Gnaeus Gnaru

Rego Darksome's page

177 posts. Alias of Dennis Harry.


Race

Dhampir Cleric 2 (Sivanah) - HP = 14/14 | AC = 16 | CMD = 13 | F +3 | Ref +0 | W +6 (+2 vs. Disease & Mind Effect) | Ini +2 | Per +6

Classes/Levels

Shadow's Status

Languages

Common, Undercommon, Draconic

About Rego Darksome

Rego Darksome
Male dhampir cleric of Sivanah 2 (Pathfinder RPG Bestiary 2 89)
N Medium humanoid (dhampir)
Init +2; Senses darkvision 60 ft., low-light vision; Perception +6
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Defense
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AC 16, touch 10, flat-footed 16 (+5 armor, +1 light wood shield)
hp 14 (1d8+1 +4+1)
Fort +3, Ref +0, Will +6; +2 vs. disease and mind-affecting effects
Defensive Abilities negative energy affinity; Resist undead resistance
Weaknesses light sensitivity
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee heavy mace +3 (1d8+2)
Special Attacks channel negative energy 6/day (DC 13, 1d6), hand of the acolyte (6/day)
Spell-Like Abilities (CL 1st; concentration +9)
. . 3/day—detect undead
Domain Spell-Like Abilities (CL 1st; concentration +9)
. . 6/day—copycat (1 round)
Cleric Spells Prepared (CL 1st; concentration +9)
. . 1st— Cure Light Wounds, disguise self[D], Bless Water, Protection from Evil, Divine Favor
. . 0 (at will)—detect magic, guidance, resistance, create water
. . D Domain spell; Domains Magic, Trickery
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Statistics
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Str 14, Dex 10, Con 10, Int 10, Wis 16, Cha 16
Base Atk +1; CMB +3; CMD 13
Feats Versatile Channeler[UM]
Traits focused mind, reactionary, subject of study

Skills Acrobatics -6 (-10 to jump), Bluff +9, Knowledge (history) +5, Linguistics +4, Perception +6, Stealth -2;

Racial Modifiers +2 Bluff, +2
Perception

Languages Common, Draconic, Undercommon
SQ resist level drain
Combat Gear caltrops (3), oil (2); Other Gear scale mail, light wood shield, heavy mace, backpack, flint and steel, grappling hook, hemp rope (100 ft.), iron holy symbol[UE], mirror, piton (10), portable ram, torch (10), 48 gp, 7 sp
Potion Lesser Restoration
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Special Abilities
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Cleric Domain (Magic) Granted Powers: You are a true student of all things mystical, and see divinity in the purity of magic.
Cleric Domain (Trickery) Granted Powers: You are a master of illusions and deceptions. Bluff, Disguise, and Stealth are class skills.
Copycat (6/day) (Sp) Create a single mirror image duplicate
Darkvision (60 feet) You can see in the dark (black and white only).
Hand of the Acolyte (6/day) (Su) As a standard action, melee weapon strikes at foe in 30 ft. Use Wis for att bonus instead of Str.
Light Sensitivity (Ex) Dazzled as long as remain in bright light.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Negative Energy Affinity (Ex) You are alive, but react to positive/negative energy as though you were undead.
Resist Level Drain (Ex) Negative levels don't impose penalties or become permanent, but still kill if exceed HD.
Undead Resistance +2 bonus to saves vs. disease and mind affecting effects.
Versatile Channeler Channel both positive and negative energy
Versatile Cleric Channel Negative Energy 1d6 (6/day, DC 13) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.

Manipulative - Dhampir gain a +2 racial bonus on Bluff and Perception checks.

Traits –

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. You gain a +2 trait bonus on Initiative checks.

Focused Mind: Your childhood was dominated 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.

Domains:
Magic
Granted Powers: You are a true student of all things
mystical, and see divinity in the purity of 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.

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.

Trickery
Granted Powers: You are a master of illusions and
deceptions. Bluff, Disguise, and Stealth are class skills.
Copycat (Sp): You can create an illusory double of yourself as
a move action. This double functions as a single mirror image
and lasts for a number of rounds equal to your cleric level, or
until the illusory duplicate is dispelled or destroyed. You can
have no more than one copycat at a time. This ability does
not stack with the mirror image spell. You can use this ability a
number of times per day equal to 3 + your Wisdom modifier.

Domain Spells: 1st—disguise self, 2nd—invisibility, 3rd—
nondetection, 4th—confusion, 5th—false vision, 6th—mislead,
7th—screen, 8th—mass invisibility, 9th—time stop.

2 Days of Rations

Equipment -

Backpack - Rope Hemp 50' (x2), Grappling Hook, Pitons, Torches (10 all shaved to a sharp point at the end), Flint and Steel, Iron Holy Symbol, Small Mirror, Oil (2 pints), Portable Ram, Caltrops (4 sets)

Ring of the Trickster]
Price 1,080 gp; Slot ring; CL 4th; Weight —; Aura faint illusion; Scaling prize
This five-piece puzzle ring must be properly assembled before it can be placed on a finger. Once per day as a move action, the wearer can create a single mirror image as if using the Trickery domain's copycat power. If the wearer is a cleric with the Trickery domain and the copycat power, she instead gains two additional uses of that ability.
6th Level: The wearer can use prestidigitation at will.
8th Level: By spending 1 full round reconfiguring the ring's puzzle, the wearer can find a way to solve the puzzle with four of the pieces while twisting the final piece into a tiny shape that grows into another simple object. Treat the result as if the wearer had reconfigured a traveler's any-tool, except that the resulting object additionally grants a +2 competence bonus on a skill check of the wearer's choice that could conceivably involve the object. As long as she does not lose the object, the wearer can return the fifth piece to the ring by spending another full round. The wearer cannot use any of the ring's creation powers without all five pieces.
10th Level: By spending 1 minute reconfiguring the ring's puzzle, the wearer can find a way to solve the puzzle with four of the pieces while twisting the final piece into a tiny shape that grows into a new object as minor creation, except that the wearer uses Disable Device rather than Craft to create a complex object. The fifth piece of the ring mysteriously reappears 24 hours after the new object vanishes. The wearer cannot use any of the ring's creation powers without all five pieces.
12th Level: By spending 10 minutes reconfiguring the ring's puzzle, the wearer can find a way to solve the puzzle with four of the pieces while twisting the final piece into a tiny shape that grows into a new object as major creation, except that the wearer uses Disable Device rather than Craft to create a complex object. The fifth piece mysteriously reappears 24 hours after the new object vanishes. The wearer cannot use any of the ring's creation powers without all five pieces.
15th Level: Once per day as a standard action, the wearer can create a duplicate while becoming invisible, as mislead. [/spoiler]

Wand of Lesser Restoration with 12 charges

15 GP
9 SP

Appearance

Rego stands 5’8” tall and weighs approximately 175 lbs. His small frame belies his great strength born no doubt of his dark heritage. He wears a helm to hide his heritage and to block out the effects of the sun’s rays by day.

Rego wears a full faced helmet and gloves to hide his true nature from those around him as he does not wish to try and get saved from the stake a second time around.

Backstory

Rego is over 50 years old and spent the bulk of his lifetime moving from county to county in Ustalav taking up a new identity to hide his nature from the Humans of Ustalav. His own youth is a story he never knew since as long as he can remember he was living on the streets and fields to survive.

In the year 4674 Rego was nearly burned to death by locals in the town of Vauntil. The timely intervention of a cleric of Sivanah saved his life as the cleric wished to speak with a Dhampir up close and personal. Mikash was interested in what made a Dhampir a Dhampir and Rego was more than happy to assist in exchange for his life.

In his time with Mikash, Rego met Profesor Lorrimor of the University University of Lepidstadt. The Professor was interested in the Dhampir and his origins he even provided a blood sample to the Professor to study. During his travel to the University, Rego donned a full faced helmet and white gloves to hide his true nature from all those he encountered save Mikash and the Professor. Rego made the most of his visits to the University reading as much as he could on the history of Ustalav and on Vampires to understand how and why he became what he is, how he came to be afflicted to speak of it crudely.

Rego began to assist Mikash with her duties as a cleric of Sivanah despite the protests of the locals. He learned a great deal about the faithful and about his own heritage including how to hurt the creatures that spawned him. Mikash was a former adventurer who ventured into the wilderness of Varisia before realizing her true calling as a servant of the Seventh Veil.

When Mikash passed on to her Goddess Rego knew it was time for him to move on as well as the locals would never accept him regardless of what he had done for them. Rego determined to make his way to a place in Ustalav which would have him, he has yet to find that place.

During his travels over the past few decades (Linguistics 1), Rego has written to the Profesor to stay in contact with him and advise him of any new discoveries about his own origins and existence to further the Professor's research.

Upon hearing of his death, Rego went to his hometown to pay his final respects...