Efni Raan

Harika ir'Thul's page

104 posts. Alias of karlprosek.


Full Name

Harika ir'Thul

Race

Human

Classes/Levels

Cleric of Urgathoa 10 (HP 85/85 | AC: 19 | T: 10 | FF: 19 | CMB: +0 | CMD: 10 | Fort:+11 | Ref:+5 | Will:+14 | Init: +0 | Perc: +5 | Speed 30)

Gender

Female

Size

M

Age

25

Special Abilities

Channel Energy (Negative) 5d6, DC 24, 8 7/day; Spontaneous Casting (Inflict)

Alignment

LE

Deity

Urgathoa

Languages

Common, Aklo, Thassilonian

Strength 10
Dexterity 10
Constitution 14
Intelligence 14
Wisdom 20
Charisma 21

About Harika ir'Thul

Harika ir'Thul
F LE Human Cleric of Urgathoa, Level 10, Init +0, HP 85/85 (FCB: HP), Speed 30
AC 20, Touch 10, Flat-footed 20, CMD 10, Fort +11, Ref +5, Will +14, CMB +0, Base Attack Bonus +7/+2
Morningstar +1 (1d8, x2)
Light crossbow (40 bolts) +1 (1d8, 19-20/x2)
Chainmail armor, Heavy wooden shield (+6 Armor, +2 Shield)
Abilities Str 10, Dex 10, Con 14, Int 14, Wis 20, Cha 21
Condition None

Background:

The ir'Thul family claims to be able to trace their lineage back to the first days of Geb, making the unlikely assertion that their noble line extends back to before the founding of the country itself.

Harika can certainly recite the names of hundreds of dead ancestors all the way back to one of the necromancer king's servitors, but there is a point at which any possibility of verification is impossible and the names just have to be taken on faith. It is indisputable, though, that the ir'Thuls are a powerful family within Geb. Specifically on the eastern coast, where Harika's many-times-great-grandfather, Falko ir'Thul, has served as governor and lord of Crabfield Island for centuries. House ir'Thul has a strong martial tradition, particularly proud of their many naval victories against anti-undead raids from foreign powers. Whatever else they are, the ir'Thuls of Crabfield Island are always sailors.

Harika and almost all of her relatives have sailed the Obari Ocean and fought skirmishes against pirates and crusaders from other lands. Harika's oldest brother died at the hands of Grey Corsairs as his squadron defended a shipment of chattel from Okeno, and her next oldest was lost at sea. She has served on coastal patrols around Crabfield Island and her baby brother currently serves as an officer in Geb's navy.

While she is familiar with weather and tides and can swing a wicked morningstar, Harika's real strength is her connection to the undead troops and servants used throughout Geb. Through sheer force of personality she can easily control the masses of mindless undead populating the country.

A decade ago her father attempted to surpass their ancestor Falko- a vampire- by becoming a lich. Harika was at sea when he performed the final ritual, and when she returned home instead of finding her father, a powerful wizard, she found him a shattered wreck, poisoned and permanently scarred and mute by the vile magical that had broken free of his preparations. Her only sister- an arcane necromancer like their father- was killed in the backlash from the ritual. A dark cloud hung over the household and she found that home just wasn't home anymore.

Harika sought solace in the peace and quiet of the laboratory, where she could study the dead and the undead without having to see the ruin her father had made of her family. She sought solace in the teachings of the Church. While her father and sister had been arcane spellcasters, Harika has always felt drawn to the seductive (if one lives in a culture that reveres the undead) lessons of Urgathoa. Seeking some sort of meaning to the wreck her immediate family had become, she embraced the words of Serving Your Hunger and dedicated herself to living the word of the goddess.

Personality:
Harika cares about herself first, her family and friends second, and anyone else only to the extent they can help her.

Along with resentment and bitterness from her father's fall from grace, she learned that one has to bide one's time, work quietly behind the scenes, and take advantage where others can't see. She is far from an unpleasant person. Quite the opposite, in fact. It's hard to get people to help you when you're complaining and frowning all the time. Harika can be very pleasant and apparently open and friendly. When she's with friends or family or when she wants something, that is.

Some people might say she's immoral or dishonorable, but she would never dream of cheating a companion or letting a family member die destitute and alone. Stabbing an opponent in the back or animating their corpse after they fall, though, that's just taking opportunity of an obvious advantage.

Given her outlook, it's understandable that she is slow to extend her trust to others. But that trust, once given, is unshakable. It's how she lives, after all. Trust and take care of you and yours and everybody else better watch out for themselves.

Appearance:
Harika is a statuesque beauty, with luxurious black hair, dark eyes, and rich, dusky brown skin. She is quite tall and while no longer a soldier, she keeps much of the muscularity she gained during her life at sea and many would label her as 'statuesque'. She holds herself proudly- some would say haughtily- every inch a nobleman's daughter and trained and blooded officer.

Regardless of her other clothes- in armor, a noblewoman's gown, or a simple scholar's robe- she always proudly wears a black opal ring with her family's crest cunningly incised on it, sign of her strong attachment to her ancient family.

TRAITS/FEATS
Trait: Deathspeaker
Trait: Sacred Conduit
Human: Selective Channeling
Bonus: Command Undead
1: Improved Channel (improves Command Undead DC as well as Channel Energy DC, see clarification here.)
3: Scribe Scroll
5: Extend Spell
7: Empower Spell
9: Thanatopic Spell
11:
13:
15: (Spell Perfection: Enervation)

Command Undead Feat Description:
As a standard action, you can use one of your uses of channel negative energy to enslave undead within 30 feet. Undead receive a Will save to negate the effect. The DC for this Will save is equal to 10 + 1/2 your cleric level + your Charisma modifier (current DC: 25). Undead that fail their saves fall under your control, obeying your commands to the best of their ability, as if under the effects of control undead. Intelligent undead receive a new saving throw each day to resist your command. You can control any number of undead, so long as their total Hit Dice do not exceed your cleric level (current max HD: 10). If you use channel energy in this way, it has no other effect (it does not heal or harm nearby creatures). If an undead creature is under the control of another creature, you must make an opposed Charisma check whenever your orders conflict.

DOMAINS

Daemon:
Granted Powers:

Touch of Evil (Sp): You can cause a creature to become sickened as a melee touch attack. Creatures sickened by your touch count as good for the purposes of spells with the evil descriptor. This ability lasts for a number of rounds equal to 1/2 your cleric level (minimum 1). You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Whispering Evil (Su): At 8th level, as a standard action, you can whisper a hypnotizing litany of empty promises. Each enemy within a 30-foot emanation that can hear you must succeed on a Will saving throw or become fascinated for as long as you continue the litany. You can use this power a number of rounds per day equal to your cleric level, but these rounds do not need to be consecutive. This is a mind-affecting effect.

Domain Spells: 1st—cause fear, 2nd—align weapon (evil only), 3rd-vampiric touch, 4th—unholy blight, 5th—dispel good, 6th—planar binding (daemons only), 7th—blasphemy, 8th—unholy aura, 9th—summon monster IX (evil spell only).

Undead:
Granted Powers:

Death’s Kiss (Su): You can cause a creature to take on some of the traits of the undead with a melee touch attack. Touched creatures are treated as undead for the purposes of effects that heal or cause damage based on positive and negative energy. This effect lasts for a number of rounds equal to 1/2 your cleric level (minimum 1). It does not apply to the Turn Undead or Command Undead feats. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Death's Embrace (Ex): At 8th level, you heal damage instead of taking damage from channeled negative energy. If the channeled negative energy targets undead, you heal hit points just like undead in the area.

Domain Spells: 1st—cause fear, 2nd—ghoul touch, 3rd—animate dead, 4th—enervation, 5th—slay living, 6th—create undead, 7th—destruction, 8th—create greater undead, 9th—energy drain.

TRAINED SKILLS (2 +2 Int +1 race) x10 = 50
Diplomacy +17/+19 (10 ranks +4 Cha +3 class skill /+2 trait vs undead)
Heal +10 (1 +4 Wis +3 CS +2 item)
Knowledge (Arcana) +10 (5 +2 Int +3 CS)
Knowledge (Nobility) +10 (5 +2 Int +3 CS)
Knowledge (Planes) +10 (5 +2 Int +3 CS)
Knowledge (Religion) +15 (10 +2 Int +3 CS)
Profession (Sailor) +9 (1 +5 Wis +3 CS)
Sense Motive +9 (3 +5 Cha +3 CS)
Spellcraft +15 (10 +2 Int +3 CS)

RELEVANT UNTRAINED SKILLS
Perception +5

LANGUAGES
Common
Aklo
Thassilonian

SPELLS PER DAY
0: 4
1: 6+1
2: 5+1
3: 4+1
4: 4+1
5: 3+1

TYPICALLY PREPARED SPELLS
0 (DC 16): Detect Magic, Light, Guidance, Mending
1 (DC 16): Cause Fear (D), Detect Undead x2, Murderous Command*, Protection from Evil x2, Shield of Faith
2 (DC 17): Calm Emotions* x2, Ghoul Touch (D), Protection from Evil-Communal
3 (DC 18): Animate Dead (D), Dispel Magic, Magic Vestment (Extended) Cast every day, Protection from Evil-Communal (Extended), Resist Energy - Communal
4 (DC 19): Air Walk, Blessing of Fervor, Enervation (D), Freedom of Movement, Greater Magic Weapon
5 (DC 20): Air Walk - Communal, Breath of Life, Disrupting Weapon, Slay Living (D)
*Enchantment (Compulsion) spell affects undead

ARMOR AND WEAPONS:

Breastplate +1, Deathless Negative Energy DR 10, 25% chance to resist negative levels.
Infinite Caster's Shield
Morningstar
Crossbow, Light (40 bolts)

GEAR:
Backpack
-Bedroll
-Candles (10)
-Cheap holy text
-Iron pot
-Mess kit
-Rope, 50' hemp
-Soap
-Torches (10)
-Trail rations (5 days)
-Waterskin
-Healer's kit (+2 to Heal checks)

Belt pouch
-Flint and steel

Spell component pouch
-1000 GP worth of Onyx for Animate Dead spells (40 HD)

Wooden holy symbol

Signet ring

MAGIC ITEMS:
62k
Cloak of Resistance +2
Goz Mask
Gravewatch Pendant (-2 to hit for undead; -4 to hit for incorporeal undead)
Handy Haversack
Headband of Mental Prowess (Wis/Cha) +2
Wand of Desecrate
Wand of Hide from Undead
Wand of Infernal Healing

Axe: Greataxe +1, Mistmail
Shield: Tower Shield +1, Full plate, Heavy Mace +1

SCROLLS:

Bless x4
Blessing of Fervor
Bull's Strength x2
Comprehend Languages
Death Ward
Lesser Restoration x2
Death Ward
Restoration
Sanctuary (CL 10) x4
Surmount Affliction x4 x3

MONEY:

72 gp
5 sp

COMPANIONS:

Can command 40 HD (level x4)of undead created via Animate Dead spell. Currently using 28 HD.

Can command 10 HD of undead (level) dominated via Command Undead feat. Currently using 0 HD.

FROST GIANT SKELETON (BLOODY) x2 (Axe and Shield)
NE Large undead
Init +4; Senses darkvision 60 ft.; Perception +0

DEFENSE
AC (Axe) 17, touch 12, flat-footed 16 (+5 armor, +1 Dex, +2 natural, -1 size)
AC (Shield) 25, touch 12, flat-footed 24 (+9 armor, +4 shield, +1 Dex, +2 natural, -1 size)
hp 91 (14d8+2); Fast Healing 7
Fort +0, Ref +2, Will +2
DR 5/bludgeoning; Immune cold, undead traits; Channel Resistance +5

OFFENSE
Speed 40 ft.
Melee (Axe) +1 Greataxe +19/+14 (3d6+10, x3) OR 2 claws +18/+13 (1d6+9)
Melee (Shield) +1 Mace +19/+14 (2d6+10, x2) OR 2 claws +18/+13 (1d6+9)

STATISTICS
Str 29, Dex 11, Con —, Int —, Wis 10, Cha 14
Base Atk +9/+4; CMB +2; CMD 14
Feats Improved Initiative
Gear (Axe) Greataxe +1, Mistmail, Slippers of Cloud Walking
Gear (Shield) Tower Shield +1, Heavy Mace +1, Full Plate, Horn of Fog

SQ: Deathless (Su): A bloody skeleton is destroyed when reduced to 0 hit points, but it returns to unlife 1 hour later at 1 hit point, allowing its fast healing thereafter to resume healing it. A bloody skeleton can be permanently destroyed if it is destroyed by positive energy, if it is reduced to 0 hit points in the area of a bless or hallow spell, or if its remains are sprinkled with a vial of holy water.