Cilios

Durova Sanguisuge's page

299 posts. Alias of Gerald.


Race

AC 17/11/16; HP 27/27; DR 2/silver and magic

Classes/Levels

F+4,R+3,W+9; Init.+1, Perc.+12, Sense Motive +11; Darkvision 60'; XP 9400

About Durova Sanguisuge

Male Human Cleric 4 of Asmodeous
LE Medium Humanoid
XP: 9000
Init. +1; Perception +12
Darkvision 60'
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Defense
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AC: 17 (10 + 4 Armor + 1 Dex + 2 NA), touch 11 , flat footed 16
HP: 27/27 (4d8+ 4 Favored Class + 4 Toughness - 4 Con)
DR 2/silver and magic

Saves
Fort: +4 (Base +4 - 1 Fort + 1 Magic)
Ref: +3 (Base +1 + 1 Dex + 1 Magic),
Will +9 (Base +4 + 4 Wis + 1 Magic),
*+1 versus all Divine Spells.
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Offense
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Speed 20' (Base 30')

Melee
+4 Silver Dagger, 1d4-1, 19-20/x2

Ranged
+4 Fire Bolt, 1d6+2 (x2) 30' range
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Statistics
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STR10, DEX13, CON8, INT13, WIS18, CHA14

BAB: +3; CMB +3; CMD 14

Feats:

Spoiler:

DM Bonus. The Bitten--Alertness feat, 60' Darkvision, -2 to Con Score
1. Elemental Spell Focus (Fire)
H. Selective Channeling
3. The Dying--Your natural armor improves by +2, you gain a +2 racial bonus to Perception and you gain the toughness feat. You also gain DR 2/silver and magic. However your Constitution score is again lowered by two permanently. Further, in full daylight you are sickened.
B. Toughness

Skills: 2 ranks/level +1 Int/level + 1 human/level + 2/ level= 24 total ranks

Spoiler:

Diplomacy +9 (4 ranks + 2 Cha + 3 Class)
Disable Device +9 (4 ranks + 1 Dex + 3 Class + 1 Trait)
Heal +11 (4 ranks + 4 Wis + 3 Class)
Know. (Religion) +8 (4 ranks + 1 Int + 3 Class),
Perception +12 (4 ranks+ 4 Wis + 2 Feat + 2 racial),
Sense Motive +11 (4 ranks + 4 Wis + 3 Class)

Traits:

Spoiler:

Vagabond Child (Urban): +1 to Disable Device and it becomes a class skill.
Heresy: +1 on saving throws versus Divine Spells.
Asmodeus is with you:--Adrastus Thorn indoctrinates you into the deeper mysteries of worshipping the Prince of Hell. Whenever you channel energy, you gain a +1 trait bonus to the save DC of your channeled energy.

Spells: DC 14 + Spell Level; 15 + Spell Level for Fire Spell

Spoiler:

(4) 0-Detect Magic, Guidance, Light, Read Magic
(4+1) 1-Bless, Burning Hands*, Magic Weapon, Protection from Good, Sanctuary
(3+1) 2-Hold Person, Invisibility*, Spiritual Weapon, Summon Monster II
* is Domain Spell, either Fire or Trickery
^ means spell is used for the day

Cleric Domains:

Spoiler:

A. Fire--Granted Powers: You can call forth fire, command creatures of the inferno, and your flesh does not burn.

Fire Bolt (Sp): As a standard action, you can unleash a scorching bolt of divine fire from your outstretched hand. You can target any single foe within 30 feet as a ranged touch attack with this bolt of fire. If you hit the foe, the fire bolt deals 1d6 points of fire 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. Currently 7/day.

Fire Resistance (Ex): At 6th level, you gain resist fire 10. This resistance increases to 20 at 12th level. At 20th level, you gain immunity to fire.

Domain Spells: 1st—burning hands, 2nd—produce flame, 3rd—fireball, 4th—wall of fire, 5th—fire shield, 6th—fire seeds, 7th—elemental body IV (fire only), 8th—incendiary cloud, 9th—elemental swarm (fire spell only).

B. Trickery--Granted Powers: You are a master of illusions and deceptions. Bluff, Disguise, and Stealth are class skills.

Copycat (Sp): You can create an illusory double of yourself as a move action. This double functions as a single Mirror Image and lasts for a number of rounds equal to your cleric level, or until the illusory duplicate is dispelled or destroyed. You can have no more than one copycat at a time. This ability does not stack with the Mirror Image spell. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Master's Illusion (Sp): At 8th level, you can create an illusion that hides the appearance of yourself and any number of allies within 30 feet for 1 round per cleric level. This ability otherwise functions like the spell veil. The save DC to disbelieve this effect is equal to 10 + 1/2 your cleric level + your Wisdom modifier. The rounds do not need to be consecutive.

Replacement Domain Spells: 1st—disguise self, 2nd—invisibility, 3rd—nondetection, 4th—confusion, 5th—false vision, 6th—mislead, 7th—screen, 8th—mass invisibility, 9th—time stop.

Cleric Special Abilities:

Spoiler:

*Evil Aura
*Channel Negative Energy 2d6 5/day. Will DC 14 for half.
*Spells

Load lbs. Light load: 33 lbs.

Money 16 gold, 8 silver

Gear:

Spoiler:

Magic:

Cloak of Resistance + 1, 1000 gp
Wand of Cure Light Wounds (x46), 750 gp,
Potion of Shield of Faith +2, (x2) 100 gp,
Iron Circlet-acts as Hat of Disguise.
Scroll of Command

Special Items:
5 doses of arsenic,
Silver Dagger, 1 lb, 2 gp

Everyday Worn Items:
Armored Coat, 20 lbs, 15 gp
Monk's Outfit--free, no weight
Silver Holy Symbol, 1 lb, 25 gp
Backpack, 2 lbs., 2 gp
*Waterskin, 4 lbs., 1 gp
*empty sack, .5 lbs., 1 sp
*2 days rations, 2 lbs., 1 gp
*Bedroll, 5 lbs., 1 sp
Belt Pouch, .5 lbs., 1 gp
*5 tindertwigs, 5 gp
*mapcase, .5 lbs., 1 gp
Alchemist's Fire, 20 gp
Acid, 10 gp

Languages: Common (Chelaxian)

Appearance:

Spoiler:

Durova is a 6" 3" gaunt human male, weighing only 175 lbs. He is generally unkempt, with a wild shock of hair standing up in every different direction. He always has just the faintest bit of undeath scent about him. He generally wears monks robes over an armored coat and always has his holy symbol of Asmodeous somewhere on his person.

Background:

Spoiler:

As long as Durova recalls, there has been one overriding thought in his life--how to become a vampire. No creature is a better example of perfection than those "creatures of the night."

As a youngster, he would conduct grisly experiments on whatever dead creatures, he could locate, fascinated by the body parts, and wondering how they would respond to the gift of vampirism. It look several years of saving every coin he could come across but he finally found a vampire that promised him eternal life. As the gift was being bestowed, there was an interruption, as the authorities closed in and pinched Durova for his grave robbing habit. The vampire turned to mist and vanished, before issuing instructions to Durova. He was to become a faithful servant of Asmodeous..upon the happening the gift would begin to take hold. It would be a slow process, due to the interrupted process, but it would eventually happen. If worship of a particular god was good enough for a poerful vampire, it was good enough for Durova.

As the guards took him away, he did not object. He knew his path to his only goal was underway. Thorn later arranged for his escape. Since that date, Durova has cast his lot with the Cardinal.