Nickold Starweather

Sebastian Mayer's page

80 posts. Alias of Dan E.


Race

Human / Cleric (Unholy Barrister) 7 / Hp 54/54 / AC 22(24)/13/20 /

Classes/Levels

CMB + 4; CMD 17 / F+ 9, R+ 8, W+ 14 / I + 3 / Per + 13, SM + 15

Gender

Male

Age

30

Alignment

Lawful Evil

Deity

Asmodeus

Languages

Infernal, Celestial, Common

Occupation

Advocate / Lay-priest of Mitra

Strength 8
Dexterity 16
Constitution 12
Intelligence 14
Wisdom 22
Charisma 16

About Sebastian Mayer

Background:

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
hp 54 (8 + 35 + 7 + 4)
Fort + 9, Ref + 8, Will + 14 (+1 resistance)

OFFENSE

Base Atk + 5; CMB + 4 ; CMD 17

Speed 30 ft.
Melee Heavy Mace (+4, 1d8 - 1)
Ranged Light Crossbow (+8, 1d8)

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
+1 for evil spells
+2 via Priest's Pact (max 4/day)

0 1 2 3 4
4 6+1 5+1 3+1 2+1

0
Detect Magic
Light
Stabilise
Detect Poison

1st
Protection from Good (D)
Shield of Faith (2)
Burning Disarm DC 17
Liberating Command
Murderous Command DC 17
- free

2nd
Invisibility (D)
Remove Paralysis / Undetectable alignment (in town)
Dread Bolt DC 18
Bear's Endurance
Hold Person DC 18
- free

3rd
Magic Circle Against Good (D)
Prayer
Magic Vestment (cast with Priest's Pact at CL 8 for +2 AC)
Lake of Fire DC 19

4th
Confusion (D) DC 20
Forbidding Chains DC 20
Blessing of Fervor

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,
Knowledge (religion) 7 +12
Spellcraft 7 +12
Perception 7 +13
Diplomacy 7 +13
Bluff 7 +13
Sense Motive 6+15
Profession (Lawyer / Advocate) 3 +12
Disguise 3 +9
Stealth 1 +7 (excl armour check)

Gear:

Magic

Headband of inspired wisdom +2 4k
Cloak of Resistance + 1 1k
Amulet of natural armor +1 2k
Mithril Breastplate Mwk 4,350
Lesser Metamagic Rod, Extend Spell 3k
Sanctified Light Steel Shield +1 1,259
Wand of Infernal Healing (50) 750

Misc

Heavy Mace 12
Light Crossbow 35
40 bolts 4

2 x scholars outfit 5
1 x travelers outfit 1
Mwk Backpack 50
Iron Symbol of Mitra 5
Silver Symbol of Asm 25
Belt pouch 1
3 pieces of chalk 0.03
bedroll 0.1
blanket 0.5
ink 8
inkpen 0.1
map case 1
parchment 20 sheets 4
5 days worth of trail rations 2.5
waterskin 1

286gp in mixed coin, 200gp in components

Advancement:

+1 con at lvl 4

Undead Stats:

Bloody Skeleton Hound Archon CR 4
NE Medium undead (extraplanar)
Init +5; Senses darkvision 60 ft., Perception +3

DEFENSE
AC 19, touch 10, flat-footed 19 (+2 natural, + 6 armour, +1 dex)
hp 54 (6d8 + 12 + 12 profane)
Fort +4, Ref +3, Will +5;
DR 5/bludgeoning; Immune cold; undead traits

OFFENSE
Speed 40 ft.
Melee claw +6 (1d6+2), claw +6 (1d6+2), bite +1 (1d8 +2) or mwk greatsword +7 (2d6+2), bite +2 (1d8+1)

STATISTICS
Str 15, Dex 12, Con 0, Int 0, Wis 10, Cha 14
Base Atk +4; CMB +6; CMD 17
Feats Improved Initiative

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)
A bloody skeleton is destroyed when reduced to 0 hit points, but it returns to unlife 1 hour later at 1 hit point, allowing its fast healing thereafter to resume healing it. A bloody skeleton can be permanently destroyed if it is destroyed by positive energy, if it is reduced to 0 hit points in the area of a bless or hallow spell, or if its remains are sprinkled with a vial of holy water.

Fast Zombie Minotaur CR 3

NE Large undead
Init +4; Senses darkvision 60 ft.; Perception +7

DEFENSE
AC 13, touch 10, flat-footed 12 (+3 natural,+1 dexterity, –1 size)
hp 48 (8d8+8)
Fort +2, Ref +3, Will +6
DR Immune cold; undead traits

OFFENSE
Speed 40 ft.
Melee slam +10 (1d8+6), gore +10 (1d6+6)
Space 10 ft.; Reach 10 ft.

Special Attacks: A fast zombie gains the following special attack.
Quick Strikes (Ex)
Whenever a fast zombie takes a full-attack action, it can make one additional slam attack at its highest base attack bonus.

STATISTICS
Str 21, Dex 12, Con 0, Int 0, Wis 10, Cha 10
Base Atk +6; CMB +12; CMD 23
Feats Toughness
Skills Racial Modifiers +4 Perception, +4 Survival

Fast Zombie Boggard CR 2

NE Medium undead
Init +0; Senses darkvision 60 ft., Perception +7

DEFENSE
AC 14, touch 10, flat-footed 14 (+2 armor, +2 natural)
hp 24 (4d8+4)
Fort +1, Ref +1, Will +4
DR Immune cold; undead traits

OFFENSE
Speed 30 ft., swim 30 ft.
Melee spear +6 (1d8+3), tongue +1 touch (sticky tongue)

STATISTICS
Str 17, Dex 11, Con 0, Int 0, Wis 10, Cha 10
Base Atk +3; CMB +6; CMD 16
Feats Toughness,
Skills Racial Modifiers +16 Acrobatics when jumping, +4 Perception, +8 Stealth in swamps

SPECIAL ABILITIES

Sticky Tongue (Ex)
A creature hit by a boggard's tongue attack cannot move more than 10 feet away from the boggard and takes a –2 penalty to AC as long as the tongue is attached (this penalty does not stack if multiple tongues are attached). The tongue can be removed by making an opposed Strength check as a standard action or by dealing 2 points of slashing damage to the tongue (AC 11, damage does not deplete the boggard's actual hit points). The boggard cannot move more than 10 feet away from the target, but the boggard can release its tongue as a free action. Unlike a giant frog, a boggard cannot pull targets toward it with its tongue.

Forbidding Chains
School conjuration (creation)[fire, hellfire];
Level antipaladin 4, cleric/oracle 4, inquisitor
5, magus 5, paladin 4, sorcerer/wizard 4,
summoner 4, witch 3
Casting Time: 1 standard action
Components: V, S
Range: Medium (100 ft. +10 ft./level)
Target: one creature
Duration: 1 round/level
Saving Throw: Reflex partial, Will partial (see
text); Spell Resistance: yes
You fling burning chains of hellfire at one
creature, wrapping it in scorching barbed links
of iron, bone, and stone. These chains impede
the target’s movement, and leach away its
mystic power. The target must make a Reflex
save, and a Will save. If it fails the Reflex
save, it is entangled. If it fails the Will save, it
cannot cast any spells, or use any spell-like or
supernatural abilities. If it fails at both saving
throws, it also takes 1d6 fire damage each
round. If it succeeds at both saving throws, the
chains dissipate.If cast as an evil spell, the chains can anchor
themselves to the target’s space when it fails its
Reflex save, preventing it from moving more
than 15 feet from that space as long as it is
entangled.

Lake of Fire
School conjuration (creation)[acid, fire,
hellfire]; Level antipaladin 3, cleric/oracle
3, inquisitor 3, magus 4, paladin 4, sorcerer/
wizard 3, summoner 3, witch 5
Casting Time: 1 standard action
Components: V, S
Range: long (400 ft. +40 ft./level)
Area: cylinder (30 ft. radius, 20 ft. deep)
Duration: 1 round/level
Saving Throw: Reflex partial (see text); Spell
Resistance: yes (see text)
You create an extradimensional pool of
acrid, burning fluid on a horizontal surface.
The lake of fire can appear on the ground (at
an incline of up to 45 degrees), on the surface
of a body of water, or even on the deck of
a ship. A creature in the area of the lake of
fire when it is cast is allowed a Reflex save
to avoid being caught in it, but once the lake
exists any creature entering it takes damage
each round.
Creatures smaller than Huge must swim
to move within the lake of fire. Any creature
in the lake takes 2d6 fire damage plus 2d6
acid damage at the beginning of their turn,
and creatures that enter the lake of fire take the
same damage when they do so. You make a
caster level check the first time a creature with
SR is damaged by the pit. If the check fails,
the creatures takes no damage at any point
from the spell, but still must swim normally
to move through it.
If cast as an evil spell, creatures damaged
by the spell take 1d6 fire and 1d6 acid damage
the round after leaving the lake of fire.

Penance Skull
School: abjuration [cold, electricity, hellfire,
language-dependent]; Level: alchemist 4,
antipaladin 4, bard 4, cleric/oracle 4, inquisitor 3,
magus 4, paladin 3, witch 4
Casting Time: 1 standard action
Components: V, S
Range: personal
Target: you
Duration: 1 min./level (D)
You infuse yourself with the condemning
nature of hellfire, which manifests as an
apparition of a burning skull in place of your
own head. As a move action, you can command one creature able to see and hear you to not
perform a specific act that violates the ethos of
your alignment. If the creature refuses (either
a stated intent to not abide by your demand,
or if it performs the proscribed action), you
gain bonuses to weapon attacks made against
the creature. You deal +1d6 damage, +1d6 for
every step of difference between the creature’s
alignment and yours. Half this damage is cold,
and half is electricity. You also gain a +4 bonus
to Will and Fortitude saving throws against
spells and abilities used by the creature.
You may forbid multiple actions of the same
creature, or forbid actions to multiple creatures,
taking a move action for each.
If cast as an evil spell, your first forbiddance
may be made as a swift action.

Perdition’s Wrath
School: evocation [acid, electricity, fire]; Level:
cleric/oracle 5, inquisitor 5, magus 5, sorcerer/
wizard 5
Casting Time:1 round
Components: V, S
Range: short (25 ft. + 5 ft./2 levels)
Targets: one or more creatures struck with a
ranged touch attack
Duration: 1 min./level
Saving Throw: none; Spell Resistance: yes
Immediately upon completion of the spell,
and once per round thereafter, you may shoot a
bolt of seething hellfire as a ranged touch attack
at one target within range. On a successful attack
the bolt deals 2d6 acid, 2d6 electricity, and 2d6
fire damage to the target. If one of your attacks
scores a critical hit the hellfire burns into the
spirit of the target as well as its flesh. Rather
than deal double damage, the hellfire deals
normal damage and 1d6 Charisma damage.
You need not fire a bolt of hellfire
immediately; other actions, even
spellcasting, can be performed first. Each
round after the first you may use a standard
action (concentrating on the spell) to fire a
bolt. You may call a total number of bolts
equal to your caster level (maximum 12
bolts).
If cast as an evil spell, on a critical hit the
bolt deals normal damage and 1d6 Int, Wis,
or Cha damage as the caster prefers.