Alchemist

Märche Novak's page

81 posts. Alias of Rysky.


Race

HP: 15/24, NL: 0 | AC 18/14/14 | F+3 R +7 W+9 | Per: +12(14) | Init: +3 | Vampiric Focus 3/3

Deity

The Grim

Languages

Trade Pidgin, Mordavian

Strength 17
Dexterity 16
Constitution 12
Intelligence 10
Wisdom 16
Charisma 7

About Märche Novak

Vitals:

HP: 24
1: 8+1+1
2: 5+1+1
3: 5+1+1

MAB/CMB +6
+3 BAB
+3 STR

RAB +6
+3 BAB
+3 DEX

AC/T/FF 18/14/14
10 Base
+3 DEX
+1 Dodge
+4 Chain Shirt

CMD 19
10 Base
+3 BAB
+3 STR
+3 DEX

Fortitude +3
+1 Vampire Hunter
+1 CON
+1 Resistance

Reflex +7
+3 Vampire Hunter
+3 DEX
+1 Resistance

Will +9
+3 Vampire Hunter
+3 WILL
+2 Iron Will
+1 Resistance

SKILLS

Climb +7
+3 Ranks
+3 Vampire Hunter
+3 STR
-2 Armor

Heal +9
+3 Ranks
+3 Vampire Hunter
+3 WIS

Perception +12(14)
+3 Ranks
+3 Vampire Hunter
+3 WIS
+3 Skill Focus
(+2 Concealment)

Sense Motive +9
+3 Ranks
+3 Class
+3 WIS

Stealth +10(12)
+3 Ranks
+3 Vampire Hunter
+3 DEX
+3 Skill Focus
(+2 Concealment)
-2 Armor

Survival +9(10)
+3 Ranks
+3 Vampire Hunter
+3 WIS
(+1 Track)

Profession (Gravedigger) +9
+3 Ranks
+3 Vampire Hunter
+3 WIS

Lore (Spirits) +6
+3 Ranks
+3 Vampire Hunter
+0 INT

Special Abilities:

CLASS FEATURES

Weapon and Armor Proficiency
A vampire hunter is proficient with all simple and martial weapons, as well as light armor, medium armor, and shields (except tower shields).

Detect Undead (Sp)
At will, a vampire hunter can use detect undead, as the spell. A vampire hunter can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is undead, learning the strength of its aura as if he had studied it for 3 rounds. While focusing on one individual or object, the vampire hunter does not detect undead in any other object or individual within range

Technique Feat
Due to the inherent deadliness of hunting vampires, the methods and traditions of vampire hunters are rare and little understood. This often makes vampire hunters just as feared as the undead they hunt. As vampire hunters study and train, they develop their skills, mastering ancient fighting techniques and drawing upon mystical arts feared by both the living and the dead.
At 1st level, a vampire hunter gains a bonus feat. This new feat can be selected from either those listed as combat feats or as vampire hunting technique feats (see page 14). A vampire hunter must meet the prerequisites for these feats to select them. The vampire hunter gains an additional bonus feat at 3rd level and every three levels thereafter.
Upon reaching 6th level, and every six levels thereafter (12th and 18th), a vampire hunter can choose to learn a new combat or technique feat in place of a combat or technique feat he has already learned. In effect, the vampire hunter loses the old feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or another ability the vampire hunter knows. A vampire hunter can exchange only one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level.

Track (Ex)
A vampire hunter adds half his level to Survival skill checks to follow tracks.

Vampiric Focus (Su)
A vampire hunter knows the sinister power of the undead. Through discipline and precision, he can temporarily turn the unholy powers of the undead against them.
At 1st level, the vampire hunter must select one common vampiric power to mimic from the vampiric foci listed below. Each vampiric focus grants the vampire hunter a bonus or special ability. Once this decision is made, the vampire hunter cannot change which vampiric focus he knows. At 8th and 16th level, the vampire hunter learns an additional vampiric focus.
As a swift action, the vampire hunter can activate his vampiric focus. Ending the vampiric focus is a free action. He can use each vampiric focus for a number of minutes per day equal to his level. This duration does not need to be consecutive, but it must be spent in 1-minute increments. Once the vampire hunter ends a focus, it cannot be reactivated for 1 minute. The vampire hunter can have only one vampiric focus active at a time. Benefits from different vampiric foci do not stack with one another, including temporary hit points from multiple foci.

  • Vampiric Momentum
    The vampire hunter is treated as being under the effects of the spell feather fall. At 8th level, he is also affected as if by the spell spider climb and can move normally through difficult terrain. At 16th level, he is treated as being under the effects of the spell freedom of movement, and can use up to two consecutive move actions in the same turn to cross areas of open air or calm water (or similar substances) as if they were solid ground, though the vampire hunter must begin and end this movement on solid ground. This allows the vampire hunter to cross water, open air, lava (though he takes fire damage as normal if not immune), and the like without falling or sinking.
  • Relentless (Ex)
    At 2nd level, a vampire hunter can travel for an extended period of time without rest. The vampire hunter (and his mount, if he has one) can walk 16 hours in a day of travel without it being considered a forced march (see page 171 of the Pathfinder RPG Core Rulebook), but at the end of that day, he must attempt a DC 15 Fortitude saving throw. If he fails, he can travel for 8 hours the following day, and he (as well as his mount, if he has one) is fatigued for the following 24 hours. If he succeeds at the saving throw, he can use this ability again the following day. The DC of the Fortitude saving throw increases by 2 for every additional day the vampire hunter has been traveling for more than 8 hours. The vampire hunter does not need to attempt a separate saving throw for his mount. After the vampire hunter rests for 24 hours, the saving throw DC resets to 15.

    FEATS & TRAITS

    Spirit Sense
    Category Basic (Faith)
    You are so attuned to the spiritual world that it is hard to get the jump on you. You gain a +2 trait bonus on Perception checks to avoid being surprised and to detect invisible or incorporeal creatures.

    Broken, Not Beaten
    Category Basic (Combat)
    You automatically stabilize when reduced below 0 hit points. Once per day when brought below 0 hit points, you can accept 1 point of damage to regain consciousness for 1 round, though you remain staggered and only able to take a single move or standard action.

    Iron Will
    You are more resistant to mental effects.
    Benefit: You get a +2 bonus on all Will saving throws.

    Dodge (Combat)
    Your training and reflexes allow you to react swiftly to avoid an opponents' attacks.
    Prerequisites: Dex 13.
    Benefit: You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.

    Power Attack (Combat)
    You can make exceptionally deadly melee attacks by sacrificing accuracy for strength.
    Prerequisites: Str 13, base attack bonus +1.
    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.

    Skill Focus (Perception)
    Choose a skill. You are particularly adept at that skill.
    Benefit: You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.
    Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new skill.

    Skill Focus (Stealth)
    Choose a skill. You are particularly adept at that skill.
    Benefit: You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.
    Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new skill.

    RACIAL

    Shadowhunter
    Characters with this trait deal 50% weapon damage to incorporeal creatures when using non-magical weapons (including natural and unarmed attacks), as if using magic weapons. They also gain a +2 bonus on saving throws to remove negative levels, and recover physical ability damage from attacks by undead creatures at a rate of 2 points per ability score per day (rather than the normal 1 point per ability score per day). Humans can take this trait in place of their bonus feat, also gaining Iron Will as a bonus feat.

    Dimdweller
    Whenever characters with this trait benefit from concealment or full concealment due to darkness or dim light, they gain a +2 racial bonus on Intimidate, Perception, and Stealth checks. Humans can take this trait in place of the skilled trait, also gaining darkvision to a range of 60 feet.

    Greatsword
    Longbow
    Chain Shirt
    Inquisitor's Kit
    Traveler's Any-Tool

    http://pathfinderwiki.com/mediawiki/images/a/a2/Chelaxian_ethnicity.jpg