Chaleb Sazomal

Eric Kostroff's page

56 posts. Alias of ‘Eκάτη.


Race

MF 7/7 | Spells: I 8/8 II 7/7 III 4/6 IV 4/4 |

Classes/Levels

Active: Magic Vestment

Gender

M CE Dhampir Oracle 8| HP 83/83 | AC 24 T 11 FF 23 | CMD 22 [+2 vs grapple] | F+6 R+5 W+9 [+2 vs disease; -1 vs positive energy] | Init +8 [ADV] | always act in the surprise round | Perc +1 | LLV, DV60' |

About Eric Kostroff

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M CE Dhampir Oracle of Battle VIII
Init +8 [ADV] | Perc +1 | Low-Light Vision, Darkvision 60'
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Str 20 (+5) | Deх 12 (+1) | Con 14 (+2) | Int 12 (+1) | Wis 12 (+1) | Cha 20 (+5)
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DEFENSE
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AC 22, T 11, FF 21 (+11 armor +1 dex)
hp 83 (51 +16 con +8 feat +8 class)
Fort +6, Ref +5, Will +9
[+2 vs disease; -1 vs positive energy]
Special Negative Energy Affinity, Resist Level Drain
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OFFENSE
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Base Atk +6 CMB +11, CMD 22 (+2 vs grapple)
Speed 20 ft.
Melee Grapple +16 (no Aoo)
+1 Bite +13/+8 (1d6+8 B,P,S; 19-20x2) or [PA] +11/+6 (1d6+14)
Mwk Cold Iron Longsword +12/+7 (1d8+7 S; 19-20x2) or [PA] +10/+5 (1d8+13)
Special Martial Flexibility (7/day)
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Skills Diplomacy +21, Bluff +19, Knowledge (History, Religion, Planes) +12, Knowledge (Nobility) +16, Sense Motive +13, Spellcraft +12
Languages Abyssal, Common
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SPELLS
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Concentration +16 | VS SR +8

Close 45 ft, Medium 180 ft, Long 720 ft

- Cantrips (DC15):
Bleed/Stabilize [close], Create Water [close], Detect Magic/Read Magic, Detect Poison, Grasp, Mending

- Level 1 (DC16; 8/day):
Divine Favor [+3; 1 min], Charm Person [W; close], Hide from Undead [8 targets; 80 min], Hypnotism [W+2; 2d4 hd; close], Ill Omen [2 rolls; close], Inflict Light Wounds [1d8+5], Murderous Command [W; close], Shadow Trap [W; close; 8 rounds], Shield of Faith [+3; 8 min]

- Level 2 (DC17; 7/day):
Grace [swift], Inflict Moderate Wounds [2d8+8], Minor Image [W; twelve 10 ft. cubes; concentration + 2 rounds]; Night Blindness [W; 8 days; medium], Oracle’s Burden [8 min; medium], Protection from Outsiders [8 min]

- Level 3 (DC18; 6/day):
Bestow Curse [touch], Dispel Magic [medium], Magic Vestment [+2; 8 hours], Inflict Serious Wounds [3d8+8]

- Level 4 (DC19; 4/day):
Divine Power [+3; +8 tHP; 8 rounds], Inflict Critical Wounds [4d8+8], Wall of Fire [concentration + 8 rounds; medium]

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SPECIAL
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Hunger (Ex): Ravenous hunger wracks your body in stressful situations. You gain none of the benefits from spells or magic items that provide nourishment, such as goodberry, heroes’ feast, or a ring of sustenance. You also gain a bite attack that deals an amount of piercing damage appropriate for your size as a secondary natural attack.

Maneuver Mastery (Ex): Select one type of combat maneuver. When performing the selected maneuver, you treat your oracle level as your base attack bonus (plus the BAB from other classes) when determining your CMB. At 7th level, you gain the Improved feat (such as Improved Trip) that grants you a bonus when performing that maneuver. At 11th level, you gain the Greater feat (such as Greater Trip) that grants you a bonus when performing that maneuver. You do not need to meet the prerequisites to receive these feats.

Martial Flexibility (Ex): At 1st level, a warsighted can use a move action to gain the benefit of a combat feat she doesn’t possess. This effect lasts for 1 minute. The warsighted must otherwise meet all the feat’s prerequisites. She can use this ability a number of times per day equal to 3 + 1/2 her oracle level. At 7th level, a warsighted can use this ability to gain the benefit of two combat feats at the same time. She can select one feat as a swift action or two feats as a move action.

Skill at Arms (Ex): You gain proficiency in all martial weapons and heavy armor.

Succubus (Ex): Your mind is marked by succubus tampering. You take a –2 penalty on saving throws against mind-affecting effects and add charm person and hypnotism to your list of 1st-level oracle spells known. At 5th level, add minor image to your list of 2nd-level oracle spells known. At 10th level, add modify memory to your list of 4th-level oracle spells known. At 15th level, add veil to your list of 6th-level oracle spells known.

War Sight (Su): Whenever you roll for initiative, you can roll twice and take either result. At 7th level, you can always act in the surprise round, but if you fail to notice the ambush, you act last, regardless of your initiative result (you act in the normal order in following rounds). At 11th level, you can roll for initiative three times and take any one of the results.

Weapon Mastery (Ex): Select one weapon with which you are proficient. You gain Weapon Focus with that weapon. At 8th level, you gain Improved Critical with that weapon. At 12th level, you gain Greater Weapon Focus with that weapon. You do not need to meet the prerequisites to receive these feats.

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RACE
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Alternate Weakness: Svetochers take a –1 penalty on saves against effects that deal positive energy damage.

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.

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

Negative Energy Affinity: Though they’re living creatures, dhampirs react to positive and negative energy as if they were undead; positive energy harms them, and negative energy heals them.

Manipulative: Svetochers gain a +2 racial bonus on Diplomacy and Knowledge (nobility) checks.

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EQUIPMENT
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Circlet of Persuasion - 5000
Headband of Alluring Charisma (+2) - 4000
Belt of Physical Might (+2; Str & Con) - 10000
Amulet of Mighty Fists +1 - 4000
Cloak of Resistance (+2) - 4000

Mwk Full Plate - 1650
Mwk Cold Iron Longsword - 330

Quickcatch Manacles M [3] - 540 gp
Quickcatch Manacles S [1] - 180 gp

Wrist sheath (spring loaded) [2] - 10
+
x (wrist sheath L)
x (wrist sheath R)

Lesser Extend Metamagic Rod - 3000

Sash, Adventurer’s (6 pouches) - 20
Antitoxin [2] - 100
Antiplague [2] - 100
Air crystal [2] - 50

Gold Unholy Symbol of Nocticula - 100
Kit, Oracle ’s - 9 gp
Outfit, Cold & Hot - 8 & F
Outfit, Traveler’s - 1
Outfit, Noble’s - 75
Jewelry - 100

Coin 60

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FEATS & TRAITS
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Feats: Noble Scion, Toughness, Extra Revelation [2], Weapon Focus (Natural), Improved Critical (Natural), Unarmed Combatant
Traits: Fashionable, Fate's Favored, Forbidden Knowledge | FCB: +8 to HP

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