Cadrilkasta

GM Umbral Ultimatum's page

126 posts. Alias of Orthos.


Full Name

Dhamiskeanus, the Swollen

Classes/Levels

Inactive

About Dhamiskeanus, the Swollen

10 Minute Background:

Concept Points
1. Dhamiskeanus is a huge, bloated, mountain of a man.
2. He has very little social skills, mostly due to his off-putting appearance.
3. He is extremely knowledgeable.
4. He has studied undead to a great extent in an effort to learn more about himself.
5. He believes that blood contains the secrets to life and unlife.

Goals
1. Dhamiskeanus is constantly searching for information on himself, his parents, and his heritage.
2. He needs to gain confidence in himself and hopefully this comes through wizardly power.

Secrets
1. Dhamiskeanus is over 150 years old and has no recollection of his parents or where he came from.
2. He is actually a distant blood relative of Professor Lorrimor. Dhamiskeanus’s mother was Petros Lorrimor’s great-great-grand mother.

Acquaintances
1. Professor Lorrimor – Dhamiskeanus and the Professor were long time acquaintances. In truth, Dhamiskeanus counted Professor Lorrimor as one of his only friends. They debated and discussed arcane studies on dozens of occasions and were actually quite fond of each other. Dhamiskeanus often looked up to the Professor as a mentor and even a father figure.
2. Head Librarian Mildreth Whitewiht – Dhamiskeanus’s current boss at the library in Ravengro, she supervises his work and allows him room and board in one of the small backrooms. He hardly ever leaves but has visited Profession Lorrimor a few times at his personal residence.
3. Queck – A young gnome girl who often runs errands for Dhamiskeanus. The life of a shut in requires idle hands and Queck works cheap, sometimes in exchange for tutoring or lessons. She doesn’t seem to mind his appearance or at least has the tact not to comment on it.

Quirks
1. Shy – He is incredibly shy due to his lack of social graces. A combination of poor appearance, slovenly habits, and years of bullying have left him a recluse.
2. Nutty Professor – He is incredibly educated, even if mostly self-taught, but has very little common sense. He is a nice man at heart, but trusts almost no one.
3. Awkward – His large size makes him pretty clumsy. He’s somewhat light on his feet for a man of his size, but is also prone to not watching where he’s going.

Physical Description:

Unlike most dhampirs, Dhamiskeanus is not lithe and graceful. While tall, he is not slender nor does he have well-defined muscles. He is over 6'2" and close to 300 pounds. He is obese with thick arms and thick legs and a great big belly. His head is bald and outside of thin eye brows he sports no facial hair. His plain brown eyes are unremarkable and he almost always appears to be perspiring. Numerous scars and cuts cover his body but mostly on his arms and chest. To say that his appearance is off-putting would be an understatement.

Background:

Dhamiskeanus was left at a church by a midwife. His mother did not survive his birth and he’s never known his father. The church sent him to an orphanage where he was raised with other children. His childhood was unfortunate; picked on for most of his life due to his size and cursed heritage.

Once old enough to survive on his own, he left the orphanage knowing full well that adoption was not a real possibility. Within a few weeks he managed to acquire work at a library, mostly cataloging inventories in the basement where others would not encounter him.

With access to so many books, he learned quite a bit. He soon discovered a fascination with the physical body which soon expanded to include other creatures. As he learned more and more about anatomy and biology, he become focused on blood. Given his heritage, he wondered if he could eventually learn more about his own history.

After years working in the library, he discovered a book that he had never seen before. It was an old spellbook, hidden among the others. It piqued his interest more than anything in life had before. Once he learned how to deduce the spells, he gained something that he had never had before; confidence. Magic gave him the power to do things he never thought possible. He knew that magic existed and could do wondrous things, he just never thought he could do those things.

Unfortunately the spellbook’s owner, an evil wizard, came for it one day. The wizard became irate when Dhamiskeanus refused to release the book and a battle erupted in the bowels of the library. Magical energy filled the basement where other magical items were being stored. An explosion shook the foundation and when the dust settled, the wizard was gone but Dhamiskeanus was discovered with the spellbook and even it's secrets. Three people were killed in the explosion and the authorities came to take him away. His incoherent ramblings lead the authorities to send him to the asylum.

Unfortunately he doesn’t remember any of this currently. With essentially a new slate, he has started to embrace his new opportunity. He’s not happy being in an asylum, but believes he may pose a danger to others simply based off of his girth. He sees the asylum as more of a sanctuary, and doesn’t resent the things done to him. He tries hard to not be a monster, not really knowing that he isn’t one.

Class Line:
4Hp 13/13 | AC: 11, T: 11, FF: 10, CMD: 12 | Saves F +4, R +2, W +1 {+2 vs. disease, mind-affecting} | Init +3 | Low-Light Vision, Darkvision 60 ft.; Perception -1, Sense Motive -1 | Status: Normal

Dhamiskeanus, the Swollen
Male Dhampir Cruoromancer Necromancer 1
N Medium humanoid (dhampir)
Init +3; Senses Darkvision 60 ft., Low-Light Vision; Perception -1
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Defense
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AC 11, touch 11, flat-footed 10
(+1 Dex, +0 Armor, +0 Shield)
Hp 13 (1d6+3+3+1)
Fort +4, Ref +2, Will +1 [+2 vs. disease and mind-affecting effects]
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Offense
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Speed 30 ft.
Melee quarterstaff +1 (1d6+1/x2) [bludgeoning]
Melee dagger +1 (1d4+1/19+) [piercing or slashing]
Ranged dagger +1 (1d4+1/19+) [piercing or slashing] {10 ft.}
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Statistics
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Str 12, Dex 12, Con 16, Int 17, Wis 8 Cha 11
Base Atk +0; CMB +1; CMD 12
Feats Scribe Scroll, Command Undead, Toughness, Nemesis
Skills [2 class, 3 int, 2 bg]
[-1] Acrobatics (1 dex, -2 drawback)
[+3] Appraise (3 int)
[+0] Bluff (0 cha)
[+1] Climb (1 str)
[+0] Diplomacy (0 cha)
[+0] Disguise (0 cha)
[+1] Escape Artist (1 dex, -2 drawback, 2 racial)
[-1] Fly (1 dex, -2 drawback)
[-1] Heal (-1 wis)
[+0] Intimidate (0 cha)
[+7] Knowledge {Arcana} (1 rank, 3 int, 3 class)
[+7] Knowledge {History} (1 bg, 3 int, 3 class)
[+7] Knowledge {Nature} (1 rank, 3 int, 3 class)
[+7] Knowledge {Religion} (1 rank, 3 int, 3 class)
[+7] Linguistics (1 bg, 3 int, 3 class)
[-1] Perception (-1 wis)
[+0] Perform (0 cha)
[-1] Ride (1 dex, -2 drawback)
[-1] Sense Motive (-1 wis)
[+7] Spellcraft (1 rank, 3 int, 3 class)
[-1] Stealth (1 dex, -2 drawback)
[-1] Survival (-1 wis)
[+1] Swim (1 str)
[+10] Use Magic Device (1 rank, 3 int, 3 class, 1 trait, 2 race)
Languages Common, Draconic, Elven, Necril
Traits Pragmatic Activator {Magic}, Underlying Principles (Religion), Resilient {Combat}, Twitchy (Campaign)
Drawback Misbegotten
Favored Class Bonus +1/4 caster level to necromancy spells; +1 hit point (Nemesis feat)
Combat Gear
Other Gear 6.5 gp, dagger (1 lbs), quarterstaff (4 lbs), mess kit (1 lbs), scrivener’s kit (1 lbs), spell component pouch (2 lbs), scholar’s outfit (6 lbs), backpack (2 lbs), belt pouches x2 (1 lbs), waterskin (4 lbs), scroll cases x2 (1 lbs), hip flask (.5 lbs), spellbook (3 lbs), book lariat (.5 lbs), average lock (1 lbs)
Encumbrance 0 – 43 lbs; 44 – 86; 87 – 130; [Current Weight: 28/ Light Load]
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Magic
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Wizard Spells Prepared [CL: 1st; concentration +4, caster check: +1]
1st grease, mage armor, repair undead
Cantrips acid splash, disrupt undead, detect magic
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Spell book [25/100 pages]
1stcause fear, grease, mage armor, magic missile, repair undead, shield
Cantrips acid splash, arcane mark, bleed, breeze, dancing lights, detect magic, detect poison, disrupt undead, flare, light, mage hand, mending, message, open/close, prestidigitation, ray of frost, read magic, spark, touch of fatigue
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Special Abilities
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Blood Infusion (Su) - When a cruoromancer casts a spell of the necromancy school, he can opt to infuse that spell with his undead-tainted blood as a swift action. As he increases in level, the power and effects of such infusions become more potent. Each time a cruoromancer uses blood infusion, he drains a portion of his own blood either by cutting himself with a blade or by opening a scab from a previous wound. When he does this, he takes an amount of damage equal to 1d4 + the level of the spell being infused. A cruoromancer can only affect a spell with a single type of blood infusion. At 1st level, he can infuse his necromancy spells in either of the following ways.
..Focused Infusion: When the cruoromancer uses this infusion, he adds +1 to the DC of the infused necromancy spell.
..Sickening Infusion: When the cruoromancer uses this infusion, any creature damaged by the infused necromancy spell becomes sickened for 1 round. This ability replaces arcane bond.

Darkvision – Dhampir see perfectly in the dark up to 60 feet.

Grave Touch (Sp) - As a standard action, you can make a melee touch attack that causes a living creature to become shaken for a number of rounds equal to 1/2 your wizard level (minimum 1). If you touch a shaken creature with this ability, it becomes frightened for 1 round if it has fewer Hit Dice than your wizard level. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Light Sensitivity - Dhampirs are dazzled in areas of bright sunlight or within the radius of a daylight spell.

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.

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.

Power over Undead (Su) - You receive Command Undead or Turn Undead as a bonus feat. You can channel energy a number of times per day equal to 3 + your Intelligence modifier, but only to use the selected feat. You can take other feats to add to this ability, such as Extra Channel and Improved Channel, but not feats that alter this ability, such as Elemental Channel and Alignment Channel. The DC to save against these feats is equal to 10 + 1/2 your wizard level + your Charisma modifier. At 20th level, undead cannot add their channel resistance to the save against this ability.

Racial Skills – Ajibachana receive a +2 bonus to Escape Artist and Use Magic Device checks.

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.

Spell-Like Abilities (Su) – An Ajibachana can use comprehend languages three times per day as a spell-like ability. The caster level for this ability equals the Dhampir's class level.

Undead Resistance - Dhampirs gain a +2 racial bonus on saving throws against disease and mind-affecting effects.

Notes:

School: Necromancy
Opposition Schools: Enchantment, Illusion
Feats:
..1st: Toughness
..3rd: Spell Focus (Necromancy)
..5th: Bloodmage Initiate
..7th: Mage's Tattoo (Necromancy)
..9th: Greater Spell Focus (Necromancy)
Prestige Class: Bloodmage
Spells
..2nd: Blood Transcription
..2nd: Command Undead
..2nd: Adhesive Blood
..2nd: Blood Armor
..2nd: Touch of Bloodletting

..3rd: Blood Biography
..3rd: Vampiric Touch
..3rd: Blood Sentinel

..5th: Blood Boil
..5th: Caustic Blood