Paladin of Pharasma (Undead Scourge) 2 HP: 19/19. Fort: +8 Reflex: +4 Will: +7 (+2 vs Evil effects and to stabilize when at negative HP/+2 racial bonus on saving throws against death effects, energy drain, negative energy, and spells/SLA
Gender
Female
Size
5'11 160lbs
Alignment
Lawful Good
Deity
Pharasma
About Ingrid Van der Geist
Max HP: (2d10+2) 19 Current HP:19 Non Lethal:
STR 15(+2) DEX 11(+0) CON 15(+2) INT 12(+1) WIS 12(+1) CHA 18(+4)
Resistance: 5 Negative Energy (Do not lose HP)
CMD: 13
Saves: (+2 racial bonus on saving throws against death effects, energy drain, negative energy, and spells or spell-like abilities of the necromancy school.)
(+2 vs Evil effects and to stabilize when at negative HP)
Fort: +8 Reflex: +4 Will: +7
Aura of good,
detect undead,
smite evil 1/day (+4 to attack/2 points of damage per level on all smite attacks made against evil undead, +4 deflection bonus to AC)
Divine grace
Lay on hands 5/day 1d6 Used:4
Your blood is infused with holy power.
Prerequisites: Con 13, aasimar.
Benefit: You gain a +2 bonus on saving throws against effects with the evil descriptor and on Constitution checks to stabilize when you are reduced to negative hit points (but not dead). Furthermore, each time you take bleed or blood drain damage, each undead creature or creature with the evil subtype that is currently adjacent to you also takes 1 point of damage.
Traits:
Subject of study
Professor Lorrimor approached you as part of his studies, as he had heard that you had survived a recent encounter with a strange monster or had another fateful encounter. Interested in the conditions of the run in and the means by which you avoided death or injury, he
met with you and maintained frequent correspondence until several months ago. The scars of your experience and his continual reminders of the encounter prompted you to hone your skills lest you someday face the same type of creature again.
The professor assisted you in this endeavor, providing you with insight into the anatomy and defenses of the creature that attacked you.
Years of study have improved your combat effectiveness against your chosen foe. Choose a non-humanoid creature type (and subtype if outsider). You gain a +1 bonus on damage rolls against creatures of this type. See the ranger favored enemy suggestions for a list of creature types most likely to appear in this campaign.Benefit: Choose a non-humanoid creature type (and subtype if outsider). You gain a +1 bonus on damage rolls against creatures of this type.
Divine Warrior
From an early age, you were trained by a militaristic order of clerics. You are devoted to the teachings of the Goddess of Honor and to spreading those teachings by force.
Benefit: Whenever you cast a divine spell that affects any melee weapons, choose one of those weapons; it gains a +1 trait bonus on damage rolls for the duration of the spell
Racial
• • Ability Score Racial Traits: Aasimars(Angelkin) are insightful, confident, and personable. +2 Str, +2 Cha
• Type: Aasimars are outsiders with the native subtype.
• Size: Aasimars are Medium creatures and thus have no bonuses or penalties due to their size.
• Base Speed: Aasimars have a base speed of 30 feet.
• Languages: Aasimars begin play speaking Common and Celestial. Aasimars with high Intelligence scores can choose from the following languages: Draconic, Dwarven, Elven, Gnome, Halfling, and Sylvan. See the Linguistics skill page for more information about these languages.
Defense Racial Traits
Deathless Spirit Particularly strong-willed aasimars possess celestial spirits capable of resisting the powers of death. They gain resistance 5 against negative energy damage. They do not lose hit points when they gain a negative level, and they gain a +2 racial bonus on saving throws against death effects, energy drain, negative energy, and spells or spell-like abilities of the necromancy school. This racial trait replaces celestial resistance.
Feat and Skill Racial Traits
• Truespeaker There are some aasimars whose language transcends all boundaries. They gain a +2 bonus on Linguistics and e Motive checks, and they learn two languages each time they gain a rank in Linguistics. This racial trait replaces skilled.
• Magical Racial Traits
• Spell-Like Ability (Sp): Angelkin gain alter self as a spell-like ability.
Senses Racial Traits
• Darkvision: Aasimar have darkvision 60 ft. (they can see perfectly in the dark up to 60 feet.)
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Spells
O level: Known: Unlimited per day
1st level: Known: Per Day:
Equipment
This kit includes a backpack, a bedroll, a belt pouch, a cheap holy text, a flint and steel, an iron pot, a mess kit, rope, soap, torches (10), trail rations (5 days), a waterskin, and a wooden holy symbol.
Small steel mirror
1 lb Soap
Explorer's outfit
Whetstone
5 candles
4 wooden stakes
hatchet/hammer
Professor Lorrimor's journal
Slaying gear: three flasks of acid, a club, a sling, 10 sling bullets, a necklace of garlic bulbs, 5 flasks of holy water, a tanglefoot bag, , a necklace of garlic bulbs, hammer, a wooden stake,50 feet of hemp rope, a crowbar, one sunrod, 2 potions of lesser restoration, 1 potion of protection from evil and a wooden holy symbol.
Capacity:
Light: 66 lbs. or les
Medium: 67–133 lbs.
Heavy: 134–200 lbs.
An air of the supernatural drapes Ingrid's person like fine silk.
If one were pressed to describe Ingrid in a single word, breath-taking would be near the top of the list. A young woman of remakable beauty and an almost overwhelming presence, her flawless marble white skin almost glows in dim light, long raven black hair in stark contrast.
Tall for a woman, her stature is all the more noteworthy because of the ease and confidence with which she carries herself, capable of shifting from a stunning, heartwarming smile, to an imposing glare with ease.
Amongst her notable featres, it is her eyes that most find impossible to tear their own away from. Deep pupil-less sapphire orbs, containing an inner azure glow that has been known to radiate with great intensity when she embraces her celestial heritage. Her voice carries a sonorous tone just short of an echo, her scent calls to mind the crumbling pages of antique books and snuffed-out candles.
Background
Everyone living in Ustalav knew the truth of their land, a country rife with undead, creatures preying on the innocent or unprepared.
In the city of Karkau, the innocent have been defended and protected as best as possible by members of the Van der Geist family, tracing back to the legendary Artur Van Geist, famed paladin of Pharasma, who led an assault against the Whispering Tyrant that it is said helped to weaken him enough for his eventual downfall. Though Artur fell he swore with his dying breath that the people of Ustalav would always have protectors.
His words would turn out to be prophecy as throughout the generations his decendents would stand against the darkness, warriors and priests, wizards and paladins, the defense of the people to strive against the taint of the land was in their blood.
Centuries later a warrior of the Van der Geist line would stand alongside his wife, a cleric of Pharasma as they faced a host of undead. Battling furiously they prevailed, but not before the woman was attacked by a powerful ghost attempting to possess her. Feeling her mind slipping she called out to her goddess, being blessed with the Lady’s touch, immediately destroying the renevant and infusiung her with Pharasma’s energy.
Returning to their home she was given a clean bill of health by the clerics along with the discovery that she was one month with child.
The baby was born healthy and hale, with no sign of ill effect from her mother's encounter but with a birthmark in the shape of the holy symbol of Pharasma at the back of her neck. As she grew there seemed to be a notable aura of the divine around her, a quiet chill that offset her friendly nature.
Like her brothers she was trained in the arts of war, taught the weaknesses of the undead, and in this she excelled, exceeding any of them in her capacity to bring final death to those who denied the grave. Ash her training continued she found that she could actually discern the undead simply by looking at them, gifted with the ability to see the corruption of life energy deep within them.
Familiar with her family’s legacy, Professor Petros Lorrimor made her the subject of a greater study of the family’s legacy. The two formed a strong friendship, corresponding regularly, with Ingrid visiting whenever her work took her near Ravengro.
The professor found it especially fascinating that since her ancestor’s pact to protect the land, the recurrence of Aasimar blood in her family line achieved a regularity rarely seen in some whole ages.
From their first meeting, she took to him, coming to see him as sort of a favorite uncle, often visiting and spending evenings socializing with the professor’s daughter Kendra, who was the same age. Ofeten she would spend the days studying, debting and comparing notes with the professor, always ready to tell him about the newest monstrosity she'd faced.
In fact there were numerous occasions, such as when she and her brother were dispatched to take on a zombie attacking the sheep of an outlying farm, where Petros’ information on the habits of the undead, was vital and welcome information.
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Wealth
Spoiler:
pp gp sp cp
gems
Important info
Spoiler:
Father Grimburrow uses the edge of his robes to spread the items out on the desk. He looks over the items one by one, mumbling to himself as he turns each object this way and that. Poking, prodding, and praying. He finally nods his head and starts to speak aloud.
"This one here belonged to The Lopper," he says indicating the bloodstained handaxe. "It'll hurt his spirit and anything connected to him worse than any other spirits. However, if any of you wield this axe in battle, you won't be able to relinquish the axe again until the curse is removed and it'll eat away at you little by little."
"This was The Splatterman's," He looks up and around at the group. "None of you have looked through the book yet, have ya?" He says in regards to the moldy spellbook. "Anyone who looks through it will start to see things meant to build up the fear in them. If a worker of arcane magic looks through it, well, it'll affect them the worst - make them be afraid to use their magic even to save their friends after awhile - unless they are strong enough to fight the fear. I don't think he'll attack whoever is holding the book though, unless they attack him first. Causing damage to the book when you're near his ghost will damage him too."
"This hear was the Mosswater Marauder's," he says of the smith's hammer. "Having it near the Marauder will make it more difficult for the Marauder to attack, but whoever's holding it might be overcome with the urge to attack other's with it, even their closest friends."
"And of course the flute belonged to The Piper of Illmarsh. Playing the will in the area of the Piper's influence will damage him, and also any of the haunts that are connected to him. However, once you start playing the flute, I mean even just one note, it's gonna try to take a hold of you and if it does, you won't be able to stop. You'll bleed and be in agony, but still unable to stop unless the curse is lifted or someone physically removes the flute from you."
Harrowstone wrote:
This weapon deals +1d6 points of damage on a hit against
f laming skulls and other beheaded (see page 82), as well as
against the Lopper or any creatures directly associated with
his hauntings. Against the Lopper, this weapon further
functions as a +1 ghost touch handaxe. Once successfully
wielded in combat, the handaxe’s curse manifests, after
which point the wielder cannot relinquish the axe unless the
curse is removed—as long as the curse persists, the axe’s
wielder must make a DC 13 Will save every day at dawn
to avoid taking 1 point of Constitution damage as terrific
pains lance through her neck.
Anyone who looks through the book finds her
name scribbled in blood on the margins of the book.
Worse, as long as the book is carried, that person receives
periodic visions of her name partially spelled in blood in
unexpected areas—on the back of a door, on a gravestone,
on a magical scroll, or anywhere else. No one else can see
these scribblings, and when the victim blinks or glances
away, the words are no longer there upon a second look.
The cumulative effect of these frightening visions is to
impart a –2 penalty on all saving throws against fearbased
effects. If the person carrying the book can cast
arcane spells, she also develops a fear of losing her ability
to cast spells and hoards her prepared spells or available
spell slots with an almost miserly greed. Whenever she
attempts to cast an arcane spell, she must make a DC
14 Will save to resist deciding at the last minute to not
cast the spell, effectively losing that action for the round
(although not the spell or spell slot). This effect persists
for 1d6 days after the person carrying the book sets it
down. Possession of this spellbook grants a significant
advantage over the Splatter Man—he can sense the book’s
proximity, and will not attack or otherwise directly harm
the person carrying that book unless that person attacks
him first, at which point he can attack the book’s carrier
but with a –2 penalty on all attack rolls and a –2 penalty
to the save DCs of any spells he casts on that target. In
addition, by ripping pages that contain spells out of the
book while within 30 feet of the Splatter Man’s ghost,
the book’s carrier can actually damage the ghost. It’s a
standard action to rip pages from the book—the carrier
must pick which pages (and thus which spells) he wishes
to destroy. Each time he does so, the Splatter Man’s ghost
takes 1d6 points of damage + 1 additional point per spell
destroyed. Ripping all of the pages out at once is possible
for a larger overall damage bonus on that action, but
ripping spells out one at a time will do more damage to
the Splatter Man in the long run. As mentioned above,
mold has destroyed most of the book’s contents, but nine
spells do remain viable: comprehend languages, dispel magic,
false life, gust of wind, illusory script, levitate, mage armor,
magic missile, and summon monster IV.
If used in battle,
the hammer functions as a masterwork light hammer.
The hammer’s presence is enough to cause the spirit of the
Mosswater Marauder to suffer powerful pangs of shame,
guilt, and horror—as long as the hammer is within 20
feet of the Mosswater Marauder’s haunt, all save DCs
from that haunt are reduced by 2, and any ectoplasmic
manifestations of the Mosswater Marauder’s spirit
takes a –2 penalty on all attack rolls, saving throws, skill
checks, and weapon damage. Unfortunately, each round
a haunt is so affected, the person carrying this hammer
must make a DC 13 Will save to resist the compulsion to
attack the nearest living creature with the hammer.
If someone plays even a single note on the f lute,
she must make a DC 13 Will save to be seized with a fit of
performance and immediately begin playing an impressive
but dolorous dirge on the f lute. Every round she plays the
f lute, she must make a DC 13 Fortitude save to avoid taking
1d4 points of damage as blood begins running from her
eyes and ears and fingertips. If she makes the save, she
takes only 1 point of damage. She cannot voluntarily cease
playing the f lute, but if reduced to negative hit points,
she drops the f lute as she slumps into unconsciousness.
Another character can attempt to snatch the f lute away
by making a successful combat maneuver to effectively
disarm the character of the f lute—alternatively, any
physical restraint (such as a successful grapple or a hold
person spell) causes the flutist to cease playing and emerge
from her fugue. The music created by this f lute affects
the giant stirge at area R8 and the skeletons at area T4 if
the flutist is within 10 feet, causing those creatures to be
staggered by the music as long as it persists. In addition,
each round the music persists while in the area of effect of
the Piper’s haunt at area T4, the music deals 1d6 points of
damage to the haunt.