Gnaeus Gnaru

Calas "Thin-blood" Kewadin's page

172 posts. Alias of Missionz3r0.


Full Name

Calas Kewadin

Race

Dhampir

Classes/Levels

Barbarian 2/ Monk(Martial Artist) 1 | AC 13/11/10 | HP (10)4/(31)| F +8, R +4, W +6 | CMB +7, CMD 23 | Init +2 | Perc +10;Low-light Vision; Darkvision; Light Sensitivity

Gender

Male

Size

Medium

Age

125

Alignment

Chaotic Evil

Deity

Lolth

Location

Menzoberranzan

Languages

Common, Undercommon

Strength 16
Dexterity 14
Constitution 12
Intelligence 10
Wisdom 14
Charisma 10

About Calas "Thin-blood" Kewadin

Statistics:
Male Dhampir Barbarian 2/Monk 1
N Medium Humanoid (Dhampir)
Init +2; Senses Perception +10; Low-light Vision; Darkvision
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DEFENSE
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AC 15, touch 15, flat-footed 12 (+2 dex, +1 Dodge, +2 Wisdom)
hp 25
Fort +6, Ref +4, Will +4
+2 disease (racial)
+2 mind-affecting (racial)
WeaknessLight Blindness
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OFFENSE
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Speed 40 ft. (+10 Barbarian)

Melee
Unarmed +5 (1d6+3)

Ranged
Shuriken +5 (1d2+3)

Flurry +4/+4 (1d6+3)
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STATISTICS
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Str 16, Dex 14, Con 12, Int 10, Wis 14, Cha 10
Base Atk +2; CMB +5; CMD 21 (+3 Strength, +2 Dexterity, +1 Wisdom, +1 Dodge, +2 Deflection[Potion])
Traits Bastard, Black Sheep, Numerological Gift[8]
Drawbacks Family Ties
Feats Blood Drinker, Weapon Focus(Bite), Stunning Fist, Improved Unarmed Strike, Dodge
Skills (12 points; 4 class, 0 INT)
ACP -0

(3) Acrobatics* +8
(1) Climb* +7
(1) Linguistics +1
(3) Perception +10
(2) Sense Motive +8
(2) Stealth* +8

*ACP applies to these skills
Non-Standard Skill Bonuses

Acrobatics +5 (item) [While moving through threatened squares]
Bluff +2 (racial)
Knowledge[local] +1 (trait)
Perception +2 (racial)
Sense Motive +1 (trait)
Stealth +1 (trait)
Languages Common, Undercommon

Raged Stats:

Init +2; Senses Perception +10; Low-light Vision; Darkvision
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DEFENSE
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AC 13, touch 11, flat-footed 10 (+2 dex, +1 Dodge, +2 Wisdom, -2 Rage)
hp 31
Fort +8, Ref +4, Will +6
Will +2 (morale)
+2 disease (racial)
+2 mind-affecting (racial)
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OFFENSE
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Speed 40 ft. (+10 Barbarian)

Melee
Unarmed +7 (1d6+5)
Bite +8 (1d4+5)

Ranged
Shuriken +5 (1d2+5)

Flurry +6/+6 (1d6+5)

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STATISTICS
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Str 20, Dex 14, Con 16, Int 10, Wis 14, Cha 10
Base Atk +2; CMB +7; CMD 23 (+5 Strength, +2 Dexterity, +1 Wisdom, +1 Dodge, +2 Deflection[Potion])

Special Abilities:

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Class (Barbarian)
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Fast Movement A barbarian's land speed is faster than the norm for her race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the barbarian's speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the barbarian's land speed.

Rage A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. Starting at 1st level, a barbarian can rage for a number of rounds per day equal to 4 + her Constitution modifier. At each level after 1st, she can rage for 2 additional rounds. Temporary increases to Constitution, such as those gained from rage and spells like bear's endurance, do not increase the total number of rounds that a barbarian can rage per day. A barbarian can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.

While in rage, a barbarian gains a +4 morale bonus to her Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, she takes a –2 penalty to Armor Class. The increase to Constitution grants the barbarian 2 hit points per Hit Dice, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.

A barbarian can end her rage as a free action and is fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. A barbarian cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If a barbarian falls unconscious, her rage immediately ends, placing her in peril of death.

Rage Power(Animal Fury) While raging, the barbarian gains a bite attack. If used as part of a full attack action, the bite attack is made at the barbarian's full base attack bonus –5. If the bite hits, it deals 1d4 points of damage (assuming the barbarian is Medium; 1d3 points of damage if Small) plus half the barbarian's Strength modifier. A barbarian can make a bite attack as part of the action to maintain or break free from a grapple. This attack is resolved before the grapple check is made. If the bite attack hits, any grapple checks made by the barbarian against the target this round are at a +2 bonus.

Uncanny Dodge At 2nd level, a barbarian gains the ability to react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dex bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to armor class if immobilized. A barbarian with this ability can still lose her Dexterity bonus to armor class if an opponent successfully uses the feint action against her.

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Class (Monk)
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AC Bonus When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and his CMD. In addition, a monk gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four monk levels thereafter, up to a maximum of +5 at 20th level.

These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.

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Feats
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Blood Drinker(elf) Choose one humanoid subtype, such as “goblinoid” (this subtype cannot be “dhampir”). 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.

Dodge You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.

Improved Unarmed Strike You are considered to be armed even when unarmed—you do not provoke attacks of opportunity when you attack foes while unarmed. Your unarmed strikes can deal lethal or nonlethal damage, at your choice.

Stunning Fist You must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins the attempt). Stunning Fist forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 10 + 1/2 your character level + your Wis modifier), in addition to dealing damage normally. A defender who fails this saving throw is stunned for 1 round (until just before your next turn). A stunned character drops everything held, can’t take actions, loses any Dexterity bonus to AC, and takes a –2 penalty to AC. You may attempt a stunning attack once per day for every four levels you have attained (but see Special), and no more than once per round. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned.

Special: A monk receives Stunning Fist as a bonus feat at 1st level, even if he does not meet the prerequisites. A monk may attempt a stunning attack a number of times per day equal to his monk level, plus one more time per day for every four levels he has in classes other than monk.

Weapon Focus (Bite) You gain a +1 bonus on all attack rolls you make using the selected weapon.

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Race
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Darkvision Dhampir see perfectly in the dark up to 60 feet.

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.

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

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.

Manipulative Dhampire gain a +2 racial bonus on Bluff and Perception checks.

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.

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.

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Traits/Drawback
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Bastard You gain a +1 trait bonus on Sense Motive checks, and Sense Motive is always a class skill for you.

Black Sheep You gain a +1 trait bonus on Knowledge (local) checks, and Knowledge (local) is a class skill for you. In addition, you can choose any one notorious citizen from below as an ally; depending on the person you pick, you’ll get different benefits. Bitter Nobleman: choose one of the following skills: Bluff, Sleight of Hand, or [Stealth]. Your work for him gives you a +1 trait bonus on that skill, and it is always a class skill for you.

Numerological Gift (8) 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.

Family Ties When a family member makes a request of you, you must fulfill that request or take a –2 penalty on all Wisdom- and Charisma-based ability checks and skill checks until you either do what was requested or succeed at a DC 20 Will saving throw, which you can attempt once per day at the start of each day. You can’t take this drawback if you have no family. If you ever lose your family or lose contact with your family, exchange this drawback for the Doubt drawback.

Gear/Possessions:

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WORN GEAR/POSSESSIONS
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Carrying Capacity
Light 0-100 lb. Medium 101-200 lb. Heavy 201-300 lb.
Current Load Carried 16.5 lb.

Money 142 GP 0 SP 0 CP

Pouch, Belt (1 gp) (.5 lb) Total: 2.5 lb.
-Shuriken[x10] (2 gp) (1 lb)
-Shuriken, Cold Iron[x10] (4 gp) (1 lb.)

Pouch, Belt (1 gp) (.5 lb)
-Lock of Neithe's hair.
-Potion, Heal Light Wounds[x1] (- lb.)
-Potion, Inflict Light Wounds[x1] (250 gp) (- lb.)
-Potion, Barkskin(1)*[x5] (250 gp) (- lb.)
-Potion, Mage Armor(1)*[x4] (250 gp) (- lb.)
-Potion, Shield of Faith(1)*[x5] (250 gp) (- lb.)

Pouch, Belt (1 gp) (.5 lb)
-Chocolate (5 gp) (.5 lb)

*Caster Level

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Magic Items
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Boots, Daredevil Softpaws (1400 gp) (1 lb.)
This pair of magical softpaw boots allows the wearer to gain extra maneuverability while moving through hazardous areas.

As a free action, the wearer can click her heels together to grant herself a +5 competence bonus on Acrobatics checks made to move through threatened squares or to move through an enemy's space without provoking attacks of opportunity for up to 10 rounds per day. The rounds need not be consecutive. Furthermore, anytime the wearer of the boots successfully moves though the space of an enemy without provoking an attack of opportunity, she gains a +2 bonus on attack rolls against that enemy until the end of her turn.

Sleeves of Many Garments (200 gp) (1 lb.)
These translucent cloth tubes easily fit over their wearer’s arms.

The wearer of these sleeves can, when she slips them on, choose to transform the appearance of her current garments into any other non-magical set of clothing. These new clothes fit her perfectly and are always clean and mended unless she specifically designates otherwise. When she removes the sleeves, her clothes revert to their original form.

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STOWED GEAR/POSSESSIONS
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Backpack (2 gp) (2 lb.) Total: 16 lb
-Rope, hemp(50 ft) (1 gp) (10 lb.)
-Hook, Grappling (1 gp) (4 lb.)
-Elixer of Hiding[x2] (500 gp) (- lb.)

Background:

Calas is the result of an... agreement between his mother, Neithe, daughter of the matron, and his vampiric father. While he's not sure who his father is or what plans his mother has, Calas is able to take advantange of having such a rare mix of blood. Which is to say, s&+!-all. He's a thin-blood, and a second class citizen. He ranks somewhere above goblins, kobolds, and orcs but below the rest of his siblings. Which include brothers and sisters. His brother Azzra'el studied at the Academae, while his eldest brother studied more martial pursuits.

In the hundred and some odd years he has spent living with house Kewadin though, his mother saw fit to train Calas. He was placed under the tutalege of his eldest brother. Calas was taught to use his vampiric blood, to reach into himself to find strength. There he found a demanding appetite, one that was discovered at his brother's expense.

His vengeful brother lived and Calas dodged retribution if only for three reasons. One, his brother barely lived through one attack, and he wasn't sure he could live through another. Two, his brother would lose conciderable prestige if word got out that a thin-blood almost killed him. And third, Calas's mother still had plans for him.

His brother wasn't without resources though and after a few words it became forbidden for Calas to use armor. Also, his mother was convinced that it was time to put Calas's abilities to use. Two options, succeed and live, or fail and die. Either way, he'd have to deal with his brother sooner rather than later.

Appearance and Personality:

For a dhampir, Calas doesn't look too different than his drow mother. He has the long pointed ears, solid white eyes, and silvery hair of a drow. But, the normally dusky violet skin of the drow is tainted with a ghastly pallor and his sharp incisors, and long canines make his teeth look like a dogs. And, while he is tall, Calas slouches to hide his height so as not to accidentally talk down to a noble.

His main goal in life is to earn enough respect, or fear, to be treated as a proper citizen of the city. To this end, he pretends a blind obedience to his mother. As a noble, and a woman, she has a good chance of gaining power and if he is the one to maintain it for her then he'd have just as much.

There are other pursuits to follow than prestige though. His brother must be dealt with, his hunger for blood must be sated, alliances to be struck, money to be earned, pranks to be played, fathers to discover, and children to charm. Children are the future after all.

He is quick to laugh, and socialize with whomever is actually willing to. While it is true that the city is the proper place to be stabbed in the back, it's best done together with friends and family. Calas is also not afraid to show off his vampiric side, going so far as to enjoying a drink during a battle.

Wish List:

Amulet of Mighty Fists
Belt of Giant Strength/Physical Might
Boots of Speed
Bracers of Armor
Cloak of Resistance
Headband of Inspired Wisdom
Ring of Protection
Right of Freedom of Movement
Robe, Monk's

Greater Magic Fang, Permanence (for bite and unarmed)

Progression:

Once level five is reached, Calas can bite flurry. Essentially doing 2 con damage per hit on a flurry of blows. Took three feats to get there, and still not sure if it's worth it. The blood drinker feat can only be used on the given blood type and I can only use the ability while I'm raged and have teeth. So, for the purposes of this character, if I'm fighting something other than a drow, or I run out of rage, the three feats I used are useless. However, the fluff is just too good to pass up, and when it does work it'll be hilarious and great.

Barbarian
1(1) Blood Drinker (General)
2(2) Animal Fury (Rage Power)

Monk (Martial Artist)

3(1) Weapon Focus(Bite), Stunning Fist, Improved unarmed Strike, Dodge (Bonus)
4(2) Combat Reflexes (Bonus)
5(3) Feral Combat Training (General)
6(4)
7(5) Power Attack (General)
8(6) Mobility (Bonus)
9(7) Jabbing Style (General)
10(8)
11(9) Jabbing Dancer(General)
12(10) Medusa's Wrath (Bonus)

Barbarian

13(3) Jabbing Master(General)
14(4) Rage Power (Reckless Abandon)
15(5) Raging Vitality(General)
16(6) Bloody Bite (Rage Power)
17(7) (General)
18(8) Increased Damage Reduction (Rage Power)
19(9) (General)
20(10) Increased Damage Reduction (Rage Power)