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Victor Ravenport's page

Organized Play Member. 940 posts (1,009 including aliases). No reviews. No lists. No wishlists. 3 Organized Play characters. 3 aliases.


Full Name

Victor Von Ravenport.

Race

Human

Classes/Levels

Necromancer 3 | HP 10/43 | AC 20/14/16 | F 4 R +5 W +7 | Init +12 | 30 ft.

Gender

Male

Size

Medium.

Age

48

Special Abilities

Arcane Bond; Scorpion, Greensting, Sin Specilization: Gluttony, Bolster (Sp).

Alignment

Neutral Evil.

Deity

Urgathoa

Location

"The City!"

Languages

Common, Infernal, Chelish, Draconic, Necril, Elven, Undercommon.

Occupation

Barrister.

Strength 8
Dexterity 18
Constitution 0
Intelligence 21
Wisdom 12
Charisma 16

About Victor Ravenport

Victor Von Ravenport
Undead(Skeleton) Wizard: (Necromancer) 4
Sin Magic Specialist: Glutton.
NE Medium Undead (Skeleton)
Init +12; Senses: Darkvision, 60 ft. Perception +10
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Defense
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AC 20, touch 14, flat-footed 16 (+4 Dex +4 armor, +2 natural armor.)
DR 5/bludgeoning
hp 51 (4d6+2d8+9)
Fort +5, Ref +6, Will +7
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Offense
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Speed 30 ft.
Melee: Dagger+1 (1d4-1 19-20/X2)
Natural Attack: Claw+2 (1d4-1 X2)
Spell DCs: 10+5+Spell level+2 if from the necromancy school. Damage and effects varies.
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Statistics
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Str 8, Dex 18, Con -, Int 21, Wis 12, Cha 16
Base Atk +3; CMB 1; CMD 15.
Concentration: +8
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Immunities
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Immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).
Immunity to death effects, disease, paralysis, poison, sleep effects, and stunning.
Not subject to nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores as well as to exhaustion and fatigue effects.
Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).

Feats, traits and drawbacks::

Feats: Scribe Scroll, Improved Initiative, Alertness(Familiar).
Spell Focus(Necromancy), Greater Spell Focus(Necromancy), Command Undead.

Alternative Race Traits: Silvertongued.

Traits:
Student of Philosophy, Witty Repartee, Deathspeaker (Urgathoa).

Drawback: Family ties: (Communicates with his father, an undead member of the Whispering Way.)

Skills and languages::

+16 Bluff +5 ranks, +5 AM, +3 traits, +3 CS.
+10 Diplomacy +3 ranks, +5 AM, +2 traits.
+8 Disguise +2 ranks, +3 AM, +3 CS.
+7 Intimidate +1 rank, +3 AM, +3 CS.
Knowledge (Arcana)+13
Knowledge (Dungeoneering)+9
Knowledge (Engineering)+8
Knowledge (Geography)+9
Knowledge (History)+9
Knowledge (Local)+14
Knowledge (Nature)+9
Knowledge (Nobility)+9
Knowledge (Planes)+9
Knowledge (Religion)+13
Linguistics+11
Perception: +10
Profession (Barrister) +3
Sense Motive: +7.
Stealth +10
Spellcraft+13
UMD: +6.

Languages: Common, Infernal, Chelish, Draconic, Necril, Kelish, Undercommon.

Prepared spells, known spells and spell slots::

Prepared spells:
Cantrips: Detect Magic, Read Magic, Light, Presdignation.

Level 1: Mage Armor(1), Ray of Enfeeblement (2), Enlarge Person (1), Expeditious Retreat(1), Protection from Good(1).

Level 2: Scare (2), Invisibility (1), Bull's Strenght (1),

Known spells:
Cantrips: Acid Splash, Detect Magic, Detect Poison, Read Magic, Dancing Lights, Flare, Light, Ray of Frost. Ghost Sound, Bleed, Disrupt Undead, Touch of Fatigue, Mage Hand, Mending, Touch of Fatigue, Mage Hand, Mending.

Level 1: Protection from Good, Mage Armor, Expeditious Retreat, Color Spray. Ray of Enfeeblement, Disguise Self, Burning Hands, Protection from Good, Mount, Grease, Enlarge Person.

Level 2: Create Pit, Invisibility, Scorching Ray, Command Undead, Scare, Ghoul Touch. Fox's Cunning, Bull's Strenght, Blood Transcription.

Spell slots:
Cantrips: 4.

Level 1: 5+2 of the same necromancer spell. (+3 from level, +2 from intelligence bonus, +2 bonus spells from Sin Specialization in necromancy.)

Level 2: 3+2 (2+ from level, +1 from int. +2 bonus spells from Sin Specialization in necromancy.)

Special Abilities:

Arcane Bond; Scorpion, Greensting: +4 bonus to initiative rolls.

Sin Specilization: Gluttony: A Sin mage receives two additional spell slots of each spell level he can cast. These bonus spell slots must both be used to prepare the same spell from the wizard's school of specialization, allowing the wizard to cast that spell twice (as he has prepared the spell twice). The wizard cannot use these slots to prepare two different spells, even if they are of the school he is specialized in.

Bolster (Sp): As a standard action, you can touch an undead creature and infuse it with negative energy. It gains a +1 profane bonus on all attack rolls and saving throws, as well as 1 temporary hit point per Hit Die and a +2 bonus to its turn resistance. The bonus on attack rolls and saving throws increases by +1 for every 5 wizard levels you possess. These bonuses last for a number of rounds equal to 1/2 your wizard level (minimum 1 round). The bonuses and temporary hit points are immediately dispelled if the creature is within the area of a consecrate spell. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Power over Undead (Su): You receive Command Undead or Turn Undead as a bonus feat. You can channel energy a number of times per day equal to 3 + your Intelligence modifier, but only to use the selected feat. You can take other feats to add to this ability, such as Extra Channel and Improved Channel, but not feats that alter this ability, such as Elemental Channel and Alignment Channel. The DC to save against these feats is equal to 10 + 1/2 your wizard level + your Charisma modifier. At 20th level, undead cannot add their channel resistance to the save against this ability.

Magical items::

Scroll of Sun Metal (1).
Protection from Good (1)
Scroll of Murderous Command (1)
Scroll of Defending Bone (2)
Scroll of Blood Transcription. (2)
Scroll of Keep Watch. (1)
Scroll of Burning Disarm (1)

Mundane items::
Full Essentials Kit, Full Dungeoneering Kit, Deluxe Scholar's Kit, Shovel, Spell Book, Skeleton Key, Spell pouch. Crowbar. Scholar's Outfit, Peasant's outfit. Noble's Outfit, Forged Scroll of Rulership.

Background:
As long as most individuals in “The City!” can recall, Victor Ravenport has been a public figure and a good citizen. His taxes have always been paid on time and his frequent donations to the city’s coffers have given him the reputation of a respectable gentleman and as a meber of cultured society. Which, not because of, but rather despite of his profession has been preserved to this very day: Handling the graves of the dead is not a humours job for any being, but Ravenport has demonstrated willingness and the capability to handle the duties of the graveyard. His job as the overseer is not pleasant but he has taken it in stride through the ages.

A few oddities mares his status as an upstanding citizen; first of all, despite of few willing suitors he has never taken a wife nor sired any children. Secondly, a few graves seem to have been destroyed and dug up by some manner of feral beasts. Ravenport himself claims staunchly that ghouls must be raiding the graveyard for flesh. To atone for these failures, he often leads raids into the forest to hunt down the beasts. Until now, nothing has been located.

What the citizens doesn’t know is that he is an agent to the Whispering Way and that the missing corpses have been dug up by Ravenport himself and has either been dissected for information concerning disease, decay or for his primitive studies concerning necromancy. Once every week a discreet letter is sent to a higher-ranking member of the Whispering Way, detailing every action of “The City!” and possible manners such deeds could be exploited: this elderly creature, a ghost of some worth within the ranks of the Way, happens to be his own father.

However; for now Ravenport seems compliant with keeping an eye out and upholding his position as a fine citizen of the city.

Wealth:

In house:
Platinium: 0
Gold: 134.
Silver: 0.
Copper: 0.

In Pouch:
Platinium: 0
Gold: 20
Silver:0
Copper: 11

Former Apperance::
Victor Ravenport stands at roughly 6 feet. His entire figure bears clear marks of Chelish heritage, from his somewhat condescending attitude to his pale skin complexion. Ravenport has maintained his youthful appearance and physique, but his eyes often have a haggard, feverish look. His entire body is slender, his movement somewhat confident. Ravenport has gray-green eyes, a small pointed beard on his chin, and threads of grey running throughout his dark hair.While he dresses fashionably, even confidently, his abstracted demeanor marks him as a scholar, not a socialite.