Full Name |
Ralya Rasivrein |
Race |
dhampir (drow) |
Classes/Levels |
Cleric of Zura 6 |
Gender |
Female |
Size |
Height 5’9”, Weight 135lbs (Medium) |
Age |
141 |
Alignment |
Neutral Evil |
Deity |
Zura |
Languages |
Undercommon, Sakvroth, Common, Abyssal |
Strength |
8 |
Dexterity |
16 |
Constitution |
10 |
Intelligence |
8 |
Wisdom |
20 |
Charisma |
20 |
About Ralya
Ralya is a scion of the noble drow House of Rasivrein, grown rich off the slave trade in the city of Zirnakayin. Worshippers of the Demon Lord Zura, an Azlanti vampire-queen who ascent heralded the beginning of the Age of Darkness, Ralya’s mother Embralya was more than willing to lie with one of Zura’s vampiric servants and bear a child in the Demon Lord’s honour. The drow-dhampir (note, mechanically, I’ve used dhampir statistics) lived a pampered life, blood not being hard to come by in the citadel of a noble drow family specialising in the slave trade, training extensively as a cleric of Zura whilst her elder sister Talya deals with the politics and business of the house. Unusually, Ralya adored her elder sibling, eager to spend time with her and experience the more rough-and-tumble world that was Talya’s reality. This feeling was not reciprocated - Talya feared being supplanted by her younger sister, either to become her majordomo, or worse, her dinner. Thus, Talya invited her sister on a slave-raiding-and-trading expedition to hostile Duergar caverns, ensuring her capture and enslavement. The betrayal has rendered Ralya bitter, and if she survives this experience, she’d like nothing more than to drain her sibling’s blood and seize her place as House Rasivrein’s heir-apparent.
Ralya Rasivrein
Medium Neutral Evil Dhampir (drow) Cleric of Zura 6
Age 141, Height 5’9”, Weight 135lbs, Languages Undercommon, Sakvroth, Common, Abyssal
STR 8, DEX 16, CON 10, INT 8, WIS 20, CHA 20
Saves
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Reflex +5 = +2 Base + 3 Dex
Fortitude +5 = +5 Base + 0 Con
Will +10 = +5 Base + 5 Wis
Light Sensitivity (racial): Dazzled in areas of bright sunlight
Attacks
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Base Attack Bonus +4
Touch, Attack: 1d20+8
Masterwork Rapier:
Attack: 1d20+8 (+3 DEX + 4BAB + 1 Masterwork)
Damage: 1d6-1)
Cat ‘o Nine Tails ‘Slaver’s whip’, Attack: 1d20+8, Damage 1d4-1, disarm, nonlethal
Heir to Undying Nobility, use Charm Person and Command 1/day
Initiative +4 (+3 dex, +1 item)
Speed 20' (30’ unarmoured)
CMB 3 (4 BAB - 1 STR)
Channel Negative Energy 5d6, 30ft radius, DC18 save halves, 8/day
Madness Domain: Vision of Madness, Melee Touch, Duration 3 rounds. Target gains +3 to one of attack rolls, saving throws or skill checks and -3 to the other two. 8/day
Chaos Domain: Touch of Chaos, Melee Touch, Duration 1 round. Target must roll twice whenever they roll d20 and take the worst result. 8/day
Defenses
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HP: 35hp (10+5.5*5)
AC: 20 = 10 + 6 Armor + 3 DEX + 1 Shield
Touch: 13 Flat-footed: 17
CMD 16 = 10 + 4 BAB - 1 STR + 3 DEX
Undead Resistance (racial): +2 saving throw vs. disease and mind-affecting effects
Resist Level Drain (racial): Dhampir take no penalties from energy drain.
Negative Energy Affinity (racial): Healed by negative energy, harmed by positive energy
Skills
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Favored Class: Cleric (+1 skill point)
Skill points/level: 2
Heal +12(+16 with kit) (+3+3+5+1+4), Sense Motive +9 (+1+3+5), Diplomacy +9 (+1+3+5), Spellcraft +8 (+6+3-1), Perception +7 (+0+0+5+2), Bluff +7 (+0+0+5+2)
Background Skill points/level 2
Profession (slaver) +9 (+1+3+5), Knowledge (History) +3 (+1+3-1), Knowledge (Nobility) +3 (+1+3-1), Linguistics +4 (+2+3-1), [+8 points still available…]
Traits:
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Birthmark (Your Holy Symbol is part of your body)
Feats:
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Weapon Finesse (use DEX for attacks), Selective Channeling (exclude up-to 5 from channel energy), Lunging Touch Spell (-2AC for 5ft reach on touch spells)
Equipment
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Masterwork Rapier (320gp), Cloak of resistance +1, 1000gp Sleeves of Many Garments (200gp), Masterwork Agile Breastplate +1 (1550gp), Cat ‘o Nine Tails (1gp), Masterwork Buckler, Healer’s Kit x2 (100gp), Masterwork Surgeon’s Tools (70gp), +1 Heal Ioun Stone (200gp), +1 initiative ione stone 500gp, Wand of Infernal Healing 750gp, 5250gp remaining.
Spells
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Orisons: Detect Magic, Create Water, Purify Food and Drink, Read Magic
1st Level: Cure Light Wounds, Cure Light Wounds, Murderous Command, (open slot), (open slot)
2nd Level: Lesser Restoration, Surmount Affliction, (open slot), (open slot)
3rd Level: Bestow Curse, Dispell Magic, (open slot)
Domain: Confusion (lesser), Touch of Idiocy, Rage