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Khazard

Vivare Pathfinder

May 23rd, 2016
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  1. =========================================================================================================
  2. +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
  3. =========================================================================================================
  4. Name: Vivare
  5. Gender: Male
  6. Race: Aasimar [Angel-Blooded] [Outsider, Native]
  7. Age: 75
  8. Height: 5 f.t 8 in.
  9. Weight: 180 lbs.
  10. Level: 4
  11. Alingment: Neutral Good
  12. Class: Death Mage [http://www.d20pfsrd.com/classes/3rd-party-classes/super-genius-games/death-mage]
  13. Favored Class: Death Mage
  14. Deity: None
  15. Init +0; Senses Normal Perception +0
  16. =========================================================================================================
  17. +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
  18. =========================================================================================================
  19. STATISTICS
  20. STR 16(+3), DEX 10(+0), CON 15(+2), INT 11(+0), WIS 12(+1), CHR 18(+4)
  21. Base Attack +3 CMB +6; CMD 15
  22. =========================================================================================================
  23. DEFENSES
  24. AC 15, Touch 10, flat footed 15
  25. (+0 Dex, +5 armour, +0 feats)
  26. HP 26 (Hitdie D8)
  27. Fort +3, Ref +1, Will +5
  28. =========================================================================================================
  29. OFFENSE
  30. Speed 30
  31. Melee
  32. Single Attack
  33. Mace [1d8, x2 Crit, +6 attack roll]
  34. Full Attack
  35. [Weapon +0/0 (damage)]
  36. Ranged
  37. Single Attack
  38. [Weapon, +0 (damage)]
  39. Full Attack
  40. [Weapon +0/0 (damage)]
  41. Special Attacks
  42. =========================================================================================================
  43. +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
  44. =========================================================================================================
  45. Class/racial traits:
  46. Native Outsider
  47. Celestrial Resistanc [Cold/Acid/Electric Resistance 5]
  48. Darkvision [60 Feet]
  49. Languages: Common, Celestial
  50. +2 Strength/Charisma
  51. +2 Heal/Knowledge[Planes] Skill
  52. Flight [20 ft., Poor(-4)]
  53. Celestial Tracker [You gain a +1 trait bonus on Survival checks made to follow tracks. In addition, you treat trails as being up to 24
  54. hours fresher than they actually are when using the Survival skill to follow tracks.]
  55. Planetar's Visions [Whenever you succeed at a critical hit with a melee weapon against an evil outsider, you ignore an amount of the
  56. outsider's damage reduction (if any) equal to the critical multiplier of your weapon (this cannot reduce a creature's damage
  57. reduction to below 0).]
  58.  
  59. Weapon Proficiency [Simple, falchion, flail, kama, net, nunchaku, scimitar, scythe]
  60. Shield Proficiency
  61. Light Armor Proficiency
  62.  
  63. =========================================================================================================
  64. Class Features/Extraordinary Abilities (Ex):
  65. Pale Road [Corpse Mage]
  66. -Dirge of Command (Sp): You may attempt to control undead creatures you encounter. This functions as the command undead spell, except
  67. it only functions on undead with no more hit dice than you have death mage levels. You may use this power a number of times per
  68. day equal to 3 + your Charisma modifier.
  69.  
  70. Voice of the Dead: The death mage’s ability to hear and understand spirits of the dead is developed enough to allow her to speak in
  71. this tongue as well. As the spirits themselves are mindless, talking to them serves no purpose (though many death mages do so
  72. anyway). Death mages may use the language to understand and be understood by undead creatures (all of which know the voice of the
  73. dead as a language, even if it is not listed), and to communicate with each other. Additionally, language is no longer a barrier
  74. when the death mage uses a speak with dead spell.
  75.  
  76. Death Bond [Repose Domain: http://www.d20pfsrd.com/classes/core-classes/cleric/domains/paizo---domains/repose-domain]
  77. -Gentle Rest (Sp): Your touch can fill a creature with lethargy, causing a living creature to become staggered for 1 round as a melee
  78. touch attack. If you touch a staggered living creature, that creature falls asleep for 1 round instead. Undead creatures touched
  79. are staggered for a number of rounds equal to your Wisdom modifier. You can use this ability a number of times per day equal to 3
  80. + your Wisdom modifier.
  81.  
  82. =========================================================================================================
  83. +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
  84. =========================================================================================================
  85. Feats:
  86. Necromantic Affinity: You gain a +2 bonus on saving throws made to resist spells and effects that utilize negative energy, cause
  87. negative levels, or cause ability damage, ability drain, or ability penalties. In addition, damage caused by inflict spells heals
  88. you as if you were an undead creature, but you also take damage from cure spells.
  89. Bludgeoner: No penalty to attacks dealing nonlethal damage when using a bludgeoning weapon
  90.  
  91. =========================================================================================================
  92. +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
  93. =========================================================================================================
  94. Skills [4 per level] [-2 Str/Dex skills with Armor, -1 with Shield]
  95.  
  96. Acrobatics------------------------------------------------------Dex|+0|
  97. Appraise--------------------------------------------------------Int|+0| [Class Skill]
  98. Bluff-----------------------------------------------------------Cha|+0| [Class Skill]
  99. Climb-----------------------------------------------------------Str|+0|
  100. Craft-----------------------------------------------------------Int|+0| [Class Skill]
  101. Diplomacy-------------------------------------------------------Cha|+1|
  102. Disable Device--------------------------------------------------Dex|+0|
  103. Disguise--------------------------------------------------------Cha|+0|
  104. Escape Artist---------------------------------------------------Dex|+0|
  105. Fly-------------------------------------------------------------Dex|+1| [Class Skill]
  106. Handle Animal---------------------------------------------------Cha|+0|
  107. Heal------------------------------------------------------------Wis|+1| [+2 From Race]
  108. Intimidate------------------------------------------------------Cha|+0| [Class Skill]
  109. Knowledge (Arcana)----------------------------------------------Int|+1| [Class Skill]
  110. Knowledge (Dungeoneering)---------------------------------------Int|+0| [Class Skill]
  111. Knowledge (Engineering)-----------------------------------------Int|+0|
  112. Knowledge (Geography)-------------------------------------------Int|+0| [Class Skill]
  113. Knowledge (History)---------------------------------------------Int|+1| [Class Skill]
  114. Knowledge (Local)-----------------------------------------------Int|+1| [Class Skill]
  115. Knowledge (Nature)----------------------------------------------Int|+1|
  116. Knowledge (Nobility)--------------------------------------------Int|+1|
  117. Knowledge (Planes)----------------------------------------------Int|+1| [Class Skill] [+2 From Race]
  118. Knowledge (Religion)--------------------------------------------Int|+1|
  119. Linguistics-----------------------------------------------------Int|+0| [Class Skill]
  120. Perception------------------------------------------------------Wis|+1|
  121. Perform---------------------------------------------------------Cha|+0|
  122. Profession------------------------------------------------------Wis|+0| [Class Skill]
  123. Ride------------------------------------------------------------Dex|+0| [Class Skill]
  124. Sense Motive----------------------------------------------------Wis|+1|
  125. Sleight of Hand-------------------------------------------------Dex|+0|
  126. Spellcraft------------------------------------------------------Int|+0| [Class Skill]
  127. Stealth---------------------------------------------------------Dex|+0| [Class Skill]
  128. Survival--------------------------------------------------------Wis|+0|
  129. Swim------------------------------------------------------------Str|+0|
  130. Use Magic Device------------------------------------------------Cha|+0| [Class Skill]
  131. =========================================================================================================
  132. +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
  133. =========================================================================================================
  134. Spells Per Day: 0-Lvl: 4 1st-Lvl: 4 2nd-Lvl: 3 3rd-Lvl: 1 4th-Lvl: 1
  135. [V: Verbal S:Movement M:Materials F:Focus DF:Divine Focus]
  136.  
  137. http://www.d20pfsrd.com/magic/3rd-party-spells/rogue-genius-games---3rd-party-spells/dance-macabre
  138.  
  139. Lvl 0:
  140. Bleed [V/S]: Cause a stabile target below 0 hit points to start dying and take 1 damage per round. 25 ft + 5 ft. per 2 levels
  141. Detect Magic [V/S]: Detect magic presence in area from concentration. 1st Round shows presence, 2nd shows number of different auras and
  142. power of the strongest, 3rd shows location and strength of all, can make knowledge arcana or spellcraft checks on visible. 60 ft.
  143. Cone, 1 min/level duration.
  144. Detect Poison [V/S]: Detect if a target is poisonous or has been poisoned. DC20 Wisdom check to determine the type. 25 ft + 5 ft. per 2
  145. levels
  146. Disrupt Undead [V/S]: Ranged Ray attack on undead creature, deals 1d6 damage. 25 ft + 5 ft. per 2 levels
  147. Guidance [V/S]: Touch creature to give +1 to a single attack rll, skill check, or saving throw on their choice. Lasts 1 minute
  148. Read Magic [V/S/F(Clear crystal or prism)]: Decipher magic inscriptions
  149. Stabilize [V/S]: Target a dying being with less than 0 hit points, they are stabilized and stop dying. 25 ft + 5 ft. per 2 levels
  150. Touch of Fatigue [V/S/M]: Touch a target, fatiguing them for duration. Lasts 1 round per level
  151. Virute [V/S/DF]: Touch a target to give 1 temporary hit point for 1 minute
  152.  
  153. Lvl 1:
  154. Cause Fear [V/S]: Target creature becomes frightened for 1d4 rounds, unless it passes a Will save and is instead shaken for 1 round.
  155. Creatures with 6+ hit de are immune. 25 ft + 5 ft. per 2 levels
  156. Chill Touch [V/S]: Touch a creature to deal 1d6 damage and loses 1 Strength unless it passes a Fortitude save. Undead creatures take no
  157. damage but will be panicked for 1d4+[Level] rounds unless they pass a Will save. Can use as many times as your level.
  158. Dance Macabre 1
  159. Deathly Pall [V/S]: Self, gain Cold Resistance 5, +2 Strength, and 1d6+[1 per 2 levels (max +5)] temporary hit points. Also become pale
  160. and dark eyed giving +5 to disguising as dead. Lasts 1 min. per level
  161. Deathwatch
  162. Grave Shield [V/S]: Self, gain +1 luck bonus on all saving throws against mind altering effects, death effects, disease, poison,
  163. paralysis, sleep effects, stunning effects, energy drains, and exhaustion and fatigue effects. Gains an additional +1 for every 5
  164. levels. Lasts 1 hour per level
  165. Inflict Light Wounds [V/S]: Touch a target, dealing 1d8+[Level (max +5)], Will save halves. Heals undead
  166. Obscuring Mist [V/S]: Creatures mist 20 feet around user, blocking all sight, even darkvision, past 5 feet. Strong winds disipate it, fire burns it away.
  167. Ray of Enfeeblement [V/S]: Fire a ray that causes a Strength penalty of 1d6+[1 per 2 levels(max +5)], unless they make a Fortitude save
  168. which halves the penalty
  169. Remove Fear [V/S]: Give target (plus extra target for every 4 levels) +4 against fear effects. If they are currently feared, it is
  170. suppressed for duration. Lasts 10 minutes. 25 ft + 5 ft. per 2 levels
  171. Spectral Eye: http://www.d20pfsrd.com/magic/3rd-party-spells/rogue-genius-games---3rd-party-spells/spectral-eye
  172.  
  173. Lvl 2:
  174. Command Undead
  175. Dance Macabre II
  176. Death Knell [V/S]: Touch a creature with less than 0 hit points. If they fail a Will save, they die, giving the caster 1d8 temporary
  177. hit points, +2 strength, and +1 effective caster level. This lasts for 10 minutes per hit die the target had
  178. False Life [V/S]: Self, gain 1d10+[Level (max +10)] temporary hitpoints for 1 hour per level
  179. Fog Cloud [V/S]: Creatures mist 20 feet around user, blocking all sight, even darkvision, past 5 feet. Strong winds disipate it.
  180. Gentle Repose [V/S]: Preserve a corpse or severed part to prevent decay for 1 day per level
  181. Ghoul Touch [V/S/M]: Touch a living humanoid, paralyzing them for 1d6+2 rounds unless they pass a Fortitude test. They give off a
  182. stench of death that causes all aside the caster within 10 feet of the target to become sickened, counts as poison
  183. Inflict Moderate Wounds [V/S]: Touch a target, dealing 2d8+[Level (max +10)], Will save halves. Heals undead
  184. Remove Paralysis [V/S]: Free up to 4 targets from paralysis or related magic, including those that cause staggered. If cast on one, it
  185. removes it, on two it gives them another save roll with +4, on 3 or 4 it gives another save at +2. 25 ft + 5 ft. per 2 levels
  186. Scare [V/S/M]: Like Cause fear, but can target one creature for every 3 levels. 100 ft + 10 ft. per level
  187. Spectral Hand [V/S]: Take 1d4 damage to create a spectral hand which return when the spell ends or is dispelled, but not i its
  188. destroyed. This hand can deliver any 4th level or lower touch spells with +2 to them. Attacking with the hand counts as a normal
  189. attack. The hand is incorporeal, improved evasion (half damage on a failed Reflex save and no damage on a successful save), your
  190. save bonuses, and an AC of 22 (+8 size, +4 natural armor), and your intelligence modifier acts as the hand's dexterity for AC.
  191. Lasts 1 min per level. 100 ft + 10 ft. per level
  192.  
  193. Lvl 3:
  194. Animate Dead: http://www.d20pfsrd.com/magic/all-spells/a/animate-dead
  195. Antiundead Shell [V/S]: Create a 10 foot field around you that moves with you. Unintelligent undead are prevented from passing through,
  196. intelligent get one will save to attempt to pass. Lasts 1 min per level.
  197. Dance Macabre III
  198. Deeper Darkness [V/M/DF]: Causes an object to radiate darkness 60 feet around it, dropping light by 2 levels (Bright light becomes dim,
  199. normal light becomes dark. Dim light and dark become supernaturally dark. Creatures gain 20% miss chance in dim light, and 50%
  200. miss chance in dark.) Creatures with darkvision cannot see through the darkness made by this spell.
  201. Foehn [V/S]: Conjure sickening mountain wnd in a 25 foot + 5 ft. per 2 levels in a cone, causing those affected to become sickened for
  202. 1 minute per level unless they pass a Fortitude save
  203. Halt Undead [V/S/M]: Render up to 3 undead immobile until duration ends or they are attacked/take damage. Unintelligent undead are
  204. instantly affected, intelligent get a will save to negate. Lasts 1 round per level. 100 ft + 10 ft. per level
  205. Inflict Serious Wounds [V/S]: Touch a target, dealing 3d8+[Level (max +15)], Will save halves. Heals undead
  206. Ray of Exhaustion [V/S/M]: Fire a ray that exhausts a target, if they pass a fortitude save they are only fatigued. 25 ft + 5 ft. per 2
  207. levels
  208. Lesser Shadow Conjuration: http://www.d20pfsrd.com/magic/3rd-party-spells/rogue-genius-games---3rd-party-spells/shadow-conjuration-lesser
  209. Speak with Dead [V/S/DF]: Give false life to a corpse to let it answer one question per 2 levels. If the corpse is of a different
  210. alignment it gets a will save, passing let's it refuse or attempt to deceive.
  211. Vampiric Touch [V/S]: Touch a target to deal 1d6 damage per two caster levels [Max 10d6], gaining the damage done as temporary hit
  212. points for 1 hour
  213.  
  214. Lvl 4:
  215. Bestow Curse [V/S]: Touch a target, cursing it with either |-6 to an ability score|, |-4 penalty on attack rolls, saves, ability
  216. checks, and skill checks|, |50% chance each turn to be able to act|, or a made up curse no greater in power than e given ones.
  217. Lasts indefinitely, cannot be dispelled
  218. Contagion: http://www.d20pfsrd.com/magic/all-spells/c/contagion
  219. Dance Macabre IV
  220. Death Ward [V/S/DF]: Touch a target, they gain +4 bonus on death spells and effects, and gains a save roll even if one is normally not given. Does not remove negative levels, but removes the effects for duration. Lasts 1 min per level.
  221. Enervation [V/S]: Fire a ray to cause 1d4 negative levels on a target, lasting for 1 hour per level [Max 15]. Undead gains (1d4)*5
  222. temporary hit points for one hour. 25 ft + 5 ft. per 2 levels
  223. False Vigor [V/S/M]: Touch a target, giving 2d10+[Level (Max 15)] temporary hit points for 1 hour per level
  224. Inflict Critical Wounds [V/S]: Touch a target, dealing 4d8+[Level (max +20)], Will save halves. Heals undead
  225. Inflict Light Wounds, Mass [V/S]: Deal 1d8+[Level (max +25)], Will save halves, to one creature per level within 25 ft + 5 ft. per 2
  226. levels. Heals undead
  227. Fear [V/S/M]: A 30 foot cone causes all creatures to become panicked, or cowering if cornered, for 1 round per level. If it passes a
  228. Will save its only shaken for 1 round.
  229. Shadow Conjuration: http://www.d20pfsrd.com/magic/all-spells/s/shadow-conjuration
  230.  
  231.  
  232. Domain Spells:
  233. Deathwatch
  234. Gentle Repose
  235. Speak with Dead
  236. =========================================================================================================
  237. +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
  238. =========================================================================================================
  239. Inventory: Light Load [0-76 lbs.] Medium Load [77-153 lbs.] Heavy Load [154-230 lbs.]
  240.  
  241. Monk's Outfit: 2 lbs.
  242. Common Backpack: 2 lbs.
  243. Spell Component Pouch: 2 lbs.
  244. Silver Holy Symbol [Amulet, in the shape of a tombstone]: 1 lbs.
  245. Flail [Disarm (+2 disarm checks), Trip (can drop to avoid self-tripping)]: 5 lbs.
  246. Chain Shirt [+4AC]: 25 lbs.
  247. Light Steel Shield [+1AC]: 6 lbs.
  248. Waterskin: 4 lbs.
  249. Bedroll: 5 lbs.
  250. Tea (10 Servings): 5 lbs.
  251. Trail Rations (10 Servings): 10 lbs.
  252.  
  253. Total Weight: 67 lbs.
  254. =========================================================================================================
  255. Money: 4 platinum 2 gold 9 silver
  256. =========================================================================================================
  257. +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
  258. =========================================================================================================
  259. Backstory/Personality:
  260.  
  261. Vivare was born with a unique gift, the spirits of the passed spoke to him naturally without the aid of magic. Being able to hear voices from all walks of life lead Vivare to seek a life in the church as he got older, to reflect and learn how to help these spirits. As he grew he held a life of peace, and advised the spirits as best as he could. This helped some of the wayward souls, but not all of them. While he gained a sense of inner peace, this let him hear the spirits more clearly, the echoing wails of their reasons of being in this plane. He learned many of the souls were ended before their time, far too many. He could not help these souls with words alone, but unfortunately there was no helping them. Avenging them would do nothing, he lacked martial skills and it would not fix their death. But, he could learn to prevent it to others.
  262. Changing his teachings into a more active role, Vivare learned from the crusaders how to fight. The spirits that spoke found peace in his decision, preventing anymore untimely ends eased their own. Trained in steel and backed by the souls that contacted him, Vivare set out on a pilgrimage with an oath: He would try to prevent as much death as he could.
  263.  
  264. =========================================================================================================
  265. +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
  266. =========================================================================================================
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