Azlanti

Thulmerë Harzhor's page

181 posts. Alias of Teiidae.


Full Name

Thulmerë Harzhor. Title: Fanguard of Lady Zura and House Zura.

Race

Pure-blood Azlant Human Vampire

Classes/Levels

Death knight 6| HP: 100/100 | AC: 30 T: 13 FF:27 | Fort: +21, Ref: +12, Will: +17 | CMB: +14, CMD: 31 | Initiative: +7 | Darkvision 60ft, Perception +24

Gender

Male

Size

Medium

Age

10,037.

Alignment

Neutral Evil

Deity

Zura

Languages

Ancient Azlanti, Abyssal, Aklo, Elven, Necril, Undercommon and Common.

Occupation

Champion of undeath, Knight of Zura, Fanguard of Lady Zura and House Zura.

Strength 26
Dexterity 17
Intelligence 20
Wisdom 18
Charisma 26

About Thulmerë Harzhor

Male Azlant Middle aged Vampire Death Knight 6
NE Medium Undead (Augmented, human, Azlant)
Init +7; Senses: Darkvision 60ft, Perception +24.
Age:10,037 years, Height:6ft.0in Weight:200 lb
Auras: Aura of Darkness 10ft, Aura of Death 10ft.
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DEFENSE
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AC 30, touch 13, flat-footed 27 (+11 Armour, +2 Dex, +0 Shield, Natural Armour +6, Misc +0, +1 Dodge, Deflection +0)
hp 100(6d10+60); Fast healing 5.
Fort +21 Ref +12 Will +17
Immunties: Undead traits.
Resistances: Channel resistance +6, DR 10/magic and silver, resistance to cold 10 and electricity 10 and Heavy fortification (75%)
Weaknesses: Vampiric Weaknesses.
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OFFENSE
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Speed
Base 20ft.
Climb 20ft
Melee
..Ancient +1 Impact Greatsword +15/10 (3d6+14/19-20X2)
..Prehensile Tongue +14 (1d3+8-1/X2) or +9 (1d3+4-1/X2)
..Touch of Corruption +14 (3d6, 11 per day)
Ranged
Special attacks
A vampire gains several special attacks. Save DCs are equal to 10 + 1/2 vampire’s HD + vampire’s Cha modifier unless otherwise noted. Same applies to the Anti-Paladin levels.
..Blood Drain, Channel Negative Energy (DC 21, 3d6), Children of the night, Create Spawn, Dominate (DC 23), Energy Drain (DC 21), Grave Strike (+1 attack and 1d6 damage, 2 per day), Immobilizing Eyes (DC 20).
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STATISTICS
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Str 26 Dex 17 Con - Int 20 Wis 18 Cha 26
Base Atk +6/+1; CMB +14 CMD 31
Traits
..Extremely Fashionable: Whenever you are wearing clothing and/or jewelry worth at least 150 gp (and not otherwise covered in gore, sewage, or other things that mar your overall look), you gain a +1 trait bonus on Bluff, Diplomacy, and Intimidate checks. One of these skills (your choice) is a class skill for you.
..Seeker: You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.
Feats
Human Bonus Feat
..Lingering Spirit
Feats from levels
..Extra Immunity
..Zuran Blood feat: Immobilizing Eyes.
..Zuran Blood feat: Tongue of the Asp.
Feats from Vampirism
..Alertness
..Combat Reflexes
..Dodge
..Improve Initiative
..Lighting Reflexes
..Toughness
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Skills
------------------------------
Class skills*=ranked skills
..*Bluff +26 (Ability +8, Ranked +6, Class +3, Racial +8, Trait +1)
..*Climb +15 (Ability +8, Ranked +1, Climb speed +8, -2 ACP)
..*Diplomacy +21 (Ability +8, Ranked +6, Class +3 Noble Dead +2/4, Trait +1 )
..*Intimidate +18 (Ability +8, Ranked +5, Class +3, Trait +1)
..*Knowledge Religion +14 (Ability +5, Ranked +6, Class +3)
..*Perception +24 (Ability +4, Ranked +6, Class +3, Racial +8, Trait +1, Alertness +2)
..*Sense motives +23 (Ability +4, Ranked +6, Racial +8, Class +3, Alertness +2)
..*Stealth +23 (Ability +3, Ranked +6, Class +3, Racial +8, Shadowed +5, -2 ACP)
Background skills
..Profession Soldier +8 (Ability +4, Ranked +1, Class +3)
..Linguistics +6 (Ability +4, Ranked +2)
..Knowledge History +10 (Ability +5, Ranked +5)
..Knowledge Nobility +19 (Ability +5, Ranked +4)
Non-Standard Skill Bonuses
..Noble undead: A vampire with this ability possesses an ancient and legendary bloodline. He gains a +2 bonus on all Diplomacy checks, which increases to +4
..Vampire: +8 to Bluff, Perception, Sense motives and Stealth.
..Climb speed: +8 to climb.
..Seeker: +1 trait bonus to perception.
Languages: Ancient Azlanti, Abyssal, Aklo, Elven, Necril, Undercommon and Common.

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GEAR/POSSESSIONS
------------------------------
Combat Gear: Ancient +1 Impact Greataxe.
Worn Gear: +2 Shadowed Glamoured Mithral Hellplate, Signet ring of House Harzhor, +2 belt of Physical might, +2 headband of mental Superiority.
Other gear/Inventory
Carrying Capacity
Light 306lb. Medium 616lb. Heavy 920lb.
Current Load Carried lb.
Coins Gp:450,Sp:0,Cp:0

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OTHER INFORMATION
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Favored Class Bonuses
Oracle: Add one spell known from the oracle spell list.
This spell must be at least 1 level below the highest spell
level the oracle can cast.
1st ~ 1 hp
2nd ~ 1 hp
3rd ~ 1 hp
4th ~ 1 hp
5th ~ 1 hp
6th ~ 1 hp
Ability Score Increases
1st ~ +1 str

Special Abilities:

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SPECIAL ABILITIES
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Bonus feat: Humans select one extra feat at 1st level.

Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Blood Drain (Su): vampire can suck blood from a grappled opponent; if the vampire establishes or maintains a pin, it drains blood, dealing 1d4 points of Constitution damage. The vampire heals 5 hit points or gains 5 temporary hit points for 1 hour (up to a maximum number of temporary hit points equal to its full normal hit points) each round it drains blood.

Children of the Night (Su):Once per day, a vampire can call forth 1d6+1 rat swarms, 1d4+1 bat swarms, or 2d6 wolves as a standard action. (If the base creature is not terrestrial, this power might summon other creatures of similar power.) These creatures arrive in 2d6 rounds and serve the vampire for up to 1 hour.

Dominate (Su): vampire can crush a humanoid opponent’s will as a standard action. Anyone the vampire targets must succeed on a Will save or fall instantly under the vampire’s influence, as though by a dominate person spell (caster level 12th). The ability has a range of 30 feet. At the GM’s discretion, some vampires might be able to affect different creature types with this power. A vampire may use Dominate ability 3x per day +1 x per day per point of Charisma bonus.

Energy Drain (Su): A creature hit by a vampire’s slam (or other natural weapon) gains two negative levels. This ability only triggers once per round, regardless of the number of attacks a vampire makes.

Change Shape (Su): A vampire can use change shape to assume the form of a dire bat or wolf, as beast shape II.

Gaseous Form (Su): As a standard action, a vampire can assume gaseous form at will (caster level 5th), but it can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability.

Shadow less (Ex): A vampire casts no shadows and shows no reflection in a mirror.

Spider Climb (Ex): A vampire can climb sheer surfaces as though under the effects of a spider climb spell.

Noble Dead (Su): A vampire with this ability possesses an ancient and legendary bloodline. He gains a +2 bonus on all Diplomacy checks, which increases to +4 if being utilized against another undead creature. In addition, he gains channel resistance +6, and the DC of his dominate ability increases by +2.

Lingering Spirit:
Benefits: Instead of instantly being destroyed or forced into gaseous form at zero hit points, you instead remain intact until you are reduced to your negative Charisma score. Though you fall seemingly dead, you can be restored by negative energy (or blood in the case of vampires) as normal. However if you have not been healed after minutes equal to your level have passed, then you suffer the normal consequences of being reduced to zero hit points.

Normal: As a vampire or a lich you are immediately destroyed (or forced into gaseous form) at zero hit points.

Immobilizing Eyes:
(Pre-Requisite Zura Family & Character Level 3)
You may use your gaze to immobilize a victim rooting their body in place and rendering them mute. Any creature with an Intelligence of 3 or above may be subject to this power.
System: You must lock eyes with the target to enforce your will upon them.
A standard action must be spent to bring the target to bear. If struck by a foe before the end of that standard action, the user must make a Concentration check to hold their victim. At the end of the round, the target must make a Will saving throw DC of 10+the Vampire’s Charisma Bonus +1 for each Zuran Blood Power the Vampire has Mastered. If the target fails the Will save, the Vampire may hold the victim immobilized for as long as they Concentrate on keeping the victim still. The victim may take no action and make no sounds.
If the victim fails the save by 10 or more, the Vampire keep the victim rooted in place for one round per Charisma bonus.
If a victim makes the Will save they cannot be subject to the effect again for a full 24 hours.
The practitioner may use this power 3x day +1 for each point of Charisma bonus.
Duration – Until the Vampire breaks concentration or the victim is struck or until a handful of rounds go by if the victim fails their Will save by 10 or more.
The range of this power is 60’ + 10’ per Blood Power possessed by the practitioner.
This is considered a gaze attack.

Tongue of Asp:
Your tongue is now prehensile!
System: Your tongue may be used to grasp stowed items or close by unattended items as a swift action. It can also be used as a weapon in close combat. Once the Vampire maintains a Grapple, the prehensile tongue can be used with a successful CMB to constrict the speech of a Grappled victim rendering them mute. If grasping a dagger, the tail may also attack at Grappled range with a -2 to attack and a -1 to damage. While utilizing a prehensile tongue, a Vampire cannot cast a spell unless it is a silent spell or has no verbal component.

Tongue damage 1d3-1.

Aura of Darkness (Su): The death energy
that permeates a death knight can be detected
as necromancy with a detect magic spell. The
power of a death knight’s aura of magic (see
the detect magic spell) is equal to his death
knight level. Effects that deal damage only
to undead, or deal extra damage to undead,
deal that damage to death knights.
However, effects that only target
undead without dealing damage to
them (such as halt undead) do not affect
non-undead death knights.

Detect Undead (Su): At will, as a
move action, a death knight can use
detect undead, as the spell.

Grave Strike (Su): Once per day, the
death knight can imbue his atacks
with the call of the grave, making
them more effective against foes who
are, or once were, living. As a swift
action, the death knight chooses one
target within sight to strike. If this
target is either living, or a creature
of the undead type, the death knight
gains a +1 bonus to his attack rolls,
and deals +1d6 damage on all damage
rolls made against the target of his
strike. The bonus die of damage is not
multiplied on a critical hit. The grave
strike effect remains until the target of
the strike is dead (if originally living)
or destroyed (if originally undead) or
the next time the death knight rests
and regains his uses of this ability.
At 4th level, and at every three levels
thereafter, the death knight may use his
grave strike one additional time per day,
to a maximum of seven times per day at
19th level. At 7th level, the bonus damage
of the grave strike increases to +2d6, at 13th
level it increases to +3d6, and at 19th level it
increases to +4d6.

Touch of Corruption (Su): Beginning at 2nd
level, a death knight surrounds his hand with
a pale flame, causing terrible wounds to open
on those he touches. Each day he can use this
ability a number of times equal to 1/2 his
death knight level + his Charisma modifier.
As a touch attack, a death knight can cause
1d6 points of damage for every two death knight levels he possesses. Using this ability is a standard action that does not provoke
attacks of opportunity. Alternatively, a death knight can use this
power to heal himself or undead creatures,
restoring 1d6 hit points for every two levels
the death knight possesses. This ability is
modified by any feat, spell, or effect that
specifically works with the lay on
hands paladin class feature. For
example, the Extra Lay On Hands
feat grants a death knight 2
additional uses of the touch of
corruption class feature.

Unholy Resilience (Su): At 2nd level, a Death Knight gains a bonus equal to his Charisma bonus (if any) on all saving throws.

Aura of Death (Su): At 3rd
level, a death knight radiates a
necromantic aura that causes
all enemies within 10 feet to
take a -2 penalty on saving
throws against necromancy
spells and effects. This ability
functions only while the death
knight remains conscious, not
if he is unconscious or dead.

Immunity (Ex) : As the death
knight’s links to the powers of
the grave strengthen, he begins to take on the immunities of the lifeless. He gains one immunity from the list below at
3rd level, and an additional immunity at 6th
level and every 3 levels thereafter.

Sickened: The death knight is immune to the
effects of the sickened condition.

Disease: The death knight does not take any
damage or penalties from diseases. A death
knight must select sickened immunity before
he can select this immunity.

Precision damage: The death knight has a
75% chance to negate any precision damage
(critical hits and sneak attacks), turning such
blows into normal attacks. The death knight
must select the disease immunity before he
can select this immunity.

Channel Negative Energy (Su): When a
death knight reaches 4th level, he gains the
supernatural ability to channel negative energy
like a cleric. Using this ability consumes two
uses of his touch of corruption ability. A death
knight uses his level as his effective cleric level
when channeling negative energy. This is a
Charisma-based ability.

Spells: Beginning at 4th level, a death knight
gains the ability to cast a small number of
divine spells which are drawn from the
anti-paladin spell list presented in the Advanced
Players Guide. A death knight must choose
and prepare his spells in advance. To prepare
or cast a spell, a death knight must have a
Charisma score equal to at least 10 + the spell
level. The Difficulty Class for a saving throw
against a death knight’s spell is 10 + the spell
level + the death knight’s Charisma modifier.
Like other spell casters, a death knight can cast
only a certain number of spells of each spell
level per day. His base daily spell allotment is
the same as that of a paladin and is given on
Table: Death Knight. In addition, he receives
bonus spells per day if he has a high Charisma
score. When Table: Death Knight indicates
that the death knight gets 0 spells per day of
a given spell level, he gains only the bonus
spells he would be entitled to based on his
Charisma score for that spell level.
A death knight must spend 1 hour each
day in repose, laying himself as though dead
(often in a coffin on a bier, though just laying himself out on the ground will do) to regain his daily allotment of spells. A
death knight may prepare and cast
any spell on the anti-paladin spell
list, provided that he can cast
spells of that level, but he must
choose which spells to prepare
during his daily meditation.
Through 3rd level, a
death knight has no caster
level. At 4th level and higher,
his caster level is equal to his
death knight level –3.

Deathly Boon (Su): Upon
reaching 5th level, a death
knight receives a boon from his
strong link to the powers of the
grave. This boon can take one of
two forms. Once the form is chosen,
it cannot be changed.
The first type of bond allows the
death knight to enhance his weapon
for 1 minute per level as a standard
action by calling upon the aid of
a dead spirit. When called, the
spirit causes the weapon to shed
pale light as a torch. At 5th level,
this spirit grants the weapon
a +1 enhancement bonus. For
every three levels beyond 5th,
the weapon gains another +1
enhancement bonus, to a
maximum of +6 at 20th level.
These bonuses can be added
to the weapon, stacking with
existing weapon bonuses to a
maximum of +5, or they can be
used to add any of the following weapon
properties (consuming an amount of
bonus equal to the property’s cost): bane
(any humanoid, or undead), dancing,
disruption (even to non-bludgeoning
weapons), frost, ghost touch, icy burst,
vicious, vorpal, or wounding.

The second type of bond allows a
death knight to gain the service of a lost
soul, which gains a second chance to
find its way through the Pale Road by
faithfully serving the death knight. This
lost soul takes the form of an undead
(but has an alignment matching the
death knight’s). This functions as grave
summoning III*, except the duration is
permanent and the death knight can
only gain the service of a single creature
and that creature cannot be incorporeal.
Once selected, the choice is set, but it
may be changed whenever the death
knight gains a level. Upon reaching 7th
level, and every two levels thereafter,
the level of the grave summoning spell
increases by one, to a maximum of
grave summoning IX at 17th level.
Once per day, as a full-round action,
a death knight may magically call his
servant to his side. This ability is the
equivalent of a spell of a level equal to
one-third the death knight’s level. The
servant immediately appears adjacent
to the death knight. A death knight
can use this ability once per day at 5th
level, and one additional time per day
for every four levels thereafter, for a
total of four times per day at 17th level.
At 11th level, the servant gains the
advanced template. At 15th level, a death
knight’s servant gains spell resistance equal
to the death knight’s level + 11.
Should the death knight’s lost soul
servant be destroyed or banished, the death
knight may not summon another servant for
30 days or until he gains a death knight level,
whichever comes first. During this 30-day
period, the death knight takes a --1 penalty
on attack and weapon damage rolls

Code of Conduct:

Death Knights of Undeath: May
never knowingly promote the
protection of life or defend
living creatures other than
themselves. They cannot pass an
opportunity to aid and expand the
reach of undeath, and must always
work to kill the greatest number of thinking,
living creatures they possibly can. The only
acceptable reason to spare such a creatures
life, is if it expands the number of other lives
the death knight can claim.

House Zura:

Founded by an unkown “descendant” of the Vampire Demon herself. Her followers partake in more decadent bacchanals then even those of the Urgathoa. An Ancient Azlanti Queen her name is Legend among those who seek it, tales of her exploits still make the blood of scholars run cold. Those of the Family are smitten with an image of the Goddess as a serpent Demon as opposed to the Bat her Clerical followers depict her as being. Their greatest powers allow them to escape the Final Death itself!
Their seat of power is THE seat of power Virlych. A character selecting this Family may select a Demon as a Cohort. Some ancient Azlanti Humans that became Vampires hailing from this family still remain active to this day.

Family Patron God: Zura

On Tar Baphon & Runelord Zutha
The Council does not speak of the Whispering Tyrant and has never made an attempt to free him.
The Council is aware of Zutha but unless and until he rises, will not discuss whether they would seek him out should he return from the “dead”.

Immobilizing Eyes Least
(Pre-Requisite Zura Family & Character Level 3)
You may use your gaze to immobilize a victim rooting their body in place and rendering them mute. Any creature with an Intelligence of 3 or above may be subject to this power.
System: You must lock eyes with the target to enforce your will upon them.
A standard action must be spent to bring the target to bear. If struck by a foe before the end of that standard action, the user must make a Concentration check to hold their victim. At the end of the round, the target must make a Will saving throw DC of 10+the Vampire’s Charisma Bonus +1 for each Zuran Blood Power the Vampire has Mastered. If the target fails the Will save, the Vampire may hold the victim immobilized for as long as they Concentrate on keeping the victim still. The victim may take no action and make no sounds.
If the victim fails the save by 10 or more, the Vampire keep the victim rooted in place for one round per Charisma bonus.
If a victim makes the Will save they cannot be subject to the effect again for a full 24 hours.
The practitioner may use this power 3x day +1 for each point of Charisma bonus.
Duration – Until the Vampire breaks concentration or the victim is struck or until a handful of rounds go by if the victim fails their Will save by 10 or more.
The range of this power is 60’ + 10’ per Blood Power possessed by the practitioner.
This is considered a gaze attack.

Tongue of the Asp – Lesser
(Pre-Requisite Character Level 5 & Immobilizing Eyes)

Your tongue is now prehensile!
System: Your tongue may be used to grasp stowed items or close by unattended items as a swift action. It can also be used as a weapon in close combat. Once the Vampire maintains a Grapple, the prehensile tongue can be used with a successful CMB to constrict the speech of a Grappled victim rendering them mute. If grasping a dagger, the tail may also attack at Grappled range with a -2 to attack and a -1 to damage. While utilizing a prehensile tongue, a Vampire cannot cast a spell unless it is a silent spell or has no verbal component.
Tongue damage 1d3-1.

Blood Theft – Signature
(Pre-Requisite Character Level 7 & Tongue of the Asp)
You may feed on victims from a distance.
System: A form of telekinesis, the Vampire literally forces blood out of the victim causing it to come issuing forth and into the waiting mouth of the Vampire. As a standard action the Vampire concentrates on a victim and the victim must make a Fortitude saving throw DC of 10 + the Vampire’s Charisma bonus +1 for each Zura Blood Power the practitioner possesses. If the victim is successful there is no effect. If the victim fails, they lose one negative level and gain the sickened condition for 1d4 rounds. The Vampire heals 5 hot points or gains 5 temporary hit points for up to 1 hour (per the temp rules under the Vampire Template).
The Vampire may use this power 1x per day +1 time per charisma bonus.
The use of this power is obvious to any who witness it as is the practitioner.

Heartless – Greater Blood Power
(Pre-Requisite Character Level 9 & Blood Theft)
You may remove your heart and make yourself immune to staking.
System: The removal of the heart is automatically successful. However, protecting the heart once removed is of the upmost importance. If the heart is staked the Vampire is immobilized. If the heart is exposed to the sun or running water the Vampire is destroyed.
A Vampire may choose how it protects its own heart.

Decollate – Greatest Blood Power
(Pre-Requisite Character Level 11 & Heartless)
You may remove your head at will as a swift action.
When the practitioner’s head is detached, their body gains DR 2/— and immunity to decapitation effects and other effects that require their target to have a head or a particular facial feature. The head may move up to 15’ feet from the Vampire’s body. If the Vampire possesses Multi-Attack he may attack with his head and body normally. If the Vampire does not, both head and body suffer a -5 to all attack rolls. The body suffers a -5 penalty to Reflex saving throws but the head a +5 bonus to Reflex saving throws. The head gains 15% of available hit points and if destroyed, the entire body assumes gaseous form. A Vampire may cast spells while utilizing this power but with a 25% spell failure chance. A Vampire may NOT gain the benefits of feeding while in this form and is not able to utilize its energy drain ability while in this form.

In addition, by expending 2 uses of Dominate for the day, the practitioner of this power may make their Blood Theft invisible to all within a 60’ radius.


Secrets of House Zura:
Internally they have no desire to free the creature that ruled these lands as even the Council did not challenge the edicts of the Tyrant. Who knows, perhaps the Council had a hand in his downfall...
Internally Zutha is considered a Vampiric hybrid, they might even attempt to court the being should he ever one day rise.

Background:

Thulmerë Harzhor was born during the age of legends, his family serving the royal family as guards for generations. When Thulmerë was a young man he was soon conscripted into Azlant legions, war was looming on the horizon a war that would take man into the heart of the darklands where the serpent god dwell. Thulmerë served as a squire to Savith, the hero that beheaded Ydersius. The campaign affected Thulmerë, whether it was some unknown poison from the serpentfolk or because he was drenched death, his heart became blackened.

Years later, Thulmerë returned to Azlant as a hero and with the benefits that came with it. A veteran of war, Thulmerë served as a royal guard for the newly hailed Azlant Queen, Zura. Thulmerë served Zura, hunting down dissidents and bringing to Zura to use for her occult rituals. Azlant grew opulent yet degeneracy and arrogance grew in the hearts of men. Believing themselves to be gods. Queen Zura asked Thulmerë for one last request, for him to offer up his blood to her. Giving up his blood for his country and his Queen, Thulmerë vision began to blacken falling into a death like sleep. Becoming the first spawn of Zura and ushering the Age of Darkness.

Appearance and Personality:

Thulmerë retains his arrogance of his azlanti kinsmen, becoming a vampire only bolstered this arrogance. Thulmerë is vengeful and imperial. Seeing himself being worthy of sitting on the ancient vampire council or forming his own family. However ever cunning, Thulmerë is no fool. Acting upon such arrogance brought down his ancient homeland.