Vampire

Kislum Thrallmaster's page

46 posts. Alias of Weeeknight.


Full Name

Kislum Thrallmaster

Race

Dread vampire kitsune Enchanter 6

Classes/Levels

|Init +14| AC: 22, 18 Flatfooted| DR 10/Good and silver|SR 18|hp:117 |fast healing 5 | Fort +17, Ref +11, Will +26; +1 luck bonus on saving throws against divine spells| Perception +27| S: 3rd(8/8), 2nd(9/9), 1st(10/10)|M: 2nd(7/7), 1st(8/8)| MP: 7/7

Gender

Female

Size

Medium

Age

246

Alignment

Neutral Evil

Strength 14
Dexterity 18
Intelligence 20
Wisdom 22
Charisma 41

About Kislum Thrallmaster

Kislum Thrallmaster
Female Dread vampire kitsune crossblooded sorcerer 6//Mesmerist 6/Archmage 1
NE Medium undead (augmented, kitsune, shapechanger)
Init +10; Senses blindsight 20 ft., darkvision 120 ft., low-light vision, scent; Perception +27

Defenses:
AC: 22(+4 Dex, +8 Natural), 18 Flatfooted

DR 10/Good and silver

hp:117 (6d8+93); fast healing 5

Fort +17, Ref +11, Will +26; +1 luck bonus on saving throws against divine spells.

Defensive Abilities: channel resistance +6, dread rejuvenation, hard to kill;Immune cold, undead traits; Resist acid 10, electricity 10, sonic 10; SR 18

Dread Rejuvenation (Su)
If reduced to 0 hit points in combat, a dread vampire assumes gaseous form (see below) and attempts to escape. It must reach its coffin home within 2 days or be utterly destroyed. (It can normally travel up to 9 miles in 1 hour.) Additional damage dealt to a vampire forced into gaseous form has no effect. Once at rest, the vampire is helpless. It regains 1 hit point after 1 hour, and then is no longer helpless and resumes healing at the rate of 5 hit points per round.

Even if a dread vampire is killed, if its remains are bathed in the blood of a single non-extraplanar good creature with at least a number of HD equal to the dread vampire’s, it returns to unlife within 1d4 minutes.

Weaknesses:
Unlike their lesser brethren, garlic or mirrors do not affect dread vampires. They ignore holy symbols unless they are presented by someone with strong faith (someone who can cast divine spells, or who is otherwise favored by their deity). Presenting a holy symbol is a standard action against which a dread vampire gets a Will save. The save DC is either Wisdom– or Charisma-based, whichever is better. If it fails, the dread vampire recoils and cannot approach within 5 feet or act against the presenter, and the dread vampire is considered staggered. The dread vampire gets another save each round the symbol is presented to act normally.

Dread vampires cannot enter a private home or dwelling unless invited in by someone with the authority to offer an invitation. If invited in, the dread vampire gains immunity to its normal weaknesses while in that abode for 1 month or until the invitation is revoked. If the dread vampire is in the home when an invitation is revoked, the vampire is immediately expelled and appears 30 feet from the abode’s entrance.

Reducing a dread vampire’s hit points to 0 or fewer incapacitates it, but doesn’t always destroy it due its fast healing ability. However, certain attacks can slay dread vampires, at least temporarily (see dread rejuvenation above). Exposing any dread vampire to direct sunlight staggers it on the first round of exposure, and it takes 5 hit point of damage each round after if it does not escape. While exposed to direct sunlight, the dread vampire does not gain the benefits of fast healing.

Unless the base creature has the aquatic subtype or has as swim speed, each round of immersion in running water inflicts 5 hit points of damage to a dread vampire—a dread vampire reduced to 0 hit points in this manner is destroyed.

Driving a blessed wooden stake through a helpless dread vampire’s heart instantly slays it (this is a full-round action); any other wooden stake has no effect on the dread vampire except for the weapon’s normal damage. If the blessed stake is removed from the dread vampire, the dread vampire comes back to life, unless the vampire’s head is severed, its body and head anointed with holy water, its body sanctified with a gentle repose spell, and its corpse buried in land under the effects of a hallow spell.

If a creature succeeds 3 saving throws against her domination gaze or spells in a row, the creature can make their choice of ability check against her charisma. If she fails the check, she loses access to dread rejuvnation for 1d4-1(mini 1) days

Undead immunities:
Immunities: all mind affecting effects(charms, compulsions, morale effects, patterns, and phantasms), bleed, death effects, disease, paralysis, poison, sleep effects, stunning, nonlethal damage, ability drain, or energy drain, damage to its physical ability scores (Constitution, Dexterity, and Strength), as well as to exhaustion and fatigue effects; any effect that requires a Fortitude save(unless the effect also works on objects or is harmless).

Spell DC:
Calculation: 10 +15(cha) +2(fey) +2(spell focus and greater spell focus) +2(mythic spell focus) +1(kitsune) +1(kitsune sorcerer FCB)=33+ spell level(all enchantment spells)

Offense:
Speed 30 ft., climb 30 ft., fly 30 ft. (perfect)

Base Atk +4; CMB +6 (+8 grapple); CMD 20 (22 vs. grapple)

Melee: bite +6 (1d4+3 plus energy drain)

Special Attacks: archmage arcana (wild arcana), blood drain (1d6 Con), bold stare (psychic inception), children of the night, create spawn, dominate (30 feet, DC 28), energy drain (2 levels, DC 28), hypnotic stare (-2), manifold tricks (2 tricks), mental potency (+1), mesmerist tricks 18/day (linked reaction, meek facade, mesmeric mirror, umbral shield), mythic power (7/day, surge +1d6), painful stare (+3 or +2d6+3), wild arcana, Combat Reflexes(5 AOOs/turn), Undead Mastery(36HD)

Spell-Like Abilities (CL 6th; concentration +21)
3/day—dancing lights, darkness, daze (DC 30), fog cloud
1/day—deeper darkness

Bloodline Spell-Like Abilities (CL 6th; concentration +21)
18/day—disorienting touch (3 rounds)

Sorcerer (Crossblooded) Spells Known (CL 6th; CL 7 for enchantment spells; concentration +21)
3rd(7/day)- Dispel magic; Bouncing Hideous Laughter(DC 35), Bouncing Oppressive Boredom(DC 35)
2nd (9/day)—hideous laughter (DC 35), oppressive boredom[UM] (DC 35)
1st (10/day)—lesser confusion (DC 34), grease, implant urge (DC 34), sleep (DC 33)
0 (at will)—daze (DC 33), detect magic, mage hand, message, oath of anonymity, prestidigitation

Mesmerist Spells Known (CL 6th; CL 7 for enchantment spells; concentration +21)
2nd (7/day)—daze monster (DC 35), glitterdust (DC 27), hold person (DC 35), suggestion (DC 35)
1st (8/day)—bane (DC 34), command (DC 34), ill omen (DC 34), murderous command (DC 31)
0 (at will)—detect psychic significance, ghost sound (DC 25), haunted fey aspect[UC], lullaby (DC 33), open/close (DC 25), read magic

Feats:
Feats: Eschew Materials(Sorc), Spell focus(enchantment)(1st level), Greater spell focus(Enchant)(3rd), Craft wondrous item(Impossible bloodline), Bouncing Spell(5th), Varisian Tattoo(enchantment)(background), Scribe Scroll(background); Mythic Spell Focus(enchantment); Alertness, Combat reflexes, improved grapple, improved initiative, Lightning reflexes(Dread vampire)

Traits:
Traits: Wicked leader, Magical lineage(Dominate person), Reactionary

Skills:
Skills: Acrobatics +6, Appraise +14, Bluff +37, Climb +19, Diplomacy +24, Fly +21, Intimidate +24, Perception +27, Sense Motive +27, Spellcraft +14, Stealth +23, Use Magic Device +24; Racial Modifiers +2 Acrobatics, +10 Bluff, +10 Perception, +10 Sense Motive, +10 Stealth

Languages:
Languages: Azlanti, Common, Elven, Gnome, Osiriani, Sylvan, Varisian

SQ:
SQ: Change Shape(Kitsune),Change Shape(Dread vampire), Swarm Shape, Gaseous Form, Uncanny Climber, Bloodline arcana(Fey), Bloodline arcana(Impossible), Bloodline arcana(Serpentine), consummate liar +3, spontaneous generation, touch treatment 18/day (Moderate)

Equipment:
Equipment: Headband of Alluring charisma +4, Ring of the Godless +1, Spell Lattice(3rd)(Dispel Magic)

Important Features:
Impt feature: Undead Mastery (Su) As a standard action, range 50ft, DC 25(will negates), undead that fail fall under her command, mindless undead stay controlled till destroyed, intelligent undead can make a new save each day, 6 x HD undead under her control

Children of the Night(Su):3/day, standard action, summon undeads, vermins or animals(with 2 int or less) of 6HD or less in any combination. they come in 2d6 rounds and serve for an hour.

Create Spawn (Su) Creatures drained by dread vampire rise as a vampire or dread vampire(if their int is 10 or more) 24 hours after death if kept in a coffin. Vampires/dread vampires created this way are under their creator's control as if by dominate monster until it or their creator is destroyed. She can only have vampires/dread vampires of up to 18HD(3x6) in total under her control. Her vampires can raise their own spawn and enslave them

Change Shape (Su): She can turn into any undead, vermin or animal she can summon as the polymorph spell. It loses the Dominate ability, though they keep the other template abilities and any Ex or natural attacks of her new form.

Gaseous Form (Su): Can assume gaseous form, except with 40 ft speed and perfect maneuverability.

Swarm Shape (Su): Standard, she can turn into any undead, vermin, or animal with the swarm subtype of 6HD or less and with less than 2 Int. This is a polymorph effect.

Dominate (Su): As a standard action, she can target one creature within 30ft, it must make a will save or fall under her control as if by a dominate monster spell(CL 6). This is a mind affecting effect.

Energy Drain (2 levels, DC 28): (Su) Foes hit by the listed attack take neg levels, gain 5 temp hp for each drained.

Wild Arcana (Su): Use 1 MP as a standard action, cast an arcane spell from your class list at +2 CL (doesn't need to be known/mem).

Bloodline Arcana: Fey (Ex): +2 to save DCs from spells of the Compulsion subschool.

Bloodline Arcana: Impossible (Ex): Constructs are susceptible to enchantment (compulsion), treated as living.

Bloodline Arcana: Serpentine (Ex): her mind affecting or language dependent spells affect animals, magical beasts, and monstrous humanoids as if they were humanoids who understood her language

Scent (Ex): Detect opponents within 15+ ft. by sense of smell.

Psychic Inception: Her hypnotic gaze can affect creatures immune to mind affecting effects or mindless. She can also partially affect such a creature with his mind-affecting spells and abilities if it’s under the effect of her hypnotic stare; it gains a +2 bonus on its saving throw (if any), and if affected, it still has a 50% chance each round of ignoring the effect. Ignoring the effect doesn’t end the effect, but does allow the creature to act normally for that round.

Hypnotic Stare (-2, 30 feet) (Su): As swift action, target creature takes penalty on Will saves.

Mesmerist Tricks (2 tricks, 160 feet, 18/day) (Su): Implant hypnotic bond with allies. granting edge vs. foes.

Spell Focus: Use 1 MP to force any of the spell's targets to save twice, taking lower roll.

Spontaneous Generation: Non-potion/spell-trigger/spell-completion item: ignore 1 spell prereq.

Entourage:
Followers and assistants:
135 lvl 1 followers, about 50 fighters/barbs, the rest are spellcasters
Phebe, the Pterosaur
Repme, the Compsognathus familiar
Claire vampire cohort

----
Phebe:
Stats:
N Large animal
Init +8; Senses low-light vision, scent; Perception +11

DEFENSE

AC 16, touch 14, flat-footed 11 (+4 Dex, +1 dodge, +2 natural, –1 size)
hp 32 (5d8+10)
Fort +6, Ref +8, Will +3

OFFENSE

Speed 10 ft., fly 50 ft. (clumsy)
Melee bite +5 (2d6+4)
Space 10 ft.; Reach 10 ft.

STATISTICS

Str 16, Dex 19, Con 15, Int 2, Wis 15, Cha 12
Base Atk +3; CMB +7; CMD 21
Feats Dodge, Improved Initiative, Skill Focus (Perception)
Skills Fly –1, Perception +11

Repme:
Stats:
N Tiny animal
Init +6; Senses low-light vision, scent; Perception +6

DEFENSE

AC 18, touch 14, flat-footed 16 (+2 Dex, +4 natural, +2 size)
hp 58 (6d8)
Fort +4, Ref +7, Will +5

OFFENSE

Speed 40 ft., swim 20 ft.
Melee bite +6 (1d3-1 plus poison)
Space 2-1/2 ft.; Reach 0 ft.

STATISTICS

Str 8, Dex 15, Con 14, Int 8, Wis 11, Cha 5
Base Atk +4; CMB +0; CMD 9
Feats Improved Initiative
Skills Perception +6, Swim +10, Acrobatics +8, Appraise +5, Bluff +3, Climb +5, Diplomacy +3, Fly +8, Intimidate +3, Sense Motive +6, Spellcraft +5, Stealth +8, Use Magic Device +3

SPECIAL ABILITIES

Familiar
The master of a compsognathus familiar gains a +4 bonus on Initiative checks.

Poison (Ex)
Bite—injury; save Fort DC 15; frequency 1/round for 4 rounds; effect 1d2 Str; cure 1 save.

Alertness (Ex): While a familiar is within arm’s reach, the master gains the Alertness feat.

Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.

Share Spells: The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar’s type (magical beast).

Empathic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link’s limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.

Deliver Touch Spells (Su): If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the “toucher.” The familiar can then deliver the touch spell just as the master would. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.

Speak with Master (Ex): If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.