About Deivon the KinslayerStats:
Deivon
Male Dhampir Inquisitor [Kinslayer] NG Medium Humanoid [Dhampir] Init +3 Senses Low-light Vision, Darkvision Perception +9 -------------------- Defense -------------------- AC 17 T 13 FF 14 HP 9 (1d8 [+1 Favored Class]) Fort 2 Ref 3 Will 5 -------------------- Offense -------------------- Melee Dagger +2 Atk, 1d4+2 Dmg, 19-20/x2 (x5) (P/S) Ranged Hand Crossbow +3 Atk, 1d4 Dmg, 19-20/x2 (rng 30ft) (P) Bolts x 30 -------------------- Statistics -------------------- Str 14 Dex 16 Con 11 Int 12 Wis 16 Cha 12 BAB 0 CMB +2 CMD 15 Feats: Life Dominant Soul Languages Common, Varisian Traits On the Payroll - Begin play with an additional 150 GP Corpse Hunter - You have dedicated yourself to the destruction of undead, and receive a +1 trait bonus on all attacks made against undead. -------------------- Skills -------------------- Disguise +5 (1SP, +3CS, +1Cha) Intimidate +6 (1SP, +3CS, +1Cha, +1Stern Gaze) Knowledge [Religion] +5 (1SP, +3CS, +1Int) Perception +9 (1SP, +3CS, +3Wis, +2Race) Sense Motive +8 (1SP, +3CS, +3Wis, +1Stern Gaze) Spellcraft +5 (1SP, +3CS, +1Int) -------------------- Racial Abilities -------------------- Undead Resistance Dhampirs gain a +2 racial bonus on saving throws against disease and mind-affecting effects. 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. Manipulative Dhampire gain a +2 racial bonus on Bluff and Perception checks. Dayborn A few fortunate dhampirs were born during the day under the blessings of priests, and their blood has weaker ties to their undead bloodline than others of their kind. Such dhampirs are unhindered by daylight and lose the light sensitivity racial trait. 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. -------------------- Class Abilities -------------------- Judgements 1/day ~Healing The inquisitor is surrounded by a healing light, gaining fast healing 1. This causes the inquisitor to heal 1 point of damage each round as long as the inquisitor is alive and the judgment lasts. The amount of healing increases by 1 point for every three inquisitor levels she possesses. ~Justice This judgment spurs the inquisitor to seek justice, granting a +1 sacred bonus on all attack rolls. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled on all attack rolls made to confirm critical hits. ~Piercing This judgment gives the inquisitor great focus and makes her spells more potent. This benefit grants a +1 sacred bonus on concentration checks and caster level checks made to overcome a target’s spell resistance. This bonus increases by +1 for every three inquisitor levels she possesses. ~Protection The inquisitor is surrounded by a protective aura, granting a +1 sacred bonus to Armor Class. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled against attack rolls made to confirm critical hits against the inquisitor. ~Purity The inquisitor is protected from the vile taint of her foes, gaining a +1 sacred bonus on all saving throws. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, the bonus is doubled against curses, diseases, and poisons. ~Resiliency This judgment makes the inquisitor resistant to harm, granting DR 1/magic. This DR increases by 1 for every five levels she possesses. At 10th level, this DR changes from magic to an alignment (chaotic, evil, good, or lawful) that is opposite the inquisitor’s. If she is neutral, the inquisitor does not receive this increase. ~Resistance The inquisitor is shielded by a flickering aura, gaining 2 points of energy resistance against one energy type (acid, cold, electricity, fire, or sonic) chosen when the judgment is declared. The protection increases by 2 for every three inquisitor levels she possesses. ~Slayer's Brand (SU) When using this judgment, the kinslayer gains the ability to brand undead creatures with positive energy. To do so, she must make a successful melee touch attack against the undead creature. This attack deals an amount of positive energy damage equal to 1d6 + the kinslayer's Charisma score, and burns her personal symbol into the undead creature's flesh, bone, or even its incorporeal form. From that point onward, the kinslayer can sense the existence of the branded creature as if it were the target of a locate creature spell (caster level equal to 1/2 the kinslayer's inquisitor level). A slayer's brand lasts until the undead creature is destroyed or until the kinslayer uses this ability on another creature. ~Smiting This judgment bathes the inquisitor’s weapons in a divine light. The inquisitor’s weapons count as magic for the purposes of bypassing damage reduction. At 6th level, the inquisitor’s weapons also count as one alignment type (chaotic, evil, good, or lawful) for the purpose of bypassing damage reduction. The type selected must match one of the inquisitor’s alignments. If the inquisitor is neutral, she does not receive this bonus. At 10th level, the inquisitor’s weapons also count as adamantine for the purpose of overcoming damage reduction (but not for reducing hardness). Monster Lore (EX) - The inquisitor adds her Wisdom modifier on Knowledge skill checks in addition to her Intelligence modifier, when making skill checks to identify the abilities and weaknesses of creatures. Stern Gaze - Inquisitors are skilled at sensing deception and intimidating their foes. An inquisitor receives a morale bonus on all Intimidate and Sense Motive checks equal to 1/2 her inquisitor level (minimum +1). -------------------- Spells -------------------- Domain Repose Gentle Rest (Sp): Your touch can fill a creature with lethargy, causing a living creature to become staggered for 1 round as a melee touch attack. If you touch a staggered living creature, that creature falls asleep for 1 round instead. Undead creatures touched are staggered for a number of rounds equal to your Wisdom modifier. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. Spell granted: Deathwatch Spells per day 1 - 1+1 (Domain) Spells Known 0 - Acid Splash 0 - Brand 0 - Disrupt Undead 0 - Guidance 1 - Bless 1 - Shield of Faith -------------------- Equipment -------------------- 111 GP, 5 SP Armored Coat, Neck Guard Daggers (x5), Hand Crossbow, Bolts x30 Inquisitor's Kit, Silver Holy Symbol, Disguise Kit, Explorer's Outfit, Scarf, Hat, Poncho -------------------- Background -------------------- Born 120 years ago to a woman raped by a vampire in the County of Canterwall, his mother was saved by a cleric of Pharasma. Upon his birth, his mother named him in honor of the man. Nearly murdered and lynched several times in his youth and saved every time by his mother, he was finally sent to Ardis to be taken into the church of Pharasma. The Church viewed him as a curiosity, one who was touched by undeath but not wholly tainted by it either. Raised within the church 'Our Lady of Lanterns,' he developed a hatred of the undead and an iron faith in Pharasma. He was slowly inducted into a group of the faithful who have been tasked with scouring the country in search of both the undead and those that would undermine the faith. Called the Kinslayers, they were a group that had almost no direct links to the church. As such, they oftne had to resort to common pursuits to make ends meet. Hired by one Proffesor Lorrimor, Deivon assisted the man as a bodyguard and tavel companion (more the former than the latter) for nearly 4 years. With some money saved and having acquired some leads, Deivon returned to his original task of seeking out and eliminating the threat of the undead, particularly vampires, from his homeland. Yet as he began to settle into a settlement near the Shudderwood, he has recieved notice that his former employer is now dead and he has been called on for a reading of his will. So, packing up, Deivon goes to the town of Ravengro to bury this man and meet the others called for the reading of the will. Appearance:
Standing at 6' yet thin looking at a lean 140, Deivon is pale of skin. His eyes are faint blue in color, and his hair is the color of faded wood. If not for the fact that he moves, he could be mistaken for either dead or severely sick. |