Dhampir

Gargul Heavenripper's page

5 posts. Alias of Goblin Slayer.


Full Name

Gargul Heavenripper

Race

Dhampir

Classes/Levels

Inquisitor 1 (Kinslayer archetype)

Gender

Male

Special Abilities

Judgement

Alignment

NG

Deity

Iomedae

Strength 13
Dexterity 18
Constitution 12
Intelligence 10
Wisdom 12
Charisma 12

About Gargul Heavenripper

Background:
Gargul was born from a goodly dhampir and a tavern waitress, and was banished from Magnimar. He lives in hiding in Ustalov, adventuring to gain money to feed his family. He is in the Pathfinder Organization in hopes of living to his father's dreams, for he was a Pathfinder as well.

Kinslayer (Inquisitor)

Appalled and guilt-ridden by the horrific circumstances of her birth, a kinslayer dedicates herself to eradicating the very creatures whose blood flows within her veins. She spends her life hunting and slaying those vampiric monsters for whom humans have become prey. A kinslayer has the following class features.

Judgment (Su): At 1st level, a kinslayer gains the following judgment.

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. This ability replaces the destruction judgment.

Greater Brand (Su): A 1st level, a kinslayer learns to modify her slayer's brand judgment as she gains levels. Whenever she gains the ability to learn a teamwork feat, she can instead opt to learn one of the following modifications to her slayer's brand judgment.

Branding Ray: The slayer's brand judgment can be used as a ranged touch attack with a range of 20 feet. A kinslayer can take this modification more than once. Whenever she does, she increases the range of her brand by 20 feet.

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.

Orisons: Inquisitors learn a number of orisons, or 0-level spells, as noted on Table 2–4 under “Spells Known.” These spells are cast like any other spell, but they are not expended when cast and may be used again. Orisons prepared using other spell slots, such as those due to metamagic feats, are expended normally.

Stern Gaze (Ex): 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:
disrupt undead
resistance
light
acid splash
cure light wounds (x2)
magic weapon

Dhampir: Dhampirs are humanoids with the dhampir subtype.

Medium: Dhampirs are Medium creatures and have no bonuses or penalties due to their size.

Normal Speed: Dhampirs have a base speed of 30 feet.

Senses: Low-light vision and darkvision 60 feet.

Manipulative: +2 racial bonus on Bluff and Perception.

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

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.

Spell-Like Ability: A dhampir can use detect undead three times per day as a spell-like ability. The caster level for this ability equals the dhampir's class level.

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.

Languages: Dhampirs begin play speaking Common. Those with high Intelligence scores can choose any language it wants (except secret languages, such as Druidic).

Equipment:
Heavy Crossbow, 50 bolts, Studded Leather Armor, hunting cheetah named Prowl, Scale Mail armor (made for cheetah), 20 gp
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Attack:
crossbow +4 (1d10)
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Defense:
AC 17, Flat-footed 13, Touch 14

Skills: Stealth 8, Sleight of Hand 5, Diplomacy 5, Intimidate 5, Sense Motive 5, Bluff 5

Feats: Toughness

hp: 12

Traits:
Subject of Study: +1 dmg against undead
On the Payroll: +150 gp to wealth

Prowl
Leopard
N Medium animal
Init +4; Senses low-light vision, scent; Perception +5
Defense
AC 20, touch 14, flat-footed 11 (+4 Dex, +1 natural, +5 scale mail barding)
hp 19 (3d8+6)
Fort +5, Ref +7, Will +2
Offense
Speed 30 ft., climb 20 ft.
Melee bite +6 (1d6+3 plus grab), 2 claws +6 (1d3+3)
Special Attacks pounce, rake (2 claws +6, 1d3+3)
Statistics
Str 16, Dex 19, Con 15, Int 2, Wis 13, Cha 6
Base Atk +2; CMB +5 (+9 grapple); CMD 19 (23 vs. trip)
Feats Skill Focus (Stealth), Weapon Finesse
Skills Acrobatics +8, Climb +11, Perception +5, Stealth +11 (+15 in undergrowth); Racial Modifiers +4 on Stealth in undergrowth