Zachariah Ravencourt's page

5 posts. Alias of Doomed Hero.


HP: 45/45, AC 20, CMD 17, Fort +3, Ref +4, Will +4, Perception +14, Init +2


Active Bonds 0/5, Channel 6/6, Alter Self 1/1. Spells: 1st 8/8, 2nd 5/5

Special Abilities

Darkvision 60', Channel DC 19


Neutral Good


Sarenrae and Pharasma


Home: Ravencort manor, Ustalav. Current: Absalom


Taldane, Osiriani, Necril,


Medic, Scout, Monster Hunter

Strength 14
Dexterity 14
Constitution 12
Intelligence 10
Wisdom 9
Charisma 20

About Zachariah Ravencourt

Story Hook:
The letter came to Ravenscourt Manor, a cryptic note that very well could be a trap, asking to meet at a tavern in Absalom.

The family's divinations revealed little. Xander, the Ravenscourt Scion most suited to such a task was off investigating a spreading madness in a town called Carrion Hill.

So, the elders of the family decided to send Xander's younger brother Zachariah, who had recently finished his tour of duty on the Wall.

Zach was a dutiful son as well as a soldier. He took his orders, packed his bags and left with haste, promising to send back frequent reports.

Zach's biggest goal in life is to become a Knight and came his family proud. He is afraid his curse will make that dream impossible.

The Ravencourts are ancient noble family dedicated to the service of Pharasma. They are originally Taldan, but have a strong streak of Azlanti blood that they try desperately to preserve. The family's progenitor, Simon Whitemane, was a Field-Marshal of the Knights of Ozem. At the end of the Shining Crusade when the Shield of Aroden shattered, in the wake of Tar-Baphon's defeat, the shards of the shield were entrusted to the surviving leaders of the Crusade.

Those shard-bearers went out into the land and raised families devoted to defending the land against the darkness that had claimed it. The shield-houses have been the Watcher-Lord of Lastwall's silent supporters in maintaining the peace of the land so that the job of holding back the darkness could be made easier. The Watcher Lord keeps his sights on the borders, the shield-houses keep watch over the populace, quietly among them like watchdogs in a herd of sheep. The shards of the shield became symbols of devotion to their charge to never again let Ustalav fall into darkness.

At least that is how it was supposed to be.

Of the original guardian houses, the Whitemane family and the Ravencourt family have merged by marriage. Many other houses have fallen or forgotten their oaths. Many shards have been lost.

The House of Ravencourt now seeks the remaining shards. Five are accounted for, three of which are in the possession of the Ravencourt family. The rest are scattered. Finding them is the family's sacred duty.

Zach would never be a knight like his cousins. Instead, like his brother, he was chosen by the gods. Unlike his brother, he was not chosen by their god. Instead, he was touched by the fires of Sarenrae. It was only fitting he supposed. His great grandfather had been one of the Knights of Ozem. A great many angels fought with them. Some of them had been beings of divine fire, and Sarenrae is much more expressive in terms of affection than many other gods. There was bound to be some mixing.

As devoted followers of Pharasma, not everyone in his family approved of him, but none could deny that he was radiant. He practically glowed with light and power from a young age. He saw visions in fire and could sense corruption. He was the most powerful vessel of positive energy his family had seen in generations, so much so that the once during training the energies within him burned forth and seared his flesh. It began in his hands and crawled along his whole body, blackening him all along his arms and onto his chest. His hands bore the worst of the damage. After that he had to keep his lower arms and hands constantly bandaged and could barely hold a sword. However, the deadened nerves and toughened flesh made his hands quite dangerous on their own. So his family stopped the usual weapons training for their young scions and instead focused on developing his natural gifts. By the time he was a teenager he was the weapon against the unliving. A pugilist charged to the brim with holy energies that burned corrupted flesh to dust.

He joined the defenders of Lastwall as soon as he was able, attacked to a squad of scouts as a medic. His squad was tasked with rooting out ghoul nests, so he spent much of his military career delving unto old barrows and tracking ghouls though rocky foothills and mountains. He quickly rose to the rank of sergeant and became well known for making sure soldiers in his command came back alive.

He earned a name for himself along the Wall when his squad ran across a large next of Ghouls. They were ambushed, and all of them were paralyzed and wounded, including Zach. They thought certain death was on them, but as the ghouls moved in and surrounded them, ready to feast, Zach let loose a barrage of holy energy that wiped out the majority of the nest and sent the rest fleeing in terror. His entire squad made it back alive.

When his tour was finished, he returned home, ready for the next task. It came quickly. He was barely home for a week before he was being sent out to investigate a mystery in Absalom.

Appearance and Personality:

Zach is lithe and long limbed. He would have made an excellent fencer, like many others in his family, were it not for the fate that the gods had in mind for him.

His eyes are dark brown, as is his hair which he keeps cropped very close to his head, little more than stubble.

He wears a simple grey cloak with the split-shield of last wall embroidered on the back. Beneath the cloak is a black breastplate with a gold emblem on the chest, a strange symbol of a silver spiral haloed by a ring of golden fire. His hands and forearms are wrapped in bandages. He carries no weapons, but has a knight's shield on his back with the same heraldry as his breastplate. His torso, belt and thighs are covered with small pouches, bandoleers and holsters carrying an array of small supplies.

He is a driven and focused young man, bearing much responsibility for one barely out of his teen age years. he stands with confidence and poise that demands respect, but refuses to take himself too seriously. He has the irreverence of youth, and a wry smile that carries a healthy humor.

His loyalty to his family and their quest to defend the realm from the agents of Tar-Baphon is his primary motivation. In all things, he measures that with the most weight.

Angel-Blooded Aasamar
Blackened Life Oracle of Sarenrae 5
Variant Multiclass Monk

Init +2

Perception: +19

HP: 45 [5d8+5, maxed]
...Negative Energy Resistance 5 (deathless spirit)

===== Defense =====


AC 21 (+6 breastplate, +2 heavy shield, +2 dex, +1 natural)
...+1 vs neck attacks (neck guard)

CMD 17 (10 +3 BaB, +2 dex, +2 str)

+3 Fort (+1 class, +1 con, +1 resistance)
...+2 vs. Death Effects, Negative Energy, Energy Drain and Necromancy effects. (deathless spirit)
+4 Ref (+1 class, +2 dex, +1 resistance)
+4 Will (+4 class, -1 wis, +1 resistance)



BaB +3, CMB +3
-4 attack penalty with weapons
Holy: +2d6 damage to Evil creatures.
Alter Self: Either +2 str, or +2 dex and Small size bonuses

Unarmed +5, 1d6+2 damage, x2 crit

Knife +1, 1d4+2

=====Traits and Feats=====


-------Traits and Drawbacks---------
Fey Foundling: +2 HP per dice of healing received.
Tomb Raider: +1 Perception, always a class skill
Highlander: +1 Stealth, always a class skill. Additional +2 in rocky terrain.

Family Ties: When a family member makes a request of you, you must fulfill that request or take a –2 penalty on all Wisdom- and Charisma-based ability checks and skill checks until you either do what was requested or succeed at a DC 20 Will saving throw, which you can attempt once per day at the start of each day.

Improved Channel (1st) (+2 Channel DC)
Improved Unarmed Strike (3rd, from VMC Monk, as monk of level -2)
Quick Channel (5th) (Channel as a move action by spending 2 uses)



20 oracle, +3 favored class)

Total 23

+13 Stealth (5 rank, +2 dex, +3 class, +1 trait, +2 eq)
+14 Perception (5 ranks, +0 wis, +3 class, +2 trait, +2 eq, +2 race)
+14 Diplomacy (5 rank, +4 cha, +3 class, +2 race)
+10 Knowledge Religion (5 ranks, +3 class, +2 eq)
+6 Knowledge The Planes (1 rank, +3 class, +2 eq)
+5 Heal (1 rank, +3 rank, -1 wis, +2 eq.)
+11 Handle Animal (1 rank, +5 cha, +3 class, +2 eq.)

+10 Disable Device (skeleton keys x2, one chance each, locks only)



=====Orisons, 6 known, at will=====
Detect Magic
Purify Food and Drink

=====1st, 4 known, 8 per day=====
Detect Undead (mystery bonus)
Cure Light Wounds (class bonus)
Burning Hands (curse bonus) (power component, alch. fire)
Divine Favor (favored class bonus)
Carrion Compass (favored class bonus)
Hide from Undead
Burning Disarm

=====2nd, 2 known, 5 per day=====
Lesser Restoration (mystery bonus)
Cure Moderate Wounds (class bonus)
Scorching Ray (curse bonus) (power component, alch. fire)
Flaming Sphere (curse bonus) (power component, alch. fire)
Spiritual Weapon

=====Wands and Scrolls=====
Scroll of Lesser Restoration x4
Scroll of Delay Poison x4
Wand of Cure Light 50/50
Wand of Liberating Command 50/50
Wand of Endure Elements 50/50
Wand of Protection from Evil 50/50

=====Race Abilities=====


-Favored Class Abilities-
1) +1 skill point
2) +1 skill point
3) +1 skill point
4) bonus 1st level spell known
5) bonus 1st level spell known

-Race Abilities-
Deathless Spirit Particularly strong-willed aasimars possess celestial spirits capable of resisting the powers of death. They gain resistance 5 against negative energy damage. They do not lose hit points when they gain a negative level, and they gain a +2 racial bonus on saving throws against death effects, energy drain, negative energy, and spells or spell-like abilities of the necromancy school. This racial trait replaces celestial resistance.

Skilled: Aasimar have a +2 racial bonus on Diplomacy and Perception checks.

Spell-Like Ability (Sp): Aasimars can use daylight once per day as a spell-like ability (caster level equal to the aasimar's class level).

Darkvision: Aasimar have darkvision 60 ft. (they can see perfectly in the dark up to 60 feet.)

Scion of Humanity Some aasimars' heavenly ancestry is extremely distant. An aasimar with this racial trait counts as an outsider (native) and a humanoid (human) for any effect related to race, including feat prerequisites and spells that affect humanoids. She can pass for human without using the Disguise skill. This racial trait replaces the Celestial language and alters the native subtype.

Alter Self: x1 per day. (angel blooded)

Holy Weapons: (variant ability) Once per day as a move action, you can make a melee weapon you are wielding holy. The enchantment lasts for 3 rounds or until you drop or give away your weapon.

=====Class Abilities=====


Mystery: Life

An oracle with the life mystery adds Handle Animal, Knowledge (nature), and Survival to her list of class skills.

Channel (Su): You can channel positive energy like a cleric, using your oracle level as your effective cleric level when determining the amount of damage healed (or caused to undead) and the DC. You can use this ability a number of times per day equal to 1 + your Charisma modifier.

Life Link (Su): As a standard action, you may create a bond between yourself and another creature. Each round at the start of your turn, if the bonded creature is wounded for 5 or more hit points below its maximum hit points, it heals 5 hit points and you take 5 hit points of damage. You may have one bond active per oracle level. This bond continues until the bonded creature dies, you die, the distance between you and the other creature exceeds medium range, or you end it as an immediate action (if you have multiple bonds active, you may end as many as you want as part of the same immediate action).

Bonus Spells: detect undead (2nd), lesser restoration (4th), neutralize poison (6th), restoration (8th), breath of life (10th), heal (12th), greater restoration (14th), mass heal (16th), true resurrection (18th).

Curse: Blackened Your hands and forearms are shriveled and blackened, as if you had plunged your arms into a blazing fire, and your thin, papery skin is sensitive to the touch.
You take a –4 penalty on weapon attack rolls, but you add burning hands to your list of spells known.

At 5th level, add scorching ray and flaming sphere to your list of spells known.

At 10th level, add wall of fire to your list of spells known and your penalty on weapon attack rolls is reduced to –2.
At 15th level, add delayed blast fireball to your list of spells known.

Variant Multiclass: Monk: A character who chooses monk as his secondary class gains the following secondary class features.
Armor: At 1st level, he loses all his secondary monk abilities when wearing armor, using a shield, or carrying a medium or heavy load.

Unarmed Strike: At 3rd level, he gains the Improved Unarmed Strike feat and the unarmed damage of a monk of his character level – 2.

Evasion: At 7th level, he gains evasion.
Ki Pool: At 11th level, he gains the ki pool class feature of a monk of his character level – 2, with a number of ki points equal to 1/2 his character level. He only ever gains ki pool (lawful) if he is of lawful alignment.
AC Bonus: At 15th level, he gains a +3 dodge bonus to AC.
Improved Evasion: At 19th level, he gains improved evasion.



Armor: Breastplate (200 gp), Neck Guard
Shield: Heavy Steel Sanctified Shield
Neck: Amulet of Natural Armor +1 (2k)
Shoulders: Cloak of Resistance +1 (2k gp)
Wrist: Spring-loaded wrist sheathes (left: Wand of Cure Light, right: Wand of Liberating Command)
Ring: Ravencourt signet ring (sanctified ring, linked to his mother)
Feet: Soft Soled boots (masterwork stealth tool, 50 gp)

Slotless: Wayfinder.
Heightened Continual Flame cast on gold tattoo on palm (as a 5th level spell) (450 gp)

-Expendables, in pouches-
Alch. Fire x6
Saltpeter x10
Hallowed Chalice (small steins with lock-lids) x2
Antitoxin x5
Antiplague x5
Stubborn Nail x5
Smokestick w/Tindertwig x2
Haunt Siphons x5
Healing Kit, uses 10
Potion of Magic Fang x3

-In Pouches/On belt-
Smelling Salts
10 sticks of white chalk
10 sticks of red chalk
Campfire Bead
Ioun Torch
Signal Horn
Keyring (2 Skeleton Keys)
Flint and Steel
Survival knife
Ravenscourt family monster hunting field guide
Pathfinder Field Reference to Planar Creatures (masterwork Kn. Planes tool)
Pathfinder Field Medic's Anatomy and Diagnostic reference guide (masterwork Heal tool)
Pathfinder's Reference Guide to Pantheons and Undead Anatomy (masterwork tool, knowledge: religion)
Alchemist's Putty
Universal Solvent
Sovereign Glue

-In Satchel (masterwork backpack)-
Alch. Fire x10
Bear Trap
10 pitons
50' rope
1 gallon of lamp oil in 4 steel containers
Swarm Suit
Portable Shrine Fixtures (steel intense holder and candle holders w/ continual flame cast on them, Sacred Texts etched into steel plate, gold holy symbol of Sarenrae, silver holy symbol of Pharasma)

-In Saddlebags-
bed roll
Food and water
armor and clothing repair kit
Feed for Horse


[WBL Threshold 10.5k]