Kyra

Regina dei Dannati's page

115 posts. Alias of Caro Cogitatus.


Race

Skills:
Acrobatics +0 Bluff +5 Diplomacy +3 Disguise +3 Heal +2 Intimidate +4 Knowledge (Arcana) -1 (Engineering) +0 (History) +0 (Nobility) +0 (Religion) -1 Perception +5 Sense Motive +2 Spellcraft -1 Survival +2

Gender

Female Osirioni Dhampir Cleric/1 (HP 9/9 | AC:14 T:10 FF:14 | CMB:-1 CMD:9 | F:+2 R:+0 W:+5 | Init:+0 | Perc:+5 Darkvision 60ft, Low-light vision | Move:30 | Conc:+5) DK 5/5 HotA 5/5 Channel Energy 6/6

About Regina dei Dannati

Medium Female Humanoid (Dhampir):

A lithe, young looking Osiriani woman with long black hair frequently tied up in a scarf, she squints in the harsh daylight sun.
The local boys mostly find her off-putting and strange, but this doesn't bother her. The blacksmith's daughter, however...that is another story.
5' 9"/175 lbs.

Backstory:

Regina spent her formative years as the servant/daughter of a reclusive vampire she knew only as Father. Spending her days running errands and protecting Father's resting place in the Necropolis, she knew nothing but service aside from the rare occasions he regaled her with stories of his mortal life long ago as a Ancient Osiriani prince.
The centuries weighed on Father heavily, leaving him increasingly out of touch and incoherent. Eventually he found himself unwilling to venture forth even to feed himself. Regina cultivated a relationship with a Silver Chain gang member named Ekram Iffek, periodically purchasing the least expensive slaves for Father's sustenance, and discreetly disposing of the bodies.
Eventually, she gently gave him the release he desired but was too weak to do himself, and with the last vestiges of his fortune set out on her own to find her destiny.

HP/Init/Move/Vision/BAB:

Max HP 9 ((1d8)+1) Initiative +0 Vision Darkvision 60ft, Low-light vision Move 30ft BAB +0
Init=(Dex +0)

Classes/Alignment/XP/Deity/Point Buy:

Classes Cleric1 Alignment Lawful Evil XP 0 Deity Urgathoa Point Buy special

AC 14 (Touch 10, Flat Footed 14):

(Base +10, Armor +4, Shield +0, Dex +0, Size +0, Natural Armor +0, Dodge +0, Deflection +0)
Spell Failure 0% Armor Check -2 Max Dex +4 SR 0%

Fort +2 Refl +0 Will +5:

Fortitude Base +2 Con +0 Magic +0 Epic +0
Reflex Base +0 Dex +0 Magic +0 Epic +0
Will Base +2 Wis +2 Magic +0 Epic +0 Trait +1

Skills/Languages:

+ Acrobatics +0 (DEX +0, Ranks +0)
* Appraise -1 (INT -1, Ranks +0)
+ Bluff +5 (CHA +3, Ranks +0, Racial +2)
+ Climb -1 (STR -1, Ranks +0)
* Craft (Untrained) -1 (INT -1, Ranks +0)
* Diplomacy +3 (CHA +3, Ranks +0)
+ Disguise +3 (CHA +3, Ranks +0)
+ Escape Artist +0 (DEX +0, Ranks +0)
+ Fly +0 (DEX +0, Ranks +0)
* Heal +2 (WIS +2, Ranks +0)
+ Intimidate +4 (CHA +3, Ranks +0, Trait +1)
* Knowledge Arcana -1 (INT -1, Ranks +0)
* Knowledge Engineering +0 (INT -1, Ranks +0, Trait +1)
* Knowledge History +0 (INT -1, Ranks +0, Trait +1)
* Knowledge Nobility +0 (INT -1, Ranks +0, Trait +1)
* Knowledge Religion -1 (INT -1, Ranks +0)
* Linguistics -1 (INT -1, Ranks +0)
+ Perception +5 (WIS +2, Ranks +1, Racial +2)
+ Perform (Untrained) +3 (CHA +3, Ranks +0)
* Profession +2 (WIS +2, Ranks +0)
+ Ride +0 (DEX +0, Ranks +0)
* Sense Motive +2 (WIS +2, Ranks +0)
* Spellcraft -1 (INT -1, Ranks +0)
+ Stealth +0 (DEX +0, Ranks +0)
+ Survival +2 (WIS +2, Ranks +0)
+ Swim -1 (STR -1, Ranks +0)
(* = Class Skill, + = Useable Untrained)
Concentration (Cleric) +5

Languages: Common, Osirioni

=== Special Attacks ===
Channel Negative Energy (Su)You can unleash a wave of negative energy. You must choose to deal 1d6 points of negative energy damage to living creatures or to heal undead creatures of 1d6 points of damage. Creatures that take damage from channeled energy receive a DC 13 Will save to halve the damage. You can use this ability 6 times per day.
Command Undead Use one Channel Energy usage to enslave up to your HD of undead within 30 ft. Will save DC=14 to negate.
Hand of the Acolyte (Su) Ranged (30ft) attack with melee weapon using Wisdom for attack bonus, 5/day. Scythe +2 (2d4-1/20x4 P/S)

=== Weapons ===
Scythe -1 (2d4-1/x4) P/S 2H Trip
Sling +0 (d4-1/x2) B 50ft +0/100ft -2/150ft -4/200ft -6/250ft -8
Club -1 (d6-1/x2) B 1H-P (thrown) 10ft +0/20ft -2/30ft -4/40ft -6/50ft -8
Dagger -1 (d4-1/19-20x2) P/S 1H-P (thrown) 10ft +0/20ft -2/30ft -4/40ft -6/50ft -8
Unarmed Strike: -1 (1d3-1/20x2 B) nonlethal

1H-P: One handed, primary hand. 1H-O: One handed, off hand. 2H: Two handed. 2W-P-(OH): 2 weapons, primary hand (off hand weapon is heavy). 2W-P-(OL): 2 weapons, primary hand (off hand weapon is light). 2W-OH: 2 weapons, off hand.

CMB/CMD Grapple -1/9 Trip -1/9 Disarm -1/9 Sunder -1/9 BullRush -1/9 Overrun -1/9
CMB = BAB (+0) + STR (-1) + Size (+0), CMD = 10 + BAB (+0) + STR (-1) + DEX (+0) + Size (+0)

Ability Scores: STR 9 (-1) DEX 11 (+0) CON 11 (+0) INT 9 (-1) WIS 14 (+2) CHA 16 (+3)

Racial Innate:
(x)Detect Undead 1/day

Prepared Spells:
Cleric Level 0 DC 12, unlimited use
Create Water Creates 2 gallons/level of pure water.
Detect Magic Detects spells and magic items within 60 ft.
Guidance Touched creature gains +1 on one attack roll, saving throw, or skill check.

Cleric Level 1 DC 13, 2+1/day
( )*Cause Fear One creature of 5 HD or less flees for 1d4 rounds.
( )Cure Light Wounds Cures 1d8 damage + 1/level (max +5).
( )Summon Monster I Summons extraplanar creature to fight for you.
**Inflict Light Wounds Touch deals 1d8 damage +1/level (max +5).

* = Domain/Specialty Spell, ** = Spontaneous Casting

Equipment:

Lbs GP
25 100 Chain shirt (AC +4, Max DX +4, Armor Check -2, 25 lbs, 100 gp)
10 18 Scythe (2d4/x4 P/S, Trip, 10 lbs, 18 gp)
3 0 Club (d6/x2 B, 10 ft, 3 lbs, 0 gp)
1 2 Dagger (d4/19-20x2 P/S, 10 ft, 1 lb, 2 gp)
0 0 Sling (d4/x2 B, 50 ft, 0 lb, 0 gp)
0.5 .01 x10 Bullets, Sling
0 0 Explorer's Outfit (0 gp)
2 2 Backpack, common (2 lbs, 2 gp)
2 2 Waterskin, empty (4 lbs full, 1 gp)
0 5 Iron Unholy Symbol (Skull-faced Fly, 5 gp)
1 2 various cheeses, breads, wines, etc. (2 gp)
0 8.9 coins
----- -----
49 140 (totals)
Weight Allowance: 30/60/90

=== Feats ===
Command Undead (DC 14)As a standard action, you can use one of your uses of channel negative energy to enslave undead within 30 feet. Undead receive a Will save to negate the effect. Undead that fail their saves fall under your control, obeying your commands to the best of their ability, as if under the effects of control undead. Intelligent undead receive a new saving throw each day to resist your command. You can control up to your effective cleric level in Hit Dice of undead. If you use channel energy in this way, it has no other effect (it does not heal or harm nearby creatures). If an undead creature is under the control of another creature, you must make an opposed Charisma check whenever your orders conflict. Will Save DC=10+(1/2 cleric level)+(Cha modifier).

=== Class Features ===
Weapon and Armor Proficiency Clerics are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Clerics of Urgathoa are also proficient with the scythe.
Aura of Evil (Ex) You project a faint evil aura.
Orisons You can prepare a number of orisons, or 0-level spells. These spells are cast like any other spells, but they are not expended when used and may be used again.
Spell-Like Ability (Sp) Dhampirs can use detect undead 1/day as a spell-like ability.
Spontaneous Casting You can channel stored spell energy into inflict spells that you did not prepare ahead of time. You can "lose" any prepared spell that is not an orison or domain spell in order to cast any inflict spell of the same spell level or lower (an inflict spell is any spell with "Inflict" in its name).

=== Racial Qualities ===
Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.
Humanoid Traits (Ex) Humanoids breathe, eat, and sleep.
Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.
Manipulative (Ex) Dhampirs receive a +2 racial bonus on Bluff and Perception checks.

=== Traits ===
Focused Mind (Magic) Your childhood was either dominated by lessons of some sort (be they musical or academic) or by a horrible home life that encouraged your ability to block out distractions to focus on the immediate task at hand. You gain a +2 trait bonus on concentration checks.
Omen (Faith) You gain a +1 trait bonus on Intimidate checks, and Intimidate is always a class skill for you. Once per day, you may attempt to demoralize an opponent as a swift action.
Blood of Pharaohs (Mummy's Mask) Long ago, one of your ancestors ruled over the lands of Osirion. Although you are many generations removed and the line of descent is hard to prove, his or her blood still runs in your veins. Perhaps you may f ind some proof of your lineage in the tombs of Wati’s necropolis. You gain a +1 trait bonus on Will saves. You also gain a +1 trait bonus on Knowledge (nobility) checks and that skill is always a class skill for you. In addition, you may choose Ancient Osiriani as one of your bonus languages.
Osirionologist (Regional-Osiriani) You have studied the history of ancient Osirion, and may have even ventured inside one of the great pyramids. You gain a +1 trait bonus on Knowledge (engineering) and Knowledge (history) checks, and one of them is always a class skill for you. In addition, you may choose Ancient Osiriani as one of your bonus languages.

=== Domains, Cleric of Urgathoa ===
Undead:

Death's Kiss (Su):
You can cause a creature to take on some of the traits of the undead with a melee touch attack. Touched creatures are treated as undead for the purposes of effects that heal or cause damage based on positive and negative energy. This effect lasts for a number of rounds equal to 1/2 your cleric level (minimum 1). It does not apply to the Turn Undead or Command Undead feats. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Death's Embrace (Ex):
At 8th level, you heal damage instead of taking damage from channeled negative energy. If the channeled negative energy targets undead, you heal hit points just like undead in the area.

Domain Spells: 1st—cause fear, 2nd—ghoul touch, 3rd—animate dead, 4th—enervation, 5th—slay living, 6th—create undead, 7th—destruction, 8th—create greater undead, 9th—energy drain.

Magic:

Hand of the Acolyte (Su):
You can cause your melee weapon to fly from your grasp and strike a foe before instantly returning. As a standard action, you can make a single attack using a melee weapon at a range of 30 feet. This attack is treated as a ranged attack with a thrown weapon, except that you add your Wisdom modifier to the attack roll instead of your Dexterity modifier (damage still relies on Strength). This ability cannot be used to perform a combat maneuver. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Dispelling Touch (Sp):
At 8th level, you can use a targeted dispel magic effect as a melee touch attack. You can use this ability once per day at 8th level and one additional time per day for every four cleric levels beyond 8th.

Domain Spells: 1st—identify, 2nd—magic mouth, 3rd—dispel magic, 4th—imbue with spell ability, 5th—spell resistance, 6th—antimagic field, 7th—spell turning, 8th—protection from spells, 9th—mage's disjunction.

=== Meta ===

Levelup History:

1 Cleric HP d8+0+1=9 ST 9 DX 11 CN 11 IN 9 WS 14 CH 16 (rolled)
Skills 2-1: Perception
Feats: Control Undead

Levelup Path:

1 Feat: Control Undead
2 Attrib: STR, INT
3 Attrib:
3 Feat: Spell Focus Necromancy
4 Attrib:
5 Attrib:
5 Feat: Undead Master Spell Focus (necromancy), ability to cast animate dead or command undead Animate and command more undead
6 Attrib:
7 Attrib:
7 Feat:
8 Attrib:
9 Attrib:
9 Feat:
10 Attrib:
11 Attrib:
11 Feat:
12 Attrib:
13 Attrib:
13 Feat:
14 Attrib:
15 Attrib:
15 Feat:
16 Attrib:
17 Attrib:
17 Feat:
18 Attrib:
19 Attrib:
19 Feat:
20 Attrib:

Threnodic Spell Knowledge (religion) 6 ranks, Spell Focus (enchantment) Change a mind-affecting spell so it can affect undead, but not living creatures