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About Sebastian MayerBackground:
Sebastian Mayer (born Seb Maier) grew up dirt poor in an unremarkable farming village in central Tallingarde. A slight, shy boy with little aptitude or interest in farming and with no family lands or wealth to speak of, he was unpopular and kept to himself. What he did possess was a first-class, deeply intuitive, mind and the boy was fortunate enough to be given the only opportunity someone of his social class could hope for in terms of formal education, one provided by the local church of Mitra. Sebastian took to religious schooling with relish and so impressed his teachers (if not his fellow students who thought him priggish and dull) that he was marked for advanced studies with a view to joining the clergy. After years of toil and prayer, Sebastian's most fervent wish was to join Mitra's priesthood and be blessed with a small portion of His divine power. His studies proceeded but all attempts to channel actual clerical power fell flat. Worse than that. While few priests ever manage to cast an actual spell, virtually all manage to feel at least a small part of a divine connection with the Shining Lord. For all his efforts Sebastian felt nothing and in truth it was that failure, that rejection, which birthed the seed of resentment that led him on the path to Damnation. The increasingly desperate young acolyte purchased reliquaries, poultices and potions, he tried pilgrimages to some of the most holy places in Tallingarde. And he prayed, over and over. For nothing. When his studies ended, Sebastian was in considerable debt from his efforts. Although he stood near the top of his class academically, his palatable choices were few given his lack of patronage and few friends. And there was no way he would have willingly elected to take up a posting at a mud hole like his home village. He set his sights on the gleaming white city of Matharyn, becoming an Advocate in the ecclesiastical courts where the greatest minds and speakers of the Church lived and argued, philosophy, history, all of the tenets of the faith. Although Sebastian's posting was to a department, few other than the most zealous wanted, the Department of Prosecution Against Heresy. Diligent, meticulous and effective, Sebastian rose quickly through the ranks there although he was acutely aware he lacked the natural talent for oratory that was his pathway to the higher echelons of the Church. Although actual cases of prohibited magic were rare, Sebastian's duties required him to study banned teachings and materials to work effectively with the inquisitors and it was a revelation when he realised that Asmodeus' creed of the strong and smart ruling over the weak and stupid made more sense than the soft teachings of Mitra. All too aware of the penalties involved, he proceeded slowly and carefully with his new studies. He never found out what it was that brought him to the attention of the Contract Devil, Dalziel. But at the devil's first appearance amidst a cloud of sparks and brimstone, Sebastian knew that he would accept the outsider's deal. It was just a question of extracting the right terms. Power and charisma were the devil's side of the bargain. Sebastian accepted them willingly and gladly. For years he was, as far as he knew, the only worshipper of Asmodeus still alive on the island. So it was a surprise when he was teleported directly from his chambers to meet the great Cardinal Thorne and be inducted into both his plans and one of his Knots. [Left for DM to decide] Above all things Sebastian was a pragmatist. He accepted his place gracefully enough and if he watches his Master constantly for signs of weakness that is only what the Prince of Hell teaches. At Thorne's direction he began taking a more active role as a cultist, creating a network of informers and dupes, planting false evidence for the inquisition to find and sending information and making the occasional (and extraordinarily careful) conversion. Thorne's support was helpful (the cost of daily non-detection spells not being cheap). It was Sebastian who acquired access to the records of all prisoners being sent to Branderscar and passed these on to Thorne. And now it seems Thorne has another task for him. He will serve as instructed but by his true Master he is no pawn to be sacrificed for the Cardinal's ambitions! Personality / Motivations:
After some years working for Thorne, Sebastian retains few moral scruples but he does not consider himself evil and he has little interest in acts of cruelty taken simply for pleasure. He is ordered, focused and pragmatic. Unlike the majority who enter into diabolical contracts blindly, Sebastian made his decision with full knowledge of the consequences: his soul will be sent to Hell when he dies. He willingly made that choice in preference to a life of mediocrity and powerlessness. Having signed away his soul, he now works eagerly to further his Master's interests on the material plane. He knows that Asmodeus takes little interest in any individual worshipper but he also knows that advancing His cause is what it takes to be assigned a higher station in Hell's ranks after his death. It is therefore entirely rational that he act in his Master's interests in preference to his own pleasures. Thus his motivations are grounded to the material world rather than say involving himself overly in the summoning of demons or creating an army of undead. Strengthening Asmodeus' power in Tallingarde almost entirely correlates with the weakening of the Mitran church and that is one of his primary goals. Corrupting or converting the Shining Lord's followers is of course ideal. Doing so via trickery is a joy. Over the years he has created a small network of followers Partly dependant on treatment of Leadership featamong the Mitran lay-clergy. Each of these has been carefully selected by Sebastian for loyalty (each has sworn an oath to Asmodeus via his demanding channel) and temperament (each is lawful evil). None know his true identity and he contacts each via sending. With his new found powers Sebestian fears little apart from their loss (an idea that terrifies him). He is not eager to die until he feels he has achieved enough to warrant sufficient advancement. Description:
Sebastian looks the part of an advocate with carefully styled brown hair. He's kept his slim build despite a more sedentary lifestyle and is physically unimposing. Generally, he dresses in well tailored Mitran blue robes with a holy symbol to the Shining Lord well visible. His Asmodeun symbol is kept safe in a hidden pocket. He is not a particularly handsome man but since his bargain his words carry an additional weight. His speeches match intellect and passion and seize his listener's attention. His beautifully crafted mithril armour is a new addition to his wardrobe, a gift from Cardinal Thorne. Sebastian is still getting used to wearing it despite its reduced weight. The mace at his side also looks new and untested. Stat Block:
STATISTICS Abilities Str 8 (–1), Dex 16 (+3), Con 12 (+1), Int 14 (+2), Wis 20 (22) (+6), Cha 16 (+3) Init + 3; Senses Perception + 13 DEFENSE AC 22, touch 13, flat-footed 20 (+6 armor, +3 Dex, +2 shield, +1 natural armour); 23/24 with vestment
OFFENSE Base Atk + 5; CMB + 4 ; CMD 17 Speed 30 ft.
SPECIAL ABILITIES Domains: Evil, Trickery Aura Channel Energy 4d6 6/day DC 17 Demanding Channel (Su) At 1st level, the unholy barrister gains the ability to channel energy like a cleric of his level. This functions just like channel negative energy, allowing the unholy barrister to deal damage to all living creatures within 30 feet. The unholy barrister cannot use this ability, however, to heal undead creatures. Instead, the unholy barrister can spend two uses of his channel negative energy class feature to heal all evil living creatures within a 30 foot burst. To receive this bonus, the creatures must each spend an immediate action, swearing loyalty to Asmodeus. In addition to the damage healed, creatures that swear loyalty gain the Devil's Pact feat for a number of minutes equal to the cleric's level, but can only use that feat once during that time. If the creature already possesses that feat, they can use it one additional time per day, as long as they use it during the duration of the demanding channel. Regardless of when the power is used, the creature's soul is bound to Asmodeus for the entire duration and if that creature dies during that time, it cannot be brought back to life by any means aside from a miracle or wish. Even if it is brought back to life, it gains three permanent negative levels (just as if it had the Devil's Pact feat). This ability otherwise copies and replaces channel energy. Touch of Evil (Sp): You can cause a creature to become sickened as a melee touch attack. Creatures sickened by your touch count as good for the purposes of spells with the evil descriptor. This ability lasts for a number of rounds equal to 1/2 your cleric level (minimum 1). You can use this ability a number of times per day equal to 3 + your Wisdom modifier. 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. Favored Class (Cleric): + 3 to caster level checks vs SR of outsiders, +4 hp Spells:
Domain Spells Evil: 1st—protection from good, 2nd—align weapon (evil only), 3rd—magic circle against good, 4th—unholy blight. Trickery: 1st—disguise self, 2nd—invisibility, 3rd—nondetection, 4th—confusion. Spells per day CL 7
0 1 2 3 4
0
1st
2nd
3rd
4th
Feats/Traits:
Feats (4 + 1): Vile Leadership: Gain a cohort and followers. Selective Channel: Choose whom to affect with channel energy. Divine Protection: Gain a bonus equal to your Charisma bonus on all saving throws (+3). ---------- Devil's Pact: You have signed a pact with Asmodeus, pledging your soul in exchange for unholy power. Benefits: Three times per day, you can call upon the power of the Devil's Pact to grant you a +2 profane bonus to any one d20 roll. You must declare that you are using this ability before the roll is made. Special: If you die, you cannot be brought back to life by any means aside from a wish or miracle spell. Even if such a spell is employed, you return to life with three permanent negative levels. ------ Priest's Pact: You have devoted your divine talents to serve the will of Asmodeus. Prerequisites: Devil's Pact, ability to cast 3rd-level divine spells, evil alignment, you must sign a pact with Asmodeus or one of his agents. Benefits: You can call on the power of the Devil's Pact to enhance your divine spells, increasing your caster level by 2. You must declare you are using this ability before the spell is cast. If the target of the spell also worships Asmodeus, it gains a number of temporary hit points equal to the spell's level for 1 minute. If the spell targets more than one creature, only one of the targets receives these temporary hit points (chosen by you). In addition, you can use the Devil's Pact one additional time per day. Traits (2): Flames of Hell: Whenever you channel energy, you gain a +1 trait bonus to the save DC of your channeled energy. Force for Evil (Good):Your evil-aligned spells function at +1 caster level. This trait makes your aura more powerful (one step higher), as outlined in the detect evil spell. Skills:
Skills (7) Knowledge (planes) 1 +6,
Gear:
Magic Headband of inspired wisdom +2 4k
Misc Heavy Mace 12
2 x scholars outfit 5
286gp in mixed coin, 200gp in components Advancement:
+1 con at lvl 4 Undead Stats:
Bloody Skeleton Hound Archon CR 4
DEFENSE
OFFENSE
STATISTICS
Fast Healing: A bloody skeleton has fast healing equal to 1 per 2 Hit Dice it possesses (minimum 1). Saves: A bloody skeleton gains channel resistance +4. Special Qualities: A bloody skeleton gains the deathless special quality. Deathless (Su)
Fast Zombie Minotaur CR 3 NE Large undead
DEFENSE
OFFENSE
Special Attacks: A fast zombie gains the following special attack.
STATISTICS
Fast Zombie Boggard CR 2 NE Medium undead
DEFENSE
OFFENSE
STATISTICS
SPECIAL ABILITIES Sticky Tongue (Ex)
Forbidding Chains
Lake of Fire
Penance Skull
Perdition’s Wrath
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