Full Name |
Mithralline Pierce |
Race |
hp 97; AC 26 or 27; Fort +13, Ref +11, Will +12 |
Classes/Levels |
LE sprite vampire tyrant 7 |
Size |
F |
Languages |
Common, Necril, Sylvan |
Strength |
18 |
Dexterity |
14 |
Constitution |
14 |
Intelligence |
12 |
Wisdom |
12 |
Charisma |
16 |
About Mithralline Cort
[ spoiler=Status]
HP 97/97
AC 26 (27 with shield raised)
Fort +13, Ref +11, Will +12; poison resistance 3
Hero points: 3
Focus Points: 1/1; Charm []; Illusory Disguise []
Effects:
[/spoiler]
[dice=+1 striking Lion scythe (agile, finesse, trip, divine ally: fearsome)]1d20+16[/dice]
[dice=Damage (slashing)]2d6+6[/dice]
[ ooc]Crit? The target becomes frightened 1 and takes 1d6+1 persistent bleed damage. [/ooc] (You gain an item bonus to this bleed damage equal to the weapon's item bonus to attack rolls.)
[dice=Fangs (grapple, unarmed)]1d20+16[/dice]
[dice=Damage (piercing)]1d6+6[/dice]
[dice=Sling (propulsive, range 50 ft., reload 1)]1d20+13[/dice]
[dice=Damage (bludgeoning)]1d6+4[/dice]
[dice=Athletics (master) to Grapple vs. Fort DC]1d20+ 16 [/dice]
[dice=Athletics (master) to Drink Blood vs. Fort DC]1d20+ 16 [/dice]
[ spoiler=Drink Blood (divine, necromancy)] Requirements A grabbed, paralyzed, restrained, unconscious, or willing creature is within your reach; Effect You sink your fangs into that creature and drink its blood. This requires an Athletics check against the victim's Fortitude DC if the victim is grabbed, and automatically succeeds for any of the other conditions. If you succeed, the creature becomes drained 1, and you gain temporary HP equal to the target's level that last for 10 minutes. Further uses against the target don't increase the drained condition or grant you more temporary HP. [/spoiler]
[ spoiler=And if I'm harmed: Iron Command (reaction)]
[ b]Trigger[/b]: An enemy within 15 feet damages you.
You put an impertinent foe who dared harm you in their proper place. You command your enemy to kneel before you in obedience. If they dare to refuse, they must pay the price in pain and anguish. The foe must choose one of the following options.
* The enemy kneels, dropping prone as a free action.
* The enemy refuses, and you deal 2d6 persistent mental damage to it. This damage increases to 3d6 at 9th level, 4d6 at 12th level, 5d6 at 16th level, and 6d6 at 19th level.
In addition, your Strikes against the triggering creature deal 1 extra damage until the end of your next turn. You choose whether the damage type is evil or negative each time you use this reaction. This extra damage increases to 2 at 9th level and 3 at 16th level.[/spoiler]
Fortitude:
[dice=Fortitude (expert)]1d20+13 [/dice]
+2 vs. disease and poison.
+1 circumstance bonus to saving throws (or any other defense) against effects that would make you paralyzed or have the sleep trait.
Reflex:
[dice=Reflex (trained)]1d20+11 [/dice]
Will:
[dice=Will (expert)]1d20+12[/dice]
+1 circumstance bonus to saves against mental effects. This bonus increases to +2 against mental effects originating from undead.
+2 vs. disease and poison.
+1 circumstance bonus to saving throws (or any other defense) against effects that would make you paralyzed or have the sleep trait.
You gain a +2 circumstance bonus to saving throws against afflictions, against gaining the sickened condition, and to remove the sickened condition. When you roll a success on a Fortitude save affected by this bonus, you get a critical success instead. All these benefits apply only when the affliction or condition resulted from something you ingested.
NAME
Birthplace: Hyrantam, Lirgen
Gender & Pronouns: Female, She/Her
Ancestry: sprite (luminous)
Background: Construction Occultist
Class Champion (Tyrant); Level: 7
Traits Tiny Fey, Sprite, Undead, Vampire
Alignment LE; Deity: Urgathoa
Languages: Common, Necril, Sylvan
____________________
SENSES
Perception: [dice=Perception (trained)]1d20+10[/dice]
Special Senses: Darkvision
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DEFENSES
Hit Points: 97/97(+6 ancestry, +10 class, +2 Con, +1 toughness)
AC: 26 [expert]
Armor Hide (medium, +3 AC, +2 Dex cap)
Armor proficiencies expert in all armor, unarmored
SAVING THROWS
Fortitude: expert
Reflex: trained
Will: expert
Notes:
You can keep yourself fed with poor meals in a settlement as long as garbage is readily available, without using the Subsist downtime activity. You can eat and drink things when you are sickened.
You gain a +2 circumstance bonus to saving throws against afflictions, against gaining the sickened condition, and to remove the sickened condition. When you roll a success on a Fortitude save affected by this bonus, you get a critical success instead. All these benefits apply only when the affliction or condition resulted from something you ingested.
____________________
OFFENSE
Class DC: 22 (trained)
Speed: 25 ft.
Weapon proficiencies expert in simple, martial, unarmed
____________________
SPELLS
DC: 22 (trained)
Focus Point: 1
Focus Spell: touch of corruption
Domain Spell: athletic rush
Once per day, you can cast charm as a divine innate spell using your class . Casting it requires staring into the target's eyes, giving the spell the visual trait. At 5th level and every 2 levels thereafter, the spell is heightened by an additional level, to a maximum of a 9th-level charm when you are 19th level.
You can cast illusory disguise once per day as a 1st-level primal innate spell. At 7th level, the spell is heightened to 2nd level, and every 2 levels thereafter, the spell is heightened an additional spell level.
___________________
SKILLS
Acrobatics (U, Dex)
[dice=Acrobatics (untrained)]1d20+ 2 [/dice]
Arcana (U, Int)
[dice=Arcana (untrained)]1d20+ 1 [/dice]
Athletics (M, Str, lifting belt)
[dice=Athletics (master)]1d20+ 16 [/dice]
Crafting (U, Int)
[dice=Crafting (untrained)]1d20+ 1 [/dice]
Deception (U, Cha)
[dice=Deception (untrained)]1d20+ 3[/dice]
Against humanoids, you gain a +1 circumstance bonus to Deception checks to Lie.
Diplomacy (T, Cha)
[dice=Diplomacy (trained)]1d20+ 12 [/dice]
Against humanoids, you gain a +1 circumstance bonus to Diplomacy checks to Gather Information and Make an Impression.
Intimidation (E, Cha)
[dice=Intimidation (expert)]1d20+ 14 [/dice]
[ ooc]Aura of fear? Enemies within 15 feet of you take a –1 circumstance penalty to saving throws against fear. In addition, an enemy that ends its turn within 15 feet of you can't reduce the value of its frightened condition below 1. [/ooc]
Lore (architecture) (T, Int)
[dice=Lore (architecture) (trained)]1d20+ 10 [/dice]
Medicine (U, Wis)
[dice=Medicine (untrained)]1d20+ 1[/dice]
Nature (U, Wis)
[dice=Nature (untrained)]1d20+ 1 [/dice]
Occultism (T, Int)
[dice=Occultism (trained)]1d20+ 10 [/dice]
+2 circumstance bonus to Occultism checks to Identify Magic with the mental, possession, prediction, or scrying traits
Performance (U, Cha)
[dice=Performance (untrained)]1d20+3 [/dice]
Religion (T, Wis)
[dice=Religion (trained)]1d20+ 10 [/dice]
Society (U, Int)
[dice=Society (untrained)]1d20+1 [/dice]
Stealth (T, Dex)
[dice=Stealth (trained)]1d20+11[/dice]
Survival (U, Wis)
[dice=Survival (untrained)]1d20+1[/dice]
Thievery (U, Dex)
[dice=Thievery (untrained)]1d20+2[/dice]
____________________
FEATS:
Ancestry Feats and Abilities
* Luminous heritage: You glow with magical luminance. You naturally shed light as a torch; this light has the evocation, light, and primal traits. You can extinguish, rekindle, or change the color of this light using a single action, which has the concentrate trait.
* Magical strikes: Your inherent magic pervades your entire being. All your Strikes are magical, whether with unarmed attacks or weapons.
* 1st: Evanescent Wings: You've manifested wings that can flutter for brief spurts. You don't need to spend any additional actions to reach something in your space that a Medium creature could reach. For instance, if you wanted to open a cookie jar located four feet off the ground, you only need to spend a single Interact action to do so. When you use Evanescent Wings to flutter to a higher place in your space, your action gains the move trait.
* 5th: Fey Disguise: You can disguise yourself with magical illusions. You can cast illusory disguise once per day as a 1st-level primal innate spell. At 7th level, the spell is heightened to 2nd level, and every 2 levels thereafter, the spell is heightened an additional spell level.
General Feats
* 3rd: Toughness: Increase your maximum Hit Points by your level. The DC of recovery checks is equal to 9 + your dying condition value.
*7th: Fleet: +5 Speed
Skill Feats
* Background: Oddity Identification: You have a sense for spells that twist minds or reveal secrets. You gain a +2 circumstance bonus to Occultism checks to Identify Magic with the mental, possession, prediction, or scrying traits.
* 2nd: Titan Wrestler: You can attempt to Disarm, Grapple, Shove, or Trip creatures up to two sizes larger than you, or up to three sizes larger than you if you’re legendary in Athletics.
* 4th: Group Coercion
* 6th: Powerful Leap
Class Feats and Abilities
* Feature 1st: Champion’s Code
* Feature 1st: Champion’s Reaction (Iron Command)
* Feature 1st: Devotion Spell (touch of corruption)
* 1st: Shield Block
* 1st: Iron Repercussions: Disobeying your Iron Command has lasting consequences. If an enemy refuses to kneel to you, you can deal persistent mental damage instead of normal mental damage. You must decide whether the mental damage will be persistent before your enemy chooses whether to kneel or not. The amount of damage is unchanged.
* 2nd: Deity's Domain (might): You embody an aspect of your deity. Choose one of your deity's domains. You gain the domain's initial domain spell as a devotion spell.
* 3rd: Divine Ally (blade): Select one weapon or handwraps of mighty blows when you make your daily preparations. In your hands, the item gains the effect of a property rune and you also gain the weapon's critical specialization effect. For a champion following the tenets of evil, choose fearsome, returning, or shifting.
* 4th: Resilient Mind: You're firm in your convictions and have girded your mind against outside influence. You gain a +1 circumstance bonus to saves against mental effects. This bonus increases to +2 against mental effects originating from undead.
*6th: Aura of Fear: Enemies within 15 feet of you take a –1 circumstance penalty to saving throws against fear. In addition, an enemy that ends its turn within 15 feet of you can't reduce the value of its frightened condition below 1.
* Special bonus Urgathoa's minor boon: You feast on the spoils of life and death. You gain the benefits of the rotgut goblin heritage.
* 7th: Weapon Specialization: You deal 2 additional damage with weapons and unarmed attacks in which you are an expert. This damage increases to 3 if you’re a master, and to 4 if you’re legendary.
7th: Your proficiency ranks for light, medium, and heavy armor, as well as for unarmored defense, increase to expert. You gain the armor specialization effects of medium and heavy armor.
Archetype Feats
* 2nd: Vampire Dedication
You gain the undead and vampire traits and the basic undead benefits, and your undead hunger is for the blood of the living. Your incisors elongate; you gain a fangs unarmed attack that deals 1d6 piercing damage. They're in the brawling group and have the grapple and unarmed traits. You gain revulsion and sunlight vulnerabilities detailed in the Vampire Vulnerabilities sidebar and the Drink Blood ability.
Drink Blood (divine, necromancy) Requirements A grabbed, paralyzed, restrained, unconscious, or willing creature is within your reach; Effect You sink your fangs into that creature and drink its blood. This requires an Athletics check against the victim's Fortitude DC if the victim is grabbed, and automatically succeeds for any of the other conditions. If you succeed, the creature becomes drained 1, and you gain temporary HP equal to the target's level that last for 10 minutes. Further uses against the target don't increase the drained condition or grant you more temporary HP.
* 4th: Manipulative Charm: Against humanoids, you gain a +1 circumstance bonus to Deception checks to Lie, and to Diplomacy checks to Gather Information and Make an Impression.
Once per day, you can cast charm as a divine innate spell using your class DC or spell DC, whichever is higher. Casting it requires staring into the target's eyes, giving the spell the visual trait. At 5th level and every 2 levels thereafter, the spell is heightened by an additional level, to a maximum of a 9th-level charm when you are 19th level.
*6th: Daywalker: Through a profane pledge or a bloodline quirk, you can tolerate the sun's light. You gain the advanced undead benefits and can't be destroyed by sunlight. This doesn't prevent you from becoming slowed by exposure to the sun.
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EQUIPMENT (updated after killing Taviah)
Magical gear: +1 striking lion scythe, +1 handwraps of mighty blows, lifting belt, bracelet of dashing, stuffed fox wondrous figurine, three lesser oils of unlife
Consumables:
Gear: Hide armor, steel shield, sling, 10 sling bullets, wooden religious symbol
5 sp, 9 cp
(owe 36 gp for healing supplies.)
____________________
HISTORY
Mithralline Cort has had enough, and she’s not going to take it anymore!
In her youth, she was a cautious and curious sprite, who decided to attach herself to a human wizard, Benoin, someone to help show her the world and keep her safe in the process. It didn’t quite work out, however. Mithralline found herself often having to play the voice of reason, trying to keep Benoin out of danger. She urged against the trip into Ustalav; sure, she’d never been there before, but she heard stories. She cautioned that an expedition into the Gravelands could mean they’d never emerge; there were almost certainly places with more flowers and less dead things they could see. And when Benoin and his friends decided to head into Geb to steal a Grim Scepter, she warned them — most strenuously! — that they wouldn’t survive. Unfortunately, she was right. Her wizard and his friends had a little success, but soon enough found themselves overwhelmed with dead and all slaughtered, except for Mithralline herself, who ended up in the clutches of the vampire lord Malavarius Cort.
Caged for what seemed like an eternity, Mithralline couldn’t help but see her captor as he worked on blueprints at his nearby desk, and eventually old habits kicked in—she began giving her advice, and realized she had a knack for dealing with such things (if she were completely honest, Benoin was as much a thief as a wizard, and had often importuned Mithralline to put herself into danger and scout out ways into locked manors, banks, temples and other such places). Malavarius seemed to recognize her insight and soon began asking for her opinion, though he never allowed her out of her cave. Finally, one night, he approached and unlocked the door. Finally, Mithralline thought, she was to be freed in gratitude for her hard work and insights! She wasn’t sure if she was to be allowed to leave, or just not be caged anymore, but either way, it was something. She was wrong. Malavarius had no intention of freeing her; he’d simply needed a midnight snack and she was the only thing in his office. When he was done, Malavarius tossed her drained body back in the cage and disposed of it all with the compost (even the dead fruit and vegetables in Geb are expected to contribute to the country).
Malavarius had no intention of raising her as a spawn, but whether he’d made a mistake or the dead sprite’s rage was enough to animate her even beyond her life, she rose three days later, transformed both body and soul. Now a vampire, she also decided she would never again let herself be treated so cavalierly. Her advice ignored? Treated as a disposable snack? Never again! From the moment of her unbirth on, Mithralline Cort has decided to be a power.
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CAMPAIGN NOTES
Book 2
* Kyril's information
* Meeting Blood Lord Kyril Vonth and Blood Lord Zthni
* Meeting Tobias Highbridge
* Meeting the Shroud
* Arriving in Pagked
* Iron Taviah's sisters
* Iron Taviah's journal reveals details of the plot
* Learning about Graveclaw
Book 1
* First meeting with Taf-gekhta Seven Stomachs, the high governor of Graydirge; interruption by Vaskish Quicktongue, representative of the Tax Collectors Union
* Freeing Altinmered, of the Export Guild
* Meeting Minister Se-Maut-Get, of the Celebrants
* Bank document detailing ownership
* Gray paste clue, re: the Sallows
* First mention of Tylegmut, issues between the Builders League and the Tax Collectors Union
* Ortagar Stitch-Skull's invitation to the Empty Threshold for dinner
* A strange key
* Finding and claiming Smoke
* Meeting Arghun the Annihilator in our manor
* Arriving at our manor
* Rescuing Sifegtk, the zombie chargehand
* A gray paste in a pocket
* A pink powder at the farm
* Finding a mysterious three-fingered symbol