Girl

Desi Lorrimor's page

6 posts. Alias of Patrickthekid.


Full Name

Desi Lorrimar

Race

Dhampir

Classes/Levels

Occultist 1

Gender

Female

Size

Medium

Age

19

Alignment

N

Deity

Pharasma

Languages

Common, Varisian, Necril, Celestrial

Strength 13
Dexterity 16
Constitution 12
Intelligence 16
Wisdom 14
Charisma 10

About Desi Lorrimor

Desi Lorrimor
Female dhampir occultist 1
N Medium humanoid (dhampir)
Init +3; Senses darkvision 60 ft; low-light vision; Perception +6
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Defense
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AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 10 (1d8+1)
Fort +3, Ref +3, Will +2; +2 vs. disease and mind-affecting effects
Weaknesses: Light sensitivity; negative energy affinity
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Offense
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Speed 30 ft.
Melee planson +1 (1d10+1/×2) or
Ranged shortbow +3 (1d8+3/x3)
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Spells
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Lvl 0 (DC 13): Stabilize, Light
Lvl 1 (DC 14): Shocking Grasp, Mage Armor

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Statistics
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Str 13, Dex 16, Con 12, Int 16, Wis 14, Cha 10
Base Atk +1; CMB +1; CMD 14

FEATS

TRAITS
The Outsider: You don’t have a place, but the frontier seems comfortable enough for now. Maybe you’re too informal for city life, too selfish for Lastwall’s general culture of camaraderie, or too scarred by things you’ve seen to entirely trust another person. You are accustomed to moving without drawing much attention to yourself, gaining a +1 trait bonus on Stealth and Survival checks, and one of these skills is always a class skill for you. Accustomed to working alone, you gain only half the benefit (+1) from aid another actions, but you’re accustomed to doing the job right the first time and so increase the bonus you provide by 1 when aiding another character.

Undead Slayer: You gain a +1 trait bonus on attack and damage rolls against undead creatures.

Skills +4 Craft (alchemy), +7 Knowledge (arcana), +7 Knowledge (religion), +6 Perception, +4 Profession (librarian),+7 Spellcraft, +7 Stealth racial traits: +2 Perception, +2 Bluff

Languages Common, Varisian, Necril, Celestial

SQ Detect Undead 1/day

planson, shortbow, 10 bolts, studded leather
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Special Abilities
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Resist Level Drain (Ex): A dhampir takes no penalties from energy drain effects, though he can still be killed if he accrues more negative levels then he has Hit Dice. After 24 hours, any negative levels a dhampir takes are removed without the need for an additional saving throw.
Manipulative Dhampir gain a +2 racial bonus on Bluff and Perception checks.
Spell-Like Abilities (Su): A dhampir can use detect undead three times per day as a spell-like ability. The caster level for this ability equals the dhampir’s class level.
Darkvision: Dhampir see perfectly in the dark up to 60 feet.
Low-light vision: In addition to their ability to see perfectly in the dark up to 60 ft, dhampir have low-light vision, allowing them to see twice as far as humans in conditions of dim light.
Light Sensitivity: Dhampirs are dazzled in areas of bright sunlight or within the radius of a daylight spell.
Negative Energy Affinity: Though a living creature, a dhampir reacts to positive and negative energy as if it were undead—positive energy harms it, while negative energy heals it.

Implements

Conjuration

Casting Focus (Su)

The implement empowers the bearer’s ties to the worlds beyond, allowing his spells to maintain their power for a longer period of time. The bearer can add the implement as an additional focus component to any conjuration spell he casts that has a duration measured in rounds per level. If he does so, he adds 1 to his caster level for every 2 points of mental focus stored in the implement (to a maximum bonus equal to your occultist level). This increase applies only when determining the duration of the spell. Apply this increase after other effects that adjust a spell’s duration, such as Extend Spell.

Servitor (Sp)

As a standard action, you can expend 1 point of mental focus to summon a servitor.

This ability functions as summon monster I, but you can use it only to summon a single creature, and the effect lasts for 1 minute. At 4th level and every 3 levels thereafter, the level of the summon monster spell increases by 1, to a maximum of summon monster VII at 19th level. You can’t have more than one servitor in effect at a time. At any time, you can expend 1 point of mental focus as a free action to extend the duration of an active servitor by 1 minute.

Conjure Implement (Sp)

You can expend 1 point of mental focus to conjure any item that qualifies as an implement that you know how to use. This implement can be used as the item in question, functioning as a masterwork version of that item, and can also be used to cast your psychic spells, even though you did not select it at the beginning of the day. If you have more than one implement for the same school, decide which set of spells the conjured implement will grant when you first conjure it. The implement can’t be used to store mental focus or create any effects that require mental focus. The implement lasts for 10 minutes per occultist level you possess.

Evocation

Intense Focus (Su)

The implement channels and enhances the effects of damaging evocations. A spellcaster who bears the implement can add the implement as an additional focus component for any of his damaging evocation spells that have an instantaneous duration or focus powers with an instantaneous duration. If he does so, the spell or focus power deals 1 additional point of damage of the same type to each creature for every 2 points of mental focus invested in the implement, to a maximum of 1 + 1 for every 2 occultist levels you possess.

Energy Ray (Sp)

As a standard action that provokes attacks of opportunity, you can expend 1 point of mental focus to unleash a ray of pure energy as a ranged touch attack. This ray has a range of 30 feet. The ray deals an amount of energy damage equal to 1d6 points + 1d6 points for every 2 occultist levels you possess beyond 1st (2d6 at 3rd level, 3d6 at 5th, and so on, to a maximum of 10d6 at 19th level). When you unleash an energy ray, you must decide what type of damage it deals (acid, cold, electricity, or fire).

==Items==

padded leather
planson
shortbow
10 arrows
mirror (conjuration implement)
fingerless gloves (evocation implement

Role:

Spoiler:
She will be a switch hitting damage dealer between her bow, weapon and spells. She will start with the Conjuration and Evocation implements, but will start taking necromancy at 2nd level so she could heal herself.

Background:

Spoiler:
Desi had yet to know where and how she was born. All she cared was that the vampire that sired her mother probably never cared for her well being or that of the resulting child. From what she was told, her mother arrived at the Maiden's Tower in Caliphas at a sickened state before passing out. She would never wake up.

It wasn't long belong before the clergy discovered that the child was the spawn of a vampire. The child's inability to properly handle sunlight and positive energy was the biggest giveaway. It was in the church that many of her classmates and even some of her own teachers regarded her with scorn. zit didn't help that she never was able to develop the faith to become a clergy of Pharasma.

What she lacked in that department, she excelled in the mind. She was known to study diligently for hours into the night. When she cooulfn't learn divine magic, she turned to other forms to train in. She also learned an unusual weapon just because it sat abandoned. All while she was convinced that she would dedicate herself towards eliminating all undead threat in the name of her goddess.

When she was 13, a patron decided to adopt her. Kendra, after working with a group of adventurers to defeat the latest efforts of the Whispering Way to stymie Tar-Phon's return, decided to take the youth under her wing. It was through her that she had learned about the horrors of the cult. Thus, she took the adopted name Desi in honor of one of the adventurers. It was through her that Desi had found her calling; she would learn all she could about the Whispering Way and shut it down once in for all.

When she came of age, she ventured north to Lastwall on the knowledge that the cult was planning something big. She stayed in Roslar's Coffer for the past few days to rest before continuing her journey to Vigil.

Motivation:

Spoiler:
She would want nothing more than to end the Whispering Tyrant. She also hopes to defeat all evil undead in her way. She finds compromising in that regard extremely difficult.

Appearance

Spoiler:
Desi is rather short for a at 4'10" and is rather thin, a look that belies her inhuman strength and agility. Her skin hues light brown but pales easily in the night. While she is tougher than most of her kind, her bruises hue purple, implying that she bruises easily. She keeps her hair short let flowing. She wears a white shirt with a black corset and matching trousers over it.

Personality:

Spoiler:
Desi speaks with a quiet voice and acts mousy much of the time, but she is just as capable of being outspoken when it is needed. She is uncomfortable with being around groups of people for a long period of time due to her time at the chapel. She is book smart, though she can be naive at other subjects. She is at her most passionate against evil undead and won't hesitate to cut them down. Yet there is a bit of resentment towards her own body with a part of her wishing to be human.