Kazavel Aldaris
CN HUMANOID ELF DHAMPIR
Male Elf oracle 6
Heritage dhampir elf
Background emissary
Mystery ash
Languages Common, Draconic, Elven, Necril, Mwangi
Perception +8; darkvision
Skills Academia Lore +8, Athletics +9, Deception +15,
Diplomacy +12, Geb Lore +8, Intimidation +15, Medicine +9, Occultism +8, Religion +9, Society +8, Stealth +11, Vampire Lore +8
Str 12, Dex 16, Con 14, Int 10, Wis 12, Cha 19
Items adventurer’s pack, climbing kit, cloak of feline rest, demon mask, disguise kit, hat of disguise, healer’s tools, lantern (hooded), oil (3 six-hour uses), oil of unlife (lesser), silvertongue mutagen (moderate), 20 sling bullets, ventriloquist’s ring, 1 week of rations, and one goat
AC 22; Fort +11, Ref +11, Will +11 (+2 circumstance bonus to saves and DCs against Grapple, Shove, and forced movement, +2 circumstance bonus to saving throws (or any other defense) against disease and poison.)
HP 71 (negative healing); Resistances physical 3 Weakness revulsion, sunlight vulnerability
Speed 40 feet
Melee [one-action] fangs +9 (grapple, unarmed), Damage
1d6+1 piercing
Melee [one-action] light mace +11 (agile, finesse, shove), Damage 1d4+1 bludgeoning
Melee [one-action] mace+9 (shove), Damage 1d6+1 bludgeoning
Ranged [one-action] sling +11 (propulsive, range increment 50
feet, reload 1), Damage 1d6 piercing
Drink Blood [one-action] (divine, necromancy) Requirements A grabbed, paralyzed, restrained, unconscious, or willing creature is within Kazavel’s reach; Effect Kazavel sinks his fangs into that creature and drinks its blood. This requires an Athletics check against the victim's Fortitude DC if the victim is grabbed, and automatically succeeds for any of the other conditions. If Kazavel succeeds, the creature becomes drained 1, and he gains temporary HP equal to the target's level that last for 10 minutes. Further uses against the target don't increase the drained condition or grant Kazavel more temporary HP.
Divine Spontaneous Spells DC 22, attack +12; 3rd (3 slots) impending doom, rouse skeletons, vampiric touch*; 2nd (3 slots) comprehend language, darkness, spirit link*; 1st (3 slots) command, fear, harm*
of enfeeblement; Cantrips (3rd) detect magic, illuminate, message, prestidigitation, produce flame, shield
Revelation Spells 2 Focus Points, DC 21; 3rd ashen wind, fire ray
Ancestry Feats nimble elf, vampire lore
Class Feats Vampire Dedication, Vampiric Progenitor, Daywalker
General Feats fleet
Skill Feats Assurance (Deception), Dark Shepard, Multilingual, Intimidating Glare
Other Abilities basic undead benefits, curse of creeping ashes, signature spells
(harm, impending doom, spirit link)