Serpentfolk Wizard

Kassii the Bloodscaled's page

35 posts. Alias of Doomed Hero.


Race

HP 44/44, AC18 , CMD 15, Fort +5, Ref +6, Will +7, Init +2, Per -1

Special Abilities

Slumber DC 24, Bonethrall DC 21,

Strength 6
Dexterity 14
Constitution 12
Intelligence 24
Wisdom 8
Charisma 14

About Kassii the Bloodscaled

background:

Kassii never should have survived. She was born deformed, with bleach white scales and two heads. There was much debate about whether to kill her when she was fresh from her egg, but the Priests of Ydersius performed a bloody Communion with their slain god. The divine divination gave the pale mutant the most powerful destiny in generations.

She was raised by the priest-caste, but had no skill for their ways. She had two minds and two souls, and the Serpentfolk are a profoundly selfish people. She ended up having to do every prayer and ritual twice. In spite of her distaste for the priests and their worship, she grew to be fiercely zealous. Her god was far more important to her than her people's religion. She began claiming that a herald of Ydersius was visiting her when she slept. Both of her. Her two minds were linking and sharing dreams. Her god's herald had told her that her second head was a gift from him, a mirrored reflection of his own lost head. Suddenly she knew what she had to do.

One of her heads was divine. The other was just her own original head. She could not tell which was which. She could have told the priests of her plan, had them perform divination and look for omens, but she was sure they would think her a fool. It seemed better to put her fate entirely in Ydersius' hands.

On the day of her ascension to adolescence, in the dead of night, her two heads each picked a side of a coin. The winner of the toss was carefully, painfully cut off.

She felt her second soul trying to split, but she prayed and fought, and with bloody rites she bound her second spirit to her severed head.

Things were so much clearer after that. Her twinned soul was thrilled not to be bound in one body anymore. She learned to manipulate necromantic energies and bind the dead back to the world of the living. The powers of blood and death came to her with natural ease. The powers of life and of death bent to her will.

She had claimed her birthright. She knew what she was meant to be, and what she was meant to do.

One way or another, she was going to bring back her god.

Appearance:

Kassii is a lithe and slender Serpentfolk with Albinism. Her skin is completely colorless, save for where the blood beneath shows through between her scales. Her eyes are red, as is the patterning on her hood. To protect her delicate skin from light, she wears a hooded cloak. The entire right side of her neck is a patch of gnarled scar tissue.

Beneath the cloak, slung across her chest like a purse is a small serpentine skull on a leather cord.

Serpentfolk Gravewalker Witch 8 (Nightmare patron)
Kassii's Offering

=====Defense=====

Spoiler:

44 HP: (8 +7d6 +8)

AC 18 (10, +2 dex, +1 natural, +2 Armor, +2 shield, +1 deflection
...+4 Mage Armor

CMD 15 (10, -2 str, +1 dex, +4 bab, +2 deflection

+5 Fort (+1 con, +2 witch, +2 Resistance)
...+2 vs Poisons (racial)
+6 Ref (+2 dex, +2 witch, +2 Resistance)
+7 Will (-1 wis, +6 witch, +2 Resistance)
...+2 vs mind effects (racial)

=====Offense=====

Spoiler:

BaB +4

CMB +4

Light Underwater Crossbow +5, 1d8, 19-20/x2 crit, 80' range

Ceremonial Sickle +2, 1d6-2, 19-20

Bite +2, 1d4-2 + poison

Poison, Injury (Bite), Save: Fort (DC = 10 + 1/2 Serpentfolk HD + Con modifier), Frequency: 1/round for 6 rounds, Effect: 1d2 Str damage, Cure: 1 save

=====Traits and Feats and Abilities=====

Spoiler:

-Traits-
Honeyed Words: You receive a +1 trait bonus on Diplomacy checks. In addition, you receive a +1 trait bonus to the DC of any charm or compulsion that does not provide ongoing control and results in peaceful acts, such as calm emotions, sleep, or a suggestion to lay down arms.
Gifted Adept: +1 CL to Animate Dead
Signature Spell: +1 CL to Animate Dead

-Drawback-
Umbral Unmasking: You cast no shadow whatsoever, or the shadow you do have is monstrous. Under normal lighted conditions, this is not hard to observe—but uncommon to notice. Creatures that succeed at a DC 15 Wisdom check notice it plainly (an additional Perception check may be required based on environmental conditions). This telltale sign of wickedness cannot be concealed by misdirection, nondetection, or illusions, except those that also affect shadows (such as invisibility).
Kassii has two shadows.

-Feats-
1st) Spell Focus Necromancy
3rd) Spell Specialization
5th) Ability Focus (+2 slumber hex DC)
6th) Extra Hex (from favored class bonus)
7th) Vile Leadership

=====Skills=====

Spoiler:

Skill Points: (2-class, +6 int) x8, +16 Background*
Total 80
ACP 0

+8 Acrobatics (7 rank, +1 dex)
+9 Swim (8 ranks, -2 str, +3 class)
+11 Diplomacy, (8 ranks, +2 cha, +1 trait)
+11 Escape Artist (8 ranks, +1 dex, +2 race)
+11 Craft Trap (1 rank, +7 int, +3 class)
+18 Craft*: Alchemy (8 ranks, +7 int, +3 class)
+18 Knowledge Arcana (8 rank, +7 int, +3 class)
+18 Knowledge Religion (8 rank, +7 int, +3 class)
+11 Knowledge Planes (1 ranks, +7 int, +3 class)
+11 Knowledge Dungeoneering (1 rank, +7 int, +3 class)
+11 Knowledge Nature (1 rank, +7 int, +3 class)
+11 Knowledge History (1 rank, +7 int, +3 class)
+18 Spellcraft (8 rank, +7 int, +3 class)
+15 Use Magic Device (8 rank, +2 cha, +3 class, +2 race)
+9 Linguistics* (2 ranks, +7 int)
+5 Heal (1 rank, -1 wis, +3 class, +2 eq.)

+10 Disable Divine (Skeleton Key. Locks only, one attempt per lock)

=====Spells and Consumables=====

Spoiler:

Witch Spell List

DC 17+ spell level
Patron Spells marked in blue

...+1 DCs of Necromancy spells (marked in Bold)
...+2 CL of Specialization spells (marked in Italics
...+2 CL of Animate Dead (traits)
...+X Caster Level, Necromancy (deathwine)
...+1 Caster Level, Necromancy (deathknell)
...+1 Caster Level, Necromancy (Salt alchemical power component)

Cantrips (4 memorized, at will)

Detect Magic x
Mending
Message x
Guidance x

1st Level (4 per day, +2 bonus)
Sleep
Snowball x
Mudball
Touch of Combustion x
Ill omen x x x
Mage Armor x
Blood Money
Cure Light Wounds
Inflict Light Wounds
Decompose Corpse
Memorize Page
Sow Thought
Detect Secret Doors

Unseen Servant

2nd level (3 per day, +2 bonus)
Command Undead x
Hidden Presence x
Enemy's Heart x
Masterwork Transformation
Limp Lash x
Touch of Idiocy
Glitter Dust x
Blood Transcription
Symbol of Mirroring
Cure Moderate Wounds
Inflict Light Wounds

3rd level (3 per day, +2 bonus)
Animate Dead (+4 CL) x
Vampiric Touch x
Accursed Glare x
Bestow Curse
Swarm of Fangs
Waves of Blood
Hydrophobia x
Dispel Magic
Fly
Stinking Cloud x
Barrow Haze
Improve Trap
Deathwine
Waters of Maddening

4th level (2 per day, +1 bonus)
Phantasmal Killer
Black Tentacles x
Debilitating Portent
Enervation x
Skeleton Crew
Sleepwalk
Touch of Slime
Wall of Blindness and Deafness x
Shadow Walk

---Spell Like Abilities---
Disguise Self 1 x day
Hypnotism 1 x day
Suggestion 1 x day

---Consumables---
Potions
Mage Armor x2

Scrolls
Enervate x2

Wands
Infernal Healing (50) (750 gp)
Ill Omen (50) (750 gp)
Command Undead (50) (750 gp)

Reagents and Material Components
Animate Dead reagents 40 HD

Alchemical Weapons
Holy Water x3
Tanglefoot Bags x10
Tangleburn Bags x5

Alchemical Items
Smokestick w/tindertwig x4
Antitoxin x4
Antiplague x4

=====Class Abilities=====

Spoiler:

Favored Class Bonus:

Aura of Desecration (Su) At first level, a gravewalker can create a 20-foot-radius aura of evil power. This aura increases the DC of channeled negative energy by +1 and the turn resistance of undead by +1. At 3rd level and every 2 levels thereafter, the radius of the aura increases by 5 feet, to a maximum of 70 feet at 20th level.
This ability replaces the witch’s 1st-level hex.

Coven Hex: (2nd level hex) The witch counts as a hag for the purpose of joining a hag’s coven. The coven must contain at least one hag. In addition, whenever the witch with this hex is within 30 feet of another witch with this hex, she can use the aid another action to grant a +1 bonus to the other witch’s caster level for 1 round. This bonus applies to the witch’s spells and all of her hexes.

Water Lung (su) An air-breathing target can breathe water or an aquatic target can breathe air. This lasts 1 minute. If the witch uses this hex on herself, she can maintain it while she sleeps, allowing her to safely sleep underwater.

Bonethrall (Su) At 1st level, a gravewalker can take control of an undead creature within her aura of desecration by forcing her will upon it (Will negates, using her hex DC.) If it fails the save, the creature falls under her control as if she had used command undead (once control is established, the undead remain controlled even if outside the witch’s aura). Intelligent undead receive a new saving throw each day to resist her command. The witch can control up to 1 HD of undead creatures per caster level. If an undead creature is under the control of another creature, the witch must make an opposed Charisma check whenever her orders conflict with that creature’s.
This replaces the witch’s hex gained at 4th level.

Slumber Hex: (6th level hex) A witch can cause a creature within 30 feet to fall into a deep, magical sleep, as per the spell sleep. The creature receives a Will save to negate the effect. If the save fails, the creature falls asleep for a number of rounds equal to the witch’s level.
This hex can affect a creature of any HD. The creature will not wake due to noise or light, but others can rouse it with a standard action. This hex ends immediately if the creature takes damage. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.

Possess Undead (Sp) A gravewalker may take direct control of one of her undead minions within her aura of desecration, as if using magic jar; the witch’s poppet acts as the soul receptacle for this ability. The minion gets no saving throw against this ability.
This replaces the witch’s hex gained at 8th level.

======Race Abilities=====

Spoiler:

Favored Class Bonuses, all 1/6 of an extra hex. 6/6, 2/6

Base Racial Traits
Ability Scores: Serpentfolk are far more dexterous than most races and their minds are inhumanly sharp, but they lack true physical prowess. They gain a +2 Dexterity, +2 Intelligence and -2 Strength.
Type: Serpentfolk are monstrous humanoids.
Size: Serpentfolk are medium creatures and stand around 6' tall.
Base Speed: Serpentfolk have a base speed of 30 feet.
Languages: Serpentfolk begin play speaking Draconic and Undercommon. Serpentfolk with high Intelligence scores can choose from the following: Aboleth, Abyssal, Aklo, Common, Dwarven, Elven, and Infernal.
------------------------------
Defense Racial Traits
Resilient: Serpentfolk gain a +2 racial bonus on saving throws vs. mind-effecting effects and poison.
------------------------------
Feat and Skill Racial Traits
Skilled: Serpentfolk have very limber bodies, and their minds are adept at understanding arcane knowledge. They gain a +2 racial bonus on Escape Artist and Use Magic Device checks.
------------------------------
Magical Racial Traits
Spell-like Abilities: Serpentfolk can cast Disguise self, Suggestion, and Hypnotism each once per day, using their total character level as their caster level.
------------------------------
Offense Racial Traits
Natural Weapons: Serpentfolk have a bite attack that deals 1d4 damage. This is a primary natural weapon.
Poison: Serpentfolk possess a natural venom in their fangs. Whenever a creature is struck with their bite attack, they suffer the effects of this venom; Venom: Injury (Bite), Save: Fort (DC = 10 + 1/2 Serpentfolk HD + Con modifier), Frequency: 1/round for 6 rounds, Effect: 1d2 Str damage, Cure: 1 save.
------------------------------
Sense Racial Traits
Darkvision: Serpentfolk can see perfectly in the dark up to 60 feet.

=====Equipment and Automatic Bonuses======

Spoiler:

Bonerazor (5k)

Armor: Ceremonial Silken Armor (+1 Armor bonus, ABP lvl 8)
Shield: Mithril buckler (+1 Shield bonus, ABP lvl 8)
Head: (+2 Int, ABP lvl 6)
Eyes:
Neck:
Shoulders: (+2 resistance, ABP)
Waist: (+2 con, APB lvl 7)
Body:
Vest:
Wrist: sprig loaded wrist sheathe (left, potion of mirror image, right potion of cure moderate)
Hands:
Ring: ring of counterspells [Control Undead] (+1 deflection, ABP)
Ring:
Feet:

----Worn----

Manacles x3
Signal horn

----In pouches----

Fishhooks
Twine (50')
Chalk
Charcoal
Marbles
tindertwigs x5
Glowrods x5
Skeleton Key
Waterskin
Jerky

----In Bandoleers----
Alchemical Weapons

----In Satchel----[/b[
Spellcasting foci and reagents
3000 gp worth of Onyx

[b]---Portable Hole---
scrimshaw tools
tailor's tools
Ink in metal pot
Vellum in hardened scroll case.
Rations
Extra water
Bedroll
Hammock tent.

Cash

Spoiler:

4000

Bodies:

Minion List:

Command Undead (spell, 10 HD per casting)

Bonethrall Pool (as Command Undead, up to 8 HD)

Bonerazor Minion (One creature, does not count against command limit)

Animate Dead Pool (Caster level x4 HD)

Notes: