Red Mantis Assassin

Caslav of Lamu's page

183 posts. Alias of goodwicki.


Race

| Uncanny Luck 1/1 | Spells 1st: 4/4 | Acid Dart 6/6 | Available healing: Red, Heal skill | *Active effects: none

Gender

Tainted Linguist | Male Lamuran Cave Druid 2 / Rogue Survivalist 1 | HP 4/25 | AC 13 (T 12, FF 11) | F +2, R +3, W +3 | Speed 30 | Perception +9 (low light vision); Sense Motive +7

Age

16

About Caslav of Lamu

Caslav, tainted Lamuran druid
"I have seen the future, and it is not ruled by men."

Background:

Born to a privileged family in the mountain fastness of Lamra, young Caslav was raised amidst the decadence and debauchery afforded the wealthy of Lamu. Here tutors taught him his letters and the basics of the healing arts. At the age of 12, however, his parents ran afoul of the internal politics of the cult of Yot-Kamoth and were put to death. He in turn was sent into the hills to live with a distant branch of his family.

His hillfolk kin were unwholesome to behold, their village's backward ways crude and strange to him [i.e. Degenerate] . His skill in medicine amazed their people and earned him high status amongst them. In time he learned to pick his way unseen through the ridges and gullies and to hide his valuables upon himself as they did, lest he become the target of greedy Lamuran soldiers or rapacious Zorabi brigands. Though he became inured to their quaint customs and physical repulsiveness, he felt that there was still something entirely weird about them. There were whispered conversations that ended when he drew near, and groups of villagers would disappear into the hills for days with no explanation.

When Caslav came of age his adoptive family grew very excited. They had a tradition, a holy festival, to initiate the youth of their village into adulthood, and this year he would participate and become a true member of their community. Before dawn on the summer solstice, he and the rest of the village adolescents were lead to a sacred cave deep in the hills. For hours they descended through narrow passages and clefts in the rock into it's oppressive depths, deeper than Caslav would have thought possible, their way lit by sputtering torches carried by their elders.

Finally they reached a large chamber with strange symbols carved into it's walls and a hole in it's center. The village elders instructed the young adults to stand in a circle around the opening, a dizzying shaft which seemed to Caslav to have no bottom. The elders lay the torches on the ground behind them and began to chant in a tongue the likes of which Caslav had never heard. He and the others were nervous; they with excitement and he with dread. After a time he detected a sound coming from the opening in the floor, a susurrus that grew in volume and clarity until he distinguished it as a chorus of rhythmic scraping and clicking.

From that hole rose up the gods of his loathsome brethren, summoned from unknown depths by their vile calls. Some slithered blindly like great worms, while others were carried by multitudinous appendages which grew at all angles from their horrid forms. He backed away in revulsion as the others stepped forward, youth and elder alike, to embrace their "sacred" creatures; escape might have been his, but for the torch underfoot that turned his ankle and sent him falling to the floor. Instead he watched in horror as the blasphemous orgy began and the cause of the villagers' unwholesome deformities became clear. Something clutched his foot and dragged him towards the profane revel and his mind broke; the next thing he remembers is waking in his kin's hut, his body painted with nauseating symbols.

Caslav did not hesitate. Covering himself in a woolen robe, he grabbed a brand from the fire, barred the door from the outside, and set fire to the hut before fleeing into the misty night. Though he survived his ordeal, he's been irrevocably changed. The least troubling of these changes is his ability to influence vermin and animals as if they were people. More troubling are his dark dreams and waking visions which plant strange secrets and vile magics within his mind, and the physical changes he has undergone: an increased agility, with joints seemingly able to bend in strange ways, and the repulsive ability to spit a corrosive toxin.

Without family or friends he fled from the shadowy depths of Lamu and the things that breed beneath it, things waiting for a time when they may swarm up from their depths and overthrow the world of men. He has made his way as far as Belthaar... Not sure how Dain GM would introduce the character if accepted into campaign.


Appearance and Personality:

Caslav looks a fairly typical Lamuran, pale of complexion and slight of build, with black hair cut short. His skin is usually cool and clammy to the touch, even in the heat of day, and he will often sweat regardless of temperature or exertion. He generally keeps his eyes lowered, head down, and back bent, presenting an unassuming if not downright pathetic figure.

Though the sun of foreign lands helps keep his awful memories at bay, Caslav can't unlearn the things he now knows nor undo the changes that have been wrought upon him. He is ashamed and afraid of his power and what sane folk would do if they knew he possessed it, and so refrains from exercising his magic except in dire circumstance. Though he is haunted by what has been done to him he is willing to combat evil supernatural forces to, in his eyes, forestall the inevitable doom of mankind.

With haunted eyes and a melancholy demeanor, Caslav possesses a sort of pitiable charm, not unlike a lost dog. He's afraid of being discovered for what he is, and so attempts to avoid notice whenever possible. He becomes anxious when forced into prolonged social contact or scrutiny, sure that he's going to give himself away in some manner; because of this he often acquiesces to others' demands simply to end their interaction as quickly as possible.


Statistics:
Lamuran (Decadent) Druid (Cave Druid) 2 / Rogue (Survivalist) 1
Medium Humanoid (Human)
Init +2; Senses Perception +8 (low light vision)

Str 10, Dex 15, Con 10, Int 10, Wis 16, Cha 15
Base Atk +1; CMB +1; CMD 13

Traits

  • Regional: Highlander (Hills or Mountains).
  • Religion: Thirst for Knowledge.

    Feats

  • Character Level 1: Nimble Moves.
  • Human Bonus Feat: Vermin Heart.
  • Lamuran Bonus Feat: Eyes of the Cat (low light vision)
  • Character Level 3: Acrobatic Steps.

    Skills (26 points; 16 class levels + 0 INT + 3 racial + 3 favored class + 4 0-level)

    ^Acrobatics +8 (3 ranks + 3 class + 2 Dex + 0 feat + 0 racial + 0 trait)
    ^Bluff +12 (3 ranks + 3 class + 2 Cha + 0 feat + 2 racial + 0 trait + 2 decadent)
    Climb +4 (1 rank + 3 class + 0 Str + 0 feat + 0 racial + 0 trait)
    ^Escape Artist +6 (1 rank + 3 class + 2 Dex + 0 feat + 0 racial + 0 trait)
    Heal +8 (2 rank + 3 class + 3 Wis + 0 feat + 0 racial + 0 trait)
    Knowledge (dungeoneering) +9 (2 ranks + 3 class + 0 Int + 0 feat + 2 racial + 0 trait + 2 cavesense)
    Linguistics +6 (2 ranks + 3 class + 0 Int + 0 feat + 0 racial + 1 trait)
    Perception +9 (3 ranks + 3 class + 3 Wis + 0 feat + 0 racial + 0 trait)
    Sense Motive +7 (1 rank + 3 class + 3 Wis + 0 feat + 0 racial + 0 trait)
    ^Sleight of Hand +8 (1 rank + 3 class + 2 Dex + 0 feat + 2 racial + 0 trait)
    Spellcraft +5 (2 ranks + 3 class + 0 Int + 0 feat + 0 racial + 0 trait)
    Stealth +13/+14* (3 ranks + 3 class + 2 Dex + 0 feat + 2 racial + 1 trait/*+2 in hilly or rocky areas + 2 decadent)
    Survival +9 (1 rank + 3 class + 3 Wis + 0 feat + 0 racial + 0 trait + 2 cavesense)
    Use Magic Device +6 (1 rank + 3 class + 2 Cha + 0 feat + 0 racial + 0 trait)
    ^denotes bonus 0-level skill

    ACP of 0 applies to these skills: Acrobatics, Climb, Disable Device, Escape Artist, Fly, Ride, Sleight of Hand, Stealth, Swim.

    Languages: 4 (Native + Bonus Racial + 2 Linguistics) Lamuran, Susrahnite, Susrahnite (Archaic), Taraamite.


  • Defense & Offense Summary:

    ------------------------------
    DEFENSE
    ------------------------------
    AC 13, touch 12, flat-footed 11 (+1 armor, +2 Dex, +0 shield)
    hp 25
    Fort +3, Ref +4, Will +4

    ------------------------------
    OFFENSE
    ------------------------------
    Speed 30 ft.
    Melee
    Staff +1 (1d6/x2)
    Dagger of Ikhtanabu Xul (+1 undead bane dagger) +2 (1d4+1/19-20 x2)
    -- vs undead +4 [1d4+3(19-20 x2) + 2d6]

    Ranged
    Acid dart +3 (1d6+1/x2) [ranged touch attack] Range 30' (only 1 range increment)
    Sling +3 (1d4/x2) Range 50'
    Entropic stone +4 (1d6+1/x2); vs undead deals (2d6+2/x2) Range 20' (50' w/sling)

    Sneak Attack 2d6 (1d6 rogue 1 + 1d6 decadent)

    Class Abilities:

    ------------------------------
    DRUID CLASS ABILITIES
    ------------------------------
  • Cavesense (Ex) A cave druid adds Knowledge (dungeoneering) rather than Knowledge (geography) as a class skill and gains a +2 bonus on Knowledge (dungeoneering) and Survival skill checks. This ability replaces the nature sense ability.

  • Nature Bond (Ex) The druid can choose one of the following cleric domains: Air, Animal, Earth, Fire, Plant, Water, or Weather. Druids also have access to a set of Animal and Terrain Domains. When determining the powers and bonus spells granted by this domain, the druid’s effective cleric level is equal to her druid level. A druid that selects this option also receives additional domain spell slots, just like a cleric. She must prepare the spell from her domain in this slot and this spell cannot be used to cast a spell spontaneously.

  • Wild Empathy +4 (Ex) A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

    To use wild empathy, the druid and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.

    Vermin Heart (feat): You may target vermin with spells and special abilities that only affect animals (although they are still affected by spells targeting vermin as well). You may use wild empathy to influence vermin as easily as you influence animals.

    A cave druid can influence oozes, rather than magical beasts, with a –4 penalty on her wild empathy check.

  • Tunnelrunner (Ex) At 2nd level, a cave druid can move through areas of rubble or narrow passages that require squeezing at her normal movement rate and without penalty. This ability replaces woodland stride.

    ------------------------------
    ROGUE CLASS ABILITIES
    ------------------------------
    Sneak Attack If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. The rogue’s attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty. The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment.

    Hardy (Ex) At 1st level, a survivalist is already prepared to endure extreme hardships and environmental conditions. She can go twice the normal number of days without water and triple the normal number of days without food before feeling the effects of either thirst or starvation. This ability replaces trapfinding.


    Racial Abilities:

    --------------------------------
    RACE: LAMURAN
    --------------------------------

    The men of Lamu are regarded as a degenerate and evil people by other nations, a belief that mainly springs from ignorance, but is strengthened by the fact that some Lamurans have unnaturally keen eyesight in the dark, and that they worship many weird and loathsome gods in the isolation of their remote hill kingdom.

    Appearance: Gaunt of build and pale-skinned, with long flowing hair, although the priests are often shaven-headed. Decadent Lamurans dress in flowing robes and wear distinctive tall caps, often wound around with turbans, while the more wholesome Civilized men prefer simpler clothing and sturdy armor.

    Religion: The cult of Yot-Kamoth is best-known, but a multitude of other deities is worshipped.

    Culture: The Lamurans, corrupted by their worship of sinister Yot-Kamoth, are mostly Decadent, but retain both a significant Civilized stratum in and around their cities and of Degenerates in the more remote parts of their realm.

    Language: Lamuran, plus Susrahnite as a bonus language.

    Racial Traits: +2 racial bonus to Stealth and Sleight of Hand skills; Uncanny Luck (once per day, reroll any die roll and keep best result); Eyes of the Cat as a bonus feat.

    Normal Human Racial Trait: 1 Bonus Feat, +1 skill point per level.

    --------------------------------
    ARCHETYPE: DECADENT
    --------------------------------

    Great civilizations reach their peak and eventually start to decline. Such fallen empires are ruled by jaded nobles, corrupt priests and wicked slave-traders. Demon-worship, human sacrifice and drug abuse is all too common in these cultures.

    Decadent people have the following cultural traits:

    Ability Adjustment: +2 to Charisma

    Insidious: +2 bonus to Bluff, Knowledge and Stealth checks, and an additional +1d6 of sneak attack damage if the character has the sneak attack class ability.

    Arcane Adept: Add +1 to the DC of any saving throw when casting spells.

    Corrupt: -2 penalty to Will saving throws.


    Spells Prepared:

    Concentration +5 (+2 caster level +3 Wis)
    Save DCs = 10 + spell level + 3 Wis modifier + 1 decadent bonus

    -----------------------------------------------
    Level (spells/day) Save DC: prepared
    -----------------------------------------------

    0th (4/day - cast at will) DC14: eerie influence (guidance), witch's luck (resistance), foul vigor (virtue)

    1st (3 + 1/day) DC 15: abominable speed (cheetah's sprint), loathsome speech (speak with animals), tremors from below (thunderstomp), + entropic stone (magic stone)

    Domain Spells: 1st magic stone, 2nd create pit*, 3rd spiked pit*, 4th spike stones, 5th wall of stone, 6th hungry pit*, 7th elemental body IV (earth only), 8th earthquake, 9th elemental swarm (earth spell only).

    *Caves subdomain replacement spells.


    Spell Ideas/Notes:

    Other Spell Ideas: 0 level - profane literacy (read magic)

    1st lvl - burrower beneath (expeditious excavation), petrified hands (stone fist), strange grace (nereid's grace), whispers of collapse (hairline fractures), call forth the burrower (summon nature's ally I - giant centipede), tremors from below (thunderstomp).

    Probable Xoth Restricted Druid Spells, 1st level: air bubble (convenience), cure light wounds (healing), detect: aberrations; animals or plants; snares and pits; the faithful (divination), diagnose disease (divination), dream feast (convenience), endure elements (convenience), goodberry (healing), MAGIC STONE? (artillery), monkey fish (convenience/shapeshifting), produce flame (artillery), REMOVE SICKNESS? (healing), SNOWBALL? (artillery), touch of the sea (convenience/shapeshifting).


    Earth Domain and Caves Subdomain:
    Earth Domain (Caves Subdomain)

    Granted Powers

    Acid Dart (Sp) 6/day: As a standard action, you can unleash an acid dart targeting any foe within 30 feet as a ranged touch attack. This acid dart deals 1d6 points of acid damage + 1 point for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

    The following granted power replaces the acid resistance power of the Earth domain.

    Tunnel Runner (Su): At 8th level, you can move through tunnels and caves with ease. Activating this ability is a standard action. You can move across any stone surface as if under the effects of spider climb. You can also see very well in darkness, gaining darkvision out to a range of 60 feet. If you already possess darkvision, extend the range by 60 feet. While underground, you also gain an insight bonus equal to your cleric level on Stealth skill checks and an insight bonus equal to your Wisdom modifier on initiative checks. You can use this ability for 1 minute per day per cleric level you possess. These minutes do not need to be consecutive, but they must be spent in 1-minute increments.


    Equipment & Encumbrance:

    ------------------------------
    GEAR WORN
    ------------------------------

    Outfit, Explorer's

    Reinforced Tunic +1 armor to AC; +5 max Dex; 0 ACP; 5% ASF; Wgt 5 lbs [Cost 1 gp]

    ------------------------------
    POSSESSIONS
    ------------------------------

    Hidden on person Perception DC 18 (via Sleight of Hand Take 10):
    Dagger of Ikhtanabu Xul (+1 undead bane dagger) +2 (1d4+1/19-20 x2) Type: P or S; Range 10'; Wgt 1 lb [Cost 8,000 gp]
    -- vs undead +4 [1d4+3(19-20 x2) + 2d6]

    Quarterstaff (1d6/x2) Type: B; Wgt 4 lbs [Cost 0 gp]

    Sling (1d4/x2) Type: B; Range 50'; Wgt - [Cost 0 gp]

    Shortbow (1d6/x3) Type: P; Range: 60'; Wgt 2 lbs [Cost 30 gp]
    -Arrows (17) Wgt 2.5 lbs

    Backpack, common. Wgt 2 lbs [Cost 2 gp]
    -- Bedroll & blanket. Wgt 8 lbs [Cost 6 sp]
    -- Book, journal. Wgt 1 lb [Cost 10 gp]
    -- Kit, healer's: 9/10 uses; +2 circumstance to Heal; Wgt 1lb [Cost 50 gp]
    -- Scrivener's Kit. Contains: ink, pen, nibs, ink pigment, tiny quill knife, blotter, small ruler. Wgt 1 lb [Cost 2 gp]
    -- Scroll box, containing blank parchment (28) and all parchment rubbings (2). Is water-tight when closed. Wgt 1 lb [Cost 9 gp]
    -- Survival kit, masterwork. +2 to most Survival checks. Contains: flint & steel, mess kit, 2 waterskins, basic maps showing major landmarks, utility knife, and a guide to flora and fauna. Wgt 5 lbs [Cost 50 gp]
    -- Oil, 2 flasks. wgt 2 lbs [Cost 2 sp]

    Waterproof lantern, hooded. Contains 6 hours oil, treats winds as 1 step weaker, and can burn underwater for 5 rounds. Wgt 2 lbs [12 gp]

    Belt Pouch. Wgt 1/2 lb [Cost 1 gp]
    -- Chalk, 2 pieces. Wgt 0 lbs [Cost 2 cp]
    -- Charcoal, 2 sticks. Wgt 0 lbs [Cost 1 gp]
    -- Sealing wax. 1 lb [Cost 1 gp]
    -- Candle. Wgt -- [Cost 1 cp]
    -- 1 gp, 10 sp, 7 cp

    Money Pouch, hidden on person Perception DC 18 (via Sleight of Hand Take 10) Wgt 0.5 lb [Cost 1 gp]
    -- 5 gp

    Money 0 PP / 6 GP / 10 SP / 7 CP

    ------------------------------
    ENCUMBRANCE
    ------------------------------

    Current Encumbrance Level: Light

    Current Load Carried: 33 lbs

    Light 0-33 lb. Medium 34-67 lb. Heavy 68-100 lb.


    Copied Texts and Rubbings:

    From throne in Keeper catacombs, 2 parchments

    Parchment #1, Archaic Susrahnite:

    Ikhtanabu Xul; High Priest
    "My Mortal Form Shall Linger
    Yet My Spirit Everlasting
    Rebirth Shall Thus be Granted
    As Long as My Body Shall Not Perish"

    Parchment #2: Various religious symbols.


    Ideas/Possibilities:

  • Use a further restricted spell list (only earth, darkness, and gross spells) in exchange for darkvision? If so, would then take Deepsight feat.

  • Focusing on agility/movement being inhuman. Could be done by multiclassing into Rogue for 2 levels to take rogue talent: ninja trick -> ninja trick: wall climber for movement weirdness. Possible movement feats: Fast Crawl, Nimble Moves (taken lvl 1), Acrobatic Steps (taken lvl 3), Improved Initiative, Step Up and Following Step (these last two may be difficult to implement in PbP). Addendum: Maybe multiclass instead to barbarian 1? Would increase movement and cost 1 less druid level (compared to rogue multiclass) but is way less creepy; could reflect a slide towards Degenerate.

  • Bonus feats in place of Wild Shape could instead be certain alchemist discoveries to represent further mutations? Examples: Bitter Pill, Chameleon, Nauseating Flesh, Preserve Organs, Tentacle, Tumor Familiar, or Vesitigial Arm. (Alchemist level requirements would be replaced by druid level)

  • Possible feats to represent inhuman awareness: Deepsight (if darkvision can be acquired), Keen Scent, Stone Read, Uncanny Alertness.

  • Find some way to get a burrow speed?

  • Sample Deepspeech:

    "∃Й⊝⫫§ ☽Id⊝␢⫫Й∃"