Alister Dlacove

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Alister D'lacove Will None None Chaotic Neutral

Character Name Player Name Deity Region Alignment


Darkvision (60 ft.),
Bard (Dirge Bard) 6 Dhampir / Humanoid Medium / 5 ft. 5' 11" / 140 lbs. Low-Light Vision
CLASS RACE SIZE / FACE HEIGHT / WEIGHT VISION
negro, con
un lunar de
cabello blanco
6 (5) 34999 / 35000 29 Masculino rojo escarlata, prominente. 20
Character Level (CR) EXP/NEXT LEVEL AGE GENDER EYES HAIR Points
ABILITY NAME BASE BASE ABILITY ABILITY TEMP TEMP
WOUNDS/CURRENT HP SUBDUAL DAMAGE DAMAGE REDUCTION SPEED
SCORE MOD SCORE MOD SCORE MOD

STR 8 -1 8 -1 HP 39 Walk 20 ft.


hit points
Strength

DEX 16 +3 16 +3 AC 16 : 12 : 14 = 10 + 2 + 0 + 3 + 0 + 0 + 0 + 1 + 0 + 0 + 0 + 0 + 0
armor class
Dexterity
TOTAL FLAT TOUCH BASE ARMOR SHIELD STAT SIZE NATURAL DEFLEC- DODGE Morale Insight Sacred Profane MISC

CON 12 +1
ARMOR TION

12 +1
BONUS BONUS

Constitution INITIATIVE +3 =
+3 +
+0 10 -3 0
INT 13 +1 13 +1
modifier
TOTAL DEX MISC MISS Arcane ARMOR SPELL ACID COLD ELECT. FIRE
Intelligence MODIFIER MODIFIER CHANCE Spell CHECK RESIST RESIST RESIST RESIST RESIST
Failure PENALTY
WIS 12 +1 12 +1 Encumbrance Medium TOTAL SKILLPOINTS: 48
SKILLS MAX RANKS: 6/6
Wisdom
SKILL NAME
KEY ABILITY SKILL ABILITY RANKS MISC

CHA 17 +3 17 +3 (rules applied) MODIFIER MODIFIER MODIFIER

Charisma ✓ Acrobatics DEX 0 = 3 + -3


SAVING THROWS TOTAL BASE ABILITY MAGIC MISC EPIC TEMP
= +
SAVE ✓ Acrobatics (When Jumping) DEX -4 3 -7
FORTITUDE +3 =
+2 +
+1 +
+0 +
+0 +
+0 + ✓ Appraise INT 1 = 1
(constitution)
✓ Bluff CHA 14 = 3 + 6 + 5
REFLEX +8 =
+5 +
+3 +
+0 +
+0 +
+0 +
✓ Climb STR 5 = -1 + 1 + 5
(dexterity)
✓ Craft (Untrained) INT 1 = 1
WILL +6 =
+5 +
+1 +
+0 +
+0 +
+0 +
✓ Diplomacy CHA 7 = 3 + 1 + 3
(wisdom)

Disable Device DEX 1 = 3 + 1 + -3


Conditional Save Modifiers: ✓ Disguise CHA 3 = 3
+4 vs. fear, energy drain, death effects, necromantic effects ✓ Escape Artist DEX 10 = 3 + 6 + 1
✓ Fly DEX 0 = 3 + -3
TOTAL BASE ATTACK BONUS STAT SIZE MISC EPIC TEMP
Heal WIS 11 = 1 + 6 + 4
MELEE +3 = +4 + -1 + +0 + +0 + 0 + ✓
= + +
attack bonus ✓ Intimidate CHA 16 3 6 7
RANGED +7 = +4 + +3 + +0 + +0 + 0 + Knowledge (Religion) INT 8 = 1 + 1 + 6
attack bonus ✓ Knowledge (Untrained) INT 4 = 1 + 3
CMB +3 = +4 + -1 + +0 + + + ✓ Perception WIS 12 = 1 + 6 + 5
attack bonus
BULL Perform (Oratory) CHA 7 = 3 + 1 + 3
GRAPPLE TRIP DISARM SUNDER RUSH OVERRUN
Perform (Sing) CHA 7 = 3 + 1 + 3
CMB +3 +3 +3 +3 +3 +3 = + +
Perform (String Instruments) CHA 7 3 1 3
CMD 17 17 17 17 17 17 ✓ Perform (Untrained) CHA 3 = 3
DIRTY TRICK DRAG REPOSITION STEAL
✓ Ride DEX 0 = 3 + -3
CMB +3 +3 +3 +3
✓ Sense Motive WIS 10 = 1 + 6 + 3
CMD 17 17 17 17 = +
✓ Stealth DEX 0 3 -3
Survival WIS 5 = 1 + 4
UNARMED TOTAL ATTACK BONUS DAMAGE CRITICAL REACH ✓
+3 1d3-1 20/x2 5 ft. ✓ Swim STR 1 = -1 + 2
(nonlethal only)
Special Properties: Use Magic Device CHA 12 = 3 + 6 + 3
= + +
= + +

Character: Alister D'lacove PCGen Character Template by Andrew Maitland (LegacyKing) and Stefan Radermacher (Zaister), based on work by Frugal, ROG, Arcady, Barak, Dimrill, & Dekker. Level:6 (CR:5)
Player: Will Created using PCGen v6.08.00 RC10 on 19 may 2023 at 17:12:02 Page 1
*Rapier HAND TYPE SIZE CRITICAL REACH ✓: can be used untrained. ✗: exclusive skills. *: Skill Mastery.
Primaria P M 18-20/x2 5 ft.
To Hit Dam To Hit Dam Bardic Performance
1H-P +3 1d6-1 2W-P-(OH) -3 1d6-1
1H-O -1 1d6-1 2W-P-(OL) -1 1d6-1
Rounds per days ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏
2H +3 1d6-1 2W-OH -7 1d6-1 You are trained to use the Perform skill to create magical effects on those around you, including
yourself if desired. You are trained to use the Perform skill to create magical effects on those around
*: weapon is equipped you, including yourself if desired. You can use this ability for 17 rounds per day. Each round, you
can produce any one of the types of bardic performance that you have mastered. Starting a bardic
1H-P: One handed, in primary hand. 1H-O: One handed, in off hand. 2H: Two handed. 2W-P-(OH): 2 weapons, primary hand
performance is a standard action, but it can be maintained each round as a free action. Changing a
(off hand weapon is heavy). 2W-P-(OL): 2 weapons, primary hand (off hand weapon is light). 2W-OH: 2 weapons, off hand.
bardic performance from one effect to another requires the bard to stop the previous performance
and start a new one as a standard action. A bardic performance cannot be disrupted, but it ends
ARMOR TYPE AC MAXDEX CHECK SPELL FAILURE immediately if you are killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from
taking a free action to maintain it each round. You cannot have more than one bardic performance in
*Barding, Leather Light +2 +6 +0 10 effect at one time. [Paizo Inc. - Core Rulebook, p.35]

Countersong:You can counter magic effects that depend on sound (but not spells that have verbal
components). Each round of the countersong you make a Perform (keyboard, percussion, wind,
string, or sing) skill check. Any creature within 30 feet (including yourself) that is affected by a
sonic or language-dependent magical attack may use your Perform check result in place of its
saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a
creature within range of the countersong is already under the effect of a noninstantaneous sonic
or language-dependent magical attack, it gains another saving throw against the effect each round
it hears the countersong, but it must use your Perform skill check result for the save. Countersong
does not work on effects that don't allow saves. Countersong relies on audible components. [Paizo
Inc. - Core Rulebook, p.36]

Distraction:You can use your performance to counter magic effects that depend on sight. Each
round of the distraction, make a Perform (act, comedy, dance, or oratory) skill check. Any creature
within 30 feet (including yourself) that is affected by an illusion (pattern) or illusion (figment) magical
attack may use your Perform check result in place of its saving throw if, after the saving throw is
rolled, the Perform skill check proves to be higher. If a creature within range of the distraction is
already under the effect of a noninstantaneous illusion (pattern) or illusion (figment) magical attack,
it gains another saving throw against the effect each round it sees the distraction, but it must use
your Perform skill check result for the save. Distraction does not work on effects that don't allow
saves. Distraction relies on visual components. [Paizo Inc. - Core Rulebook, p.36]

Fascinate:You can use your performance to cause up to 2 creatures to become fascinated with
you. Each creature to be fascinated must be within 90 feet, able to see and hear you, and capable
of paying attention to you. You must also be able to see the creatures affected. The distraction of
a nearby combat or other dangers prevents this ability from working. Each creature within range
receives a Will save (DC 16) to negate the effect. If a creature's saving throw succeeds, you cannot
attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly
and observes your performance for as long as you continue to maintain it. While fascinated, a target
takes a -4 penalty on all skill checks made as reactions, such as Perception checks. Any potential
threat to the target allows the target to make a new saving throw against the effect. Any obvious
threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target,
automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability.
Fascinate relies on audible and visual components in order to function. [Paizo Inc. - Core Rulebook,
p.37]

Inspire Competence:You can use your performance to help an ally succeed at a task. That ally
must be within 30 feet and be able to hear you. The ally gets a +2 competence bonus on skill checks
with a particular skill as long as she continues to hear your performance. Certain uses of this
ability are infeasible, such as Stealth, and may be disallowed at the GM's discretion. A bard can't
inspire competence in himself. Inspire competence relies on audible components. [Paizo Inc. - Core
Rulebook, p.37]

Inspire Courage:You can use your performance to inspire courage in your allies (including yourself),
bolstering them against fear and improving their combat abilities. To be affected, an ally must be
able to perceive your performance. An affected ally receives a +2 morale bonus on saving throws
against charm and fear effects and a +2 competence bonus on attack and weapon damage rolls.
Inspire courage is a mind-affecting ability. Inspire courage can use audible or visual components.
The bard must choose which component to use when starting his performance. [Paizo Inc. - Core
Rulebook, p.37]

Suggestion:You use your performance to make a Suggestion (as per the spell) to a creature
you have already fascinated. Using this ability does not disrupt the Fascinate effect, but it does
require a standard action to activate (in addition to the free action to continue the Fascinate
effect). You can use this ability more than once against an individual creature during an individual
performance. Making a Suggestion does not count against your daily use of Bardic Performance. A
Will saving throw (DC 16) negates the effect. This ability affects only a single creature. Suggestion
is an enchantment (compulsion), mind affecting, language-dependent ability and relies on audible
components. [Paizo Inc. - Core Rulebook, p.37]

Character: Alister D'lacove PCGen Character Template by Andrew Maitland (LegacyKing) and Stefan Radermacher (Zaister), based on work by Frugal, ROG, Arcady, Barak, Dimrill, & Dekker. Level:6 (CR:5)
Player: Will Created using PCGen v6.08.00 RC10 on 19 may 2023 at 17:12:02 Page 2
EQUIPMENT affecting ability. Fascinate relies on audible and visual components in order to
ITEM LOCATION QTY WT / COST function.
Rapier Equipped 1 2 / 20 Suggestion (Sp) [ CR ]
You use your performance to make a Suggestion (as per the spell) to a creature
Gloves of Swimming and Climbing Equipped 1 0 / 6,250
Aura: faint transmutation, Caster Level: 5th, Construction Cost: 3,125 gp, Construction Requirements: Craft
you have already fascinated. Using this ability does not disrupt the Fascinate
Wondrous Item, bull's strength, cat's grace, Slot: hands effect, but it does require a standard action to activate (in addition to the free
Barding, Leather Equipped 1 15 / 20 action to continue the Fascinate effect). You can use this ability more than
Bard's Kit Equipped 1 33.5 / 41 once against an individual creature during an individual performance. Making
This includes a backpack, a bedroll, a belt pouch, a common musical instrument, a flint and steel, ink, an inkpen,
a Suggestion does not count against your daily use of Bardic Performance. A
an iron pot, a journal, a mess kit, a mirror, rope, soap, torches (10), trail rations (5 days), and a waterskin. Will saving throw (DC 16) negates the effect. This ability affects only a single
TOTAL WEIGHT CARRIED/VALUE 50.5 lbs. 6,331gp creature. Suggestion is an enchantment (compulsion), mind affecting, language-
dependent ability and relies on audible components.
WEIGHT ALLOWANCE
Light 26 Medium 53 Heavy 80 Special Qualities
Lift over head 80 Lift off ground 160 Push / Drag 400 Armored Casting (Ex) [ CR ]
MONEY You can cast bard spells while wearing light armor and use a shield without
Total= 0 gp [Unspent Funds = 39 gp] incurring the normal arcane spell failure chance.
Bardic Knowledge (Ex) [ CR ]
MAGIC You add +3 to all Knowledge checks and may make all Knowledge skill checks
untrained.
Languages
Bardic Performance [ CR ]
Common, Halfling, Infernal
You are trained to use the Perform skill to create magical effects on those around
Other Companions you, including yourself if desired. You are trained to use the Perform skill to
create magical effects on those around you, including yourself if desired. You
Archetypes can use this ability for 17 rounds per day. Each round, you can produce any one
Dirge Bard [Paizo Inc. - Ultimate of the types of bardic performance that you have mastered. Starting a bardic
Magic, p.26] performance is a standard action, but it can be maintained each round as a free
action. Changing a bardic performance from one effect to another requires the
A composer of sonorous laments for the dead and elaborate requiems for those
bard to stop the previous performance and start a new one as a standard action. A
lost yet long remembered, dirge bards master musical tools and tropes that must
bardic performance cannot be disrupted, but it ends immediately if you are killed,
appeal to the ears and hearts of both the living and the dead.
paralyzed, stunned, knocked unconscious, or otherwise prevented from taking
a free action to maintain it each round. You cannot have more than one bardic
Traits performance in effect at one time.
Bully [Paizo Inc. - Advanced Cantrips [ CR ]
Player's Guide, p.329]
You have learned a number of cantrips, or 0-level spells. These spells are cast
You grew up in an environment where the meek were ignored and you often had like any other spells, but they do not consume any slots and may be used again.
to resort to threats or violence to be heard. You gain a +1 trait bonus on Intimidate
Countersong (Su) [ CR ]
checks, and Intimidate is always a class skill for you.
You can counter magic effects that depend on sound (but not spells that
Caretaker [Paizo Publishing -
have verbal components). Each round of the countersong you make a Perform
Ultimate Campaign]
(keyboard, percussion, wind, string, or sing) skill check. Any creature within
As the child of an herbalist or an assistant in a temple infirmary, you often had 30 feet (including yourself) that is affected by a sonic or language-dependent
to assist in tending to the sick and wounded. You gain a +1 trait bonus on Heal magical attack may use your Perform check result in place of its saving throw
checks, and Heal is always a class skill for you. if, after the saving throw is rolled, the Perform check result proves to be higher.
Vagabond Child (urban) (Escape Artist) [Paizo Inc. - Advanced If a creature within range of the countersong is already under the effect of a
Player's Guide, p.332] noninstantaneous sonic or language-dependent magical attack, it gains another
You grew up among the outcasts and outlaws of your society, learning to forage saving throw against the effect each round it hears the countersong, but it must
and survive in an urban environment. Select one of the following skills - Disable use your Perform skill check result for the save. Countersong does not work on
Device, Escape Artist, or Sleight of Hand. You gain a +1 trait bonus on that skill, effects that don't allow saves. Countersong relies on audible components.
and it is always a class skill for you. Haunted Eyes (Ex) [ UM ]
You gain a +4 bonus on saves against fear, energy drain, death effects, and
Drawbacks necromantic effects.
Headstrong [Paizo Publishing - Haunting Refrain (Su) [ UM ]
Ultimate Campaign, You are able to stir primal terrors in the hearts of listeners. You can use a
p.65] Perform (keyboard) or Perform (percussion) check in place of an Intimidate check
You feel compelled to correct every action and argument that contradicts your to demoralize an opponent, with a +3 bonus. In addition, saving throws against
worldview. Whenever you witness an action or hear an argument that contradicts any fear effect you create are made with a -2 penalty.
your alignment, you must attempt to stop or correct that action or argument. If Inspire Competence (Su) [ CR ]
you either don't try to stop it or fail in your attempt to stop it (as adjudicated by
You can use your performance to help an ally succeed at a task. That ally
the GM), you are shaken for 1 hour.
must be within 30 feet and be able to hear you. The ally gets a +2 competence
bonus on skill checks with a particular skill as long as she continues to hear your
Special Attacks performance. Certain uses of this ability are infeasible, such as Stealth, and may
Distraction (Su) [ CR ] be disallowed at the GM's discretion. A bard can't inspire competence in himself.
You can use your performance to counter magic effects that depend on sight. Inspire competence relies on audible components.
Each round of the distraction, make a Perform (act, comedy, dance, or oratory) Inspire Courage (Su) [ CR ]
skill check. Any creature within 30 feet (including yourself) that is affected by an You can use your performance to inspire courage in your allies (including
illusion (pattern) or illusion (figment) magical attack may use your Perform check yourself), bolstering them against fear and improving their combat abilities. To
result in place of its saving throw if, after the saving throw is rolled, the Perform be affected, an ally must be able to perceive your performance. An affected ally
skill check proves to be higher. If a creature within range of the distraction receives a +2 morale bonus on saving throws against charm and fear effects and
is already under the effect of a noninstantaneous illusion (pattern) or illusion a +2 competence bonus on attack and weapon damage rolls. Inspire courage is a
(figment) magical attack, it gains another saving throw against the effect each mind-affecting ability. Inspire courage can use audible or visual components. The
round it sees the distraction, but it must use your Perform skill check result for bard must choose which component to use when starting his performance.
the save. Distraction does not work on effects that don't allow saves. Distraction
Light Sensitivity (Ex) [ B1 ]
relies on visual components.
Dhampirs are dazzled in areas of bright sunlight or within the radius of a daylight
Fascinate (Su) [ CR ]
spell.
You can use your performance to cause up to 2 creatures to become fascinated
Manipulative (Ex) [ ARG ]
with you. Each creature to be fascinated must be within 90 feet, able to see
Dhampirs gain a +2 racial bonus on Bluff and Perception checks.
and hear you, and capable of paying attention to you. You must also be able to
see the creatures affected. The distraction of a nearby combat or other dangers Negative Energy Affinity (Ex) [ B6 ]
prevents this ability from working. Each creature within range receives a Will save Though a living creature, a dhampir reacts to positive and negative energy as if
(DC 16) to negate the effect. If a creature's saving throw succeeds, you cannot it were undead--positive energy harms it, while negative energy heals it.
attempt to fascinate that creature again for 24 hours. If its saving throw fails, the Resist Level Drain [ ARG ]
creature sits quietly and observes your performance for as long as you continue A dhampir takes no penalties from energy drain effects, though he can still be
to maintain it. While fascinated, a target takes a -4 penalty on all skill checks made killed if he accrues more negative levels then he has Hit Dice. After 24 hours, any
as reactions, such as Perception checks. Any potential threat to the target allows negative levels a dhampir takes are removed without the need for an additional
the target to make a new saving throw against the effect. Any obvious threat, such saving throw.
as someone drawing a weapon, casting a spell, or aiming a weapon at the target, Secrets of the Grave (Ex) [ UM ]
automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-

Character: Alister D'lacove PCGen Character Template by Andrew Maitland (LegacyKing) and Stefan Radermacher (Zaister), based on work by Frugal, ROG, Arcady, Barak, Dimrill, & Dekker. Level:6 (CR:5)
Player: Will Created using PCGen v6.08.00 RC10 on 19 may 2023 at 17:12:02 Page 3
You gain a +3 bonus on Knowledge (religion) checks made to identify undead
creatures and their abilities. You may use mind-affecting spells to affect undead
as if they were living creatures, even if they are mindless (though spells that
affect only humanoids do not affect them, even if they were humanoids in life).
In addition, you may add one necromancy spell from the spell list of any arcane
spellcasting class to your list of spells known at 2nd level and every four levels
thereafter.
Secrets of the Grave Spell Choice (Animate Dead, [ UM ]
Vampiric Touch)
Selected Spells - Animate Dead and Vampiric Touch
Spell-Like Ability [ ARG ]
A dhampir can use detect undead three times per day as a spell-like ability (with
a caster level equal to the dhampir's character level).
Undead Resistance [ ARG ]
Dhampirs gain a +2 racial bonus on saving throws against disease and mind-
affecting effects.

Feats
Dodge [CR]
Your training and reflexes allow you to react swiftly to avoid an opponent's
attack.
You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex
bonus to AC also makes you lose the benefits of this feat.
False Focus [ISM]
You can use a divine focus to cast arcane spells.
By using a divine focus as part of casting, you can cast any spell with a material
component costing the value of that divine focus (maximum 100 gp) or less
without needing that component. For example, if you use a silver holy symbol
worth 25 gp, you do not have to provide material components for an arcane spell
if its components are worth 25 gp or less. The casting of the spell still provokes
attacks of opportunity as normal. If the spell requires a material component
that costs more than the value of the divine focus, you must have the material
component on hand to cast the spell, as normal.
Normal: A divine focus has no effect when used as a component in arcane spells.
Skill Focus (Intimidate) [CR]
You are particularly adept at your chosen skill.
You get a +3 bonus on all checks involving the chosen skill. If you have 10 or
more ranks in that skill, this bonus increases to +6.

Proficiencies
Battle Aspergillum, Bayonet, Blowgun, Boar Spear, Brass Knuckles, Cestus, Club,
Heavy Crossbow, Light Crossbow, Dagger, Chain Dagger, Punching Dagger,
Dart, Gaff, Gauntlet, Spiked Gauntlet, Grapple, Javelin, Longspear, Longsword,
Heavy Mace, Light Mace, Mere Club, Morningstar, Pliers, Quarterstaff, Rapier,
Rock, Sap, Shortbow, Shortspear, Sickle, Skull, Sling, Spear, Boar Spear,
Ray Spells, Touch Spells, Splash Weapon, Stake, Short Sword, Unarmed
Strike, Underwater Heavy Crossbow, Underwater Light Crossbow, Whip

Character: Alister D'lacove PCGen Character Template by Andrew Maitland (LegacyKing) and Stefan Radermacher (Zaister), based on work by Frugal, ROG, Arcady, Barak, Dimrill, & Dekker. Level:6 (CR:5)
Player: Will Created using PCGen v6.08.00 RC10 on 19 may 2023 at 17:12:02 Page 4
Racial Spell-like Abilities
❏❏❏Detect Undead

Racial Spell-like Abilities


Name School Time Duration Range Source
❏❏❏ Detect Undead Divination 1 standard action Concentration, up to 6 minutes [D] 60 ft. CR:p.269
[V, S, M/DF] TARGET: Cone-shaped emanation; EFFECT: You can detect the aura that surrounds undead creatures. [SR:No]
* =Domain/Speciality Spell

Bard Spells
LEVEL 0 1 2 3 4 5 6
KNOWN 6 4 4 — — — —
PER DAY at will 5 4 — — — —
Concentration +9

LEVEL 0 / Per Day:0 / Caster Level:6


Name School Time Duration Range Source
❏❏❏❏❏ Ghost Sound Illusion (Figment) 1 standard action 6 rounds [D] Close (40 ft.) CR:p.289
[V, S, M] TARGET: Illusory sounds; EFFECT: Ghost sound allows you to create a volume of sound that rises, recedes, approaches, or remains at a fixed place. [SR:No; DC:13, Will disbelief]
❏❏❏❏❏ Lullaby Enchantment (Compulsion) [Mind-Affecting] 1 standard action Concentration + 6 rounds [D] Medium (160 ft.) CR:p.305
[V, S] TARGET: Living creatures within a 10-ft.-radius burst; EFFECT: Any creature within the area that fails a Will save becomes drowsy and inattentive, taking a -5 penalty on Perception checks and a -2 penalty on Will saves against
sleep effects while the lullaby is in effect. [SR:Yes; DC:13, Will negates]
❏❏❏❏❏ Mage Hand Transmutation 1 standard action Concentration Close (40 ft.) CR:p.306
[V, S] TARGET: One nonmagical, unattended object weighing up to 5 lbs.; EFFECT: You point your finger at an object and can lift it and move it at will from a distance. [SR:No]
❏❏❏❏❏ Resistance Abjuration 1 standard action 1 minute Touch CR:p.334
[V, S, M/DF] TARGET: Creature touched; EFFECT: You imbue the subject with magical energy that protects it from harm, granting it a +1 resistance bonus on saves. [SR:Yes (harmless); DC:13, Will negates (harmless)]
❏❏❏❏❏ Summon Instrument Conjuration (Summoning) 1 round 6 minutes [D] 0 ft. CR:p.350
[V, S] TARGET: One summoned handheld musical instrument; EFFECT: This spell summons one handheld musical instrument of your choice. [SR:No]
❏❏❏❏❏ Unwitting Ally Enchantment (Charm) [Mind-Affecting] 1 standard action 1 round Close (40 ft.) APG:p.253
[V, S] TARGET: one living creature; EFFECT: Subject is considered ally for 1 round. [SR:Yes; DC:13, Will negates]

LEVEL 1 / Per Day:5 / Caster Level:6


Name School Time Duration Range Source
❏❏❏❏❏ Cure Light Wounds Conjuration (Healing) 1 standard action Instantaneous Touch CR:p.263
[V, S] TARGET: Creature touched; EFFECT: When laying your hand upon a living creature, you channel positive energy that cures 1d8+5 points of damage. [SR:Yes (harmless); see text; DC:14, Will half (harmless); see text]
❏❏❏❏❏ Ear-Piercing Scream Evocation [Sonic] 1 standard action Instantaneous; see text Close (40 ft.) UM:p.218
[V, S] TARGET: One creature; EFFECT: You unleash a powerful scream, inaudible to all but a single target. The target is dazed for 1 round and takes 3d6 points of sonic damage. A successful save negates the daze effect and halves the
damage. [SR:Yes; DC:14, Fortitude partial (see text)]
❏❏❏❏❏ Jury-Rig Transmutation 1 standard action 6 rounds Touch UC:p.233
[V, S, M] TARGET: one broken object of up to 12 lbs.; EFFECT: Removes the broken condition from the targeted object. [SR:Yes (harmless, object); DC:14, Will negates (harmless, object)]
❏❏❏❏❏ Sleep Enchantment (Compulsion) [Mind-Affecting] 1 round 6 minutes Medium (160 ft.) CR:p.344
[V, S, M] TARGET: One or more living creatures within a 10-ft.-radius burst; EFFECT: A sleep spell causes a magical slumber to come upon 4 HD of creatures. [SR:Yes; DC:14, Will negates]

LEVEL 2 / Per Day:4 / Caster Level:6


Name School Time Duration Range Source
❏❏❏❏❏ Invisibility Illusion (Glamer) 1 standard action 6 minutes [D] Personal or touch CR:p.301
[V, S, M/DF] TARGET: You or a creature or object weighing no more than 600 lbs.; EFFECT: The creature or object touched becomes invisible. [SR:Yes (harmless) or yes (harmless, object); DC:15, Will negates (harmless) or Will negates
(harmless, object)]
❏❏❏❏❏ Path of Glory Conjuration (Healing) 1 standard action 6 rounds Touch [see text] ACG:p.189
[V, S] TARGET: 24 5-ft. squares [see text]; EFFECT: Create an expanding glow that heals allies within it of 1 hp of damage. [SR:no; DC:15, none]
❏❏❏❏❏ Summon Monster II Conjuration, AirSchool, EarthSchool, FireSchool, WaterSchool (Summoning)
1 round 6 rounds [D] Close (40 ft.) CR:p.352
[V, S, F/DF] TARGET: One summoned creature; EFFECT: This spell functions like summon monster I, except that you can summon one creature from the 2nd-level list or 1d3 creatures of the same kind from the 1st-level list. [SR:No]
❏❏❏❏❏ Tongues Divination [WoodSchool] 1 standard action 60 minutes Touch CR:p.360
[V, M/DF] TARGET: Creature touched; EFFECT: This spell grants the creature touched the ability to speak and understand the language of any intelligent creature, whether it is a racial tongue or a regional dialect. [SR:No; DC:15, Will
negates (harmless)]
* =Domain/Speciality Spell

Character: Alister D'lacove PCGen Character Template by Andrew Maitland (LegacyKing) and Stefan Radermacher (Zaister), based on work by Frugal, ROG, Arcady, Barak, Dimrill, & Dekker. Level:6 (CR:5)
Player: Will Created using PCGen v6.08.00 RC10 on 19 may 2023 at 17:12:02 Page 5
Alister D'lacove
Dhampir
RACE
29
AGE
Masculino
GENDER
Darkvision (60 ft.), Low-Light Vision
VISION
Chaotic Neutral
ALIGNMENT
Ambidiestro
DOMINANT HAND
5' 11"
HEIGHT
140 lbs.
WEIGHT
rojo escarlata,
EYE COLOUR
grisáceo palido.
SKIN COLOUR
negro, con un lunar de cabello blanco prominente.,
HAIR / HAIR STYLE

PHOBIAS
,
PERSONALITY TRAITS

INTERESTS
,
SPOKEN STYLE / CATCH PHRASE

RESIDENCE

LOCATION
None
REGION
None
DEITY
Humanoid
Race Type

Race Sub Type

Description:
Biography:
Maldito de nacimiento, en la habitacion que lo vio llegar a este mundo habia mas de un sollozo de miedo, pues la joven
Elizabeth vio nacer, nunca mejor dicho, el motivo de sus lamentos de ya hace unos cuantos meses. Elizabeth D'lacove, de un
linaje noble humano ya hace tiempo muerto desde la gran catastrofe, habia quedado huerfana desde adolecente, se dedico a
vagar por toda la torre, metiendose en problemas en muchas ocasiones por su gran curiodad, aun asi ella se hizo muy querida
entre sus conocidos, pues su amabilidad, belleza inocente y encantadora la hacia salir impune de sus jugarretas, sin duda se
le podria describir como una mujer llena de una envidiable felicidad, pero, de manera extraña, casi de un dia para otro eso
cambio, dejo de sonreir, su mirada antes calida paso a ser fria, vacia, inclusive ajena, como si se le hubiese arrebatado el alma
a aquella joven dulce de antaño, cuando sus conocides preguntaron el motivo de su extraño comportamiento esta no daba ni
la mas minima respuesta, solo evitaba el tema y ante la insistencia empezaba a llorar despavoridamente, y tal vez, motivo de
la busqueda de respuestas por parte de la gente, Eliz decidio alejarse de a gente, encerrandose asi misma en su habbitacion,
apenas dando señales de vida. Eso es lo ultimo que supieron las personas cercanas a ella, o al menos eso es lo que ella hubise
querido, pues meses despues se dio la noticia de un ya muy avanzado embarazo, apesar del intento de ayudarla o felicitarla,
ella se siguio rechazando los acercamientos a su persona, siendo asi inclusive en el dia en que por fin daria a luz, aceptando
apenas a regañadientes la precensia de los medicos que la ayudarian en su lavor de parto.

Alister D'lacove, jusgado inclusive desde el primer minuto de vida por aquellas personas que lo vieron nacer, inluyendo a
su propia madre, que mas que verlo con amor, en su mirada habia miedo, inclusive odio, pero sobre todo habia impotencia,
pues Alister habia nacido no solo como un bebe humano, si no como algo mas, un hijo del mal, un Dhampiro, rapidamente las
explicaciones se hicieron a pedir, pero la joven apenas si pudo y quiso hablar. Rapidamente se empezo a esparcir la noticia,
incluso, por su rareza y origen se barajeo la idea de experimentar con el, pero por la falta de jovenes en la torre se decidio
dejarlo estar, al inicio con vigilancia, aun asi, su vida fue decente sus primeros 6 años de vida, viviendo con su madre en aquella
estrecha habitacion, pero un dia, se madre callo enferma, o mas bien, por fin cedio ante un malestar que llevo arrastrando
desde el dia que nacio su hijo, llegando a verse mas palida que el mismo Alister, su belleza se consumio rapidamente en una
apariencia enfermiza, siendo asi hasta el final de sus dias, donde fallecio en silencio mientras dormia, fue llevada rapidamente
a una de las zonas menos visitadas con regularidad, el cementerio de la torre, la morgue donde los cadaveres son enviados y
posteriormente incinerados, triste final para una joven la cual hasta hace un par de años sonreia todo el tiempo. Sin mas lugar

Character: Alister D'lacove PCGen Character Template by Andrew Maitland (LegacyKing) and Stefan Radermacher (Zaister), based on work by Frugal, ROG, Arcady, Barak, Dimrill, & Dekker. Level:6 (CR:5)
Player: Will Created using PCGen v6.08.00 RC10 on 19 may 2023 at 17:12:02 Page 6
a donde ir, Alister se quedo en aquel lugar, pues fue el ultimo lugar donde vio a su madre, la unica persona con la que habia
estado, pasaban los años y el pequeño se negaba a dejar aquel triste lugar, lugar donde vio entrar a incontable gente que
terminaba pereciendo por x o y motivo, sin mas compañia regular que sus pensamientos, o al menos eso creia el, pues en ese
lugubre lugar habia una presencia regularmente ademas de la suya, se trataba de Malahar, un anciano y cascarrabias bardo
semielfo, que a su vez cumplia el lavor de sepulturero, el anciano, que usualmente tocaba su violin cuando no tenia que cumplir
su lavor, llego a cautivar al joven en mas de una ocasion, hasta el punto en que ambos, sin darse cuenta, volverse cada vez mas
cercanos, el pequeño disfrutando del increible espectaculo del anciano, y el anciano que empezo a dar sus conciertos a alguien
mas que los cientos de espiritus que probablemente alvergaban aquel lugar.

Con el paso del tiempo, Malahar se convirtio en un mentor para Alister, instruyendolo en todo aquello necesario para el joven,
incluso en algo mas que lo esencial, le enseño arte y actuacion, a como usar las palabras para conseguir lo que se quiere y
anhela, y a peticion del joven Alister, en la musica, siendo desde joven un talentoso y diestro violinista, llegando a dar duetos a
los muertos y espiritus alumno y mentor, años despues, ya convertido en un joven adulto hecho y derecho, de un rostro bello,
esbelto y con gran senblante, ademas de un gran bardo experimentado, fue elegido como uno de los selectos jovenes de la
torre que tendran la mision de de explorar tierras extrañas, la cual buscara cumplir en post de conocerse mas asi mismo.

Character: Alister D'lacove PCGen Character Template by Andrew Maitland (LegacyKing) and Stefan Radermacher (Zaister), based on work by Frugal, ROG, Arcady, Barak, Dimrill, & Dekker. Level:6 (CR:5)
Player: Will Created using PCGen v6.08.00 RC10 on 19 may 2023 at 17:12:02 Page 7
Campaign Adventure Party Date Xp Gm
0

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