Chivane

Kalina's page

152 posts. Organized Play character for Apocalypso.


Full Name

Kalina

Race

Dhampir

Classes/Levels

Oracle 2

Gender

Female

Size

5/6", 130lbs

Age

17

Alignment

NN/NG

Deity

Pharasma

Languages

Common

Strength 8
Dexterity 18
Constitution 10
Intelligence 10
Wisdom 10
Charisma 18

About Kalina

KALINA
Female Dhampir
Oracle of Heavens 1
Haunted Curse (Her father's victims, perhaps?)

Effective AC 18-Coat of Many Stars is up

Description Kalina is beautiful, with long dark hair, and a pale complexion. Her eyes are usually a warm amber, but seem to darken depending on her mood, or her thirst. Kalina wishes she could be unobtrusive, unnoticed, but there is something about her unnatural loveliness and grace that draws the eye. On the rare occasion in which she smiles, slight fangs become visible. She wears a simple traveling dress, a holy symbol of Pharasma, and carries little else.

Background:
More than anything, Kalina wants to be good. As the child of a mother who was forcibly charmed and seduced by a vampire, Kalina has been told every day that she was unwanted and corrupt by nature.

She was lovely, but something about her was eerie and always scared off the other children. Her situation worsened when, at puberty, she began to develop unnatural abilities. And the ostrazation was complete when she was discovered drinking the blood of a rat that a stray cat had caught. Kalina knew better, but she couldn't restrain herself, the warm, living blood of a mortal creature-- the smell, the taste-- put her in rapture. Nothing else had ever had such richness of flavor. Still to this day, nothing else has any taste for her at all, but the blood of a living creature. Kalina has no desire to harm anyone, but when someone near her is bleeding it takes all her will not to take a drink before healing the wound shut.

Only a chance encounter with Professor Lorrimor saved Kalina from heading down the bitter, lonely path that was her certain future--exiled with nowhere to go. Professor Lorrimor found the child just as she was being run out of town by the horrified villagers. He found her to be charming and kind. With a friendly ear, she quickly opened up into a delightful child. He was fascinated by her unusual mind and abilities. And he was the one who told her that she could decide her own destiny. If she wished to use her special gifts to good purpose, than she could.

He took her away from her relieved mother and townspeople so she could receive tutalage at a temple of Pharasma. Not actually a cleric, at least her unusual gifts were respected there, even if no one was yet comfortable around her.

Professor Lorrimor kept up his correspondence with Kalina. He was always curious and supportive of any new abilities she discovered.(Subject of Study--Kalina herself) In time she trusted her mentor and friend enough to tell him of her secret fascination with her vampire father. From the little her mother had told her, Kalina pieced together that her unliving father had contrived a situation to have a living child. But why? From her research with the professor it was clear that the act of blood drinking is far more satisfying then sex to a vampire. Why not drink his fill and then leave her mother to live or die? Why come back, night after night, until her mother was pregnant? Where is he now? And what might he want from his child? Kalina is fascinated, but terrified to find out. Kalina had just received a letter from the professor that he had a clue as to her father's identity. But before she could arrange a visit, word came that Professor Lorrimor was dead.

Kalina was devastated to learn that her only true friend had died. Having no idea what to expect, she makes her way to his funeral.

Crunch:

Hero Points 2
Init +4

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Senses
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...Perception +7
...Darkvision (60 feet) You can see in the dark (black and white vision only).
...Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.

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Defense
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AC 14(18) touch 14(18), flat-footed 10(14) (+4 Dex)
HP 13 (2d8)
CMD 14
Fort +0
Ref +4
Will +3

Defensive Abilities
Coat of Many Stars +4 AC (2 hours/day)
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.

Resistances
Undead Resistance +2 save vs. disease, mind affecting effects.
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.

Weaknesses
...Haunted Retrieving stored gear is a Standard action or worse, dropped items land 10' away.
...Light Sensitivity (Ex) Dazzled as long as they remain in bright light.

Terrible Thirst GM Homebrew
No blood for a week(one mouthful): -1 HP/2 levels, minimum -1, non-cumulative
Drinks blood of live animal: 1 temp. HP/3 Level for 12 Hours
Drinks blood of a live humanoid she gains 1 temp. HP/Level for 12 Hours,
(Drinking blood in this way requires over a liter and deals 4 Constitution Damage to the victim.)

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Offense
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Init +4
Spd 30 ft.
Base Atk +1
CMB +0
Melee
. Sickle +5 (1d6/20/x2)
. Unarmed Strike +5 (1d3/20/x2)
Ranged
. Sling +5 (1d4/20/x2)

Spells and Spell-like Abilities:

Spell-Like Abilities
Spray of Shooting Stars (Su) 5' burst within 60' deals 2d4 fire damage, Ref Half. (1/day) (DC 14)
Spray of Shooting Stars (Su): As a standard action, you can unleash a ball of energy that explodes in a 5-foot radius burst dealing 1d4 points of fire damage per level. A successful Reflex save halves this damage. This attack has a range of 60 feet. You can fire one explosive ball per day, plus one additional ball per day at 5th level and for every 5 levels thereafter. You can fire more than one ball at a time, but creatures caught inside more than one simultaneous explosions only take damage once.

Oracle Spells Known (CL 2, +5 melee touch, +5 ranged touch):
1 (5/day)
Color Spray (DC 15),
[i]Cure Light Wounds
(DC 15),
Inflict Light Wounds (DC 15),
Magic Weapon (DC 15),

0 (at will)
Detect Magic
Detect Undead (3/day)Dhampir
Disrupt Undead (1/day)WD
Ghost Sound (DC 14), O-H
Guidance
Mage Hand O-H
Penumbra(1/day)WD
Read Magic (DC 14),
Spark (DC 14)
Stabilize

Penumbra (1/day per Wealthy Dabbler)
School evocation [darkness]
Casting Time 1 standard action
Components V, S, M (a bit of soot)
Range touch
Target creature or object touched
Duration 10 minutes/level (D)
Saving Throw Will negates (harmless);
Spell Resistance yes
This spell keeps the creature or object touched slightly in shadow. The target of this spell does not suffer any penalties or blindness caused by bright light, such as those from light sensitivity or light blindness. You can have only one penumbra spell active at any one time. If you cast this spell while another casting is still in effect, the previous casting is dispelled.

Feats, Traits & Flaws:

Feats
Blood Drinker (Elf) +1 CON checks and saves and 5 temp hp per 3 levels after drinking blood of chosen creature.
. Extra Revelation
. Weapon Finesse

Traits
. Wealthy Dabbler, Disrupt Undead (1/day), Penumbra(1/day)
Professor Lorrimor taught her to use 2 cantrips, 1/day each
. Subject of Study +1 bonus on damage rolls against creatures of this type.Undead
Professor Lorrimor approached you as part of his studies, as he had heard that you had survived a recent encounter with a strange monster or had another fateful encounter. Interested in the conditions of the run-in and the means by which you avoided death or injury, he met with you and maintained frequent correspondence until several months ago. The scars of your experience and his continual reminders of the encounter prompted you to hone your skills lest you someday face the same type of creature again. The professor assisted you in this endeavor, providing you with insight into the anatomy and defenses of the creature that attacked you. Years of study have improved your combat effectiveness against your chosen foe. (In this case, Kalina herself was the subject of study.) Benefit: Choose a non-humanoid creature type. You gain a +1 bonus on damage rolls against creatures of this type.Undead

Flaws
Terrible Thirst GM Homebrew:
. If she doesn't drink any blood for a week she gets a penalty of 1 HP/2 Level (min 1) (not cumulative). For this a mouthful is enough.
. If she does drinks the blood of an live animal she gets 1 temp. HP/3 Level for 12 Hours. If the animal suffers this is an evil act (so usually it is, but for example drinking the blood of an animal which was beaten to negative HP in a fight or is to be butchered either way and is unconscious/dying already is only neutral (but may not be very popular in the group)).
. If she drinks the blood of an humanoid she gains 1 temp. HP/Level for 12 Hours, but this will usually be an evil act.
Drinking blood in this way requires over a liter and deals 4 Constitution Damage to the victim. For balance reason can not be done as a Combat Action (so no pinning + drinking or the like).

Should it become apparent that this is to big a bonus or should you try to use it regularly to empower yourself I reserve it for myself to revoke this at all times. So please no talking partymembers into letting themselves be bitten to gain combat bonuses (this can still be used to avoid the penalty).

Skills:

Skills
Bluff +6,
Diplomacy +8,
Knowledge (Arcana) +4,
Knowledge (History) +4,
Knowledge (Religion) +4,
Perception +7
Sense Motive +4
Spellcraft +4,
Survival +4

Languages
Common

Gear & Money:

Money
180gp to start
69.79gp spent
110.21 gp remaining

Worn Gear
Traveller's Outfit 0gp
Holy Symbol of Pharasma, wooden 1gp

Combat Gear
Sickle 6gp
Sling 0gp
Bullets, Sling (20) 2cp

Magical and Alchemical Gear
*Scroll of Protection from Evil (1)
*Scroll of Detect Undead (1)
*Scroll of Hide from Undead (2)
*Potion of Lesser Restoration (1)
*Flask of Holy Water (1)

Other Gear
Backpack, Masterwork (5@ 6lbs) 50gp
Bedroll, 1sp
Flask (2) 6cp
Ink (1 oz. vial, black), 8gp
Inkpen, 1sp
Parchment (5 sheets), 1gp
Rations, trail (per day) (7), 3.5gp
Twine (50'), 1cp
Waterskin 1gp

Special Abilities:

Blood Drinker (Elf) +1 CON checks and saves and 5 temp hp per 3 levels after drinking blood of chosen creature.
Coat of Many Stars +4 (2 hours/day) (Ex) +4 AC.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Haunted Retrieving stored gear is a Standard action or worse, dropped items land 10' away.
Hero Points (1) Hero Points can be spent at any time to grant a variety of bonuses.
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) You are alive, but react to positive/negative energy as though you were undead.
Resist Level Drain (Ex) Negative levels don't impose penalties or become permanent, but still kill if exceed HD.
Spray of Shooting Stars (60', 5' burst, 2d4) (1/day) (DC 15) (Su) 5' burst within 60' deals 2d4 fire damage, Ref Half.
Subject of Study (Undead)+1 damage to undead.
Professor Lorrimor approached you as part of his studies, as he had heard that you had survived a recent encounter with a strange monster or had another fateful encounter. Interested in the conditions of the run-in and the means by which you avoided
Terrible Thirst GM Homebrew. Pluses or minuses to HP dependent on blood-drinking. Full Description under Traits.
Undead Resistance +2 save vs. disease, mind affecting effects.
Wealthy Dabbler (Disrupt Undead, Penumbra) (2/day) Select two non-harmful arcane cantrips. You can cast these two cantrips once per day each (caster level 1st). If you have levels in a class that can cast these cantrips, your caster level for these cantrips is equal to that class level.