Grazzt

Loryn's page

No posts. Alias of Adelain.


Full Name

Loryn

Race

Half-Elf (Drow)

Classes/Levels

Sorcerer 1

Gender

Male

Alignment

Chaotic/Neutral

Languages

Common, Elven, Abyssal, Undercommon

Strength 13
Dexterity 10
Constitution 15
Intelligence 12
Wisdom 10
Charisma 18

About Loryn

Background
Sitting in a wicked place where people have all kinds of fun, Loryn takes a drink of his red wine. The rich husband flirts with the barmaid, the ugly farmers boy dances with the hooker and the local salesmans are drinking. A couple of minutes later a prostitute serves a dose and put it on the table. On the couch a female prostitute sits next to Loryn. Loryn handed over the dose of psychedelic plants and fungis to the prostitute. After she inhales the psychedelic plants, whereas Loryn grasps the fungi and ate it. Now he clearly sees his thoughts flowing through his mind and later through his voice.

"See all this people, having fun at such place. For those nescience is a blessing. Not knowing what is waiting behind the scenes. Everybody sees a certain order in everything and in life. But what if order did not flow from chaos, but was merely an illusion laid over an underlying chaos that was the only possible reality? Was there nothing before nothingness? Or was there something before, something so unimaginable and ruinous that even reality itself has tried to mask its source? What if the fact of reality is fact only because itself allowed it to be?"

"Take the marriage for example as a type of structure given to two persons. Did something change because of the formalization of the relationship of two persons? I say no. If the husband or the wife disagree with the bond he or she will do so and even more important he or she have the right to do it - with marriage or without marriage. That ring doesn't matter. That is why the ultimate freedom and disorder is most desirable. Stay flexible. Don't be narrow-minded and inflexible. This has to be seen as the primarily source of any group. It is wrong to start with the group and form the people according to the will of the group. It is the inviolable right of the individual to seek his own pleasures and by doing so a society is formed, be it good or evil. So do you see? it is not about greed, but the desire of an individual has to be seen rather as "self-fulfillment."

Loryn takes again a deep drink of the red wine. As he put the bottle on the table, he focused the traces of claws on the table and on the couch.

"Do you see the traces of the claws? I do strongly believe that people deserve the treatment they are willing to endure. And did you see the guy arguing with me that he has booked you? I say this doesn't matter. I was hear first, and I could see you don't like that guy. And as the hand to hand fight started, I have used my hands!"

Loryn focuses the traces of the claws on the table.

"But when pursuing self-fulfillment, you should always try to minimize the harm to others. That is why I have intimidated him, instead of killing him. There is a difference."

The prostitutes tries to keep there eyes open, most likely as an effect of the psychedelic plants.

"Do you listen to me? I want you to listen. Strange? I am not like the others that is true. I am not the husband, I do not pretend to state a certain condition. Everything changes and I seek to take those options being beneficial for me. Everybody should do this; by doing it is beneficial to the group. Do not fight or try to hold things of an individual back which will happen anyhow. Like the mayor of a town trying to move the people to a certain direction. This is lost energy."

Meanwhile the prostitute has fallen asleep...

"Sometimes it is like my head explodes. No, not because of the wine. I can smell it, I can feel it. There is something more behind these scenes of life. Something which will draw all of us, when the time comes, because this is the nature of all beings and I smell you have as well a strong bond to the depths of the individual..."

Stats
HD: Y+X+C+A
HP:(HD Xd6+Yconst+YFavoredClass+YToughness)tot hp XY current hp XY
AC: (10 +0armor +Ydex +0shield)tot10 FF10 touch10
CMB:(bab+Y str+Y size+0)tot +Y
CMD:(bab+Y str+Y size+X dex+0 +10)tot Y
Fortitude save: (base+X stat+X) tot+Y
Reflex save: (base+X stat+X) tot+Y
Will save: (base+X stat+X) tot+X (+Y against Enchantment)
Speed: 30ft actual 30ft
Lowlight Vision

BaB+X
Initiative: (base X) tot +XY

XP ASDV

Feats
Weapon Focus
Skill Focus Intimidate [Half-Elf]
Simple Weapons proficiency [class]
Skill Focus [Half-Elf]

Traits
Nonchalant Thuggery
You are adept at keeping witnesses from noticing that anything is wrong.
Benefit: You gain a +4 trait bonus on Bluff checks to keep others from noticing your aggressive actions.

Keeper of the Veil
Even when not cloaked in magic, your training has taught you how to conceal your true nature.
Benefit: You gain a +1 competence bonus on Bluff and Disguise checks, and one of these skills (your choice) is always a class skill for you.

Charming
Blessed with good looks, you’ve come to depend on the fact that others find you attractive.
Benefit: You gain a +1 trait bonus when you use Bluff or Diplomacy on a character that is (or could be) sexually attracted to you, and a +1 trait bonus to the save DC of any language-dependent spell you cast on such characters or creatures.

Looking for work
Although out of work, you aren’t particularly keen on the prospect of gambling away your last remaining coins simply for a chance at riches. That said, if the Gold Goblin’s fortunes reverse after this big gambling tournament, you’re relatively certain its owner, Saul Vancaskerkin, will be needing to hire on some new staff members. You’ve secured payment for the tournament, and intend on attending mostly to check the place out, to decide if it’s a place you’d want to work at (as a bouncer, bartender, croupier, server, entertainer, spotter, or cook), and hopefully get a chance to catch Saul’s eye and make an impression. You’ve long worked at honing your skills, and are quite accomplished and certain that you have something to offer.
Benefit: Pick one of the following skills: Bluff, Craft (any), Diplomacy, Intimidate, Perform (any), Profession (gambler), or Perception. You gain a +1 trait bonus in that skill, and that skill is always considered a class skill for you.

Half-Elf Racial Traits
Arcane Training: Half-elves occasionally seek tutoring to help them master the magic in their blood. Half-elves with this racial trait have only one favored class and it must be an arcane spellcasting class. They can use spell trigger and spell completion items for their favored class as if 1 level higher (or as a 1st-level character if they have no levels in that class). This racial trait replaces the multitalented racial trait.

Medium: Half-elves are Medium creatures and have no bonuses or penalties due to their size.

Normal Speed: Half-elves have a base speed of 30 feet.

Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light. See Additional Rules.

Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level.

Elf Blood: Half-elves count as both elves and humans for any effect related to race.

Elven Immunities: Half-elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.

Keen Senses: Half-elves receive a +2 racial bonus on Perception skill checks.

Languages: Half-elves begin play speaking Common and Elven. Half-elves with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Skills
Appraise (X Int + X Rank + X Class)
Bluff (X Cha + X Rank + Y Class)
Diplomacy (X Cha + X Rank)
Fly (X Dex + X Rank + 3 Class)
Intimidate {X Cha + X Rank + 3 Class + 3 Skill Focus)
Knowledge Arcana (X Int + X Rank + 3 Class)
Knowledge Planes (X Int + X Rank + 3 Class)
Perception (X Wis + X Rank + 2 Half-Elf)
Spellcraft (X Int + X Rank + 3 Class)
Use Magic Device (X Cha + X Rank + 3 Class)
Sense Motive (X Wis + X Rank)

Spells Known
Lvl 0
Detect Magic
Read Magic
Light
Ghost Sound

Lvl 1
Color Spray
Silent Image

Bloodline
Abyssal: Generations ago, a demon spread its filth into your heritage. While it does not manifest in all of your kin, for you it is particularly strong. You might sometimes have urges to chaos or evil, but your destiny (and alignment) is up to you.

Class Skill: Knowledge (planes).

Bonus Spells: cause fear (3rd), bull's strength (5th), rage (7th), stoneskin (9th), dismissal (11th), transformation (13th), greater teleport (15th), unholy aura (17th), summon monster IX (19th).

Bonus Feats: Augment Summoning, Cleave, Empower Spell, Great Fortitude, Improved Bull Rush, Improved Sunder, Power Attack, Skill Focus (Knowledge [planes]).

Bloodline Arcana: Whenever you cast a spell of the summoning subschool, the creatures summoned gain DR/good equal to 1/2 your sorcerer level (minimum 1). This does not stack with any DR the creature might have.

Bloodline Powers: While some would say that you are possessed, you know better. The demonic influence in your blood grows as you gain power.

Claws (Su): At 1st level, you can grow claws as a free action. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack action using your full base attack bonus. These attacks deal 1d4 points of damage each (1d3 if you are Small) plus your Strength modifier. At 5th level, these claws are considered magic weapons for the purpose of overcoming DR. At 7th level, the damage increases by one step to 1d6 points of damage (1d4 if you are Small). At 11th level, these claws become flaming weapons, each dealing an additional 1d6 points of fire damage on a successful hit. You can use your claws for a number of rounds per day equal to 3 + your Charisma modifier. These rounds do not need to be consecutive.

Demon Resistances (Ex): At 3rd level, you gain resist electricity 5 and a +2 bonus on saving throws made against poison. At 9th level, your resistance to electricity increases to 10 and your bonus on poison saving throws increases to +4.

Strength of the Abyss (Ex): At 9th level, you gain a +2 inherent bonus to your Strength. This bonus increases to +4 at 13th level, and to +6 at 17th level.

Added Summonings (Su): At 15th level, whenever you summon a creature with the demon subtype or the fiendish template using a summon monster spell, you summon one additional creature of the same kind.

Demonic Might (Su): At 20th level, the power of the Abyss flows through you. You gain immunity to electricity and poison. You also gain resistance to acid 10, cold 10, and fire 10, and gain telepathy with a range of 60 feet (allowing you to communicate with any creature that can speak a language).