Ancient-Born

Samuel Levins's page

57 posts. Alias of servant6.


Classes/Levels

M Dhampir Psychic 2 | HP: 12/12 | AC: 13 (T: 13, F: 13) | CMB: +0, CMD: 13 | F: +0, R: +0, W: +6 | Init: +0 | Perc: +8 | Spells: 1st 5/5

About Samuel Levins

Statistics:
Male Dhampir (Nosferatu-Born) Psychic 2
LN Medium Humanoid (Dhampir)
Init +0; Senses Perception +8
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DEFENSE
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AC 13, touch 13, flat-footed 13 (+3 Wis)
hp 12
Fort +0, Ref +0, Will +6
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OFFENSE
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Speed 30 ft.

Melee
Dagger
+0, 1d4-1
Ranged
Dagger
+1, 1d4-1
Telekinetic Projectile
+1, 1d6
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STATISTICS
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Str 9, Dex 10, Con 10, Int 18, Wis 16, Cha 10
Base Atk +1; CMB +0; CMD 13
Traits
Courageous
Orphaned
Feats
Simple Weapon Proficiency
Spell Focus (Divination)
Skills (16 points; 4 class, 8 INT, 4 background)
+6 Appraise
+0 Acrobatics
+0 Bluff
+1 Climb
+0 Diplomacy
+0 Disguise
+0 Escape Artist
+0 Fly
+3 Heal
+0 Intimidate
+9 Knowledge (Arcana)
+9 Knowledge (Local)
+8 Profession (Private Investigator)
+0 Ride
+8 Sense Motive
+9 Spellcraft
+0 Stealth
+11 Survival
-1 Swim
Languages Chinese, English, German, Italian, and Polish


Special Abilities:

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SPECIAL ABILITIES
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Dhampir Racial Traits
+2 racial bonus on Climb and Survival 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.

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.

Spell-Like Ability: Ancient-born gain doom as a spell-like ability.

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

Weakness: Ancient-born take a –1 penalty on saving throws against effects that damage, drain, or reduce physical ability scores.

Psychic Class Abilities
Detect Thoughts (Sp)(DC 16): At 2nd level, a psychic can use detect thoughts as a spell-like ability once per day. She can also expend any unused spell slot of 1st level or higher to cast detect thoughts. If she does so, she uses the level of the spell slot expended to determine the Will save DC. When a psychic gains this ability, if she knows detect thoughts, she can learn a different 1st-level spell in place of detect thoughts, losing the old spell in exchange for the new one.

Psychic Discipline: Self Perfection
AC Bonus (Ex): When unarmored and unencumbered, you add your Wisdom bonus (if any) to your AC and CMD. The bonus to AC applies even against touch attacks or when you’re flat-footed. You lose these bonuses when you’re immobilized or helpless, when you wear any armor, when you carry a shield, or when you carry a medium or heavy load.

Physical Push (Su): By channeling your psychic energy, you can make your body capable of greater physical feats. When you attempt a Strength-, Dexterity-, or Constitution based ability check or skill check, you can gain a bonus on the check equal to your Wisdom bonus. You can use this ability a number of times per day equal to your Wisdom modifier. Using this ability is part of the action used to attempt the skill check (if any). If you succeed at the check, you regain 1 point in your phrenic pool.

Phrenic Amplication
Will of the Dead (Su): Even undead creatures can be affected by the psychic’s mind-affecting spells. The psychic can spend 2 points from her phrenic pool to overcome an undead creature’s immunity to mind-affecting effects for the purposes of the linked spell. This ability functions even on mindless undead, but has no effect on creatures that aren’t undead. This amplification can be linked only to spells that have the mind-affecting descriptor.


Occult Skill Unlocks:

Psychic Skill Unlocks
Dowsing (Survival)
Check: Once per day, you can follow a dowsing rod's movements to locate a particular type of location. Each attempt requires 10 minutes of intense concentration, after which you attempt the Survival check with the DC listed on the table below. The maximum range at which you can detect anything using dowsing is 400 feet + 40 feet per rank in Survival you possess. The rod's directions persist for up to 10 minutes. You choose a particular target each time you dowse, and get the following information on a successful check.
Find Water (DC 15): The dowsing rod points toward the largest source of fresh water within range, including aquifers, lakes, ponds, and springs.
Grave Dowsing (DC 20): The dowsing rod points in the direction of the largest burial site, cairn, or tomb within range.
Locate Metal and Gems (DC 25): You concentrate on a specific metal or mineral. On a successful check, the dowsing rod points to the largest quantity of the selected mineral within range.
Try Again: Yes. You can try to dowse from the same location more than once, but still only once per day.
Phrenology (Knowledge Arcana)
Check: Once per day, you can use your fingertips to examine the shape of a creature's skull. Reading a creature's skull requires 1 minute of concentration and scrutiny while you physically manipulate the skull. This technique can be used on a willing, helpless, or paralyzed creature, or on decomposed remains (as long as the skull is intact or can be pieced together). This skill can't be used on creatures without discernible skulls, such as constructs, elementals, oozes, or plants. After the minute is up, the GM attempts a secret Knowledge (arcana) check. The DC is typically modified by the subject's Hit Dice. With a single check, you determine all the information whose DC you meet. For instance, if you had a result of 22 when examining a creature with 2 HD, you would learn that creature's race and age, gender, alignment, and class, but not its level or HD.
Race/Age=DC 10
Gender=DC 15
Alignment=DC 15+Target HD
Class=DC 20+Target HD
Class Level/HD=DC 25+Target HD
Prognostication
Check: Once per day, you can predict a creature's fortune for the near future. You spend 10 minutes interpreting the divination means at your disposal. The GM then attempts a secret Sense Motive check with a DC modified by the subject's Hit Dice (see the table below). The result of the check can give you basic insight into the subject's nature, including its alignment, class, and levels or Hit Dice, and might reveal clues to the creature's immediate future. Determining the immediate future as an augury spell has a chance of successfully interpreting meaningful readings equal to 60% plus 5% for every point by which the check result exceeds the DC (to a maximum of 90%). With a single check, you determine all the information whose DC you meet. For instance, if you had a result of 22 when telling the fortune of a creature with 2 HD, you would learn that creature's alignment and class, but not its level, HD, or fortune.
Alignment=DC 15+Target HD
Class=DC 20+Target HD
Class Level/HD=DC 25+Target HD
Determine fortune as augury spell=DC 25+Target HD
Psychometry
Check: Once per day, you can concentrate for 1 minute while in physical contact with an item or location, during which you receive flashes of insight regarding the subject's nature and ownership. After 1 minute, you attempt a DC 15 Appraise check to decipher the visions. You gain one piece of information about the historical significance or the last previous owner—such as a glimpse of the last owner's appearance or its emotional state when it last used the item—determined by the GM. You learn one more piece of information for every 10 by which your check result exceeds the DC, as long as you concentrate for 1 additional minute for each piece of information. If you fail the check by less than 5 or the item has no significant psychic imprint, you don't learn any information. If you fail this check by 5 or more, the item appears to be psychically significant even if it's not, and the information you gain is wildly inaccurate. If you attempt to use psychometry on an item affected by charge object or implant false reading, you automatically learn all information imprinted by the spell. You must also attempt a Will save. If the item is affected by an implant false reading spell, on a success, you realize the information was false, and can determine the true information as well. On a failure, or if the item is affected by a charge object spell, you believe the information is true.
Read Aura
Check: Once per day, you can examine the natural aura of a creature or object to discern the subject's alignment, emotions, health, or magic. This requires 10 minutes of concentration, after which you attempt a Perception check. Each time, you must pick one of four auras to read: alignment, emotion, health, or magic. The result of the check applies only to the selected aura. You must be within 30 feet of the subject at all times during the reading. Objects typically have only magic auras, though some also have alignment auras (and intelligent items have emotion auras). You can still attempt to detect a type of aura an object doesn't have, but you get no results. The DC varies depending on the aura, as shown on the table.
Read Alignment Aura: You attempt to read the alignment aura, learning the alignment and its strength. An alignment aura's strength depends on the creature's Hit Dice or item's caster level, as noted in the description of the detect evil spell. (DC 15 + target's HD or item's caster level)
Read Emotion Aura: The colors within the target's aura reveal its emotional state. If successful, you learn the target's disposition and its attitude toward any creatures within 30 feet of it. For a number of rounds equal to the amount by which you exceeded the skill check's DC, you gain a +2 circumstance bonus on Bluff, Diplomacy, Intimidate, and Sense Motive checks against the target. (DC 20 + target's HD or item's caster level)
Read Health Aura: Viewing the flow of vital force, you assess a creature's physical condition. You learn if the creature is unharmed or wounded, if it is poisoned or diseased, and whether it is affected by any of the following conditions: confused, disabled, dying, nauseated, panicked, staggered, stunned, and unconscious. You also learn the total number of points available in its ki pool, grit pool, or similar resource. (DC 15 + target's HD)
Read Magic Aura: You attempt to determine the number and power of all magical auras on a target creature or object (see detect magic to determine a magic aura's power). If the check is successful, you can attempt Knowledge (arcana) or Spellcraft checks to determine the school or identify properties of a magic item, as normal. If the item is affected by magic aura or a similar spell, you can realize this and determine the actual properties of the item if your check result exceeds the DC by 5 or more. If the spell is of a higher level (such as aura alteration), increase this threshold DC by 2 for every spell level beyond 1st. (DC 20 + target's HD or item's caster level)

Spells:

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Spells
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0th (at will)
Detect Magic
Mage Hand
Mending
Read Magic
Telekinetic Projectile
1st (5/day)
Expeditious Retreat
Mind Thrust I | 2d6 | DC 16 Will for half damage
Remove Fear

Gear/Possessions:

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GEAR/POSSESSIONS
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Carrying Capacity
Light 0-33 lb. Medium 35-66 lb. Heavy 67-100 lb.
Current Load Carried 33 lb.
Backpack, Masterwork
Coffee Pot
Coffee (Per cup) x4
Compass
Dowsing Rod
Fishhook
Flint and Steel
Magnet
Magnifying Glass
Mirror
Prognostication Manual
Silk Rope
Trail Rations x7
Twine
Waterskin
Money 769 GP 8 SP 5 CP

10 Minute Background:

5 Essentials
-Samuel’s birth was the result of an experiment conducted by an ancient vampire on a young immigrant girl in New York.
-His mother was too young to care for him and left him at orphanage. He has no idea who she is or if she’s even alive.
-A pale, gaunt man, Samuel looks human enough. Despite being only twenty-three, he appears to be in his mid to late forties. However, the average fellow on the street would not suspect anything supernatural just from his appearance. Though his front incisors are rather pointed.
-He possesses a slight air of superiority, due in part to his vampiric heritage. This bloodline grants him wisdom and patience beyond his years, approaching conflict with careful planning and calm precision.
-Samuel makes a living doing discrete PI work. Nothing official, as he’s afraid to bring too much attention to himself.
2 Goals
-Samuel would like to meet his “Father” one day. He views the man with a complex mix of adoration and anger. On one hand, the only reason he’s done this well for himself is due to the magic inherited from his father. On the other, he was abandoned and he can’t imagine what was done to his mother to result in his conception.
-Similarly, Samuel is curious if there are others out there like himself.

2 Secrets
-He engaged in a short romantic relationship with a married woman, Patricia Dines. He lost consciousness one night and (he thinks) drank her blood.
-The Nosferatu who made him knows where he is. He knows where all his “children” are. Samuel only realized what he was through the covert psychic prompting of his father.

3 Relations
-Patricia Dines. He helped prove her husband was unfaithful after she requested his assistance. They were temporarily romantically involved, but Samuel cut it off abruptly, too afraid of himself to let her get close. Samuel simply left without a word, westbound.
-Rodney Dines. Patricia’s husband. He’s understandably not on good terms with Samuel.
-Jonny. A slightly older gentleman that was homeless before Samuel invited him to stay in his tenement apartment. Jonny is, for lack of a better term, slow. They met when Samuel was just a young boy living on the streets. Jonny never judged the strange pale child and was the closest thing to a father Samuel ever had. As Samuel grew up, he managed to scrounge enough cash to rent them a place to stay and eventually helped Jonny get his own job. He’s the only person Samuel really misses.

3 Memories
-Meeting Jonny for the first time. The simply joy in the man’s eyes, despite the suffering around him.
-Coming to an epiphany as to his lineage. It was a clear moment seared in his memory amidst an otherwise dark and uncertain life.
-The first, and only, time he became intimate with Patricia. He felt a bestial hunger overtake him and he lost control. That moment convinced Samuel he could never let anyone he cared about close to him. He was cursed. He was dangerous.