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About Vänne Mørkvinter.
Background:
Vänne Mørkvinter was born of a temple priestess of Sarenrae, raped and left for dead by a vampire who had gorged fresh on the blood of her sisters. She staggered to a temple of Torm for aid, and they wanted to destroy the child, but she, being a follower of the Forgiver, wanted not the son to suffer for the crimes of the father. She left the clergy shortly after and raised Vänne in isolation in the Ustalav countryside. He grew frustrated in his isolation; he had a natural curiousity about the world, and more than that, was incredibly social to the few visitors they did have. When his powers began to manifest, his mother knew she had to let him out to see the world. She told him his history - why he was uncomfortable in the light, why he seemed to like his meat extra rare.... and he set out to find himself. When he began to see the horror that beset those around him in his native homeland, particularly the torment of the undead, he couldn't stand his own nature. He hated what he was, and he vowed to use the power it had for good, not letting the foulness despoil his heart and all his mother taught him. Now he just wants to help people...he doesn't particularly care who. He is a wanderer, a vagrant, but his heart is gold as the sun that he hopes will one day slaughter his father and his kind. . . . Vänne Mørkvinter Male Dhampir Sorcerer (Undead Bloodline, Tattooed Sorcerer Archetype) 10 ___________________ Stats
Size / Type: Medium Humanoid (Dhampir)
Attributes
___________________ Offense
BAB: +5 Masterwork Spiked Gauntlets
___________________ Defense
HP: 62 (10d6 + 1 Con per Level + 5 Favored Class)
Fort: +6 (+3 Base +1 Con +2 Magic)
___________________ Skills
Per Level: X (2 Base + X Int +5 Favorite Class) Skills List:
Acrobatics: +4 (+0 Ranks +4 Dex)
*Appraise: +1 (+0 Ranks +1 Int) *Bluff: +24 (+10 Ranks +3 Class Skill +9 Cha +2 Race) Climb: -2 (+0 Ranks -2 Str) *Craft (any): +1 (+0 Ranks +1 Int) Diplomacy: 9 (+0 Ranks +9 Cha) Disable Device: +4 (+0 Ranks +4 Dex) Disguise: +9 (+0 Ranks +9 Cha) Escape Artist: +4 (+0 Ranks +4 Dex) *Fly: +8 (+1 Ranks +3 Class Skill +4 Dex) Handle Animal: +9 (+0 Ranks +9 Cha) Heal: +0 (+0 Ranks +0 Wis) *Intimidate: +13 (+1 Ranks +3 Class Skill +9 Cha) *Knowledge (arcana): +5 (+1 Ranks +3 Class Skill +1 Int) Knowledge (dungeoneering): +1 (+0 Ranks +1 Int) Knowledge (engineering): +1 (+0 Ranks +1 Int) Knowledge (geography): +1 (+0 Ranks +1 Int) Knowledge (history): +1 (+0 Ranks +1 Int) Knowledge (local): +1 (+0 Ranks +1 Int) Knowledge (nature): +1 (+0 Ranks +1 Int) Knowledge (nobility): +1 (+0 Ranks +1 Int) Knowledge (planes): +1 (+0 Ranks +1 Int) *Knowledge (religion): +5 (+1 Ranks +3 Class Skill +1 Int) Linguistics: +1 (+0 Ranks +1 Int) *Perception: +16 (+10 Ranks +3 Class Skill +0 Wis +2 Race +1 Trait) Perform (any): +9 (+0 Rank +9 Cha) *Profession (any): +0 (+0 Rank +0 Wis) Ride: +4 (+0 Ranks +4 Dex) Sense Motive: +0 (+0 Ranks +0 Wis) Sleight of Hand: +4 (+0 Ranks +4 Dex) *Spellcraft: +5 (+1 Ranks +3 Class Skill +1 Int) Stealth: +4 (+0 Ranks +4 Dex) Survival: +0 (+0 Ranks +0 Wis) Swim: -2 (+0 Ranks -2 Str) *Use Magic Device: +22 (+10 Ranks +3 Class Skill +9 Cha) Notes:
___________________ Traits
Chance Savior:
Chance Savior (Campaign) - Fate smiled on you and Professor Lorrimor one day in the not so distant past. Through a matter of pure chance, you were in a position to save the late scholar’s life and did so. His gratitude was effusive, and he promised that he would never forget you. You are unsure of the nature of the summons in his will, but believe he may have listed you as a possible heir in thanks for saving him from an untimely demise. Benefit: Your ability to think quickly on your feet has stayed with you, and you quite often feel that you’re in the right place at the right time. You gain a +2 trait bonus on Initiative checks. Eyes and Ears of the City:
Eyes and Ears of the City (Religion) - Your religious training involved serving in the city watch of a large city, the primary duty of which was standing sentinel on a city wall. Benefit: You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you Desperate Focus:
Desperate Focus (Magic) - You've often found yourself in situations where a lack of focus can lead to worse than a lost spell. [i]Benefit: You gain a +2 trait bonus on concentration checks.
___________________ Feats
Mage's Tattoo:
Mage's Tattoo: Fluff Text. Benefit: Select a school of magic (other than divination) in which you have Spell Focus—you cast spells from this school at +1 caster level. Additionally, you gain a single spell-like ability usable up to three times per day. The spell-like ability gained are as follows:
Abjuration: resistance
Weapon Finesse:
Weapon Finesse: You are trained in using your agility in melee combat, as opposed to brute strength. Benefit: With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls. Special: Natural weapons are considered light weapons. (Level 1 Feat) Combat Casting:
Combat Casting: You are adept at spellcasting when threatened or distracted. Benefit: You get a +4 bonus on concentration checks made to cast a spell or use a spell-like ability when casting on the defensive or while grappled. (Level 3 Feat) Improved Initiative:
Improved Initiative: Your quick reflexes allow you to react rapidly to danger. Benefit: You get a +4 bonus on initiative checks.(Level 5 Feat) Spell Focus:
Spell Focus: Choose a school of magic. Any spells you cast of that school are more difficult to resist. Benefit:dd +1 to the Difficulty Class for all saving throws against spells from the school of magic you select. Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new school of magic. (Level 7 Feat) Greater Spell Focus:
Greater Spell Focus: Choose a school of magic to which you have already applied the Spell Focus feat. Any spells you cast of this school are very hard to resist. Prerequisite: Spell Focus. Benefit: Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select. This bonus stacks with the bonus from Spell Focus.Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new school to which you already have applied the Spell Focus feat. (Level 9 Feat) ___________________ Special Abilities
Proficiencies:
Proficiencies - Sorcerers are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with a sorcerer's gestures, which can cause her spells with somatic components to fail (see Arcane Spells and Armor). Manipulative:
Manipulative: Dhampire gain a +2 racial bonus on Bluff and Perception checks. Resist Level Drain:
Resist Level Drain (Ex): A dhampir takes no penalties from energy drain effects, though he can still be killed if he accrues more negative levels then he has Hit Dice. After 24 hours, any negative levels a dhampir takes are removed without the need for an additional saving throw. Undead Resistance:
Undead Resistance: Dhampirs gain a +2 racial bonus on saving throws against disease and mind-affecting effects. Darkvision:
Darkvision: Dhampir see perfectly in the dark up to 60 feet. Low-Light Vision:
Low-Light Vision: In addition to their ability to see perfectly in the dark up to 60 ft, dhampir have low-light vision, allowing them to see twice as far as humans in conditions of dim light. Light Sensitivity:
Light Sensitivity: Dhampirs are dazzled in areas of bright sunlight or within the radius of a daylight spell. Negative Energy Affinity:
Negative Energy Affinity: Though a living creature, a dhampir reacts to positive and negative energy as if it were undead—positive energy harms it, while negative energy heals it. Spell-Like Abilities:
Spell-Like Abilities (Su): A dhampir can use detect undead three times per day as a spell-like ability. The caster level for this ability equals the dhampir's class level. Spells:
Spells: A sorcerer casts arcane spells drawn primarily from the sorcerer/wizard spell list. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, a sorcerer must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a sorcerer's spell is 10 + the spell level + the sorcerer's Charisma modifier.
Like other spellcasters, a sorcerer can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Sorcerer. In addition, she receives bonus spells per day if she has a high Charisma score (see Table: Ability Modifiers and Bonus Spells). A sorcerer's selection of spells is extremely limited. A sorcerer begins play knowing four 0-level spells and two 1st-level spells of her choice. At each new sorcerer level, she gains one or more new spells, as indicated on Table: Sorcerer Spells Known. (Unlike spells per day, the number of spells a sorcerer knows is not affected by her Charisma score; the numbers on Table: Sorcerer Spells Known are fixed.) These new spells can be common spells chosen from the sorcerer/wizard spell list, or they can be unusual spells that the sorcerer has gained some understanding of through study. Upon reaching 4th level, and at every even-numbered sorcerer level after that (6th, 8th, and so on), a sorcerer can choose to learn a new spell in place of one she already knows. In effect, the sorcerer loses the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged. A sorcerer may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level. Unlike a wizard or a cleric a sorcerer need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level. Bloodline:
Bloodline: Each sorcerer has a source of magic somewhere in her heritage that grants her spells, bonus feats, an additional class skill, and other special abilities. This source can represent a blood relation or an extreme event involving a creature somewhere in the family's past. For example, a sorcerer might have a dragon as a distant relative or her grandfather might have signed a terrible contract with a devil. Regardless of the source, this influence manifests in a number of ways as the sorcerer gains levels. A sorcerer must pick one bloodline upon taking her first level of sorcerer. Once made, this choice cannot be changed.
At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given on Table: Sorcerer Spells Known. These spells cannot be exchanged for different spells at higher levels. At 7th level, and every six levels thereafter, a sorcerer receives one bonus feat, chosen from a list specific to each bloodline. The sorcerer must meet the prerequisites for these bonus feats. Filled with magical power that screams for release, sorcery is not so much a calling as a blessing—or a curse. For some sorcerers, this arcane birthright manifests in subtle and carefully controlled ways, assisting in their manipulation of others or the pursuit of lofty goals. For others, it is wild and unpredictable, the primal and explosive lashing out of a power greater than themselves. Undead Bloodline:
Undead Bloodline: Bloodline Arcana: Some undead are susceptible to your mind-affecting spells. Corporeal undead that were once humanoids are treated as humanoids for the purposes of determining which spells affect them.
Bloodline Powers: You can call upon the foul powers of the afterlife. Unfortunately, the more you draw upon them, the closer you come to joining them. Death's Gift (Su): At 3rd level, you gain resist cold 5 and DR 5/— against nonlethal damage. At 9th level, your resistance to cold increases to 10 and your DR increases to 10/— against nonlethal damage. Familiar Tattoo:
Familiar Tattoo (Su): A tattooed sorcerer gains a familiar as an arcane bond, as a wizard equal to her sorcerer level. Her sorcerer levels stack with any wizard or witch levels she possesses when determining the powers of her familiar—this ability does not allow her to have both a familiar and a bonded item.
Unlike most familiars, her familiar can transform itself into a tattoo that she carries in her flesh. Transforming into a tattoo or back to normal familiar form is a move action for her familiar. In tattoo form, the familiar looks like a stylized version of itself, but does not count as a creature separate from the tattooed sorcerer. In tattoo form it continues to grant its special familiar ability, but otherwise has no abilities and can take no actions except to transform from tattoo into creature. A familiar tattoo cannot be erased or dispelled. This ability replaces her 1st-level bloodline power. Cantrips:
Cantrips (Sp): Sorcerers learn a number of cantrips, or 0-level spells, as noted on Table: Sorcerer Spells Known under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again. Create Spell Tattoo:
Create Spell Tattoo (Su): At 7th level, a tattooed sorcerer can create a spell tattoo once per day with a single touch as a standard action. The recipient of the spell tattoo must be willing to receive the spell tattoo. If she gives the spell tattoo to herself, it does not count against the regular limit of magic tattoos she can have. The spell tattoo must be of a spell that she knows that has no material or focus component. She can maintain one spell tattoo created by this ability at a time—if she uses this ability again, the previous spell tattoo she created fades away. Spell tattoos she creates with Inscribe Magic Tattoo do not count against this limit. She can use this ability twice per day at 11th level, and three times per day at 15th level.
This ability replaces the bloodline feat gained at 7th level. Enhanced Magical Tattoo:
Enhanced Magical Tattoo (Su): At 9th level, the tattooed sorcerer can pick any one spell she knows for which she has a Mage's Tattoo feat. This spell must be one that lacks focus components and costly material components. She can now use that spell as a spell-like ability once per day. This spell-like ability is not enhanced by her Mage's Tattoo, but it functions at +2 caster levels above her sorcerer caster level. Whenever she gains a bloodline power at a later date, she may change this spell-like ability to another qualifying spell.
This ability replaces the 9th-level bloodline power. ___________________ Spells
DC: 10 + Spell Level + Charisma Modifier Level 0:
Known:
Level 0 (Unlimited per day; DC 19) Prestidigitation Mage Hand Ghost Sound Ray of Frost Dancing Lights Detect Magic Mending Message Spark Level 1:
Known: 5 (+ bonus)
Level 1 (6 per day +3 Bonus; DC 20) Infernal Healing Charm Person DC 22 Vanish Ray of Enfeeblement Enlarge Person Magic Missle Chill Touch Level 2:
Known: 4 (+ bonus)
Level 2 (6 per day +2 Bonus; DC 21) Limp Lash Hideous Laughter DC 23 Glitterdust Shatter False Life Level 3:
Known: 3 (+ bonus)
Level 3 (6 per day +2 Bonus; DC 22) Dispel Magic Haste Suggestion DC 24 Vampiric Touch Level 4:
Known: 2 (and bonus)
Level 4 (5 per day +2 Bonus; DC 23) Terrible Remorse DC 25 Shadow Conjuration Animate Dead Level 5:
Known: 1
Level 5 (3 per day +2 Bonus; DC 24) Dominate Person DC 26 ___________________ Equipment
Equipment:
+2 Haramaki (4,153gp) Light Armour, 1lb +3 AC, No Max Dex, 0 Check Penalty +2 Mithral Buckler (5,155gp)
Amulet of Natural Armor +2 (8,000gp)
Ring of Protection +2 (8,000gp)
Belt of Incredible Dexterity +2/i] (4,000gp)
[i]Headband of Alluring Charisma +6 (36,000gp)
Quick Runner's Shirt (1,000gp)
Cloak of Resistance +2 (4,000gp)
Bedroll
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