Bojask

Jon Pariah's page

157 posts. Alias of Harakani.


Classes/Levels

Init+4 Per +2 to +8 Stealth +11 F+1 R+5 W+3 HP 17/17 AC 18

Gender

Left (detects: 2/3 spells: 3/6)

About Jon Pariah

I woke up on a table.
I don't really remember anything before that. Oh, there were flashes, but most of it was either a blank, or a confused jumble. There was one image though, that stuck with me, a woman looking into my eyes and calling me "Jon".
So that's my name, Jon.
It took a while to slip out of the restraints. Someone hadn't wanted me getting up, that's for sure. I had a lot of time to look at the table. Arcane sigils, feathers, tattoo equipment, and blood. Gallons of the stuff. From the look of it, mine.
I looked around the building - carefully - for whoever had done it. I almost screamed when I caught a glimpse of someone. Haunted eyes, fresh tattoos of owls, and feathers, and eyes. Symbols I somehow knew were bindings, and protections, and preservations. Of course, it turned out it was a mirror.
I did find the "doctor" who had worked on me. He turned when I entered the room. He had one of those big doctor's plague masks shaped like a stylised bird's head. Soon as he saw me he attacked me.
I wrestled with him - he was stronger than me - and I realised he wasn't breathing, wasn't bleeding, wasn't alive. He kept trying to stab me with that mask of his, and I did something and he fell back, just a corpse.
That was the first time I used my new power. Magic. Not sure if I had it before, it came from the bindings, or from the plague.
I found out about the plague when I found the book he'd been writing in.
The doctor had been trying to cure me. Turned to magic to break the fever before I turned, and ended up binding a psychopomp into my skin through tattoos. He'd found a cure - but not soon enough to save himself, the poor bastard.
I rested for a few days, got the lay of the land outside, and I realised the spells, or whatever they were, that kept me human were just slowing the process. I might have weeks, maybe even months, but I doubted I'd make the year.
Somewhere out there is an answer. Somewhere out there is a cure. Somewhere out there is the woman who called me Jon.
Time to go find them.

John Pariah
NG Medium Humanoid (Dhampir)
Init +4; Senses Darkvision 60ft, Low Light Vision; Perception +3 (+8)
----- Defense -----
AC 18, touch 14, flat-footed 14 (+4 Dex, +4 Mage Armor)
hp 17 (3d6+3)
Fort +1, Ref +5, Will +3
Defensive Abilities Undead Resistance (+2 versus disease and mind affecting) Resist Level Drain; DR 5/- vs nonlethal, Cold Resist 5
Weaknesses Light Sensitivity, Negative Energy Affinity
----- Offense -----
Speed 30 ft
Melee Stake +0 P 1d4-1 (20/x2)
Ranged Disrupt Undead 35ft +5 touch positive 1d6+2 damage (includes PB, US)
Ranged Heavy Crossbow 120ft +5 P 1d10(19-20/x2)
Ranged Acid Blast 35ft +5 touch acid 1d3+1 (PB)
Ranged Snowball 35ft +5 touch cold 4d6+1 (PB)
Space 5 ft.; Reach 5 ft.
Spells (CL 3 (4 conj, necro); concentration +5 (6 conj, necro))
At will—Disrupt Undead, Detect Magic, Message, Prestidigitation, Mage Hand
6/day(ttl) —Mage Armour (CL4) Protection From Evil (CL3) Chill Touch (CL5) snowball (CL4)
Spell-like ability (CL 2)
3/day - Acid Blast
----- Statistics -----
Str 8, Dex 18, Con 10, Int 10, Wis 10, Cha 16
Base Atk +1; CMB -0; CMD 14
Feats Point Blank, Varisisan Tattoo (Conjuration), Improved Familiar
Skills Bluff +5 Knowledge Religion +4, Perception +3, +2 alertness, +3 opposed night, Sense Motive +0, +2 alertness, Stealth +11, Intimidate +7
Racial Modifiers +2 perception, +2 bluff
Languages Common

Death's Gift (Su): At 3rd level, you gain resist cold 5 and DR 5/— against nonlethal damage. At 9th level, your resistance to cold increases to 10 and your DR increases to 10/— against nonlethal damage.

Equipment
Heavy Crossbow
Boltsx20
Wooden Stakes
Sorceror’s Kit
spell component pouch
Signet ring

level 3:

+1 Fort
+1 Ref
+5 hp (favoured)
+2 skills (stealth, perception)
+1 1st level spell known(snowball), + chill touch
+1 1st spell/day
Death's Gift (Su): At 3rd level, you gain resist cold 5 and DR 5/— against nonlethal damage. At 9th level, your resistance to cold increases to 10 and your DR increases to 10/— against nonlethal damage.

level 2:

+1 BAB
+1 Will
+5 hp (favoured)
+2 skills (stealth, intimidate)
+1 cantrip
+1 1st spell/day

workings:

Str 8 (-2 -2pts)
Dex 18 (+6 10pts +2 racial)
Con 10 (+2 2pts -2 racial)
Int 10 (0 pts)
Wis 10 (0 pts)
Cha 16 (+4 5 pts +2 racial)

+0 Fort: (+0 base +0 con)
+4 Ref: (+0 base +4 dex)
+2 Will: (+2 base +0 wis)

HP: 7 (d6=6 +1 favoured)
AC: 18 (+4 dex, +4 armor)
BAB: 0

Spells:
known 4/2
0: Disrupt undead
0: Detect Magic
0: Message
0: Prestidigitation
1: Mage Armour
1: Protection from evil
Per day
0: infinite
1: 4 (3 base +1 cha)

Feats:
1: Point Blank (+1 hit and damage within 30 ft)
S1: Varisian tattoo (Conjuration). +1 CL conjuration, acid splash 3/day.

Traits:
Silent Hunter (+1 stealth, stealth is a class skill)
Undead Slayer (+1 damage vs undead)

Skills:
Stealth 1, Knowledge: Religion 1
+9 Stealth: 3 trained 1 trait 1 rank 4 dex
+7 Perception: +0 wis +2 alertness +3 owl +2 manipulative
+5 Bluff: +3 cha +2 manipulative
+4 Knowledge Religion: +0 int +1 rank + 3 trained

Dhampir traits:
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 Dhampire gain a +2 racial bonus on Bluff and Perception checks.
Spell-Like Abilities (Su): A dhampir can use detect undead three times per day as a spell-like ability. The caster level for this ability equals the dhampir's class level.
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.
Light Sensitivity: Dhampirs are dazzled in areas of bright sunlight or within the radius of adaylight spell.
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.

Sorceror, Undead bloodline, tattooed Sorceror Archetype, Sanguine Archetype traits:
+1 caster level for Necromancy
Varisian tattoo Feat (Conjuration) - see Feats
tattooed familiar (Owl)

Equipment: 70
50 Heavy Crossbow
2 Boltsx20
0 Wooden Stakes
8 Sorceror’s Kit
5 spell component pouch
5 Signet ring