Blackfire Adept

Nicoleta Radacan's page

243 posts. Alias of Itzi.


Female Dhampir Monk 2 | HP -1/15 | AC 17 T 17 FF 12 | Fort +4 Ref +7 Will +5 | Initiative +4 | Perception +9 darkvision, low-light vision

About Nicoleta Radacan


Monk 2
LN Medium humanoid (dhampir)
Init +4; Senses darkvision 60 ft., low-light vision; Perception +9
Hero Points 1


AC 17, touch 17, flat-footed 12 (+4 Dex, +1 Dodge, +2 Wis)
HP 15 (1d8+1 : 9,6)
Fort +4 (+3 base, +1 Con), Ref +7 (+3 base, +4 Dex), Will +5 (+3 base, +2 Wis)
+2 vs. disease and mind-affecting effects


Speed 30 ft.

Melee Unarmed Strike +3 (1d6+2) B
Melee Temple Sword +3 (1d8+2, x2) S
Melee Flurry of Blows +2/+2

Ranged Light Crossbow +5 (1d8, 19-20/x2) P 80'

Special Attack Stunning Fist (2/day, DC 13)


Str 14, Dex 18, Con 12, Int 10, Wis 14, Cha 12
Base Atk +1; CMB +3; CMD 20
Languages Common


Level 1

Monk Weapon Proficiencies
brass knuckles, cestus, club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shortspear, short sword, shuriken, siangham, sling, spear, and temple sword

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.

You can make Diplomacy and Intimidate checks to make creatures respond to you with hostility. No matter which skill you use, antagonizing a creature takes a standard action that does not provoke attacks of opportunity, and has a DC equal to 10 + the target’s Hit Dice + the target’s Wisdom modifier. You cannot make this check against a creature that does not understand you or has an Intelligence score of 3 or lower. Before you make these checks, you may make a Sense Motive check (DC 20) as a swift action to gain an insight bonus on these Diplomacy or Intimidate checks equal to your Charisma bonus until the end of your next turn. The benefits you gain for this check depend on the skill you use. This is a mind-affecting effect.

Diplomacy: You fluster your enemy. For the next minute, the target takes a –2 penalty on all attacks rolls made against creatures other than you and has a 10% spell failure chance on all spells that do not target you or that have you within their area of effect.

Intimidate: The creature flies into a rage. On its next turn, the target must attempt to make a melee attack against you, make a ranged attack against you, target you with a spell, or include you in the area of a spell. The effect ends if the creature is prevented from attacking you or attempting to do so would harm it (for example, if you are on the other side of a chasm or a wall of fire). If it cannot attack you on its turn, you may make the check again as an immediate action to extend the effect for 1 round (but cannot extend it thereafter). The effect ends as soon as the creature attacks you. Once you have targeted a creature with this ability, you cannot target it again for 1 day.

Stunning Fist DC 13
You must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins the attempt). Stunning Fist forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 10 + 1/2 your character level + your Wis modifier), in addition to dealing damage normally. A defender who fails this saving throw is stunned for 1 round (until just before your next turn). A stunned character drops everything held, can’t take actions, loses any Dexterity bonus to AC, and takes a –2 penalty to AC. You may attempt a stunning attack once per day for every four levels you have attained (but see Special), and no more than once per round. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned.

Level 2

Improved Grapple
You do not provoke an attack of opportunity when performing a grapple combat maneuver. In addition, you receive a +2 bonus on checks made to grapple a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to grapple you.


Final Embrace
You gain a +2 trait bonus on grapple combat maneuver checks to pin an opponent.

Love Lost: All Alone
The murder victim was your only surviving parent. With your parent's death, a part of you died as well, leaving you haunted, grim, and prone to dark musings. You gain a +1 trait bonus on Intimidate checks, and Intimidate is a class skill for you.

Dhampir Abilities:

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.

Dhampir gain a +2 racial bonus on Bluff and Perception checks.

Spell-Like Ability (Su): (3/day, CL 1st; concentration +2)
A dhampir can use detect undead three times per day as a spell-like ability. The caster level for this ability equals the dhampir’s class level.

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.

Monk Abilities:

AC Bonus (Ex) +2
When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and his CMD. In addition, a monk gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four monk levels thereafter, up to a maximum of +5 at 20th level.

These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.

Flurry of Blows (Ex)
Starting at 1st level, a monk can make a flurry of blows as a full-attack action.

Stunning Fist (Ex) 2/day
At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. The monk may attempt a stunning attack a number of times per day equal to his monk level, plus one more time per day for every four levels he has in classes other than monk.

Unarmed Strike: 1d6
At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk’s attacks may be with fist, elbows, knees, and feet. This means that a monk may make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply his full Strength bonus on damage rolls for all his unarmed strikes.

Improved Unarmed Strike
You are considered to be armed even when unarmed — you do not provoke attacks of opportunity when you attack foes while unarmed. Your unarmed strikes can deal lethal or nonlethal damage, at your choice.

Level 2

At 2nd level or higher, a monk can avoid damage from many area-effect attacks. If a monk makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A helpless monk does not gain the benefit of evasion.


Trained Skills

Total Skill Ranks: 10 (8 monk, +2 favored class)

Acrobatics +9 (2 ranks, +4 Dex, +3 class skill)
Climb +6 (1 rank, +2 Str, +3 class skill)
Intimidate +6 (2 ranks, +3 class skill, +1 Cha)
Perception +9 (2 ranks, +3 class skill, +2 Wis, +2 racial)
Profession (fortune teller) +7(1 rank, +3 class skill, +2 Wis, +1 tool)
Sense Motive +7 (2 ranks, +3 class skill, +2 Wis)

Untrained Skills

Appraise +0
Bluff +3 (+1 Cha, +2 Racial)
Diplomacy (+1 Cha)
Disable Device --
Disguise +1 (+1 Cha)
Escape Artist +4 (+4 Dex)
Fly +4 (+4 Dex)
Handle Animal --
Heal +2 (+2 Wis)
Linguistics --
Ride +4 (+4 Dex)
Sleight of Hand --
Spellcraft --
Stealth +4 (+4 Dex)
Survival +2 (+2 Wis)
Swim +2 (+2 Str)
Use Magic Device --


Carrying 22.5 lbs / 0-58 (light load)

Temple sword (3 lbs, 30 gp)
Light crossbow (4 lbs, 35 gp)
Crossbow bolts x10 (1 lb, 10 gp)

Artisan's outfit
Butterfly tattoo covering her back (10 gp)
Belt pouch (0.5 lb, 1 gp)
24 gp, 9 sp
Masterwork backpack (4 lbs, 50 gp)
Sack ()
Entertainer's outfit (4 lbs, 3 gp)
Perfume, common x10 (10 gp)
Fortune tellers deck, quality (1 lb, 25 gp)
Silk rope (5 lbs, 10 gp)
potion of inflict light wounds x4 (200 gp)

Goals/Story Hooks:

Nicoleta lives every day denying and restraining certain aspects of herself. Because of this, she's decided that anything else is fair game and she'll take joy in it.

Currently she simply wishes to find out who killed her mother and Gaedren Lamm holds a key to that puzzle.

Nestled way back in the corners of her mind is a burning desire to find her father and ask him, "Why?". However, she's also keenly aware that without a clue dropped into her lap, the chances of that happening are non-existent.

She hates being trapped between two worlds. If the opportunity was given her, it's hard to say whether she would refuse the chance to fully embrace her father's world. She'd probably say no, but at the very least it would be pretty angsty. :)

Combat Macros:

[dice=Temple Sword Attack]1d20+3[/dice]
[dice=Temple Sword Attack - Flurry]1d20+2[/dice]
[dice=Temple Sword Damage]1d8+2[/dice]

[dice=Unarmed Attack]1d20+3[/dice]
[dice=Unarmed Attack - Flurry]1d20+2[/dice]
[dice=Unarmed Damage]1d6+2[/dice]

[dice=Light Crossbow Attack]1d20+5[/dice]
[dice=Light Crossbow Damage]1d8[/dice]

Nicoleta's mother, Nadia, was everything bad that people assume about Varisian women. She was a thief and a con artist with loose morals. She was never able to identify which of the plethora of men she had slept with was a vampire, but when Nicoleta was born her father's heritage was readily apparent.

Despite her paternal origins, Nicoleta felt no untoward urgings as a child. She spent most of her time learning the skills of 'fortune telling' from her mother, the remainder running wild in the streets of Korvosa.

Once puberty arrived, Nicoleta's life changed. Thirsts and desires threatened to overwhelm her. After her third arrest by the city guard, Nadia turned to a neighbor of hers, a defrocked monk that periodically availed himself of her services. It took a great amount of effort - and traded services - but the lessons finally seemed to have an effect.

With her urges under a semblance of control, Nicoleta began spending more time on her own, finding her own pigeons to fleece with her cards and vague predictions.

Two weeks ago, her mother didn't show up for their weekly lunch. The next day, Nicoleta was approached by the city guard to identify her mother's body. After a week of digging, she's left with the name Gaedren Lamm.


The varisian woman leans languidly against the bar, chatting with an attractive dark-skinned woman next to her.

"Yeah, I know. Mama's varisian so that's where I got my good looks." she says. "Daddy was ... well let's just say that Daddy liked the night life, kind of a dick really. He's not in the picture any more."

She leans closer to hear something the woman says.

"Yeah, I did get some things from him. Although Mama says I'm not supposed to tell people about that. She says they'll freak out or some s$!& like that."

She finishes off her glass and gestures for the bartender to get her another.

"But you look like you can keep a secret. See, that's why Mama keeps me working on meditation and calming mantras. Discipline s&*$. Says I'm supposed to 'Cage the Beast'. I don't know, I think it helps."

She takes a drink of her refilled glass.

"I mean, for example," she says as she gestures to the man next to her, "This d@@%$!+ here has got his hand on my ass like I'm not supposed to notice or something. Do you see me busting a bottle over his head? No. I'm being nice and calm."

She turns her head partially to the man. "Hey, a%@~%%~, hands off the goods," she says. She then turns her attention back to the woman. "See? Nice and calm."

Her eyes roll up in disgust.

"Really? Copping a feel is one thing, but that's going a little ... "

She sets her drink on the bar and reaches back with one hand. A cry of pain issues from her handsy neighbor as she turns to face him. She's holding his hand twisted back against his forearm. With a shove, she pushes him back towards a nearby table where he stumbles to the ground.

"Didn't your mother teach you anything about manners? No means no. Go find someone that's interested."

She turns back to her drink and her friend with a smile. "Calm and civil, right?"

Her conversational companion's eyes widen and she points behind the woman.

"Yeah, I kinda figured that. Why don't you grab a table. Some people don't know how to take a hint."

She turns just in time to see her assailant attempting to grab her by the neck. She deflects his hand with her forearm and brings her knee up into the man's jewels. As soon as he doubles over, she grabs his head with both hands and brings her other knee up into his nose. He falls to the floor groaning. It doesn't appear that he was drinking alone, however, as two other men rise from their chairs at a nearby table. Their faces telegraph their intentions clearly.

"Hey love, order me a drink while you wait. This might take a little longer then I thought."

Nicoleta stands tall and lean at 5'10" and 140 lbs. She moves as if she knows you're watching her and she's putting on a show just for you. Her dusky olive skin is flawless and has an unearthly quality to it. She never lets her chestnut colored hair get long enough to touch her shoulders. Her large brown eyes contain flecks of green that become more prominent when she's angry. Her normal garb is a red and yellow varisian dress and a wide brimmed hat for shade. The dress is open on both sides up to her belt to allow for freedom of movement. The low neck in the back of the dress partially reveals that her back is covered with a large tattoo of a butterfly.