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61 posts. Alias of servant6.


M Dhampir Antipaladin (Dread Vanguard) | HP 90/90 | AC 21 T 12 F 19 | CMB +10 CMD 25 | F +13 R +10 W +11 | Init: +2 | Perc: +13


Smite Good 3/3 | Touch of Corruption 14/15 | Channel 7/7 | Fiendish Boon 2/2

About Saban Wright

Male Dhampir (Svetocher) Anitpaldin (Dread Vanguard) 9
CE Medium Humanoid (Dhampir)
Init +2; Senses Perception +13
Low-Light Vision
Darkvision 60ft.
AC 21, touch 12, flat-footed 19 (+9 armor, +2 dex)
hp 90
Fort +13, Ref +10, Will +11
Immune to Disease
-1 vs Positive Energy
+2 vs Mind-Affecting
Speed 30/20 ft.
Swim 50 ft.

+1 Conductive Earthbreaker
(w/ Power Attack and Furious Focus)
+14/+6 2d6+19

+10/+5 1d4+14

Composite Longbow (+3)
+11/+6 1d8+3

Str 18, Dex 14, Con 14, Int 10, Wis 10, Cha 20
Base Atk +9; CMB +10; CMD 25
River Rat
Armor Proficiency (Light)
Armor Proficiency (Medium)
Armor Proficiency (Heavy)
Extra Lay on Hands
Furious Focus
Hammer Blow (The practitioner of this power gains a +3 to all melee damage)
Martial Weapon Proficiency
Master of Waves (Gain a +2 to swim checks for each Blood Power Feat the character has purchased to a maximum of +10. A swim speed of 50’ and Darkvision in any water no matter how dark or murky)
Power Attack
Shield Proficiency
Simple Weapon Proficiency
Skills (36 points; 18 class, 18 background)
-1 Acrobatics
+0 Appraise
+9 Bluff
+1 Climb
+2 Craft (Armor)
+2 Craft (Weapons)
+7 Diplomacy
+9 Disguise
-1 Escape Artist
-1 Fly
+9 Handle Animal
+0 Heal
+9 Intimidate
+11 Lore (Jerusen Family History)
+10 Profession (Sailor)
+3 Ride
+4 Sense Motive
+4 Spellcraft
+4 Stealth
+0 Survival
+18 Swim

Languages Common

Special Abilities:

Dhampir Racial Traits
Alternate Skill Modifiers Diplomacy, Knowledge (nobility)
Alternate Spell-Like Ability Svetochers gain obscuring mist as a spell-like ability.
Alternate Weakness Svetochers take a –1 penalty on saves against effects that deal positive energy damage.
Undead Resistance Dhampirs gain a +2 racial bonus on saving throws against disease and mind-affecting effects.
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.
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.

Antipaladin Class Abilities
Aura of Evil (Ex) The power of an antipaladin's aura of evil (see the detect evil spell) is equal to his antipaladin level. A paladin who uses smite evil on an antipaladin deals 2 points of damage per paladin level on his first successful attack.
Detect Good (Sp) At will, an antipaladin can use detect good, as the spell. An antipaladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is good, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the antipaladin does not detect good in any other object or individual within range.
Smite Good (Su)(3/day) Once per day, an antipaladin can call out to the dark powers to crush the forces of good. As a swift action, the antipaladin chooses one target within sight to smite. If this target is good, the antipaladin adds his Charisma bonus (if any) on his attack rolls and adds his antipaladin level on all damage rolls made against the target of his smite. If the target of smite good is an outsider with the good subtype, a good-aligned dragon, or a good creature with levels of cleric or paladin, the bonus to damage on the first successful attack increases to 2 points of damage per level the antipaladin possesses. Regardless of the target, smite good attacks automatically bypass any DR the creature might possess.
In addition, while smite good is in effect, the antipaladin gains a deflection bonus equal to his Charisma modifier (if any) to his AC against attacks made by the target of the smite. If the antipaladin targets a creature that is not good, the smite is wasted with no effect.
The smite good effect remains until the target of the smite is dead or the next time the antipaladin rests and regains his uses of this ability. At 4th level, and at every three levels thereafter, the antipaladin may smite good one additional time per day, as indicated on Table 2–13, to a maximum of seven times per day at 19th level.
Unholy Resilience (Su) At 2nd level, an antipaladin gains a bonus equal to his Charisma bonus (if any) on all saving throws.
Touch of Corruption (Su)(15/day, 6d6) Beginning at 2nd level, an antipaladin surrounds his hand with a fiendish flame, causing terrible wounds to open on those he touches. Each day he can use this ability a number of times equal to 1/2 his antipaladin level + his Charisma modifier. As a touch attack, an antipaladin can cause 1d6 points of damage for every two antipaladin levels he possesses. Using this ability is a standard action that does not provoke attacks of opportunity.
Alternatively, an antipaladin can use this power to heal undead creatures, restoring 1d6 hit points for every two levels the antipaladin possesses. This ability is modified by any feat, spell, or effect that specifically works with the lay on hands paladin class feature. For example, the Extra Lay On Hands feat grants an antipaladin 2 additional uses of the touch of corruption class feature.
Aura of Cowardice (Su)(-4, 10ft) At 3rd level, an antipaladin radiates a palpably daunting aura that causes all enemies within 10 feet to take a –4 penalty on saving throws against fear effects. Creatures that are normally immune to fear lose that immunity while within 10 feet of an antipaladin with this ability. This ability functions only while the antipaladin remains conscious, not if he is unconscious or dead.
Plague Bringer (Ex) At 3rd level, the powers of darkness make an antipaladin a beacon of corruption and disease. An antipaladin does not take any damage or take any penalty from diseases. He can still contract diseases and spread them to others, but he is otherwise immune to their effects.
Cruelty (Su)(DC 19)(Diseased, Nauseated 3 rounds, or Sickened 9 rounds) At 3rd level, and every three levels thereafter, an antipaladin can select one cruelty. Each cruelty adds an effect to the antipaladin's touch of corruption ability. Whenever the antipaladin uses touch of corruption to deal damage to one target, the target also receives the additional effect from one of the cruelties possessed by the antipaladin. This choice is made when the touch is used. The target receives a Fortitude save to avoid this cruelty. If the save is successful, the target takes the damage as normal, but not the effects of the cruelty. The DC of this save is equal to 10 + 1/2 the antipaladin's level + the antipaladin's Charisma modifier.
Channel Negative Energy (Su)(5d6, 7/day, DC19) When an antipaladin reaches 4th level, he gains the supernatural ability to channel negative energy like a cleric. Using this ability consumes two uses of his touch of corruption ability. An antipaladin uses his level as his effective cleric level when channeling negative energy. This is a Charisma-based ability.
Fiendish Boon (Sp)(Weapon, +2, 9min, 2/day) Upon reaching 5th level, an antipaladin receives a boon from his dark patrons. This boon can take one of two forms. Once the form is chosen, it cannot be changed.
The first type of bond allows the antipaladin to enhance his weapon as a standard action by calling upon the aid of a fiendish spirit for 1 minute per antipaladin level. When called, the spirit causes the weapon to shed unholy light as a torch. At 5th level, this spirit grants the weapon a +1 enhancement bonus. For every three levels beyond 5th, the weapon gains another +1 enhancement bonus, to a maximum of +6 at 20th level. These bonuses can be added to the weapon, stacking with existing weapon bonuses to a maximum of +5, or they can be used to add any of the following weapon properties: anarchic, flaming, flaming burst, keen, speed, unholy, vicious, vorpal, and wounding. Adding these properties consumes an amount of bonus equal to the property's cost (see Table 15–9 in the Core Rulebook). These bonuses are added to any properties the weapon already has, but duplicate abilities do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. The bonus and properties granted by the spirit are determined when the spirit is called and cannot be changed until the spirit is called again. The fiendish spirit imparts no bonuses if the weapon is held by anyone other than the antipaladin but resumes giving bonuses if returned to the antipaladin. These bonuses apply to only one end of a double weapon. An antipaladin can use this ability once per day at 5th level, and one additional time per day for every four levels beyond 5th, to a total of four times per day at 17th level.
If a weapon bonded with a fiendish spirit is destroyed, the antipaladin loses the use of this ability for 30 days, or until he gains a level, whichever comes first. During this 30-day period, the antipaladin takes a –1 penalty on attack and weapon damage rolls.
Aura of Despair (Su)(-2, 10ft) At 8th level, enemies within 10 feet of an antipaladin take a –2 penalty on all saving throws. This penalty does not stack with the penalty from aura of cowardice. This ability functions only while the antipaladin is conscious, not if he is unconscious or dead.
Beacon of Evil (Su)(+1 AC, Atk, Dmg, Saves vs Fear, Fast Healing 3, 1 minute) A dread vanguard unleashes the powers of his vile masters to strengthen both himself and his allies.
At 4th level and every 4 level thereafter, a dread vanguard gains one additional use of his touch of corruption ability per day. As a standard action, he can spend a use of his touch of corruption ability to manifest the darkness in his soul as an area of flickering shadows with a 30-foot radius centered on him. These shadows don’t affect visibility. The antipaladin and all allies in the area gain a +1 morale bonus to AC and on attack rolls, damage rolls, and saving throws against fear, and also ignore the first 5 points of hardness when attacking unattended inanimate objects. This lasts for 1 minute, as long as the dread vanguard is conscious.
At 8th level, the aura grants fast healing 3 to the dread vanguard as well as to his allies while they remain within it. Additionally, while this aura is active, the antipaladin can use his touch of corruption ability against any targets within its radius by making a ranged touch attack.
This ability replaces the spells class feature. A dread vanguard does not gain any spells or spellcasting abilities, cannot use spell trigger or spell completion magic items, and does not have a caster level from this class.



Weapons & Armor
+1 Conductive Earthbreaker
Composite Longbow (+3)
Arrows x20
Blunt Arrows x20

Magic Items
Anatomy Doll
Belt of Giant Strength +2
Bracers of the Merciful (Merciless?) Knight
Hand Haversack
Headband of Alluring Charisma +2

Mundane Gear

Carrying Capacity
Light 0-100 lb. Medium 100-200 lb. Heavy 200-300 lb.
Current Load Carried 0 lb.

Money 150 GP 0 SP 0 CP


For the first part of his life, Saban was unaware of his heritage. He knew he was different, but not why. Living in the River Kingdoms, he learned his way around a boat and how to get what he wanted. Once a young adult, he caught the eye of the Jerusen family who welcomed an additional body for menial tasks. Saban proved to be a dedicated and efficient worked, however, and achieved a level of respect from his vampire kin almost unheard of for a mortal.

Appearance and Personality:

Saban is single-minded in his quest to serve his vampire masters. He holds no ill will against them, quite the opposite, he almost worships them. He has almost a Stockholm syndrome relationship with the Jerusen vampires. He works tirelessly to impress them and forward their goals despite the fact that he is viewed as a lesser being on account of his mortality.