Count Strahd Von Zarvoich

Vladamir Orlovsky's page

1,288 posts. Alias of WerePox47.


Full Name

Vladamir Orlovsky

Race

HP 102/102 | AC 29 | T 12 | FF 27 | CMD 23 | Fort +16 | Ref +8 | Will +11 | Init +4 | Perc +7 | SM +9

Classes/Levels

Active Effects:

Gender

Usable:
Touch of Corruption 8/8, Smite Good 3/3, Call Fiendish Ally 1/1

Strength 22
Dexterity 10
Constitution 0
Intelligence 14
Wisdom 8
Charisma 21

About Vladamir Orlovsky

Backstory:

Born son to House Orlovsky, Vladamir grew up in the high society of Ghastenhall.. But all was not at it seemed.. Vladamir had a secret, a secret only a select few knew.. His mother was a vampire.. It wasn't until he was 10 and was overcome with the red rage and killed the family dog, draining it dry that he knew something was wrong with him.. The Patron of House Orlovsky, his father, Gregor sat him down and explained that his mother had not died giving birth, but was one of the undead.. She had seduced his father and 9 months later had given birth and vanished..

The secret of what he was wasn't easy to live with.. Constantly hounded by the hunger he occasionally had given in and done the unthinkable.. Afraid that he was going to be caught and ruin the family name his father had set up feedings to sate the thirst his son occasionally had..

Years passed and this went on.. Vladamir using his fangs on the necks of innocents.. Vlad the Bloody he called himself in his inner circle.. It had gone beyond an occasional thirst.. It was now something he enjoyed to do, something he loved to do.. As long as he had his maidens chained to the bed he was able to control it.. It was not to last.. His thirst was not to be sated.. For Vladamir had began to worship the dark mother of vampires, Zura.. She had granted her blessings and he had joined her ranks of worshippers.. An Antipaladin he had became.. A force to be reckoned with.. With his dark mothers blessing he would not stop the blood drinking..

After years of feeding his son Gregor had grown weary.. Anguish for his and his son deeds had began the weigh on him heavily and it began to show physically and mentally.. He loved his son, but the monster he had became was too much for him to bear.. Finally he decided to stop feeding his son and let him go.. He couldn't rid the world of his only son himself so he hoped the blood thirst would do him in without damaging the family name.. His plan almost worked..

It was the eve of the Ghastenhall Great Ball, where the royalty and nobles across the land gathered once a year to converse and show off their money.. It had been 3 weeks since his father had supplied him a victim, so he had taken to the streets for thirst.. He knew there was a reason for this.. He didn't care.. He would take care of his feedings himself. That was for another time.. All was going well until the Duke Siegfried's daughter was clumsy and cut herself at the dinner table.. The sight of the blood was to much to handle and Vlad had quickly offered to take the young girl to get patched up.. On the way he could not resist and had dragged her into a broom closet to drain her dry.. He was clumsy though and hadn't fully knocked the girl out.. Her screams heard Vlad was caught red handed.. His father disowned him and didn't spend a dime on his defense.. Instead he spent an outrageous amount of coin to have him writ off as insane, as to lessen the tarnishing of his houses name.. Quickly Vlad was tried and sentenced to Branderscar to be beheaded.. As the prison wagon left Ghastenhall he screamed out.. "I'm not crazy! My father knew what I was! He is to blame for this not me!" "And i will have my revenge.. In this life or the next.."

Crunch:

Male Moroi-Born Sorta Vampire Antipaladin 17/Fighter 3(Weapon Master)
NE Medium Humanoid (Dhampir)
Init +8; Senses darkvision 60 ft, Low Light Vision; Perception +29
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Defense
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AC 52, touch 20, flat-footed 42 (+14 Armor, +7 Shield, +11 Natural, +5 Deflection, +3 Dex, +1 Dodge, +1 Insight)
Hp 420 (20d10+315) DR 10/magic & silver, Fast Healing 5
Fort +33, Ref +30, Will +31
Resist Cold 10, Elec. 10
Immune Undead Traits
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Offense
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Speed 20 ft/60 flying
Melee Bastard's Sting +44/+39/+34/+29 (1d10+26/17-20x2)
Special Attacks smite good (5/day@ +14 Hit/+15 Dam), Power Attack (-6/+12)
Spell-Like Abilities Detect Good(At will)
Dominate(At will)(DC 36)
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Statistics
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Str 46, Dex 18, Con --, Int 16, Wis 8, Cha 38
Base Atk +20; CMB +47; CMD 49(+5 vs Disarm/Sunder)
Feats Critical Focus, Exotic Weapon(Bastard Sword), Improved Critical(BS), Power Attack, Staggering Critical, The Bitten, The Dying, The Risen, The Initiated, +3
Traits Attempted Murder(+1 Will), Extremely Fashionable(Diplomacy), Half-Forgotten Secrets(Planes/Religion), Quite as Death(+2 Stealth)
Skills Bluff +18, Climb +6(+0), Diplomacy +18, Disguise +10(+20 Circlet), Intimidate +12, Know(Nobility) +4, Know(Planes) +10, Know(Religion) +10, Perception +7, Ride -1(-6), Sense Motive +10, Spellcraft +6, Stealth +12(+7); Racial Mods +2 Perception, +2 Diplomacy, +2 Know(Nobility)
Languages Abyssal, Common, Infernal, Necril
SQ Aura of Evil, Detect Good(at will), Smite Good 5/day(+14 hit/+15 dam), Unholy Resilience, Touch of Corruption 21/day(7d6), Cruelty(Sickened, Staggered, Nauseated, Stunned) DC 31, Aura of Cowardness, Plague Bringer, Channel Wrath, Fiendish Boon
Gear Bastard's Sting, +5 Dastard Heavy Fortification Mithril Fullpate, +5 Reflecting Heavy Steel Shield, +5 Cloak of Resistance, Headband of Charisma +6, Belt of Strength/Dexterity +6, Amulet of Natural Armor +5, Ring of Spell Turning, Tome of Str(+5), Tome of Cha(+4), The Hadean Signet, Shroud of the Daywalker, Winged Boots, Bracelet of Second Chances, Gloves of Dueling, Pale Green Ioun Stone, Dusty Rose Ioun Stone, Wrist Sheath(2)
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Special Abilities
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Dominate (Su) As spell(CL 12th), standard action 30' range, (DC 20)
Fiendish Boon (Sp) Ally from Summon Monster XI, 1/day summon it
Aura of Cowardice (Su) At 3rd level, an antipaladin radiates a palpably daunting aura that causes all enemies within 10 feet to take a –4 penalty on saving throws against fear effects. Creatures that are normally immune to fear lose that immunity while within 10 feet of an antipaladin with this ability. This ability functions only while the antipaladin remains conscious, not if he is unconscious or dead.
Plague Bringer (Ex) At 3rd level, the powers of darkness make an antipaladin a beacon of corruption and disease. An antipaladin does not take any damage or take any penalty from diseases. He can still contract diseases and spread them to others, but he is otherwise immune to their effects.
Channel Wrath (Su) When an obsessionbound antipaladin reach 4th level, she can spend two uses of her touch of corruption ability to gain an extra use of smite good that day. This ability has no effect for an antipaladin who does not have the smite good ability. This ability replaces channel negative energy.

Spells:

Antipaladin(CL 15th)(CC +29)(DC 24+Level)
1st-7/day Litany of Sloth, Villain's Defiance(2)
2nd-6/day
3rd-5/day
4th-4/day

Undead Immunities:

Immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms). bleed, 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 (Constitution, Dexterity, and Strength), 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).

Fiendish Companion:

Snagger
Male Imp
LE Tiny outsider (devil, evil, extraplanar, lawful)
Init +3; Senses darkvision 60 ft., detect good, detect magic, see in darkness; Perception +7
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Defense
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AC 17, touch 16, flat-footed 13 (+3 Dex, +1 dodge, +1 natural, +2 size)
hp 22 (3d10); fast healing 2
Fort +1, Ref +6, Will +4
DR 5/good or silver; Immune fire, poison; Resist acid 10, cold 10
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Offense
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Speed 20 ft., fly 50 ft. (perfect)
Melee sting +8 (1d4 plus poison)
Space 2-1/2 ft., Reach 0 ft.
Spell-Like Abilities (CL 6th)
Constant—detect good, detect magic
At will—invisibility (self only)
1/day—augury, suggestion (DC 15)
1/week—commune (6 questions, CL 12th)
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Statistics
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Str 10, Dex 17, Con 10, Int 13, Wis 12, Cha 14
Base Atk +3; CMB +1; CMD 15
Feats Dodge, Weapon Finesse
Skills Acrobatics +9, Bluff +8, Fly +21, Knowledge (arcana) +7, Knowledge (planes) +7, Perception +7, Spellcraft +7, Stealth +11(+31)
Languages Common, Infernal
SQ change shape (boar, giant spider, rat, or raven, beast shape I)
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Special Abilities
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Poison (Ex) Sting—injury; save Fort DC 13; frequency 1/round for 6 rounds; effect 1d2 Dex; cure 1 save. The save DC is Constitution-based, and includes a +2 racial bonus.

Use Items:

Shroud 1/1 (Invis for 9 mins)
Inflict Light 44/50

Potions:

1st:
Inflict Light(4)
Shield of Faith(2)
Touch of the Sea(2)
Expeditious Retreat(2)
Enlarge Person(3)

2nd:
Bear's Endurance(2)
Bull Strength(3)
Spider Climb
Barkskin(2)
Protection from Arrows

Alchemy Supplies:

Smog Smoke Bomb(5)
Armor Ointment(3)
Bladeguard(5)
Alchemist Fire(3)
Acid Flask(5)
Liquid Ice(3)
Tanglefoot Bag(3)

Iron Circlet:

Iron Circlet
Aura faint illusion; CL 1st
Slot head; Price 1,800 gp; Weight –
DESCRIPTION
This circlet of wrought iron alters itself to comfortably fit any
wearer. It allows the wearer to alter their appearance as with
a disguise self spell. As part of the disguise, the circlet can be
changed to appear as any sort of hat, headgear, or hairstyle the
wearer desires.

Oath of Violence:

Obsession with Violence

While all antipaladins uphold the principals of Hell, sometimes these ideas must have a ruthless and bloody side. It often falls upon an antipaladin to bring injustice in the form of violence upon benevolent champions. These obsessionbound antipaladins are always on the hunt for those who have perpetrated good, and are the instruments of the Hell's most definitive and detestable wrath.

Channel Wrath (Su): When an obsessionbound antipaladin reach 4th level, she can spend two uses of her touch of corruption ability to gain an extra use of smite good that day. This ability has no effect for an antipaladin who does not have the smite good ability. This ability replaces channel negative energy.

Powerful Injustice (Su): At 11th level, an obsessionbound antipaladin may spends one use of her smite good ability to grant her allies within 10 feet the ability to smite good, except they only gain the antipaladin's bonus to damage, not her smite's attack bonus or ability to bypass DR. This ability replaces aura of vengeance.

Obsession Spells: 1st—Wrath 2nd-False Life 3rd—Blessing of Fervor 4th—Boneshatter

The Way of the Vampire:

The Path of the Vampire

It is not merely enough to be bitten by a vampire. The process of transforming into a true vampire is a long, painful and arduous road. Some are not up to this grueling task and instead the curse overwhelms them. Instead of transforming into a vampire, they instead merely sicken and die or worse, become an almost mindless spawn fit for little more than menial service to an undying master. However, our villains are made of sterner stuff.

To become a true vampire requires an investment of five feats – a major expenditure to be sure. However, the rewards of becoming a vampire are viewed by many as being worth the cost of this ascencion.

The Bitten
You have been bitten by a vampire and infected with the curse of undeath. As you sicken, your senses heighten and you become profoundly aware that every day, you are changing into something both more and less than mortal. You have only begun your transformation into the living dead.
Prerequisites: You must be bitten by a vampire.
Benefits: You gain darkvision 30 ft. and the alertness feat, however your Constitution score is lowered by two permanently.

The Dying
You are dying. You can feel it in very core of your being. Your mortal blood is failing and the vampiric curse is overtaking you. Soon, you will die and rise again as a vampire.
Prerequisites: The Bitten, 3rd level
Benefits: Your natural armor improves +2, your darkvision improves to 60 ft., you gain a +2 racial bonus to Perception and you gain the toughness feat.
However your Constitution score is again lowered by two permanently, you now cast no shadow and have no reflection in a mirror. Further, in full daylight you are sickened.

The Risen
Vampirism has overtaken you and you have died. However after three days in the ground you have risen from your own death. You are now a fledglingvampire. However, you are still unsure of your powers and only begun to understand the full reprecussions of this dark gift. Still, you are fast as lightning and full of fury. You an barely restrain your thirst for living blood.
Prerequisites: The Bitten, The Dying, 5th level
Benefits: You gain the feats Dodge, Improved Initiative and Lightning Reflexes. Your Dex score is improved by +2. You are now an undead and have no Constitution score. You gain resistance to cold 10 and electricity 10 in addition to all the normal defensive abilities granted by being an undead. You also gain the special attack Blood Drain (as per the vampire template).
However, you must sleep in a coffin every night, you gain the vampiric weaknesses to daylight (this replaces being sickened by daylight) and running water, and if you ever go more than twenty four hours without feeding on living blood you become sickened until you feed. If you are sickened from lack of food and encounter a living creature with blood in their veins, you must make a DC 12 Will save or immediately try to drain their blood. If you succeed at such a save you do not have to check again for one hour.
If reduced to zero hit points, you fall dead, indistinguishable from a normal corpse. You will remain this way until either you are healed by negative energy or fed blood enough to heal you.

The Initiated
You have been a vampire long enough that you are beginning to be able to control your condition. You need to feed less frequently and you have begun to control your form turning into mist or climbing like a spider.
Prerequisites: The Bitten, The Dying, The Risen, 7th level
Benefits: You gain the feat Combat Reflexes. You gain a +4 racial bonus to Bluff, Perception, Sense Motive and Stealth Checks (the Perception bonus replaces the bonus from the Dying feat). You gain the gaseous form and spider climb special qualities of a vampire (see the vampire template).
If reduced to zero hit points you are still sickened if you do not feed but now you need only feed every three days. However, you now recoil from mirrors and strongly presented holy symbols.

True Vampirism
You have mastered your condition of vampirism and are now a true vampire in every sense.
Prerequisites: The Bitten, the Dying, the Risen, The Initiated, 9th level
Benefits: You gain the full benefit and weaknesses of the vampire template.

Moroi Vampire Template:

CR: Same as the base creature + 2.

AL: Any evil.

Type: The creature's type changes to undead (augmented). Do not recalculate class Hit Dice, BAB, or saves.

Senses: A vampire gains darkvision 60 ft.

Armor Class: Natural armor improves by +6.

Hit Dice: Change all racial Hit Dice to d8s. Class Hit Dice are unaffected. As undead, vampires use their Charisma modifier to determine bonus hit points (instead of Constitution).

Defensive Abilities: A vampire gains channel resistance +4, DR 10/magic and silver, and resistance to cold 10 and electricity 10, in addition to all of the defensive abilities granted by the undead type. A vampire also gains fast healing 5. If reduced to 0 hit points in combat, a vampire assumes gaseous form (see below) and attempts to escape. It must reach its coffin home within 2 hours or be utterly destroyed. (It can normally travel up to 9 miles in 2 hours.) Additional damage dealt to a vampire forced into gaseous form has no effect. Once at rest, the vampire is helpless. It regains 1 hit point after 1 hour, then is no longer helpless and resumes healing at the rate of 5 hit points per round.

Weaknesses: Vampires cannot tolerate the strong odor of garlic and will not enter an area laced with it. Similarly, they recoil from mirrors or strongly presented holy symbols. These things don't harm the vampire—they merely keep it at bay. A recoiling vampire must stay at least 5 feet away from the mirror or holy symbol and cannot touch or make melee attacks against that creature. Holding a vampire at bay takes a standard action. After 1 round, a vampire can overcome its revulsion of the object and function normally each round it makes a DC 25 Will save.
Unlike their kin Moroi vampires can enter a private home or dwelling uninvited but may not kill inhabitants unprovoked.

Reducing a vampire's hit points to 0 or lower incapacitates it but doesn't always destroy it (see fast healing). However, certain attacks can slay vampires. Exposing any vampire to direct sunlight staggers it on the first round of exposure and destroys it utterly on the second consecutive round of exposure if it does not escape. Each round of immersion in running water inflicts damage on a vampire equal to one-third of its maximum hit points—a vampire reduced to 0 hit points in this manner is destroyed. Driving a wooden stake through a helpless vampire's heart instantly slays it (this is a full-round action). However, it returns to life if the stake is removed, unless the head is also severed and anointed with holy water.

Speed: Same as the base creature. If the base creature has a swim speed, the vampire is not unduly harmed by running water.

Melee: A vampire gains a slam attack if the base creature didn't have one. Damage for the slam depends on the vampire's size. Its slam also causes energy drain (see below). Its natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.

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.

Blood Drain (Su) A 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.
Create Spawn (Su) A vampire can create spawn out of those it slays with blood drain or energy drain, provided that the slain creature is of the same creature type as the vampire's base creature type. The victim rises from death as a vampire spawn in 1d4 days. This vampire is under the command of the vampire that created it, and remains enslaved until its master's destruction. A vampire may have enslaved spawn totaling no more than twice its own Hit Dice; any spawn it creates that would exceed this limit become free-willed undead. A vampire may free an enslaved spawn in order to enslave a new spawn, but once freed, a vampire or vampire spawn cannot be enslaved again.
Dominate (Su) A 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.
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.

Special Qualities: A Moroi vampire gains the following:

Change Shape (Su) 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 moroi 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.
Noble Dead (Su) A Moroi vampire 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.
Shadowless (Ex) A moroi vampire casts no shadows and shows no reflection in a mirror.
Spider Climb (Ex) A moroi vampire can climb sheer surfaces as though under the effects of a spider climb spell.
Ability Scores: Str +6, Dex +2, Int +2, Cha +6. As an undead creature, a vampire has no Constitution score.
Skills: Moroi Vampires gain a +8 racial bonus on Bluff, Perception, Sense Motive, and Stealth checks.
Feats: Moroi Vampires gain Ability Focus(Dominate), Alertness, Combat Reflexes, Deceitful, Improved Initiative, and Toughness as bonus feats.

Atlternate Stuff Gained:

The Biten-Same

The Dying-Same

The Risen-Same besides gain feats Ability Focus(Dominate), Deceitful, and Improved Initiative. Strength score improves by +2. Gain Dominate attack over Blood Drain.

The Initiated-Same besides he can enter houses uninvited.

True Vampirism-Gain full Moroi template.

Shroud of the Daywalker:

This funeral shroud at first glance appears to be made of the finest silk no doubt in some dark color such as black, burgundy or deepest blue. However upon closer inspection, it reeks of death and corruption.

When worn by the living, this shroud makes the wearer seem to be undead. Nonintelligent undead cannot detect the wearer as if cloaked by hide from undead. Even intelligent undead may fail to notice you unless they succeed at a DC 11 Will save.

When worn by a vampire, however, this shroud has a very different effect. The darkness woven into the cloak shrouds the vampire and allows them to move about during the day. Instead of taking damage from sunlight, they are only dazzled in areas of bright sunlight or within the radius of a daylight spell. This magic item does not free a vampire from its need to sleep however. A vampire who spends hours awake during the day must make up those hours by sleeping in their coffing at night. Regardless whether living or dead, once per day, as standard action, the wearer may call forth the darkness within the shroud to make them invisible for up to nine minutes.