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About Dhaavan Conditions:
Description:
Dhaavàn used to be a cheeky Varisian human and looked basically like the Human pic. Add to a knee-length cloak hanging off his shoulders, a sack at his feet and a little red-eyed thrush preening on his shoulder on looking around from on top of his hat. Death changed him. He returned to the world in a flash of lightning as an Alabaster skinned, Raven haired, ageless Lawbringer Aasimar a la the Reborn pic.
Starting Stats: 7(-4) 14(5) 12(2)[+2] 14(5) 9(-1) 17+2(13) ---------- Defenses ---------- AC 14/19[+2]: 10 +2(dex) +1(nat) +1/+6(armor) +2[shield] touch 12, flat-footed 11/16[+1] hp 43 Fort +8, Ref +8, Will +9 Resist Fire 5, +2 saves v Poison and Divination ---------- Offense ---------- Speed 30ft Melee Dagger +1 (1d4-2) Ranged Dagger +5 (1d4-2) SLAs:Acid Orb +5 (1d3) touch attack 3/day Spells: Cantrips (7) - Ghost Sounds, Touch of Fatigue, Detect Magic, Read Magic, Prestidigitation, Mending, Message Lv1: (DC:17) 8/day (5+1+1) - *Prot Good, Charm Person (19), *Summon Monster I, **Snowball, I-Healing, Vanish, Hydraulic Push, ____ Lv2: (DC:18) 7/day (3+1+1) - *Scorching Ray, **Summon Monster II, **Create Pit, **Glitterdust, Mirror Image, Lv3: (DC:19) 5/day (2) - *Summon Monster III, Haste, Lv4: (DC:20) 4/day (1) - *Summon Monster IV, *CL +1 **CL & DC +1 ----------
Special Abilities: -------------------- Traits ---------- Besmara's Blessing: You gain a +1 trait bonus on Perception and Profession (sailor) checks. In addition, once per week you can reroll a Profession (sailor) check and take the higher result (you must announce that you are using this ability before the results of the check are known). Carefully Hidden: You gain a +1 trait bonus to Will saves and a +2 trait bonus to saving throws versus divination effects. Underbridge Dweller Your well-founded suspicions grant you a +2 trait bonus on Perception checks in dim light, and Perception is always a class skill for you. ---------- Feats ---------- Skill Focus(Diplomancy)(Bluff): You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6. Varisian Tattoo: Select a school of magic (other than divination) in which you have Spell Focus—you cast spells from this school at +1 caster level. Additionally, you gain a single spell-like ability usable up to three times per day. The spell-like ability gained (and its Varisian name) Conjuration (idolis): acid splash Spell Focus: Conjuration: Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select Augment Summoning: Each creature you conjure with any summon spell gains a +4 enhancement bonus to Strength and Constitution for the duration of the spell that summoned it. Craft Wonderous Items You can create a wide variety of magic wondrous items. Crafting a wondrous item takes 1 day for each 1,000 gp in its price. To create a wondrous item, you must use up raw materials costing half of its base price. You can also mend a broken wondrous item if it is one that you could make. Doing so costs half the raw materials and half the time it would take to craft that item. Sacred Summons When using summon monster to summon creatures whose alignment subtype or subtypes exactly match your aura, you may cast the spell as a standard action instead of with a casting time of 1 round. Superior Summoning Each time you cast a summoning spell that conjures more than one creature, add one to the total number of creatures summoned. ---------- Sorcerer Class Features ---------- Spells (Su): Caster Level 6 Familiar Tattoo (Su): A tattooed sorcerer gains a familiar as an arcane bond, as a wizard equal to her sorcerer level. Her sorcerer levels stack with any wizard or witch levels she possesses when determining the powers of her familiar—this ability does not allow her to have both a familiar and a bonded item.
Varisian Tattoo (Ex): [i]At 1st level, the tattooed sorcerer gains Mage's Tattoo as a bonus feat. If she doesn’t have Spell Focus, she may choose which school of magic her Mage's Tattoo enhances.
Bloodline Tattoos (Ex): Whenever a tattooed sorcerer gains a bloodline spell, a new tattoo manifests on her body to represent this spell. Her bloodline spells are always enhanced by her Mage's Tattoo feat, even if they don’t match the school to which her Mage's Tattoo belongs. Bloodline Arcana: Whenever you cast a spell of the charm subschool, increase the spell's DC by +2. Bloodline Powers: You can draw upon the power of Hell, although you must be wary of its corrupting influence. Such power does not come without a price. Infernal Resistances (Ex): At 3rd level, you gain resist fire 5 and a +2 bonus on saving throws made against poison. At 9th level, your resistance to fire increases to 10 and your bonus on poison saving throws increases to +4. Sacred Summons: Dhaavan adept gains Sacred Summons as a bonus feat at 1st level, as if she had an evil aura (regardless of her actual alignment). Darkfire Taint (Su): At 2nd level, as a standard action, a Dhaavan can corrupt the planar substrate into strands of darkfire that create a destructive resonance between herself and a target within 30 feet. She gains a +1 profane bonus on attack rolls and caster level checks against the target, and the target takes a –1 penalty on saving throws against the adept's attacks (or –2 if the attack is a conjuration effect). The taint lasts a number of rounds equal to her class level, though a successful Will save (DC 10 + the Darkfire Adept's class level + the Dhaavan's Charisma modifier) reduces this to 1 round. The effect immediately ends if the target moves more than 30 feet away from the Dhaavan.
Infernal Pact (Su): At 3rd level, a Dhaavan may choose one evil outsider subtype: devil. Against outsiders with that subtype, she gains a +1 profane bonus on saving throws, caster level checks, Charisma checks, and Charisma-based skill checks. When using the planar ally or planar binding spells, she can call 2 additional Hit Dice of outsiders with the chosen subtype, and those creatures gain temporary hit points equal to her class level, a +1 profane bonus on saving throws, and a +1 profane bonus to the caster level DC for effects that would banish, dismiss, or dispel them.
Damned: When Dhaavan is killed, his soul is instantly sent to Hell. Any character attempting to resurrect her must succeed at a caster level check equal to 10 + the diabolist's level or her spell fails. That character cannot attempt to resurrect him again until the following day, though other characters can attempt as they please. Imp Companion:Dhaavan formed a "close" bond with a particular imp, similar to a druid's bond with an animal companion. The imp is loyal to the him (though ultimately loyal to Hell). The imp companion's abilities, feats, Hit Dice, and skills advance as the Dhaavan advances in level (see sidebar). If the imp is slain or the he release it from his service, he may gain a new one by performing a ceremony requiring a 24-hour ritual to conjure and bind the new imp to herself. Infernal Charisma: Dhaavan gains a +2 bonus on all Charisma checks made when interacting with devils. This bonus increases to +4 at 4th level and to +6 at 7th level. Channel Hellfire: 6/day At 2nd level, a diabolist can alter spells that deal energy damage to instead deal hellfire damage. She can do this as a free action a number of times per day equal to her Charisma modifier (minimum 1). Spells altered to use hellfire gain the lawful and evil descriptors. Infernal Bargain: At 2nd level, a diabolist making use of planar ally (or a similar spell) can make an opposed Charisma check against a called (but not summoned) devil. If she succeeds, the devil reduces the price it demands to serve by half. ----------
Cloak of Darkness (Su): You conjure a cloak of shadowy darkness that grants you a +4 armor bonus and a +2 circumstance bonus on Stealth checks. At 7th level, and every four levels thereafter, these bonuses increase by +2. You can use this cloak for 1 hour per day per oracle level. The duration does not need to be consecutive, but it must be spent in 1-hour increments. ----------
Mythic: -------------------- Archmage Tier 1 ---------- Wild Arcana (Su): As a standard action, you can expend one use of mythic power to cast any one arcane spell without expending a prepared spell or spell slot. The spell must be on one of your arcane class spell lists, must be of a level that you can cast with that arcane spellcasting class, and must have a casting time of "1 standard action" (or less). You don’t need to have the spell prepared, nor does it need to be on your list of spells known. When casting a spell in this way, you treat your caster level as 2 levels higher for the purpose of any effect dependent on level. You can apply any metamagic feats you know to this spell, but its total adjusted level can’t be greater than that of the highest-level arcane spell you can cast from that spellcasting class. -----OR----- (See FAQ below) As a swift action, you can expend one use of mythic power to cast any one arcane spell without expending a prepared spell or spell slot. The spell must be on one of your arcane class spell lists and must be of a level that you can cast with that arcane spellcasting class. You don't need to have the spell prepared, nor does it need to be on your list of spells known. When casting a spell in this way, you treat your caster level as 2 levels higher for the purpose of any effect dependent on level. You can apply any metamagic feats you know to this spell, but its total adjusted level can't be greater than that of the highest-level arcane spell you can cast from that spellcasting class
Leveling info: ----------HP rolls: 6 (max), 4, 4, 4, 3, 5, 3, 6, _ FC bonuses: Skill point 2, Spell Known 3 Stat Bump: Lv4-Cha, Lv8-Wis, Lv12-_ Skill Ranks and Modifiers: ----------Skill Ranks: 42 4/(7lv)+2 + 6/(2lv) Appraise 1, Acrobatics 1, Bluff 9, Dip 4, Handle Animal 1, Intimidate 1, Craft(tats) 1, K(arcana) 1, K(planes) 5, K(religon) 3, Prof(sailor) 1, Linguistics 1, Perception 1,Stealth 1, Spellcraft 9, Sense Motive 1, UMD 1 Modifiers
Gear/Encumberance: ----------Artisan's tools (Tattoo gear) (5 lbs) Traverer's cloths (5 lbs) --A Blue vest goes over a loose-fitting white shirt, matching his hat. Long sleeved coat nearly drags along the floor, brown with Bright red accents hemmed with golden threads (not real gold). He has several scarves of a variety of colors, muted to bright, some clashing terribly with his red/blue motif, others matching elegantly. Cold weather outfit (free) --Thick coat with fur lining replaces his light jacket and vest, and thick pants fit over his breeches. He trades his usual cloak for a heavily oiled/water-resistant one with a fur-lined hood and decorative fur tufts as a mantle over the shoulders. (7 lbs) Spell Component Pouch (2 lbs)
Magic Items
Sack (1/2 lbs) Weight:
Carrying capacity:
Familiar: Jack: ----------Jack is Dhaavan's tattoo Familiar. The tattoo is normally placed on his shoulder or the inside of his wrist. When it is our, it hops around on his shoulders and on his head acting as a lookout for the sorcerer, whispering into his ear in Infernal. Thrush
DEFENSE
OFFENSE
STATISTICS
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NAME - story to follow Imp
DEFENSE
OFFENSE
STATISTICS
Special Qualities:
Starting Statistics: Size Tiny; Speed 20 ft., fly 50 ft. (perfect); AC +1 natural armor; Attack sting (1d4 plus poison) Ability Scores Str 8, Dex 15, Con 10, Int 13, Wis 12, Cha 14; Special Attacks poison (Frequency 1/round for 5 minutes, Effect 1d2 Dex, Cure 1 save; Con-based DC); Languages Celestial, Draconic, Infernal; Special Qualities spell-like abilities (CL 6th), constant-- detect good, detect magic, 1/day -- suggestion.
S&S character: ----------Personality Dhaavan has a very hard time connecting to people on any real, deep sort of level, but is gregarious and frieldly. While his silver tongue leaves him able to convince others to give him what he wants, it is through his personable nature and skill at reading people. Eschewing deception and manipulation, he relies on his jovial nature to make the friends he knows he needs, people one can trust, to survive in this world. Emotionally detached, friendship is as much about a commitment, a deal, as it is about feelings, and that Dhaavan can handle. His word is his bond, his pride, and all he really has save the marks that he carves and inks into his flesh. He has trouble wrapping his head around lies, although he has no qualms about using partial truths or interpretations to show the facts in the light he wants. Personality
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Childhood: Carefully Hidden
At the age of 12, Dhaavan's father carved into his arm the family's traditional emblem, an Idolis tattoo, a traditional rite of passage for their clan. With it came a sign of Dhaavan's magic, a tiny Thrush. The little bird came to Dhaavan; it opened its mouth to speak and his mother recognized its words as Infernal, the language of Devils. As an Asmodean initiate, Dhaavan's mother had made dark pacts with the god before meeting the boy's father and abandoning her old life, and those promises came due with her precious boy. She realized that he was tainted, that her dark past had corrupted her first-born. Adolessence: Underbridge Dweller
In that veiled place he made himself a place, honed his power and learned his trade, but chaos plagued him. Recently: To the Shackles
Arriving bitter and broke, he decided to toast his loathed patron, bloodline, past, and future, charming a passer-by to sponsor his celebrations. He entered the tavern, Formidably Maid and drank until he forgot his life before that day, sick of his struggles in need of a blessed respite from his hatred. Tired of being alone and outcast, with every sip he further embraced his fate inevitable fate, tired of running and fighting it. S&S Story:
All Aboard Drunk and then drugged in a tavern, the Formidably Maid, the young charmer found himself Press-ganged into a pirate crew. Having had some small issues with his fellow Shanghaied, Dhaavan begins to make friends with the crew, getting to know several of the crew-members of the Wormwood with clever words, and plying his skills at Tattoo art. With a clever ear for languages, he picks up enough of a tongue a few of his fellow captives speaks, as well as learns a little about magic through observing a few other casters work their craft and further developing his own magic. Promise of What Having lost friends in a pitched battle with a merchant ship, Dhaavan and the Pressed-gang is conscripted by the Sadistic and Paranoid first mate of the Wormwood to the stolen vessel, who plans on killing them. Traversing an island looking for more lost allies, Dhaavan is plagued by a hellish dream, granted greater powers and dark knowledge. Finding his shipmates captives of the Brinewater Queen, and her giant Grindylow son, an epic battle of Heroic feats ensued, but the queen escaped to return the next day during their mutiny. Plugg, Scourge, fell one after the other, and the Queen slain by a ballista bolt fired by the Kitsune, Sejiro, as he fell unconscious. Their foes dead, and the crew brought into the fold, the Press-ganged are now masters of their own fate and ready to set sail to Blood-cove where their futures await! The Dread Lady
The arrival of Captain Merrill Pegsworthy at the village heralds the beginning of their journey. With the blessing of a Free Captain of the Shackles, the crew sets out, quickly tracking a heavily laden ship of the Aspis Consortium. The battle is cut surprisingly short as once again, a clever blow from Sejiro cuts short the life of their enemy, the captain. She falls in a moment and the crew, seeing their captain dead, beset by vicious Fiendish birds of prey, and a fire-breathing hound from the bowels of Hell itself, throws down their arms in surrender! With their first hard earned victory as a Free Crew of the Shackles, the pirates of the Dread Lady made their way to the last bastion of civilization on the Fever Sea, Bloodcove! Bloodcove
A brief interlude in which an old companion of Horatio Flynn, a Master of the Hypogriph, appears. The haughty man seems to offend the sensibilities of the officers, but proves invaluable during his brief stint among them. For notoriety comes danger, and Variel is targeted by an ambush, testing the crew and captain. It is by the assistance of the proud rider's great beast that the ninja are defeated for the most part. Foiling the summoner's best attempts to capture one, the killer preferring death to capture, an the final would-be assassin leaps into the water below. Called away on urgent business, the rider Camm Jaznak bids his old friend fare-well, leaving for urgent business, but not before carrying a sea-seeking adventurer, a priest of Besmara herself, to the Dread Lady. The Half-elf Adular is the child of the old man's friend and heard about the crew, jumping at the chance to join such a crew, hitching a ride with Camm to find where the Lady takes him. Undaunted by their challenges, the crew sallies forth to seek fortune and fame once more, aiming to take Tidewater Rock, if nothing should distract them, of course… Welcome to the Jungle
Without her beast the enemy Captain dies by her own blade before surrendering. Demoralized, leaderless, and beset by greater foes than they can handle, the Rahadi surrender. Once again, the silver-tongue of the sorcerer turns several of the enemy tu their side to bolster their ranks after loosing all of their new recruits and the strong Owlbear, but Flynns brutal response of smashing skulls and devouring the heart of the fallen beast strengthens the Rahadi resolve and hatred of their attackers. It is not until days later, when sickness rears its head, that the Rahadoumi change their tune. Flynn's medical knowledge points the crew to the Slithering Coast, where they find a rare flower to cure their sickness, one that plagues Dhaavan with great fear. Then after a covert mission aboard a Chelaxian Pirate Hunter mored down-river from them, the Dominator, to disable the ship, the Crew escapes the inlet in which they rested to find the cure to return once again to Blood Cove. Death in the night!
What was found was a bottle of Air and a Bag of Holding in which the Drow smuggled himself aboard, now held by the party. After this harrowing encounter the Crew of the Dread Lady continued on their way to Tidewater Rock. Lord of the Rock
As a counter proposal to a business arrangement, the Lady Agasta pointed at Dhaavan and informed the officers that their alliance would be set through a marriage to last at least a year, as is custom among individuals of power in the Shackles. The lucky Lordling would be wed to the Lady the next day and find himself Lord of Windswept Isle and Master of Tidewater Rock. It was then that they boy known oly as Dhaavan took up a name befitting his spirit and occupation, as Lord Dhaavan Fellwind to share it with his Lady. Following was a wedding beautifully presided over by Adualr and a most rancorous celebration. Yet the festivities did not last long, as the next day there was a Sahuagin raid on the Island. One guardsman was slain and a young boy, Mardus, whom Dhaavan’s new bride thought of as a son, was terribly injured. After Horatio performed an extraordinary surgery, assisted by Adular, and once by the sorcerer’s infernal magiks, the stoic doctor was Knighted as Sir Flynn of Tidewater Rock by the Lady of the land. While making preparations to protect against future attacks, Dhaavan remained on the island while the rest of the officers set out after a Slaving vessel seen through the Farglass. While the chase was easy compaired to the Rahadi ship, the Hobgoblin slavers of the Valatroika were brutal and nearly had Variel killed. On the pretence of a duel, Horatio bought the crew time at which Rain Lashed out with a surprise attack and slew the Goblin waiting to kill Nightstorm. Thanks to the Healing of Adualr, Variel was able to stand at the last moment and delivered a devastating strike against the captain to end the battle. The Crew returned successfully with a crew of freed slaves and a pile of Ivory, to Tidewater where the Lord and Lady met them. After three more days of preparation, the crew sets off toward Little Oppa, a decadent port not two days from Tidewater. 'Twas a Dark and Stormy . . .
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