Init 2, Senses Perception {+8}
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DEFENSE
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AC 14, touch 12, flat-footed 12 / (Dex,+2 )
hp (7/7)
Fort -1, Ref+2, Will+2,
+2 racial bonus on saving throws against disease and mind-affecting effects.
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.
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OFFENSE
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Speed 30'
Attacks
Unarmed combat TH+2 {DMG1d3+2} 20/x2 {NL}
Fangs TH+2 {DMG1d6+2} crt20x2 Type piercing +{Blood Drink}
Boot Combat Blade TH+2 {DMG1d4+2} Critical 19–20/x2 Type piercing Range 20'[1gp]
Short Spear TH+2 {DMG1d6+2} crt20x2 {P} range 20' [1gp]
Spear TH+2 {DMG1d8+2} crt20x3 {P} range 20' {Special brace} [2gp]
Long Spear TH+2 {DMG1d8+2} crt20x3 {P} {Special brace+Reach} [5gp]
Range:
1:Telekinetic Projectile TH+2 DNG[1d6] crt20x2 range 25'
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TRAITS
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1:Adopted - Elf Family - Lesser Noble: (Regional/Race Trait)
You come from an aristocratic family, though your family has long since lost any power or prestige it once had.
Benefit: You gain a +1 trait bonus on Diplomacy and Knowledge (nobility) checks. In addition, your starting money is increased by 100 gp— your “birthright,” such as it is.
2:Council Aide:
You have access to minor records and procedures. Gain a +1 trait bonus on Knowledge (local) and it becomes a class skill. Once per session, you may declare familiarity with a minor local official or bureaucratic procedure.
Drawbacks
1:Warded Against Nature
Effect: Animals do not willingly approach within 30 feet of you, unless you or the animal’s master succeeds at a DC 20 Handle Animal, Ride, or wild empathy check. Animal companions, familiars, and mounts granted by your class abilities are immune to this effect.
2:Light Sensitivity:
Dhampirs are dazzled in areas of bright sunlight or within the radius of a daylight spell.
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STATISTICS
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Str 14, Dex 14, Con 09, Int 14, Wis 14, Cha 14,
Base Atk +0; CMB +
---Belt Pouch 1--- 5gp
Official papers --
Signal Whistles 5sp
Earplugs x1 1gp
Smocked Eyeglasses 20gp
----Fine Satchel 5gp---
Ink+pen+paper notebook 2gp
Sling Pellets x20 5sp
water canteen 5gp
Starting Coin 105gp+100gp/
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SPECIAL ABILITIES
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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.
Fangs:
On occasion, a dhampir may inherit lengthy canines. Whenever the dhampir makes a grapple combat maneuver check to damage an opponent, he can choose to bite his opponent. As a standard action, the dhampir can bite a creature that is bound, helpless, paralyzed, or similarly unable to defend itself. Feat blood drinker changes this.
Warded Against Nature
Effect: Animals do not willingly approach within 30 feet of you, unless you or the animal’s master succeeds at a DC 20 Handle Animal, Ride, or wild empathy check. Animal companions, familiars, and mounts granted by your class abilities are immune to this effect.
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SPELLS AND SPELL-LIKE ABILITIES
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Once per day when you succeed at a Bluff, Diplomacy, or Intimidate check against a creature, you can charm that creature as if using charm monster with a caster level equal to your character level. If the creature fails its save, it’s charmed for a number of minutes equal to your character level.
Stain: You no longer cast a shadow. Noticing this in normal or bright light requires a successful DC 15 Perception check. Also, if you’re in an area that smells strongly of garlic, you must succeed at a DC 20 Fortitude save or be sickened for 1d4 minutes. Immunities don’t prevent this sickened condition.
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Description
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Dressed in well kept simple black uniform of a counsel aid. Onyx is a tall, slender female standing just 5'10" and some 140lbs. Long black hair, raven black eyes, her skin is so a pale grey. There is a hawkishness to her, her eyes are always focused, tracking things around her, predatory. {The fangs don't help} When outside she wheres a A hat, cloves and smocked glasses. Her only weapons seem to be a dagger in her right boot and a spear.
perception DC20:
Animals really do not like to be around her, and if they can't move away the put up a fuss. Perception DC20 when she is within 10' of a mirror surface, you see she has no reflection. Perception DC15 in a bright light, you see she has no shadow. Also Animales do not seem to want to be around her.
Lady Onyx Bonumas, A self imposed disciplinarian, her life is rules, always trying to keep things together as the world falls apart. Seeing herself as a protector of what is left of civilization. She can be cold, logical unfeeling, she can get along with others but privet, never really talking about herself. In her down time she likes to read books. She has a habit of playing with coins in her hands. Doing simple magic tricks.
OLD FORMAT:
Weapons
Unarmed combat TH+2 {DMG1d3+2} 20/x2 {NL}
Fangs TH+2 {DMG1d6+2} crt20x2 Type piercing +{Blood Drink}
Boot Combat Blade TH+2 {DMG1d4+2} Critical 19–20/x2 Type piercing Range 20'[1gp]
Short Spear TH+2 {DMG1d6+2} crt20x2 {P} range 20' [1gp]
Spear TH+2 {DMG1d8+2} crt20x3 {P} range 20' {Special brace} [2gp]
Long Spear TH+2 {DMG1d8+2} crt20x3 {P} {Special brace+Reach} [5gp]
Range:
1:Telekinetic Projectile TH+2 DNG[1d6] crt20x2 range 25'
+2 racial bonus on saving throws against disease and mind-affecting effects.
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.
FEATS
1: Blood Drinker
Consuming blood reinvigorates you.
Prerequisite: Dhampir.
Benefit: Whenever you drink fresh blood from a sentient being {Damnation}, you gain 5 temporary hit points and a +1 bonus on checks and saves based on Constitution. The effects last 1 hour. If you feed multiple times, you continue to gain hit points to a maximum of 5 temporary hit points for every three Hit Dice you have, but the +1 bonus on Constitution-based skill checks and saving throws does not stack.
Normally: you can only drink blood from an opponent who is helpless, grappled, paralyzed, pinned, unconscious, or similarly disabled. If you have a bite attack, you can drink blood automatically as part of your bite attack. Drinking blood deals 2 points of Constitution damage to the creature you feed upon. The blood must come from a living creature of the specified humanoid subtype. It cannot come from a dead or summoned creature. Feeding on unwilling intelligent creatures is an evil act.
Vampirism Manifestations
The following are manifestations of the vampirism corruption.
Allure:
You can influence others subtly, but lose your reflection.
Gift: You gain a +2 racial bonus on Bluff, Diplomacy, and Intimidate checks. At manifestation level 3rd, these bonuses increase to +4.
Stain: You cast no reflection. While you’re within 10 feet of a mirror or reflective surface, nearby creatures may notice something amiss (Perception DC 20). If they succeed by 5 or more, they notice your lack of reflection. When you reach manifestation level 3rd, a creature can present a mirror to you as a standard action to repel you. You must stay at least 5 feet away from the mirror and can’t touch or make melee attacks against that creature. After 1 round, if the creature continues presenting the mirror, you can attempt a DC 25 Will save each round to ignore the repulsion for that round. Dreadful Charm DC13
Your powers of persuasion allow you to compel the weak.
Prerequisite: Allure.
Gift: Once per day when you succeed at a Bluff, Diplomacy, or Intimidate check against a creature, you can charm that creature as if using charm monster with a caster level equal to your character level. If the creature fails its save, it’s charmed for a number of minutes equal to your character level.
Stain: You no longer cast a shadow. Noticing this in normal or bright light requires a successful DC 15 Perception check. Also, if you’re in an area that smells strongly of garlic, you must succeed at a DC 20 Fortitude save or be sickened for 1d4 minutes. Immunities don’t prevent this sickened condition.
Traits
1:Adopted - Elf Family - Lesser Noble: (Regional/Race Trait)
You come from an aristocratic family, though your family has long since lost any power or prestige it once had.
Benefit: You gain a +1 trait bonus on Diplomacy and Knowledge (nobility) checks. In addition, your starting money is increased by 100 gp— your “birthright,” such as it is.
2:Council Aide:
You have access to minor records and procedures. Gain a +1 trait bonus on Knowledge (local) and it becomes a class skill. Once per session, you may declare familiarity with a minor local official or bureaucratic procedure.
Drawbacks
1:Warded Against Nature
Effect: Animals do not willingly approach within 30 feet of you, unless you or the animal’s master succeeds at a DC 20 Handle Animal, Ride, or wild empathy check. Animal companions, familiars, and mounts granted by your class abilities are immune to this effect.
RACE Dhampirs -- FEAT AND SKILL RACIAL TRAITS Ability Score Modifiers:
Dhampirs are fast and seductive, but their racial bond to the undead impedes their mortal vigor. They gain +2 Dexterity, +2 Charisma, and –2 Constitution.
Type:
Dhampirs are humanoids with the dhampir subtype.
Size:
Dhampirs are Medium creatures and thus have no bonuses or penalties due to their size.
Base Speed:
Dhampirs have a base speed of 30 feet.
Languages:
Dhampirs begin play speaking Common. Those with high Intelligence scores can choose any language it wants (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.
Undead Resistance:
Dhampirs gain a +2 racial bonus on saving throws against disease and mind-affecting effects.
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.
Manipulative:
Dhampir gain a +2 racial bonus on Bluff and Perception checks.
Fangs:
On occasion, a dhampir may inherit lengthy canines. Whenever the dhampir makes a grapple combat maneuver check to damage an opponent, he can choose to bite his opponent. As a standard action, the dhampir can bite a creature that is bound, helpless, paralyzed, or similarly unable to defend itself. Feat blood drinker changes this.
This racial trait replaces the spell-like ability racial trait.
Darkvision:
Dhampir see perfectly in the dark up to 60 feet.
Low-light vision:
In addition to their ability to see perfectly in the dark up to 60 ft, dhampir have low-light vision, allowing them to see twice as far as humans in conditions of dim light.
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.
Skills
Skill Ranks per Level: 6 + Int modifier. [6+2Int] points [08/08][Backgrounds skills 2/2]=10
Class Skills
The investigator’s class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Heal (Wis), Intimidate (Cha), Knowledge (all) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Stealth (Dex), and Use Magic Device (Cha).
Class Features
The following are the class features of the investigator.
Armor Proficiency
Investigators are proficient with simple weapons, plus the hand crossbow, rapier, sap, shortbow, short sword, and sword cane. They are proficient in light armors, but not shields.
Inspiration (Ex) {3/3 day}
An investigator is beyond knowledgeable and skilled—he also possesses keen powers of observation and deduction that far surpass the abilities of others. An investigator typically uses these powers to aid in their investigations, but can also use these flashes of inspiration in other situations. An investigator has the ability to augment skill checks and ability checks through his brilliant inspiration. The investigator has an inspiration pool equal to 1/2 his investigator level + his Intelligence modifier (minimum 1). An investigator’s inspiration pool refreshes each day, typically after he gets a restful night’s sleep. As a free action, he can expend one use of inspiration from his pool to add 1d6 to the result of that check, including any on which he takes 10 or 20. This choice is made after the check is rolled and before the results are revealed. An investigator can only use inspiration once per check or roll. The investigator can use inspiration on any Knowledge, Linguistics, or Spellcraft skill checks without expending a use of inspiration, provided he’s trained in the skill. Inspiration can also be used on attack rolls and saving throws, at the cost of expending two uses of inspiration each time from the investigator’s pool. In the case of saving throws, using inspiration is an immediate action rather than a free action.
Trapfinding [+1]
An investigator adds 1/2 his level to Perception skill checks made to locate traps and to Disable Device checks (minimum 1). An investigator can use Disable Device to disarm magical traps.
Spell Casting
A psychic detective casts psychic spells drawn from the psychic class spell list and augmented by a select set of additional spells (see Psychic Detective Spells). Only spells from the psychic class spell list of 6th level or lower and psychic detective spells are considered to be part of the psychic detective’s spell list. If a spell appears on both the psychic detective and psychic class spell lists, the psychic detective uses the spell level from the psychic detective spell list. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, a psychic detective must have an Intelligence score equal to at least 10 + the spell’s level. The saving throw DC against a psychic detective’s spell is 10 + the spell’s level + the psychic detective’s Intelligence modifier. Like other spellcasters, a psychic detective can cast only a certain number of spells of each spell level per day. She knows the same number of spells and receives the same number of spells slots per day as a bard of her investigator level, and knows and uses 0-level knacks as a bard uses cantrips. In addition, she receives bonus spells per day if she has a high Intelligence score. At 5th level and every 3 levels thereafter, a psychic detective can choose to learn a new spell in place of one she already knows, using the same rules as a bard. In effect, the psychic detective loses the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least 1 level lower than the highest-level spell the psychic detective can cast.
A psychic detective need not prepare her spells in advance. She can cast any psychic detective spell she knows at any time, assuming she has not yet used up her allotment of spells per day for the spell’s level.flashes of inspiration in other situations. An investigator has the ability to augment skill checks and ability checks through his brilliant inspiration. The investigator has an inspiration pool equal to 1/2 his investigator level + his Intelligence modifier (minimum 1). An investigator’s inspiration pool refreshes each day, typically after he gets a restful night’s sleep. As a free action, he can expend one use of inspiration from his pool to add 1d6 to the result of that check, including any on which he takes 10 or 20. This choice is made after the check is rolled and before the results are revealed. An investigator can only use inspiration once per check or roll. The investigator can use inspiration on any Knowledge, Linguistics, or Spellcraft skill checks without expending a use of inspiration, provided he’s trained in the skill. Inspiration can also be used on attack rolls and saving throws, at the cost of expending two uses of inspiration each time from the investigator’s pool. In the case of saving throws, using inspiration is an immediate action rather than a free action.
20 Questions:
These questions are just meant to help me and you flesh out your character. You can answer any or all of them, but the more you have the better it is for me.
1. What is your character’s name?
Lady Onyx Bonomo - She has a title because she is form the High Ember keep, and being adopted by the Bonomo family she took it, but its has no meaning or power.
2. How old is your character?
110 years old looks around 1/4 of that, 28
3. What would somebody see at first glance (i.e. height, weight, skin color, eye color, hair color, physique, race, and visible equipment)?
Dressed in the simple Black uniform of an stores auditor {High Ember council worker}. Lady Onyx Bonomo is slender Female Dhampir standing 5'10" and some 90lbs. Jet Black hair, raven black eyes, her skin is pale and grey {like may}. There is a hawkishness to her look, her eyes are always focused, tracking, calculating. When outside in the weak sunlight, she wears a long-coat and smocked glasses. Her favored weapons seems to be Spears, But there is also a slender Knife in her boot.
4. What additional attributes would be noticed upon meeting the character (i.e. Speech, mannerisms)?
1: Perception DC20 when she is within 10' of a mirror surface, you see she has no reflection.
2: Perception DC15 in a bright light, you see she casts no shadow shadow.
5. Where was your character born? Where were you raised? By who?
She dose not know where she was born, she was sold as a baby to the elf noble House Bonomo, again she dose not know why, just that they raised her and trained her to be an Stores auditor
6. Who are your parents? Are they alive? What do they do for a living?
She dose not know who they are, but she is owned by Elf Lord Mitrix Bonomo
7. Do you have any other family or friends?
She she has an extended adopted family of simpler purchased children
8. What is your character’s marital status? Kids?
Single
9. What is your character’s alignment?
Lawful Evil It was LN but three weeks ago she killed an attakcer by draining him of his life blood. Shifting her to evil as she willingly did this.
10. What is your character’s moral code?
From a young age she was brutally trained to a law enforcer for the family. Her 'gifts' being seen as her only asset.
In the Halls of Power there is only the Law and ruthlessness. She is a pragmatist, keep the masses happy and keep the rule of law.
She will do whatever it takes to protect herself, her family and civilisation.
11. Does your character have goals?
To oneday pay off her debt to the family and be free of it
12. Is your character religious?
She was trained that it is a tool of states craft, religion is for ignorant masses.
13. What are your character’s personal beliefs?
"Power is the only thing that will keep you safe"
14. Does your character have any personality quirks (i.e. anti-social, arrogant, optimistic, paranoid)?
She is paranoid by default {drawback} She loves books and will go out of her way to find one she has not read.
15. Why does your character adventure?
Because she was ordered too, and report back to the her master everything
16. How does your character view his/her role as an adventurer?
keep alive and do as ordered
17. Does your character have any distinguishing marks (birth-marks, scars, deformities)?
Fangs when they show, and her undead vibe
18. How does your character get along with others?
She was trained to see if one wants power one must learn to get along with others, so that if one want to use them in the future one may be able to.
19. Is there anything that your character hates?
Garlic!!! lawlessness, the rabble and those seeing to destroy civilisation and the family.
20. Is there anything that your character fears?
The end of the world, Being used unknowingly, Being found out"
HIDDEN BACK STORY
Bonomo is an old Political driven elf, family Its Matriarch, is one the Ember council, and have a long history with in the high Ember. The family have members thought out the Ember bureaucracy. So the family as a whole has a vested interest in the status-quo and keeping as they are. Onyx was sold as a child to the Elf family Bonomo, a council member, and raised by them to an Auditor. She dose not know where she was born, or why the Bonomo did this, She suspects a debt or some political reason. But she has never been able to find out. They treat her more like a servant that a member of the family. She had spoken to the Matriarch and Patriarch all of two times, Just to give her name and bow at family events. Other than that her life was the stores. Her little cell home, the few books she has and her work.
Then three weeks ago, she was sent by the family Patriarch, ordered by him to investigate some missing goods. It was there in a dark under basement, she was attacked by a human {which has never happened before, being a stores worker she almost never went out} In the surprise attack she was disarmed, then on pour instinct, her Fangs came out and she bit her attacker as he tried to molest her. Deep into his neck they went, when the his blood filled her mouth, and something changed her, something awoke, her vision became red, she bit harder and drank, drank deep and long, Soon he was the one trying to get away, but as she drank so he became weaker and she stronger, it was like electric fire, the hunder the joy, the rush was incredible.
When it was over there was a dead human on the floor, and she had blood down her front. Lucky her clothing was all black. Using her cleaning magic she removed the blood, letting it fall around the dead man. Then taking her spear she sliced his neck where she had bitted, hiding the act, pulling his dagger out she placed it in his hand as if he had cut his own throat.
Oddly when got home, the Matriarch of the Bonomo call her to a meeting. Asking after how her investigation into their missing stores had gone. She informed the Matriarch that they had been recovered and the matter was now closed with the Audit office.
It was then the Matriarch gave her a look. suggestioning somehow she know that Onyx had done more than get the items back.
This just confused Onyx more, what was the family upto and what part does she play in their games. Elves where such political beings.
Then next day she was ordered to join an Exploirty group.