Carmilla Caliphvaso

Ruth Gedyhaul's page

7 posts. Alias of HeftyUpTop.


Full Name

Ruth Gedyhaul

Race

|HP: 18/21 AC: 12(T:12, FF:10)|CMB +2, CMD: 12|Fort +3; Ref +4; Will +4; |Init +2|Percep -1, SM -1, Bluff +2, Diplo +2

Classes/Levels

|Speed 30ft|Active Conditions: None

Gender

F TN Vetala-born Dhampir Conjurer (Cruoromancer) 4

About Ruth Gedyhaul

Statistics:
Female Vetala-born Dhampir Wizard (Cruoromancer) 4
TN Medium Humanoid (Dhampir)
Init +2; Senses Perception -1
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DEFENSE
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AC 12, touch 12, flat-footed 10 (0armor + 2dex + 0shield) (+1 v Firearms)
hp 21 (4d6 + 1conx4)
Fort +3 (1base + 1con + 1resist) Ref +4 (1base + 2dex + 1resist) Will +4 (4base - 1wis + 1resist)
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OFFENSE
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Speed 30 ft.

Melee +2 (2bab + 0str)
Touch Spells +2

Ranged +4 (2bab + 2dex)
Ranged Touch Spell +4

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STATISTICS
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Str 10 (+0) Dex 14 (+2) Con 12 (+1) Int 22 (+6) Wis 9 (-1) Cha 12 (+1)
Base Atk +2; CMB +2 (2bab + 0str) CMD 12 (10 + 0str + 2dex)
Traits
1) Half-Forgotten Secrets: +1trait to two Knowledge skills, one of which becomes a class skill (Arcana, History)
2) Scholastic: Choose one knowledge skill, in which you gain a +1 and they become class skills. Your spellcasting stat is also considered one higher for the purposes of calculating extra spells. (Geography)
Feats
1) Dimensional Agility: May take actions after casting Dimension Door (applies to Shift arcane scool ability). Gain +4 to COncentration when cast Teleportation spells.
BF) Scribe Scroll: Craft (Scrolls)
3) Craft Wondrous Items
Skills 9 ranks/level (2class + 5int + 2bckgrd)
ACP -0

*ACP applies to these skills
Skill Bonuses
*Acrobatics: +2 (2dex)
Appraise: +12 (6int + 3ranks + 3cs)
Bluff: +2 (1cha + 1ranks)
*Climb: +0 (0str)
Craft: +6 (6int + UCS)
Diplomacy: +2 (1cha + 1ranks)
*Disable Device: +7 (2dex + 2ranks + 3cs)
Disguise: +1 (1cha)
*Escape Artist: +2 (2dex)
*Fly: +2 (2dex + UCS)
Handle Animal: Untrained (1cha)
Heal: -1 (-1wis)
Intimidate: +1 (1cha)
Know(arcana): +14 (6int + 4ranks + 3cs + 1trait)
Know(dungeoneering): +10 (6int + 1rank + 3cs)
Know(engineering): +10 (6int + 1rank + 3cs)
Know(geography): +12 (6int + 2ranks + 3cs + 1trait)
Know(history): +14 (6int + 4ranks + 3cs + 1trait)
Know(local): +10 (6int + 1rank + 3cs)
Know(nature): +10 (6int + 1rank + 3cs)
Know(nobility): +10 (6int + 1rank + 3cs)
Know(planes): +11 (6int + 2ranks + 3cs)
Know(religion): +11 (6int + 2ranks + 3cs)
Linguistics: +11 (6int + 2ranks + 3cs)
Perception: -1 (-1wis)
Perform: +1 (1cha)
Profession (Archaeology): +6 (-1wis + 4ranks + 3cs) (Ranks from Headband)
*Ride: +2 (2dex)
Sense Motive: -1 (-1wis)
*Sleight of Hand: Untrained (2dex)
Spellcraft: +13 (6int + 4ranks + 3cs)
*Stealth: +2 (2dex)
Survival: +1 (-1wis + 2ranks)
*Swim: +0 (0str)
Use Magic Device: +3 (1cha + 2ranks)

Languages Common, Draconic, Sylvan, Nahuana, Arabic

Special Abilities:

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SPECIAL ABILITIES
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R) Undead Resistance: +2racial on saves v Disease and Mind-Affecting
R) Resist Level Drain: Take no penalties from Energy Drain effect, but die if accrue more -ve levels than HD
R) Manipulative: +2racial Escape Artist and Use Magic Device
R) Darkvision: 60ft
R) Low-light Vision: 2x human standard
R) Negative Energy Affinity: React to Positive and Negative energy as if undead
R) SLA: Comprehend Languages 3/day
R) -1 to Caster Level when in an area affected by COnsecrate, Hallow or similar spells making an area Holy

C) Blood Infusion: When casting a necormancy spell may infuse as a swift action with own blood. Take 1d4+Spell Level damage to add one of the following infusions;
--- Focused Infusion: +1 to DC
--- Sickening Infusion: Any creature damaged becomes Sickened for 1 round
C) Arcane School: Conjuration (Teleportation); Gain 1 spell slot of each level to use only for Conjuration
--- Opposition Scools: Illusion, Abjuration
--- Summoner's Charm: When casting a Conjuration (Summoning) spell, increase duration of rounds by 1/2 wizard level.
--- Shift: Teleport to a nearby space as a swift action as if using Dimension Door. Does not provoke. Must be able to see space moving into. May not take other creatures with. Move up to 10ft (5 per 2levels) up to 8/day (3+Int)
C) Scribe Scroll: Bonus feat

Proficiencies: Club, Dagger, Light/Heavy Crossbow, Quarterstaff. No Armour/Shield.

Spells:

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Spells
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0th (at will, 4prep/day) DC16
Conjuration
Acid Splash
Divination
Detect Magic
Detect Poison
Read Magic
Enchantment
Daze
Evocation
Dancing Lights
Flare
Light
Ray of Frost
Spark
Necromancy
Bleed
Disrupt Undead
Touch of Fatigue
Transmustation
Mage Hand
Mending
Message
Open/Close
Scrivener's Chant
Universal
Arcane Mark
Pretidigitation

1st (5+1/day) DC17
Prepared: 1x Mage Armour, 1x Mount, 1x Summon Monster, 1x Charm Person, 2x Ray of Enfeeblement
Conjuration
Grease
Mage Armour
Mount
Summon Monster I
Divination
Identify
Enchantment
Charm Person
Necromancy
Cause Fear
Chill Touch
Ray of Enfeeblement

2nd (4+1/day) DC18
Prepared: 2x Summon Monster II, 2x Acid Arrow, 1x Stricken Heart
Conjuration
Acid Arrow
Summon Monster II
Necromancy
Blindness/Deafness
Stricken Heart

Gear/Possessions:

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GEAR/POSSESSIONS
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Carrying Capacity
Light 0-33 lb. Medium 34-67 lb. Heavy 68-100 lb.
Current Load Carried 0 lb.

(Worn) Headband: Headband of Vast Intellect +2 (Skills: Profession (Archaeology))
(Worn) Neck: Amulet of Bullet Protection +1 (+1luck to AC v Firearms)
(Worn) Shoulders: Cloak of Resistance +1
(Worn) Gloves: Apprentice's Cheating Gloves (Mage Hand and Prestidigitation at will)
(Worn) Wrists: Sleeves of Many Garments (Choose clothing style/type)
(Worn) Varied Jewelry (50g anklet, 35g Bracelt, 85g waistlet, 2x 25 gold rings, 2x 45g rings)
(Worn) Beltpouch
--- Pearl of Power I
--- Campfire Bead
(Worn) Spell Component Pouch
(Worn) Backpack
--- Spellbook
(Carried) Quarterstaff
(Carried) Dagger

Pony w/ Pack Saddle
--- Chronicler's Kit, Wizard's Kit, Small Tent
--- Small bag of varied gems totaling 200g
--- Animal Feed (10 days)
--- Trail Rations (15 days)

Money 50 GP 20 SP 0 CP

Background:

"We will love her all the same," the Vicar told his wife when their child was born. He would not follow through on this promise.

Born in the British countryside, Ruth Gedyhaul was a culmination of her parent's worst fears - at night, early in the pregnancy, her mother Elizabet had been attacked by a strange creature that seemed to steal memories and cackle like a deranged child. She was wracked with pain for weeks before it finally subsided, but both parents feared the worst for their child.

With skin like burnished brass, their baby had it's mother's eyes but otherwise looked nothing like her white parents.

Ruth seemed to age in fits and starts, as did her intellect and maturity, which caused even more problems for the already shamed family. At sixteen she seemed matured into a young woman, but members of the community often thought of her as a young girl still because of her wanton mischieviousness, disrespect for authority and sometimes childlike attitude. Despite these immaturities, Ruth devoured books - the only thing that seemed to keep her still was the presentation of a new publication.

With marriage off the table to any seemly family, the Vicar arranged for his daughter to attend a university in London where, he hoped, she would stay out of his life. At first, attending the University seemed the greatest moment in Ruth's young life and she blossomed away from the looming gaze of her father and the Faith of the Cross, but as the years wore on and she made her way through the libraries collections, her interests turned in circles. Her tutors saw the spark of arcane understanding in her and further lessons commenced, but so did the scrutiny of the academy. Subjected to tests, Ruth was declared a Dhampir of rare origins; an Ajibachana, born from the meddling of a Vetala vampire. The revelation opened up a special means of magic, her own blood, which several professors and local arcane practicioners were delighted to help her investigate. While all of this changed little in her view of the world, nor even the views of her tutors and professors, when word spread that there was a vampire being harboured in London legal issues began to rain down on the university.

Hoping to save her adopted home from more trouble, Ruth and a pair of her professors arranged for her to travel to the British colony in North America where she might settle and continue study by correspondance. With a chest of books, a few of the magical artifacts she had learned to make and the well wishes of her professors, she set off on the next ship out of London.

Sailing, Ruth discovered, was the worst. Seasick for most of the voyage, Ruth began to become obsessed with some of the more obscure studies she had taken up while at the university - about wizards able to travel hundreds of miles in the blink of an eye, and even older pathways through the world. The ancient pyramid ruins in Egypt, the rumoured stepped pyramids of the Jade Elves and the stepped pyramids in the southern americas were points of speculation that at some time in the far past peoples had travelled the world in ways no longer remembered, or perhaps hidden by the gods.

By the time Ruth reached the British colonies she had already decided on her course of studies; of course, in a new colony there weren't likely to be any sources of information about such old and hidden mysteries. Pouring much of her finances into preparring for her solo expedition, the young wizard set for the long journey south. If the ancient Aztec had secrets left undiscovered in ruins, she was going to go find them.

Story Hooks: The simplest means for Ruth to run into and join the party would be that they come across her in town/the wild as she is headed south. Beyond that, mention of any interesting discoveries or destinations would be likely to detour her long trek fairly easily - her Vetala blood makes her a bit scattered and distracted by new, shiny ideas and concepts.