Vampire

Nikolai Tesla's page

198 posts. Organized Play character for Luke_Parry.


Full Name

Trade Prince Nikolai Tesla

Race

DEMON LORD OF THE RASPING RIFTS, God of Commerce, Electricty, and Insects

Classes/Levels

Sorceror(Crossblood[Draconic, Orc]) 15 (HP 67/92) (AC 21/15/17) (CMD 20) (Fort +16, Ref +16, Will +12) (Init +14) (Perception +29)

Gender

Male

Size

6'2"

Age

114

Alignment

Neutral

Deity

Urgathoa

Location

Leipstadt

Languages

Common, Varisian (but can read and understand all languages)

Strength 7
Dexterity 18
Constitution 14
Intelligence 13
Wisdom 7
Charisma 29

About Nikolai Tesla

The Heart of Deskari:
Deskari has granted you a significant portion of his remaining power. As his magic surged into you, you fought a titanic battle of wills, during which the demon lord attempted to turn you into his loyal pawn. You have emerged battered but with your sense of self intact. You are now bound to what was once his realm, the Rasping Rifts. He intended for you to rebuild the realm on his terms, carrying out his orders without question, but you are the one who will shape its future. Will you embrace the nature of your new power and rise as a new demon lord, or will you reject it, using your resolve to bring a new beginning to this corner of the Abyss? Regardless of your intentions, Koth’Vaul’s plans are now a larger threat to you than ever. You can sense Deskari’s other heart beating in his chest, and you know that until he lies dead at your feet, Koth’Vaul will stop at nothing to destroy you.

Demon: You are now a demon. Your creature type changes to outsider, with the chaotic, demon, and evil subtypes. This does not automatically adjust your alignment, though you can adjust your alignment any number of steps toward chaotic evil now if you choose. You gain darkvision with a range of 60 feet. You gain immunity to electricity and poison, and resistance 10 to acid, cold, and fire. You learn Abyssal if you did not already speak it and gain telepathy with a range of 100 feet.

Abyssal Attunement: You are native to the Abyss. Even if your alignment is not chaotic evil, you can treat your alignment as chaotic evil whenever it would be more beneficial to you. You are particularly adept at manipulating the raw substance of the Abyss, an ability that will have mechanical benefits in your encounter with Koth’Vaul.

Initiative: You gain a +4 bonus on initiative checks.

Mythic Power: You gain four uses of mythic power per day. You can use this power in the following ways.

• Surge: After you fail any check that uses a d20 roll, as an immediate action you can expend one use of mythic power to roll 1d6 and retroactively add the result to the check.
• Extra Action: Up to once per round as a free action on your turn, you can expend one use of mythic power to take an additional standard action. This action cannot be used to cast a spell.

Spell Surge: As a swift action, you can expend one use of mythic power to cast any one arcane, divine, or psychic spell without expending a prepared spell or spell slot. If you prepare spells, this spell must be one you prepared today (even if you have already cast it); if you’re a spontaneous caster, this spell must be one of your spells known. If the spell requires a saving throw, any non-mythic creatures affected by the spell roll twice and take the lower result. If you must attempt a caster level check for the spell to overcome a creature’s spell resistance, you gain a +4 bonus on the check and can roll twice and take the higher result. You can’t add a metamagic feat to a spell you cast using this ability.

Granting Spells: You can grant spells of up to 4th level to those who worship Deskari, as well as those who worship you directly. The domains you grant your worshippers are Chaos and Evil.

Active Spells:
Endure Elements, Mage Armor, See Invisibility, Heroism, Enchantment Foil

Extended Magic Vestment x2, Extended Life Bubble, Extended Heroes' Feast (enhanced with antitoxin).

Appearance:

Background:

Initiative: +14 [+4 Dex + 2 Trait + 4 Familiar + 4 Feat]
Senses: Low-Light Vision, 120' Darkvision, Perception +29
Speed: 30

AC: 21 (10 + 4 (Mage Armor) + 4 Dexterity + 2 Natural Armor + 1 Deflection)
Touch: 15 (10 + 4 Dex + 1 Deflection)
Flat-footed: 17 (10 + 4 (Mage Armor) + 2 Natural Armor + 1 Deflection)

Hit Points: 92/92

Fort: +16 Ref: +16 Will: +12

+2 to saves Vs Disease and Mind-Affecting effects
+11 to saves Vs Charm and Compulsion effects
Immune to Fear effects

Combat:

Base Atk: +7/+2; CMB: +5; CMD: 20

Melee
Staff: +5/+0; Dmg 1d6-2; crit 20/x2; Type B

Skills:

Skill Points per level:
Sorceror: 2 (Class) + 1 (Intelligence) + 1 (FC)
Acrobatics +4
Appraise +1
Bluff +35 (+9 Cha + 15 ranks + 3 class skill + 1 Trait + 2 Racial + 5 Ioun Stone)
Climb -2
Craft +1
Diplomacy +33 (+9 Cha + 15 ranks + 3 class skill + 1 Trait + 5 Ioun Stone)
Disguise +9
Escape Artist +4
Fly +22 (+4 Dex + 15 ranks + 3 class skill)
Heal -2
Intimidate +10 (+9 Cha + 1 Trait)
Perception +29 (-2 Wis + 15 ranks + 3 class skill + 2 racial + 5 Eyes + 4 Alertness - 2 Gas Mask + 4 Corruption)
Perform(Any) +9
Ride +4
Sense Motive +0 (-2 Wis + 2 Alertness)
Stealth +4
Survival -2
Swim -2

Trait:
Reactionary:
You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly.

Benefit: You gain a +2 trait bonus on initiative checks.

Extremely Fashionable
You really know how to make a good impression when you’re dressed well.

Benefit: Whenever you are wearing clothing and/or jewelry worth at least 150 gp (and not otherwise covered in gore, sewage, or other things that mar your overall look), you gain a +1 trait bonus on Bluff, Diplomacy, and Intimidate checks. One of these skills (your choice) is a class skill for you.

Irrepressible: - thanks to 'Extra Trait' boon
Your hope for a brighter future blessed by the gods, combined with your powerful personality, allows you to force your way free of spells that cloud the mind.

Benefit: You can use your Charisma modifier in place of your Wisdom modifier when attempting Will saving throws against charm and compulsion effects.

Feats:

1st: Spell Focus: Evocation
1st (Sorceror Bonus Feat): Eschew Materials
3rd: Greater Spell Focus: Evocation
5th: Spell Penetration
7th: Greater Spell Penetration
7th (Sorceror Bonus Feat): Quicken Spell
9th: Empower Spell
11th: Additional Traits (Wayang Spellhunter - Chain Lightning; Magical Lineage - Cold Ice Strike)
13th: Dazing Spell
13th (Sorceror Bonus Feat): Improved Initiative
15th: Elemental Spell(Electricity)

Racial Abilities:
Undead Resistance:
Dhampirs gain a +2 racial bonus on saving throws against disease and mind-affecting effects.

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.

Manipulative:
Dhampire gain a +2 racial bonus on Bluff and Perception checks.

Spell-Like Abilities (Su):
A dhampir can use Detect Undead three times per day as a spell-like ability. The caster level for this ability equals the dhampir's class level.

Darkvision:
Dhampir see perfectly in the dark up to 60 feet.

Low-light vision:
In addition to their ability to see perfectly in the dark up to 60 ft, dhampir have low-light vision, allowing them to see twice as far as humans in conditions of dim light.

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.

Class Features:
Bloodline Arcana:
You gain the orc subtype, including darkvision 60 feet and light sensitivity. If you already have darkvision, its range increases to 90 feet. Whenever you cast a spell that deals damage, that spell deals +1 point of damage per die rolled.

Bloodline Arcana: Whenever you cast a spell with an energy descriptor that matches your draconic bloodline's energy type (Electricity), that spell deals +1 point of damage per die rolled.

Bloodline Familiar:
Those with an inherent connection to magic often attract creatures who feel a similar instinctive pull toward magical forces. At 1st level, a sorcerer, bloodrager, or any other character with one of the following bloodlines can choose to gain a bloodline familiar. The character gains a familiar (as a wizard’s familiar), treating her class level as her wizard level for the purposes of this ability. This familiar has an additional ability listed below based on the master’s bloodline.

This replaces the 1st-level bloodline power granted by the character’s bloodline; in addition, the character gains bonus spells from her bloodline one level later than she normally would. For example, a sorcerer with the aberrant bloodline who takes a bloodline familiar would not gain the acidic ray bloodline power, and she would gain her first bonus spell at 4th level, her second bonus spell at 6th level, and so on.

Draconic—Dragon’s Flight (Ex): The familiar can sprout draconic wings, granting it a fly speed of 30 feet with average maneuverability for a number of minutes per day equal to 1/2 your caster level (minimum 1). These minutes need not be consecutive, but they must be spent in 1-minute increments. At 10th level, the familiar’s fly speed increases to 60 feet with good maneuverability. At 20th level, the familiar’s fly speed increases to 90 feet.

Fearless (Ex):
At 3rd level, you gain a +4 bonus on saving throws made against fear and a +1 natural armor bonus. At 9th level, you lose your light sensitivity, gain immunity to fear, and your natural armor bonus increases to +2.

Blood Piercing:
When you cast a bloodrager or sorcerer spell that deals damage, creatures affected by the spell reduce their energy resistance and spell resistance against the spell’s effects by an amount equal to your Strength or Charisma modifier, whichever is higher. You can use this ability once per day at 4th level and one additional time per day for every 5 caster levels you have beyond 3rd, up to four times per day at 18th level.

This ability replaces the sorcerer’s 9th-level bloodline power or the bloodrager’s 4th-level bloodline power.

Wings (Su):
At 15th level, leathery dragon wings grow from your back as a standard action, giving you a fly speed of 60 feet with average maneuverability. You can dismiss the wings as a free action.

Spells (Concentration +28):
Cantrips (8): Acid Splash, Detect Magic, Mage Hand, Mending, Message, Prestidigitation, Ray of Frost, Read Magic
1st level (3/9): Endure Elements, Liberating Command, Mage Armor*, Magic Missile, Snowball(DC 20)
2nd level (8/8): Create Pit(DC 21), Glitterdust(DC 21), Resist Energy*, Scorching Ray, See Invisibility
3rd level (8/8): Battering Blast, Fireball(DC 24), Fly*, Heroism
4th level (7/8): Ball Lightning(DC 26), Dimension Door, Enchantment Foil, Wall of Fire(DC 25)*
5th level (3/8): Cloudkill(DC 24)*, Cone of Cold (DC 26), Possession, Fire Snake (DC 26)
6th level (5/7): Chain Lightning (DC 28), Cold Ice Strike (DC 27) Form of the Dragon I*
7th level (5/5): Greater Teleport

Equipment:

MW Courtier's Outfit
Shadow Lodge Signet Ring
Average Snowbloom
Cracked Pale Green Prism Ioun Stone
Scarlet and Blue Sphere Ioun Stone
Ochre Rhomboid Ioun Stone (Persistent Spell)
Orange Prism Ioun Stone
Mulberry Pentacle Ioun Stone
Sihedron Brand (+2 Profane bonus on Fort saves; 2xCL temporary hit points 1/day)
Eyes of the Eagle
Frontovik's Gas Mask
Headband of Alluring Charisma +6
Pallid Crystal
Belt of Physical Might +2
Robe of Arcane Heritage
Tunic of Careful Casting
Cloak of Resistance +5
Spellguard Bracers
Gloves of Arrow Snatching
Scholar's Ring
Ring of Spell Knowledge(Ill Omen)
Ring of Freedom of Movement

Spring-loaded Wrist Sheath #1
- Wand of False Life [5/8 charges]
Spring-loaded Wrist Sheath #2
- Wand of CLW [50/50 charges]

Handy Haversack:
Traveler's Any Tool
Wayfinder
Wand of Kreighton's Perusal [50/50 charges]
Wand of Infernal Healing [49/50 charges]
Scroll of Command Undead [5/5]
Dream Journal of the Pallid Seer
Blood Reservoir of Physical Prowess
Lucky Horseshoe
Page of Spell Knowledge(Emergency Force Sphere)

Portable Hole:
Hospitality's Hammock
Sustaining Spoon
Platter of Exquisite Feasting x3
Ushabti of the Willing Servant
Goblet of Quenching
Campfire Bead
Tengu Drinking Jug

Coins: 1618gp, 0sp, 0cp

Prestige 47 / Fame 72:
Trade Prince (1PP)
Master of Trade (4PP)
Caravan (5PP)
Restful Pathfinders' Lounge (2PP)
Wand of CLW (2PP)
Wand of Kreighton's Perusal (2PP)
Wand of Infernal Healing (2PP)
Scroll of Command Undead x5 (2PP)
Retrain Touch of Rage to Bloodline Familiar (5PP)

Shadow-Bound Corruption, Manifester Level 3:

Eerie Perception:
Your eyes change, adapting to a life in the shadows.

Gift: You gain darkvision to a range of 60 feet. If you already have darkvision, the range of your darkvision increases by 30 feet instead. You also gain a +2 bonus on Perception and Stealth checks. At manifestation level 3rd, the bonuses increase to +4.

Stain: Your eye color fades to a dull gray and your eyes overreact to light. You gain light sensitivity, causing you to be dazzled in areas of bright light.

Emptiness of the Void:
Friends and allies are just people you can hurt more deeply.

Gift: The darkness in your soul can draw in the life force of allies. Once per day when you take ability damage, ability drain, or hit point damage, you can divide the damage or drain evenly between you and one ally within 30 feet. You can do so only if the damage or drain would reduce your ability score or hit points to 0. The ally can attempt a Will save to resist the link. You can activate this ability as a free action, even if it isn’t your turn.

Stain: You struggle to remember the meaning of alliance and friendship. You can’t benefit from or use the aid another action.

Insubstantiality:
Your body flickers occasionally into insubstantial shadow.

Prerequisite: Manifestation level 3rd.

Gift: Your body sometimes shifts or blurs momentarily before resuming the appearance of solidity. You gain a deflection bonus to your AC equal to half your manifestation level. You have a 20% chance to ignore (treat as a normal hit) confirmed critical hits and precision-based damage (such as sneak attack damage) from any weapon unless it has the ghost touch weapon special ability.

Stain: You take a –6 penalty on saving throws and to your CMD against attacks and effects that would move or trip you, as well as on all combat maneuver checks except those made to escape a grapple.