Kyra

Julietta the Found's page

2 posts. Alias of Deevor.


Full Name

Julietta the Found

Race

Dhampir

Classes/Levels

Cleric 1

Gender

Female

Deity

Sarenrae

Languages

Common,

Strength 8
Dexterity 14
Constitution 13
Intelligence 12
Wisdom 16
Charisma 16

About Julietta the Found

Appearance:

Dark black hair, is held back under her cloak. The hair only increases the contrast with her skin, pale almost as white translucent pearl, but without that healthy lustre associated with the Varasian women. Yet despite this, her face, slim and with well defined cheek bones, straight nose, sparkling green eyes and red painted lips held in a permanent smile are to many beautiful.
Her flowing robes, cover what you imagine is a slim and perfectly proportioned body. Her traveling robes are a dusty brown, with a pale yellow edging. This edging is carefully embroided with an angel holding a flaming scimitar. A yellow cloth covers her head.

Character:

As a penance for the sins of her mother and her lover, Julietta offers to serve the innocents and deserving who fight the evils of the unliving. Yet behind her empathy to the living, is a steely determination to seek and find those creatures that gave her this curse. She is is shy and studious, except in the persuit of the unliving, especially the vampire that cursed her.

Background:

Outline
As a young child left to die in the forest
Spent time as wild child, brought up by wolf pack.
Found by cleric traveling to xxxxx (maybe Leipstadt)
Educated by the cleric and despite her disadvantage
Under the influence of her 'father' she followed in his footsteps into the clergy
Started to investigate her heritage, wanting revenge on her parents, especially her father, a vampire.
In this study into the undead met with Professor Lorrimor.
Invitation to funeral.

Full
It is not just men that fall under the trance of the Varsian dancering women as they girate around the flickering flames of the fire. From within the darkness of the forest a far deadlier creature looked on, wanting to lie with the most beatiful woman in the caravan, Lillulia. Dracnor a scheming and powerful vampire, his eyes red and full of lust, watched as Lillulia completed the dance of the lost love. The Varasians, raised their glasses, drank and clapped at the woman's entrancing and suductive dance, silohetted as she was against the yelow and orange flames that rose into the night sky. She, exhausted and spent, slowly walks towards the babbling stream, at the edge of the shadows, ready to douse herself in its cold, refreshing liquid. Instead, out of the blackness came a complulsion, her mind pulled evermore towards the dark and so it was Dracnor manipiulated her towards his vices. She was far too beautiful to be feasted on immediately, she was one to savour, a long and loving relationship until she begged him for everlasting life. That night he pulled her to him, his seed was spread, but her life still filled her. Yet he had not understood its significance, for she was with child.

By the time a pale little girl was born, he mother named her Julietta, but she was a poorly pale child, and born to a disgraced mother, born with no partner. She grew as a child of the caravan, until her mother could hide no more bloodline, the vampire heritage, her mother whosw place in the group was allowed because of her grace and beauty in the dance, could not let her daughter's secret be found out. To keep her place in the Varasian's family, she took her daughter into the depths of the woods and left her, hoping she would live but no holding out much hope.

It was a pack of gray wolves that found her, thinking her first to be easy meat, but it was then an inate power came to her aid, she heard the wolves' thoughts and answered them. The wolves became her protectors and her friends. Life was tough, surviving many moons and cirlces of the year. Until, it was the dread winter, the wolves went out on a hunt and never came back, their tracks led to their bodies, half eaten by some other creature, a fight to the death.

Julietta whose young form was cold and near death, was a chosen of Sarenrae, whose wandering cleric found her when travelling to Leipstadt on his way to the University to take up a post teaching the religion and the ways of the undead. He found her, took her in and looked after her, taught her of the ways of Sarenrae and taught her of her bloodline. She came to understand that she was despised by the many, and her resentment grew for her parents, making a vow to discover her parents and seek restitution, set the vampires spirit free to meet with Pharesma. Her mother who knows what the fates will bring.

In Leipstadt, she continued her studies into the terrors of Ustalav, where one of her tutors, Professor Lorrimor look a liking to her and acknowledged her devotion to study and to her god.

Notes
Given the gods in Ustalav: Desna Pharesma and Dhampir: Sarenrae or Pharesma ... probably go to Pharesma ... OK can do ... Mother was Varasian, so can be Sarenrae.


How she is built:

Starting Stat, points spent, Finishing Stat
Str 10 -2 = 8
Dex 12 +2 = 14
Con 8 +3 = 11
Int 10 +2 = 12
Wis 10 +10 = 16
Cha 12 +5 = 16

Racial Alt:
Vampiric Empathy: Though dhampirs often relate poorly to humanoids, some share an affinity with baser creatures. These dhampirs gain the ability to communicate with bats, rats, and wolves as if under the effects of a speak with animals spell (caster level equal to 1/2 the dhampir's Hit Dice). In addition, they gain a +2 racial bonus on Diplomacy checks when dealing with these animals. Whenever these dhampirs initiate an exchange, animals begin with a starting attitude of indifferent. This is a supernatural ability. This racial trait replaces manipulative.
Dayborn: A few fortunate dhampirs were born 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.
Possible Progression: if LG take 1 or 2 levels in Paladin.


Stats:

Dhampir Cleric 1
LG Medium Humanoid (dhampir)
Init +2; Senses Darkvision, Low-Light Vision; Perception +5
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Defense
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AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 8 (1d8)
Fort +2, Ref +2, Will +5; +2 vs. disease and mind-affecting
Defensive Abilities Negative Energy Affinity; Resist Undead Resistance
Weakness Light Sensitivity
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Offense
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Speed 20 ft.
Melee Light Shield Bash -5 (1d3-1/x2) and
Scimitar -1 (1d6-1/18-20/x2)
Ranged Light crossbow +0 (1d8/19-20/x2)
Special Attacks Sun's Blessing
Spell-Like Abilities
Cleric Spells Prepared (CL 1, -1 melee touch, 2 ranged touch):
1 (2/day) Cure Light Wounds (DC 14), Bless, Obscuring Mist
0 (at will) Resistance (DC 13), Read Magic, Detect Magic
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Statistics
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Str 8, Dex 14, Con 11, Int 12, Wis 16, Cha 16
Base Atk +0; CMB -1; CMD 11
Feats Additional Traits
Traits Magical Knack (Cleric), Poverty-Stricken, Sacred Conduit, Teacher's Pet (Knowledge [religion])
Skills Acrobatics -1 (-5 jump), Bluff +3, Climb -4, Diplomacy +7, Escape Artist -1, Fly -1, Knowledge (religion) +7, Perception +3, Ride -1, Sense Motive +7, Spellcraft +5, Stealth -1, Survival +4, Swim -4
Languages Common, Varisian
SQ Aura, Cleric Channel Positive Energy 1d6 (6/day) (DC 14), Cleric Domain: Restoration, Cleric Domain: Sun, Resist Level Drain, Restorative Touch (6/day), Spontaneous Casting
Combat Gear Armored coat, Crossbow bolts (20), Light crossbow, Light wooden shield, Scimitar; Other Gear Backpack (empty), Holy symbol, wooden (Sarenrae)
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Special Abilities
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Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Cleric Channel Positive Energy 1d6 (6/day) (DC 14) (Su) A good cleric can channel positive energy to heal the living and injure the undead; an evil cleric can channel negative energy to injure the living and heal the undead.
Cleric Domain: Restoration Associated Domain: Healing
Cleric Domain: Sun Granted Powers: You see truth in the pure and burning light of the sun, and can call upon its blessing or wrath to work great deeds.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Magical Knack (Cleric) +2 CL for a specific class, to a max of your HD.
Negative Energy Affinity (Ex) You are alive, but react to positive/negative energy as though you were undead.
Resist Level Drain (Ex) Negative levels don't impose penalties or become permanent, but still kill if exceed HD.
Restorative Touch (6/day) (Su) Remove the dazed, fatigued, shaken, sickened, or staggered conditions by touch.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
Sun's Blessing (Su) +1 to channel positive energy's damage to undead.
Teacher's Pet (Knowledge [religion]) Professor Lorrimor traveled the Inner Sea region lecturing and teaching at universities in locations as far-flung as Manaket and Magnimar, and as different in scope as the bardic colleges of Taldor and the battle colleges of the River Kingdoms. Speak
Undead Resistance +2 save vs. disease, mind affecting effects.