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About Sariel Patrick CorneliusHit Dice Resource pool @ 3d6 May spend an hour to use for HP
AC: 13 = 10 + 3 [dexterity]
Fort: + 2 = 1 [base] + 0 [constitution] + 1 [Resistance/ABP]
Base Atk + 0
Melee: + 1 = 1 [base] + 0 [strength]
Stats: Str. 10, Dex. 16, Con. 10, Int. 10, Wis. 10, Cha. 20,
Background information:
Race: Dhampir Senses: Low-light vision and darkvision 60 feet. Undead Resistance: Dhampirs gain a +2 racial bonus on saving throws against disease and mind-affecting effects. 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 reacts to positive and negative energy as if it were undead — positive energy harms it, while negative energy heals it. Spell-Like Ability: A dhampir can use detect undead three times per day as a spell-like ability. The caster level for this ability equals the dhampir's class level. 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. Languages: Dhampirs begin play speaking Common. Those with high Intelligence scores can choose any language it wants. Background
Traits:
Feats & Talents:
Feats Feat Tax Power Attack, Combat Expertise, Deadly Aim, 1st lvl: Selective Channeling 3rd lvl: Necrotic Heart Background Feats
Magic Talents:
@ 1st lvl Magical Talent: Death Sphere: bone rattle
Automatic Bonus Progression & Other Benefits:
1st lvl: Good saves: +2 will 3rd lvl: Resistance +1 Class: Soulweaver:
Dual Channeler Casting Tradition: Casting: A soul weaver may combine spheres and talents to create magical effects. A soul weaver is considered a High-Caster and uses Charisma as her casting ability modifier. (Note: All casters gain 2 bonus talents and may select a casting tradition the first time they gain the casting class feature.) Spell Pool 11 = 3 [+ 1 per lvl] + 3 [+ 1 per lvl] + 5 [charisma] A soul weaver gains a small reservoir of energy she can call on to create truly wondrous effects, called a spell pool. This pool contains a number of spell points equal to her level + her Charisma modifier (minimum: 1). This pool replenishes once per day after roughly 8 hours of rest. Magic Talents A soul weaver gains a magic talent every level, according to Table: Soul Weaver. Channel Energy (Su): 2d6 A dual channeler gains Channel Energy as the cleric class feature, but can channel both positive and negative energy. The dual channeler must choose each time she channels energy if she will channel positive or negative energy, as well as whether to target living or undead creatures as normal. This counts as possessing the Versatile Channeler feat. This modifies channel energy Master of Life and Death: A dual channeler gains both the Life and Death spheres at 1st level. This alters master of life and death. Potent Channeler: 11 = 3 [class] + 5 [Cha] + 3 [2 + 1 (½ per lvl)] (every other level) Archetype The dual channeler gains 2 additional uses of channel energy per day. This number increases by 1 for every 2 soul weaver levels possessed. In addition, the dual channeler counts as worshiping any deity and possessing any alignment when meeting the prerequisites for channeling feats. This replaces bound nexus. Blessing/Blight Blight: At 2nd level, the soul weaver may touch a target and expend a use of Channel Energy to place a blight on them. The target is allowed a Fortitude save (DC 10 + 1/2 soul weaver level + Charisma modifier), and on a failure, grows a patch of festering undead flesh where he was touched (this patch may be hidden under the skin if the soul weaver chooses, so a target might not even know he’s been infected). Blight is considered a magical disease and is permanent until removed by magic or with the Heal skill. A blessing counters and dispels a blight, leaving neither blessing nor blight in place. A creature with blight suffers a -2 penalty to all saves against necromancy spells, Death sphere abilities, bound nexus powers, or blight abilities. A soul weaver may concentrate at any time to discover what creatures within Close range possess blight. Blessing: At 2nd level, the soul weaver may touch a target and expend a use of Channel Energy to place a blessing on them (unwilling targets may make a Will save to resist). A blessing lasts for 24 hours and grants a +1 bonus to all saving throws. favored class bonus: + 1 HP
Skills:
115 = 3(4[class] + 1 [Lore]) The soul weaver’s class skills are Craft (Int), Fly (Dex), Heal (Wis), Influence (Cha), Knowledge (arcane; Int), Knowledge (divine; Int), Knowledge (history; Int), Knowledge (planes; Int), Linguistics (Int), Profession (Wis), Perform (Cha), Sense Motive (Wis), and Spellcraft (Int).Background Skill: Lore (ancestors) Acrobatics + 3 [Dex] Deception + 5 [Cha] Escape Artist + 3 [Dex] Influence + 12 = 5 [Cha] + 3 [rank] + 3 [class skill] + 1 [trait] Knowledge (arcane) + 6 = 0 [Int] + 3 [rank] + 3 [class skill] Knowledge (divine) + 6 = 0 [Int] + 3 [rank] + 3 [class skill] Knowledge (History) + 6 = 0 [Int] + 3 [rank] + 3 [class skill] Linguistics + 1 [trait] Lore (vampires) + 5 = 0 [Int] + 3 [rank] + 3 [class skill] Sense Motive + 2 [alertness] Stealth + 3 [Dex] Gear:
Mundane Items Explorer’s outfit: N/A, N/A Crossbow, light: 35 gp. 4 lbs. 1d8, 19-20/x2, 80 ft. P Wooden stake @ 6: N/A 6 lbs. 1d4, x2, 10 ft. P Coldiron Sickle: 12 gp. 2 lbs. 1d6, x2, S trip Alchemically silvered Traveling kettle: 25 gp. 2 lbs. 1d6, ×2, B Holy symbol, wooden: 1 gp. N/A Holy text: 1 gp. 1 lbs Kit, Sorcerer’s: 8 gp. sub-total 82 gp. 24 lbs. Consumables:
Sub-total 51 gp. 3 lbs.
Total weight of all gear: 27 lbs. Carry Capacity
wealth:
wealth 150 gp. - 134 gp. = 16 gp. - 1 gp. sphere/feat ideas:
Life Sphere Talents ? Death Sphere talent: ? Mind sphere talents: ? Mass charm, powerful charm, Recondite Stimuli (@ 5) Protection Shere Talents: ? New Spheres?
Bonus Feat: Improved Transformation Prerequisites: Transformation, character level 5th.
Background:
He was abandoned on the doorsteps of the Gravecharge, the central cathedral of Pharasma in the Ustalavic city of Lepidstadt, in the early hours of a cold fall morning. Found screaming, wrapped in a worn bloody blanket, the newborn male child's skin had a ghastly pallor and a very shallow heartbeat. As his screaming waned and his breath drew shallow, they did not expect him to live. As the sun rose the head priest, one Father Eswayne Cidaimoikis, decided they should give the dying child a name for him to tell Pharasma. They named him Sariel Patrick Cornelius, Sariel after one of the first psychopomps, Patrick after the nurse's father who watched over him and Cornelius as it was Eswayne’s brother’s name. Carrying the unresponsive child outside of the temple, the child started to stir. They learned later due to his odd parentage he was affected by consecrated ground. Later the priests would scry to see who had left the child on the steps. All they could see was a shawled older half-orc woman dressed in varisian rags running away. They were not able to learn her identity, but many thought she may have been a midwife and worshiper of Pharasma. Sariel was taken to the orphanage run by the Pharasmin priests, acolytes, and midwives of the temple. He was always small for his size and he retained the ghastly pallor from his infancy, his hair grew in a dull black that can only be described as “the color of dried blood.” It didn't tkae very long for the story of the Dhampir boy spread through the academics of Lepidstadt. A much younger Professor Lorrimor took interest in the boy. After speaking with the boy several times, it was the professor who noticed the child’ bright inquisitive nature and recommended he be taught magic. As the years passed the professor would visit with the young Sariel and observe his education and training, all the while looking for any signs of evil or corruption. The professor was pleased to see Sariel working with his magical skill, the child clearly had a gift with several different Spheres. But it disturbed him a little that the boy had taken so easily to blood magic, even as a potential servant of the church. As Sariel came ‘of an age’ to decide what sort of path he would choose he went and spoke with his oldest friend Professor Lorrimor. Sariel saw two options to pursue his life’s work. The one, to stay with the church and continue his training in magics to help rid the country of undead. Or, to pursue more training, possibly in Kaer Maga to study with the blood mages there. The professor, believing that if Sariel turned from the church of Pharasma and to a more ‘educational’ vocation the boy would fall deeper into his undead nature, recommended he stay there in Ustalav. Seeing the wisdom in his mentor’s words, Sariel became more deeply involved in helping the church hunt undead. Sariel was on one of these missions when the word of the professor's death reached the temple. Father Cidaimoikis held onto the missive, giving it to Sariel when he returned to Lepidstadt. As soon as he reads the letter, he speaks to Father Cidaimoikis about taking a leave of absence and departs for the town of Ravengro.
Personality:
When around the general public Sariel comes off as quiet and contemplative. Not per say shy, but definitely reserved. He is functional, if not somewhat wary, in large social settings, but they are not his preference. As a child he did not fit in with the other orphans, he would participate because it was expected. But he thrived when alone or doing something with a few others. Sariel is at his best when focused on a task at hand. Whether hunting by himself or with a group. Studying in a library or Meditating in his rooms. Or practicing with blade and magic. On the Myers Briggs scale Sariel is a Logistician Quirks: Food: Doesn't eat meat (eating an animal) or drink alcohol (concerned about losing control) likes tea, honey and fruit. has a thing for sweets, bread is prefered with some sort of spread, jams and jellies. nuts weird him out a little, cracking the shell feels like 'killing it' so prefers them deshelled. Communicates: Intentionally asks questions instead of making statements. Only commands if his is using the 'voice' Does not want to manipulate, He must keep his word, avoids making statements that sounds like a promise. Will not mislead people often considered a pessimsit. Speaks not using abreviations/conjucntions (it's, don't, won't that sort of thing[/ooc] Behaivors: Neat, Spartan, Quirky: (must do certain things a certain way) make his tea, lay his bedroll out, dress and undress, plants fruit seeds when he's done with the fruit, steps over a threshold instead of on it. Appearance:
From a distance it’s not hard to believe Sariel is a Pharasmin, dressed all in black, his face shadowed by a floppy wide brimmed black felt hat, a black cloak thrown over his shoulders. As he nears, details begin to come into view. While slight of build at just over six feet, with long arms and nimble fingers, he walks with a cat-like grace. Soft black leather knee-high boots. Black canvas pants and a loose black cotton shirt. His waist, wrapped with a dark maroon haramaki; decorated with cherry blossom trees, the branches stitched with dark copper thread and the blossoms with silver. buckled over the haramaki a black belt made of saddle leather. From its ‘frog’ on the left holding a curved short blade on the right a quiver of quarrels. Tucked in the top of the haramaki the handles of several stakes can be seen. From his neck dangles a small wooden emblem of Pharasma. As he looks up his feature become more visible; wavy raven-black hair cut shoulder length, his high forehead, heavy brows and dark gray eyes. His narrow nose, high cheekbones, thin lips and square jaw are not unattractive. But what stands out most is the clammy pallor of his pale skin and his red eyes.
Descriptors:
Furrowing his brow, he hisses at the bugs, causing them to look his direction. His faces changes, becoming pale as his eyes turn black and his mouth turns almost muzzle like. When he opens his mouth to speak his reveals sharpened fangs. He stares at the nearest of the vermin, his gaze becoming hypnotic, his voice gravely, sounding like he's speaking in two separate registers, commanding the vermin in Necril >Go Away< |