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About Errisaigh VarkainQuick View Stats for Combat:
Initiative: +4
Dire Pool Points: 7/7 SPELLS
STATS:
Ability Scores Score (modifier) (point buy - 24pts, point for point starting 10) (racial bonus) (level up) Str : 16 (+3) (6) Dex: 14 (+2) (4) Con: 14 (+2) (4) Int: 11 (+0) (1) Wis: 12 (+1) (2) Cha: 20 (+5) (7) (+2 human) (+1 4th level) DEFENSE:
AC: 20, touch 12, flat-footed 18 (+5 armor, + 2 Dex, +2 shield, +1 natural, +0 size) HP: 50 (Full first lvl = 10, plus half + 1 (5) x 4 = 20; +10 Con, +5 Favored Class, +5 Toughness) Fort +7 (4 + 2 con +1 cloak), Ref +4 (1 + 2 dex, +1 cloak), Will +3 (1 + 1 wis +1 cloak) OFFENSE:
Initiative: +4 (+2 Dex, +2 trait) Speed 30 ft. Base Atk: +4 CMB: +7 (+4 BAB, +3 str) CMD: 19 (+4 BAB, +3 str, +2 dex) Melee: +1 Heavy Flail + 8, 1d10 + 5 [+4 BAB, +1 enchantment, +3 Str] [+1 enchantment, +4 THF Str] Ranged: N/A
Favored Class Bonus Direlock: Hit points Feats:
[6: 1 1st level, 1 human, 1 3rd level, 1 Direlock (Deflect Arrows), 1 Fighter, 1 5th level]
Cornugon Smash: When you damage an opponent with a Power Attack, you may make an immediate Intimidate check as a free action to attempt to demoralize your opponent. Deflect Arrows: Once per round when you would normally be hit with an attack from a ranged weapon, you may deflect it so that you take no damage from it. You must be aware of the attack and not flat-footed. Attempting to deflect a ranged attack doesn't count as an action. Unusually massive ranged weapons (such as boulders or ballista bolts) and ranged attacks generated by natural attacks or spell effects can't be deflected. Exotic Weapon Proficiency: Net Intimidating Prowess: Add your Strength modifier to Intimidate skill checks in addition to your Charisma modifier. Power Attack 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 Toughness: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level). SKILLS:
Skills: (25 = 4 ranks x Direlock 5, +0 Int, +5 human) xx Skill/Class/Ranks/Ability Modifier/Bonus ( * = ACP, # = no untrained) Acrobatics (Dex)/No/xx/+2 = +2 * # Appraise (Int)/No/xx/+0 = +0 Bluff (Cha)/Yes, +3/1/+5 = +9 Climb (Str)/No/xx/+3 = +3 * Craft (xx) (Int)/Yes, +3/x/+0 = +0 xxxxxDiplomacy (Cha)/Yes, +3/2/+5= +11 Disable Device (Dex)/No/xx/+2 = +2 * # Disguise (Cha)/Yes, +3/1/+5 = +9 Escape Artist (Dex)/No/xx/+2 = +2 * Fly (Dex)/No/xx/+2 = +2 * Handle Animal (Cha)/No/xx/+5 = +3 # -2 from Fell Regalia Heal (Wis)/No/xx/+1= +1 xxxxxIntimidate (Cha)/Yes, +3/5/+5 = +18@ @ +2 from Fell Regalia, +3 from feat xxxxxKnowledge (arcana) (Int)/Yes, +3/3/+0 = +7 # @+1 trait Knowledge (dungeoneering) (Int)/No/xx/+0= +0 # Knowledge (engineering)(Int)/No/xx/+0 = +0 # Knowledge (history)(Int)/Yes, +3/x/+0 = +0 # Knowledge (nature)(Int)/No/xx/+0 = +0 # xxxxxKnowledge (local)(Int)/No/2/+0 = +2 # Knowledge (planes)(Int)/Yes, +3/xx/+0 = +0 # Knowledge (religion)(Int)/No/xx/+0 = +0 # Linguistics (Int)/No/xx/+0 = +0 # xxxxxPerception (Wis)/Yes, +3/3/+1 = +7 Perform (Cha) /No/xx/+5 = +5 Profession (Int) /No/xx/+0 = +0 # Ride (Dex)/No/xx/+2= +2 * xxxxxSense Motive (Wis)/Yes, +3/1/+1 = +5 Sleight of Hand (Dex)/No/xx/+2= +2 * # xxxxxSpellcraft (Int)/Yes, +3/5/+0 = +8 # Stealth (Dex)/No/xx/+2 = +2 * xxxxxSurvival (Wis)/Yes, +3/1/+1 = +5 Swim (Str)/No/xx/+3 = +3 xxxxxUse Magic Device (Cha)/Yes, +3/1/+5 = +9 # TRAITS :
Reactionary: Benefit: You gain a +2 trait bonus on initiative checks. Anatomist: Benefit: You gain a +1 trait bonus on all rolls made to confirm critical hits. Consorting with Dark Powers: Benefit: You receive a +1 trait bonus to Knowledge (planes) and Knowledge (arcana) checks, and one of these skills (your choice) is always a class skill for you.
Languages: Common, CLASS ABILITIES
Dire Pool:
Dire Pool (Su): At 1st level, the direlock gains a reservoir of mystical eldritch energy that she can draw upon to fuel her powers and enhance her dire weapon. This dire pool has a number of points equal to 1/2 her direlock level (minimum 1) + her Charisma modifier. The dire pool refreshes once per day after 8 hours of rest. At 1st level the direlock may expend 1 point from her dire pool as a swift action to gain a +1 morale bonus to damage with her dire weapon for a number of rounds equal to her Charisma modifier. This bonus increases by +1 for every four direlock levels to a maximum of +5 at 17th level. At 3rd level the a direlock may expend 1 point from her dire pool as a swift action to gain a +2 morale bonus to saves against all spells, spell like abilities and hexes cast within her dire zone for a number of rounds equal to her Charisma modifier. At 7th level the direlock may expend 2 points from her dire pool as a swift action - for a number of rounds equal to her Charisma modifier, all enemies receive a -2 penalty to all saves while in the dire zone. At 10th level, the direlock may expend 3 points from her dire pool as a swift action to give her dire weapon the spell-stealing ability for one minute. Any inimica, incunabula and dire zone related abilities do not function if the direlock no longer has points remaining in her dire pool. Dire Weapon:
Dire Weapon (Su): At 1st level, the direlock selects one melee weapon with which she is proficient and designates that weapon as her dire weapon. Direlocks often favor large, brutal or gruesome weapons such as bastard swords, dire flails, greatswords, falchions, heavy flails, kusarigamas, nodachis, naginatas, scizores, scorpion whips, spiked chains, spiked gauntlets, and temple swords. The ritual needed to imbue a new weapon with the requisite charms to designate and create a dire weapon takes 8 hours to complete. The dire weapon is the physical embodiment of the direlock’s purpose - a direlock must be wielding her dire weapon to use her 1st level dire pool ability and any inimica or incunabula that require a weapon. Through supreme focus, the direlock can perform a counterspell with her dire weapon, drawing upon the energy of her dire zone to dispel incoming spells. This follows the normal rules for counterspelling, however the spell to be countered must be cast within the direlock’s dire zone and the direlock does not cast a spell to counter – she instead must expend one point from her dire pool per level of the spell cast, as an immediate action, utilizing her dire weapon as the focus. After this action, any active inimica effects in the dire zone are suppressed until the direlock’s next turn. As long as the direlock has at least 1 point in her dire pool, the dire weapon is immune to the broken condition. If damaged, the dire weapon repairs itself when the direlock’s dire pool is replenished. Additionally, as long as the direlock has 1 point remaining in her dire pool she gains a constant +10 competence bonus to her CMD with regard to attempts to disarm her of or sunder her dire weapon – this bonus improves to +20 at 10th level. If the dire weapon is a spiked gauntlet or scizore this bonus is +15 (+25 at 10th level). Dire Zone:
Dire Zone (Su): At 1st level the direlock emanates an ominous zone that threatens and imperils her foes as described in the inimica and some incunabula class features. This zone is a 10-foot radius emanation centered on the direlock. This zone increases to 15 feet at 7th level, 20 feet at 14th level and 30 feet at 20th level. As long as the direlock has at least one point remaining in her dire pool, the dire zone bestows upon the direlock a +1 morale bonus to save against fear effects, and a -1 penalty to all foes’ saves against fear effects that are within the dire zone, increasing by +1/-1 respectively for every three direlock levels beyond 1st, to a maximum of +5 and –5. Creatures that are normally immune to fear lose this immunity while within the dire zone. Fell Regalia:
Fell Regalia (Ex): At 1st level, a direlock’s imposing armor, weaponry, headdress, raiments and other accoutrements grant her a circumstance bonus to all Intimidate checks equal to 1/2 her direlock level (minimum +1). Consequently, she also receives a similar penalty to Diplomacy and Handle Animal checks. If the direlock is without these items (i.e. naked, heavily disguised or otherwise visually changed to a non- threatening form or visage) she gains no effect from this ability - either bonuses or penalties. Inimica:
Inimica (Su): At 1st level, by expending one point from her dire pool, the direlock can create dire eldritch effects within her dire zone as a swift action to hinder her foes and empower her attacks. Starting when the inimica is called, the direlock receives a bonus to her abilities ot imparts a penalty to a foe or foes within her dire zone. Saving throws DCs to reist particular inimical effects are equal to 10 + 1/2 the direlock’s level (minimum 1) + the direlock’s Charisma modifier. At 1st level the direlock knows a number of inimica equal to her Charisma modifier (minimum 1). She learns a new inimica at 2nd level and every two levels thereafter. Whenever the direlock gains a level she can choose to learn a new inimica in place of one she already knows. In effect, the direlock loses the old inimica in place of the new one. A direlock may swap only one inimica in this way per level. Once activated, this ability lasts until the combat ends [for 5 minutes], at which point all of the bonuses or penalties immediately end. At 1st level, a direlock can use this ability once per day. At 4th level, and every three levels thereafter, the direlock can use this ability an additional time per day. The direlock must participate in the combat to gain these bonuses or bestow these penalties. If she is paralyzed, stunned, unconscious, or otherwise prevented from consciously participating in the combat (i.e. the subject of a hold person spell, put to sleep, turned to stone), the ability does not end, but the bonuses/penalties are halted and do not resume until she can participate in the combat again. Note that inimica can still function and their bonuses or penalties still apply if the direlock is frightened or panicked. If the direlock expends her last remaining point from her dire pool or is slain, any inimica effects end immediately.
Inimica Known (6):
Blood Zone: The direlock’s dire weapon forms jagged edges, wicked spikes or heavy flanges - creatures struck by the dire weapon suffer bleeding 1 hp (even if they leave the dire zone). This increases to bleeding 3 hp at 10th level. A successful Fortitude save negates this effect. Fearsome Power: While empowered by this inimica, the direlock's dire mantle glows with eldritch power. The DC of the direlock's abilities and direlock spells increase by 2 when affecting creatures within the dire zone. This inimica applies to foes' saves against imparted conditions from the fearsome slough ability. A direlock must be at least 4th level to choose this inimica. Pain Threshold: The direlock’s dire zone becomes a frontier of pain. All enemies attempting to move into the direlock’s dire zone take 1d6 force damage upon crossing into the dire zone for every 3 levels the direlock possesses (to a maximum of 5d6). Simply moving toward enemies or pushing them so that the border crosses them does not inflict damage – a conscious effort to enter on behalf of the enemy is required (whether compelled or free-willed). A successful Fortitude save reduces the damage by half (minimum 1). Seed of Doubt: A creeping sense of hopelessness fills the dire zone. All enemies within the direlock's dire zone receive a –1 penalty to Willsaves and a –1 penalty to attack rolls made against the direlock. These penalties increase by 1 for every 4 levels the direlock possesses. A successful Will save negates the penalty to attack rolls and reduces the Will save penalty to –1. This is a mind-affecting effect Stricken: The direlock becomes energised by eldritch might, her weapon and physicality crackling with dark power. All enemies within the dire zone receive a -1 penalty to AC and CMD against attacks from the direlock’s dire weapon. This penalty increases by 1 for every 4 levels the direlock possesses to a maximum of -5. Weakened Resolve: The direlock’s fell regalia is limned with terrible images, script and symbols. The direlock’s DC when making an Intimidate check meant to demoralize a target within her dire zone is equal to 10 + 1/2 the target’s Hit Dice + the target’s Wisdom modifier. This is a visual effect. Dire Sense:
At 2nd level, a direlock gains Deflect Arrows as a bonus feat, even if she does not meet the prerequisites. If the direlock's dire weapon is a two handed weapon the feat still functions as normal without penalty. Fearsome Slough:
Fearsome Slough (Su): Starting at 2nd level, by expending one point from her dire pool, the direlock can remove one temporary condition she is suffering from and transfer it to another creature. As a swift action, the direlock can transfer the dazzled, deafened, fatigued, shaken and staggered conditions to an adjacent non-allied creature.
To transfer the condition, the direlock first makes a new saving throw with a +10 morale bonus (as well as any other bonuses available) against a particular condition she is suffering from – if successful, she can slough the condition to an adjacent enemy. If the direlock fails this new save the expended dire pool point is still lost. The enemy is allowed a saving throw as if it were the original target - if successful, the condition dissipates. If the victim fails its save, it receives the condition for as many rounds were left at the time the direlock sloughed it.
Dire Mantle:
: Starting at 3rd level, as long as the direlock has at least one point remaining in her dire pool, a direlock's fetish and charm adorned armor becomes imbued with the ability to absorb and store magic spell energy.
A direlock may not attempt to absorb a spell greater than 3rd level, or of a level that exceeds her Charisma modifier or her remaining storage capacity. A direlock can only store a maximum number of spell levels equal to her Charisma modifier at any one time. A running total of absorbed (and used) spell levels must be kept. Whenever an opponent casts a spell directly targeting the direlock, the direlock can make a Spellcraft skill check (DC 15 + spell level) to identify the spell. This check is an immediate action. Upon identifying the spell, the direlock can choose to absorb the spell's energy within her dire mantle, and stores this potential for the next 24 hours or until she expends it. Alternatively, the direlock's allies may cast spells into the dire mantle – the direlock need not make a Spellcraft check to identify the spell being cast. The direlock may choose to expend the stored spell energy to gain any one of the of the following benefits per spell level, stacking up to three spell energy levels to gain greater bonuses: +2 insight bonus to next concentration check
Once per day, the direlock may expend three stored spell energy levels to: * Gain a point in her dire pool
Example: Cruasa, a 6th level direlock, expends three stored spell levels of energy from her dire mantle – she may benefit from either an increase of 1 to the DC of a spell she casts, +6 to her next concentration check, a +3 enhancement bonus to attack with her dire weapon for one round, +3 bonus to a saving throw, a +3 deflection bonus to her AC for 1 round, gain a +6 insight bonus to one skill use, gain 10 temporary hit points for 6 rounds OR gain one point to add to her dire pool. Utilizing stored spell energy is a swift action, though the direlock cannot both store and utilize the same spell energy in the same round and any spell cast using spell-energy stored in the dire mantle (see improved dire mantle) must still abide by its own casting time. The direlock may expend previously gained spell energy and then store new energy in the same round. If the direlock cannot store a hostile spell (due to lack of storage capacity) but still makes a successful Spellcraft check to identify it, she gains a +1 circumstance bonus to any saving throw to limit or negate its effects. If the direlock is without her personalized armor this ability cannot be used. It takes 24 hours to scavenge, forage and locate the necessary materials needed to imbue a new suit of armor with the requisite charms to create a dire mantle – the ritual itself takes 8 hours to complete - the dire mantle then takes up the chest magic item slot. While the direlock has at least one point in her dire pool, her armor is immune to the broken condition. An enemy caster must succeed on a Spellcraft check (DC 15 + the direlock's level) to identify that the dire mantle is responsible for any interruption of their magic. Incunabula:
Incunabula (Su) Starting at 3rd level, a direlock gains one incunabula, ancient eldritch lore that pertains to the dark arts of peril and pain. She gains an additional incunabula at 6th level and every three levels thereafter. Alternatively, a direlock may choose to learn any feat that has direlock class levels or class features as a prerequisite in place of an incunabula (see New Feats, below). Unless specifically noted in an incunabula's description, a direlock cannot select a particular incunabula more than once. Incunabula that affect spells can only be used to modify spells from the direlock spell list, unless otherwise noted. The DC to save against an incunabula effect is equal to 10 + ½ the direlock's level + the direlock's Charisma modifier. Incunabula chosen: Dread Assault:
Dread Assault (Su): The direlock can expend 1 point (only) from her dire pool to make an extra attack with her dire weapon using her level as her BAB. If more than one attack hits in the round, the direlock gains a +1 circumstance bonus to any critical threat confirmation rolls. This incunabula must be declared and used as part of a full round action and cannot grant more than one extra attack per round. Spells:
Spells: Beginning at 5th level, the direlock gains the ability to cast a small number of arcane spells which are drawn from the direlock spell list. A direlock must choose and prepare her spells ahead of time.
A direlock can cast arcane spells while wearing light armor or using a buckler without incurring the normal arcane spell failure chance.
A direlock may know any number of spells. She must choose and prepare her spells ahead of time by getting 8 hours of sleep and spending 1 hour studying her grimoire. While studying, the direlock decides which spells to prepare.
Grimoire:
Grimoire: At 4th level the direlock creates a grimoire, a repository for her arcane spells. A direlock must study her grimoire each day to prepare her spells. She cannot prepare any direlock spell not recorded in her grimoire except for read magic, which all direlocks can prepare from memory.
A direlock’s grimoire initially contains three first level direlock spells, plus a number of additional 1st-level direlock spells equal to her Intelligence modifier. At each new direlock level, she gains two new direlock spells of any spell level or levels that she can cast (based on her new direlock level) for her grimoire. At any time, a direlock can also add direlock spells found in other spellbooks to her grimoire. A direlock can learn spells from a wizard’s spellbook, just as a wizard can from a direlock’s grimoire. The spells learned must be on the direlock spell list, as normal. An alchemist can learn formulae from a direlock’s grimoire, if the spells are also on the alchemist formulae list. A direlock can copy any spell on her spell-list from an alchemist’s formulae, but the direlock can only copy formulae that are two levels below the highest level she can cast. A grimoire is a baroque and heavy item - it costs and weighs double the amount of a normal spellbook (30 gp and 6lbs.), has the hardness and hitpoints of a treasure chest (hardness 5, hp 15) and is both lockable and trappable. Should anyone attempt to read a grimoire without the direlock’s permission, the creature must make a Will save (DC 10 + 1/2 the direlock’s level + the direlock’s Charisma modifier) or take 1 point of Intelligence damage. This effect lasts for 24 hours. Eldritch Tendrils:
Eldritch Tendrils (Su): At 5th level the direlock can create an invisible tendril of eldritch power and attach it to a single creature within her dire zone for a number of rounds equal to her direlock level. For every three levels beyond 5th, the direlock can create one additional eldritch tendril, up to five tendrils at 17th level. Creating an eldritch tendril (or set of tendrils) is a move action that provokes an attack of opportunity. Attaching an eldritch tendril is a standard action that does not provoke an attack of opportunity. Attaching a set of tendrils (i.e. more than one) is a full round action. A creature can only be attached to one eldritch tendril at a time.
Once attached, if a connected creature moves beyond the range of the direlock’s dire zone, the connection is immediately severed, and the awful ripping away of the eldritch tendril causes considerable pain to the creature equal to 1d4 points of damage for every point of the direlock’s Charisma modifier. Alternatively the direlock can attach an eldritch tendril to an ally – connecting an eldritch tendril to a willing creature requires no attack roll. Once this connection is made, the direlock may use an eldritch tendril to feed on one condition of the connected ally per round. As a swift action, the direlock can consume one condition - the condition is completely removed from the ally and the direlock feeds upon its energy, regaining 1 hit point for each round remaining in the cowering, dazzled, shaken, sickened and staggered conditions. The direlock regains 2 hit points for each round remaining in the dazed, fatigued, frightened, and nauseated conditions – the direlock must be at least 9th level and requires the expenditure of one point per condition from the direlock’s dire pool to feed on these conditions. The direlock regains 3 hit points for each round remaining in the blinded, deafened, exhausted, and panicked conditions – the direlock must be at least 13th level and requires the expenditure of two points per condition from the direlock’s dire pool to feed on these conditions. Conditions, once consumed are considered negated. Note that the direlock cannot feed upon permanent conditions e.g. a blind or deaf creature or a zombie’s permanent staggered condition. This ability can be used once per day. Eldritch tendrils, although invisible, can be targeted and attacked – each tendril has an AC of 20, Hardness of 5 and 15 hp. GEAR
Snag Net:
This short, wide net is covered in barbed loops and slipknots.
Benefit: A snag net works like a typical net exotic weapon, except it has the trip weapon special feature. If you entangle an opponent and hold the trailing rope, on your turn in place of a melee attack you may make a trip combat maneuver check against that opponent; if you succeed, you may trip the opponent or deal 1 point of piercing damage to the opponent. The concentration DC to cast while entangled in a snag net is 17 + the spell's level. The Escape Artist DC to escape a snag net is 22. Nets:
Benefit: When you throw a net, you make a ranged touch attack against your target. A net's maximum range is 10 feet. If you hit, the target is entangled. An entangled creature takes a –2 penalty on attack rolls and a –4 penalty on Dexterity, can move at only half speed, and cannot charge or run. If you control the trailing rope by succeeding on an opposed Strength check while holding it, the entangled creature can move only within the limits that the rope allows. If the entangled creature attempts to cast a spell, it must make a concentration check with a DC of 15 + the spell's level or be unable to cast the spell.
An entangled creature can escape with a DC 20 Escape Artist check (a full-round action). The net has 5 hit points and can be burst with a DC 25 Strength check (also a full-round action). A net is useful only against creatures within one size category of you. A net must be folded to be thrown effectively. The first time you throw your net in a fight, you make a normal ranged touch attack roll. After the net is unfolded, you take a –4 penalty on attack rolls with it. It takes 2 rounds for a proficient user to fold a net and twice that long for a non-proficient one to do so. Masterwork Cold Iron Light Mace, 1d6, x2, 4 lbs., 310 gp
(25 lbs. 3265 gp) Armor:
(25 lbs, 3405 gp) Skill Equipment: Magic Miscellaneous:
Amulet of Natural Armor +1 (2000 gp) Mundane Miscellaneous
Total equipment cost:9670 spent. (of 10500 starting funds)
Capacity: light: xx lbs. or less Medium: xx lbs. Heavy: xx lbs. |