Primrose Bathory
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Primrose Bathory
Kin: Human-ish
Class and level: Cleric 1
Age: 23
One Unique Thing: I am one-eight vampire on my mother's side
Ability Scores
STR 10 (+0)
DEX 12 (+1)
CON 14 (+2)
INT 13 (+1)
WIS 19 (+4)
CHA 17 (+3)
Backgrounds
+4 Honorary (?) Vampire Nobility
+4 Mrs. Doure's Boarding School for Privileged Girls
+4 Priestess of the Sacred Heart convent
Stats
HP 27
AC 14
PD 13
MD 16
Recovery (8): 1d8+2
Icons
The Emperor (positive)
The Lich King (conflicted)
The Priestess (positive)
Kin and Class features
Resourceful (Kin Power): Gain a bonus feat.
Vestments: Gain a bonus at-will spell, modifies certain other effects.
Healing: Gain Heal as a bonus spell.
Holy Light: Can glow with gentle radiance.
Ritual Magic: Can cast rituals.
Turn Undead: Gain Turn Undead as a bonus spell.
Cleric Talents
Cathedral's Light
(Her connection to all that is sacred tends to be slightly erratic for some reason)
At the beginning of each arc, randomly choose two cleric domains you do not already possess.
Current Domains
tbd
Life/Death Domain
Each battle, the first time an ally near you becomes staggered, that ally immediately heals hit points equal to five times your level.
Invocation of Life/Death: One battle per arc, you and each of your allies can each separately add the escalation die to a single save you make. In addition, during this battle, you and your allies do not die from hit point damage when your negative hit points equal half your normal hit point total; instead, you die when your negative hit points equal your full hit point total.
Knowledge Domain
You gain 4 additional background points that must be used somehow in relation to knowledge or lore.
In addition, three times per arc you can reroll a skill check involving knowledge. Interpret the word “knowledge” as loosely as your GM allows.
Invocation of Knowledge/Lore: You must use this invocation during your first round of a battle. When you do, you get a quick glimpse of the battle’s future. Roll a d6; as a free action at any point after the escalation die equals the number you rolled, you can allow one of your allies to reroll a single attack roll with a +2 bonus thanks to your vision of this future.
Spells
Javelin of Faith (At-will)
Ranged spell
Target: One nearby enemy
Attack: +5 vs. PD
Hit: 9 (2d8) holy damage.
Natural even hit: You can take a bonus quick action this turn.
Miss: Damage equal to your level.
Heal (2x battle)
Close-quarters spell
Special: You can use this spell twice per battle. Quick action to cast (1/round)
Target: You or a nearby ally.
Effect: The target can heal using a recovery.
- FEAT: Add Wis modifier to healing when used on others.
Turn Undead (1/battle)
Close-quarters spell
Special: Each casting requires the cleric to expend a different spell as a free action before using a standard action for the spell. The expended spell must be a 1/arc spell or a 1/battle use of heal.
Target: The nearest 1d3 nearby undead creatures. Add +1 creature for each point of your Charisma modifier.
Attack: +5 vs. MD
Hit vs. non-mook: 9 (2d8) holy damage, and the target is afflicted (save ends). Each time an afflicted foe makes an attack, even a no-trigger attack, it first takes 4 (1d6) damage. If the attack involves multiple attack rolls or targets, it still takes the damage once.
Hit vs. mook: Full damage, but no other effects.
Miss: Half damage, but no other effects.
Warrior's Invocation (1/battle)
Close-quarters spell
Effect: A nearby ally can heal using a recovery and make a no-trigger attack as a free action. The attack deals holy damage in addition to any other damage types.
Mighty Healing (1/arc)
Close-quarters spell
Effect: You can cast this spell for power or for broad effect.
- Cast for power: One nearby ally can heal using a single recovery and regain double the usual number of hit points.
- Cast for broad effect: Choose up to three nearby creatures (including yourself); each target can heal using a recovery.
Shield of Faith (1/arc)
Ranged spell
Effect: You can cast this spell for power or for broad effect.
- Cast for power: One nearby ally gains a +2 bonus to AC this battle.
- Cast for broad effect: Choose up to three nearby creatures (including yourself); each target gains a +1 bonus to AC this battle.
Feats
Heal Spell: Add Wis modifier to healing when used on others.
Linguist: Speak just about any humanoid language.
Equipment
Sacred Staff (+1 attack, 1d8 damage)
Basic Vestments plus spare clothes
Holy texts, Adventuring Journal (blank), Personal Journal (filled with doodles), jars of skin ointments and oils.
1 copy of the Famous Adventurer's Correspondence Guide book with yellowed pages
A satchel of "essentials" for a noble lady on the road, gifted by her family, all of the contents being rather useless to an adventurer (feathered fan, uncomfortable but pretty shoes, etc.)
1 adventure-tier healing potion, which looks an awful lot like blood for some reason? Wait is this ok?
Backstory
Grandmother was one of those typical Daywalker half-vampire badasses who killed vamps while looking good in leather. You know the type. Once she was ready to settle down she found herself a nice man of noble lineage, gave him no chance to refuse marriage, and lived out the rest of her days in comfort and luxury. Most of the family doesn't take after her. But Primrose does.
I mean, she's not really a vampire, of course. She's just a nice young lady from a noble house in the Dragon Empire who wants to help people. She doesn't even have any special powers. Ok, so sometimes bats come flocking when she sings, like a goth Disney princess scene. And whenever she uses her Turn Undead spell she breaks out in a rash. She can hold her breath for disturbingly long, sees pretty well in the dark for a human, oh and then there's the fact that her reflection is not always exactly synchronized with her movements. But that doesn't mean anything! Pure coincidence, I swear!
Intelligent undead will most likely be aware of her status as technically having inherited a noble title in the Lich King's court. But etiquette should not be mistaken for obedience.