Blood Hag

Syksy's page

263 posts. Alias of Rysky.


Race

Dael'kyr Half-blood

Classes/Levels

Fighter

Gender

M

Size

M

Languages

Common, Daelkyr

Strength 17
Dexterity 13
Constitution 13
Intelligence 12
Wisdom 12
Charisma 13

About Syksy

Vitals:

HP: 22

Fort: 2 + 1
Ref: 0 + 1
Will: 0 + 1

MaB: 2 + 3 + 1 + 1
RaB: 2 + 1

CMB: 2 + 3
CMD: 10 + 2 + 3 + 1

AC/t/FF 18/11/17

Perception 2 + 3 + 1 + 1
Intimidate 2 + 3 + 1 + 2 + 1
Knowledge (Dungeoneering) 2 + 3 + 1

1. HD=10 + 1 + 1
2/ HD=8 + 1 + 1

Equipment:

Masterwork Falchion 375g
Dolweave Clothing 150g
Identification Papers 2g
Banded Mail 250g

Symbionts:

Bread Leach
Bolster Body (Su): While attached, the breed leech provides the host a +1 circumstance bonus to Fortitude saves. Also, once per day, the breed leach can provide the host with 5 temporary hit points that last for 1 minute. Doing so requires the host to spend an immediate action.
Telepathy (Su): A breed leech can communicate telepathically with its host, if the host has a language.

Feats & Traits:

Furious Focus (Combat)
Even in the midst of fierce and furious blows, you can find focus in the carnage and your seemingly wild blows strike home.
Prerequisites: Str 13, Power Attack, base attack bonus +1.
Benefit: When you are wielding a two-handed weapon or a one-handed weapon with two hands, and using the Power Attack feat, you do not suffer Power Attack’s penalty on melee attack rolls on the first attack you make each turn. You still suffer the penalty on any additional attacks, including attacks of opportunity.

Least Aberrant Dragonmark [Dragonmark]
Prerequisite: Member of a dragonmarked race (dwarf, elf, gnome, halfling, half-elf, half-orc or human), Must not possess a true dragonmark of any type.
Benefit: The feat provides you with a single dragonmark spell-like ability that is not directly tied to a true born dragonmarked house. When you select this feat, choose one of the following spells for that dragonmark to cast as a spell-like ability when activated. Once this choice has been made, it cannot be changed. While at a quick glance to an uninformed observer, an aberrant dragonmark may look like a true dragonmark, anyone that has a chance to examine it or has been around true dragonmarks before will immediately recognize it for what it is.
The caster level for this spell-like ability is 1 + 1/2 your character level, rounded down, and the spell level is always the lowest possible if it appears on multiple spell lists. Any applicable saving throw has a DC equal to 10 + spell level + your Chr modifier. Activating an aberrant dragonmark spell-like ability is a standard action that does not provoke, but may require concentration checks based on movement, damage or distraction. The concentration check is made using your caster level plus your Chr modifier.
The list of available least aberrant dragonmarks include Burning Hands 1/day, Cause Fear 1/day, Charm Person 1/day, Chill Touch 1/day, Detect Secret Doors 2/day, Feather Fall 2/day, Floating Disc 1/day, Inflict Light Wounds 1/day, Jump 1/day, Light 2/day, Pass Without Trace 1/day, Produce Flame 1/day and Shield 1/day.

Power Attack (Combat)
You can make exceptionally deadly melee attacks by sacrificing accuracy for strength.
Prerequisites: Str 13, base attack bonus +1.
Benefit: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon.
When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2.
You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

Weapon Focus (Combat)
Choose one type of weapon. You can also choose unarmed strike or grapple (or ray, if you are a spellcaster) as your weapon for the purposes of this feat.
Prerequisites: Proficiency with selected weapon, base attack bonus +1.
Benefit: You gain a +1 bonus on all attack rolls you make using the selected weapon.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.

Ego Mastery [General]
Prerequisite: Wisdom 11
Benefit: You gain a +4 bonus on saving throws to resisting influences of intelligent items with an Ego score as well as resisting possession. If an intelligent magical item (or collection of items that have their Ego score combined into a single source) would normally cause negative levels, subtract your modified Wisdom score from the Ego score before determining the number of negative levels. An effective Ego score of 0 or less does not apply a negative level, regardless of alignment differences.

Craft Symbiont [Item Creation]
Prerequisite: Either Craft Magic Arms and Armor or Craft Wondrous Items
Benefit: You have the ability to create and repair symbionts. See the Symbionts rules for more details.
Special: Daelkyr Half-bloods can use themselves as the base aberration to grow symbionts. Daelkyr Half-bloods use their character level as the caster level for creating symbionts.

Seeker
You are always on the lookout for reward and danger. You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.

Anatomist
You have studied the workings of anatomy, either as a student at university or as an apprentice mortician or necromancer. You know where to aim your blows to strike vital organs. You gain a +1 trait bonus on all rolls made to confirm critical hits.

Class:

Fighter(Two-Handed Fighter)

Bonus Feats At 1st level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from those listed as Combat Feats, sometimes also called “fighter bonus feats.”

Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), a fighter can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the fighter loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A fighter can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level.

Shattering Strike (Ex) At 2nd level, a two-handed fighter gains a +1 bonus to CMB and CMD on sunder attempts and on damage rolls made against objects. These bonuses increase by +1 for every four levels beyond 2nd.
This ability replaces Bravery.

Race:

Ability Score Racial Traits: +2 to any single ability score, chosen at character creation.

Size: Medium Size

Type: Aberration

Base Speed: 30'

Languages: Common. Bonus Languages: Abyssal, Daelkyr, Draconic, Goblin, Infernal, Orc, Undercommon

Monstrous Looking: Some Daelkyr Half-Blood look nothing like they once did when they were human. They get a +2 racial bonus to Intimidate. This racial trait replaces human-looking.

Symbiont Mastery: All Daelkyr Half-bloods get the Ego Mastery feat as a bonus feat, even if they do not qualify for it.

Symbiont Fleshgrafter: All Daelkyr Half-bloods get the Craft Symbiont feat as a bonus feat, even if they do not qualify for it.
Personal Symbiont (Ex): Daelkyr Half-bloods begin play with a breed leech, which they get for free. This breed leech is created by the Daelkyr Half-blood during his transformation and thus starts with the same alignment as the Daelkyr Half-blood. This means that Daelkyr Half-blood start with the body item slot occupied.

Unbalanced Mind (Ex): Anytime someone attempts to read the thoughts of a Daelkyr Half-blood, they must make a Will save, DC: 10 + 1/2 character level + Chr mod, or be dazed for 1 round.
Symbiosis (Ex): Daelkyr Half-bloods have the ability to use their own bodies as the base aberration when using the Craft Symbiont feat. They must pay for the necessary construction cost and suffer the normal host penalties for the time it takes to grow a new symbiont. Likewise, Daelkyr Half-blood can ignore the attribute damage caused by any symbiont he creates, including the breed leech, unless the symbiont is removed and reattached. However, if a Daelkyr Half-blood is ever completely without any symbionts, he immediately suffers 1 point of Constitution drain and an additional point for every 24 hours he goes without having an attached symbiont. No saving throw or restorative effects can negate or heal his drain. Once he has reattached a symbiont or has started growing a new one, as per the Craft Symbiont feat, he heals any Constitution drain suffered in this way at the rate 1 point per 24 hours. See the Symbionts creation rules for more details.

Appearance:

This sickly pale humanoid seems to have had all the color drained out of him, from his clouded over eyes to his thick unkempt bleached hair. Moving about in loose thick linen clothes he walks languidly, if not erratically.

Background:

Pulled from the remains of a brutal battle in the land that would soon be Droaam the man, identified by what was left of his belongings and attire, and more importantly, papers, as one Syksy, last name/first name unknown, barely held on to the land of the living.

But eventually he did awake, at a price of sorts. Having only a smattering of recollections and shattered memories blurring around in his mind and becoming even more distorted Syksy had very little else to do other than to cling to that which had been presented to him when he had become lucid.

Papers giving him the name Syksy, and papers saying he had hired by the Dragonmarked House of Deneith. Seeing at his barest survival and the result of the battle had left no other Deneith employed mercenaries he sought out the nearest enclave, where he learned a little bit more about his specific contract. Not much, it was only a name, but it was something to go on.