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    Sha'dem Arley - Jamaican Voodoo Cruoromancer (blood mage)

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    Chirs2

    Posts : 663
    Join date : 2012-03-25

    Sha'dem Arley - Jamaican Voodoo Cruoromancer (blood mage)

    Post  Chirs2 on Tue May 20, 2014 1:30 am




    Race: Dhampir (half human, half vampire)
    Class: Sorcerer, Cruoromancer (Sanguine) Bloodline
    Level: 6
    AL: Neutral Hungry

    Str: 10
    Dex:16
    Con:10
    Int: 12
    Wis: 13
    Cha: 20

    BAB: +3

    Fort: +2    = +2
    Refl: +2 +3 = +5
    Will: +5 +1 = +6

    Dhampir Racial Traits
    +2 Dexterity, +2 Charisma, –2 Constitution: Dhampirs are fast and seductive, but their racial bond to the undead impedes their mortal vigor.
    Dhampir: Dhampirs are humanoids with the dhampir subtype.
    Medium: Dhampirs are Medium creatures and have no bonuses or penalties due to their size.
    Normal Speed: Dhampirs have a base speed of 30 feet.
    Senses: Low-light vision and darkvision 60 feet.
    Manipulative: +2 racial bonus on Bluff and Perception.
    Undead Resistance: Dhampirs gain a +2 racial bonus on saving throws against disease and mind-affecting effects.
    Light Sensitivity: Dhampirs are dazzled in areas of bright sunlight or within the radius of a daylight spell.
    Negative Energy Affinity: Though a living creature, a dhampir reacts to positive and negative energy as if it were undead—positive energy harms it, while negative energy heals it.
    Resist Level Drain (Ex): A dhampir takes no penalties from energy drain effects, though he can still be killed if he accrues more negative levels then he has Hit Dice. After 24 hours, any negative levels a dhampir takes are removed without the need for an additional saving throw.
    Languages: Dhampirs begin play speaking Common. Those with high Intelligence scores can choose any language it wants (except secret languages, such as Druidic).
    Fangs: On occasion, a dhampir may inherit his father's lengthy canines. Whenever the dhampir makes a grapple combat maneuver check to damage an opponent, he can choose to bite his opponent, dealing 1d3 points of damage as if using a natural bite attack. As a standard action, the dhampir can bite a creature that is bound, helpless, paralyzed, or similarly unable to defend itself. This racial trait replaces the spell-like ability racial trait.

    GM extra vampire rules - light dazzled is changed to Blinded, add:
    The Blood Is the Life (Su): At 1st level, you can gain sustenance from the blood of the recently dead. As a standard action, you can drink the blood of a creature that died within the past minute. The creature must be corporeal, must be at least the same size as you, and must have blood. This ability heals you 1d6 hit points and nourishes you as if you'd had a full meal. You may use this ability a number of times per day equal to 3 + your Charisma modifier.

    Sorcerer: Add +1/2 point of negative energy damage to spells that deal negative energy damage.


    Skills 2 + 1
    UMD
    Perception
    Bluff
    Know: Arcane
    Know: Religion
    Spellcraft

    Spells per day 6\5\3 + cha bonus
    Known Spells  4\2\1 + bloodline
    1st:
    (B) Chill Touch
    Ray of Enfeelbement
    Vanish
    Shield
    ?

    2nd:
    (B) False Life
    Ghoul Touch
    Web

    3rd:
    (B) Vampiric Touch (7th)
    ? Ray of Exhaustion maybe

    Cruoromancer Sanguine Bloodline
    The power of undeath can derive from cold blood as well as hard bone.
    Associated Bloodline: Undead
    Bloodline Arcana: Whenever you cast a spell of the necromancy school, your effective caster level is increased by 1.

    Bloodline Powers: Your magic emulates that of the hungry dead.
    To those who know how to manipulate it, the blood of a dhampir can be a powerful component to magic. A cruoromancer infuses his necromantic magic with the power of his unique mixture of living blood and undead ichor. As his power increases in this strange arcane art, a cruoromancer finds potent ways to infuse his unique blood with necromancy spells. A cruoromancer has the following class features.

    Blood Infusion (Su): When a cruoromancer casts a spell of the necromancy school, he can opt to infuse that spell with his undead-tainted blood as a swift action. As he increases in level, the power and effects of such infusions become more potent. Each time a cruoromancer uses blood infusion, he drains a portion of his own blood either by cutting himself with a blade or by opening a scab from a previous wound. When he does this, he takes an amount of damage equal to 1d4 + the level of the spell being infused. A cruoromancer can only affect a spell with a single type of blood infusion. At 1st level, he can infuse his necromancy spells in either of the following ways.

    Focused Infusion: When the cruoromancer uses this infusion, he adds +1 to the DC of the infused necromancy spell.

    Sickening Infusion: When the cruoromancer uses this infusion, any creature damaged by the infused necromancy spell becomes sickened for 1 round.

    Blood Command (Su): At 5th level, a cruoromancer can control up to 5 Hit Dice worth of undead creatures per caster level instead of the normal 4 Hit Dice of undead when casting the animate dead spell. He also gains the following blood infusion ability.

    Commanding Infusion: When using this infusion with animate dead, the cruoromancer can create a number of Hit Dice of undead equal to three times his caster level instead of twice his caster level.

    Class Skill: Knowledge (religion).

    Bonus Spells: chill touch (3rd), false life (5th), vampiric touch (7th), animate dead (9th), waves of fatigue (11th), undeath to death (13th), finger of death (15th), horrid wilting (17th), energy drain (19th).

    Bonus Feats: Combat Casting, Diehard, Endurance, Iron Will, Skill Focus (Knowledge [religion]), Spell Focus, Still Spell, Toughness.



    Feats:
    1st -
    Dhampirs have access to the following feats.
    Blood Drinker - Human  

    Consuming blood reinvigorates you.
    Prerequisite: Dhampir.

    Benefit: Choose one humanoid subtype, such as "goblinoid" (this subtype cannot be "dhampir"). You have acquired a taste for the blood of creatures with this subtype. Whenever you drink fresh blood from such a creature, you gain 5 temporary hit points and a +1 bonus on checks and saves based on Constitution. The effects last 1 hour. If you feed multiple times, you continue to gain hit points to a maximum of 5 temporary hit points for every three Hit Dice you have, but the +1 bonus on Constitution-based skill checks and saving throws does not stack.

    Normally, you can only drink blood from an opponent who is helpless, grappled, paralyzed, pinned, unconscious, or similarly disabled. If you have a bite attack, you can drink blood automatically as part of your bite attack; otherwise, you must first cut your target by dealing 1 hit point of damage with a slashing or piercing weapon (though you may feed upon a creature with severe wounds or a bleed effect without cutting it first). Once you cut the target, you can drink from its wound as a standard action. Drinking blood deals 2 points of Constitution damage to the creature you feed upon.

    The blood must come from a living creature of the specified humanoid subtype. It cannot come from a dead or summoned creature.


    3rd -
    Obtain Familiar  OWL probably

    5th -
    ? metamagic - Reach Spell

    Gear:  (16,000)
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    Chirs2

    Posts : 663
    Join date : 2012-03-25

    Re: Sha'dem Arley - Jamaican Voodoo Cruoromancer (blood mage)

    Post  Chirs2 on Tue May 20, 2014 5:49 pm

    variant build as a wizard, just for my own curiosity




    Race: Dhampir (half human, half vampire)
    Class: Wizard 6 Cruoromancer
    Level: 6
    AL: Neutral Hungry

    Str: 10
    Dex:16
    Con:10
    Int: 18
    Wis: 12
    Cha: 15

    BAB: +3

    Fort: +2    = +2
    Refl: +2 +3 = +5
    Will: +5 +1 = +6

    Dhampir Racial Traits
    +2 Dexterity, +2 Charisma, –2 Constitution: Dhampirs are fast and seductive, but their racial bond to the undead impedes their mortal vigor.
    Dhampir: Dhampirs are humanoids with the dhampir subtype.
    Medium: Dhampirs are Medium creatures and have no bonuses or penalties due to their size.
    Normal Speed: Dhampirs have a base speed of 30 feet.
    Senses: Low-light vision and darkvision 60 feet.
    Manipulative: +2 racial bonus on Bluff and Perception.
    Undead Resistance: Dhampirs gain a +2 racial bonus on saving throws against disease and mind-affecting effects.
    Light Sensitivity: Dhampirs are dazzled in areas of bright sunlight or within the radius of a daylight spell.
    Negative Energy Affinity: Though a living creature, a dhampir reacts to positive and negative energy as if it were undead—positive energy harms it, while negative energy heals it.
    Resist Level Drain (Ex): A dhampir takes no penalties from energy drain effects, though he can still be killed if he accrues more negative levels then he has Hit Dice. After 24 hours, any negative levels a dhampir takes are removed without the need for an additional saving throw.
    Languages: Dhampirs begin play speaking Common. Those with high Intelligence scores can choose any language it wants (except secret languages, such as Druidic).
    Fangs: On occasion, a dhampir may inherit his father's lengthy canines. Whenever the dhampir makes a grapple combat maneuver check to damage an opponent, he can choose to bite his opponent, dealing 1d3 points of damage as if using a natural bite attack. As a standard action, the dhampir can bite a creature that is bound, helpless, paralyzed, or similarly unable to defend itself. This racial trait replaces the spell-like ability racial trait.

    Wizard: Add +1/4 to the wizard's caster level when casting spells of the necromancy school.


    Skills 2 + 4
    UMD
    Perception
    Bluff
    Know: Arcane
    Know: Religion
    Spellcraft


    Spells per day 3\3\2 + Int bonus (2\1\1) + school necro bonus (n)

    1st:
    (n) Chill Touch
    Ray of Enfeelbement
    Vanish
    Hydraulic Push

    2nd:
    (n) Ghoul Touch
    Web
    Scorching Ray

    3rd:
    (n) Vampiric Touch
    Ray of Exhaustion
    ?

    Cruoromancer

    To those who know how to manipulate it, the blood of a dhampir can be a powerful component to magic. A cruoromancer infuses his necromantic magic with the power of his unique mixture of living blood and undead ichor. As his power increases in this strange arcane art, a cruoromancer finds potent ways to infuse his unique blood with necromancy spells. A cruoromancer has the following class features.

    Blood Infusion (Su): When a cruoromancer casts a spell of the necromancy school, he can opt to infuse that spell with his undead-tainted blood as a swift action. As he increases in level, the power and effects of such infusions become more potent. Each time a cruoromancer uses blood infusion, he drains a portion of his own blood either by cutting himself with a blade or by opening a scab from a previous wound. When he does this, he takes an amount of damage equal to 1d4 + the level of the spell being infused. A cruoromancer can only affect a spell with a single type of blood infusion. At 1st level, he can infuse his necromancy spells in either of the following ways.

    Focused Infusion: When the cruoromancer uses this infusion, he adds +1 to the DC of the infused necromancy spell.

    Sickening Infusion: When the cruoromancer uses this infusion, any creature damaged by the infused necromancy spell becomes sickened for 1 round.

    Blood Command (Su): At 5th level, a cruoromancer can control up to 5 Hit Dice worth of undead creatures per caster level instead of the normal 4 Hit Dice of undead when casting the animate dead spell. He also gains the following blood infusion ability.

    Commanding Infusion: When using this infusion with animate dead, the cruoromancer can create a number of Hit Dice of undead equal to three times his caster level instead of twice his caster level.

    Wizard School = Necromancy.  Opposite schools = Illusion and Divination
    Necromancy School

    The dread and feared necromancer commands undead and uses the foul power of unlife against his enemies.

    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.

    The Blood Is the Life (Su): At 1st level, you can gain sustenance from the blood of the recently dead. As a standard action, you can drink the blood of a creature that died within the past minute. The creature must be corporeal, must be at least the same size as you, and must have blood. This ability heals you 1d6 hit points and nourishes you as if you'd had a full meal. You may use this ability a number of times per day equal to 3 + your Charisma modifier. This bloodline power replaces grave touch.

    Life Sight (Su): At 8th level, you gain blindsight to a range of 10 feet for a number of rounds per day equal to your wizard level. This ability only allows you to detect living creatures and undead creatures. This sight also tells you whether a creature is living or undead. Constructs and other creatures that are neither living nor undead cannot be seen with this ability. The range of this ability increases by 10 feet at 12th level, and by an additional 10 feet for every four levels beyond 12th. These rounds do not need to be consecutive.


    Feats:
    1st -
    W - scribe scroll

    Dhampirs have access to the following feats.
    Blood Drinker - Human  

    Consuming blood reinvigorates you.
    Prerequisite: Dhampir.

    Benefit: Choose one humanoid subtype, such as "goblinoid" (this subtype cannot be "dhampir"). You have acquired a taste for the blood of creatures with this subtype. Whenever you drink fresh blood from such a creature, you gain 5 temporary hit points and a +1 bonus on checks and saves based on Constitution. The effects last 1 hour. If you feed multiple times, you continue to gain hit points to a maximum of 5 temporary hit points for every three Hit Dice you have, but the +1 bonus on Constitution-based skill checks and saving throws does not stack.

    Normally, you can only drink blood from an opponent who is helpless, grappled, paralyzed, pinned, unconscious, or similarly disabled. If you have a bite attack, you can drink blood automatically as part of your bite attack; otherwise, you must first cut your target by dealing 1 hit point of damage with a slashing or piercing weapon (though you may feed upon a creature with severe wounds or a bleed effect without cutting it first). Once you cut the target, you can drink from its wound as a standard action. Drinking blood deals 2 points of Constitution damage to the creature you feed upon.

    The blood must come from a living creature of the specified humanoid subtype. It cannot come from a dead or summoned creature.


    3rd -
    Obtain Familiar  OWL probably

    5th -
    ? metamagic - Reach Spell

    Gear:  (16,000)[/quote]


    Last edited by Chirs2 on Mon Jun 02, 2014 1:19 am; edited 2 times in total
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    navyik

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    Re: Sha'dem Arley - Jamaican Voodoo Cruoromancer (blood mage)

    Post  navyik on Wed May 21, 2014 2:16 pm

    Will this guy be (or be disguised as) a member of the gentry with a signature and presentation consistent with a socialite with a butler? Or should CRIII seek employment elsewhere?
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    Chirs2

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    Re: Sha'dem Arley - Jamaican Voodoo Cruoromancer (blood mage)

    Post  Chirs2 on Wed May 21, 2014 2:53 pm

    navyik wrote:Will this guy be (or be disguised as) a member of the gentry with a  signature and presentation consistent with a socialite with a butler?  Or should CRIII seek employment elsewhere?

    backstory is still pending, but most likely, yes.

    this is a resurrection and reimagining of one of my favorite vampire characters from high school and assuming he follows that backstory (not withstanding changes due to timeline and world) Sha'dem was native voodoo "witch doctor" on Jamaica when he was noticed by Jonathan Prentice, a London-born full fledged Vampire of the Clan Tremere (wizards) that used the East India Trading Company as his base of financial wealth and power. EITC allowed Prentice to move freely around the world, keeping his interests fluid and his position flexible. Prentice took Sha'dem with him as an unwilling apprentice, used him for magical muscle and his ability to function as his agent during the day. Sha'dem was now wears a fine suit and had conducted business as an agent of the EITC.

    My HS guy had bought the 5pt merit of owning his own Corporation, which was a shipping business running drugs through the Great Lakes and up the Mississippi river. That really isn't an option in PF, but maybe he left those connections with the EITC behind when he escaped Prentice's control.

    Sha'dem and CR3 could have easily started working together during his time under Prentice in the EITC. Maybe CR3 helped or enabled Sha'dem to escape his evil master?
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    navyik

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    Re: Sha'dem Arley - Jamaican Voodoo Cruoromancer (blood mage)

    Post  navyik on Wed May 21, 2014 4:40 pm

    Mr. Rothschild is far too savvy not to know his master's secrets, but he doesn't pry.  More likely he works for the man sha'dem PRETENDS to be; perhaps a visiting cousin of a lesser noble or traveling entrepenuer?  Part of the cover, not a co-exile...
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    Chirs2

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    Re: Sha'dem Arley - Jamaican Voodoo Cruoromancer (blood mage)

    Post  Chirs2 on Wed May 21, 2014 4:49 pm

    navyik wrote:Mr. Rothschild is far too savvy not to know his master's secrets, but he doesn't pry.  More likely he works for the man sha'dem PRETENDS to be; perhaps a visiting cousin of a lesser noble or traveling entrepenuer?  Part of the cover, not a co-exile...

    we can hammer out the details as more of the setting is revealed. maybe Sha'dem escaped a while ago (like lvl 2-3) and has since gained enough power, at least in his own mind, to stop hiding and try to go after his Sire. he could be trying to infiltrate the EITC and track down his Sire, thus the entrepreneur ruse for example. Or he could simply be a Venture Capitalist seeking to profit on his insider knowledge from his days at the EITC.

    let's see what the GM thinks too, maybe some of this can tie into his story....
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    whit10

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    Re: Sha'dem Arley - Jamaican Voodoo Cruoromancer (blood mage)

    Post  whit10 on Wed May 21, 2014 5:11 pm

    cool so far but I would caution back story stuff until I have the "timeline" put up. That should be tonight (I hope)
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    Re: Sha'dem Arley - Jamaican Voodoo Cruoromancer (blood mage)

    Post  navyik on Wed May 21, 2014 5:24 pm

    I'm in no rush. Just wanted to confirm my needs as:

    -CRIII works for a pc who is influential.
    -CRIII has never been anyones quarry (yet).
    -CRIII operates in plain sight without notice, (though he may report privately).
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    Re: Sha'dem Arley - Jamaican Voodoo Cruoromancer (blood mage)

    Post  whit10 on Wed May 21, 2014 5:37 pm

    I don't think that any of that should be a problem

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