Dhampir Soulweaver, Skelemaster, Baker
"Uh... Let me check my notes!"
Quite a few dhampirs are born of rape. The other common occurrence is when a vampire and a human, usually male and female respectively, love each other very much and can pull the mechanics off, often just before the human's turning. Valeria is the product of one such union, and was raised in a pretty peculiar household because of this -- the expectation was that she would seamlessly transition into undeath after she'd grown.
It's hard to develop an interest in cooking when most of your family is on a liquid diet, but Valeria did. So's to want to learn to swim when everyone else is more interested in turning into mist.
Valeria's mother wanted to retain her good looks in undeath, and had her first and necessarily only child very early; shortly after Valeria hit puberty, it became apparent to her just how damn vapid her parents were, and how immortality had turned the elder vampires she knew into creatures of ennui and inertia, playing the same political games over and over, learning nothing. Understanding that "a mockery of life" could have a non-literal meaning, Valeria theatrically opened the curtains (which didn't do much, in fairness), flipped everyone the bird, and left.
Valeria tried many times to make her mark in the world, with mixed (read: low) success, partly due to her peculiar upbringing (her understanding of what is macabre or gross tends to be fairly backwards) and partly because she's objectively a bit of a spaz. Growing up in a household of idle rich with not even aging to worry about, she tried her hand at nearly everything, without much commitment, which did not prepare her very much for life outside a silver cage.
For example, her attempt to open a bakery failed because as much as having skeletal hands do the kneading and furnace operating is hygienic, people were grossed out and too many questions happened about whose bones were those anyway; she's since stuck to animals mostly. She joined a peasant revolt once, resulting in accidentally creating a zombie due to excess of medical care on one unfortunate guerrilla fighter, leading her to the knowledge that, well, that was not medicine. During this last incident she also learned to handle a voulge with reasonable competence. Or is that a ranseur. Big pole thing with hooky blade at the end.
As it often happens after an attempt to settle down goes sour, Valeria is now taking roaming jobs to finance her next venture. Most recently, she's made her way into the mountains, betting that the folk living there will appreciate her skills if not her mannerisms. She genuinely wants to learn to be a healer, but hasn't quite understood that this does not really go along with the sort of bonecrafting that she does.
STR10, DEX12, CON12, INT16, WIS14, CHA16 3x +1 to distribute
HP: 14 (+9d6 +11)
Fortitude +5, Reflex +5, Will +10
BAB +6/+1, CMB +6, CMD 17
AC 13 (+2 armor, +1 dex) touch 11, flatfooted 12
Derived stats: Perception 2 (from dex), initiative 2
Racial (Dhampir) medium Humanoid (Dhampir), Darkvision 60ft, Lowlight Vision, 30ft speed
Undead Resistance: Valeria gains a +2 racial bonus on saves vs disease and mind-affecting effects.
Resist Level Drain: Valeria takes no penalties from energy drain effects, though she can still be killed if she accrues more negative levels then she has Hit Dice. After 24 hours, any negative levels Valeria takes are removed without the need for an additional saving throw.
Manipulative: Valeria gains a +2 racial bonus to Bluff and Diplomacy checks.
Spell-like Abilities: 3/day detect undead (CL = HD); Blight ability
Light Sensitivity: Valeria is dazzled in areas of bright sunlight or within the radius of a daylight spell.
Negative Energy Affinity: Valeria is healed by negative energy, and harmed by positive energy.
Feats
Traits – Dangerously Curious (Magic), Patient Optimist (Religion; Erastil), Student of Giantkind(Campaign)
| 1st | Command Undead | Up to 52 HD; DC 19 will save. As a standard action, spend a use of channel energy to attempt to control undead within 30 feet of you. Undead that fail their save are permanently under your control (intelligent undead save every day while in your service). You cannot exceed 4x your HD in undead commanded by this ability. |
| BAB +1 | xxx | desc |
| 3rd | xxx | desc |
| BAB +2 | xxx | desc |
| 5th | xxx | desc |
| BAB +3 | xxx | desc |
| 7th | xxx | desc |
| BAB +4 | xxx | desc |
| 9th | xxx | desc |
| BAB +5 | xxx | desc |
| 11th | xxx | desc |
| BAB +6 | xxx | desc |
| 13th | xxx | desc |
Skills: Favored Class Bonus (+1 to Caster Level for any channeling feat used to affect undead); Concentration +5
Ranks: Craft (Bone/Ivory 2), Know (History 1, Religion 2), Linguistics 1, Spellcraft 2, Heal 2, Craft (Baking) 2,
Totals: Bluff +5, Craft (Bone/Ivory +8), Diplomacy +5, Know (History +7, Religion +8), Linguistics +7, Spellcraft +8, UMD +4, Heal +8, Craft (Baking) +8
Class: Soul Weaver 2nd
- Channel Energy (Su): [3+CHA] 6/day, (7d6 Negative Energy, Will DC19 halves) Can Heal Undead and Self or Harm Living creatures.
- Bound Nexus (Su): [3+CHA] 6/day; DC 19
- Nexus Powers:
- Aid the Dead - Undead gains +3 profane to attack saves, and turn resistance, plus 13 temp HP; lasts 1 hour.
- Lovelorn Soul - Ally at negative HP, but not dead, becomes stable and gains 26 temporary hit points for 1 minute.
- Siphon Health - Deals 6d6 (fortitude half) damage to a living creature; soul weaver gains temp HP equal to damage for 1 hour.
- Curious Spirit – You may expend a soul from your nexus to attempt a knowledge check with an insight bonus equal to your soul weaver level + your charisma modifier. Alternatively, you may speak with the spirit of a creature than has been dead no longer than 1 day per level, however the creature is not obligated to answer (you must attempt diplomacy as normal).
- Incarnate Spirit III – You may expend a soul from your nexus to create spiritual creatures that remain for a number of rounds equal to your charisma modifier. These spirits cannot create spawn, and may be of the following: 1 wraith, or 2 shadows, or 4 poltergeists.
- Channel Mastery – When using channel energy, you may expend a soul from your nexus to apply any channel feat you otherwise qualify for to that use of channel energy.
- Divine Soul – When using channel energy, you may expend a soul from your nexus to increase the die size to d10s instead of d6s.
- Blessed Soul – When an ally fails a saving throw, you may expend a soul from your nexus as an immediate action, allowing them to reroll that saving throw.
- Ghostpoint – When using a spell, spell-like ability, sphere ability, or soul weaver ability, you may treat one of your souls as the origin point for that effect. Afterward, that soul is expended.
Sphere Casting: BCL+13, charisma-based (SP [23] = +13 class +3 charisma +7 traditions)
Talents: (10 more to choose)
Death Sphere (Deathful Touch drawback)
(+1 talent)
- Ghost Strike; As standard action, you make make a ghost strike as a melee touch attack. Valeria knows the following Ghost Strikes: Exhausting Strike.
- Exhausting Strike; target becomes fatigued for 1 round per CL (fortitude reduces to 1 round).
- Greater Reanimate; As standard action, touch intact dead body and expend a spell point to reanimate as skeleton or zombie. Can be reanimated multiple times. Can have up to 6 total HD of reanimated creatures at once.
- Empowered Reanimate; All creatures you reanimate gain a +4 enhancement bonus to STR and DEX
- Lingering Necromancy; Reanimation lasts for 1 hour per CL, unless 25gp per HD worth of onyx is spent when casting
Tradition: Traditional Caster, (3 drawbacks, +1sp, +1sp per odd level)
Focus Casting (Workbook), Somatic Casting (Cannot cast in armor heavier than light; suffers arcane spell failure), Verbal Casting (all casting requires verbal components)
Attacks: Dagger +1 melee (1d4+0, 19-20/x2), or Dagger +1 ranged (1d4+0, 19-20/x2), or Ranseur +1 melee (2d4+0, 20/x3)
Special Attacks: Exhausting Strike +1 melee touch (Fatigue for 1 round)
$$Gear: Purse with 6gp, 5sp
- Adventurer's Kit (Wizard's), 21lbs (21gp)
- This kit includes a backpack, a bedroll, a belt pouch, a flint and steel, ink, an inkpen, an iron pot, a mess kit, soap, a spell component pouch, torches (10), trail rations (5 days), and a waterskin.
- Explorer's Outfit, 10lbs (negated) (--)
- Leather Armor, 15lbs (negated) (10gp)
- +2 AC, +6 max dex, ACP 0; Light armor, it's protective enough to keep her insides inside!
- Dagger, 1lb (2gp); Light 1d4 piercing 19-20/x2 critical (throw 10ft RI)
- Ranseur, 12lbs (10gp); Two-handed, 2d4 piercing x3 critical (disarm, reach) or 1d6 bludgeoning x2 critical
- Scrivener's Kit, 1lb (2gp); This soft leather case contains a vial for holding ink, an ink pen, spare pen nibs, a small container of pigment for making ink, a tiny knife for cutting quills into pens, a blotter, and a small ruler.
- Workbook, 2lbs (15gp); Acts as focus for spellcasting; was supposed to be a spellbook when Valeria was studying wizardly magic, which she wasn't good at. Doubles as a sketchbook, diary etc)
- Black Onyx, -- (12.5gp); For upgrading or permanencing animated undead; 25gp per HD, animals half cost.
- Ginny, companion (37.5gp)
Skeletons!
Valeria may command up to 4 HD of undead through her Command Undead feat, and up to 6 HD of undead animated through her spherecasting.
Ginny is the largest skeletal creature Valeria has been able to animate permanently to date, so she's kept it (She's not sure if it used to be a boy or a girl; it certainly made for a number of good meals at some point, though). Most people assume it's a dog skeleton, which makes the whole thing either slightly less or slightly more creepy. Valeria keeps Ginny very clean and polished and has filed down a few protrusions to make it easier for the critter to be carried on the bottom of her pack while disassembled. The bones are enameled and have some decoration.
Ginny; pig skeleton
2hd medium undead
STR21 DEX16 CON- INT- WIS10 CHA10
HP: 12 fort +0, ref +1, will +3
BAB +1 CMB +6 CMD 19
AC 15 (+3 dex, +2 natural) touch 13, flatfooted 12
Defenses: DR5/bludgeoning, cold immunity
Feats: Toughness