Cursed Vampire Guard

Median's page

312 posts. Organized Play character for Zanbabe.


Full Name

Median

Race

Human Crossblooded Draconic/Phoenix Bloodline Sorcerer 2

Classes/Levels

| HP 8/24 | AC 12 / T 12 / FF 10 | Fort +1 / Ref +2 / Will +2 | CMB 2 / CMD 14 | Initiative +2 | Perception +4 | Claws 5/6 | Spells 1L 3/5 | Mage Armor 8/10 | Magic Missile 8/10

Gender

Loot | Map | Female

Size

Medium

Age

18

Special Abilities

Draconic Claws, Healing Fire

Alignment

Chaotic Good

Deity

Sarenrae / Desna / Shelyn

Languages

Common, Draconic, Ignan

Occupation

Apprentice Blacksmith

Strength 12
Dexterity 14
Constitution 12
Intelligence 14
Wisdom 11
Charisma 16

About Median

Crossblooded Draconic/Phoenix Bloodline Sorcerer 2 | HP 18/24 | AC 12 / T 12 / FF 10 | Fort +1 / Ref +2 / Will +2 | CMB 2 / CMD 14 | Initiative +2 | Perception +4 | Claws 6/6 | Spells 1L 5/5

Appearance Notes: She has a permanent charred spot on her cheek. It is from almost burning to death, or from Sarenrae's kiss... or both.

=== Basics ===

STR 12 (+1) [2 points]
DEX 14 (+2) [5 points]
CON 12 (+1) [2 points]
INT 14 (+2) [5 points]
WIS 11 (+0) [1 point]
CHA 16 (+3) [5 points, +2 racial bonus]

BAB 1 Speed 30

24 HP [8 free (DM gift) +Max every level (6 +1 Con, +1 favored class = 8/level)]

=== Scores ===

Fort Save +1 [+0 base +1 Con]
Reflex Save +2 [+0 base +2 Dex]
Will Save +2 [+3 base +0 Wisdom -2 Crossblooded +1 Perseverance]
CMB +2 [+1 BAB +1 Str]
CMD +14 [10 +1 BAB +1 Str +2 Dex]
Draconic Bloodline: Gold Dragon (Fire/30 foot cone)

=== Weapons ===
Melee
Claws
Attacks +3 | Damage 1d4+1 | Crit x2 | B and S

--(Dexterity bonus may be used to hit with light melee weapons.)

Claws grow as a free action can use 6 times a day (3 +Cha mod)
2 claw attacks as a full attack action, both at full BAB
5th level -- Claws count as magic
7th level -- damage increases to 1d6
11th level -- claws do an additional 1d6 fire damage

Cold Iron Light Mace
Attack +3 | Damage 1d6+1 | Crit x2 | B

--(Dexterity bonus may be used to hit with light melee weapons.)

Ranged

Fire Bolt (Ranged Touch; cantrip) [note: unusable until DM allows]
Attack +3 | Damage 1d3+1 | Range 25 feet

--(Includes bloodline arcana: +1 to damage for each die roll for fire spells)
--Range is close (25 feet +5 feet every two levels)

Roldare's Masterwork Longbow (returned: adjust to normal longbow if continuing.)
Attack +4 | Damage 1d8 | Crit x3 | P | Range 100 feet

=== Traits ===

Perseverance (campaign) [A local child recently went missing in the nearby Fang Wood. While others stopped their search when night fell due to bad weather, and tried to convince you to stop, you persevered. You found the child several hours later and brought him home safely. +1 trait bonus on Will saves.]
Pyromania (Drawback) [Median is comforted by fire, and although she has learned to control her fire magic really well under normal circumstances, in high stress situations, she needs to cast a fire spell to calm herself. In battle, unless she casts a fire spell first thing, she has trouble casting other spells. She has to make a concentration check to cast a spell other than fire while in combat unless she first casts a fire spell.]
Strength of the Sun (religion) [You take solace in the purifying light of the sun. During the day, you gain a +1 trait bonus on all Charisma-based checks.]
Trustworthy (social) [+1 Bluff and Diplomacy, Diplomacy is a class skill.]
Two-World Magic (magic) [Select one 0-level spell from a class spell list other than your own.]

=== Feats ===
Eschew Materials (class bonus)
Precise Shot [No penalty for shooting into melee.]
Weapon Proficiency: Bows (Bonus feat from race) [No penalty on attacks made with one weapon group.]

+++Story Feat: Lost Legacy+++

Prerequisites: Your family must have claim to an inherited title or position that no longer belongs to them, or have the Dishonored Family background. You can take this feat even if you have no knowledge of this lost family title.
Benefit: You gain a +1 bonus on Charisma-based ability checks and skill checks.
Goal: Regain your family’s lost claim, either for yourself or another in your family. In the process of completing this claim, you must decisively defeat a challenging foe that seeks to deny your birthright.
Completion Benefit: You gain a +1 bonus on Wisdom ability checks, Wisdom-based skill checks, and Will saving throws.
Special: If you manage to regain your position without defeating a challenging foe, you may still complete this story feat at a later date if a suitable challenging foe attempts to steal your birthright again.

Bonus Feats for Bloodlines: Blind-Fight, Dodge, Elemental Focus (Fire), Fast Healer, Great Fortitude, Improved Initiative, Iron Will, Mobility, Power Attack, Quicken Spell, Skill Focus (Fly), Skill Focus (Knowledge [arcana]), Toughness.

Racial Abilities:

Bonus Feat [Humans select one extra feat at 1st level.]
Skilled [Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.]

Class Abilities:

Claws (Su) [Starting 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. Each of these attacks deals 1d4 points of damage plus your Strength modifier (1d3 if you are Small). 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 deal an additional 1d6 points of damage of your energy type 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.]
Bloodline Arcana (Draconic: Gold Dragon) [Whenever you cast a fire spell, that spell deals +1 point of damage per die rolled.]
Bloodline Arcana (Phoenix) [When casting any spell that deals fire damage, you can instead heal your targets. The spell deals no damage, and living creatures affected by the spell instead regain a number of hit points equal to half the fire damage the spell would normally deal.]
Favored Class Option [Add one spell known from the sorcerer spell list. This spell must be at least one level below the highest spell level the sorcerer can cast.]

______

Unchosen or unreached future options:

1st Level--Unseen World (Su) [At 1st level, you gain detect magic and read magic as spells known. At 5th level, the phoenix’s blood drives you to find and save lost knowledge and magical items. As a swift action, you can automatically identify the properties of a non-cursed magic item you hold; you must still identify a cursed item as normal to correctly identify it as cursed. You can use this ability a number of times equal to your Charisma modifier per day.]
3rd level--Dragon Resistances (Ex)
3rd Level--Immolation (Su)
9th level--[b]Breath Weapon
(Su)
9th level--Vermilion Wings (Su)
15th level--Wings (Su)
15th level--Restoring Flames (Sp)
20th level--Power of Wyrms (Su)
20th level--Rebirth (Su)

Skills:

16 skill points [2 +2 Int +1 Human (extra skill rank) +1 Favored Class +2 background = 8 per level]

Acrobatics +2 |+2 Dex
+Appraise +2 |+2 Int
+Bluff +10/+9 |+3 Cha +1 rank +3 class skill +1 Trustworthy +1 Lost Legacy [+1 Strength of the Sun (only during the day)]
Climb +1 |+1 Str
+Craft (metalcraft) +6 |+2 Int +1 rank +3 class skill
+Craft (woodcraft) +2 |+2 Int
+Diplomacy +10/+9 |+3 Cha +1 rank +3 class skill +1 Trustworthy +1 Lost Legacy [+1 Strength of the Sun (only during the day)]
Disable Device* +3 |+2 Dex +1 rank
Disguise +5/+4 |+3 Cha +1 Lost Legacy [+1 Strength of the Sun (only during the day)]
Escape Artist +2 |+2 Dex
+Fly +2 |+2 Dex
Handle Animal* XX |+3 Cha +1 Lost Legacy [+1 Strength of the Sun (only during the day)]
Heal +1 |+0 Wis +1 rank
+Intimidate +4/+5 |+3 Cha +1 Lost Legacy [+1 Strength of the Sun (only during the day)]
+Knowledge: Arcana* +7 |+2 Int +2 rank +3 class skill
Knowledge (Dungeoneering)* +3 |+2 Int +1 rank
Knowledge (Engineering)* XX |+2 Int
Knowledge Geography* XX |+2 Int
Knowledge History* +3 |+2 Int +1 rank
Knowledge Local* XX |+2 Int
Knowledge Nobility* XX |+2 Int
Knowledge Nature* XX |+2 Int
Knowledge Planes* XX |+2 Int
Knowledge: Religion* XX |+2 Int
Linguistics* +2 |+2 Int
+Perception +5 |+0 Wis +2 rank +3 class skill
Perform +4 |+3 Cha +1 Lost Legacy
+Profession (Blacksmith) +4 |+0 Wis +1 rank +3 class skill
Ride +2 |+2 Dex
Sense Motive +0 |+0 Wis
Sleight of Hand* XX |+2 Dex
+Spellcraft* +7 |+2 Int +2 rank +3 class skill
Stealth +2 |+2 Dex
Survival +1 |+0 Wis +1 rank
Swim +1 |+1 Str
+Use Magic Device* +8/+9 |+3 Cha +1 rank +3 class skill +1 Lost Legacy [+1 Strength of the Sun (only during the day)]

Spells:

Caster Level 2 | Concentration +5 (Caster level + ability mod)

Bonus Spells: color spray (3rd) / mage armor (3rd), resist energy (5th) / see invisibility (5th), fly (7th) / magic circle against evil (7th), fear (9th) / wall of fire (9th), break enchantment (11th) / spell resistance (11th), form of the dragon I (13th) / path of the winds (13th), firebrand (15th) / form of the dragon II (15th), form of the dragon III (17th) / prismatic wall (17th), fiery body (19th) / wish (19th)

=== Zero Level === (DC 13)
Spells per day: unlimited
Spells known: 7 (includes +2 favored class bonus, +1 two world magic, -1 penalty for crossblooded)

Detect Magic
**Fire Bolt (**Cannot use until DM approves... 1d3+1, requires ranged touch attack, does not set things on fire)
Light
Mage Hand
Mending
Prestidigitation
Spark
Stabilize (bonus from Two-World Magic)

=== First Level === (DC 14)
Spells per day: 5 (includes ability score bonus)
Spells known: 1 (includes -1 penalty for crossblooded)

Burning Hands [Note that Draconic Bloodline Arcana boosts the damage of this by +1 per die.]

...Doesn't matter with only one first level spell, but remember for the future, Median's drawback means she has to make a concentration check to cast a spell other than fire while in combat unless she first casts a fire spell of 1st level or higher.

[Bonus Spells for the future]

3rd Level -- Color Spray
3rd Level -- Mage Armor
5th Level -- Resist Energy
5th Level -- See Invisibility
7th Level -- Fly
7th Level -- Magic Circle Against Evil
9th Level -- Fear
9th Level -- Wall of Fire
11th Level -- Break Enchantment
11th Level -- Spell resistance
13th Level -- Form of the Dragon I
13th Level -- Path of the Winds
15th Level -- Firebrand
15th Level -- Form of the Dragon II
17th Level -- Form of the Dragon III
17th Level -- Prismatic Wall
19th Level -- Fiery Body
19th Level -- Wish

Equipment:

Backpack [2 gold]
Bandolier (2) [1 gold]
Bedroll [.1 gold]
Blankets (2) [1 gold]
Bracers of Armor +1 (loot, not yet incorporated into AC)
Canteen [2 gold]
Cold Iron Light Mace (10 gold)
Grooming kit [1 gold]
Explorer's outfit [free clothing for starting character]
Longbow [75 gold] [Can't afford yet, but leaving here because I need to buy one asap. Also need a traveler's any tool and a translator, ioun torch...]
Hemp rope (100 feet) [2 gold]
Ink [8 gold]
Inkpen [.1 gold]
Journal [10 gold]
Quiver with blunt arrows (50) [5 gold]
Quiver with regular arrows (50) [2.5 gold]
5 silver tipped arrows [10.5 gold]
Spell component pouch [5 gold]
Waterskin (2) [1 gold]
Waterproof bags (1) [.5 gold]
Woodcrafting toolkit [5 gold]

Town Provided:
Extra backpack with:
4 rations
small tent
winter blanket
waterskin
piece of what looks like a map
torch
a box containing tinder and three tindertwigs
packed lunch
congratulatory note from Braggar (proud/wishing you luck)
Sacred Artifact Lantern (to use to bring back the everflame)
Wand of magic missile with 10 charges
Wand of mage armor with 10 charges
Traveler's Any-Tool
Note from Father

Current Wealth: 0 gold [Spent the remaining 7.3 gold trying to bribe the bard into talking to her after a nat 1. 3/26/22]

Total Starting Equipment: 62.7 gold
Starting Gold: 70 gold

Loot:

Some wolf teeth
fine (masterwork) shortsword with a silver hawk's head carved in the pommel, two small amethysts glittering in its eyes. Second, there is a coin pouch with 87 gold coins inside.
2 days’ worth of rations, a pair of large, comfortable pillows, a quiver with 10 blunt arrows (as normal arrows, but they only deal nonlethal, bludgeoning damage), and 2 pints of lamp oil.
a large pillow and two quivers of 10 blunt arrows. The other has two days' worth of rations, a full waterskin, and a pair of smokesticks.
ten bedrolls, a pair of bullseye lanterns with 4 flasks of oil, 5 days' worth of rations, and two potions labeled "healing."
a very nice-looking dagger and a large, scorched key (from firepit)
[from dead body in frog room]twenty-four gold coins identical to those found on the corpse beside the Gray Lake from a few days ago. The golden ring seems to have a spark of magic to it.
(added to loot sheet with other stuff... refer to that)

Background:

[Note: The Lost Legacy story feat indicates that this family used to have prestige in some way, but Median doesn't know that... she has no idea why her father is so driven to be great in this way. It is just her life.]

Median Vargidan is the oldest daughter of the Vargidan clan, keeping her father's secrets safe, but also knowing that she, too, will need to find a sorcerer to marry, since it was her father's dream to empower their bloodline with sorcerous blood of all kinds and make them powerful enough to survive, and thrive. Unfortunately, he also wants them to discover their own talents rather than being taught so that latent magic will have a chance to develop and not be snuffed out by learning the wrong forms for whatever kind of magic is going to emerge.

Median is able to be fun loving and actually quite hilarious at times, keeping her siblings entertained and (as far as she can), unburdened. But she definitely feels the burden of being born to power, and the pressure of being the oldest and being expected to be an example and show the rest how to do whatever it is she is expected to do... develop some extraordinary power and win her family prestige and respect perhaps?

It was never an easy place to grow up, but she has discovered her mother, Olmira Treesong, who lives in the Fang woods, which is a welcome distraction from the pressure of home life, and she does her best for her (half) siblings, trying to get them to laugh and to relieve the tension that seems to be constant around her father. She also finds comfort of her own in soothing flames, having a strong talent in fire magic. She has learned to control it quite well enough now for normal life, but when she is in a high-stress situation she often has to let off a small fire spell to relieve tension.

Speaking of fire, Median has been apprenticing as a blacksmith in town, not because she is super strong, but because her father volunteered her to help with the fire, and because he wants her to be able to make spectacular magic weapons someday, to bring attention to the family of course. She actually likes it a lot, because she can combine practicing her magic as her father demands, but do it in a structured way without him around, which takes a lot of stress off. Braggar the Dwarf (forgemaster) has a big temper, but she isn't scared of it after her father, and to her the constant fire is very calming. She is also strong enough that she can make the simple things she has been asked to make so far. The ability to control fire does seem like a great benefit in that area.

Overall, Median is working to learn more about who she is and what she can do. Although she has done a few things that she is proud of, like saving that boy that wandered off in the Fangwood, she has SO much to learn in order to live up to her father's expectations, and doesn't feel that is good enough or that she yet knows enough to face a trial of adulthood. She must prove herself nevertheless, or her family will lose face, and she will disappoint her father... which isn't really an option in her mind. Most of her life thus far has been trying to avoid that very thing.

Further Background notes to integrate:

How about this... one of the holes in Median's life, and really in all of her siblings' lives is the missing mothers. We have this father that is raising us all and trying to restore his lost family, but we really don't know why, and why is HE raising us rather than our mothers? Did he pay different magical women to bear children for him, or was it love, or ... what? I mean, the whole thing has kind of a creepy vibe to it that I don't think the kids really understand.

There is also the fact that Median saved a boy in the Fang Wood. I'm thinking maybe her mother is a druid and lives there. She obviously has some sorcerous bloodline that she passed on to Median, but the mother is a practicing druid, and has taught Median some woodcraft and Median goes off to visit her sometimes, and even though she can't stay and has to be there for her siblings, it is a place of peace for her, and she has never considered the fang wood to be scary and dangerous the way that other people do.

Not sure how she found her mother, or if her father knows about the visits... but I like the idea of the mother in the woods, and that she learned how to stabilize someone there (perhaps when she rescued the child, she brought him to her mother who taught her how to help in that way?). :)

Mother: Olmira Treesong -- She taught me the worship of Sarenrae, and I have a respect for nature because of her.

Mother taught me to shoot, and was very strict about what to shoot and when. ... This actually explains the lack of a bow at first, because although mother offered me a bow, I declined (or accepted but left it at her place) because I didn't want to advertise the fact to my father, who would of course insist that I do everything with magic and there was no point to learning how to use other weapons.

(How in the world she got mixed up with Moltus Vargidan I have no idea, but since Median is the oldest, perhaps it was true young love before he got strange and obsessed with restoring his family name.)

Vignette about Training with Mentor:

Father: "Okay Median, you are going to be representing the family during this apprenticeship, so I want to see your best work."
Median: "Yes, father."

She turns and blasts the stone wall with a great gout of fire.

Father: "Not bad, but how far does it reach? Aim it at me."
Median: "I can usually get 15 feet or so. I don't want to burn you."
Father: "I wouldn't be very good at what I do if I just let you burn me when I know it is coming. Do it."
Median: "Well, at least put up a shield or something."
Father: "Ho ho... you don't actually care whether you burn me or not do you? You're just trying to get me to show you a spell. HA!" The fire, again, now."
Median: "Yes, father."

A giant fan of flame spreads forth from her fingertips, engulfing the old man, but it doesn't harm him.

Father: "You didn't even use real flame. How is anyone going to respect this family if you use that weaksauce* healing fire. Honestly."
Median: "I can't use real fire because you just stand there and don't attempt to defend yourself at all."
Father: "That's because I know you aren't going to show me any REAL fire until I make you angry. So, fine, you have forced me to it.

He picks a blunted training sword out of the weapon rack and starts toward her. She doesn't move... just sighs, and hits him with real fire. He gets slightly singed before throwing up a shield, which she tries to see/understand, but can't quite get it because she is worried about him and she needs to cast the spell again with healing fire so he will heal up... as always.

Father: "Okay, that is acceptable. Now show me something other than fire."
Median: "But the apprenticeship is just fire magic, right? That's what you said. That's all I can do."
Father: "You need to show off something else. You know a light spell, don't you? Cast that when you walk there as though you need more light to see... and hmm... your little useless trick spell. You can use that to remove the fire smell from your hair when you are going home... or clean your tools with it. Something mild like that will seem normal. Nothing gaudy like changing your hair color, but use your magic all you can. You need to stretch yourself, girl, not just fall back on the same old spells."
Median: "Show me a spell then, please."
Father: "It doesn't work that way. I've told you a thousand times. We're sorcerers, not puny mages. We make our own way, and discover the magic in our blood. We don't copy others. But... if you insist."

He turns into a dragon, and Median knows it is time to leave. She can't do that, and if she stays, he'll breathe fire on her, and she can't turn that fire into healing fire... she's tried. She hurries out of the room, going back upstairs to the main floor of their home.

*note that this is not a direct translation... the words in the common tongue were much harsher, and this is an attempt to convey the sense of mockery without the harsh language.

NPCs:

Braggar Ironhame (Apprenticed to him) [Braggar is one of the two blacksmiths that service Kassen. This dour dwarf runs a small business on the south side of town. Although he is outpaced by his competitor (Renet’s Steel, near the town square), Braggar’s goods are of higher quality. Braggar is a surly mentor, capable of incredible fits of anger if one of his pieces is not turning out as planned. As such, he often has to spend time repairing his workshop, which only further slows down his work. Braggar’s teaching style focuses on craft and artifice, but he can also teach pupils about controlling their anger and unleashing it when the time is right.]
Moltus Vargidan (Father/human sorcerer) [If you ask a dozen folk in Kassen who the strangest family in town is, you would get the same answer 12 times: the Vargidans. This old family has a touch of magic in its blood, with each one of the children showing some sorcerous talent. Where this magic comes from is a mystery, and the family refuses to speak of such things in mixed company. Lording over the family is the wealthy and eccentric patriarch, Moltus Vargidan. This aging man has white hair that trails down to his knees, and he can often be found wandering the halls of the estate, muttering to himself. Living with him are almost a dozen children (each from a different wife) and a pair of lifelong servants. Sorcerers who come from this house have been forced to learn things for themselves, because the old man shares few of his secrets, and many of the children are starting to believe that his grip on reality is slowly slipping.]
Olmira Treesong (Mother/female human druid) [Druids are not an uncommon sight in Nirmathas, but Olmira draws stares even in the streets of Kassen. This middle-aged woman only wears clothing made from natural materials (such as bark, leaves, and grass) and is always accompanied by a host of small woodland creatures. She talks to herself and her retinue constantly, having full conversations despite the fact that no one seems to answer her. Over the years, Olmira has had a number of apprentices who have gone on to become successful druids. Those who learn from her are sent on all manner of esoteric missions, such as listening to the wind for a week, planting new seeds throughout town, and mimicking local animals.

Research Notes:

Median finds an old history of the town. Much of it recounts the history that she is familiar with: Ekat Kassen was a Lastwall Crusader who retired from fighting orcs and the undead to go on a grand adventure. He eventually settled and founded the town of Kassen's hold, using his ample resources to help the town prosper. He then gave his life fighting a group of mercenaries that had been raiding the town. But this book also gives a name to the leader of the mercenaries: a man named Asar Vergas.

This by itself might not be particularly noteworthy, except that Median later finds a book about Ekat Kassen's adventures before founding the town. And this book details his traveling companions. The stories are actually interesting enough that she doesn't mind reading, as they flesh out Kassen's adventures quite a bit more. Most of what the people of Kassen cared about is what he did after founding the town, but here are stories of gold and dragons! And it names Kassen's companions, too, detailing their exploits in as much detail. There was elven ranger named Delaab, an elven wizard named Iramine, and...a human fighter named Asar.

Could they be the same person?