Technic League Hireling

Isabela Calista De Romano's page

144 posts. Alias of Johnny_Panic.


Full Name

Lady Isabela Calista De Romano

Race

HP 43/43 | AC 19/23/29* FF15/19/2324* T15/19/20* | F+4 R+7 W+7 | Init +5 | Per: +14 | PP 48/60

Strength 12
Dexterity 18
Constitution 10
Intelligence 18
Wisdom 12
Charisma 14

About Isabela Calista De Romano

Lady Isabela Calista De Romano
Isabela In her current form
Isabela in feeding mode
Isabela in her true form [Unknown, does not let others see it.]

The De Romano Mance Gavony Township, The Island of Thraben
Hextwin

Concept 'Noblewoman of Blood' (Black & White) (Skills/Face/Combat)
"Not all these that walk in darkness are Evil."

Description:
Lady Isabela Calista De Romano, see above.

Personality:
Lady Isabela Calista De Romano is complicated. She lives by a set of her own rules, and anyone who breaks them can quickly finds themselves dinner. Sh can be both Good and Evil, cruel and kind. She is somewhere between, somewhere in the Balance. Talk to her and you will find a sophisticated, educated, and well-traveled woman. Spend more time with her and you may start to think behind the warm smile Isabela is cold, calculating, and machiavellian. But you may also see chinks in that. Random acts of kindness and unexpected willingness to help others in need. Most of all a brooding hatred for those who would enslave or exploit the weak. As a vampire, she seems to be a walking contradiction.

Crunchy Bits:

Psion L7 [LN]

Movement" Land 30'
Init+4 Perception Low Light/Dark Vistion 60'

Offence:
Unarmed strike TH+I 7 DMG1d3+1 x2 [NL]
Bite [7mins] Bite Attach TH+8 DMG[1d8+1+1] x2 [P] [Power][ABP]
Dagger TH+7 DNG 1d4+1 20/x2 [S/P] [10'r]

Ranged
Light Cross bow TH+7 DMG [1d8] Range 80' 19/20x2 [P]
Mind Thrust DC14 DMG[1d6] 40'
Energey Slash: TH+7 DMG 1d3 Range 40' x2 [Power]

CMB +4 [BAB+3+1Str]

Defence:

HP [38/38] = (8)+[6(5)]

AC19*/23^ T15/19^ FF15/19^
AC=10+4Armor*+4Dex+1APR+Luck+^Deflection+Power*

Power*
Internal Armor +4AC 7 hours 1pp [+7AC 7pp]
^Force Shield +4AC 7mins [+

CMD =16 [10+4Dex+1Str+1Def]

Vampire Metamorphosis
+2 enhancement bonus to Strength [+1th +1DMG]
+2 enhancement bonus to Dexterity [+1AC]
+2 enhancement bonus to Constitution [+7HP]
You gain a natural Bite attack that deals 1d10 (Large)
You gain a +1 natural armor bonus. [+1AC]
You gain 5 temporary hit points. [+5thp]

STATES
20 point Buy.

Str=12[+1]-[12][2pp]
Dex=18[+4]-[14][5pp][+2Race][+2APB]
Con=10[+0]-[12][2pp][-2Race]
Int=18[+4]-[15][7pp][+1Level][+2APB]
Wis=12[+1]-[12][2pp]
Cha=14[+2]-[12][2pp][+2Race]

Saves:
F=03 [+2Class+0Con+1APB]
R=06 [+2Class+4Dex+1APB]
W=07 [+5Class+1Wis+1APB]

Resist
+2 racial bonus on saving throws against disease and mind-affecting effects.
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.

Feats and Traits:
Feats:
1:Access Psionic Talents [Psionic]
2:weapon finess
3:Blood Drinker(Dhampir)[Human]
4:Blood Salvage(Dhampir)[Human]

Class Feats
1:Psicrystal Affinity [Psionic]
2:Expanded-knowledge[Psionic]

Proficiency Weapon's
Psions are proficient with the club, dagger, heavy crossbow, light crossbow, quarterstaff, and short spear.
Proficiency Armor:
None, Armor does not, however, interfere with the manifestation of powers.

Traits:
1: Soaring Sprinter
As a youth, you often leaped and ran at treacherous heights, either because it was the only place with enough freedom for you to play or because it was not a good idea to play any lower.
Benefit(s): You gain a +2 trait bonus on Acrobatics checks to keep your balance or jump, and Acrobatics becomes a class skill for you.
2:‎ Lesser Noble
You come from an aristocratic family, though your family has long since lost any power or prestige it once had.
Benefit: You gain a +1 trait bonus on Diplomacy and Knowledge (nobility) checks. In addition, your starting money is increased by 100 gp— your “birthright,” such as it is.

Drawbacks
blood instead of food [Race]
When the time comes you must fest on blood to keep living.
Drawback: If they fail to drink about five liters of human blood in a moon's cycle, they shrivel to dust.

Dhampir
Standard Racial Traits
Ability Score Modifiers: Dhampirs are fast and seductive, but their racial bond to the undead impedes their mortal vigor. They gain +2 Dexterity, +2 Charisma, and –2 Constitution.
Type: Dhampirs are humanoids with the dhampir subtype.
Size: Dhampirs are Medium creatures and thus have no bonuses or penalties due to their size.
Base Speed: Dhampirs have a base speed of 30 feet.
Languages: Dhampirs begin play speaking Common. Those with high Intelligence scores can choose any language it wants (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.
Undead Resistance: Dhampirs gain a +2 racial bonus on saving throws against disease and mind-affecting effects.
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.
Manipulative:
Dhampir gains a +2 racial bonus on Bluff and Perception checks.
Darkvision:
Dhampir see perfectly in the dark up to 60 feet.
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.
Dayborn:
A few fortunate dhampirs were TURNED during the day under the blessings of priests, and their blood has weaker ties to their undead bloodline than others of their kind. Such dhampirs are unhindered by daylight and lose the light sensitivity racial trait. This racial trait replaces the spell-like ability racial trait.
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.

Skills:

Skill Points [2+4]x7 + 7FC + 14BG = [63]

+14 Acrobatics(+4dex +5rank +3Class+2Trait)
+04 Appraise(+4int, +0rank +0Class)
+10 Autohypnosis (+1wis, +6rank +3Class)<^
+12 Bluff (+2Cha+3rank+3Class+2Race+2power)<
+01 Climb(+1str, 0rank +0Class)
+04 Craft[All](+4int, +0rank +0Class)<
+04 Fly (+4dex, 0rank +0Class)
+04 Disable Device (+5int, +0rank +0Class)
+14 Diplomacy (+2Cha +4rank +3Class +2Race+1Trate+2Power)<
+14/24 Disguise(+2cha, +7rank +3class +2Item)< [+10 bonus Disguise checks spell]
+04 Escape Artist(+4dex, +0rank +0class)<
+01 Heal (1wis +0rank +0Class)<
+10 Intimidate (+2Cha +6rank +0Class+2Power)
+12 Perception(+1wis, +6rank +3Class +2Irem)<^
+01 Ride (+1Str +0rank +0Class)
+02 Perform (+2Cha +0rank +0Class)
+01 Profession (+1wis, +0rank +0Class)<
+12 Sense Motive(+1wis +6rank +3class +2Power)<
+04 Sleight of Hand(+4dex, +0rank +0class)
+10 Spell craft(+4int, +3rank +3class)<
+10 Stealth(+4dex, +6rank +0class)
+01 Survival(+1Wis +0rank +0class)
+01 Swim (+1Str +0rank +0lass)
+02 Use Magic Device(+2cha, +0rank +0class)
52

+08 Kn (Dungeoneering) (+4int, +1rank +3class)<
+08 Kn (Engineering) (+4int, +1rank +3class)<
+08 Kn (Geography) (+4int, +1rank +3class)<
+08 Kn (History) (+4int, +1rank +3class)<
+08 Kn (Local) (+4int, +1rank +3class)<
+08 Kn (Nature) (+4int, +1rank +3class)<
+09 Kn (Nobility) (+4int, +1rank +3class+1Trait)<
+08 Kn (Planes) (+4int, +1rank +3class)<
+08 Kn (Psionics/Arcana) (+4int, +1rank +3class)<
+08 Kn (Religion) (+4int, +1rank +3class)<
+05 Linguistics(+4int +1rank +0Class)
11
Concentration +11 (4CL+4INT+3Item)

< = Classfeat other Skill

Languages:
Common, Infenal, Abysal, Chlestial, Telepthy 100'[Item]
CLASS L7
Psion - Telepath

7th BAB+3 Hit Die: d6 SAVES +2/+2/+5 Bonus feats,x2
Discipline Detect Psionics,
Class Talents x2
Discipline Ability x1

Skills
Skill Ranks at Each Level: 2 + Int modifier.
The psion's class skills are Autohypnosis* (Wis), Craft (Int), Knowledge (all skills, taken individually)* (Int), Profession (Wis), and Spellcraft (Int). Telepath (Telepathy): Bluff (Cha), Diplomacy (Cha), and Sense Motive (Wis).

Weapon and Armor Proficiency:
Psions are proficient with the club, Dagger, heavy crossbow, light crossbow, quarterstaff, and shortspear. They are not proficient with any type of armor or shield.
Armor does not, however, interfere with the manifestation of powers.

Telepathy Discipline:
A psion who chooses the discipline of telepathy is known as a telepath. He is the master of powers that allow mental contact and control of other sentient creatures. A telepath can deceive or destroy the minds of his enemies with ease.

Discipline Talents (Ps)
Choose two powers from the following list: conceal thoughts, mind link, mind thrust, telepathic lash.
As long as you maintain psionic focus, you may manifest either of your chosen powers without paying a power point cost, but the power may not be augmented or affected by metapsionic feats. The damage of mind thrust is reduced to 1d6. You may only use conceal thoughts on yourself if used as one of your discipline talents.

Mental Intrusion (Ex)
At 2nd level, as long as you maintain psionic focus, increase the save DC of any mind-affecting power you manifest by 1 for every 2 power points you spend augmenting the power, provided the augmentation does not already increase the power’s save DC. For the purpose of this ability, you may spend additional power points augmenting a mind-affecting power’s save DC even on a power that normally does not have any augment options.

Powers
46+14 [60/60] PP/day
Powers known 15
Power level 4th
Max power spend 7pp
DC=[10+4int+PL]

Powers Known
A psion begins play knowing three psion powers of your choice. Each time he achieves a new level, he unlocks the knowledge of new powers.
Choose the powers known from the psion power list, or from the list of powers of your chosen discipline (if any). You cannot choose powers from disciplines other than your chosen discipline. (Exception: The feat Expanded Knowledge does allow a psion to learn powers from the lists of other disciplines or even other classes.) A psion can manifest any power that has a power point cost equal to or lower than his manifester level. The number of times a psion can manifest powers in a day is limited only by his daily power points. A psion simply knows his powers; they are ingrained in his mind. He does not need to prepare them (in the way that some spellcasters prepare their spells), though he must get a good night's sleep each day to regain all his spent power points. The Difficulty Class for saving throws against psion powers is 10 + the power's level + the psion's Intelligence modifier. Maximum Power Level Known: A psion begins play with the ability to learn 1st-level powers. As he attains higher levels, a psion may gain the ability to master more complex powers. To learn or manifest a power, a psion must have an Intelligence score of at least 10 + the power's level.

Powers
Psion Discipline ability x2+1 DC14
1:Detect Psionics 40' [no pp cost]
2:Mindlink 55'
3:Mind thrust 1d6 55' [Counts as magic]

Talents: DC14
1:Empathy 55' 7mins
2:psionic repair
3:Conceal Thoughts 7hours
4:Far Hand 55' 5lb
5:Energy Splash 55' 1d3 DG

1st level powers 1pp DC15
1:Empathic Connection 70 mins
2:Energy Ray 55' 1d6
3:Internal Armor +4ac 7hours
4:Force Screen +4ac 7mins
5:environment-shield [Always used][24hours]

2st level powers 3pp DC16
1:Read Thoughts 7mins [Max DC21]
2:Compelling Voice 7hours
3:Defy Gravity 70mind
4:Everyman 7hours

3ed level powers 5pp DC17
1:Concussive Onslaught Hostile
2:false-sensory-input
3:Telekinetic Force 170' 250lb
4:body-purification
-:Metamorphosis 7mins [from feat]

4ed level powers 7pp DC18
1:Psychic Reformation
1:Fold Space 680'

Equipment:
Fine Clothing 50gp 2.5Kg
Dagger Cold Iron [4gp]
Light crossbow [12gp]
Bolts x12[1gp]
Silvered bolts x3 [3gp]
Belt Pouch
-:Note pad and pen
-:Grooming set [small]
-:Signal Whistle

Money left 140gp

Notes
ABP
Resistance +1, Armor attunement +1, weapon attunement +1, Deflection +1, Mental prowess +2, Physical prowess +2

Equipment:
Fine Clothing 50gp 2.5Kg
2x Fine Short spears [20gp]
Dagger Cold Iron [4gp]
Light cross bow [32gp]
Bolts x12[1gp]
Silvered bolts x3 [3gp]

Money left 140gp

Fluffy Bits:

Home
The De Romano Mance Gavony Township, Thraben

Dream
To become a Planeswalker like Sorin Markov he told her she had the gift but that she was not ready to use it.

Job
Gaurd Captin
As a leader of others, she looks for injustice and crime and how to protect the innocent.

Fear
Being unmasked as a Vampire, losing her home, Falling to the evils of her kind, and becoming cruel and unjust.

Hates
Ghoul and the undead things they make, a soul should be let free to move on, not uses as a tool.

Knows
Eliana Carlova The Lunar Gryff-Knight

Home
The De Romano Mance
A large Town house, 3 story + Celler + attic
With stables for her Carriage and horses.
Mr. Black [Vallet Cohort / Class Rough L5]
[NPC Class L1 Staff]
1x Housekeeper [Mr Black Wife], 1 cook, 2 Footmen, 2x Maids 1 Gardener.
Well kept house with a small garden, it is both her home and personal office.
She pays for the upkeep by means of her work and also some small investments she made in local business.

Job 'Officer of the Law'
Officer of the Law and for-hire detective.
Often hired by the local constabulary to uncover crimes or dangers.
She has a reputation for being honest.

Notes

Innistrad
The vampiric bloodlines that govern the Innistrad province of Stensia reap the benefits of the isolation in the region.[7] The chain of mountains called Geier Reach, which dominates the province, separates the valleys from each other and makes them easier to be monitored and controlled. The suffering humans of Stensia have an irrational loyalty to their oppressive home, but strictly speaking, have few options; they are trapped in the narrow mountain passes and attached to their customs and lives of herding and gathering.

Thousands of years ago, before there were vampires on Innistrad, Edgar Markov was an alchemist in the land that would become Stensia. Famine was sweeping the land, and the old alchemist Edgar searched for a solution that could help the starving families feed themselves. The answer was a brutal one: to undergo a blood ritual that would cause some of the people to feed on blood. It would provide sustenance to those few, reducing demand for the failing crops, but it would also cull the overall population, reducing the number of hungry mouths to feed. Thus were vampires born on Innistrad.

The eyes of Innistrad vampires have black sclera and gold, silver, or red irises in the middle.

Innistrad vampires have a particular weakness against weapons cut from living wood, although normal weapons can also be used. They are unable to cross streams that show the reflection of the moon, and water blessed by Avacyn or her archangel burns them like acid. Within silver or a silver-backed mirror, they appear as they would have as humans. If they fail to drink about five liters of human blood in a moon's cycle, they shrivel to dust.

Edgar Markov is the founder of the Markov bloodline and the very first vampire of Innistrad. Thousands of years ago he was an aging human alchemist, experimenting with ways to achieve agelessness for himself and his only grandson, Sorin. When famine was sweeping the land, the demon Shilgengar convinced Edgar to start experiments with blood. Markov and his sons trapped the angel Marycz in his laboratory and exsanguinated her, preparing a decoction from her blood and created a ritual that caused his subjects to feed on the blood of other beings.[1] It provided sustenance to those few, but the demand for blood also culled the overall population, reducing the number of hungry mouths to feed. However, when he finally turned his grandson the trauma of the transformation caused Sorin's planeswalker spark to ignite. Sorin soon left the plane and his grandfather.

Usful link here

Backstory:

Background

Lady Isabela Calista De Romano joined the lesser Noble vampire family of De Romano some 77 years ago. Singled out by a Stromkirk Noble as someone with a gifted mind. Her prostitute mother sold Isabela to him and left. Was in fact killed He gave Isabela to a member of his family a Markov's Servant who ran a house of pleaser and fun. Kept until she was of age to be turned. Which the madam herself did. Isabela was put on display for the highest bidder. She court they eye a ]stromkirk captain who kept her for visits. But soon he came less and less and then she was cast aside and forgotten. But by then she had learned that one balanced the need to feed with one's Vampire Nobility. After that, she would brook no other customers touching her, but they all left with fond memories of doing so. Planted by her of which none of them real. The others in the house see learned to leave Isabela alone.

With time on her hands, she started to slip away and disguise herself as human. Learning to put up with sunlight and show her fangs when needed. It was while she was on her trips out that she witnessed the degradation and poverty inflicted on others by her kind. Seen as little more than food stock by most of her fellow Vampires. She stuck up a number of friendships with humans. But her Vampire nature meant she had to feed, the blood offered bordellos servants came from living thralls or slaves. She just could no longer stomach drinking from a living human being, someone with a soul. As the idea of guilt had started to enter her life.
The power of empathy is a two-way street. For in her trips out she had meet Sorin Markov, becoming lovers for a time, he told her of the real Vampire history on this plane, of being a Sangromancer and of archangel Avacyn of her loss of his travels to other planes, Most of all his work to keep balance. She was greatly impressed and learned of Haven of the Spirit Dragon and what archangel Avacyn had stood for. He told her, she had the plane's walker gift. But she was not yet ready, not yet, she had to fully understand the ways of Balance. She wished so much to follow him to other planes, help him. But soon he had to go saying he was looking for other Planeswalkers. Then she was alone once more, Before he left, he gave her two small books from his travels. One was about the planes, more a notebook really but the other was an ancient vampire text on blood rites, the parts of the Grimoire of the Dead that talked of the Barter in Blood In this, she found a means of not feeding on the freshly dead. removing The guilt she was feeling, of why Vampires were not working to be better, be more. They had been made so they can be made better, stop being as she saw her fellows, vain, greedy, hedonistic parasites.

Where the Stromkirk patrol cared only about Vampires she needed to care for humans. She started to do so. It did not take long for her to come into conflict with her own kind. She had come across the real injustice of the vampire world. A child killer group within the Night revelers A group of Vampire youth's who for sport, broke into human homes, stole a child. Terrified it then sent the child running into the streets to be hounded and hunted to death. She got their descriptions from the dead child and within a few weeks has each name, each address. But by vampire law and its courts, untouchable. They were vampire nobility low like herself yes but still in law nothing would be done. So the sport went on and with each child, she got angrier and angrier. Justice had to be done. So she took the law into her own hands. She let it be known that the child had survived, that it was revving in a secret location with his family. That is bosted of beating the vampire hunt. The pride on nobles was always their downfall. It did not take long for the pack of near-dowel child killers to show. As soon as they were in the building they found the doors locked from outside. Windows oddly bared and underfoot oil, lots and lots of oil. The blast was so great the walls of the building blow out and the roof came crashing down. The whole place becoming an inferno. None got out, none survived and for now, no other child would die by their hands. But she could not stay, she would he be hunted for what she had done. So she left that night. Headed off into the greater world with what little coin she had. That had been so long ago. As she did not age as the humans around her, she could never stay in any one place too long. Sometimes her disguise failed and she had to leave. So move on always move on,
until her travels got her to Gavony Township, Thraben, where she found work as an Investigator in the watch.
Happy to work nights she and skilled now at hiding her Vampire nature. She and a job patrolling the streets hunting crime, injustice and working to protect the weak, no matter who they are.

She was there when the undead hordes that besieged Thraben, working to find insurance and infiltrators, fighting alongside the Gryff-Knights Like so many endured the death of Lunarch Mikaeus. When Avacyn return she felt her trust in hope and felt justice would ounce more shine a new. But lost most of it when Sorin had to unmake it work for fear of the damage it would inflict on an already broken world. He had words with her then. He told her not to lose what hope she had. It takes but one to stand for others to follow. He said. Taking his books back he said, You are almost there, soon I feel you will walk the planes as I do, do not lose hope