Grayst Sevilla

Wiktor Hrobka's page

85 posts. Alias of Black Dow.


Race

Human

Classes/Levels

Crossblooded (Ghoul & Pit-Touched Bloodlines) Sorcerer 2| HP 17/17 | AC 13 T 13 FF 10 CMD 15 | F+2, R+3, W+1 | Perc +0, Darkvision 60ft. | Init +3 | Move: 30ft. Burrowing 10ft.| Ghoulish Claws 7/7

Gender

Male

About Wiktor Hrobka

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“Yes, yes, the food is the flesh and the corpse is the meat, the blood is the wine and the unplucked, untasted cadaver is the bread to be broken by grisly hands to stuff in the mouths of ravenous ghouls.” ― Tim Curran, Nightcrawlers

"So I stifle all my urges, but the poison only grows. The hunger boils inside of me, 'til the evil overflows." ― White Buffalo, The Rapture

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Male Human Crossblooded (Ghoul & Pit-Touched Bloodlines) Sorcerer 2
LE Medium Human (Medium Humanoid)
Favoured Class: Sorcerer

Favoured Class Options:

+1 HP (chosen @ 1st Level)
+1 Skill Point
+1 spell known from the sorcerer spell list. This spell must be at least one level below the highest spell level the sorcerer can cast. (chosen @ 2nd Level)

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MOVEMENT & SENSES:

Speed: 30ft. (Armoured/Unarmoured); 10 ft (Burrow - earth, sand or soil)
Senses: Perception +0; 60ft. Darkvision

DEFENSE:

AC 13 (10 Base; +3 DEX; +1 Armoured Kilt)
Touch AC 13 (10 Base; +3 DEX)
Flat Footed AC 10 (10 Base; +1 Armoured Kilt)
HP 17 (2d6 [14]; +2 CON; +1 Favoured Class)
SAVES: Fort +2*/**/*** Ref +3 Will +1***/****

* Life of Toil Trait: +1 trait bonus to Fortitude saves.
** Corpse Cannibal Trait: +2 trait bonus to Fortitude saves vs disease.
***Undead Resistance: +2 racial bonus on saving throws against disease and mind-affecting effects.
****Crossblooded Sorcerer Drawback: –2 penalty on Will saves.

CMD 15 (10+BAB+STR+DEX)

OFFENSE:

Init: +3
BAB +1
Melee: Cold Iron Heavy Mace +2 (1d8+2B/x2) or Dagger +2 (1d4+1/19-20) or Ghoul Claw +2 (1d4+1B&S/x2)
Melee (Full Attack): Ghoul Claw +2 (1d4+1B&S/x2) & Ghoul Claw +2 (1d4+1B&S/x2)
Ranged: +4
Touch Attack: +2
Ranged Touch Attack: +4
Special Attacks: Ghoul Claws 7 Rounds per Day (0/7 used)
CMB: +3 (BAB+STRMod+SizeMod)

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⚡DAILY SPELLCASTING:

CL: 2; Concentration +6 (CL+Cha Bonus)

O-Level: Unlimited DC 14 (10+0+4)
1st Level: 5 (4 basic +1 bonus) DC 15 (10+1+4)

Bloodline Arcana: Whenever you cast a spell of the necromancy school that deals hit point damage, you are healed of 1 hit point per spell level. Additionally whenever you cast a spell, you gain a bonus on Intimidate checks equal to the spell's level for 1 round.

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☠ ABILITY SCORES:

STR 12 (+1); DEX 17 (+3); CON 13 (+1) ; INT 08 (-1); WIS 10 (+0); CHA 18 (+4)

Focus: Charisma (18) Foible: Intelligence (08)
Ability Roll 1: 1d10 + 7 ⇒ (5) + 7 = 12 = Dexterity Strength
Ability Roll 2: 1d10 + 7 ⇒ (3) + 7 = 10 = Wisdom
Ability Roll 3: 1d10 + 7 ⇒ (4) + 7 = 11 = Constitution
Ability Roll 4: 1d10 + 7 ⇒ (10) + 7 = 17 = Strength Dexterity

Modifiers: +2 CON (Racial Bonus)

☠ HUMAN RACIAL TRAITS:

STANDARD RACIAL TRAITS
Ability Score Racial Traits: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature. (CON selected)
Type: Humans are Humanoid creatures with the human subtype.
Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size.
Base Speed: Humans have a base speed of 30 feet.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
DEFENSIVE RACIAL TRAITS
Undead Resistance (1RP)*:Members of this race gain a +2 racial bonus on saving throws against disease and mind-affecting effects.
FEAT & SKILL RACIAL TRAITS
Bonus Feat: Humans select one extra feat at 1st level.
Dimdweller (2RP): Whenever characters with this trait benefit from concealment or full concealment due to darkness or dim light, they gain a +2 racial bonus on Intimidate, Perception, and Stealth checks. Humans can take this trait in place of the skilled trait, also gaining darkvision to a range of 60 feet.
SENSES RACIAL TRAITS
Carrion Sense (1 RP)*: Members of this race have a natural ability to sniff out carrion. This functions like the scent ability, but only for corpses and badly wounded creatures (creatures with 25% or fewer hit points).

☠ SORCERER CLASS FEATURES:

Weapon and Armor Proficiency: 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).

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.

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: 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.

Cantrips: 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.

Eschew Materials: A sorcerer gains Eschew Materials as a bonus feat at 1st level.

☠ WILDBLOODED:

A wildblooded sorcerer has a mutated version of a more common bloodline, with one arcana and at least one bloodline power that are different from those of an unmutated bloodline. When creating a wildblooded sorcerer, select an existing bloodline, then select one of the following mutated bloodlines associated with that bloodline. Use the normal bloodline's class skill, bonus spells, and bonus feats, and the mutated bloodline's bloodline arcana. Use the normal bloodline's bloodline powers, except when the mutated bloodline replaces one of those powers.

☠ CROSSBLOODED SORCERER ARCHETYPE:

A crossblooded bloodline combines the powers of two distinct heritages. In most cases, sorcerers with this bloodline are the offspring of two sorcerers from different ancestries, but occasionally a crossblooded sorcerer arises from the conjunction of other powers. A draconic sorcerer who is also the culmination of a great destiny, an abyssal sorcerer from a family that dealt with devils, and an arcane sorcerer raised from birth by fey are all possible sources for crossblooded bloodlines.

A crossblooded sorcerer selects two different bloodlines. The sorcerer may gain access to the skills, feats, and some of the powers of both bloodlines she is descended from, but at the cost of reduced mental clarity and choice (see Drawbacks).

Class Skill: A crossblooded sorcerer receives the bonus class skill from both of her bloodlines. If these are the same skill, this does not grant any additional benefit.

Bonus Spells: A crossblooded sorcerer may select her bonus spells from either of her bloodlines. The sorcerer also has the choice to learn a lower-level bonus spell she did not choose in place of the higher-level bonus spell she would normally gain. Lower-level bonus spells learned this way always use the spell level that they would be if the sorcerer had learned them with the appropriate bonus spell.

Example: A 3rd-level aberrant/abyssal crossblooded sorcerer has the choice of learning cause fear or enlarge person as her bloodline bonus spell. If she selected cause fear as her 3rd-level bonus spell, at 5th level she could use her new bonus spell to learn enlarge person instead of bull’s strength or see invisibility, and she would add it to her list of 1st-level spells known (just as if she had learned it as her 3rd-level bonus spell).

Bonus Feat: A crossblooded sorcerer combines the bonus feat lists from both of her bloodlines and may select her bloodline bonus feats from this combined list.

Bloodline Arcana: A crossblooded sorcerer gains the bloodline arcana of both her bloodlines.

Bloodline Powers: At 1st, 3rd, 9th, 15th, and 20th levels, a crossblooded sorcerer gains one of the two new bloodline powers available to her at that level. She may instead select a lower-level bloodline power she did not choose in place of one of these higher-level powers.

Drawbacks: A crossblooded sorcerer has one fewer spell known at each level (including cantrips) than is presented on the sorcerer spells known table. Furthermore, the conflicting urges created by the divergent nature of the crossblooded sorcerer’s dual heritage forces her to constantly take some mental effort just to remain focused on her current situation and needs. This leaves her with less mental resolve to deal with external threats. A crossblooded sorcerer always takes a –2 penalty on Will saves.

⚰ GHOUL BLOODLINE:

Your connection to the hungering undead shapes your magic.

Class Skill: Stealth.

Bonus Spells: Ray of Enfeeblement (3rd), Feast of Ashes (5th), Vampiric Touch (7th), Fear (9th), Hungry Earth (11th), Move Earth (13th), Control Undead (15th), Unholy Aura (17th), Wail of the Banshee (19th).

Bonus Feats: Arcane Strike, Combat Casting, Power Attack, Skill Focus (Knowledge: Religion), Spell Focus (Necromancy), Toughness, Warren Digger* & Weapon Finesse.

Bloodline Arcana: Whenever you cast a spell of the necromancy school that deals hit point damage, you are healed of 1 hit point per spell level.

Bloodline Powers: The dark energies that fuel your existence and undying hunger form the basis of your power.

⛓ INFERNAL BLOODLINE:

Somewhere in your family's history, a relative made a deal with a devil, and that pact has influenced your family line ever since. In you, it manifests in direct and obvious ways, granting you powers and abilities. While your fate is still your own, you can't help but wonder if your ultimate reward is bound to the Pit.

Class Skill: Diplomacy.

Bonus Spells: Protection from Good (3rd), Scorching Ray (5th), Suggestion (7th), Charm Monster (9th), Dominate Person (11th), Planar Binding (devils and creatures with the fiendish template only) (13th), Greater Teleport (15th), Power Word Stun (17th), Meteor Swarm (19th).

Bonus Feats: Blind-Fight, Combat Expertise, Deceitful, Extend Spell, Improved Disarm, Iron Will, Skill Focus (Knowledge [planes]), Spell Penetration.

Bloodline Arcana: Whenever you cast a spell of the charm subschool, increase the spell's DC by +2.

Bloodline Powers: You can draw upon the power of Hell, although you must be wary of its corrupting influence. Such power does not come without a price.

⛓ PIT-TOUCHED (MUTATED INFERNAL BLOODLINE):

Your diabolic corruption is from a source in the deepest parts of Hell.

Associated Bloodline: Infernal.

Bloodline Arcana: Whenever you cast a spell, you gain a bonus on Intimidate checks equal to the spell's level for 1 round.

Bloodline Powers: The crushing weight of evil has given you the strength to endure.

⚰ GHOULISH CLAWS (Su) - 1st Level Bloodline Power:

Starting at 1st level, you can grow claws as a free action. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack using your full base attack bonus. Each of these attacks deals 1d4 points of damage + your Strength modifier (1d3 if you are Small). At 5th level, creatures damaged with your claw attack are paralyzed for 1 round, as the ghoul ability (Fort negates). At 7th level, the duration of the paralysis increases to 1d4+1 rounds, and the claws are considered magic weapons for the purpose of overcoming DR.

You can use your claws for a number of rounds per day equal to 3 + your Charisma modifier. These rounds do not need to be consecutive. If you’re a ghoul with this bloodline, instead of gaining this ability, your levels in sorcerer stack with your racial Hit Dice when determining the DC of your paralysis and disease special abilities.

⚡SPELLS KNOWN:

NB: Avoid spells with M component in excess of 1gp value.

0-Level (3*): Bleed, Grasp, Ray of Frost, Sotto Voce & Touch of Fatigue

1st Level (1*): Cause Fear

*A crossblooded sorcerer has one fewer spell known at each level (including cantrips).

☠ FEATS:

Additional Traits - 1st Level Character Feat (General): You have more traits than normal.

Benefit: You gain two character traits of your choice. These traits must be chosen from different lists, and cannot be chosen from lists from which you have already selected a character trait. You must meet any additional qualifications for the character traits you choose.

Warren Digger - Bonus Race Feat (Bloodline, General): After years spent digging up graves, you are able to move through dirt almost as easily as a fish through water.

Prerequisite(s): Ghoul (Bloodline allows selection).
Benefit(s): You gain a burrow speed of 10 feet through earth, sand, or soil.
Special: You can gain this feat multiple times. Each time you take it, add 10 feet to your burrow speed, up to a maximum of your base land speed.

Eschew Materials - Bonus Sorcerer Class Feat (General): You can cast many spells without needing to utilise minor material components.

Benefit: You can cast any spell with a material component costing 1 gp or less without needing that component. The casting of the spell still provokes attacks of opportunity as normal. If the spell requires a material component that costs more than 1 gp, you must have the material component on hand to cast the spell, as normal.

☠ TRAITS:

Corpse Cannibal (Religion): Your faith encourages you to indulge a variety of perverse hungers, leading you to shrug at even some of the darkest taboos.

Benefit(s): You gain a +2 trait bonus on Fortitude saves against diseases and can gain sustenance from rotting flesh with no negative side effects.

Crime of the Forsaken - Grave Robbery (Campaign; Way of the Wicked): It is forbidden by sacred law to dishonor a corpse after it is been sealed in its tomb by a clergy of the Mitran faith. Some may not honor this ban: necromancers, golem crafters, self-styled scientists, and alchemists delving into the forbidden secrets of life and death. These ghouls can expect no mercy from the Talirean Magistrates. And by sending you to Branderscar Prison, you have received none.

Punishment: Death by beheading.
Benefit: You receive a +1 trait bonus to confirm critical hits.

Horrifying Mind (Magic)

Benefit: When a non-evil humanoid attempts to read your mind via a magical effect, the reader must attempt a Will save opposed by your Wisdom or Charisma check (your choice - CHA always taken). If the reader fails this save, she is shaken for 1 round. If she fails by 10 or more, she is instead frightened for 1 round, then shaken for 1 round.

Life of Toil (Social): You have lived a physically taxing life, working long hours for a master or to support a trade. Hard physical labor has toughened your body and mind.

Benefit: You gain a +1 trait bonus on Fortitude saves.

☠ SKILLS:

Sorcerer: 3 [4-1 INT] Adventuring Skill Ranks per Level & 2 Background Skill Ranks per Level.
The sorcerer’s class skills are Appraise (Int), Bluff (Cha), Craft (Int), Fly (Dex), Intimidate (Cha), Knowledge (arcana) (Int), Profession (Wis), Spellcraft (Int), and Use Magic Device (Cha). Stealth (Dex) gained via Ghoul Bloodline, Diplomacy (Cha) gained via Infernal Bloodline.

ADVENTURING SKILLS
Bluff +9: 2 Ranks; +4 CHA; +3 Class
Intimidate +9: 2 Ranks; +4 CHA; +3 Class
Stealth +8: 2 Ranks; +3 DEX; +3 Class

BACKGROUND SKILLS
Linguistics +0: 1 Rank, -1 INT
Lore (Deumus - Infernal Duke) +3: 1 Rank; -1 INT; +3 Class
Profession (Grave-Digger) +4: 1 Rank; +0 WIS; +3 Class
Sleight of Hand +7: 1 Rank; +3 DEX; +3 Class

☠ LANGUAGES:
Common, Infernal.

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⚔ EQUIPMENT:

Combat Gear: Armoured Kilt (worn); Dagger; Cold Iron Heavy Mace
Magic Items: Iron Circlet; Silver Amulet; Potion, Protection from Good
Mundane Gear: Outfit, Artisan/Dilettante’s (worn); Apron (worn, from Branderscar Kitchens); Spell Component Pouch; Sack; Waterskin (Bloodskin)

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⚱WEALTH:

Platinum Pieces:
Gold Pieces: 78
Silver Pieces:
Copper Pieces:
Treasure:

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APPEARANCE:

Age: 19 Height: 6'5 Weight: 189lbs.

Tall and gaunt, Wiktor has the broad shoulders of a man whose life has been spent in hard labour. Where once his youthful face was honest and unassuming, his countenance now is more feral: Eyes glimmer an eerie green in the dark and his skin has a waxen pallor to it. He grins, flashing a mouth filled with needle point teeth, and from his pallid brow two stump-like horns protrude. Upon his wiry arm, the branded letter donating a forsaken criminal of Branderscar Prison.

His personality too has changed. Formerly the lad was a man of few words, all mostly kind. Now he gibbers of maggots that speak and blasphemous feasts made of cadavers! Wiktor’s warm laugh has become a cackle more akin to a lunatics, and even when lucid and engaging, there is a darker, predatory edge to the former grave-digger, now grave-robber's, behaviour...

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BACKGROUND:

"The Ghoul of Gattleton"

Wiktor was born in Gattleton, an impoverish district within the busy port city of Daveryn on Taligarde’s western coast. The forgotten poor of the island Kingdom’s merchantile jewel typically became menial servants, farmers or labourers. Those who aspired for more could be lured into lives of petty crime or larceny in the shanty town of the neighbouring Cliffward district. Such pursuits came at a price, for Cliffward was also home to Tandengate Prison. An old castle perched precariously on a cliff overlooking the sea, it holds repute as a brutal gaol, albeit one less infamous than Branderscar. Its repute was still enough to stave off criminal aspirations in most but the desperate or demented.

A simple soul (some unkindly would say simpleton), Wiktor had little ambition. He was a genial lad, blessed with a strong back, good work ethic and of sound character. As such he found work as a menial labourer at the nearby prison. When an inmate would succumb to the rigours of Tandengate, or attempt an ill-fated escape down the cliffs their corpses would be buried in the prison cemetery and it was Wiktor who would dig their graves.

However all was not weal with the downtrodden Wiktor; while his days were filled with honest labour, his sleep was tormented with night terrors of banquets of rotten corpses and whispering maggots enticing him to partake…

Seeking guidance within the city’s cathedral to Mitra to his malaise, the priests merely bade him pray and make offerings to the coffers for his immortal soul. The greater the donation, the higher chance that Mitra would come to his aid and dispel the dark dreams with his healing light.

Yet despite giving all he could to the faith’s coffers, still the dreams persisted, as did the growing hunger. The maggots that writhed in his nightmares beckoned him to eat, and whispered too of Deumus, their lord and master; the Glutton of Graves and the power he could gift to those who dined on the dead.

In the months that followed a penniless, hungry Wiktor struggled on until, within this hypnagogic state he succumbed to the honey words and promises of dominion by those writhing harbinger’s of Deumus. That night he sought out a recently buried inmate - the corpse of a smuggler, hanged but a week before. By the light of a gibbous moon the fevered grave-digger exhumed the body… and fed…

From that day forth everything changed. Wiktor’s blood ran colder, his waking dreams were no longer filled with hunger and torment, but of gluttony and surfeit of corpse meat and dark power. By day he worked on in the prison, despite his gaunt countenance his endurance seemed boundless. Yet at night he continued to feast upon the dead felons, their corrupted flesh sating him like no other meal.

Not wanting the undue ministrations of the inquisitors of Mitra upon his doorstep, Tandengate’s warder empowered Wiktor to guard the graveyard at night. Unknowingly he had invited the diner to the banquet.

The more cadavers of criminals that Wiktor consumed, the more corrupt power he felt swell in his changing body and blackening soul. The rot of death became a perfume to him, the night as bright as day to his eyes. His bony hands clawed through sod and earth like it was the currents of the sea. In his dreams, on the dead he feasted upon - the maggots remained ever-present. Their whispers, now in the infernal tongue of hell, spoke of a final ritual feast… to gorge upon the contents of prison’s most infamous grave: that of the tiefling mass-murderer Gravv’ok Lunt.

It would prove to be Wiktor’s defining meal, for as he gnawed upon the infernal remains of Gravv’ok, his own cold blood was infused with from the pits of hell itself. Sated and smiling he fell into a deep slumber not plagued with nightmares for the first time in years…

The watch found him the following morning curled asleep in an empty grave, surrounded by gnawed bones and scraps of putrid flesh.

Warden Amon did not want the ghoul in his cells, nor the pious folk of Daveryn to have such a creature imprisoned within reach of their community. No, Wiktor would be sent to Branderscar, to face Mitra’s justice far from his fell crimes…

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NOTES:

Diety: Deumus; "The Glutton of Graves" - Infernal Duke

An infernal duke, collectively sometimes called Dukes of Hell, is a male devil who has been elevated above the ranks of the greater devils to become a unique creature. Although their lord, Asmodeus, is the only true deity of Hell, each infernal duke possesses enough power to grant his followers certain divine gifts: they are equivalent to demigods.

ADVANCEMENT:

Level 2: Sorcerer 2;
Level 3: Sorcerer 3; Leathery Skin (GHOUL BL POWER); 2nd Advancement Feat
Level 4: Sorcerer 4; 1st Ability Score Increase
Level 5: Sorcerer 5; 3rd Advancement Feat
Level 6: Sorcerer 6;
Level 7: Sorcerer 7; 4th Advancement Feat
Level 8: Sorcerer 8; 2nd Ability Score Increase
Level 9: Sorcerer 9; Tough as Hell (PIT-TOUCHED BL POWER); 5th Advancement Feat

Potential Feats (outwit Bloodline options): Improved Natural Armour; Rending Claws