Morbury Dedlock
Male moroi-born dhampir (svetocher) Paladin Tempered Champion/Undead Scourge) 1
LG Medium humanoid (dhampir)
Init +1; Senses darkvision 60 ft., low-light vision; Perception +1
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Defense
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AC 17, touch 10, flat-footed 16 (+5 armor, +2 shield)
hp 12 (1d10+1con+1fc)
Fort +3 (+2base/+1con)
Ref +0 (+0base/+0dex)
Will +3 (+2base/+1wis) (+2 racial bonus vs. disease and mind-affecting) Defensive Abilities Negative energy affinity
Resist Undead resistance
Weaknesses weakness to positive energy
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Offense
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Speed 30/20 ft.
Melee Scimitar +4 (1d6+3/18-20)
Special Attacks smite evil 1/day (+3 attack/AC, +1 damage)
Spell-Like Abilities (CL 1st; concentration +4)
. . 3/day—obscuring mist Paladin Spell-Like Abilities (CL 1st; concentration +4)
. . At will—detect evil
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Statistics
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Str 16, Dex 11, Con 12, Int 10, Wis 12, Cha 17
Base Atk +1; CMB +4; CMD 14
Feats
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Traits
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Chance SaviorFate smiled on you and Professor Lorrimor one day in the not so distant past. Through a matter of pure chance, you were in a position to save the late scholar’s life and did so. His gratitude was effusive, and he promised that he would never forget you. You are unsure of the nature of the summons in his will, but believe he may have listed you as a possible heir in thanks for saving him from an untimely demise.
Your ability to think quickly on your feet has stayed with you, and you quite often feel that you’re in the right place at the right time. You gain a +2 trait bonus on Initiative checks.
Undead SlayerFilled with wrath against the monsters whose unclean blood makes you an outcast, you gain a +1 trait bonus on attack and damage rolls against undead creatures.
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Skills 2
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Bluff +3: (+3chr)
Diplomacy +9: (+1rnk/+3chr/+3cs/+2racial)
Linguistics +1: (+1rnk)
Perception +1: (+1wis)
Sense Motive +1: (+1wis)
Racial Modifiers +2 Diplomacy, +2 Knowledge (nobility)
Languages Common, Necril
SQ Resist level drain
Combat Gear: Scale mail, heavy wooden shield, scimitar, potion of inflict light wounds(x3) Other Gear: Bedroll, belt pouch, flint and steel, holy text (Saranrae), mwk backpack, mess kit, silk rope (50 ft.), soap, trail rations (x5), waterskin, wooden holy symbol of Saranrae, 11 gp, 4 sp
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Special Abilities
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Darkvision (60 feet): You can see in the dark (black and white vision only).
Detect Evil (At will) (Sp): You can use detect evil at will (as the spell).
Lay on Hands (1d6 hit points, 4/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies. Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Negative Energy Affinity (Ex) You are alive, but react to positive/negative energy as though you were undead.
Resist Level Drain (Ex) Negative levels don't impose penalties or become permanent, but still kill if exceed HD.
Smite Evil (1/day) (Su): +3 to hit, +1 to damage, +3 deflection bonus to AC when used.
Undead Resistance: +2 save vs. disease, mind affecting effects.
Weakness to Positive Energy: Svetochers take a –1 penalty on saves against effects that deal positive energy damage.
Background:
Morbury Dedlock was born of high nobility. Living in Caliphas, he had it all growing up. His parents cared for him, loved him, and raised him proper and upright. He was brought up in the faith of the Dawnflower. He had only one glaring issue...
He was an abomination.
He practically never exceeded the boundaries of his home. His parents warned him of how the public would not accept him, how he would be treated, and how they wouldn't understand that he was different from the others of his kind. How most would judge you by what you are, not by who you are. The few times he did go out, it was never more obvious what his parents were talking about. It was actually worse than described. Being what he is, he chances of being accepted were truly slim. Not only for obvious reasons but also for the fact that most of his kind, if not all, were cutthroats and thieves. Or worse.
Morbury has no other siblings. His parents never could conceive a child between themselves. So as the years went on, his parents grew old, yet he himself, seemed not much more than that of an adolescent. He lost his mother first and then his father not long after. Before his father passed, Morbury finally asked him what he had been wondering for so long, yet never had the courage to ask. "Why? Why did you not destroy me? I am wrought from evil. I am... wrong. Why, father?" His father then replied, "The Dawnflower revels in all life. All should be given a chance. You are only evil, or 'wrong', if you so choose to be, my son. Your mother and I have taught you all that we know. Regardless of how you came to be, you have always been our son. We loved you as such and never have we thought different. And you must always, ALWAYS, remember that it is not 'what' you are that defines you, son ... it is 'who' you are. Know this, my son, and may the light of the Dawnflower always be your guide."
Morbury has always remembered his father's words. He knew one day that his time would come when he would be called to act. The Dawnflower shall be my guide. I will wait for her call. He thought to himself as he gathered up his cloak and moved out into the night.
How he came to know the Professor
Morbury was out one evening and saw an old man and two others with him who he surmised to be guards being attacked in an alley by several thugs. One guard was already down, which put the old man and his lone guard at even greater odds. Morbury managed to assist in the situation successfully, but not without taking quite a beating himself. The old man was insistent on knowing his name and offering a reward. Morbury introduced himself but politely refused any reward by simply explaining, "I could not simply stand by and do nothing, m'lord." The old man, who introduced himself as Professor Lorrimor, told Morbury that he would never forget what he had done for him. Morbury, thinking nothing of it, went on his way, never truly expecting to hear from the Professor again.
Morbury Dedlock is about 6'2, 210lbs, 124 years old. His parents were Leicester and Honoria Dedlock. Morbury's skin is as pale as the moon but his hair is light blonde and his eyes are a glacier blue - both of which were inherited from his mother. Morbury is quite good looking, yet for all intents and purposes, doesn't see it. When he sees himself in a mirror, all he sees is the abomination that he is. Since his parents died, Morbury has remained alone. Not only by choice but also by circumstance. He tends to keep himself physically hidden within his clothing as much as he can in an attempt to hide his heritage, mainly due to his past experiences with outsiders more so than shame.
Morbury
Male Dhampir PaladinTempered Champion, Undead Scourge) 11th
Init +2; Senses darkvision 60 ft., low-light vision; Perception +1
Aura Courage (20 ft.), aura of life (10 ft.)
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DEFENSE
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AC 25, touch 12, flat-footed 23. . (+8 armor, +5 shield, +2 Dex)
Hp 103 (1d10+60+22Con+11fc)
Fort +17 (+7base/+2con/+6chr/+2cloak)
Ref +13 (+3base/+2dex/+6chr/+2cloak)
Will +16 (+7base/+1wis/+6chr/+2cloak) (+2 racial bonus vs. disease and mind-affecting, +5 bonus vs. mind-affecting, -1 vs positive energy damage)[/b] Defensive Abilities: Negative Energy Affinity
Immune: Disease, fear
Resist: undead resistance
Weakness: weakness to positive energy
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OFFENSE
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Speed 30 ft. (20 ft. in armor)
Melee +2 undead-bane silversheen scimitar +15/+10/+5 (1d10+8/18-20 plus 2d6 vs. Undead) or
. . wooden stake +12/+7/+2 (1d4+10)
Special Attacks channel positive energy 5/day (DC 21, 6d6), smite evil 4/day (+6 attack and AC, +11 damage), undead annihilation
Spell-Like Abilities (CL 1st; concentration +7)
. . 3/day—obscuring mist Paladin Spell-Like Abilities (CL 11th; concentration +17)
. . At will—detect evil
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STATISTICS
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Str 18, Dex 15, Con 14, Int 10, Wis 12, Cha 22(+1@4th/@8th)
Base Atk +11; CMB +15; CMD 27
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Feats:
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Level Feats: 1st): Power attack, 3rd): Steadfast Personality, 5th): Channel Smite, 7th): Ghostslayer, 9th): 11th): Fearless Aura
Bonus feats: 4th): Weapon Focus (scimitar), 8th): Weapon Specialization (scimitar)
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Traits
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Undead Slayer+1 trait bonus on attack and damage rolls against undead creatures. Cleansing LightYour faith is pure and strong, and your positive energy purges undead. When dealing damage to undead with your channel energy ability, you can reroll any damage die roll that results in a natural 1.
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Skills: +22 sk pts
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Acrobatics +6 (+2dex/-1acp/+5competence)
Bluff +6 (+6cha)
Climb +3 Diplomacy +22: (+11rnks/+6cha/+2racial/+3cs)
Heal +5: (+1rnk/+1wis/+3cs)
Knowledge: (Religion) +8: (+5rnk/+0int/+3cs) (+10 to identify undead and their special abilities) Perception +1 Sense Motive +9: (+5rnk/+1wis/+3cs)
Stealth +1 Survival +1 Swim +3
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Background skills
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Knowledge: (Nobility) +16: (+11rnks/+0int/+2racial/+3cs)
Linguistics: +11 (+11rnks/+0int)
Racial Modifiers +2 Diplomacy, +2 Knowledge (nobility) Languages: Ancient Osiriani, Celestial, Common, Draconic, Dwarven, Elven, Infernal, Necril, Sylvan, Thassilonian, Undercommon, Varisian SQ Aura of Courage, Aura of Good, Divine bonds (weapon [2/day]), Lay on Hands (5d6) (11/day), Mercies (mercy [haunted], mercy [sickened], mercy[nauseated]), Paladin channel positive energy 6d6 (5/day) (dc 16), Resist Level Drain (Ex)
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Gear
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+2 mithral agile breastplate
+3 mithral heavy steel shield
+2 undead-bane silversheen scimitar
belt of physical perfection +2
boots of the elven spirit
cloak of resistance +2
headband of alluring charisma +4
Wand of Inflict Light Wounds(50 charges)
Amethyst Pyramid(cracked version)
Handy haversack, Flint and steel, Trail rations (x4), Vampire slayer's kit, Waterskin(x2)[/i]
Vampire slayer's kit:This small, latched wooden case contains numerous tools and devices used in hunting and slaying vampires. It contains 10 cloves of garlic, 4 masterwork wooden stakes, a hammer, a silvered mirror, 4 vials of holy water, 1 application of silversheen, and a masterwork holy symbol. It also contains numerous regents and powders used for treating wounds and making wards, salves, and other concoctions. In addition to its general usefulness, when displayed, a vampire slayer's kit grants its owner a +2 bonus on all Charisma-based skill checks made to investigate or seek out vampires.
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SPECIAL ABILITIES
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Aura of Courage +4 (20' radius) (Su)A paladin is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects. Aura of Life -4 (10' radius) (Su)Undead in range don't heal from channeled negative energy and take -4 to save vs. positive channeled energy. Aura of Good (Ex)The paladin has an Aura of Good with power equal to her class level. Channel SmiteBefore you make a melee attack roll, you can choose to spend one use of your channel energy ability as a swift action. If you channel positive energy and you hit an undead creature, that creature takes an amount of additional damage equal to the damage dealt by your channel positive energy ability. If you channel negative energy and you hit a living creature, that creature takes an amount of additional damage equal to the damage dealt by your channel negative energy ability. Your target can make a Will save, as normal, to halve this additional damage. If your attack misses, the channel energy ability is still expended with no effect. Darkvision (60 feet)You can see in the dark (black and white vision only). Detect Evil (At will) (Sp)You can use detect evil at will (as the spell). Divine Bond (Weapon +3, 11 minutes, 2/day) (Sp)Weapon shines with light and gains enhancement bonuses or chosen properties. Expend a lay on hands usage to activate your divine bond Divine Grace (Su)You gain your Charisma Bonus as a bonus to all saving throws. Divine Health (Ex):At 3rd level, a paladin is immune to all diseases, including supernatural and magical diseases, including mummy rot. Lay on Hands (5d6) (11/day) (Su)As a standard action (swift on self), touch channels positive energy and applies mercies. Low-Light VisionSee twice as far as a human in low light, distinguishing color and detail. Mercy (Haunted) (Su)As protection from evil, but only grants new save and prevents posses/mental control. Mercy (Nauseated) (Su)When you use your lay on hands ability, it also removes the nauseated condition. Mercy (Sickened) (Su)When you use your lay on hands ability, it also removes the sickened condition. Negative Energy Affinity (Ex)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. Paladin Channel Positive Energy 6d6 (5/day) (DC 16) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Power Attack -3/+6You can subtract from your attack roll to add to your damage. 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. Smite Evil (2/day) (Su)+6 to hit, +11 to damage, +6 deflection bonus to AC when used. Undead Resistance+2 save vs. disease, mind affecting effects. Weakness to Positive Energy-1 to save vs. effects that deal positive energy damage.
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TEMPERED CHAMPION
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Divine Weapon Specialization (Ex): At 4th level and every 4 levels thereafter, a tempered champion gains a bonus feat from the following list:
Disruptive, Divine Fighting Technique, Greater Penetrating Strike, Greater Weapon Focus, Greater Weapon Specialization, Penetrating Strike, Weapon Focus, Weapon Specialization, and Weapon Trick.
If a feat requires choosing a weapon or weapon group, the tempered champion must choose her deity’s favored weapon, or its group. The tempered champion must meet the feat’s prerequisites, but treats her tempered champion levels as fighter levels for this purpose.
In addition, the 4th-level tempered champion gains the increased base weapon damage of the warpriest’s sacred weapon ability at her tempered champion level. This ability replaces spellcasting.
Divine Bond (Su): At 5th level, a tempered champion must select a weapon for her divine bond. If she is out of daily uses, she can expend a use of lay on hands to activate this ability.
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UNDEAD SCOURGE
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Smite Evil (Su):This functions as the paladin ability of the same name, but the undead scourge does not deal 2 points of damage per level on the first successful attack against evil dragons and evil outsiders. She does deal 2 points of damage per level on all smite attacks made against evil undead creatures.
Aura of Life (Su):At 8th level, an undead scourge emits a 10-foot aura of life around her that weakens undead creatures. Undead in this aura take a –4 penalty on Will saves made to resist positive energy. In addition, undead in this aura do not regain hit points from channeled negative energy. This ability replaces aura of resolve.
Undead Annihilation (Su):At 11th level, an undead scourge can expend one use of her smite evil ability as a standard action and make a single melee attack against an undead creature. If this attack hits, the undead creature must make a Will save or be destroyed. The save DC is equal to 10 + 1/2 the undead scourge’s level + the undead scourge’s Charisma modifier. Undead with twice as many Hit Dice as the undead scourge are unaffected by this ability. If the attack misses, the smite evil is wasted without effect. This ability replaces aura of justice.