About Dimitri Von Zarovich
Initiative+9, Senses Perception+40, low-light vision, darkvision 150', See in Darkness 50', Scent.
AC 35 (10 base, +5 Dex, +1 Dodge, +8 armor breastplate, +8 natural armor, +2 shield ironwood buckler+1, +1 Ring of Protection), Touch 14, Flat-Footed 29, Resit Cold 15, Elec 15. Weakness Positive Energy Vulnerability(+50%).
HP 137 Fast Healing 10
Fort+11, Ref+16, Will+15 (+2 morale bonus vs spells, SLAs, and supernatural abilities, +4 vs mind affecting effects, +2 bonus vs fear, +1 vs horror). DR DR 15/magic and silver.
Speed 50ft, fly 40ft(good)
Melee +22/+17 Gurthbelthor [1d8+10/19-20x2]
Ranged +12/+7 mstwrk heavy crossbow [1d10/19-20x2]
Special Attacks: Blood Drain (Ex): A vampire can suck blood from a living victim with its fangs with a successful bite attack according to the table below. For every point of Constitution drained, the vampire gains 5 temporary hit points.(1d6+3 con)
Children of the Night (Su): Vampires command the lesser creatures of the world and once per day per age catagory can call forth 10 HD per age catagory of the same animals as specified for the vampire's Alternate Forms. These creatures arrive in 2d6 rounds and serve the vampire for up to 1 hour per age catagory. Most vampires call wolves, bats or rats. (Dimitri calls worgs/winter wolves)
Create Spawn (Su): A humanoid or monstrous humanoid slain by a vampire’s bite attack rises as a vampire spawn 1d4 days.
Any vampire may create another vampire by his blood to a dying(between -1 and -9 hit points) victim. The victim makes a Will Save followed by a Fortitude Save. If the Will save is successful, the blood has no effect, if the Fortitude save is successful, the creature dies but does not rise as one of the undead. If the victim fails both saves, they seem to die, but rise as a vampire at the next sunset.
An Elder or older vampire may create another vampire by draining the victims blood on three consecutive nights. Upon the second night the victim makes a Will save; if sucessful, the bite has no effect beyond the draining of blood. If the victim fails the Will save, the vampire may transform them into a vampire by draining their blood the next, this time reducing their Constitution to 0. They then make a Fortitude save; if successful they die but do not rise as one of the undead. If the victim fails both saves, they seem to die, but rise as a vampire at the next sunset.
An Ancient or older vampire may transform a victim into a vampire with only a single bite. Any victim who has failed their Will Save against the vampire's Dominate power and whose blood the vampire has drained can be forced to make a Fortitude save or seem to die and to rise as a vampire at the next sunset. The vampire may force any one creature to make this save once every 24 hours.
The vampire has control over all spawn and vampires that it creates. At any given time a vampire may have enslaved spawn totaling no more than its own Hit Dice times its age catagory; any spawn it creates that would exceed this limit are created as free-willed vampires or vampire spawn. A vampire that is enslaved may create and enslave spawn of its own, so a master vampire can control a number of lesser vampires in this fashion. A vampire may voluntarily free an enslaved spawn in order to enslave a new spawn, but once freed, a vampire or vampire spawn cannot be enslaved again. (18 HD total)
Domination (Su): A vampire can crush an opponent’s will just by looking onto his or her eyes. This is similar to a gaze attack, except that the vampire must use a standard action, and those merely looking at it are not affected. 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 (at a caster level equal to his HD). The ability has a range of 50 feet per age catagory. (3/day, 100ft)
Power over Undead (Su): You receive Command Undead or Turn Undead as a bonus feat. You can channel energy a number of times per day equal to 3 + your Intelligence modifier, but only to use the selected feat. You can take other feats to add to this ability, such as Extra Channel and Improved Channel, but not feats that alter this ability, such as Elemental Channel and Alignment Channel. The DC to save against these feats is equal to 10 + 1/2 your wizard level + your Charisma modifier. At 20th level, undead cannot add their channel resistance to the save against this ability. (Command Undead, 6/day, DC 22)
Base Attack+9 CMB+19, CMD 34
Feats Alertness(bonus), Combat Reflexes(bonus), Dodge(bonus), Hunters Disdain, Improved Initiative(bonus), Lightning Reflexes(bonus), Locked Will(technique), Martial Training I-III(Black Seraph, training), Martial Training I-II(Scarlet Throne, training) Shake it Off(bonus), The Bitten, The Dying, The Initiated, The Risen, Toughness(bonus), True Vampirism, Vampiric Scholar(technique), Weapon Focus(longsword), Weapon Versatility(trained).
Ancestral Legacy: Knowledge (nobility) is always a class skill; +2 Intimidate; +2 DC to saves against your Necromancy spells; -1 to saves against curses and death magic. Respected and feared, their cursed blood means they walk within the shadow of Death. Watched by their patriarch, Count Strahd, to ensure they don’t bring the name into disrepute (any, especially Barovia)
Mind Trapper: Your honeyed words are nearly impossible for your enchanted subjects to ignore. You gain a +2 trait bonus on Charisma checks to convince an ally enchanted by one of your charm spells (such as charm person or charm monster) to do things it wouldn’t normally do.
Rich Parents: You were born into a rich family, perhaps even the nobility, and even though you turned to a life of adventure, you enjoy a one-time benefit to your initial finances—your starting wealth increases to 900 gp.
Alternate Racial Traits
Heir to Undying Nobility: Descended from undead nobility some dhampirs inherit a bit of their ancestors’ ability to control living beings. They can use Command and Charm Person each once per day. This racial trait replaces the spell-like ability racial trait
Skills Bluff+18, Climb+14, Craft(Alchemy)+10, Diplomacy+14, Fly+14, Intimidate+14, Knowledge(arcana)+8, Knowledge(dungeoneering)+7, Knowldge(history)+10, Knowledge(local)+7, Knowledge(nobility)+20, Knowledge(religion)+15, Linguistics+7, Perception+40, Ride+9, Sense Motive+22, Spellcraft+7, Stealth+18, Survival+28.
Special Qualities Alternate Form(bat, rat, worg(winter wolf), Gaseous Form, Spider Climb, Wind Walk 8rd/day.
Spells per day: 1 5 2 4
Spells Known: 0 Create Water, Detect Magic, Disrupt Undead, Light, Sift. 1 Bless Water, Divine Favor, Heightened Awareness, Shield of Faith, 2 Acute Senses, Iron Stake,Tactical Acumen.
Inquisitor's kit, assorted jewelry, holy symbol(silver), holy water(x4), masterwork silver longsword(405g), masterwork breastplate(305g), masterwork heavy crossbow(400g), noble's outfit, signet ring, undead slayer's kit(402g).
Magic Items: Belt of Giant Str(Str+4), Breastplate+2 of Shadows, Cloak of Res+2, Headband of of Mental Prowess(Wis+4, Cha+4), Ironwood buckler+1, Ring of Prot+1, Gurthbelthor(Undead bane silver longsword+1) .
Detect Undead (Sp): At will, a vampire hunter can use detect undead, as the spell. A vampire hunter can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is undead, learning the strength of its aura as if he had studied it for 3 rounds. While focusing on one individual or object, the vampire hunter does not detect undead in any other object or individual within range.
Track (Ex): A vampire hunter adds half his level to Survival skill checks to follow tracks.(+1)
Vampiric Focus (Su): A vampire hunter knows the sinister power of the undead. Through discipline and precision, he can temporarily turn the unholy powers of the undead against them.
At 1st level, the vampire hunter must select one common vampiric power to mimic from the vampiric foci listed below. Each vampiric focus grants the vampire hunter a bonus or special ability. Once this decision is made, the vampire hunter cannot change which vampiric focus he knows. At 8th and 16th level, the vampire hunter learns an additional vampiric focus.
As a swift action, the vampire hunter can activate his vampiric focus. Ending the vampiric focus is a free action.
He can use each vampiric focus for a number of minutes per day equal to his level. This duration does not need to be consecutive, but it must be spent in 1-minute increments.(9 minutes)
Once the vampire hunter ends a focus, it cannot be reactivated for 1 minute. The vampire hunter can have only one vampiric focus active at a time. Benefits from different vampiric foci do not stack with one another, including temporary hit points from multiple foci.
Vampiric Cunning: The vampire hunter gains a bonus on Perception and Stealth checks equal to half his level(+4). At 8th level, he can move at his normal speed while using Stealth with no penalty. At 16th level, the vampire hunter can use Stealth while charging (but not while making any other attack); when charging (and only when charging), he can attempt a Stealth check even if he lacks cover relative to his target.
Vampiric Might: The vampire hunter gains a +2 sacred bonus to Strength and his weapons are always treated as magical for the purpose of overcoming damage reduction. This bonus increases to +4 at 8th level and +6 at 16th level.
Vampiric Presence: The vampire hunter gains a +2 sacred bonus to Charisma. At 8th level, this bonus increases to +4, and he can cast charm person as a spell-like ability a number of times per day equal to his adjusted Charisma modifier(10/day). At 16th level, the enhancement bonus to Charisma increases to +6, and the vampire hunter can cast dominate person as a spell-like ability a number of times per day equal to his adjusted Charisma modifier. The vampire hunter treats his level as his caster level when using the spell-like abilities this ability grants.
Relentless (Ex): At 2nd level, a vampire hunter can travel for an extended period of time without rest. The vampire hunter (and his mount, if he has one) can walk 16 hours in a day of travel without it being considered a forced march, but at the end of that day, he must attempt a DC 15 Fortitude saving throw. If he fails, he can travel for 8 hours the following day, and he (as well as his mount, if he has one) is fatigued for the following 24 hours. If he succeeds at the saving throw, he can use this ability again the following day. The DC of the Fortitude saving throw increases by 2 for every additional day the vampire hunter has been traveling for more than 8 hours. The vampire hunter does not need to attempt a separate saving throw for his mount. After the vampire hunter rests for 24 hours, the saving throw DC resets to 15.
Relentless Band: At 5th level, a vampire hunter’s resolve infects his traveling companions, increasing how many hours the group can spend traveling in a day. Every day the vampire hunter can allow a number of companions equal to half his level (plus their mounts) to also benefit from his relentless ability. The vampire hunter rolls saving throws to determine whether the group can carry on in its extended travels.
Solar Invocation (Su):
An anchorite of dawn can harness the sun’s life-giving warmth to protect the innocent and smite the wicked. At 1st level, he can invoke the sun as a standard action, granting him a +1 competence bonus on attack rolls and damage rolls against evil creatures and adding 1 to the DC of his spells and domain powers (if any) against evil creatures. The bonus on attack rolls and damage rolls increases to +2 at 5th level and +3 at 9th level. If an anchorite has an animal companion, the companion also gains the competence bonus on attack and damage rolls while this ability is active.
An anchorite of dawn can invoke the sun for a number of rounds per day equal to twice his anchorite of dawn class level + his Charisma modifier. Maintaining this ability on subsequent rounds is a free action. These bonuses apply only when the anchorite of dawn is standing in an outdoor area of dim light, normal light, or bright light.
At 5th level, an anchorite of dawn can invoke the sun as a move action instead of a standard action. At 10th level, he can invoke the sun as a swift action. (6/day)
Stake (Su): At 4th level, any piercing weapon or sharp tool (such as a piton) a vampire hunter drives through a vampire’s heart is treated as a wooden stake for purposes of creatures who are vulnerable to them. If this improvised stake is removed, the vampire returns to life as normal.
Vampire Tracker (Ex) At 7th level, the vampire hunter can track gaseous creatures—such as vampires flying or moving in gaseous form—as though they were leaving physical tracks. The base DC of Survival checks to track gaseous creatures is 20. The modifiers for surfaces don’t apply (as a gaseous creature leaves no impressions during its passage) but other conditions do.