metal armor, you reduce the armor check penalty by 1 (to a minimum of 0) and increase the maximum Dexterity bonus allowed by your armor by 1. At 10th level, and again at 15th level, these bonuses increase by 1. Dance of the Blades (Ex): Your base speed increases by 10 feet. At 7th level, you gain a +1 bonus on attack rolls with a metal weapon in any round in which you move at least 10 feet. This bonus increases by +1 at 11th level, and every four levels thereafter. At 11th level, as a move action, you can maneuver your weapon to create a shield of whirling steel around yourself until the start of your next turn; non-incorporeal melee and ranged attacks against you have a 20% miss chance while the shield is active. You must be wielding a metal weapon to use this ability. Iron Constitution (Su): You gain a +1 bonus on Fortitude saves. At 7th level, and again at 14th level, this bonus increases by +1. Iron Skin (Sp): Once per day, your skin hardens and takes on the appearance of iron, granting you DR 10/adamantine. This ability functions as stoneskin, using your oracle level as the caster level, except it only affects you. At 15th level, you can use this ability twice per day. You must be at least 11th level to select this revelation. Iron Weapon (Su): You can create a melee simple or martial weapon that lasts for 1 minute for every oracle level you possess. This weapon is appropriate for your size and entirely made of metal (even if it would normally include non-metal parts, such as a spear's shaft) but functions as if it were a normal weapon of its type. You are considered proficient with this weapon. The weapon disappears after 1 round if it leaves your grasp. At 3rd level, the blade is made of cold iron. At 7th level, 15th level, and 19th level, the blade gains a +1 enhancement bonus. At 11th level, the blade is made of adamantine. You can use this ability a number of times per day equal to 3 + your Charisma modifier. Riddle of Steel (Su): Your sacred bond with metal gives you insight into its form and function. Once per day, you may spend 10 minutes meditating on the structure of a piece of unworked metal or ore to gain a +5 insight bonus on your next Craft check to make something using that metal. Rusting Grasp (Sp): Once per day as a standard action, you can perform a melee touch attack that rusts iron, as the rusting grasp spell. At 11th level, and every four levels thereafter, you can use this ability an additional time per day. You must be at least 7th level to select this revelation. Skill at Arms (Ex): You gain proficiency in all martial weapons and heavy armor. Steel Scarf (Su): As a swift action, you can harden a scarf, sleeve, cloak, or other piece of your clothing into something as hard as steel that stretches out to be up to 30 feet long. You can then strike outward with it as if it were a weapon making a melee attack. For the purpose of this ability, you are proficient with this weapon. You can use the weapon to perform combat maneuvers. Make a melee attack roll against a creature within 30 feet; you may use Weapon Finesse with this attack. If you hit, the weapon deals 1d8 points of slashing damage + 1 point for every two oracle levels you possess. After this attack, the clothing returns to its normal length and hardness. You do not threaten an area with this weapon and cannot use it to make attacks of opportunity. You can use this ability a number of times per day equal to 3 + your Charisma modifier. Vision in Iron (Sp): You can use any piece of polished metal at least the size of a dagger as a scrying device, as if using the spell scrying. At 15th level, this functions like greater scrying. You can scry for a number of rounds per day equal to your oracle level; these rounds do not need to be consecutive. You must be at least 7th level to select this revelation. Final Revelation: Upon reaching 20th level, you become a master of iron and steel. You gain the benefits of Weapon Focus, Greater Weapon Focus, and Improved Critical with any one metal weapon that you are proficient with. Your armor is like a second skin to you—while wearing metal armor you are proficient with, the armor's maximum Dexterity bonus increases by +5 and you take no armor check penalty. In addition, any metal you create with your magic (such aswall of iron) has its hardness increased by +10.
Recommended Mysteries: Any. Oracle’s Curse: A dual-cursed oracle must choose two curses at 1st level. One of these curses (oracle’s choice) never changes its abilities as the oracle gains levels; for example, an oracle with clouded vision never gains darkvision 60 feet, blindsense, or blindsight. The other curse comes with its normal benefits. Class Skills: A dual-cursed oracle gains no additional class skills from her mystery. Bonus Spells: ill omen (2nd), oracle’s burden (4th), bestow curse (6th). These bonus spells replace the oracle’s mystery bonus spells at these levels. Revelations: A dual-cursed oracle gains a new revelation at 5th level and 13th level. These are in addition to the normal revelations she receives at 3rd level, 7th level, and so on. In addition, the cursed oracle may select the following revelations in place of a mystery revelation. (5th level Revelation chosen: Misfortune) Misfortune (Ex): At 1st level, as an immediate action, you can force a creature within 30 feet to reroll any one d20 roll that it has just made before the results of the roll are revealed. The creature must take the result of the reroll, even if it’s worse than the original roll. Once a creature has suffered from your misfortune, it cannot be the target of this revelation again for 1 day. Fortune (Ex): At 5th level, as an immediate action, you can reroll any one d20 roll that you have just made before the results of the roll are revealed. You must take the result of the reroll, even if it’s worse than the original roll. You can use this ability once per day at 5th level, and one additional time per day for every six oracle levels beyond 5th.
Nosferatu: “Nosferatu” is an acquired template that can be added to any living creature with 5 or more Hit Dice (referred to hereafter as the base creature). Most nosferatu were once humanoids, fey, or monstrous humanoids. A nosferatu uses the base creature’s stats and abilities except as noted here. CR: Same as the base creature +2.
A nosferatu gains fast healing 5. If reduced to 0 hit points in combat, a nosferatu assumes its swarm form (see below) and attempts to escape. It must reach its coffin within 1 hour or be utterly destroyed. (In swarm form, it can normally travel up to 5 miles in 1 hour.) Additional damage dealt to a nosferatu forced into swarm form has no effect. Once at rest, the nosferatu is helpless. It regains 1 hit point after 1 hour, then is no longer helpless and resumes healing at the rate of 5 hit points per round. Weaknesses: A nosferatu can’t tolerate the strong odor of garlic, and won’t enter an area laced with it. Similarly, it recoils from mirrors or strongly presented holy symbols. These things don’t harm the nosferatu—they merely keep it at bay. A recoiling nosferatu must stay at least 5 feet away from the mirror or holy symbol and can’t touch or make melee attacks against that creature. Holding a nosferatu at bay takes a standard action. After 1 round, a nosferatu can overcome its revulsion of the object and function normally each round it succeeds at a DC 25 Will save. A nosferatu cannot enter a private home or dwelling unless invited in by someone with the authority to do so. Reducing a nosferatu’s hit points to 0 incapacitates it but doesn’t always destroy it (see fast healing). However, certain attacks can slay nosferatu. Exposing any nosferatu 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 deals an amount of damage to a nosferatu equal to one-third of its full normal hit points—a nosferatu reduced to 0 hit points in this manner is destroyed. Driving a wooden stake through a helpless nosferatu’s heart instantly slays it (this is a full-round action). However, it returns to life if the stake is removed, unless its head is also severed and anointed with holy water. Speed: Same as the base creature. If the base creature has a swim speed, the nosferatu is not harmed by running water.
Blood Drain (Ex): A nosferatu can suck blood from a helpless, willing, or grappled living victim with its fangs by making a successful grapple check. If it pins the foe, it drains blood, draining 1d4 points of Constitution and Wisdom each round the pin is maintained. On each round it drains blood, the nosferatu gains 5 temporary hit points that last for 1 hour (up to a maximum number of temporary hit points equal to its full normal hit points). Dominate (Su): A nosferatu can crush a humanoid opponent’s will as a standard action. Anyone the nosferatu targets must succeed at a Will save or fall instantly under the nosferatu’s influence, as though by a dominate person spell (caster level 12th). This ability has a range of 30 feet. At the GM’s discretion, some nosferatu (such as a very old one or with an unusually strong bloodline) might be able to affect different creature types with this power. Telekinesis (Su): As a standard action, a nosferatu can use telekinesis (caster level 12th). Special Qualities: A nosferatu gains the following. Spider Climb (Ex): A nosferatu can climb sheer surfaces as though under the effects of a spider climb spell. Swarm Form (Su): As a standard action, a nosferatu can change into a bat swarm, centipede swarm, rat swarm, or spider swarm. The nosferatu gains the natural weapons and extraordinary special attacks of the swarm it has transformed into. The swarm has the same number of hit points as the nosferatu. While in swarm form, a nosferatu can’t use its claw attacks or any of its special attacks. It retains the defensive abilities, weaknesses, and special qualities it gains from being a nosferatu, counts as an undead creature, and can use any of the swarm’s abilities and defenses. It can remain in swarm form until it assumes another form or until the next sunrise. Telepathy (Su): A nosferatu can communicate telepathically with any creature within 60 feet that speaks the same language it does. In addition, a nosferatu can use this ability to communicate with any animal, magical beast, or vermin. Ability Scores: Str +2, Dex +4, Int +2, Wis +6, Cha +4. As an undead creature, a nosferatu has no Constitution score.
Racial Abilities: Mystic Past Life: 6 Divine spells Spells Chosen: Frostbite (Druid 1), Form of the Exotic Dragon I (Druid 7), Produce Flame (Druid 1), Righteous Vigor (Paladin 2), Invisibility (Antipaladin 2), Banish Light (3rd party Antipaladin 4) Mountaineer
Feats: Custom Feat:
Background: Caligo was born a normal samsaran in ancient Tian Xia, the latest incarnation of an endless cycle of death and rebirth. However, he had a flaw. He was completely deaf, even from birth, and sought to fix this 'error'. At first, his ambitions were mostly harmless- finding out clerics and mages to try and repair his ears, but as time progressed and he grew more frustrated, he began seeking out darker magic, eventually turning to necromancy, willfully corrupting himself from the cycle of rebirth with dark necromantic rituals that left him a nosferatu. While still deaf, his new powers allowed his dormant oracular abilities to blossom. Over the centuries, he mastered his unique magical talents, and expanded his mind until he could 'hear' almost normally. He wandered much of Golarion as the millennia ticked by, but almost all of his information is outdated by several centuries at least. More recently (within the last five thousand years), he has begun following a charismatic and cunning moroi named Murnau. Appearance: Caligo usually wears a heavy, gleaming black metal breastplate, and a helmet that covers his entire head (hiding glowing red eyes and gray, desiccated flesh along his scarred scalp), wears a long black cloak, intimidating black clothing, and carries a longsword glowing red and humming with magical energy. Sometimes, when trying to intimidate, he will telepathically broadcast intimidating music as he advances towards his foes. His armor kind of looks like this, which is a dark fantasy redesign of Darth Vader. The music he sometimes telepathically plays is, of course, the Imperial March. What? Darth Vader is awesome. And brutal. Explanations:
The primary thing that needs to be explained here is the Legalistic curse, I suppose. It comes from an error in the ritual he used to turn himself into a vampire. The ritual was never designed to be used on oneself, and was instead intended to create a perfectly subservient undead servant. While he retained his free will (having no master), an unintended consequence of the spell makes it hard for him to break agreements. |