Dewydd Iain Morgan | NG | ||
Character Name | Alignment | ||
Conscript 1 | |||
Character Level | |||
Dhampir (Ru-Shi) | M | ||
Race | Size | ||
Male | 28 | ||
Gender | Age | ||
6'6" | 220 lbs | ||
Height | Weight | ||
White | Red | ||
Hair | Eyes |
TheDeadPunk | |
Player | |
Pharasma | Ustalav |
Deity | Homeland |
N/A | 0 |
Domain/Oath/Patron/School | XP |
SAVING THROWS | ||||||
---|---|---|---|---|---|---|
Save | Total | Base | Ability | Magic | Misc | Temp |
Fortitude | +4 | +2 | CON +2 | +0 | +0 | +0 |
Reflex | +2 | +2 | DEX +0 | +0 | +0 | +0 |
Will | +3 | +2 | WIS +1 | +0 | +0 | +0 |
Combat Maneuver Bonus CMB | |||||
---|---|---|---|---|---|
CMB | BaB | STR | Size | Misc | |
+5 | +1 | +4 | +0 | +0 |
Combat Maneuver Defense CMD | ||||||
---|---|---|---|---|---|---|
CMD | Base | BaB | STR | DEX | Size | Misc |
15 | 10 | +1 | +4 | +0 | +0 | +0 |
Common, Necril, Elven
Adventuring Skills | |||||
---|---|---|---|---|---|
CS | Skill | Total | AB Mod | Ranks | Misc |
Acrobatics | +4 | (DEX) +0 | +1 | +3 | |
Bluff | -2 | (CHA) -2 | +0 | +0 | |
Climb | +8 | (STR) +4 | +1 | +3 | |
Diplomacy | -2 | (CHA) -2 | +0 | +0 | |
Disguise | -2 | (CHA) -2 | +0 | +0 | |
Escape Artist | +0 | (DEX) +0 | +0 | +0 | |
Fly | +0 | (DEX) +0 | +0 | +0 | |
Heal | +5 | (WIS) +1 | +1 | +3 | |
Intimidate | -2 | (CHA) -2 | +0 | +0 | |
Knowledge: Arcana | +2 | (INT) +2 | +0 | +0 | |
Knowledge: Dungeoneering | +2 | (INT) +2 | +0 | +0 | |
Knowledge: Local | +2 | (INT) +2 | +0 | +0 | |
Knowledge: Nature | +2 | (INT) +2 | +0 | +0 | |
Knowledge: Planes | +2 | (INT) +2 | +0 | +0 | |
Knowledge: Religion | +8 | (INT) +2 | +1 | +5 | |
Perception | +5 | (WIS) +1 | +1 | +3 | |
Ride | +0 | (DEX) +0 | +0 | +0 | |
Sense Motive | +6 | (WIS) +1 | +1 | +4 | |
Stealth | +0 | (DEX) +0 | +0 | +0 | |
Survival | +5 | (WIS) +1 | +1 | +3 | |
Swim | +4 | (STR) +4 | +0 | +0 | |
Background Skills | |||||
CS | Skill | Total | AB Mod | Ranks | Misc |
Appraise | +2 | (INT) +2 | +0 | +0 | |
Craft: Alchemy | +6 | (INT) +2 | +1 | +3 | |
Knowledge: Engineering | +2 | (INT) +2 | +0 | +0 | |
Knowledge: Geography | +2 | (INT) +2 | +0 | +0 | |
Knowledge: History | +2 | (INT) +2 | +0 | +0 | |
Knowledge: Nobility | +3 | (INT) +2 | +0 | +1 | |
Perform: Strings | +4 | (CHA) -2 | +1 | +5 | |
Profession: Priest | +5 | (WIS) +1 | +1 | +3 | |
Custom Skills | |||||
CS | Skill | Total | AB Mod | Ranks | Misc |
Anti: Basic Magical Training
1st: Advanced Magical Training
Undead Resistance: Dhampirs gain a +2 racial bonus on saving throws against disease and mind-affecting effects.
Resist Level Drain: A dhampir takes no penalties from energy drain effects, though he can still be killed if he accrues more negative levels then he has Hit Dice. After 24 hours, any negative levels a dhampir takes are removed without the need for an additional saving throw.
Vampiric Empathy: Though dhampirs often relate poorly to humanoids, some share an affinity with baser creatures. These dhampirs gain the ability to communicate with bats, rats, and wolves as if under the effects of a speak with animals spell (caster level equal to 1/2 the dhampir’s Hit Dice). In addition, they gain a +2 racial bonus on Diplomacy checks when dealing with these animals. Whenever these dhampirs initiate an exchange, animals begin with a starting attitude of indifferent. This is a supernatural ability.
Fangs: On occasion, a dhampir may inherit his father’s lengthy canines. Whenever the dhampir makes a grapple combat maneuver check to damage an opponent, he can choose to bite his opponent, dealing 1d3 points of damage as if using a natural bite attack. As a standard action, the dhampir can bite a creature that is bound, helpless, paralyzed, or similarly unable to defend itself.
Darkvision: Dhampir see perfectly in the dark up to 60 feet.
Low-Light Vision: In addition to their ability to see perfectly in the dark up to 60 ft, dhampir have low-light vision, allowing them to see twice as far as humans in conditions of dim light.
Sonic Vulnerability: Ru-shis take a -1 penalty on saves against sonic effects and spells.
Negative Energy Affinity: Though a living creature, a dhampir reacts to positive and negative energy as if it were undead—positive energy harms it, while negative energy heals it.
Noble (Regional): You are a scion of one of the warring noble houses and are well versed in maneuvering though the cutthroat world of politics. You gain a +1 trait bonus on Knowledge (nobility) and Sense Motive checks.
Spirit Guide (Religion): As someone who has performed or observed funeral rites for a wide variety of people, you have a basic understanding of many different religions. You gain a +2 trait bonus on Knowledge (religion) checks, and Knowledge (religion) is a class skill for you.
Savant (Social): From a very young age, the ability to master performance types has come quite naturally to you. Choose a performance type. You gain a +2 trait bonus on all Perform checks made using that performance type. Perform is always a class skill for you.
Bitter (Drawback): You have been hurt repeatedly by those you trusted, and it has become difficult for you to accept help. When you receive healing from an ally’s class feature, spell, or spell-like ability, reduce the amount of that healing by 1 hit point.
WEAPONS | ||||||
---|---|---|---|---|---|---|
Name | AB | Critical | Type | Range | Ammo | Dmg |
Unarmed Strike | +5 | 20/x2 | Blunt | Melee | N/A | 1d4+6 |
Vampric Claws (US) | +5 | 20/x2 | Slashing | Melee | N/A | 1d4+6(+1Bleed) |
Fangs | +Grapple | N/A | Piercing | Special | N/A | 1d3+4 |
ARMOUR | ||||||
---|---|---|---|---|---|---|
Name | ACB | Type | Check Penality | Spell Failure | Weight | Properties |
Traveler's Outfit | +3 | Unarmroed | 0 | 0% | 5lbs | Unarmored Training |
Casting Tradition (If Applicable):
-Fighter's Kit- (29 lbs)
Backpack
Bedroll
Belt Pouch (1 GP 5 SP)
Flint And Steel
Iron Pot
Mess Kit
Rope
Soup
Torches (10)
Trail Rations (5 Days)
Water Skin
Bag Of Coffee (5 lbs)
Bag Of Tea (5 lbs)
Cask Of Whiskey (20 Cups) (12 lbs)
Chess Set (2 lbs)
Violin (3 lbs)
Coffee Pot (4 lbs)
Lighter (1 Charge)
Rolling Papers (1 lb)
Bag Of Tobacco (4 lbs)
Bonus Talent: At 1st level and every 2 levels thereafter, the conscript gains a bonus talent in addition to those gained from his combat training class feature. These talents can be used to buy a new base combat sphere or to purchase any combat talent the conscript qualifies for from a sphere he possesses.
Combat Specializations: At 1st level, a conscript may choose specializations, gaining additional abilities at the cost of some versatility. Every specialization costs a number of the conscript's bonus feats, as indicated on Table: Conscript Specializations. Each specialization costs either 1, 2, or 3 specialization points. A conscript cannot have more than 5 points worth of specializations.
Conscript Weapon Training (2): Not yet gained.
Evasion (1): Not yet gained.
Indomitable Will (1): A conscript’s base Will save bonus from his conscript levels is equal to 2 + half his conscript level.
Inspiration (1): Not yet gained.
Invulnerability (M): Not yet gained.
Combat Training: A conscript may combine combat spheres and talents to create powerful martial techniques. Conscripts are considered Expert combatants. When they gain their first level in the conscript class, conscripts may choose either Charisma, Intelligence or Wisdom as their practitioner modifier.
The statblocks of your Weapons, armor and other important/magical equipment
The statblocks of your class features
Statblocks for your familiars, mounts etc.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
Statblocks for your Trinkets, businesses, building, castles, empires.