2010-07-21

[Pathfinder] Ursht - New Character

A vile demon-worshiping cult has wormed its way into the noble Houses of the Yeomanry of the Flanaess. What began as a fashionable séance-enacting occult society evolved into The Ebon Six, a coven which venerates Graz'zt and holds ties to the warlord Iuz. To cement the cult's power and prove their faith to the Dark Prince, the cabal's leader Heneras gave Graz'zt his eldest unmarried daughter. Surulla disappeared in a flash during the ritual but was found several days later walking back towards the capital, babblingly insane.


Her pregnancy was not difficult for the cabal to hide. Ursht's birth killed Surulla, and her ghost still haunts her father and Ursht. The child was kept from normal society, brought up by the cult and sequestered away. Ursht knows the rites the coven created before his birth, and has contributed a number of new rituals to their repertoire since. His presence is venerated as a blessing by the Dark Prince, and they listen to Ursht's counsel as if he knew his father's will.

Ursht is not one for direct conflict. He would not survive a straight-up fight, and knows this. At this point in his life, he makes effective use of the members of the cabal as a screen. They protect him, and he guides them in enacting his father's will upon the face of the Flanaess. Ursht uses his "otherness" to fascinate the members of the cult, and is working hard at following in his father's path by seducing the women of the cabal and blessing their families with his noble blood.

Heneras has been told to familiarize the boy with the use of the spear, and to ensure he has access to any library he desires. Graz'zt is playing the long game again; focusing this scion into something terrible. Heneras has been told that their mutual grandson's development is more important than the cabal, and to beware the consequences of not doing as the demon-lord decrees...

Ursht - XP 0; CE Medium outsider (native); sorcerer 1
: Init +3 (0 + Dex [3])
: Senses darkvision 60ft, Perception +3
DEFENSE
: AC 13, touch 13, flat-footed 10
: hp (1d6) 6
: Fort 0 (0 + 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])
: 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
: Sorcerer Bloodline - Abyssal 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.
: Cantrips Ursht has learned several cantrips he uses for the most nefarious of purposes.
: 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.
: 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.
: Weapon and Armor Proficiency All simple weapons, no armor or shield proficiencies.
SKILLS
: Skill Points 2 + Int (4 total ranks)
: Bonuses / Penalties +2 Bluff, +2 Diplomacy, +2 Intimidate, +2 Stealth
  - Bluff +4 (racial mod [2] + Cha [2])
  - Diplomacy +4 (Persuasive [2] + Cha [2])
  - Intimidate +8 (ranks [1] + class skill [3] + Persuasive [2] + Cha [2])
  - Knowledge [Arcana] +6 (ranks [1] + class skill [3] + Int [2])
  - Knowledge [Planes] +2 (Int [2])
  - Knowledge [Religion] +3 (ranks [1] + Int [2])
  - Perception +3 (Wis [3])
  - Spellcraft +6 (ranks [1] + class skill [3] + Int [2])
  - Stealth +5 (racial mod [2] + Dex [3])
LANGUAGE
: Common
GEAR
: Artisan's Clothes, Black Hooded Cloak, Belt, 2 Belt Pouches, Masterwork Spear, 10 Masterwork Darts
STRATEGY
: At this stage in his development, Ursht will only be encountered with several members of the cabal in tow. He is too important for them to be risked in random fights, and the cultists have used their considerable position and money to have three mercenaries attached as personal bodyguards. Ursht himself is less than pleased with this, but will use the resources to survive.
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. Should he become cornered or forced to fight, he will use his claws and True Strike / Touch of Fatigue to generate an opportunity to escape. Withdrawal is his favorite maneuver - he is a lover, not a fighter. He does not consider "commoners" worthy of his touch, but relishes the idea of causing pain.

2 comments:

  1. Hey ! This isn;t Wanderer ! You can't fool me; although, it is very cool.

    ReplyDelete
  2. You're right - no Wanderer here. I'm using the blog to do all kinds of gaming writing, so you'll see this kind of stuff here too.

    The last article was on Classic Traveller, and not Wanderer too. :)

    I should probably begin more regular posting about Wanderer... Development proceeds apace.

    ReplyDelete