![]() About Helt VhisOrc Vampire Spell-Less Ranger (Divine Tracker) 6/ Assassin 1
Base Statistics:
————— Defense ————— AC 27, touch 16, flat-footed 21 (Natural +7 [Vampire + Amulet], Leather Armor +2, Dexterity +5, Dodge +1) HP = 20 + 5d10+1 + 1d8+1 + Favored Class (3) +Toughness; Fast Healing 5 Fort +10, Ref +16, Will +7 (Cloak of Resistance +4) Channel resist +4 DR 10/Magic and silver Resist cold 10, electricity 10 Immune undead immunities Weakness Vampire Weaknesses ————— Offense ————— Speed 40 ft; climb 20 ft. Melee Slam +15/10 + Energy Drain Melee Weapon – Beaststrike GreatClub +16/11 – 1d10 + 10 (x2) [Power Attack, Cleave, Great Cleave] Ranged +11/6 Stealth Attack +2d6 - +1 Damage on Surprise Attacks Sneak Attack +1d6- +1 Damage on Surprise Attacks Death Attack Poison Use Favored Enemy – Elf (includes Drow) +2 Favored Enemy – Aberration +2 Favored Terrain – Underground (Darklands) +4 Blessings: Chaotic & Evil Beaststrike Club:
This +1 club is often decorated with large teeth and carved with stylized images of different animals.
As a standard action, the wielder may transform the club into the head or limb of an animal; the weapon’s damage does not change but the type of damage changes to one of the following to suit the shape of the club: bite (piercing), claw (slashing), gore (piercing), slam (bludgeoning), sting (piercing), or talon (slashing). When transformed, the club counts as a natural weapon and a manufactured weapon for the purpose of spells and effects that enhance or improve either manufactured or natural weapons. The club also counts as the natural weapon of its current shape for the purpose of feats and spells that rely on specific natural weapons, such as Weapon Focus (bite) or the bloody claws spell. If the wielder has the wild shape ability, she can expend one use of wildshape to increase the weapon’s damage by one step for the duration of that wild shape as long as the druid remains in contact with the weapon; if the wielder can wild shape at will, the club’s damage is always increased in this fashion. If unattended, the club reverts to its normal shape. Gear:
Magical: Greatclub, Cloak of Resistance +4, Leather Armor +2, Amulet of Natural Armor +2, Boots of Friendly Terrain, Glove of Storing, Stalker’s Mask. Stalker’s Mask - Preserved sections harvested from several different human faces cover this mask.
Mundane Gear: Wealth: 50o GP Stalker’s Mask:
————— Statistics ————— Str 28, Dex 20, Con -, Int 12, Wis 10, Cha 12 Base Atk +6/+1; CMB +15; CMD 30
Traits: Indomitable Faith (+1 Will Save),
[spoiler=Skills]
Class Skills:
Background Skills: Craft (Int) -
[Ranks: Disguise 2, Stealth 7, Perception 7, Intimidation 7, Survival 7, Acrobatics 6, Disable Device 7, Climb 6, Knowledge Dungeon 1] Languages: Orc, Common, Elven —————
Special Abilities:
————— [Endurance, Nature’s Healing] Fast Movement: +10’ Blessings: Chaos Blessing: Anarchic Strike (minor): At 1st level, you can touch one weapon and grant it a chaotic blessing. For 1 minute, this weapon glows yellow or purple and deals an additional 1d6 points of damage against lawful creatures. During this time, it’s treated as chaotic for the purposes of overcoming damage reduction. This blessing’s additional damage doesn’t stack with the additional damage from the anarchic weapon special ability. Evil Blessing: Unholy Strike (minor): At 1st level, you can touch one weapon and give it an evil blessing. For 1 minute, this weapon takes on a black, orange, or violet cast and deals an additional 1d6 points of damage against good creatures. During this time, it’s treated as evil for the purposes of overcoming damage reduction. This additional damage doesn’t stack with the additional damage from the unholy weapon special ability. Vampire Feats: Dodge +1 AC. - Combat Reflexes Take up to 6 Attacks of Opportunity per Round. Class Abilities: Track: A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks. Favored Weapon: At 1st level, a divine tracker is proficient with the favored weapon of his deity. If his deity's favored weapon is unarmed strike, he instead gains Improved Unarmed Strike as a bonus feat. This ability replaces wild empathy. [Greatclub]. Favored Enemy: At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.
Combat Style: Two-Handed Weapon: Power Attack: You can make exceptionally deadly melee attacks by sacrificing accuracy for strength.
Cleave: You can strike two adjacent foes with a single swing.
Great Cleave:
Favored Terrain (Ex): At 3rd level, a ranger may select a type of terrain from the Favored Terrains table. The ranger gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this terrain. A ranger traveling through his favored terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses).
Boots of friendly terrain turn inhospitable territory into a perfect hunting grounds for any ranger who wears them, so much so that his footprints vanish behind him with each step he takes. Each pair of these supple leather boots corresponds to a specific sort of environment as defined by the ranger’s favored terrain class feature (jungle, plains, and so on). A ranger wearing the boots can treat the corresponding environment of the boots as one of his favored terrains, granting him a +2 bonus. If he already has that particular environment as one of his favored terrains, that terrain’s bonus increases by 2. Stealth Attack : If a spell-less ranger can catch an opponent when he is unable to defend himself effectively from his attack, he can strike a vital spot for extra damage. The spell-less ranger’s attack deals extra damage any time his target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when he flanks his target. This extra damage is 1d6 at 2nd level, and it increases by 1d6 every four spell-less ranger levels thereafter. Should he score a critical hit with a stealth attack, this extra damage is not multiplied. Ranged attacks can count as stealth attacks only if the target is within 30 ft. Stealth attacks are possible only when a spell-less ranger is wearing medium, light, or no armor. He may only use this ability while in a favored terrain or against a favored enemy. Ranger Talent: Fast Stealth: You can move at full speed while using the Stealth skill without penalty. Death Attack: If an assassin studies his victim for 3 rounds and then makes a sneak attack with a melee weapon that successfully deals damage, the sneak attack has the additional effect of possibly either paralyzing or killing the target (assassin’s choice). Studying the victim is a standard action. The death attack fails if the target detects the assassin or recognizes the assassin as an enemy (although the attack might still be a sneak attack if the target is denied his Dexterity bonus to his Armor Class or is flanked). If the victim of such a death attack fails a Fortitude save (DC 10 + the assassin’s class level + the assassin’s Int modifier) against the kill effect, she dies. If the saving throw fails against the paralysis effect, the victim is rendered helpless and unable to act for 1d6 rounds plus 1 round per level of the assassin. If the victim’s saving throw succeeds, the attack is just a normal sneak attack. Once the assassin has completed the 3 rounds of study, he must make the death attack within the next 3 rounds.
Vampire Template:
“Vampire” is an acquired template that can be added to any living creature with 5 or more Hit Dice (referred to hereafter as the base creature). Most vampires were once humanoids, fey, or monstrous humanoids. A vampire uses the base creature’s stats and abilities except as noted here.
Defensive Abilities: A vampire gains channel resistance +4, DR 10/magic and silver, and resistance to cold 10 and electricity 10, in addition to all of the defensive abilities granted by the undead type. A vampire also gains fast healing 5. If reduced to 0 hit points in combat, a vampire assumes gaseous form (see below) and attempts to escape. It must reach its coffin home within 2 hours or be utterly destroyed. (It can normally travel up to 9 miles in 2 hours.) Additional damage dealt to a vampire forced into gaseous form has no effect. Once at rest, the vampire is helpless. It regains 1 hit point after 1 hour, then is no longer helpless and resumes healing at the rate of 5 hit points per round. Undead Immunities:
Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless). Weaknesses: Vampires cannot tolerate the strong odor of garlic and will not enter an area laced with it. Similarly, they recoil from mirrors or strongly presented holy symbols. These things don’t harm the vampire—they merely keep it at bay. A recoiling vampire must stay at least 5 feet away from the mirror or holy symbol and cannot touch or make melee attacks against that creature. Holding a vampire at bay takes a standard action. After 1 round, a vampire can overcome its revulsion of the object and function normally each round it makes a DC 25 Will save.
Reducing a vampire’s hit points to 0 or lower incapacitates it but doesn’t always destroy it (see fast healing). However, certain attacks can slay vampires. Exposing any vampire to direct sunlight staggers it on the first round of exposure and destroys it utterly on the second consecutive round of exposure if it does not escape. Each round of immersion in running water inflicts damage on a vampire equal to one-third of its maximum hit points—a vampire reduced to 0 hit points in this manner is destroyed. Driving a wooden stake through a helpless vampire’s heart instantly slays it (this is a full-round action). However, it returns to life if the stake is removed, unless the head is also severed and anointed with holy water. Speed: Same as the base creature. If the base creature has a swim speed, the vampire is not unduly harmed by running water. Melee: A vampire gains a slam attack if the base creature didn’t have one. Damage for the slam depends on the vampire’s size. Its slam also causes energy drain (see below). Its natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Special Attacks: A vampire gains several special attacks. Save DCs are equal to 10 + 1/2 vampire’s HD + vampire’s Cha modifier unless otherwise noted. Blood Drain (Su)
Children of the Night (Su)
Create Spawn (Su)
Dominate (Su)
Energy Drain (Su)
Special Qualities: A vampire gains the following:
Gaseous Form (Su) As a standard action, a vampire can assume gaseous form at will (caster level 5th), but it can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability. Shadowless (Ex) A vampire casts no shadows and shows no reflection in a mirror. Spider Climb (Ex) A vampire can climb sheer surfaces as though under the effects of a spider climb spell. Ability Scores: Str +6, Dex +4, Int +2, Wis +2, Cha +4. As an undead creature, a vampire has no Constitution score. Skills: Vampires gain a +8 racial bonus on Bluff, Perception, Sense Motive, and Stealth checks.
Orc Race:
Smeller gain a limited scent ability with half the normal range. This racial trait replaces ferocity and weapon familiarity. Scent - This special quality allows a creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar odors just as humans do familiar sights. The creature can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. When a creature detects a scent, the exact location of the source is not revealed—only its presence somewhere within range. The creature can take a move action to note the direction of the scent. When the creature is within 5 feet of the source, it pinpoints the source’s location. A creature with the scent ability can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry’s odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill. Creatures tracking by scent ignore the effects of surface conditions and poor visibility. Light Sensitivity Darkvision 60’ Racial Traits +4 Strength, -2 Intelligence, Wisdom, and Charisma. Backstory:
Helt hails from the northern Mindspin mountains of the Hold of Belkzen, and is from the Twisted Nail tribe. Typically a violent and uncultured tribe he was raised by his master who took him in after his family was killed by raiders. He was already an accomplished hunter who had provided for his family and learned to hone his anger and rage over time with his masters help. He was taught many things……. Appearance::
Helt has grey skin that looks like a light ash color. The top of his right ear no longer comes to a point due to a hunting mishap he had with his younger brother when they were children. He stands slightly over 6 ft tall and has a medium build. He has short greasy black hair. |