Pug Asquith

Half-Elf, Arcanist, Mage, Vampire of Clan Tanvari

Strength Dexterity Consitution Intelligence Perception Charisma
13 13 10 15 11 16


+2 Cha, +2 Int

Speed: 7m
Taint: 2
Experience: 2163/1800


  • Vampiric Strength: Your unarmed attacks deal D6 Bludgeoning damage.
  • Damage Reduction: 10/ Silver and Magic. Cold 10.
  • Alternate Form: Assume the shape of Bat, Wolf or rat as a Move action.
  • Summon Nightpack: A vampire can summon 2d10 rats or bats, d10 dire rats or d5 wolves +degrees on charisma check. Such a check is 10 minutes of meditation and the creatures then obey as if employed.
  • Blood Drain: Whilst grappling a vampire may make an attack which deals d6 con damage and inflicts bloodloss. If a creature is killed by this con damage they arise 3 days later as a vampire spawn under dominion of the master vampire. This may also be done as a coup de grave attack.
  • Dominate humanoid: A vampire may dominate a humanoid within its charisma bonus of metres. Suh a check is a move action and provoked opposed charisma checks. For eah degree of failure by the target they obey the vampyres spoken commands to the uttmost for each degree they fail by. They will not however kill themselvss or hack of their own limbs or go willy nilly into certain death. They may however attack allies or loved ones and cut themselves or inflict minor critical damage.
  • Regeneration: [5] A Vampire heals 5 points of ability score damage each round. It can pick up an reconnect a sever limb as a Move action.
  • Infatifeable: A vampire doesn't gain fatigue. It automatically passes all Endurance based checks.
  • Vampire Jaw: a Vampire may check Charisma each round to overcome stunning.
  • Vampiric: A Vampire does not suffer from bloodloss. It cannot die of shock, though when it would normally die of shock, it is stunned for D10 rounds. A 10 critical is always required to kill a vampire. Once killed it assumes gaseous form but its equipment drops to the ground in a clatter. I then may travel up to nine miles in 2 hours. Any additional damage dealt to a vampire forced into gaseous form has no effect. Once at rest in its coffin, a vampire is helpless. It then regains 1 ability score per hour in it's coffin and must succeed on a Charisma check to wake itself and can check once per hour. After waking it regenerates these scores at 1 per hour until at full statistics on an ability scores.
  • Gaseous Form: As a move action you can assume a gaseous form at will with a fly speed of 4m.
  • Spider Climb: a vampire can move up surfaces defying gravity with no penalty.
  • Necrymantic Resistance: [4] You get +4 to resist/overcome Protection, Turning and Command Undead attempts.
  • Allergies and Repelling: Vampires cannot tolerate the strong odor of garlic and will not enter an area laced with it. Similarly, they recoil from a mirror or a strongly presented holy symbol. These things don’t harm the vampire—they merely keep it at bay. A recoiling vampire must stay at least 1 metre away from a creature holding the mirror or holy symbol and cannot touch or make melee attacks against the creature holding the item for the rest of the encounter. Holding a vampire at bay takes a standard action. Vampires are also unable to cross running water, although they can be carried over it while resting in their coffins or aboard a ship. They are utterly unable to enter a home or other building unless invited in by someone with the authority to do so. They may freely enter public places, since these are by definition open to all.
  • Killing a Vampire: Exposing any vampire to direct sunlight disorients it: It can take only a single move action or attack action. A Vampire in direct sunlight takes d10 Holy Damage for each turn exposed, so for the first turn they take d10 holy damage, in the next turn they take 2d10. Similarly, immersing a vampire in running water cause the same damage per round until it is destroyed at the end of the immersion. Driving a wooden stake through a vampire’s heart instantly slays the monster. However, it returns to life if the stake is removed, unless the body is destroyed. A popular tactic is to cut off the creature’s head and fill its mouth with holy wafers (or their equivalent).

Skills and Talents:
Linguistics (Trade Dwarven, Low Elven, Abyssal, Supernal), Literacy, Antimancy, Magewright, Arcana, Weapon Training (Crossbow), Thievery, Blood Magic, Charm, Deceive, Stealth, Awareness, Dodge, Lightning Reflexes
+1: Scrutiny, Heightened Senses (All), Spellcraft (Infyrnology, Kynomancy), Supernology

  • Unfettered Arcana:

Equipment: 5/10
-AC Flaming Adamantium Greataxe (Heft: 5, Balance: 1; D12; Slashing; +2D6 fire damage; pen 1)2 12/12
-Staff of Arcane power (Heft: 3, Balance: 2; D8; Bludgeoning; Stun [+2], +D6 to Casting Rolls)2
-Scroll Case [Scroll of Lightning Bolt, 3x Scroll of Protection, 1x Misc Treasure Map in Sice]1, Potion of Contact Other Plane.

Head: 5 [AC Burgonet (5)] 5/5
Body: 2 [AC Leather Shirt]
Arms: 2 [AC Leather Shirt]
Legs: 2 [AC Leather Leggings]

0 Platinum
25 Gold
0 Silver
0 Copper

Ac Light Horsie Epona

Strength Dexterity Constitution Intelligence Perception Charisma
13 14 13 7 12 8

Size: Large
Move: 12 metres
Attack: Hoof (D6; Impact; Reach [1])

Skills and Talents: Athletics +1, Awareness +1, Low Light Vision, Heightened Senses (Smell), Sprint, Endurance

  • Herbivore
  • Quadruped: May carry 4x it’s Strength.
  • War Training

Saddle, Saddlebags



  • Black Tentacles
  • Planar Binding
  • Infernal Animation
  • Explosive Symbol
  • Powerword BLIND
  • Detect Infernal Influence
  • Banishment


  • Telekinesis
  • Shield
  • Force Cage
  • Mance's Descent
  • Mance's Telekinetic Aid

Pug started off as the love child of a higher up human noble and a wood elf. His human father kept him after his birth and Pug grew up on his fathers expansive grounds. Although Pug enjoyed a luxurious lifestyle he was mostly ignored by his father. With so much at his disposal Pug explored many different past times to try and escape boredom during his childhood. In his father's extensive libraries he stumbled upon daemonlore and was slowly seduced by the idea of controlling another being.

Slowly over the years Pug amassed more and more knowledge, experimenting with summoning minor daemons and trying to gather as much information about daemons as he could. This resulted in two demons he chose to permanently stay with him, Serpo and Clepo.
With his father's money he was eventually able to find the means to travel to the Ether. There he encountered a truly powerful daemon and they clashed wills for a long time until finally, in sacrificing his left arm Pug was able to best the daemon and in exchange for leaving the daemon as he was the daemon shared with Pug his true name.

** The Daemon is Malach the Devourer, Lord of Schisms a Glaberzu entity aligned to the primal destroyer.

Pug would not use this name for nearly a decade however since on return to the real world, not only was he missing a limb, the extended period of time spent in the Ether had left his body extremely weak and on the verge of death. The next portion of his life was spent in rehabilitation as Pug had first to regain strength and then learn to cope with only one arm. Progress was slow as Pug bored easily and was not used to spending time on things that did not interest him. He preferred to spend his time in his bed reading books rather than relearning trivial things that were so easy before. Among his readings he stumbled across something which not only interested him but would also aid his loss of limb, Pug slowly began to learn the basics of kynomancy. Again with something to properly pique his interest, Pug started to learn kynomancy not only as a school of magic, but also as an extension of his missing arm.

Pug, now a young adult at full strength and having spent more than a decade amusing himself, decided to immerse himself in something far less serious than that of his previous endeavours, and started frequenting higher end parties that his status entitled him to.
Pug's father, who had housed Pug out of respect for his mother, grew continually frustrated with Pug's large drain on his income. Also he suspected that the strange phenomenon which had grown in intensity and frequency since he first started locking himself away in the library as a boy were contributed to him. Pug's father threw him from his house and told him it was time to learn how to fend for himself.
Thus came another down in Pug's life, with the help of his lesser demons and his kynomancy he was able to get by stealing enough for lodging and food but having to move on quickly so as not to arouse suspicion. Until one day in a town he found that a great demon had been let loose in one of the wealthier estates in town. Slightly apprehensive after his last encounter with a daemon but desperate for money, Pug offered his services to try and banish the daemon in exchange for a fee. It turned out to be a far easier job than anticipated since the general ignorance towards demons in small towns meant that what they had thought was a powerful daemon was fairly easy to banish. Pug then explored his new life as an exorciser which was enough to pay for some of his old habits.


Serpo Quasit

Strength Dexterity Constitution Intelligence Perception Charisma
9 13 10 10 11 10

Size: Tiny (Outsider)
Speed: 4 metres, 10 metres (fly)

Base Attack: Half Action: Claws: D3 + Poison. Full Action: 2x Claws: D3 + Poison, Bite: D4
Special Attacks:

  • Poison: -1 Constitution to resist, D2 Dexterity damage. Constitution check the next turn or suffer an additional D4 Dexterity damage.
  • Spell-Like Abilities: May cast Detect Magic and Invisibility at Will. May cast Fear once per in-game day.

Special Qualities:

  • Alternate Form: The Quasit can assume another form as a Full Action. It can choose two forms from the following list:
    • Toad, Small Centipede, Toad, Wolf.
  • DR: 5/ Cold Iron or Holy, Immune to Poison, Resist Fire 10.
  • Darkvision: Coloured.

Skills and Talents: Awareness +1, Charm, Deceive +1, Intimidate, Linguistics (Trade Dwarf, Abyssal), Scrutiny +1, Stealth +3, Spellcraft (Infynology), Literacy.


Vro'Gogonath Carnage Daemon

Strength Dexterity Constitution Intelligence Perception Charisma
15 10 12 7 7 7

Size: Medium (Outsider)
Speed: Dex Bonus

Base Attack: 2x Claws: D6 Slashing
Special Qualities:

  • DR: 5/ Silver, Immune to Electricity, Poison, 10/ Acid, Cold, Fire
  • Darkvision: Coloured.
  • Reaving Fists: Attacks count as Silver, Cold Iron and Adamantium for the purpose of ignoring resistence.

Skills and Talents: Awareness +1, Linguistics (Abyssal), Grapple +1, Athletics +2, Survival +1, Ambidextrous, Dual Weapon Wielder (+1)



Familiar [200]
Familiar [200]

Spent Experience:
Military Axes [150]
Blood Magic [200]
Thievery [150]
Int 14 [700]
Spellcraft (Infyromancy) +1 [200]
Spellcraft (Kynomancy) +1 [200]
Charm [150]
Supernology +1 [200]


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