Riftwarden

Esodil The Tainted's page

11 posts. Alias of Dotraj.


Full Name

Esodil

Race

Human

Classes/Levels

Sorcerer (Tattooed Sorcerer) 1 | AC 16 (+2) | tch 12 | ff 14 | hp 12/12 | Fort +2 | Ref +2 | Will +0

Gender

Male

Size

Medium

Age

15

Alignment

True Neutral

Languages

Aklo, Common

Strength 12
Dexterity 14
Constitution 14
Intelligence 12
Wisdom 7
Charisma 20

About Esodil The Tainted

Statistics:
Male Human Sorcerer (Tattooed Sorcerer) 1
TN Medium Humanoid (Human)
Init +7; Senses Perception -2
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DEFENSE
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AC 16 (+2), touch 12, flat-footed 14 (+4 armor, +2 dex)
hp 11
Fort +2, Ref +2, Will +0
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OFFENSE
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Speed 30 ft.
Melee Unarmed Strike +1 (1d3+1)
Ranged
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STATISTICS
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Str 12, Dex 14, Con 14, Int 13, Wis 7, Cha 20
Base Atk +0; CMB +1; CMD 10
Traits Bloody Minded, Horrifying Mind
Feats Mad Magic, Mage's Tattoo (necromancy), Toughness
Skills Appraise +5, Craft (woodworking) +5, Intimidate +9, Knowledge (arcana) +5, Spellcraft +5, Use Magic Device +8 (6 points; 2 background, 2 class, 1 human, 1 INT)
FCB bonus spells
Skill Bonuses
Languages Aklo, Common

Statistics While Bloodraging:

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DEFENSE
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AC 14 (+2), touch 10, flat-footed 12 (+4 armor, -2 bloodrage, +2 dex)
hp 13
Fort +4, Ref +2, Will +2
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OFFENSE
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Speed 30 ft.
Melee Unarmed Strike +3 (1d3+3)
Ranged
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STATISTICS
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Str 16, Dex 14, Con 18, Int 13, Wis 7, Cha 20
Base Atk +0; CMB +3; CMD 15
Skills Intimidate +9

Special Abilities:

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SPECIAL ABILITIES
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Aberrant Arcana Whenever you cast a spell of the polymorph subschool, increase the duration of the spell by 50% (minimum 1 round). This bonus does not stack with the increase granted by the Extend Spell feat.

Aberrant Bloodline (Wrathtainted)

Aberrant Bloodline (Sorcerous)

Bloodline Tattoo (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.

Bloodrage 6/day The bloodrager's source of internal power grants him the ability to bloodrage.

At 1st level, a bloodrager can bloodrage for a number of rounds per day equal to 4 + his Constitution modifier. At each level after 1st, he can bloodrage for 2 additional rounds per day. Temporary increases to Constitution (such as those gained from bloodraging or spells like bear's endurance) don't increase the total number of rounds that a bloodrager can bloodrage per day. The total number of rounds of bloodrage per day is renewed after resting for 8 hours, although these hours need not be consecutive.

A bloodrager can enter a bloodrage as a free action. While in a bloodrage, a bloodrager gains a +4 morale bonus to his Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, he takes a –2 penalty to Armor Class. The increase to Constitution grants the bloodrager 2 hit points per Hit Die, but these disappear when the bloodrage ends and are not lost first like temporary hit points. While bloodraging, a bloodrager cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.

A bloodrager can end his bloodrage as a free action. When the bloodrage ends, he's fatigued for a number of rounds equal to twice the number of rounds spent in the bloodrage. A bloodrager cannot enter a new bloodrage while fatigued or exhausted, but can otherwise enter bloodrage multiple times during a single encounter or combat. If a bloodrager falls unconscious, his bloodrage immediately ends, placing him in peril of death.

Bloodrage counts as the barbarian's rage class feature for the purpose of feat prerequisites, feat abilities, magic item abilities, and spell effects.

Familiar Tattoo (Xrelgath, 13-legged protector green sting scorpion)(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.

Unlike most familiars, her familiar can transform itself into a tattoo that she carries in her flesh. Transforming into a tattoo or back to normal familiar form is a move action for her familiar. In tattoo form, the familiar looks like a stylized version of itself, but does not count as a creature separate from the tattooed sorcerer. In tattoo form it continues to grant its special familiar ability, but otherwise has no abilities and can take no actions except to transform from tattoo into creature. A familiar tattoo cannot be erased or dispelled.

This ability replaces her 1st-level bloodline power.

Staggering Strike DC 14 (Su) At 1st level, when you confirm a critical hit while bloodraging, the target must succeed at a Fortitude saving throw or be staggered for 1 round. The DC of this save is equal to 10 + 1/2 your bloodrager level + your Constitution modifier. These effects stack with the Staggering Critical feat; the target must save against each effect individually.


Spells:

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Spells
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0th (at will) detect magic, light, mage hand, prestidigitation, spark
1st (5/day) mage armor, touch of blindness (DC 16)

Spells to Get cause fear, chill touch, long arm, grease (flavor as blood)


Gear/Possessions:

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GEAR/POSSESSIONS
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Carrying Capacity
Light 0-58 lb. Medium 59-116 lb. Heavy 117-175 lb.
Current Load Carried 10 lb.
Gear peasant's clothes, sack, spell component pouch, heavy cloak with deep hood, twine (50 ft.), compass, fish hook, flour, leather gloves, the last Stoot
Money 1 GP 3 SP 7 CP

Background:

Esodil showed up on the steps of Turandarok Academy the same day as Nualia was found, an omen no one knew what to make of. Ilsoari took him in, after getting Madame Mvashti to read the child. She wasn't very hard to convince, as curious about this strange child as the rest of the town. The ancient fortune teller was obviously shaken by what she saw, but refused to tell anyone, giving the baby a name and her blessing before shooing all present from her house with a frightening display of magical force. And so, Esodil the Tainted came to live among the other orphans at Turandarok Academy.

Esodil ages in strange, bizarre ways. Sometimes, he can age several years in the course of months, but his aging is overall slower than a normal human's (he was about 12 the year the runewell flared).

Esodil has always felt drawn to Nualia, feeling some sort of kinship towards the other foundling, but the townsfolk refused to let him "corrupt" her, so they kept him away. It is debatable if Nualia even knew he existed, so determined they were to keep him from her.

Esodil's madness began to show very young, but at first it was just thought he was slow, until they started teaching the children and it became obvious he was more intelligent than average. After that, he was only tolerated because he was completely harmless, and even then only because the monks refused to do anything to a harmless boy, regardless of how strange.

When the runewell flared, Esodil simply pulled out his Stoot, a beautifully carved three-dimensional bird that Stoot carved from the boy's favorite piece of driftwood, and used it for what he knew it was for: channeling the rage welling up inside him. He retreated to a hidden corner of the academy as soon as it started, and emerged when the rage faded to a low simmer of wrath, further unnerving the monks with his perfect evasion of the nasty events caused by the runewell. Esodil keeps his Stoot with him always on a string around his neck, oblivious to others' discomfort around it, a charm against the rage within.

Esodil generally disliked the people of Sandpoint as a whole, as much because of their treatment of Nualia as their treatment of him, something none of them ever tried to understand, simply assuming it a product of his madness. Now though, with the magic of wrath boiling inside of him, Esodil refuses to interact with any of Sandpoint's citizens, hiding around the academy and emerging only for meals, until today, when he crept out of the abandoned academy (I'm assuming everyone is at the festival) to join the Swallowtail Festival.


Appearance and Personality:

Esodil is a frightening one to say the least, with black eyes that have either no pupil or are all pupil, depending on who you ask. Esodil has never been allowed near a mirror, for fear that his monstrous appearance would drive him into an insane rage, so he has no idea which is true, if either, and has a tendency to ask new people he meets. His green-tinged skin is completely hairless, with a constant sickly appearance, and his head is covered in small, curving, spike-like protrusions where the hair would normally be. Esodil's fingers are long and thin. The thin, 6'6" tall boy's limbs have a tendency to bend in odd ways, often bending past where anyone has a right to bend. Esodil's skin is covered in strange tattoos of alien creatures. (My idea is that in addition to tattoos from his heritage and bloodline, he also forms tattoos barely recognizable as people he is close to).
Esodil's voice has a slightly ethereal quality to it, and gives one the unnerving sensation of two people speaking milliseconds off from each other.

Esodil has a forceful personality, but is obviously insane, muttering little songs and other gibberish to himself, reaching conclusions, right or wrong, no one else could. Esodil is usually calm and quiet, withdrawn within himself. But he is prone to swift mood swings, sometimes even within the same sentence or action. Esodil has rare moments of sanity and insight, usually in moments of great emotion, whatever that emotion may be. Esodil has no reason that most other people could fathom to defend Sandpoint with his life, but he will do it nevertheless, with or without anyone else's support or approval.


Xrelgath:

N Tiny magical beast
Protector Familiar 1
Init +3; Senses darkvision 60 ft.; Perception +4
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DEFENSE
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AC 20, touch 16, flat-footed 17 (+3 Dex, +1 dodge, +4 natural, +2 size)
hp 6 (1)
Fort +2, Ref +3, Will +2
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OFFENSE
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Speed 30 ft.
Melee sting +5 (1d2–4 plus poison)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks poison
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STATISTICS
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Str 3, Dex 16, Con 10, Int 6, Wis 10, Cha 2
Base Atk +0; CMB +1; CMD 7 (19 vs. trip)
Feats Bodyguard, Combat Reflexes, Dodge, Weapon Finesse
Skills Appraise -1, Climb +7, Craft (woodworking) -1, Intimidate -3, Knowledge (arcana) -1, Perception +4, Spellcraft -1, Stealth +15, Use Magic Device -3; Racial Modifiers +4 Climb, +4 Perception, +4 Stealth
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SPECIAL ABILITIES
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Empathic Link (Su) The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.

Loyal Bodyguard A protector gains Bodyguard and Combat Reflexes as bonus feats. If the familiar is occupying its master's square, it can use Bodyguard to aid another to improve its master's AC even if it doesn't threaten the attacking foe.

This ability replaces alertness and improved evasion.

Poison—Sting—injury; save Fort DC 10; frequency 1/round for 6 rounds; effect sickened for 1 round; cure 1 save. The save DC is Constitution-based.

Share Spells The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).