Morbury Dedlock
Male moroi-born dhampir (svetocher) Daywalker Vampire Paladin (Tempered Champion/Undead Scourge) 3rd
LG Medium (augmented humanoid, dhampir)
Init +8
Senses Darkvision 60 ft., low-light vision; Perception +20
Aura courage (10 ft.)
Special Aura Inflict
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Defense
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AC 28, touch 15, flat-footed 23 (+7 armor, +4 Dex, +1 dodge, +6 natural)
HP 49 (1d10+6+6+21cha+3fc+3feat)
Fort +18 (+2base/+7cha/+7cha/+1cloak)
Ref +15 (+1base/+4dex/+7cha/+2feat/+1cloak)
Will +15 (+3base/+3wis/+7cha/+2cloak) (+2 racial bonus vs. disease and mind-affecting) Defensive Abilities Channel resistance +4, negative energy affinity
DR 5/silver
Immune fear, disease
Resist cold 10, electricity 10
*Weaknesses Vampire weaknesses, weakness to positive energy
*See below
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Offense
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Speed 30 ft.
Melee silversheen bastard sword +12 (1d10+12/19-20) or
. . silversheen falcata +7 (1d8+8/19-20/×3) or
. . silversheen scimitar +12 (1d6+8/18-20) or
. . unarmed strike +10 (1d6+8) or
. . wooden stake +10 (1d4+8) or
. . slam +5 (1d4+12)
Special Attacks blood drain, create spawn, dominate (DC 18), smite evil 1/day (+7 attack and AC, +3 damage)
Spell-Like Abilities (CL 1st; concentration +8)
. . 3/day—obscuring mist Paladin Spell-Like Abilities (CL 3rd; concentration +10)
. . At will—detect evil
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Statistics
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Str 26[16base/+2(Dhampir racial)/+6(Vampire)/+2 belt]
Dex 19[15base/+4(Vampire)]
Con 10[12base]
Int 15[13base/+2(Vampire)]
Wis 17[15base/+2(Vampire)]
Cha 25(17base/+2(Dhampir)/+4(Vampire)/+2 headband]
Base Atk +3; CMB +11 (+13 grapple); CMD 26 (28 vs. grapple)
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Feats
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Feats: 1st): Unarmed Combatant, 3rd): Weapon Focus(Heavy Blades)
Bonus feats: Alertness, Combat Reflexes, Dodge, Improved Initiative, Lightning Reflexes, and Toughness
EitR feats: Combat Expertise, Deadly Aim, Power Attack
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Traits
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Seeker:You are always on the lookout for reward and danger. You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you. 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.
Languages Celestial, Common, Draconic, Infernal, Necril, Sylvan
SQ Change shape (dire bat or wolf, beast shape II), gaseous form, lay on hands 8/day (1d6), mercy (sickened), resist level drain, shadowless, spider climb
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Gear
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+1 Mithral agile breastplate
silversheen bastard sword
silversheen falcata
silversheen scimitar
Cape of Free Will +1/+2
potion of protection from evil (x5)
Alchemical blood (x20)
Holy water (x4)
Wooden stake (x5)
Belt of Giant Strength +2
Headband of alluring charisma +2
hammer
masterwork backpack
masterwork holy symbol
regents and powders used for treating wounds and making wards, salves, and other concoctions
82 gp, 5 sp
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Paladin Abilities
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Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.
Detect Evil (At will) (Sp): You can use detect evil at will (as the spell).
Divine Grace (Su): At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on 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 (1d6 hit points, 8/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Mercy (Sickened) (Su) When you use your lay on hands ability, it also removes the sickened condition.
Smite Evil (1/day) (Su) +7 to hit, +3 to damage, +7 deflection bonus to AC when used.
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Other Abilities
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Damage Reduction (5/silver) Darkvision (60 feet): You can see in the dark (black and white vision only).
Dominate (DC 18) (Su) As a standard action, can use dominate person on foe in 30 ft.
Energy Resistance, Cold (10) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (10) You have the specified Energy Resistance against Electricity attacks.
Fast Healing 7(or 2 if weakened/drained) (Ex) Heal damage every round unless you are killed.
Gaseous Form (At will) (Su) Can assume gaseous form, except with 20 ft speed and perfect maneuverability.
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 Drain (Ex):After having its blood sucked out over and over again by a vampire, the repeatedly drained creature becomes used to the effects and builds a natural tolerance for energy drain. The repeatedly drained creature gains a +4 bonus on saving throws against energy drain attacks and the saving throw to overcome negative levels. It suffers no penalties from negative levels, though it still dies if its negative levels equal or exceed its Hit Dice.
Weakened/Drained abilities: –4 Con, –4 Cha.
Unarmed CombatantYou are considered to be armed even when unarmed - you do not provoke attacks of opportunity when you attack foes while unarmed. Your unarmed strikes now deal 1d6 damage if you are medium sized or 1d4 damage if you are small sized, and you can deal
lethal or nonlethal damage, at your choice. You do not provoke an attack of opportunity when performing a grapple combat maneuver. In addition,
you receive a +2 bonus on checks made to grapple a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to grapple you. 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.
Vampire traits:
Armor Class:Natural armor improves by +6.
Hit Dice:Class Hit Dice are unaffected. As undead, vampires use their Charisma modifier to determine bonus hit points (instead of Constitution).
Defensive Abilities:A vampire gains channel resistance +4, DR 10/magic and silver, and resistance to cold 10 and electricity 10, in addition to all of the defensive abilities granted by the undead type. A vampire also gains fast healing = to its Charisma bonus. If reduced to 0 hit points in combat, a vampire assumes gaseous form (see below) and attempts to escape. It must reach its coffin home within 2 hours or be utterly destroyed. (It can normally travel up to 9 miles in 2 hours.) Additional damage dealt to a vampire forced into gaseous form has no effect. Once at rest, the vampire is helpless. It regains 1 hit point after 1 hour, then is no longer helpless and resumes its fast healing.
Weaknesses:Vampires cannot tolerate the strong odor of garlic and will not enter an area laced with it. Similarly, they recoil from mirrors or strongly presented holy symbols. These things don’t harm the vampire—they merely keep it at bay. A recoiling vampire must stay at least 5 feet away from the mirror or holy symbol and cannot touch or make melee attacks against that creature. Holding a vampire at bay takes a standard action. After 1 round, a vampire can overcome its revulsion of the object and function normally each round it makes a DC 25 Will save.
Vampires cannot enter a private home or dwelling unless invited in by someone with the authority to do so.
Reducing a vampire’s hit points to 0 or lower incapacitates it but doesn’t always destroy it (see fast healing). However, certain attacks can slay vampires. Exposing any vampire to direct sunlight staggers it on the first round of exposure and destroys it utterly on the second consecutive round of exposure if it does not escape. Each round of immersion in running water inflicts damage on a vampire equal to one-third of its maximum hit points—a vampire reduced to 0 hit points in this manner is destroyed. Driving a wooden stake through a helpless vampire’s heart instantly slays it (this is a full-round action). However, it returns to life if the stake is removed, unless the head is also severed and anointed with holy water.
Melee:A vampire gains a slam attack if the base creature didn’t have one. Its natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
Special Attacks:A vampire gains several special attacks. Save DCs are equal to 10 + 1/2 vampire’s HD + vampire’s Cha modifier unless otherwise noted.
. . .Blood Drain (Su):A vampire can suck blood from a grappled opponent; if the vampire establishes or maintains a pin, it drains blood, dealing 1d4 points of Constitution damage. The vampire heals 5 hit points or gains 5 temporary hit points for 1 hour (up to a maximum number of temporary hit points equal to its full normal hit points) each round it drains blood.
. . .Create Spawn (Su):A vampire can create spawn out of those it slays with blood drain or energy drain, provided that the slain creature is of the same creature type as the vampire’s base creature type. The victim rises from death as a vampire in 1d4 days. This vampire is under the command of the vampire that created it, and remains enslaved until its master’s destruction. A vampire may have enslaved spawn totaling no more than twice its own Hit Dice; any spawn it creates that would exceed this limit become free-willed undead. A vampire may free an enslaved spawn in order to enslave a new spawn, but once freed, a vampire or vampire spawn cannot be enslaved again.
. . .Dominate (DC 18) (Su):A vampire can crush a humanoid opponent’s will as a standard action. Anyone the vampire targets must succeed on a Will save or fall instantly under the vampire’s influence, as though by a dominate person spell (caster level 12th). The ability has a range of 30 feet. At the GM’s discretion, some vampires might be able to affect different creature types with this power.
Special Qualities: A vampire gains the following.
. . .Change Shape (Su): A vampire can use change shape to assume the form of a dire bat or wolf, as beast shape II.
. . .Gaseous Form (Su): As a standard action, a vampire can assume gaseous form at will (caster level 5th), but it can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability.
. . .Shadowless (Ex): A vampire casts no shadows and shows no reflection in a mirror.
. . .Spider Climb (Ex): A vampire can climb sheer surfaces as though under the effects of a spider climb spell.
Ability Scores Str: +6, Dex +4, Int +2, Wis +2, Cha +4. As an undead creature, a vampire has no Constitution score.
Skills: Vampires gain a +8 racial bonus on Bluff, Perception, Sense Motive, and Stealth checks.
Feats: Vampires gain Alertness, Combat Reflexes, Dodge, Improved Initiative, Lightning Reflexes, and Toughness as bonus feats.
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VAMPIRE SPAWN A vampire can elect to create a vampire spawn instead of a full-fledged vampire when she uses her create spawn ability on a humanoid creature only. This decision must be made as a free action whenever a vampire slays an appropriate creature by using blood drain or energy drain. A vampire spawn’s statistics are identical to those of a wight, save for the following changes.
• It gains the blood drain and dominate vampire special attacks.
• It gains channel resistance +2, DR 5/silver, resist cold and electricity 10, fast healing 2, and the vampire qualities listed above (gaseous form, shadowless, and spider climb).
• It does not gain the Create Spawn ability.
• A vampire spawn gains all of the standard vampire weaknesses.
• A vampire spawn is CR 4.
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 deep red. 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.