| Goraxes |
The PC Is the Son of a Vampire in Geb, and a Slave Mother. He chose to become a Merchant, as Well as a Cleric of Zura. He is a Follower of Zura and the Whispering Way. Goal if DM Allows, is to Become a Lich if i can live that Long and save up the 120,000 Gold. Otherwise, Just a Necromancer.
AKKAVAN CR 1/2
Male Dhampir Cleric (Hidden Priest, Undead Lord) 1
CN Medium Humanoid (Dhampir)
Init +0; Senses Darkvision (60 feet), Low-Light Vision; Perception +4
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DEFENSE
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AC 19, touch 10, flat-footed 19 (+7 armor, +2 shield)
hp 9 (1d8+1)
Fort +3, Ref +0, Will +4
Defensive Abilities Negative Energy Affinity; Resist Undead Resistance
Weakness Light Sensitivity
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OFFENSE
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Spd 20 ft.
Melee Heavy Shield Bash -5 (1d4-1/20/x2) and
Gauntlet (from Armor) -1 (1d3-1/20/x2) and
Unarmed Strike -1 (1d3-1/20/x2)
Spell-Like Abilities Detect Undead (3/day)
Cleric (Hidden Priest, Undead Lord) Spells Known (CL 1, -1 melee touch, 0 ranged touch):
1 (2/day) Cause Fear (DC 14), Inflict Light Wounds (DC 14), Air Bubble
0 (at will) Read Magic (DC 12), Purify Food and Drink (DC 12), Detect Magic
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STATISTICS
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Str 9, Dex 10, Con 12, Int 14, Wis 14, Cha 19
Base Atk +0; CMB -1; CMD 9
Feats Command Undead (DC 15), Spell Focus: Necromancy
Traits Barroom Talespinner: Perform (Oratory), Perform (Oratory) (1/week), Sacred Conduit
Skills Acrobatics -9, Bluff +6, Climb -10, Diplomacy +9, Escape Artist -9, Fly -9, Knowledge (Religion) +6, Perception +4, Perform (Oratory) +9, Profession (Merchant) +6, Ride -9, Spellcraft +6, Stealth -9, Swim -10
Languages Aquan, Common, Polyglot
SQ Aura (Ex), Cleric (Hidden Priest, Undead Lord) Domain: Undead, Cleric Channel Negative Energy 1d6 (7/day) (DC 15) (Su), Corpse Companion (Su), False Arcanist +1 (Ex), Resist Level Drain (Ex), Spontaneous Casting, Undeath Variant Channeling
Combat Gear Shield, Heavy Wooden, Splint Mail; Other Gear Backpack (empty), Pirate Clothes, Basic, Scroll: Inflict Light Wounds, Inflict Light Wounds, Tatoo: Urgathoa Holy Symbol on my Right Hand
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SPECIAL ABILITIES
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Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Barroom Talespinner: Perform (Oratory), Perform (Oratory) (1/week) Make DC 15 Knowledge (Local) or Int to gain +1 to influence Wormwood NPCs.
Cleric (Hidden Priest, Undead Lord) Domain: Undead Associated Domain: Death
Cleric Channel Negative Energy 1d6 (7/day) (DC 15) (Su) A good cleric can channel positive energy to heal the living and injure the undead; an evil cleric can channel negative energy to injure the living and heal the undead.
Command Undead (DC 15) Channel energy can take control of undead.
Corpse Companion (Su) Gain a single skeleton/zombie as companion that doesn't count against limit.
Darkvision (60 feet) You can see in the dark (black and white vision only).
False Arcanist +1 (Ex) Gain +1 bonus on some skill checks; disguise divine spellcasting as other type with a skill check.
Light Sensitivity (Ex) Dazzled as long as they remain in bright light.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Negative Energy Affinity (Ex) The creature is alive, but reacts to positive and negative energy as if it were undead - positive energy harms it, negative energy heals it.
Resist Level Drain (Ex) You take no penalties from energy draining effects, though you can still be killed if you accrue more negative levels than Hit Dice. After 24 hours, any negative levels you have gained are removed without any additional saving throws.
Spell Focus: Necromancy Spells from one school of magic have +1 to their save DC.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
Undead Resistance +2 save vs. disease, mind affecting effects.
Undeath Variant Channeling Enhanced healing for Undead
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SKELETON CR 1/3
Male Human
NE Medium Undead
Init +5; Senses Darkvision (60 feet); Perception +0
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DEFENSE
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AC 13, touch 11, flat-footed 12 (+1 Dex, +2 natural)
hp 8 (1d8)
Fort +0, Ref +1, Will +2
DR 5/bludgeoning; Immune cold, Undead Traits
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OFFENSE
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Spd 30 ft.
Melee Claw x2 (Skeleton) +1 x2 (1d4+1/20/x2) and
Unarmed Strike +1 (1d3+1/20/x2)
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STATISTICS
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Str 12, Dex 12, Con -, Int -, Wis 10, Cha 10
Base Atk +0; CMB +1; CMD 12
Feats Improved Initiative
Skills
Languages Common
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SPECIAL ABILITIES
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Damage Reduction (5/bludgeoning) You have Damage Reduction against all except Bludgeoning attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Immunity to Cold You are immune to cold damage.
Undead Traits Undead are immune to death effects, disease, mind-affecting effects (charms, compulsions, morale effects, phantasms, and patterns), paralysis, poison, sleep, stun, and any effect that requires a Fortitude save (unless the effect also works on objects
* Undead Master @ Level 3
* Become a Lich at or around level 11 if DM Allows
* Bloody Skeleton Champion @ 4th Level
* Using Undead to do my fighting, so im not so dependent on Str or Dex. High AC and some Con to keep myself Alive.
*Channels at +50% from Undead lord, for healing. Also Effects me the same as a Dhampir.
* Hidden Priest allows me to have my Holy Symbol as a Tattoo, and to hide the fact that im a cleric
* Skeleton Crew (level 3 cleric spell); Later On, would allow for us to have a 2nd ship sorta
*Lower AC and Taking Wood Armor for the Swim Penalty being removed (AC would be 15 rather then 19)