Full Name |
Navin Starling |
Race |
male dhampir ranger 1 (divine tracker, infiltrator, skirmisher) | HP 12/12 | AC 16, T 11, FF 15 | F +3, R +3, W +1 (+1 vs. evil creatures, +2 vs. disease or mind-affecting) | CMB +4, CMD 15 | Spd 20' | Perc +7 | Init +1 |
About Navin Starling
Navin Starling
male dhampir ranger 1 (infiltrator, skirmisher, divine tracker)
chaotic good medium humanoid (dhampir)
Init +1; Senses darkvision, low-light vision; Perception +7
DEFENSE
AC 16, touch 11, flat-footed 15 (+5 armor, +1 dex)
HP 12 (1d10 +1 Con +1 FC)
Fort +3, Ref +3, Will +1
Special Defenses +1 saves vs spells/SLAs from evil creatures; +2 saves vs disease and mind-affecting
OFFENSE
Speed 20 feet
Melee greataxe +4 (1d12+4, x3, S)
Ranged shortbow +2 (1d6, x3, 60' range, P)
Special Attacks favored enemy: humanoid (human), driven by guilt 1/day
STATISTICS
Str 16 (+3), Dex 12 (+1), Con 12 (+1), Int 7 (-2), Wis 12 (+1), Cha 17 (+3)
BAB +1, CMB +4, CMD 15
Feats
Proficiencies: A ranger is proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields).
Natural Charmer: You possess some of the dominating powers of your vampire progenitor. You can take 20 on any Charisma-based skills to charm, convince, persuade, or seduce humanoids whose attitude is at least friendly to you. Taking 20 still requires 20 times the normal time to perform the skill.
Traits
Ease of Faith: Your mentor, the person who invested your faith in you from an early age, took steps to ensure that you understood that what powers your divine magic is no different than that which powers the magic of other religions. This philosophy makes it easier for you to interact with others who may not share your views. You gain a +1 bonus on Diplomacy checks, and Diplomacy is always a class skill for you.
Driven By Guilt: You awake after your ordeal with a lingering feeling that you have taken part in something outside the normal bounds of your morals. Whether you were corrupted at one point or compelled to perform some forgotten actions, this guilt drives you to fight against those forces in the world that prey upon the good. You see your present condition as a chance to redeem yourself and banish this unsettling emotion. You gain a +1 trait bonus on saving throws against any spells or spell-like abilities cast by evil creatures. In addition, once per day as a swift action, you can add your Charisma bonus to your attack rolls and deal 1 additional point of damage for each class level you have against evil creatures for 1 round. You must have a good alignment to take this trait.
Skills 6 skill points/level -2/level (Int) = 4
Bluff +5, Diplomacy +8, Knowledge (Dungeoneering) +2, Perception +7, Survival +5 (+6 to follow tracks)
AC Penalty -4
Languages
Common
Racial Abilities
Undead Resistance: Dhampirs gain a +2 racial bonus on saving throws against disease and mind-affecting effects.
Resist Level Drain: 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: Dhampire gain a +2 racial bonus on Bluff and Perception checks.
Dayborn: A few fortunate dhampirs were born during the day under the blessings of priests, and their blood has weaker ties to their undead bloodline than others of their kind. Such dhampirs are unhindered by daylight and lose the light sensitivity racial trait. 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.
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.
SQ
Favored Enemy: Humanoid (Human) 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.
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 becomes 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.
GEAR
Combat Gear
greataxe, shortbow, 40 arrows, 40 blunt arrows, scale mail, 2 flasks acid
Other Gear
explorer's outfit, ranger's kit (includes a backpack, a bedroll, a belt pouch, a flint and steel, iron pot, mess kit, rope, torches (10), trail rations (5 days), and a waterskin)
Money 15 gp
FLUFF
Description
Navin looks like most dhampirs: tall, willowy, pallid, spooky, attractive. He is familiar but not distinctive, almost ethereal.
History
Navin, like most of his kind, was an orphan. He doesn't know whether his mother died in childbirth or just abandoned him but he carries a bitter hatred for her memory. He was raised in a Karcau orphanage in the shadow of the great Opera. With his natural charm, he could have been an outstanding performer but that lifestyle held no appeal for him. Instead, he ran away from the orphanage and began life on his own as an adolescent.
He traveled aimlessly around northern Ustalav, surviving through odd jobs and petty crime. He was chased out of more than one village by superstitious peasants and ultimately developed a sense for life in the wilds between civilization.
He also developed a bitter hatred for the evil he so often saw in humans. The string of abuses and discrimination he faced triggered something in his genes: a thirst for human blood. He resisted the urge without ever thinking twice but his sleep was haunted with horrible images of feasting on humans.
When he awakes, he is overwhelmed with a sense of guilt. He can't remember why, but something in him knows it's related to his darkest desires as a vampire-spawn. He also has something else new- a tattoo of a bloody butterfly on his neck.
Age: 118
Deity: Desna