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Viorian Dekanti

Andjela Daywalker's page

1,240 posts. Alias of Hassan Ahmed.

Full Name

Andjela Daywalker


HP 36/47 AC 21 touch 15, flat 16, CMD 23, F+8 R+10 W+7, +1 longbow +12 (1d8+2 20/x2), mw elven curved-blade +12 (1d10+3 18-20/x2), dagger +11 (1d4+2 19-20/x2), CMB +8, Init +7, Per +5 Dhampir Paladin 6












Common, Elven

Strength 12
Dexterity 19
Constitution 10
Intelligence 13
Wisdom 8
Charisma 16

About Andjela Daywalker

Andjela Daywalker Female Divine Hunter-Warrior of the Holy Light 6
LG Medium Humanoid (Dhampir)
Init +7, Darkvision, Low-Light Vision, Perception +5

AC 21 (10 +5/Dex, +6/Armor), touch 15, flat 16
HP 47
Fort +8, Ref +10, Will +7

Spd 30ft

Melee MW Elven Curved Blade, +12 (1d10+3, 18-20/x2)
Melee Lt Mace, +11 (1d6+2, x2)
Range +1 Longbow Comp +2, +12 (1d8+3, 19-20/x3), pbs +1 hit/dmg
Range Javelin, +11 (1d6+2, x2), pbs +1 hit/dmg

Str 14, Dex 20, Con 10 Int 12, Wis 8, Cha 16

Base Atk +6, CMB +8, CMD 23

Favored Class: Paladin, +1 HP (x6)

Traits: Chance Savior, Heirloom Weapon (prof - Elven Curved Blade)
Feats : Weapon Finesse, Point-Blank Shot, Craft Arms and Armor

1 Acrobatics +6
1 Craft (armor) +5
2 Craft (weapon) +6
4 Diplomacy +10
1 Handle Animal +7
1 Kn (Nobility) +5
2 Kn (Religion) +6
1 Ride +8
1 Perception +5 (bracers)
2 Sense Motive +4
1 Stealth +6
1 Swim +3

Mithral Agile Breastplate (+5 MDB, -1 ACP), 4400gp
+1 Longbow Comp +2, 2600gp
MW Elven Curved Blade, 380gp
Bracers of Falcon's Aim, 4000gp
Bag of Holding I, 2500gp
MW Artisan Tools - metal-leather-jewelry, 165gp
Anvils - large 100-50-10 lbs, 15gp
Stove Can (10), 100gp

Lt Mace
Javelin, 3
Rations, 3

MW Backpack
Potion, Cure Light Wounds 2, 100gp
Potion, Lesser Restoration, 300gp
Potion, Cause Light Wounds 5, 300gp
Potion, Shield of Faith 2, 100gp

Paladin (Divine Hunter/Warrior of the Holy Light):

Class Skills: Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nobility) (Int), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Spellcraft (Int) - Skill Ranks per Level: 2 + Int modifier.

Weapon and Armor Proficiency: Paladins are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).

Aura of Good (Ex): The power of a paladin's aura of good (see the detect good spell) is equal to her paladin level.

Detect Evil (Sp): At will, a paladin can use detect evil, as the spell. A paladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the paladin does not detect evil in any other object or individual within range.

Smite Evil (Su): Once per day, a paladin can call out to the powers of good to aid her in her struggle against evil. As a swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds her Cha bonus (if any) to her attack rolls and adds her paladin level to all damage rolls made against the target of her smite. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the paladin possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess.

In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the paladin targets a creature that is not evil, the smite is wasted with no effect.

The smite evil effect remains until the target of the smite is dead or the next time the paladin rests and regains her uses of this ability. At 4th level, and at every three levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table: Paladin, to a maximum of seven times per day at 19th level.

Precise Shot: A divine hunter gains Precise Shot as a bonus feat at 1st level, even if she doesn’t meet the prerequisites. This ability replaces her Heavy Armor Proficiency.

Divine Grace (Su): At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all Saving Throws.

Lay On Hands (Su): Beginning at 2nd level, a paladin can heal wounds (her own or those of others) by touch. Each day she can use this ability a number of times equal to 1/2 her paladin level plus her Charisma modifier. With one use of this ability, a paladin can heal 1d6 hit points of damage for every two paladin levels she possesses. Using this ability is a standard action, unless the paladin targets herself, in which case it is a swift action. Despite the name of this ability, a paladin only needs one free hand to use this ability.

Alternatively, a paladin can use this healing power to deal damage to undead creatures, dealing 1d6 points of damage for every two levels the paladin possesses. Using lay on hands in this way requires a successful melee touch attack and doesn't provoke an attack of opportunity. Undead do not receive a saving throw against this damage.

Divine Health (Ex): At 3rd level, a paladin is immune to all diseases, including supernatural and magical diseases, including mummy rot.

Mercy (Su): At 3rd level, and every three levels thereafter, a paladin can select one mercy. Each mercy adds an effect to the paladin's lay on hands ability. Whenever the paladin uses lay on hands to heal damage to one target, the target also receives the additional effects from all of the mercies possessed by the paladin. A mercy can remove a condition caused by a curse, disease, or poison without curing the affliction. Such conditions return after 1 hour unless the mercy actually removes the affliction that causes the condition.

At 3rd level - Sickened: The target is no longer sickened.

Shared Precision (Su): At 3rd level, when a divine hunter hits a creature with a ranged attack, she grants her allies within 10 feet of her the benefit of the Precise Shot feat against that target until the start of her next turn. Her allies must remain within 10 feet of her, and must be able both to see and hear the divine hunter to gain this benefit. This ability replaces aura of courage.


Age 120 yrs Height 5'10" Weight 140 lbs. Hair Black Eyes Grey


Young by Dhampir standards, and saved by the Professor early on in the human's career... She has seen the Professor grow older and go through several inevitable stages in a human's relatively short lifetime.

He was accepting and a patient teacher, helping her cope with her condition. She is quite fond of the man, a father figure.

Summoned, she feels the need to uncover exactly what happened to the Professor and turn over every rock, tombstone and sarcophagus until she finds the root cause.

The Paradox. Yielding positive energy, yet herself is denied its warm healing embrace. Her paladin-hood, purely in the service of others. Shunned by the light, yet suffering is glare to bring the wicked to justice.

Enslaved for decades until the professor came across a village, too good to be true. Uncovered a prophecy and unleashed a vampire, her father. The professors team rescued her, but only she was able to withstand the her father's own attacks and drive him off.

She had nowhere to go and no love for the village. Staying with the professor, and adapted, learned, and grew... Though it took years. The professor placed her with an open minded and tolerant temple. Singled minded and filled with a disdain for her father and his kind, she chose the path of their destruction.

The light that shines from within Andjela is precious indeed, putting people at ease... naturally wishing to bask in her glow. A pretty and lithe girl once, she's turned into an amazingly beautiful and strong woman. Her reflexes nearly inhuman, she is the epitome of her kind.

Who better to hunt them?

She is often admonished, 'Fools rush in, where Angels fear to tread'. Typically, Andjela smiles at that.


+2 Dexterity, +2 Charisma, –2 Constitution: Dhampirs are fast and seductive, but closer to death than most mortals.

Senses: Low-light vision and darkvision 60 feet.

Manipulative: +2 racial bonus on Bluff and Perception.

Undead Resistance: Dhampirs gain a +2 racial bonus on saving throws against disease and mind-affecting effects.

Light Sensitivity: Dhampires are dazzled in areas of bright sunlight or within the radius of a daylight spell.

Negative Energy Affinity: Dhampires are alive, but reacts to positive and negative energy as if it were undead—positive energy harms it, negative energy heals it.

Spell-Like Ability: A dhampir can use detect undead three times per day as a spell-like ability. The caster level for this ability equals the dhampir’s class level.

Resist Level Drain: A dhampir takes no penalties from energy draining 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.

Languages: Dhampirs begin play speaking Common. Those with high Intelligence can choose any language as a bonus language (except druidic and other secret languages).

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