Post by djoffantasy on May 27, 2014 19:54:46 GMT
Dragir Shadow-walker
Str: 16 =16 +3
Dex: 17 +2 =19 +4
Con:14 -2 =12 +1
Int: 15 =15 +2
wis: 15 = 15 +2
cha: 12 +2 =14 +2
Age: 119
Height: 6'0
Weight: 155
HP 9
Feats:
Blood drinker
Choose one humanoid subtype, (Human) You have acquired a taste for the blood of creatures with this subtype. Whenever you drink fresh blood from such a creature, you gain 5 temporary hit points and a +1 bonus on checks and saves based on Constitution. The effects last 1 hour. If you feed multiple times, you continue to gain hit points to a maximum of 5 temporary hit points for every three Hit Dice you have, but the +1 bonus on Constitution-based skill checks and saving throws does not stack.
Racial Abilities
* Undead Resistance: Dhampirs gain a +2 racial bonus on saving throws against disease and mind-affecting effects.
* Resist Level Drain (Ex): 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.
*
* Manipulative Dhampire gain a +2 racial bonus on Bluff and Perception checks.
*
* 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.
* Light Sensitivity: Dhampirs are dazzled in areas of bright sunlight or within the radius of a daylight spell.
* 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.
* 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. This racial trait replaces the spell-like ability racial trait.
ARtotal = Base + dex + armor + misc
17 10 4 3
Saves Base + Stat + MISC = total
Fort 0 1 0 1
Ref 2 4 0 6
Will 0 2 0 2
SKills ranks + stat + misc + bonus = total
acrobatics(dex) 1 4 3 8
appraise(int)
Bluff(char) 1 2 5 8
Climb(str)
Craft(alchemy) 1 2 3 6
Diplomacy(cha)
Disable device(dex) 1 4 3 8
Disguise(cha) 1 2 3 6
Escape Artist(dex)
Intimidate(cha) 1 2 3 6
Knowledge dung
Knowledge local)
linguistics (int)
Perception(wis) 1 2 5 8
Perform(cha)
Profession (wis)
Sense motive(wis) 1 2 3 6
sleight of hand (dex) 1 4 3 8
Stealth(dex) 1 4 3 8
Swim(str)
use magic dev (cha)
Gold: 13
Silver:9
Copper:8
Weapons: dmg (s) dmg(m) Bonus crit weight range
Punch dagger x2 1d3+3 1d4+3 +3 x3 2
Short bow 1d4 1d6 +4 x3 3 60ft
Armor bonus dex pen weight
(studdded)Leather +3 +5 0 20
equipment:
Arrows (40) 6 pounds
backpack 2 pounds
whetstone 1 pound
Thieves tools 1 pound
Travelers outfit 5 pounds (black in color)
Rations: 4 days 4 pounds
sundark goggles (attached in eye pieces of mask)
Iron Mask (http://fc02.deviantart.net/fs71/i/2012/289/2/d/assassin__s_mask_by_davidpburnettjr-d5i0onx.jpg)
Weight carried: 46
light load 76 lbs. or less
Medium load 77–153 lbs.
heavy load 154–230 lbs.
Traits
Killer
You deal an amount of additional damage equal to your weapon's critical hit modifier when you score a successful critical hit with a weapon; this additional damage is added to the final total, and is not multiplied by the critical hit multiple itself. This extra damage is a trait bonus.
Numerological gift (dhampir)
When you select this trait, roll 3d6. The resulting number becomes your numerological totem and can never be changed. Once per day, when you roll your totem number on a d20 (such as an attack roll, save, or skill check), you may treat that roll as if you had rolled a natural 20 on the die. ( rolled a 13)
Armor Expert
When you wear armor of any sort, reduce that suit's armor check penalty by 1, to a minimum check penalty of 0.
DRAWBACKS
Loner
You take a –1 penalty to AC and on attack rolls while adjacent to allies or when taking the aid another action.
Str: 16 =16 +3
Dex: 17 +2 =19 +4
Con:14 -2 =12 +1
Int: 15 =15 +2
wis: 15 = 15 +2
cha: 12 +2 =14 +2
Age: 119
Height: 6'0
Weight: 155
HP 9
Feats:
Blood drinker
Choose one humanoid subtype, (Human) You have acquired a taste for the blood of creatures with this subtype. Whenever you drink fresh blood from such a creature, you gain 5 temporary hit points and a +1 bonus on checks and saves based on Constitution. The effects last 1 hour. If you feed multiple times, you continue to gain hit points to a maximum of 5 temporary hit points for every three Hit Dice you have, but the +1 bonus on Constitution-based skill checks and saving throws does not stack.
Racial Abilities
* Undead Resistance: Dhampirs gain a +2 racial bonus on saving throws against disease and mind-affecting effects.
* Resist Level Drain (Ex): 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.
*
* Manipulative Dhampire gain a +2 racial bonus on Bluff and Perception checks.
*
* 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.
* Light Sensitivity: Dhampirs are dazzled in areas of bright sunlight or within the radius of a daylight spell.
* 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.
* 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. This racial trait replaces the spell-like ability racial trait.
ARtotal = Base + dex + armor + misc
17 10 4 3
Saves Base + Stat + MISC = total
Fort 0 1 0 1
Ref 2 4 0 6
Will 0 2 0 2
SKills ranks + stat + misc + bonus = total
acrobatics(dex) 1 4 3 8
appraise(int)
Bluff(char) 1 2 5 8
Climb(str)
Craft(alchemy) 1 2 3 6
Diplomacy(cha)
Disable device(dex) 1 4 3 8
Disguise(cha) 1 2 3 6
Escape Artist(dex)
Intimidate(cha) 1 2 3 6
Knowledge dung
Knowledge local)
linguistics (int)
Perception(wis) 1 2 5 8
Perform(cha)
Profession (wis)
Sense motive(wis) 1 2 3 6
sleight of hand (dex) 1 4 3 8
Stealth(dex) 1 4 3 8
Swim(str)
use magic dev (cha)
Gold: 13
Silver:9
Copper:8
Weapons: dmg (s) dmg(m) Bonus crit weight range
Punch dagger x2 1d3+3 1d4+3 +3 x3 2
Short bow 1d4 1d6 +4 x3 3 60ft
Armor bonus dex pen weight
(studdded)Leather +3 +5 0 20
equipment:
Arrows (40) 6 pounds
backpack 2 pounds
whetstone 1 pound
Thieves tools 1 pound
Travelers outfit 5 pounds (black in color)
Rations: 4 days 4 pounds
sundark goggles (attached in eye pieces of mask)
Iron Mask (http://fc02.deviantart.net/fs71/i/2012/289/2/d/assassin__s_mask_by_davidpburnettjr-d5i0onx.jpg)
Weight carried: 46
light load 76 lbs. or less
Medium load 77–153 lbs.
heavy load 154–230 lbs.
Traits
Killer
You deal an amount of additional damage equal to your weapon's critical hit modifier when you score a successful critical hit with a weapon; this additional damage is added to the final total, and is not multiplied by the critical hit multiple itself. This extra damage is a trait bonus.
Numerological gift (dhampir)
When you select this trait, roll 3d6. The resulting number becomes your numerological totem and can never be changed. Once per day, when you roll your totem number on a d20 (such as an attack roll, save, or skill check), you may treat that roll as if you had rolled a natural 20 on the die. ( rolled a 13)
Armor Expert
When you wear armor of any sort, reduce that suit's armor check penalty by 1, to a minimum check penalty of 0.
DRAWBACKS
Loner
You take a –1 penalty to AC and on attack rolls while adjacent to allies or when taking the aid another action.