Cale the Calistrian

Preston Cornelius's page

19 posts. Alias of abernastian.


Full Name

Preston Cornelius

Race

Dhampir

Classes/Levels

3rd lvl witch (grave walker)

Gender

Male

Size

Med

Age

Looks 5-8 real age 115

Alignment

LE

Deity

Asmodeus

Languages

Common, undercommon, infernal, goblin, elven

About Preston Cornelius

Stats*:
STR: 12 = + 1 + 0
DEX: 15 = + 2 + 0
CON: 10 = + 0 + 0
INT: 17 = + 3 + 0
WIS: 11 = + 0 + 0
CHA: 14 = + 2 + 0

Hit Points: 14/14
Init: +2

Melee: +1
Range: +2

+3 melee +4 range (masterwork cold iron dagger)
Crit is 14 & natural 20
AC:

(Class Ability) used: (0/0)

Skills:

Skill
Acrobatics 0
Bluff 6
Craft (Untrained) 0
Fly 0
Heal 4
Intimidate 9
Knowledge (engineering) 0
Knowledge (history)
Knowledge (nature) 8
Knowledge (planes) 9
Perception 1
Profession (coranor) 4
spellcraft 9
Use Magic Device 8

Class features, Feats, Traits, and Racial Traits:

Class feature:
(Class):
Spell Poppet: Each gravewalker carries around a gristly, inanimate poppet stitched from human skin and stuffed with shards of bone, fingernails, and grave dirt. A gravewalker's spells come from the will of evil spirits residing in the poppet, and its ability to hold spells functions in a manner identical to the way a witch's spells are granted by her familiar. The gravewalker must commune with her poppet each day to prepare her spells and cannot prepare spells that are not stored in the poppet. This ability replaces familiar. The following familiar ability works differently for a gravewalker:

Deliver Touch Spells (Su): At 3rd level or higher, a gravewalker can use her poppet to deliver touch spells. After casting a touch spell, as a full-round action, the witch can designate a target and stab a pin into her poppet, delivering the spell as a ranged touch attack. The target must be within range of her aura of desecration ability (see below).

Aura of Desecration (Su): At first level, a gravewalker can create a 20-foot-radius aura of evil power. This aura increases the DC of channeled negative energy by +1 and the turn resistance of undead by +1. At 3rd level and every 2 levels thereafter, the radius of the aura increases by 5 feet, to a maximum of 70 feet at 20th level. This ability replaces the witch's 1st-level hex.

Bonethrall (Su): At first level, a gravewalker can take control of an undead creature within her aura of desecration by forcing her will upon it (Will negates, using her hex DC). If it fails the save, the creature falls under her control as if she had used command undead (once control is established, the undead remain controlled even if outside the witch's aura). Intelligent undead receive a new saving throw each day to resist her command. The witch can control up to 1 HD of undead creatures per caster level. If an undead creature is under the control of another creature, the witch must make an opposed Charisma check whenever her orders conflict with that creature's. This replaces the witch's hex gained at 4th level.

Feats:
Skeleton Summoner

The walking dead respond to your call.

Prerequisites: Spell Focus (necromancy), ability to cast summon monster.

Benefit: Add “human skeleton” to the list of creatures you can summon with summon monster I and “human skeletal champion” to the list of creatures you can summon with summon monster III.

Once per day, when you cast summon monster, you may summon a skeletal version of one of the creatures on that spell's summoning list (apply the skeleton template to that creature to create this monster).

Witch Knife

You empower your witch spells by incorporating the use of a special ceremonial knife during your castings.

Prerequisite: Witch class.

Benefit: Each day, when you prepare your spells, you can select a masterwork or magical dagger, transforming it into a witch knife, which serves as an additional focus component for witch patron spells. Add +1 to the DC of all your patron spells.

Spell Focus (necromancy)

Choose a school of magic. Any spells you cast of that school are more difficult to resist.

Benefit: Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select.

Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new school of magic.

Traits:
Numerological Gift (Dhampir)

Since birth you have had an intimate connection with a certain number.

Benefit: When you select this trait, roll 3d6. The resulting number becomes your numerological totem and can never be changed. Once per day, when you roll your totem number on a d20 (such as an attack roll, save, or skill check), you may treat that roll as if you had rolled a natural 20 on the die.

Convincing Liar

You've spent your life perfecting the art of half-truths in order to accomplish what you need to.

Benefit: You gain a +1 trait bonus on Bluff or Intimidate checks and one of these skills (your choice) is a class skill for you.

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.

Racial Traits:
jiang-shi-born +2 Dex +2 Int -2 Con
Defense Racial Traits

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.

Acrobatics, Knowledge (engineering) +2

Dayborn A few fortunate dhampirs were born during the day under the blessings of priests, and their blood has weaker ties to their undead bloodline than others of their kind. Such dhampirs are unhindered by daylight and lose the light sensitivity racial trait. This racial trait replaces the spell-like ability racial trait.
-1 penalty on saves against sonic effects and spells.
Senses Racial Traits

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.

Weakness Racial Traits

Light Sensitivity: Dhampirs are dazzled in areas of bright sunlight or within the radius of a daylight spell.
Negative Energy Affinity: Though a living creature, a dhampir is treated as undead for all effects that affect undead differently than living creatures, such as cure spells and channeled energy.

AC, Saves, Attacks::

AC
(Armoured)AC: 13 = 10 + 1(Armour) +0(Shield) +2(Dex) +0(Dodge) +0(Natural);
(Armoured)Touch: 12 = 10 +2(Dex) +0(Dodge);
(Armoured)Flat: 11 = 10 + 1(Armour) +0(Shield) +0(Natural);

(UnArmoured)AC: 10 = 10 + 0(Armour) +0(Shield) +0(Dex) +0(Dodge) +0(Natural);
(UnArmoured)Touch: 10 = 10 +0(Dex) +0(Dodge);
(UnArmoured)Flat: 10 = 10 + 0(Armour) +0(Shield) +0(Natural);

Saves:
Fort: 1 = 1(base) + 0(CON);
Ref: 3 = 1(base) + 2(DEX);
Will: 3 = 3(base) + 0(WIS);

Attack:
Melee: 2 = 1(base) + 1(STR)
Range: 3 = 1(base) + 2(DEX)
CMB: 2 = 1(base) + 1(STR)
(Armoured)CMD: 14 =10 + 1(base) + 1(STR) + 2(DEX);;

Spells:

Patron Spells
Moon: 2nd—darkness, 4th—command undead, 6th—animate dead, 8th—moonstruck, 10th—aspect of the wolf, 12th—create undead, 14th—control undead, 16th—create greater undead, 18th—meteor swarm.

0-Level Witch Spells (Cantrips)

Spell per day O 4/day 1st 3/day 2nd 2/day

Spell Name Comp. Description Source

Arcane Mark Inscribes a personal rune on an object or creature (visible or invisible). CRB

Bleed Cause a stabilized creature to resume dying. CRB

Dancing Lights Creates torches or other lights. CRB

Daze A single humanoid creature with 4 HD or less loses its next action. CRB

Detect Magic Detects all spells and magic items within 60 ft. CRB

Detect Poison Detects poison in one creature or small object. CRB

Guidance +1 on one attack roll, saving throw, or skill check. CRB

Light Object shines like a torch. CRB

Mending Makes minor repairs on an object. CRB

Message Whisper conversation at distance. CRB

Putrefy Food and Drink Makes food and water inedible. APG

Read Magic Read scrolls and spellbooks. CRB

Resistance Subject gains +1 on saving throws. CRB

Spark Ignites flammable objects. APG

Stabilize Cause a dying creature to stabilize. CRB

Touch of Fatigue Touch attack fatigues target. CRB

1st-Level Witch Spells
Spell Name Comp. Description Source

Air Bubble Creates a small pocket of air around your head or an object. UC

Beguiling Gift Subject immediately accepts an offered item and uses it. APG

Blood Money Use your blood to create material components for spells. RoRLAE

Bungle Target takes a -20 penalty on its next attack roll or check. UM

Burning Hands 1d4/level fire damage (max 5d4). CRB

Cause Fear One creature of 5 HD or less flees for 1d4 rounds. CRB

Charm Person Makes one person your friend. CRB

Chill Touch One touch/level deals 1d6 damage and possibly 1 Str damage. CRB

Command One subject obeys selected command for 1 round. CRB

Compel Hostility Compels opponents to attack you instead of your allies. UC

Comprehend Languages You understand all spoken and written languages. CRB

Cure Light Wounds Cures 1d8 damage + 1/level (max +5). CRB

Damp Powder Ruins ammunition loaded in the targeted firearm. UC
Dancing Lantern Animates a lantern that follows you. APG

Decompose Corpse Turn a corpse into a clean skeleton. UM

Delusional Pride Target is penalized on attacks and checks but gains bonus against charms and compulsions. UM

Detect Secret Doors Reveals hidden doors within 60 ft. CRB

Diagnose Disease Detect and identify diseases. UM

Ear Piercing Scream Deal sonic damage and daze target. UM

Enlarge Person Humanoid creature doubles in size. CRB

Forced Quiet Target cannot make loud noises. UM

Frostbite Target takes cold damage and is fatigued. UM

Fumbletongue Target cannot speak intelligently. UM

Hex Ward Target gains +4 on saves against witch hexes. UM

Hypnotism Fascinates 2d4 HD of creatures. CRB

Icicle Dagger Masterwork ice dagger deals +1 cold damage. UM

Identify Gives +10 bonus to identify magic items. CRB

Ill Omen Target rolls twice for checks and attacks and uses worst roll. APG

Infernal Healing Touch a creature with devils blood, giving it fast healing 1. ISWG

Inflict Light Wounds Touch deals 1d8 damage +1/level (max +5). CRB

Interrogation Target answers questions or suffers pain. UM

Jury-Rig Removes the broken condition from the targeted object. UC

Ki Arrow Arrow deals damage as your unarmed strike. UM

Lock Gaze Compels the target to look only at you for the duration of the spell. UC

Mage Armor Gives subject +4 armor bonus. CRB

Mask Dweomer Hides presence of a spell from detect magic. APG

Mount Summons riding horse for 2 hours/level. CRB

Negative Reaction Targeted creature may not positively influence anyone. UC

Obscuring Mist Fog surrounds you. CRB

Peacebond Locks a weapon in place on the target’s body. UC

Ray of Enfeeblement Ray causes 1d6 Str penalty + 1 per 2 levels. CRB

Ray of Sickening Ray makes subject sickened. UM

Reduce Person Humanoid creature halves in size. CRB

Reinforce Armaments Temporarily mitigates the fragile quality in targeted weapon or armor. UC

Remove Sickness Suppress disease, nausea, and the sickened condition. UM

Restore Corpse Skeletal corpse grows flesh. UM

Sanctify Corpse Prevent a corpse from becoming an undead. UM

Shadow Weapon Create a quasi-real masterwork weapon. UM

Sleep Puts 4 HD of creatures into magical slumber. CRB

Summon Minor Monster Summon 1d3 Tiny animals. UM

Summon Monster I Summons extraplanar creature to fight for you. CRB

Unbreakable Heart Target gains a +4 bonus on saves against mind-affecting effects that rely on negative emotions. ISWG

Unerring Weapon Grants a +2 bonus, +1 per four caster levels, on attack rolls to confirm a critical hit. UC

Unprepared Combatant Target takes -4 on initiative and Reflex saves. UM

Unseen Servant Invisible force obeys your commands. CRB

Vocal Alteration Disguise target's voice. UM

Weaken Powder Targeted firearm’s ammunition halves the firearm’s range and imposes a –2 penalty on damage rolls. UC

Youthful Appearance Target appears younger. UM

2nd-Level Witch Spells
Spell Name Comp. Description Source

Adoration You gain a bonus on Diplomacy checks and performance combat checks. UC

Alter Self Assume form of a Small or Medium humanoid. CRB

Augury MF Learns whether an action will be good or bad. CRB

Bestow Weapon Proficiency Grants a creature proficiency in a single weapon for short period of time. UC

Blindness/Deafness Makes subject blinded or deafened. CRB

Blood Transcription Learn a spell from the target's blood. UM

Boiling Blood Targets take fire damage; orcs get +2 Strength. UM

Burning Gaze Inflict 1d6 fire damage to creature by looking at it. APG

Carry Companion KoIS

Cure Moderate Wounds Cures 2d8 damage + 1/level (max +10). CRB

Daze Monster Living creature of 6 HD or less loses its next action. CRB

Death Knell Kills dying creature; you gain 1d8 temporary hp, +2 to Str, and +1 caster level. CRB

Delay Pain Ignore pain for 1 hour/level. UM

Delay Poison Stops poison from harming target for 1 hour/level. CRB

Destabilize Powder Ammunition in the targeted firearm is prone to misfire. UC

Detect Thoughts Allows “listening” to surface thoughts. CRB

Disfiguring Touch Target becomes disfigured. UM

Embrace Destiny Roll d20; before end of spell, use roll to replace another d20 roll before the die is rolled. Lost Kingdoms

Enthrall Captivates all within 100 ft. + 10 ft./level. CRB

False Life Gain 1d10 temporary hp + 1/level (max +10). CRB

Feast of Ashes A target starves with an insatiable hunger. APG

Fester Gives subject SR 12 + your level vs. healing effects. APG

Find Traps Notice traps as a rogue does. CRB

Fog Cloud Fog obscures vision. CRB

Frost Fall The area is covered in a chilling frost. UC

Gentle Repose Preserves one corpse. CRB

Ghostly Disguise You look like a ghost of yourself. UM

Glide You take no falling damage and move 60 ft./round while falling. APG

Glitterdust Blinds creatures, outlines invisible creatures. CRB

Haunting Mists Creatures are shaken and take Wis damage. UM

Hidden Speech Gain +10 on Bluff to send secret messages. APG

Hold Person Paralyzes one humanoid for 1 round/level. CRB

Inflict Moderate Wounds Touch attack, 2d8 damage + 1/level (max +10). CRB

Levitate Subject moves up and down at your direction. CRB

Limp Lash Create a magical noose around target's head, possibly paralyzing them. Gob

Lipstitch Stitch one creature's lips shut. PFSFG

Mad Hallucination Target takes penalties to mental actions. UM

Mask Dweomer, Communal As mask dweomer, but you may divide the duration among creatures touched. UC

Masterwork Transformation M Make a normal item into a masterwork one. UM

Miserable Pity Opponents cannot attack a pathetic creature. UM

Mount, Communal As mount, but you may divide the duration among creatures touched. UC

Perceive Cues +5 Perception and Sense Motive 10 min./level. APG

Pernicious Poison Target takes a -4 penalty against poison. UM

Pox Pustules Subject is sickened and has –4 Dex. APG

Protective Penumbra Shadow protects the target from light. UM

Qualm Target gains penalties on ability checks, skill checks, and concentration checks until it spends an entire round doing nothing. UC

Recoil Fire Ammunition in the targeted firearm generates excessive recoil. UC

Reinforce Armaments, Communal As reinforce armaments, but you may divide the spell’s duration among objects touched. UC

Returning Weapon Grants a weapon the returning special weapon quality. UC

Scare Frightens creatures of less than 6 HD. CRB

See Invisibility Reveals invisible creatures or objects. CRB

Severed Fate A target becomes shaken and can not use hero points for 10 minutes per level. APG

Share Memory Share one memory with the target. UM

Silk to Steel Use a scarf as a shield or whip. UM

Skinsend Animate and possess your own skin as if it were a separate creature. UM

Soothing Word Reduces effects of multiple conditions on target. Cards

Spectral Hand Creates disembodied glowing hand to deliver touch attacks. CRB

Stabilize Powder Ammunition in the targeted firearm is less likely to misfire. UC

Staggering Fall Cause additional damage to a falling creature. RG

Status Monitors condition, position of allies. CRB

Steal Voice Target gains the croaking spellblight. UM

Summon Monster II Summons extraplanar creature to fight for you. CRB

Summon Swarm Summons swarm of bats, rats, or spiders. CRB

Symbol of Mirroring M Triggered rune creates mirror images. UM

Thunder Fire Ammunition in the targeted firearm deafens opponents. UC

Touch of Idiocy Subject takes 1d6 penalty to Int, Wis, and Cha. CRB

Unnatural Lust Target is compelled to kiss or caress another. UM

Unshakable Chill Target is afflicted with severe cold. UM

Vomit Swarm Produces a spider swarm that fights for you. APG

Web Fills 20-ft.-radius spread with sticky spiderwebs that can grapple foes and impair movement. CRB

Web Shelter Create a comfortable shelter made of webbing. UM

Zone of Truth Subjects within range cannot lie. CRB

Equipement:

Weapons:
Wooden stake 1d3 1d4 ×2 10 ft. 1 lb. P
Dagger masterwork(cold iron) 1d3 1d4 19–20/×2 10 ft. 1 lb. P or S
Morningstar 1d6 1d8 ×2 — 6 lbs. B and P

Armour
Bracers of Armor +1
[i]Robe of Bones
(+0AC, MAXDEX 0, ACP:0, Light, Arcane Fail 0%)
his sinister item functions much like a robe of useful items for the serious necromancer. It appears to be an unremarkable robe, but a character who dons it notes that it is adorned with small embroidered figures representing undead creatures. Only the wearer of the robe can see the embroidery, recognize them for the creatures they become, and detach them. One figure can be detached each round. Detaching a figure causes it to become an actual undead creature (see the list below). The skeleton or zombie is not under the control of the wearer of the robe, but may be subsequently commanded, rebuked, turned, or destroyed. A newly created robe of bones always has two embroidered figures of each of the following undead:

Human skeleton
Wolf skeleton
Heavy horse skeleton
Fast goblin zombie
Tough human zombie
Plague ogre zombie
Misc:
Adventure Gear:

Kit, Witch's

Price 21 gp; Weight 21 lbs.

This kit includes a backpack, a bedroll, a belt pouch, candles (10), chalk (10), a flint and steel, ink, an inkpen, an iron pot, a mess kit, soap, a spell component pouch, torches (10), trail rations (5 days), and a
waterskin.

{b]Oil[/b] X10

Price 1 sp; Weight 1 lbs.

A 1-pint flask of oil burns for 6 hours in a lantern or lamp. You can also use a flask of oil as a splash weapon. Use the rules for alchemist's fire, except that it takes a full-round action to prepare a flask with a fuse. Once it is thrown, there is a 50% chance of the flask igniting successfully.

You can pour a pint of oil on the ground to cover an area 5 feet square, provided that the surface is smooth. If lit, the oil burns for 2 rounds and deals 1d3 points of fire damage to each creature in the area.

Holy Symbol Iron (Asmodeus)

Magical:

Wand of inflict light wounds (50) charges 1d8 + 3

Cash:
11 gp
0 sp
0 cp