Lady Andaisin

Lady Vanessa Reisende's page

219 posts. Organized Play character for Nomadical.

Full Name

Lady Vanessa Reisende


| HP: 52 / 52 | AC: 18 T 13 FF 16, CMD: 17 | F: +5, R: +6, W: +7 (+2 all saves vs Disease & Mind-Affecting | Init: +4, Perc: +4


| Speed 30ft | Spells: 1st 4 / 8 : 2nd 6 / 8 : 3rd 3 / 5 | Active conditions: Prayer


Female LN Dhampir Oracle (Dual-Cursed) 7








Let me show you, daahling.... (Zon-Kuthon)


Common, Shadowtongue, Infernal

Strength 8
Dexterity 14
Constitution 12
Intelligence 12
Wisdom 10
Charisma 22

About Lady Vanessa Reisende

Spell Like abilities: once each/day: Command, Charm Person DC 17

Spells per Day:: 1st =8 / 2nd =8 / 3rd =5

Spells Known::
0: Bleed (DC 16), Detect Magic, Detect Poison, Guidance, Read Magic, Mending, Stabilize

1: Murderous Command (DC 18), Ill Omen (DC 18), Touch of Blindness (DC 18), Burning Hands (DC 17), Inflict Light Wounds (DC 18), Shadow Trap (DC 17), Liberating Command, Speak Local Language, Unbreakable Heart

2: Boneshaker (DC 19), Hold Person (DC 19), Command Undead (DC 19), Darkness, Inflict Moderate Wounds (DC 19), Oracle’s Burden (DC 19), Life Pact

3: Prayer, Blindness/Deafness (DC 20), Bestow Curse (DC 20), Inflict Serious Wounds (DC 20), Shifting Shadows (DC 19)

Power Reagents & Foci::
Quicksilver: 3 gp/dose, Any Mind Affecting spell, +1 CL for duration
Salt: 10 gp/dose, Necromancy, +1 CL for Effect
Saltpeter: 1 gp/dose, Fire, +1 damage
Void Shard: When you use a void crystal as a focus for a spell of the necromancy school, the target takes a –2 penalty on saves against the spell.

Casting Defensively::
Combat Casting: +4 Concentration on Spells OR SLAs when defensive or when Grappled
Shadow Caster [ISG p 220] +4 Concentration but only w/ Darkness, Pain, or Shadow Descriptors!
Concentration Check = d20 + CL (7) + Cha (6)
+4 Defensive/Grappled from Combat Casting (untyped)
+4 Shadow/Darkness/Pain spells (trait)
+5 Gloves of Elvenkind when casting defensively
DC = 15 + 2x Spell Level for defensive
She automatically succeeds to Cast Defensively for all spells! (+22)

Bouncing Metamagic Rod (Lesser): Whenever a bouncing spell targeting a single creature has no effect on its intended target (whether due to spell resistance or a successful saving throw) you may, as a swift action, redirect it to target another eligible creature within range. The redirected spell behaves in all ways as if its new target were the original target for the spell. Spells that affect a target in any way (including a lesser effect from a successful saving throw) may not be redirected in this manner.

Piercing Metamagic Rod (Lesser): When you cast a piercing spell against a target with spell resistance, it treats the spell resistance of the target as 5 lower than its actual SR.

Class Features:
Dual-Cursed: Blackened and Lich
Blackened: (Does not advance with levels.) -4 on weapon attack rolls. Adds Burning Hands to oracle spells known
Lich: Negative Energy Affinity: Reacts to positive and negative energy as if it were undead. Add Command Undead to 2nd-level oracle spells known. (per Campaign Clarifications, 14 March 2018)

Misfortune: As an immediate action, may force a creature within 30’ to reroll any one d20, once per day per target

Dark Secrets: Add some sorcerer/wizard spells of the Illusion (Shadow) school or with the Darkness descriptor to spell list and to spells known. Number of spells added equals the lower of half level or Cha mod.

Fortune: As an immediate action, may reroll any one of her d20 rolls once per day

Wings of Darkness: As a swift action, you can manifest a set of translucent, inky wings that grant you a fly speed of 60 feet with good maneuverability. You can use these wings for 1 minute per day per oracle level. This duration does not need to be consecutive, but it must be spent in 1-minute increments. At 11th level, you can use these wings to fly as if with overland flight once per day. Used in this way, the ability lasts for up to 1 hour per level, and counts as your total use of this ability for the day. You must be at least 7th level to select this revelation.

Bluff +19
Diplomacy +17

Acrobatics +3
Disguise +6
Fly +8
Intimidate +8
Knowledge (Nobility) +2
Knowledge (Planes) +5
Knowledge (Religion) +5
Perception +4
Sense Motive +5
Spellcraft +14
UMD +14
Armor Check Penalty -1

Dagger +0 (1d4-1 / 19-20 x2)

AC: 18 (Armor +5, Dex +2, Deflection +1)
Touch: 13
Flat-Footed: 16
CMD: 17

F: +5, R: +6, W: +7
(+2 all saves vs Disease & Mind-Affecting[/ooc]
All temporarily +1 from borrowed Cloak of Resistance

Noble’s Outfit and Jewelry
+1 Chain Shirt
Boots of the Cat
Gloves of Elvenkind
Bouncing Metamagic Rod (Lesser)
Piercing Metamagic Rod (Lesser)
Ring of Protection +1
Deathwatch Eyes (glasses) (constant deathwatch effect
Handy Haversack
Bandoleer with:
Potion of Inflict Light Wounds (x2)
Potion of Expeditious Retreat
Potion of Monkey Fish
Alchemists Fire
Wand of Inflict Light Wounds / Charges =30
Wand of Lesser Restoration (bought from Chronicle #9) / Charges =14
Void Shard (targets of Necromancy spells take a -2 on their saves)

She will almost always spend 20 gp at the beginning of the session to purchase Fashionable Accessories for the city she is in. I will add the bonus if she does.

Additional Traits: See Traits below
Combat Casting
Spell Focus (Enchantment)
Spell Focus (Necromancy)

Traits, Languages:
Arcane Archivist [Faction] UMD in class & +1
Reactionary [Combat] +2 Initiative

From Feat::
Shadow Caster [Religion =Zon-Kuthon] +4 Concentration checks only for Darkness, Pain, and Shadow spells
Extremely Fashionable [Equipment] Whenever wearing clothing and/or jewelry worth at least 150 gp, gain a +1 trait bonus on Bluff, Diplomacy, and Intimidate checks. One of these skills (Bluff) is a class skill for you.

Languages:: Common, Shadowtongue, Infernal

Racial Traits and Abilities:
Senses: Low-light vision and darkvision 60 feet.
Manipulative: +2 racial bonus on Bluff and Perception.
Undead Resistance: Dhampirs gain a +2 racial bonus on saving throws against disease and mind-affecting effects.
Light Sensitivity: Dhampirs are dazzled in areas of bright sunlight or within the radius of a daylight 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.
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.
Heir to Undying Nobility (Replaces SLA with different SLAs): Descended from undead nobility from Nidal or Ustalav, some dhampirs inherit a bit of their ancestors’ ability to control living beings. They can use Command and Charm Person each once per day.

Misc Boons and Bonuses:
+3 Diplomacy vs agents of House Thrune, Chelish Govt, or Hellknights
+2 Diplomacy in Qadita and vs Saranites
+2 Intimidate vs Goblinoids
+2 Sense Motive and any Knowledge vs Drow, Derro, and Deurgar
Faction Reward: 1 / Session: +2 to any Knowledge / Linguistics
Faction Pin: 1 / Session: +1d4 Kn(Arcana), Linguistics, UMD and counts as Trained


Use of Misfortune Mystery:: In F2F, I use it to force rerolls in two main circumstances: landing her own spells, and protecting her allies (and her!) from crits and very important failed saves.

A) When she casts a spell targeting an enemy, I will include a tag along with the DC in the ooc text such as Misfortune 14+, or No Misfortune, etc. If the enemy rolls the designated result on the save (the d20 itself, not the total result, since that’s all I’d be able to see at a F2F table), then they can reroll. If I forget and leave it out, then I have forfeited the right to use it to retcon results. I will also intentionally leave it out if I know that I've already used it on that creature that day. (It's my responsibility to track that since it's my character's feature.)

B) I'm hesitant to set an automatic reroll condition for if an enemy threatens a crit on her or an ally, or if an ally fails a critically important save.

Use of Fortune Mystery:: She uses this to keep herself alive. Since I wouldn't expect the GM to be rolling saves for her unless you're having to bot her completely, this issue shouldn't come up often. In that unusual case, though, if her saving throw result is less than 10, then please use Fortune to reroll it.

General botting:: She has no melee capability, so whatever makes sense, like stabilizing an ally, etc.