Defense
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AC 18 = 10(Base)+3(Dex)+3(Armor)+1(Shield)+1(Dodge), ACP = 0
hp 11 = 10(Class)+1(Con)
Fort 3 , Ref 3 , Will 1 Mobility(part of Dodge Feat): +4 AC vs. AoO
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Offense
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Speed 30 ft MELEE Dagger +4 1d4+1(18-20/x2) RANGED(Thrown, 10 feet RI) Dagger +4 1d4+1(18-20/x2) Bloodletting: +2 Bleed Damage when attacking, stacking up to CL. Duelist: +1 Bleed Damage when attacking. +1 Bleed Damage when attacking a bleeding creature. Long Cuts: The bleeding wounds you inflict are more difficult to close; it takes at least 5 points of healing at one time or a DC 20 Heal check to end bleed effects you cause.
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Statistics
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Str 12, Dex 16, Con 12, Int 14, Wis 8, Cha 18
Base Atk +1; CMB +2; CMD 16
Level 3 / Initiation: The scarlet dancer increases the amount of bleed damage she deals when applying bloodletting to her Charisma modifier.
Level 7 / Understanding: When the scarlet dancer causes an enemy to become exsanguinated, she may spend 2 points of vitae as a free action to make an attack against an enemy within reach that is not exsanguinated.
Level 10 / Revelation: A crimson dancer who knows their limits can maintain a calm, stable attitude even in the face of death, and instead embrace a delicate and graceful form of combat. Once per turn, when the scarlet dancer causes a nonbleeding creature to begin bleeding with a melee weapon due to her bloodletting feature, or would inflict her bloodletting on an exsanguinated creature with a melee weapon, she may move up to 10 feet as a free action. This movement does not provoke attacks of opportunity from bleeding creatures, and she may move through squares occupied by a creature bleeding from her bloodletting feature without an Acrobatics check.
Level 13 / Secret of Blood: The scarlet dancer flourishes upon the velvet floor. Once per round, while adjacent to a bleeding creature, the scarlet dancer may spend 1 vitae as a swift action to move into an unoccupied square that is adjacent to a creature that is not exsanguinated within close range (25 + 5 per 2 crimson dancer levels) and within her line of sight. This movement is considered to be a supernatural teleportation effect.
If the scarlet dancer possesses the Blood Fountain (bleed) talent, the crimson dancer may use this ability while adjacent to, or standing on, a square filled with bloody terrain.
Level 16 / Secret of Heart: The scarlet dancer always moves gracefully, and never ceases to stop her dance. The scarlet dancer’s base speeds can never be reduced by an effect (including wearing heavy armor or encumbrance). She may also spend 4 vitae points as an immediate action to ignore any effect or condition that would impede her movement for one round, as per the Freedom (word) talent of the Fate sphere. This is a supernatural effect.
Levle 19 / Secret of Soul: The scarlet dancer’s soul becomes truly free, and capable of performing a sacred technique known as the sanguine dance. As a full-round action, the scarlet dancer immediately drains all of her stored vitae. For each 6 points of vitae drained, she can dash forward, moving in a single direction up to 60 feet (this movement does not provoke attacks of opportunity), attacking each creature she passes through with her decimate special attack action (without needing to expend focus). Each dash must be performed sequentially, and a creature already struck by an attack cannot be attacked again.
After performing the sanguine dance, the scarlet dancer cannot perform it again for 24 hours and she loses any remaining vitae she may have had. The scarlet dancer cannot use other abilities that allow her to move while performing the sanguine dance, she must finish all dashes sequentially without additional movement, and if she is subject to forced movement, she may not utilize any additional dashes she had remaining.
Level 20 / Realization: The scarlet dancer becomes unbound. She can move into a space occupied by a creature suffering from her bloodletting, or any adjacent spaces, without consuming movement, requiring an Acrobatics check, or provoking attacks of opportunities as part of any action made to move.
Additionally, the scarlet dancer can treat any creature suffering from her bloodletting as if they were exsanguinated, if it would be beneficial to her.
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Unified Spheres
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Dedicated Duelist Dedicated duelists are individuals devoted to the art of the duel. Whether they simply revel in the art of single combat, or if they believe that they can prevent larger battles by risking their life alone, these deadly men and women are focused and skilled in the tools of their chosen trade.
Bonus Talents:
Equipment: Duelist Training, Finesse Fighting => Fencing Sphere
Variable: Dedicated duelists gain either the Duelist sphere or Fencing sphere
Variable: Dedicated duelists gain either Gauntlet Shield or Unarmored Training from the Equipment sphere.
[/b]
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 Dhampir gain a +2 racial bonus on Bluff and Perception checks.
Fangs On occasion, a dhampir may inherit his father’s lengthy canines. Whenever the dhampir makes a grapple combat maneuver check to damage an opponent, he can choose to bite his opponent, dealing 1d3 points of damage as if using a natural bite attack. As a standard action, the dhampir can bite a creature that is bound, helpless, paralyzed, or similarly unable to defend itself. This racial trait replaces the spell-like ability racial trait.
Darkvision: Dhampir see perfectly in the dark up to 60 feet.
Low-light vision: In addition to their ability to see perfectly in the dark up to 60 ft, dhampir have low-light vision, allowing them to see twice as far as humans in conditions of dim light.
Light Sensitivity: Dhampirs are dazzled in areas of bright sunlight or within the radius of a daylight spell.
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.
Belt - nothing
Head - nothing
Body - nothing
Headband - nothing
Chest - nothing
Neck - nothing
Eyes - nothing
Shoulder - nothing
Feet - nothing
Wrists - nothing
Hand - nothing
Ring - nothing
Ring - nothing
Slotless - nothing
=====Traits=====
Campaign:
Erratic Malefactor (Campaign)
Some people follow codes and traditions; others look out for only themselves. You don’t care—you do what you want, when you want, sometimes for a good reason, and sometimes for no reason at all. You revel in your status as an outlier, and take pride in the fact that you follow no one else’s orders—at least most of the time. In a lawful land like Cheliax, one has to be more careful and at least pay lip service to
the rules and restrictions of society. As a result, you try to manage the chaos that rages within your soul, but you’re always on the lookout for the opportunity to truly unleash destruction. These days, there’s plenty of work for someone who will do what needs to be done, no
questions asked, and the rewards from House Thrune for those who work with it are a strong incentive as well. If working with others gives you the freedom to carry out some of your darkest instincts without fear of repercussion, then why not—at least for now. You can
worry about the future when it comes.
Benefit: Your unpredictability and volatile temperament gives you an advantage over your foes. You gain a +2 trait bonus on initiative checks. In addition, you are willing to work with others, and have learned to use your allies’ strengths to reinforce your own skills and abilities. Once per day, as long as an ally is within 10 feet of you, you can reroll a single attack roll or skill check before success or failure is known. You must take the results of the second roll, even if it is worse. You must be chaotic evil to take this trait.
Scout’s Eyes (Combat)
Benefit: You ignore the -5 penalty on Perception checks when using the Scout sphere’s scout ability.
Cautious Warrior (Combat)
You learned defensive moves from your trainers.
Benefit(s): You gain an additional +1 dodge bonus to Armor Class while you fight defensively or use the total defense action.
Drawback: Cruelty You were rewarded as a child for flaunting your victory over others as completely as possible, and you discovered you enjoyed the feeling of rubbing your foes’ faces in the dirt.
Effect: Whenever you are engaged in combat and there are dying or helpless foes within 30 feet, you take a –2 penalty on attack rolls against foes who are neither dying nor helpless.
=====Ability Scores=====:
STR 12=12(Buy)
DEX 16=14(Buy)+2(Race)
CON 12=14(Buy)-2(Race)
INT 14=14(Buy)
WIS 8= 8(Buy)
CHA 18=16(Buy)+2(Race)