Tsadok Goldtooth

Helt Vhis's page

27 posts. Alias of Michele Marra.


About Helt Vhis

Orc Vampire Spell-Less Ranger (Divine Tracker) 6/ Assassin 1
Malkistra Family
Chaotic – Evil - Medium Undead (augmented humanoid)
Deity Zagresh “the Destroyer”
Init +10; Senses Darkvision 60 ft; Scent 90’, Perception + 26 (+28 vs. Elves & Aberrations - +30 Underground)

Base Statistics:

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Defense
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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
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Offense
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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.
When worn, the mask desaturates the wearer’s color, making him appear shadowy and granting a +5 competence bonus on Stealth checks. Once per day as a full-round action, the wearer can cause the mask’s features to take on the appearance of any creature of the wearer’s basic size and shape within 60 feet that he observes, allowing the wearer to adopt that creature’s appearance for 1 hour. This grants him a +10 bonus on Disguise checks made to appear as the creature. The mask also grants the wearer a +1 bonus on attack rolls and weapon damage rolls made against the creature he is disguised as, as the mask builds upon the wearer’s rage and jealousy of the target’s appearance.

Mundane Gear:

Wealth:

50o GP

Stalker’s Mask:

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Statistics
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Str 28, Dex 20, Con -, Int 12, Wis 10, Cha 12

Base Atk +6/+1; CMB +15; CMD 30
Feats: (1) Power Attack,
(Combat Style) Cleave, Great Cleave
(3) Acute Senses: Scent (increased to 90’), +2 Perception (per Blood Power Feat)
(5) Beast Speech: Speak with Animal 1x per day +1 per point of Wisdom Bonus (1)
(7) Earth Meld: Sink into any natural terrain and remain there indefinitely. By day they are immune to the ravages of the sun. A Vampire who remains in the earth for more than a week will waken with a great thirst the next evening.

Traits: Indomitable Faith (+1 Will Save),
Ambush Training (+1 Initiative & +1 damage on weapon rolls during any surprise rounds)

[spoiler=Skills]
[6 + 1 per Level (1-6) | 4 + 1 7th ] [+3 Favored Class]

Class Skills:
Acrobatics (Dex) +14
Bluff (Cha) +12 (+14 vs Elves & Aberrations)
Climb (Str) +18
Diplomacy (Cha) +4
Disable Device (Dex) +15
Disguise (Cha) +6 [+16 when using Mask]
Escape Artist (Dex) +8
Heal (Wis) -
Intimidation (Cha) +11
Knowledge Dungeoneering (Int) +5 (+9 Underground) (+7 Aberrations)
Knowledge Geography - +5 (Darklands)
Knowledge Nature (Int) +4 (+6 vs Elves)
Perception (Wis) Perception + 26 (+28 vs. Elves & Aberrations - +30 Underground)
Profession (Wis) -
Ride (Dex) +5
Sense Motive (Wis) +13 (+15 vs Elves & Aberrations)
Stealth (Dex) +28 (+32 Underground)
Survival (Wis) 10 (+13 when Tracking) (+12 vs Elves & Aberrations)
Swim (Str) N/A
Use Magic Device (Cha) -

Background Skills:

Craft (Int) -
Handle Animal (Cha) +4
Knowledge Geography (Int) +4
Linguistics (Int) +5
Sleight of Hand (Dex) +9

[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

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Special Abilities:

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[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.
At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by +2.
If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table below. (Note that there are other types of humanoid to choose from—those called out specifically on the table below are merely the most common.) If a specific creature falls into more than one category of favored enemy, the ranger's bonuses do not stack; he simply uses whichever bonus is higher.

Combat Style: Two-Handed Weapon:

Power Attack: You can make exceptionally deadly melee attacks by sacrificing accuracy for strength.
Benefit: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

Cleave: You can strike two adjacent foes with a single swing.
Benefit: As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the first and also within reach. You can only make one additional attack per round with this feat. When you use this feat, you take a –2 penalty to your Armor Class until your next turn.

Great Cleave:
Benefit: As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the previous foe and also within reach. If you hit, you can continue to make attacks against foes adjacent to the previous foe, so long as they are within your reach. You cannot attack an individual foe more than once during this attack action. When you use this feat, you take a –2 penalty to your Armor Class until your next turn

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).
At 8th level and every five levels thereafter, the ranger may select an additional favored terrain. In addition, at each such interval, the skill bonus and initiative bonus in any one favored terrain (including the one just selected, if so desired), increases by +2.
If a specific terrain falls into more than one category of favored terrain, the ranger's bonuses do not
stack; he simply uses whichever bonus is higher.

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.
If a death attack is attempted and fails (the victim makes her save) or if the assassin does not launch the attack within 3 rounds of completing the study, 3 new rounds of study are required before he can attempt another death attack.

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.
CR: Same as the base creature + 2.
AL: Any evil.
Type: The creature’s type changes to undead (augmented). Do not recalculate class Hit Dice, BAB, or saves.
Senses: A vampire gains darkvision 60 ft.
Armor Class: Natural armor improves by +6.
Hit Dice: Change all racial Hit Dice to d8s. Class Hit Dice are unaffected. As undead, vampires use their Charisma modifier to determine bonus hit points (instead of Constitution).

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 all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).
Immunity to death effects, disease, paralysis, poison, sleep effects, and stunning.
Not subject to nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Constitution, Dexterity, and Strength), as well as to exhaustion and fatigue effects.

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.
Vampires cannot enter a private home or dwelling unless invited in by someone with the authority to do so.

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)
A vampire can suck blood from a grappled opponent; if the vampire establishes or maintains a pin, it drains blood, dealing 1d4 points of Constitution damage. The vampire heals 5 hit points or gains 5 temporary hit points for 1 hour (up to a maximum number of temporary hit points equal to its full normal hit points) each round it drains blood.

Children of the Night (Su)
Once per day, a vampire can call forth 1d6+1 rat swarms, 1d4+1 bat swarms, or 2d6 wolves as a standard action. (If the base creature is not terrestrial, this power might summon other creatures of similar power.) These creatures arrive in 2d6 rounds and serve the vampire for up to 1 hour.

Create Spawn (Su)
A vampire can create spawn out of those it slays with blood drain or energy drain, provided that the slain creature is of the same creature type as the vampire’s base creature type. The victim rises from death as a vampire spawn in 1d4 days. This vampire is under the command of the vampire that created it, and remains enslaved until its master’s destruction. A vampire may have enslaved spawn totaling no more than twice its own Hit Dice; any spawn it creates that would exceed this limit become free-willed undead. A vampire may free an enslaved spawn in order to enslave a new spawn, but once freed, a vampire or vampire spawn cannot be enslaved again.

Dominate (Su)
A vampire can crush a humanoid opponent’s will as a standard action. 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 (caster level 12th). The ability has a range of 30 feet. At the GM’s discretion, some vampires might be able to affect different creature types with this power.

Energy Drain (Su)
A creature hit by a vampire’s slam (or other natural weapon) gains two negative levels. This ability only triggers once per round, regardless of the number of attacks a vampire makes.

Special Qualities: A vampire gains the following:
Change Shape (Su) A vampire can use change shape to assume the form of a dire bat or wolf, as beast shape II.

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.
Feats: Vampires gain Alertness, Combat Reflexes, Dodge, Improved Initiative, Lightning Reflexes, and Toughness as bonus feats.

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.