2010-07-29

[Pathfinder] Ursht - 2nd Level

History

The Ebon Six have been busy. Guided by visions from his sire, Ursht has helped them secure positions within the political landscape of the Yeomanry. After careful vetting of candidates to find those of weak will and corruptable mein, Ursht would be brought in (cloaked and masked) to mesmerize by leading special séances to speak with the ancestors of the attendees. These rituals were devised to give victims visions of political success, and the cult more information about what motivates their targets.



To help his growing influence in the Yeomanry, Graz'zt sent another of his devoted followers to aid the Ebon Six. Kneot the lamia is faithful of Graz'zt, a paladin in service to the Dark Lord. She was led to the Yeomanry by guiding dreams from her master. Her mission is to keep the Ebon Six from distracting Ursht from the purpose his father created him for...

With Kneot's arrival, the ghost of Surulla stopped bothering the cabal. Heneras is thankful of the break, but is suspicious of Kneot's claims about consuming the errant soul. Surulla has actually fled the Yeomanry attached to a caravan headed into Sterich for trade. Her goal is to warn a sympathetic ear about the cabal, but is subject to the whims of the caravan's merchant leader.

Ursht and Kneot know one another in all ways, and with her guidance the tiefling has begun research in the libraries of the nobility. Ursht's studies into Ancient Suel lore and history have been noticed by Heneras, but have not disrupted the cult's plays for political power.

Ursht - CE Medium outsider (native); sorcerer 1, cleric 1
: Init +3 (0 + Dex [3])
: Senses darkvision 60ft, Perception +3
DEFENSE
: AC 13, touch 13, flat-footed 10
: hp (1d6+1d8) 11
: Fort +2 (2 + Con [0]), Ref +3 (0 + Dex [3]), Will +5 (2 + Wis [3])
: Resist cold 5, electricity 5, fire 5
OFFENSE
: Speed 30 ft.
: Melee claws att +0 (BaB 0 + Str [0]) dmg 1d4 (1d4 + Str [0])
  - spear att +1 (BaB 0 + Str [0] + mw [1]) dmg 1d6 (1d6 + Str [0])
: Ranged dart att +4 (BaB 0 + Dex [3] + mw [1]) dmg 1d4 (1d4 + Str [0])
: Cleric Spells (CL 1)
  - Level 0 (DC 13) / unlimited per day / (3 known) / Detect Poison, Guidance, Stabilize
  - Level 1 (DC 14) / 2 per day (1 + Wis bonus spell [1]) / (prepared) Command, Cure Light Wounds
      domain slot / Divine Favor, Obscuring Mist / (1 prepared) Obscuring Mist
  - Level 2 (DC 15) / 0 per day (0 + Wis bonus spell [1]) /
      domain slot /
  - Level 3 (DC 16) / 0 per day (0 + Wis bonus spell [1]) /
      domain slot /
: Sorcerer Spells (CL 1)
  - Level 0 (DC 13) / unlimited per day / (4 known) Daze, Detect Magic, Read Magic, Touch of Fatigue
  - Level 1 (DC 14) / 4 per day (3 + Cha bonus spell [1]) / (2 known) Hypnotism, True Strike
  - Level 2 (DC 15) / 0 per day (0 + Cha bonus spell [1]) / (0 known)
  - Level 3 (DC 16) / 0 per day (0 + Cha bonus spell [1]) / (0 known)
: Spell-like Abilities (CL 1st) 1/day - darkness
STATISTICS
: Str 10 [0], Dex 17 [3], Con 11 [0], Int 14 [2], Wis 16 [3], Cha 15 [2]
: Base Atk 0; CMB 0; CMD 13
FEATS
: Abyssal Sorcerer Bloodline Ursht's father grants him demoniac access to magic.
  - Knowledge [Planes] is a class skill for Ursht.
  - Claws (Ex) These natural weapons can be grown as a free action. Two claw attacks as a full round action, each claw does 1d4 + Str [0] in damage. Usable for 6 (3 + Cha [3]) rounds per day.
: Aura Ursht exudes a palpable aura of Evil.
: Blind-Fight The tiefling inherits this bonus feat from the Darkness Domain. In melee, each time Ursht misses because of concealment, he can reroll the miss chance percentile roll once to see if his blow actually connects. Invisible attackers gain no advantages to hit him in melee.
: Cantrips Ursht has learned several cantrips he uses for the most nefarious of purposes.
: Channel Energy Ursht may channel Negative Energy within a 30 foot radius, doing 1d6 damage to the living and healing undead for 1d6. This standard action provokes no AoO. Will save at DC 13 (10 + Cha [2] + half cleric level).
: Darkness Domain The Ebon Lord's son has begun venerating the darkness within as well as without. This allows him several abilities.
  - Blind-Fight as a bonus feat.
  - Touch of Darkness (Sp) As a melee touch attack, Ursht can fill a creature's vision with shadows. The target then treats all others as though they had concealment (20% miss chance). Usable 6 (3 + Wis [3]) times per day. Each touch lasts for a duration of 1 (1/2 cleric level, min 1) rounds.
  - Domain Spells: [1] Obscuring Mist
: Darkvision Ursht can see in the dark up to 60 feet.
: Eshew Materials
: Fiendish Resistance Ursht has cold resistance 5, electricity resistance 5, and fire resistance 5.
: Fiendish Sorcery (Ex) Tiefling sorcerers with the Abyssal or Infernal bloodlines treat their Charisma score as 2 points higher for all sorcerer class abilities. Cha 17 [3] for Sorcerer class abilities.
: Nobility Domain Being protected by the cult, as well as knowing who his sire is, Ursht has begun being a true leader to his father's cultists.
  - Inspiring Word (Sp) As a standard action, Ursht may speak an inspiring word to a creature within 30 feet, who then gains a +2 morale bonus on attack rolls, skill checks, ability checks, and saving throws. This effect lasts for 1 (1/2 cleric level, min 1) rounds. Usable 6 (3 + Wis [3]) times per day.
  - Domain Spells: [1] Divine Favor
: Orisons Ursht may cast level 0 cleric spells, and has begun causing trouble with them.
: Persuasive Ursht has inherited his father's good looks and presence. +2 on Diplomacy and Intimidate checks.
: Skilled +2 racial bonus on Bluff and Stealth checks.
: Spell Prohibition Ursht may learn no spell with the Good descriptor.
: Spontaneous Casting Ursht may trade any of his prepared cleric spells for Inflict spells.
: Weapon and Armor Proficiency All simple weapons, light and medium armor and all but tower shield proficiencies.
SKILLS
: Skill Points 4 + 2x Int [2] (8 total ranks)
: Bonuses / Penalties +2 Bluff, +2 Diplomacy, +2 Intimidate, +2 Stealth
  - Bluff +4 (Cha [2], racial mod [2])
  - Diplomacy +8 (Cha [2], Persuasive [2], ranks [1], class skill [3])
  - Intimidate +9 (Cha [2], Persuasive [2], ranks [2], class skill [3])
  - Knowledge [Arcana] +7 (Int [2], ranks [2], class skill [3])
  - Knowledge [Planes] +2 (Int [2])
  - Knowledge [Religion] +3 (Int [2], ranks [2], class skill [3])
  - Perception +3 (Wis [3])
  - Spellcraft +6 (Int [2], ranks [1], class skill [3])
  - Stealth +5 (Dex [3], racial mod [2])
LANGUAGE
: Common, Abyssal, Old Suel
GEAR
: Artisan's Clothes, Black Hooded Cloak, Belt, 2 Belt Pouches, Masterwork Spear, 10 Masterwork Darts
STRATEGY
: Ursht will rarely be encountered without a loyal bodyguard or Kneot. Ursht's cell of mercenary bodyguards have been reduced to two Suel women; both former mercenaries, now cultists. Elanc, a pale-skinned beauty, is a two-weapon fighter who wields dual sickles. Scoi, a dagger-specialist rogue, performs reconnaissance for the tiefling's noble appearances. Both women are in love with Ursht, and he enjoys their attention. He does what he can to keep them alive in fights.
TACTICS
: If Ursht is caught in a fight, he will use his cantrips and Intimidate skill to disrupt and demoralize opponents and give advantage to his cadre of bodyguards. His first priority is escape; Command (to Halt), Obscuring Mist, and a withdrawal is the ideal plan. Should he become cornered or forced to fight, True Strike, Touch of Fatigue, and a dual-claw attack is a good combination.