Seth la Kor.'s page

24 posts. Alias of CampinCarl9127.

Full Name

Seth la Kor




Cleric 6












Common, Infernal, Celestial

Strength 8
Dexterity 20
Constitution 13
Intelligence 13
Wisdom 20
Charisma 18

About Seth la Kor.

Male Tiefling Cleric (Fiendish Vessel) 6
LE Medium Outsider (Native)
Init +5; Senses Perception +5
AC 23, touch 15, flat-footed 20 (+5 armor, +3 shield, +5 dex)
hp 42
Fort +7, Ref +8, Will +10
Resist Cold 5, Electricity 5, Fire 5
Speed 30 ft.

Melee Dagger +3 (1d4-1)

Ranged Light Crossbow +10 (1d8)
Str 8, Dex 20, Con 13, Int 13, Wis 20, Cha 18
Base Atk +4; CMB +3; CMD 18
Traits Detested of Society, Flames of Hell, Fraud, Asmodeus is with you
Feats Extra Channel, Improved Channel, Quick Channel
Skills (24 points; 12 cleric, 6 Int, 6 favored class)
ACP -0
(6) Bluff +15
(4) Diplomacy +11
(1) Disguise +20
(0) Fly* +9
(3) Knowledge (Religion) +8
(3) Sense Motive +11
(1) Spellcraft +7
(6) Stealth* +14
*ACP applies to these skills
Non-Standard Skill Bonuses
+4 Fly (racial)
+2 Bluff (trait)
+10 Disguise (item)
+2 Disguise (item)
Languages Common, Infernal, Celestial

Special Abilities:

Fiendish Resistance Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.

Vestigial Wings Granted to him as his third reward, this one for managing to escape prison, Seth has begun to grow these misshapen lumps of flesh, resembling in shape rather then size and function, a pair of wings grown from his own body. It was an incredibly painful process, but he has learned to revel in it as each day they grow larger. His familiarity with each muscle, through nights of pain, will grant him a +4 racial bonus on Fly Skill checks.

Misdirection 1/day Seth can use misdirection once per day as a spell-like ability. The caster level for this ability equals the tiefling's class level.

Darkvision Tieflings can see perfectly in the dark for up to 60 fee

Prehensile Tail Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action.

Detested of Society You have studied your god extensively, despite the risk, and have learned much from his infernal whispers. You may Channel Energy 1 additional time per day.

Flames of Hell Your hellish bond strengthens your ability to channel powers of the divine. Add 1 to the DC of saving throws made to resist the effects of your channel energy ability.

Fraud You tried to bilk someone out of their cash. To end up in Branderscar Prison, this was no petty con job or penny ante racket. Instead, you brazenly tried to defraud someone important of a huge sum of money. And it almost worked too! For all of his horrid acts, this was the only crime ever laid at Seth's feet. You receive a +2 trait bonus to Bluff checks and Bluff is a always a class skill for you.

Asmodeus is with you Adrastus Thorn indoctrinates you into the deeper mysteries of worshipping the Prince of Hell. Whenever you channel energy, you gain a +1 trait bonus to the save DC of your channeled energy.

Aura Of law and evil.

Spontaneous Casting Inflict spells.

Channel Evil 10/day, 3d4 + Sicken vs Good, Will Save DC 21 Negates At 1st level, a fiendish vessel, rather than channeling positive or negative energy, instead channels the pure evil power of her fiendish patron. This ability is similar to channeling negative energy, but instead of healing undead and dealing damage to living creatures, this blast of evil energy automatically heals evil creatures and debilitates good creatures within its burst.

Channeling this evil causes a burst that affects all creatures in a 30-foot radius centered on the fiendish vessel. In the case of evil creatures, the amount of damage healed is equal to 1d4 points of damage and increases by 1d4 at every two levels beyond 1st (to a maximum of 10d4 at 19th level). Good creatures in the burst receive a Will saving throw to negate this damage. Good creatures that fail their saving throws are sickened for 1d4 rounds. Good creatures with a number of Hit Dice less than or equal to the fiendish vessel's class level – 5 that fail their saving throws are nauseated for 1 round and then sickened for 1d4 rounds instead. The DC of this save is equal to 10 + 1/2 the fiendish vessel's level + the fiendish vessel's Charisma bonus. Neutral creatures are unaffected by this burst of evil energy.

A fiendish vessel may channel this energy a number of times per day equal to 3 + her Charisma modifier. Doing so is a standard action that does not provoke attacks of opportunity. A fiendish vessel can choose whether or not to include herself in this effect. A fiendish vessel must present her unholy symbol or use her familiar as the divine focus for this ability.

For the purposes of feats that affect channel energy, this ability counts as channeling negative energy. If the feat changes the way the fiendish vessel channels or deals damage with her channeling, use the amount of damage this ability heals evil creatures to determine the damage-dealing potential of the affected ability. For instance, if a 5th-level fiendish vessel takes the Channel Smite feat, her channeling deals an additional 3d4 points of damage to living creatures on a successful hit (though they may save to negate the damage).

Fiendish Familiar At 3rd level, a fiendish vessel's patron rewards her with a fiendish servant. The fiendish vessel gains an imp. This ability is identical to the wizard's arcane bond with a familiar and the Improved Familiar feat, using the fiendish vessel's character level in place of the wizard level.

This tiny fiend acts like a perverse, manifest moral compass. Furthermore, this familiar can act as a living divine focus and unholy symbol for her spellcasting if the fiendish vessel so desires, which means that when she uses her channel evil ability, its burst can be centered on the familiar instead, as long as that familiar is within 30 feet and line of sight. A fiendish vessel's familiar tends to be fawning and subservient to the fiendish vessel. Should her familiar die, the fiendish vessel's patron replaces the familiar with an identical one within 1 week, without the need for a special ritual. Furthermore, the fiendish familiar gains the following special abilities beyond the standard familiar special abilities.

Fiendish Augury At 3rd level, the fiendish vessel can ask the familiar whether a particular course of action will bring good or bad results for her in the immediate future. This ability acts like the augury spell, with a caster level equal to the fiendish vessel's level, with the familiar acting as the mouthpiece for the spell. This ability can be used once per day.

Fiendish Summoning When casting summon monster spells, a fiendish vessel is limited to summoning fiendish creatures and evil outsiders of the same alignment as her patron.

Evil (Devil) Domain

Hell’s Corruption You can cause a creature to become more susceptible to corruption as a melee touch attack. Creatures touched take a –2 penalty on all saving throws and must roll all opposed skill checks twice, taking the worse result. This effect lasts for a number of rounds equal to 1/2 your cleric level (minimum 1). You can use this ability for a number of times per day equal to 8/day.

Domain Spells 1st—command, 2nd—align weapon (evil only), 3rd—suggestion, 4th—unholy blight, 5th—dispel good, 6th—planar binding (devils only), 7th—blasphemy, 8th—unholy aura, 9th—summon monster IX (evil spell only).

Trickery Domain

Copycat 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 8/day.

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


Carrying Capacity
Light 0-26 lb. Medium 27-53 lb. Heavy 54-130 lb.
Current Load Carried ? lb.

Money 151 GP 0 SP 0 CP
+2 Headband of Inspired Wisdom
Wand of Infernal Healing (43 charges)
Wand of Bless
Lesser Metamagic Rod of Reach
+1 Mithral chain Shirt
+1 Heavy Darkwood Shield
Iron Circlet
Pearl of Power (1st lvl)
+1 Cloak of Resistance
Disguise Kit
Lil's Scroll of Desecrate


0th Detect Magic
Purify Food and Water
Detect Poison

1st Shield of Faith x3
Burning Disarm

2nd Bull's Strength
Bear's Endurance x2

3rd Protection from Energy x3


His birth was given two omens, to those who still remembered the old faith. The first was his first crime in life. The death of his mother. A bleak omen, such a thing would often foretell great despair for those that came to love him. The second omen was by far the worse of the two, though. When the blood of his late mother was wiped from his skin, it was revealed that it was not the blood that had been staining it red.

His father was a noble of the fair nation of Talingard, a man of wealth and respect and notoriety. The news of his wife's passing did not grieve him so much as the news of what caused it. The birth of a tiefling in a nation that worshiped Mitra was rare. The birth of one that slew his mother on the day he arrived, whether or not a dark omen, was not something he was willing to suffer. Rather then let his reputation become stained by this fowl child, he devised a plan to rid himself of the creature in a way that would not anger his god. Mitra was forgiving to an extent, but no noble could comport himself to unsightly lest the clerics and paladins of Mitra set upon him.

He gave the child to a church, a church in a far away village where none would even know his name. There were many such churches, as Mitra's worship was spread far and wide in Talingard. He claimed to all who asked that both child and mother perished, and rather then a stain, he earned yet more praise by his dutiful morning from his fellow nobles. His life continued, and Seth's life began.

Only, he wasn't Seth. Not then. He was given a much different name upon birth. Daniel. Graced upon him not by his father but the priests who raised this babe, and took a hefty charity to do so, Daniel was brought into childhood with a heavy weight on his shoulders. His very name was meant to remind him that Mitra was judging him, giving him a chance to redeem his 'evil' nature. Born sickly as he was, kept away from even the most mundane of child's play even at early ages lest he corrupt the other children of the village, Daniel grew up feeling powerless and weak.

Such was his life in this small little church. Never mind that he had never intentionally harmed a soul. As his horns grew from stumps to small points, he was believed to have dark thoughts. When his tail grew strong enough to carry things, he was punished by the clergy for his dark sins, whatever they might be. Twas not a life to raise a child, but to forever imprint upon him his worthlessness.

And then clarity came. He was but ten when he found it in the woods, in an old burned down home. A symbol he had never seen before in his studies at the church. He had been taught much of Mitra, the great good god that so punished him for being born. But of Asmodeus, the church was oddly lacking in information. Perhaps for the best, the priests thought, to avoid temptation. But they could not foresee what would happen when one of his blood came across such a symbol.

The moment he touched it, Daniel could hear a voice. It was strong, powerful, unrelenting and painful. But Daniel, not a stranger to pain, listened. The voice, for five days and nights, preached to the child a doctrine so familiar, yet unspoken before. Power rules. Strength rules. Cunning rules. Not else matters but these.

Daniel took these words to heart... and when he returned to the church of Mitra on the sixth night, he showed them what he had learned. "Behold!" His young voice cried out to the priests, "Mitra has forgiven me the sins you have placed upon me."

To prove this, when one of the priests went to apprehend him, Daniel cast his first spell, the one he had asked his true god for. The priest saw the light flicker in the child's hand. Brief, but glorious, it resembled a small sun burning. Mitra's blessing to be certain. From then on, Daniel was treated better, for he had power. He grew up studying all he could of Mitra and his followers, becoming a true, powerful cleric. And in secret, at night, he would flee to the darkness and draw out the wooden symbol that had failed to burn so long ago in that abandoned cabin that Daniel had come across, and he would listen to the word of his true god, who bestowed upon him his new name as a reward. Seth la Kor, Bringer of Flame.

As time went on, Daniel began to discover subtle ways to corrupt those around him. Healings would fail, just a moment to late to try again, and despair would spread. Crops would die without explanation, and there he would be doing his best to save them. Children would go missing and it was always Daniel who was out the longest searching for them. Sometimes he would even find one. Marriages would suddenly be filled with adulterers breaking their vows. Guards would begin abusing their power. Even the mayor had certain... indiscretions he subtly encouraged and stoked. By this time the village could not blame him, for all the good he did far outweighed his few failures. Broken bones fixed, creatures fended off and many other miracles a Mitran priest was supposed to perform. All seemed to think he was a true follower of Mitra, just as he planned.

And his powers grew. He was diligent in his study, even the darker parts that he had to hide at night in the shadows. And the voice continued to whisper to him, guiding him forward.

Upon his twentieth birthday, Daniel was given a gift. A new voice began whispering in his ear, one that came with a physical presence. No where near as powerful, the imp that served him was still an amazing guide to his dark powers. While the great and powerful voice of his god preached on, this smaller voice gave him much more... specific advice. It was the imp who even guided him outside on that fateful night, three years later. The night he met a curious gnome dancing upon graves.

Lilpinny Marfedelom. A woman who sought to give a wondrously horrid present to her father and the village people. It was Daniels first act of true desecration and for a moment he nearly ignored the temptation. But in his ear, his imp whispered. "Do this and earn his favor. The trials before you will be hard but when have they not? Step forward, Seth, and embrace the path he has chosen for you." Filled with the promises of his dark lord, speaking through his only true ally, Seth offered his power to aid her.

Fortunately the girl was more then happy to take the blame as well. Daniel had been careful to tell her not to share the credit, as his job was merely to help the faithful. And when she was taken away Daniel got to watch the townspeople, who had been barely controlling themselves, breakdown as they watched he and the other clerics of Mitra destroy the undead.

Unfortunately, the head cleric was a tad smarter then Daniel had foreseen and was beginning to figure out a pattern in these horrid events. So the young man decided to 'take a pilgrimage' before he could be caught. He had nearly succeeded in convincing the mayor, who had certain indiscretions, into giving him the necessary coin to escape when a paladin sprung a well laid trap for him on a hunch.

He was taken away, stripped of his holy symbol to Mitra, and banded in Irons. But none suspected that he was not alone. All the while through out the ride to prison, a voice whispered into his ear coming from no visible source. "Not to worry." His infernal servitor said, "All is according to His plan."

Comforted by these words, Daniel was not surprised when he found he had a familiar cellmate. Lilpinny. The curious gnome with the entertaining outlook on life. Nor was he surprised by an odd visit from a strange, yet beautiful, woman speaking on behalf of a powerful ally. But most of all, he was unsurprised when a familiar weight settled upon his shoulder and a whisper floated into his ear. "It is time."

Appearance and Personality:

Seth has a very diametrically opposed appearance. On the one hand, he is shorter then the average male at 5'7 and carries little to no muscle. What is there is lean and hard, but mostly undefined. On the other hand his skin is a solid crimson throughout, his eyes glow a brilliant red, his soot black hair hangs to his back and is framed by long red horns sticking out of his forhead. All of that is touched off by a slowly swaying tail, thin and narrow that ends in a point much like an arrow head.

Tieflings are not foreign to the world, but neither are they common. Many peoples initial reaction is wariness. His small frame and lack of any true build tends to offset any fear that most would have. In truth, Seth would not have it any other way. He knows he is not strong, at least physically, and would prefer to avoid being seen as such. Instead he relies on his wits and charms to set people off guard. And he really is quite charming when he wants to be. As perceptive as he is, he always seems to know exactly what to say to put people at ease, and he says it in such a way that it can't possibly be anything but the truth could it? But still, those red eyes unsettle people. Some claim they burn, but they can't help but sometimes admire that flame.

Atral (Familiar):

Sitting upon his shoulder or flying nearby, and almost always invisible, is an Imp by the name of Atral. Atral is a servitor gifted too Seth when he grew in power. A reward and guide, Atral has served faithfully, quickly learning that the fawning and praising he initially started with did not impress his tiefling companion. Though Seth is certainly not without an ego, he rarely indulges in it, and prefers Atral to speak openly and honestly with his counsel. The imp has quickly learned that Seth does not punish honesty and respects intelligence and cunning over power.

Together they are a dangerous team, and Atral has come to respect his master, especially since Seth does not put the imp in positions of danger when it can be avoided. They both understand a necessary truth. In the end, they are both tools. Atral is Seth's tool, and Seth is Asmodeus tool. So long as they are both useful, both intend to see the other kept safe.

Seth has gifted several small animal and even a couple child's hearts to Atral in the past, and from time to time is happy to do so, so long as it doesn't interfere with his duty.