Description Dressed in well kept simple Black uniform of a counsel aid. Onyx is a short slender female standing just 5'3" and some 90lbs. Black hair, raven black eyes, her skin is so pale and grey. There is a hawkishness to her, her eyes are always focused, tracking caulating. When outside she wheres a overcoat and smocked glasses. Her only weapon seems to be a dagger in her right boot.
perception DC20:
Perception DC20 when she is within 10' of a mirror surface, you see she casts no shadow and has no reflection. Perception DC15 in a bright aira, you see she has no shadow.
Personality Onyx Bonumas is a strict disciplinarian, trying to keep things together as the world falls apart. Seeing herself as a protector of what is left of civilization. She likes others and get on well with them. In her down time she likes to read books of course when she can find them. She hides her Vampirism Corruption as best she can. Paying the truly poor for her 'fix'
-COMBAT-
BAB+0
Fangs TH +2 DMG [1d6+2] Cit 20x2 {Auto Blood drain on a hit}
Cold Iron Dagger TH+2 DMG [1d4+2] Cit 19/20x2
+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 (Human)
Consuming blood reinvigorates you.
Prerequisite: Dhampir.
Benefit: Choose one humanoid subtype, {HUMAN}. You have acquired a taste for the blood of creatures with this subtype. Whenever you drink fresh blood from such a creature, 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 Corruption
You salivate when blood is spilled, and struggle against the urge to sink your teeth into the necks of friends and innocents.
Catalyst
A birth curse caused this corruption.
Progression
Vampirism progresses when you feed off and kill a sentient creature. Each week, you need to drink the blood of sentient creatures one size category smaller than you or larger until you drain enough to deal Constitution damage equal to your manifestation level. You must feed on a helpless or willing creature. If you haven’t drunk enough blood after a week, you must succeed at a Will save (DC = 15 + your manifestation level) each day until you have. If you fail, the next time you rest, your corruption takes over and you unconsciously hunt and feed, drinking a sentient creature dry. If circumstances make it impossible to feed (such as if you are tied down or in a locale with nothing to feed upon) you start to starve as if you had not eaten in 3 days, and you continue to thirst for blood and struggle to escape and feed until you have received five times the amount of blood from sentient creatures you normally require. If your allies are able to restrain and feed you, your corruption doesn’t progress. However, the DC of the Will save against your corruption progressing increases by 2. These increases stack, and last until your corruption reaches the next stage. Whenever you drop below 0 hit points, you must attempt a save as if you hadn’t drunk enough blood that week.
Corruption Stage 1: Once you feed on an *innocent* sentient creature, your alignment shifts one step toward evil and spells that detect undead sense you, though the peculiar result they return informs the caster that you’re still a living creature. Other spells and effects don’t treat you as undead.
Removing the Corruption
Ending the corruption requires eliminating the source, such as by slaying your progenitor vampire or ending your curse.
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:Civilized {Social Traits}
You are well versed in the local laws, customs, and politics.
Benefits: You gain a +1 trait bonus on Knowledge (nobility) checks and Knowledge (local) checks. Knowledge (local) is always a class skill for you.
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:Paranoid
You believe that someone or something is always out to get you, so you have a hard time truly trusting anyone.
Effect: Anyone who attempts an aid another action of any type to assist you must succeed at a DC 15 check instead of the normal DC 10 check.
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.
Vampiric Empathy:
Though dhampirs often relate poorly to humanoids, some share an affinity with baser creatures. These dhampirs gain the ability to communicate with bats, rats, and wolves as if under the effects of a speak with animals spell (caster level equal to 1/2 the dhampir’s Hit Dice). In addition, they gain a +2 racial bonus on Diplomacy checks when dealing with these animals. Whenever these dhampirs initiate an exchange, animals begin with a starting attitude of indifferent. This is a supernatural ability. This racial trait replaces manipulative.
Fangs:
On occasion, a dhampir may inherit his father’s lengthy canines. Whenever the dhampir makes a grapple combat maneuver check to damage an opponent, he can choose to bite his opponent, dealing 1d6 points of damage as if using a natural bite attack. As a standard action, the dhampir can bite a creature that is bound, helpless, paralyzed, or similarly unable to defend itself. 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?
Onyx Bonum
2. How old is your character?
45 years / looks 18
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 well kept simple Black uniform of a counsel aid. Onyx is a short slender female standing just 5'3" and some 90lbs. Black hair, raven black eyes, her skin is so pale and grey. There is a hawkishness to her, her eyes are always focused, tracking caulating. When outside she wheres a overcoat and smocked glasses. Her only weapon seems to be a dagger in her right boot.
4. What additional attributes would be noticed upon meeting the character (i.e. Speech, mannerisms)?
**Perception DC20 when she is within 10' of a mirror surface, you see she casts no shadow and has no reflection. Perception DC15 in a bright aira, you see she has no shadow., she also gives off a cold logical predatory vibe.
5. Where was your character born? Where were you raised? By who?
She dose not know where she was born, she was placed in the Ember orphanage as fundling and raised there
6. Who are your parents? Are they alive? What do they do for a living?
She dose not know
7. Do you have any other family or friends?
No family, Only a few other kids from the orphanage she once knew, most are dead now
8. What is your character’s marital status? Kids?
Single, she dislikes intimacy, she fears she will bit them in her sleep
9. What is your character’s alignment?
Lawful Evil
10. What is your character’s moral code?
From a young age she was brutally trained to be of use, later Her 'gifts' pushed her to be a council aid where she leaned
In the Halls of Power there is only the Law and ruthlessness. She became a pragmatist, Do whatever you need to do to survive
She will do whatever it takes.
11. Does your character have goals?
To live a safe life with power and money.
12. Is your character religious?
No to her religion is just a tool of states craft, 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} and always tries to have hyper self discipline.
15. Why does your character adventure?
It's a safer option than being a counsel aid, as a side hustle it's perfect to gain coin for her 'Fixes"
16. How does your character view his/her role as an adventurer?
She views her job as keeping the team alive, no one can adventurer alone, that's suicide.
17. Does your character have any distinguishing marks (birth-marks, scars, deformities)?
Her Fangs
18. How does your character get along with others?
She if one wants to live one has to get along with others.
19. Is there anything that your character hates?
lawlessness, losing control, the rabble and those seeing to destroy order.
20. Is there anything that your character fears?
Losing Self control, going on a blood lust rampage that will lead to her death.
Equipment
Weapons:
Boot Dagger 2gp
Counsel aid uniform --gp
---Belt Pouch 1--- 5sp
Official papers --gp
Signal Whistles 2sp
Earplugs x1 4cp
Smocked Eyeglasses 5gp