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Full Name

Vokrin Ennekiel

Race

Tiefling

Gender

Male

Size

Medium

Age

34

Special Abilities

Detect Thoughts

Alignment

LE

Deity

Diabolist

Location

Cheliax

Languages

Common, Undercommon, Abyssal, Infernal, Draconic, Orc

Strength 10
Dexterity 16
Constitution 12
Intelligence 17
Wisdom 8
Charisma 16

About Vokrin

What is your character's connection to Longacre? Why is he here?:
A place out of the normal paths trod by those who might interfere, Longacre provides an ideal location for Vokrin to study and further advance the goals of his patron. Odmer has enough knowledge that he is a valuable ally, and there are few competing spellcasters nearby.

5+ points that capture the concept and story of the character :
Vokrin is petty. He's been spurned in life a fair amount due to being a lowborn tiefling, despite the general acceptance that tieflings are fine in Cheliax. He wants to get back at those who looked down on him.

Vokrin seeks power. Power corrupts, yadda yadda. He wants it all. He wants the house, the carriage, the girls, he wants everything. He's greedy and generally just a jerk.

Vokrin wants to be feared. There's respect, and then there's fear. Speaking the name of House Thrune sends terror into the hearts of its enemies, or at least it should. So too should the name of Vokrin Ennekiel.

Vokrin worries about not being good enough. Despite his bravado, his power, and all the rest, he is consistently afraid that he will somehow "not measure up", and be found out as a fraud by people, thereby being further shamed and dashing his hopes and dreams.

Vokrin longs to command armies, but has no personal magnetism. He couldn't get a dog to follow him if he had meat wrapped around his tail, much less convince an army to follow him. What he fails to realize is his tactical mind will make him a fabulous advisor, and that there's nothing wrong with that.

Two goals that you'd like the character to accomplish in-game.:
I'd like Vokrin to grow as a person, possibly become not so evil. Right now he's a malevolent sort and I'd rather see him become authoritarian but not quite so mean-spirited.

I'd like to see an infernal binder or something come to fruition, gaining in power and cavorting with devils.

Two secrets, one the PC keeps to himself, and one kept from the PC.:
Vokrin's largest secret that he keeps to himself is how insecure he really is. He puts on a good show and all that, but he's just trying to hide behind his meager bit of power.

The secret he doesn't know is that while his family claimed he was a child of the great paralictor Duness Ennekiel, he's not related to her at all. It's a farce they invented to excuse their bastard demonspawn, but he's just a normal tiefling.

Crunch:
Vokrin
Male rakshasa-spawn tiefling arcanist (twilight sage) 1/slayer (sniper) 1/gestalt 1 (Pathfinder Player Companion: Blood of Fiends 23, Pathfinder Player Companion: Advanced Class Origins 6, Pathfinder RPG Advanced Class Guide 8, 53, 120, Pathfinder RPG Bestiary 264)
LE Medium outsider (native)
Init +3; Senses darkvision 60 ft.; Perception +3
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Defense
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AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 12 (1d10+2)
Fort +3, Ref +5, Will +1 (+2 trait bonus vs. mind-affecting effects from outsiders with the good subtype)
Defensive Abilities thrune loyal agent; Resist cold 5, electricity 5, fire 5
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Offense
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Speed 30 ft.
Ranged masterwork heavy crossbow +5 (1d10/19-20)
Special Attacks arcane reservoir (1/4), arcanist exploit (arcane barrier[ACG]), studied target +1 (1st, move action)
Spell-Like Abilities (CL 1st; concentration +4)
. . 1/day—detect thoughts (DC 15)
Arcanist (Twilight Sage) Spells Prepared (CL 1st; concentration +4)
. . 1st (4/day)—cause fear (DC 15)
. . 0 (at will)—disrupt undead
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Statistics
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Str 10, Dex 16, Con 12, Int 17, Wis 8, Cha 16
Base Atk +1; CMB +1; CMD 14
Feats Spell Focus (necromancy)
Traits beast bully, diabolical dabbler, scion of the nine circles, thrune loyal agent
Skills Bluff +7, Disguise +5, Intimidate +7, Knowledge (arcana) +7, Knowledge (local) +7, Knowledge (nobility) +7, Knowledge (planes) +8, Knowledge (religion) +7, Linguistics +7, Perception +3, Sense Motive +1, Spellcraft +7, Stealth +7; Racial Modifiers +2 Disguise, +2 Sense Motive
Languages Abyssal, Common, Draconic, Goblin, Infernal, Orc, Undercommon
SQ accuracy, consume life, necromantic focus, paranoid, twilight barrier
Combat Gear potion of cure light wounds, scroll of infernal healing; Other Gear crossbow bolts (20), heavy crossbow, arcanist starting spellbook, courtier's outfit, jewelry[UE], masterwork backpack[APG], scroll case, spell component pouch, 37 gp
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Special Abilities
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Accuracy (Ex) Halve range penalties with bows, crossbows, and firearms.
Arcane Barrier (4 hp, 1 minute) (Su) Use N reservoir (1 first time, 2 second time, etc) as a swift action, to gain temp hp.
Arcane Reservoir +1 DC or CL (4/day) (Su) Pool of points fuel exploits, or can expend to add +1 CL or DC while cast spell.
Consume Life (Su) Consume dying creature: +2 pts to Arc Res if HD >= your level, or 1 if HD >= 1/2 your level.
Darkvision (60 feet) You can see in the dark (black and white only).
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Necromantic Focus (Ex) You must prepare at least 1 necromancy spell per castable level.
Paranoid Aid Another DC 15 for attempts to help you.
Spell Focus (Necromancy) Spells from one school of magic have +1 to their save DC.
Studied Target +1 (move action, 1 at a time) (Ex) Study foe as a Move action, gain +1 to att/dam & some skills vs. them.
Twilight Barrier (Ex) When barrier temp hp drops to 0, attacker takes max. temp hp. neg. energy damage.