Wereweasel

Amorial Suth's page

539 posts. Alias of Dennis Harry.


Full Name

Amorial Suth

Race

Ogier

Classes/Levels

Noble 4 Wanderer 4 Armsman 1 Master Treesinger 2 - 101/101 HP | 2 Free Re-Rolls

Gender

Male

Size

Large

Age

102

Languages

Ogier, Common (Cairhien), Old Tongue, Trolloc

Strength 22
Dexterity 13
Constitution 0
Intelligence 20
Wisdom 10
Charisma 24

About Amorial Suth

Background:
Amorial Suth was born 102 years ago in Stedding Tsofu within the human lands of Cairhien. While a Noble, Ogier Nobles are quite different from human Nobles. Knowledge not money is the currency of Ogier Nobles. Amorial comes from a long line of Ogier who preserve the lessons handed down through the people regarding the Age of Legends.

Despite his status among his people Amorial was much more interested in the world as it is versus what is was. "The past is the past, it is the future which we must preserve", Amorial is known to say to those who listen. As young as 50 Amorial would sneak out of the Stedding to explore the region of Cairhien. Luckily Amorial's luck held and his dalliances were never discovered by his elders.

As a Noble in bearing as well as dress he was easily able to make friendships with minor nobility of Cairhien and learn of their Great Game Daes Dae'mar. By granting and withdrawing his patronage from different houses Amorial has played the game on and off for a decade now. His skills with stonework as well as treework have allowed him to avoid the deadly reprisals of some of the nobles he has offended as has no doubt his enormous size and strength.

Once in a house of ill repute Amorial was accused of cheating at dice, the man's arm was never quite the same once the Aes Sedai reattached it with Healing weaves or so Amorial was told. Amorial doubts the story and assumes that the minor noble simply perished. Though slow to anger that man caught the wrath of Amorial's ire though he does in the deepest recesses of his soul regret that action.

Amorial's time in these gambling houses would have been frowned upon if his mother knew but he saw them as the sharpening of his wits in a dangerous world. A world that over the decades seemed to draw ever more dangerous, especially during the Aiel War. Amorial knew better than to leave the Stedding during that time, it was a war between humans something Ogier were better not involved in.

Amorial has never traveled outside of Cairhien but now he may just do that. Rumors have persisted that the Dragon Reborn has returned and with him the darkness and magic of the Age of Legends. In readiness for this trip Amorial has learned the language of the enemy and has used his treeworking skills to forge a mighty weapon from a young oak tree.

Not sure how he will play a role in the coming events Amorial knows that play a role he must. The pull of the Ta'Vern has him as surely as it has the rest of the world which waits on the edge of a knife.

Description:
Unlike most Ogier, Amorial has grey haid over his body. His ears are large and floppy and he appears older than his young age for an Ogier. At full height Amorial is a staggering 10'7". When he moves about he will slouch and wear a heavy cloak to attempt to hide his heritage. More often than not, his ability to move with stealth has allowed him to move about Cairhien with little notice. His new staff is not gleaming but dirty, covered with mud to conceal its true value. A large backpack is slung over one shoulder at all times holding several of his favorite books.

Basic Stats:

Hit Points - 91

+2 all saves vs. Darkfriends

Fortitude - 9 - Litheene Sedai - 9
Reflex - 9 - Litheene Sedai - 9
Will - 10 - Litheene Sedai - 16

50' Movement
Low Light Vision
Large Size

Combat:

Armor Class - 16 (-1 Size Modifier + Natural Armor +6 + Dex +1)

Initiative +8

Combat Maneuver - 16 (+8 BAB, +6 Strength, +1 Size)
Combat Maneuver Defense - 26 (+8 BAB, +6 Strength, -1 Strength, +1 Size)

Attack Bonus + 16/11
Masterwork Quarterstaff +1
Gardener Axe of One Power Resistance (+4 saves vs. One Power) 1d12+4

Slam Attack - 1d6+3 + Energy Drain. Sam treated as Magical to Overcome DR.

Blood Drain - A vampire can suck blood from a grappled opponent; if the vampire establishes or maintains a pin, it drains blood, dealing 1d4 points of Constitution damage. The vampire heals 5 hit points or gains 5 temporary hit points for 1 hour (up to a maximum number of temporary hit points equal to its full normal hit points) each round it drains blood.

Reach 10'

Damage - 1d6+4

Skills:

(Total Skill Points 104) [+11 More From Int Increase as Vamp]
(Ranks+3 Bonus+Special+Ability Score+Synergy Bonus)
Acrobatics - 9 (7+3-1)
Appraise - 8 (1+3+5)
Bluff - 24 (7+3+1+5+8)
Climb - 8 (+6)
Craft (Treesinging) 22 (10+3+3+5)
Craft (Stonework) 11 (2+3+2+5)
Diplomacy - 22 (8+3+1+7+3) - 22 (Illicit Barter)
Disable Device - 14 (8+3+1)
Innuendo - 7 (1+7) [+6 Transmit message] [+6 Intercept message]
Intimidate - 20 (7+3+1+2+7)
Knowledge (Engineering) – 13 (5+3+5)
Knowledge (History) – 15 (7+3+5)
Knowledge (Nature) – 13 (5+3+5)
Knowledge (Nobility) – 12 (4+3+5)
Knowledge (Age of Legends) – 28 (12+3+4+5+3)
Linguistics - 13 (5+3+5)
Perception - 32 (14+3+2+4- Alertness +8)
Sense Motive - 20 (5+3+2+8)
Stealth - 24 (12+3+1+8)
Sleight of Hand - 11 (6+3+1+2)

Feats, Traits & Special Abilities:

Simple & Martial Weapon Proficiency, Armor (all) & Shield Proficiency, Dark One's Own Luck, Latent Tree Singing, Tree Singing, Heroic Surge, Bonus Class Skill (Linguistics), Illicit Barter, Call in a Favor (2), Skill Focus (Age of Legends),

Daywalker

No longer need to breath to live, but need to breath to speak. you have to manually inhale and exhale to do so.

Sacrifice 5hps to gain an extra move action. can do this only 1x a round for combat.

Alertness, Combat Reflexes, Dodge, Improved Initiative, Lightning Reflexes, & Toughness.

Leadership,

Children of the Night - Once per day, a vampire can call forth 1d6+1 rat swarms, 1d4+1 bat swarms, or 2d6 wolves as a standard action. (If the base creature is not terrestrial, this power might summon other creatures of similar power.) These creatures arrive in 2d6 rounds and serve the vampire for up to 1 hour.

Create Spawn - A vampire can create spawn out of those it slays with blood drain or energy drain, provided that the slain creature is of the same creature type as the vampire's base creature type. The victim rises from death as a vampire spawn in 1d4 days. This vampire is under the command of the vampire that created it, and remains enslaved until its master's destruction. A vampire may have enslaved spawn totaling no more than twice its own Hit Dice; any spawn it creates that would exceed this limit become free-willed undead. A vampire may free an enslaved spawn in order to enslave a new spawn, but once freed, a vampire or vampire spawn cannot be enslaved again.

Dominate - A vampire can crush a humanoid opponent's will as a standard action. Anyone the vampire targets must succeed on a Will save or fall instantly under the vampire's influence, as though by a dominate person spell (caster level 12th). The ability has a range of 30 feet. At the GM's discretion, some vampires might be able to affect different creature types with this power.

Energy Drain - A creature hit by a vampire's slam (or other natural weapon) gains two negative levels. This ability only triggers once per round, regardless of the number of attacks a vampire makes.

Change Shape - A vampire can use change shape to assume the form of a dire bat or wolf, as beast shape II.

Gaseous Form - As a standard action, a vampire can assume gaseous form at will (caster level 5th), but it can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability.

Horrid Form - At will, you can turn into that blob of tentacles and slug slime.

You will be a large creature, with a reach of 20 feet due to the tentatcles. the tentacles will be determined randomly by rolling 3d8.
while in this form, you will have tremor sense, blind fighting at 60 foot range. your HPs will increase by 2d6 per class level.
while in this form, your will power decreases significantly. you still retain who you are, but your actions are limited to attacking and feeding. while in this form, you will not care who you attack, but will attack those nearby. your will save will be 1/2 your level, rounded up.
transforming into this monstrous creature takes 1 full round.

Feeding:
you can only feed while in the creature form. you must grapple the channeler with a tentacle, and on the next round you can begin to feed. they must make a fort save dc equal to 10+class level.

Spider Climb - A vampire can climb sheer surfaces as though under the effects of a spider climb spell.

Inspire Confidence +1, Skill Emphasis (Craft - TreeSinging), Improved Initiative, Command +2, Tree Warden, Combat Expertise,

Noble Knowledge as like bardic knowledge, nobles have greater access to books, and may have read a plethora of topics to help them learn to be better, or worse, nobles. This allows nobles to make all knowledge checks untrained, and can add 1/2 his/her noble level to said checks.

Inspire Confidence: as per the bard rule but with a minor tweak. The increase in bonus applied to those listening will be +1 every 5 levels. so at level 15, the noble can apply a +4 unnamed bonus to those listening. this effect lasts as long as the noble speaks, but should he stop speaking, the effects will last the noble level+charisma modifier in rounds. The noble cannot use inspire confidence and instill fear within the same combat.

Instill Fear and doubt: the reverse of the bard rule. the noble has the ability to demand attention to himself, even in the heart of combat. with this attention, he is able to cast doubt upon his opponents, making them second guess their cause. perhaps he points out the infallacy of it all, perhaps he offers money. either way, his speech saps the will of those he and his army is fighting. this ability affects up to 2x the nobles HD in creatures if they are 4HD or more less than him, if less than 3hd or up to 3HD more he affects his HD in creatures. If 4HD or more above his HD, he affects 1/2 his HD in creatures. all creatures listening are allowed a Will save DC= to noble level plus charisma modifier plus 10. The noble cannot use instill fear and instill courage in the same combat.

Inspire Competance: A Noble can use his music or poetics to help an ally succeed at a task. The ally must be within 30 feet and able to see and hear the bard. The bard must also be able to see the ally.

The ally gets a +2 competence bonus on skill checks with a particular skill as long as he or she continues to hear the bard’s music. Certain uses of this ability are infeasible. The effect lasts as long as the bard concentrates, up to a maximum of 2 minutes. A bard can’t inspire competence in himself. Inspire competence is a mind-affecting ability.

To Anger an Ogier

Resilient, Stealthy Escape

Natural Aptitude - +2 Acrobatics, Perception, and Stealth in Natural Settings

Nature Feel - Receive a +1 Bonus per 2 class levels to all Craft (Treesinger) and Knowledge Nature Rolls
Entangle

Racial Abilities:

Ogier: +4 Strength, -4 Dexterity, Large Size, Low Light Vision, 4 Ranks 1 Knowledge (Age of Legends), +2 Fortitude Saves, +2 Perception Checks, +2 Craft (Stonework), Bonus Languages

Undead: Strength +6, Dexterity +4, Intelligence +2, Wisdom +2, Charisma +4. (Zero Constitution - Bonus HP from Charisma score).

Feats: Alertness, Combat Reflexes, Dodge, Improved Initiative, Lightning Reflexes, & Toughness.

Racial Skill Bonuses: +8 Bluff, Perception, Sense Motive, & Stealth.

Darkvision 60', DR 10/Weapons of One Power & Silver, Cold and Electricity Resistance 10,

Immunities:
All mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).
To bleed, death effects, disease, paralysis, poison, sleep effects, and stunning, damage to physical ability scores, non lethal damage, exhaustion, and fatigue.
Regular Weapons.

Fast Heal 15.

If reduced to zero HP assume Gaseous Form.

Weaknesses:
Vampires cannot tolerate the strong odor of garlic and will not enter an area laced with it. Similarly, they recoil from mirrors or strongly presented holy symbols. These things don't harm the vampire—they merely keep it at bay. A recoiling vampire must stay at least 5 feet away from the mirror or holy symbol and cannot touch or make melee attacks against that creature. Holding a vampire at bay takes a standard action. After 1 round, a vampire can overcome its revulsion of the object and function normally each round it makes a DC 25 Will save.

Vampires cannot enter a private home or dwelling unless invited in by someone with the authority to do so.

Ter'angreal cause damage to you. You do not regenerate from this damage
any power-wrought weapons cause their base damage plus 1d8.

Any type of angreal or sa'angreal that touch you deal their rating level in d8 damage to you. so a sa'angreal that is +5 to caster level does 5d8 damage to you.

A ter'angreal that has a permanent area of effect, similar to the device in far'madding, will cause 3d8 damage for every hour you stay within its area of effect.

If a ward against shadowspawn is cast, it will prevent you from entering and exiting it.

Reducing a vampire's hit points to 0 or lower incapacitates it but doesn't always destroy it (see fast healing). However, certain attacks can slay vampires. Each round of immersion in running water inflicts damage on a vampire equal to one-third of its maximum hit points—a vampire reduced to 0 hit points in this manner is destroyed. Driving a wooden stake through a helpless vampire's heart instantly slays it (this is a full-round action). However, it returns to life if the stake is removed, unless the head is also severed and anointed with holy water.

Shadowless - A vampire casts no shadows and shows no reflection in a mirror.

Wealth and Equipment:

1363 Marks
Treesung Quarterstaff
Backpack - Books, Dice, Flint and Steel, 10 Torches, Explorer's Outfit, Noble Outfit, Waterskins (3), Parchment (10), Ink (2 - 1 oz. vial), Chalk, Large Cloak, Mirror (Small Steel), Rope (Silk 50').
20 days rations.