Cursed Vampire Guard

Desdemona Tanessen's page

2 posts. Alias of rdknight.


Full Name

Desdemona Tanessen

Race

Human

Classes/Levels

Oracle

Gender

Female

Size

Medium

Age

23

Alignment

CG

Deity

Desna / Shimye-Magalla

Location

Kintargo, Cheliax

Languages

Taldane, Infernal, Celestial, Draconic, Elven, Halfling

Strength 16
Dexterity 12
Constitution 14
Intelligence 12
Wisdom 10
Charisma 20

About Desdemona Tanessen

Desdemona Portrait

Statistics:
Female Human Oracle 6 / Evangelist 2
CG Medium Humanoid (Human)

Init +6; Senses Perception +0
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DEFENSE
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AC 20, touch 16, flat-footed 15 (+4 Armor, +5 CHA +1 Magic)
hp
Fort +6, Ref +8, Will +6
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OFFENSE
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Speed 30 ft.

Melee +8

Ranged +6
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STATISTICS
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Str 16, Dex 12, Con 14, Int 12, Wis 10, Cha 20
Base Atk +5; CMB +8; CMD 19
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Traits

Star Struck (Campaign):
Growing up in Kintargo, it’s hard not to become obsessed with one of the city’s celebrities. There are so many to choose from, and they’re all so glamorous, rich, and successful! Wouldn’t it be amazing to, perhaps some day, meet one of them? Or even better, to be a Kintargan celebrity yourself? Your interest in one of Kintargo’s celebrities could be completely benign, with the NPC acting as a muse, inspiration, or role model for you that you used to guide many life choices leading you to this day. Or perhaps your interest is more akin to an obsession, in which you hope to some day live a life like that you imagine your idol lives, or perhaps even to some day meet and become friends (or perhaps more than friends) with your idol. Keep in mind, though, that sometimes a celebrity’s public persona and real personality are two very different things, and if some day you were to meet your idol, you might be surprised at the truth! That said, the fact that, by all accounts, your idol has been missing since House Thrune instituted martial law has you worried; you hope he or she is all right! The fact that all five of the local legends listed below have been rumored to have ties to the Silver Ravens further concerns you, considering how that group seems to have been particularly targeted by Barzillai Thrune’s agents over the past week. The fate of all five of these Kintargan icons will be revealed at some point during the Hell’s Rebels Adventure Path, but keep in mind that some of those fates might not be pleasant discoveries for you! You gain a +1 trait bonus on Knowledge (local) checks. Pick one of the following celebrities with which to be obsessed. Each celebrity is associated with a particular
ability score. Once per day, you can draw on your inspiration from your icon when you are about to attempt a skill check modified by that ability score. When you do so, roll the check twice and take the better of the two results as your actual result.
Jackdaw (sex and race unknown; Intelligence): A notorious folk hero or heroine (no one seems to know if Jackdaw is a man or woman) who helped defend Kintargo during the Chelish Civil War, and whom many believe still lives on today in the city’s shadows.

Dangerously Curious (Magic):
You have always been intrigued by magic, possibly because you were the child of a magician or priest. You often snuck into your parent’s laboratory or shrine to tinker with spell components and magic devices, and frequently caused quite a bit of damage and headaches for your parent as a result. You gain a +1 bonus on Use Magic Device checks, and Use Magic Device is always a class skill for you.

Resilient (Combat):
Growing up in a poor neighborhood or in the unforgiving wilds often forced you to subsist on food and water from doubtful sources. You’ve built up your constitution as a result, and gain a +1 trait bonus on Fortitude saves.

Feats

Noble Scion (House Tanessen):
You are a member of one of the significant noble families of Kintargo, whether or not you remain in good standing with your family. Note that the Victocora family has gone missing and its estate recently burned to the ground, so they’re not an option for this feat. Note also that the Delronge, Sarini, and Tanessen families are well known Thrune sympathizers, so that if you choose to be a member of one of these families, you should play an outcast from the family, someone who’s been shunned and perhaps even disinherited from the family for personal or political views. (In such a case, you’d still gain the monetary boon from the Child of Kintargo trait, should you take it. This boon represents all you’ve managed to get away with before being kicked out of the house.)
Prerequisites: Charisma 13 or Child of Kintargo trait, must be taken at 1st level.
Benefit: You gain a +2 bonus on all Knowledge (nobility) checks, and Knowledge (nobility) is always considered a class skill for you. You also gain an additional benefit, depending on which family you belong to.
Tanessen: You no longer see yourself as a Tanessen, due in large part to your own differences in opinion with the family’s allegiance to Thrune, but what you learned as a child about leadership in battle still applies today. You apply your Charisma modifier instead of your Dexterity modifier to Initiative checks.

Extra Revelation (Sidestep Secret):
Sidestep Secret (Su): Your innate understanding of the universe has granted you preternatural reflexes and the uncanny ability to step out of danger at the very last second. Add your Charisma modifier (instead of your Dexterity modifier) to your Armor Class and all Reflex saving throws. Your armor's maximum Dexterity bonus applies to your Charisma instead of your Dexterity.

Power Attack:
You can make exceptionally deadly melee attacks by sacrificing accuracy for strength.
Prerequisites: Str 13, base attack bonus +1.
Benefit: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon.
When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2.
You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

Extra Revelation (Flash of Insight):
Flash of Insight (Su): You gain the cyclops racial ability of the same name (Bestiary 52). If you already possess this ability, you gain an additional daily use.
Once per day as an immediate action, a cyclops can peer into an occluded visual spectrum of possible futures, gaining insight that allows it to select the exact result of one die roll before the roll is made. This effect can alter an action taken by the cyclops only, and cannot be applied to the rolls of others.

Extra Revelation (Mental Acuity):
Mental Acuity (Ex): Your explorations into the secret mysteries of the world have granted you a preternatural understanding of all things—and you just keep getting smarter. You gain a +1 inherent bonus to Intelligence upon taking this revelation and another at every third oracle level gained thereafter. You must be at least 7th level to select this revelation.

Deific Obedience (Desna):
Your reverence for a deity is so great that daily prayer and minor sacrifices grant you special boons.
Prerequisites: Knowledge (religion) 3 ranks, must worship a deity.
Benefit: Each deity requires a different daily obedience, but all obediences take no more than 1 hour per day to perform. Once you’ve performed the obedience, you gain the benefit of a special ability or resistance as indicated in the Obedience entry for the god to whom you performed the obedience.
If you have at least 12 Hit Dice, you also gain the first boon granted by your deity upon undertaking your obedience. If you have at least 16 Hit Dice, you also gain the second boon. If you have 20 Hit Dice or more, you also gain the third boon. Unless a specific duration or number of uses per day is listed, a boon’s effects are constant.
If you have levels in the evangelist, exalted, or sentinel prestige classes, you gain access to these boons at lower levels as a benefit of your prestige class. If you have no levels in one of these prestige classes, you gain the boons marked as exalted boons. If you later take levels in sentinel or evangelist, you lose access to the exalted boons and gain access to the new boons appropriate to your class.
If you ever fail to perform a daily obedience, you lose all access to the benefits and boons granted by this feat until you next perform the obedience.
Dance in a random pattern beneath the light of the stars, trusting in the guidance of destiny. If no stars are currently visible, softly sing or chant all of the names of stars that you know as you perform your dance. Let your mind expand and turn your thoughts away from where your feet might land, allowing your steps to fall where chance wills. When the dance feels complete, cease dancing. Ponder the steps you took and the position in which you stopped, and consider what portents these subtle clues might hold for the future. Gain a +1 luck bonus on initiative checks and a +4 sacred bonus on Perception checks made to determine whether you are aware of opponents just before a surprise round.

Skills
(60 points; 32 (Class), 7 (INT), 7 (Skilled), 14 (Background)
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Acrobatics* +6 = DEX 1+2+3
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Appraise +1 = INT 1+0+0
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Bluff +13 = CHA 5+5+3
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Climb* +3 = STR 3+0+0
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Craft +1 = INT 1+0+0
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Diplomacy +15 = CHA 5+7+3
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Disable Device*† +1 = DEX 1+0+0
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Disguise +5 = CHA 5+0+0
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Escape Artist* +1 = DEX 1+0+0
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Fly* +1 = DEX 1+0+0
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Handle Animal† +5 = CHA 5+0+0
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Heal +0 = WIS 0+0+0
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Intimidate +5 = CHA 5+0+0
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K (Arcana)† +10 = CHA 5+2+3
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K (Dungeoneering)† +9 = CHA 5+1+3
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K (Engineering)† +9 = CHA 5+1+3 (+1 Background)
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K (Geography)† +10 = CHA 5+2+3 (+2 Background)
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K (History)† +11 = CHA 5+3+3 (+3 Background)
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K (Local)† +10 = CHA 5+1+3+1 (+1 Trait)
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K (Nature)† +9 = CHA 5+1+2
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K (Nobility)† +12 = CHA 5+3+3+2 (+2 Feat) (+2 Background)
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K (Planes)† +11 = CHA 5+1+3
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K (Religion)† +11 = CHA 5+3+3
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Linguistics† +8 = INT 1+4+3 (+4 Background)
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Perception +8 = WIS 0+5+3
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Perform +5 = CHA 5+0+0
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Profession† (Printer) +5 = WIS 0+2+3 (+2 Background)
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Ride +2 = DEX 1+0+0
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Sense Motive +5 = WIS 0+2+3
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Sleight of Hand*† +1 = DEX 1+0+0
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Spellcraft† +8 = INT 1+4+3
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Stealth* +3 = DEX 1+2+0
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Survival 0 = WIS 0+0+0
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Swim* +4 = STR 3+1+0
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Use Magic Device† +15 = CHA 5+6+3+1 (+1 Trait)
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ACP -0
*ACP applies to these skills
Non-Standard Skill Bonuses

Languages Taldane, Infernal, Celestial, Draconic, Elven, Halfling

Special Abilities:

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SPECIAL ABILITIES
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ORACLE (Cyclopean Seer):

Class Skills:
A cyclopean seer adds Linguistics and all Knowledge skills to her list of class skills. These replace the additional class skills granted by her mystery.

Oracle’s Curse:
A cyclopean seer must choose the haunted, hunger, powerless prophecy, or tongues curse at 1st level.

Powerless Prophesy:
You are forewarned of danger but can’t act to prevent it. You gain uncanny dodge, as the rogue class feature. However, you can’t take any actions in a surprise round, including free actions, except for flash of insight (see Revelations below). In the absence of a surprise round, you are staggered for the entire first round of combat. At 5th level, you gain a +4 insight bonus on initiative checks. At 10th level, you gain improved uncanny dodge as the rogue ability, using your oracle level as your rogue level. At 15th level, you gain a +4 insight bonus on all your saving throws and to your AC during surprise rounds and when you are otherwise unaware of an attack.

Uncanny Dodge (Ex):
At 4th level, a rogue can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dexterity bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A rogue with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her.

Bonus Spells:
Each time a cyclopean seer would gain a bonus spell from her mystery, she instead selects a divination spell from any class’s spell list. If the spell is not on the cleric spell list, it must be at least 1 level lower than the highest-level oracle spell the cyclopean seer can cast. This ability alters the bonus spells granted by the oracle’s mystery.

Mystery (Lore):

Bonus Spells:
Ears of the City (2nd), Heightened Awareness (4th), See Invisibility (6th), Shadow Step (8th), Vampiric Shadow Shield (10th), Shadow Walk (12th), Mass Invisibility (14th), Greater shadow Evocation (16th), Shades (18th).

Revelations:

Assume Fate (Su):
As an immediate action when targeted by an effect that requires a saving throw, you can choose another creature within line of sight that is attempting a save against the same effect. The target takes a penalty on its saving throw equal to 1d4 + 1 for every 4 levels you possess. You gain the value of their penalty as a luck bonus on your saving throw. You can use this ability a number of times per day equal to your Charisma bonus. This replaces the revelation gained at 1st level.

Lore Keeper (Ex):
Instead of encyclopedic knowledge, you learn most of your information through tales, songs, and poems. You may use your Charisma modifier instead of your Intelligence modifier on all Knowledge checks.

EVANGELIST (Desna)

Weapon and Armor Proficiency:
An evangelist is proficient with all simple weapons and light armor. An evangelist also gains weapon proficiency with her chosen deity’s favored weapon.

Obedience (Ex):
In order to maintain the abilities granted by this prestige class, including all abilities gained from aligned class (see below), an evangelist must perform a daily obedience to her chosen deity (see the deity's page for more information).

Skilled: Evangelists possess a range of skills across multiple disciplines. At 1st level, an evangelist selects two skills to add to her class skill list. Once selected, these class skills can’t be changed.

Aligned Class (Ex):
Evangelists come from many different backgrounds, and they show an unusual range of diversity. At 2nd level, the evangelist must choose a class she belonged to before adding the prestige class to be her aligned class. She gains all the class features for this class, essentially adding every evangelist level beyond 1st to her aligned class to determine what class features she gains. She still retains the Hit Dice, base attack bonus, saving throw bonuses, and skill ranks of the prestige class, but gains all other class features of her aligned class as well as those of the evangelist prestige class.

Protective Grace (Su):
The evangelist’s chosen deity rewards her with heightened awareness and reaction skills, making her more difficult to strike in combat. At 2nd level, the evangelist gains a +1 dodge bonus to AC. This bonus increases to +2 at 7th level. The evangelist loses this bonus when she is denied her Dexterity bonus to AC.

Spells:

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Spells
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0th (6 Known | (At Will) | DC 15

Detect Magic
Enhanced Diplomacy
Guidance
Grasp
Light
Spark
Stabilize

1st (6+2 / Day) | DC 16

Bless
Ears of the City (Mystery)
Cure Light Wounds
Divine Favor
Obscuring Mist
Protection From Evil

2nd (5+1 / Day) | DC 17

Cure Moderate Wounds
Ghost Whip
Heightened Awareness (Mystery)
Mortal Terror

3rd (3+1 / Day) | DC 18

Cure Serious Wounds
Prayer
See Invisibility (Mystery)

Gear/Possessions:

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GEAR/POSSESSIONS

Consumables:

Wand of CLW (50)
Wand of Mend
Wand of Read Magic (50)
Potion of Tongues
Potion of Monkey Fish
Scroll of Liberating Command x2
Scroll of Shield of Faith x2
Scroll of Eagle's Splendor x2
Scroll of Lesser Restoration x2

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Magic Items:

+1 Morningstar (Alch Silver)
Belt of Giant Strength +2
Headband of Alluring Charisma +2
Cloak of resistance +1
Ring of Protection +1
Handy Haversack
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Mundane Items:

Dagger
Light Crossbow
Bolts (20)
Waterskin
Grooming Kit
Bedroll
Belt Pouch
Notebook
Pen & Ink
Flint & Steel
Mess Kit
Soap
Spell Component Pouch
Rope, Hemp 50'
Rations (5 Days)
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Carrying Capacity
Light 0-66 lb. Medium 67-133 lb. Heavy 134-200 lb.
Current Load Carried 0 lb.

Money 33 GP 2 SP 1 CP

Background:


Appearance and Personality:

Height: 5'6" | Weight: 140 | Hair: Black | Eyes: Brown

Appearance

Personality