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AC 27 touch 16, flat-footed 21 (+5 armor, +5 Dex, +1 dodge, +6 natural)
DR 10/magic and silver
Energy Resistance cold 10, electricity 10
Other Channel resistance +4, fast healing 5, undead immunities
HP 88: 10 + 6*6 + 4*7 + 7 (FCB) + 7(toughness)
Fort +7, Ref +15, Will +6 (+1 against divine spells)
Initiative +9
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Offense:
Speed 45 ft
Melee +7 BAB, +10 Str, +2 brawling armor. Damage is 1d8 for Spheres + 10 Str + 2 armor
- Unarmed Strike +19/+14 (1d8+12, 2 neg.levels)[Bludg. or Slash. or Pierc., magic, silver] 17-20/x2 (not when Bludgeoning)
- Slam +17/+12 (1d6+10, 2 neg.levels)[Bludgeoning] x2
- Power Attack -2 to hit, +4 dmg Special Attacks blood drain (1d6 Con damage), children of the night, create spawn, dominate(standard action, Will DC 20), energy drain
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Statistics:
Str 26 (30), Dex 20, Con -, Int 10, Wis 14, Cha 18
Base Atk +7; CMB +17; CMD 24 (+4 to grapple)
Favored Class Bonus +1 HP
Racial Traits
- Intimidating (+2 to intimidate)
- Sacred Tattoo (+1 luck to saves)
Feats
- Least Blood Power - Acute Senses - Gain the Scent Feat and a +2 to all Perception checks per Blood Power (+6)
- Lesser Blood Power - Beast Speech - May speak with any animal 1x per day per point of Wisdom bonus. (2/day)
- Blood Power - Earth Meld. May sink into any natural terrain and remain there indefinitely
- Red Feast - Blood drain increases to 1d6, gives 10 HP
- Power Attack
- Extra Combat Talent
- Alertness
- Combat Reflexes
- Dodge
- Improved Initiative
- Lightning Reflexes
- Toughness
Traits
- Silent Hunter (Stealth as a class skill)
- History of Heresy (+1 to saves against divine spells)
Skill points per level: 4
Skills(ranks)
Extra Class Skills: Fly and Intimidate
Athletics gives me free Fly and Acrobatics ranks, Scout gives me free Stealth ranks
- 7 unassigned ranks
- Acrobatics +18 (7 ranks, +5 Dex, +3 class, +3 Athletics)
- Fly +15 (7 ranks, +5 Dex, +3 class)
- Intimidate +16 (7 ranks, +4 Cha, +3 class, +2 racial)
- Knowledge(local) +10 (7 ranks, +0 Int, +3 class)
- Perception +28 (7 ranks, +2 Wis, +3 class, +2 Alertness, +6 Acute Senses, +8 vampire) [+3 when Scout Sphere focused]
- Survival +12 (7 ranks, +2 Wis, +3 class)
- Stealth +23 (7 ranks, +5 Dex, +3 class, +8 vampire)
Background Skills(ranks)
- Artistry(song lyrics) +10 (7 ranks, +0 Int, +3 class)
- Lore(paladin orders) +10 (7 ranks, +0 Int, +3 class)
Languages Common, Orc
SQ Combat Training, Martial Flexibility 3/day(1 feat), Darkvision 60', gaseous form, change shape, shadowless, spider climb, dominate
Magic ItemsRing of Evasion, Belt of Strength +4, Cloak of Resistence +1, Amulet of Mighty Fists(keen), +2 brawling studded leather Encumbrance light load
Money 1000 gp
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Combat Talents known:
Number of talents: 7+4+1 = 12 (+ 4 from Tradition(Free Runner), +1 from feat)
- Athletics (Run) (HD ranks in Fly, Acrobatics, +1/2 HD to Acrobatics, run 5 times movement speed, running start jump gets +4 bonus, reduce fall height and can fly less than half speed each round): regain martial focus when withdrawing.
- - Expanded Training (Leap, Fly)
- - Swift Movement (when focused, speed up by 10 + 5/4 BAB feet) 15
- - Mobile Striker (Spring Attack)
- Equipment (gain a talent)
- - Critical Genius (unarmed strike has crit range 19-20/x2, 1/BAB extra damage on crits)
- Open Hand (deal extra unarmed damage, can deal bludgeoning, piercing or slashing. Ca spend a move action to batter those hit)
- - Flying Kick(charges are considered attack actions)
- - Mystic Fists (unarmed attacks count as magic and silver)
- Scout (gain HD ranks on Stealth, can use Perception at -5 as Knowledge for weaknesses, dedicate gives +1/2 HD bonus to Perception)
- - Uncanny Dodge (can't be flat-footed)
- Wrestling (Can grab on a swift action, deal extra unarmed damage. grabbed targets are battered)
- - Iron Grip (+1, +1/4 BAB on CMB for grapples)
- - Greater Grapple (can maintain grapple as move action)
- - Living Weapon(slam) (can use creature as weapon, dealing unarmed strike damage)
- - Talented Tie-Up (ignore grapple penalties, get soft cover when in a grapple)
- - Tombstone Burial (legendary, slam) (on solid ground, can deal double unarmed strike damage and bury the opponent 5 feet in the ground, +5/10 BAB. Strength DC 17 to get out.)
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Background:
Marcer Rengild was no ordinary paladin. Not many paladins would be so open-minded as to choose a half-orc, retrieved from a raided orc outpost, as their squire, teaching him the ways of good and justice. But after all, redeeming evil-tainted creatures is not uncommon.
What was uncommon was that, around his twentiseventh birthday, the young squire, called Lener, was captured while he and Marcer were fighting vampires, and before his mentor could save him, he was turned. Lener asked Marcer to give him the release of death, rather than let him become a monster, but the paladin refused. For a year they looked for a cure, Lener trying to keep his evil vampiric nature from emerging, until finally a hope spot appeared, a way to get rid of the deadly curse. A series of cryptic clues led them to an ancient underground ruin, believed to hold the secret to restoring a vampire to life, but alas, it was all but a trap.
Overwhelmed through underhanded trickery, Marcer and Lener were bound, chained and starved. Special care was taken in torturing Lener, pushing his inner monster to the limit, to madness. Finally, after a month, the two were unbound and tossed in a cell.
Lener was overwhelmed by hunger, and Marcer died in despair and regret, that he hadn't managed to help his friend and student. Griefstruck, Lener assaulted recklessly the first of his carcerers who appeared, ripping him to shreads with his bare hands. But the tormentor just vanished into smoke, reappearing in front of him as if nothing had happened. "I expected you'd react like that. You see, you were trying to deny that you are a monster now, just like us. How you fed on that fool proves it. And so does how you tried to attack me." The carcerer removed the cowl over his face, showing a pale orcish face. "Welcome, brother, to our House Malkistra."