Dhampir

Seraph Iel's page

No posts. Alias of Patrick Bailey.


Full Name

Seraphiel

Race

Dhampir

Classes/Levels

Paladin (Sacred Servant) 16th level

Gender

Male

Size

Medium

Age

34

Alignment

Lawful Good

Deity

Pharasma

Languages

Common (Ustalavian accent), Elven, Celestial

Occupation

Head of an order of Pharasman/Iomadaen knights

Strength 16
Dexterity 18
Constitution 14
Intelligence 12
Wisdom 13
Charisma 22

About Seraph Iel

Description:

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Background:

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Defense

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===== Defense =====
AC= 23 (10 base, +9 armor, +4 dex,)
CMD= 32(10 base, BaB +16, Str +2, Dex +4)

HP: 156 hp.
Fort +18, Ref +15, Will +17,

Offense

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Spd 30 ft.
Initiative: Total +8 =4 Dex +4 Feat
Melee: +18=(16Bab+2str)
Ranged: +20= (16Bab+4Dex)
*All weapons count as Good aligned.
-----Melee-----
(Minor Artifact) Raven's Head: +21/+16/+11/+6, 1d8+6, x2 critical, bludgeoning.

(Gold plated, +3 Undead Bane Heavy Mace.
A wielder with the ability to channel positive energy gains the Channel Smite feat while wielding it the wielder does not already possess the feat.
In the hands of a cleric of the associated deity, it gains the disruption weapon special ability, and the wielder can use the Channel Smite feat as if a cleric of four levels higher (+2 on the DC and +2d6 damage) and an extra three times per day.)
Channel Positive Energy: Dc. 30 Will save/half, +14d6 damage.

Lay on Hands: +19 touch attack, 12d6. No save.

Lay on Hands (Smite Evil/Channel smite/Holy Symbol bond x2): +25 touch attack. 16d6+18d6(Dc. 34 Will save/half)+32

-----Ranged-----
+1 (+2 str) composite longbow: +21/+16+/+11/+6 Attack, 1d8+3 damage, x3 critical.

Statistics

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Str 14, +2 (16) +3
Dex 16, (18) +4
Con 12, (14) +2
Int 12, +1
Wis 13, +1
Cha 18, (22) +6
Base Atk +16; CMB +18.

Advantage Traits

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Feats

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Simple weapons proficiency
Martial Weapon Proficiency
Light Armor Proficiency
Medium Armor Proficiency
Heavy Armor Proficiency
Improved Initiative, +4 initiative bonus.
Touch of grace, Heal an amount of damage equal to Charisma modifier whenever using Lay on Hands to heal another.
Extra Channel, +4 uses of Lay on Hands, only for channeling positive Energy.
Improved Channel, +2 Dc vs. Channel Energy DC's.
Turn Undead, Dc. 28 will save vs. panicked condition for 1 minute.
Leadership, Cohort + Followers: Pharasman order.
(B) Channel Smite, Channel positive energy to harm negatively aligned foes.
Greater Mercy, +1d6 healing when no mercies are used.
Ultimate Mercy, Use 10 uses of Lay on Hands to revive as per Raise Dead. 24 hour limit.

Skills

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Skill points: Class+Int
Ranks+Ability Mod+Class+Feat(s)+racial+Trait
Acrobatics 16+4-5= +15
Bluff: 6+2= +8
Diplomacy: 8+6+3= +17
Intimidate: 4+6= +10
Knowledge Religion: 8+1+3= +12
Linguistics: 3+1=+ 4
Perception: 9+1+2= +12

Racial Abilities

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+2 Dexterity, +2 Charisma, –2 Constitution: Dhampirs are fast and seductive, but their racial bond to the undead impedes their mortal vigor.

Dhampir: Dhampirs are humanoids with the dhampir subtype.

Medium: Dhampirs are Medium creatures and have no bonuses or penalties due to their size.

Normal Speed: Dhampirs have a base speed of 30 feet.

Senses: Low-light vision and darkvision 60 feet.

Manipulative: +2 racial bonus on Bluff and Perception.

Undead Resistance: Dhampirs gain a +2 racial bonus on saving throws against disease and mind-affecting effects.

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.

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.

Languages: Dhampirs begin play speaking Common.

Class Abilities

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Aura of Good,
Detect Evil,
Smite Evil 3/day
Divine Grace,
Lay on Hands 18/day, 12d6,
Aura of Courage 10 ft.
Divine Health- (Immune to diseases)
Mercies- 5 (Sickened, Diseased, Cursed, Poisoned, Blinded,)
Spells: (Cause Fear, Ghoul Touch, Animate Dead, Enervation)
Domain- (Death-Undead) Death's Kiss 4/day, 8 rounds.
Channel Positive Energy, (2/day+ Lay on Hands remaining) 12d6, Dc.28
Divine Bond- Holy Symbol, 3/day (4 bonuses: +1 caster level to any paladin spell cast, +1 to the DC to halve the damage of channel positive energy when used to harm undead, +1d6 to channel positive energy, +1 use/day of lay on hands.)
Call Celestial Ally (Greater Planar Ally)
Aura of Justice (Grant Allies the ability to smite),
Aura of Faith (Good aligned Weapons)

Equipment

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Magical:
Headband of Charisma +4,
Mantle of Positive Energy Channeling
Bracer's of the Merciful Knight
Ring of Protection +3
Belt of Physical Perfection (+2)
+3 Mithral Breastplate
+2 Blinding Shield
Boots of Levitation

Mundane:
Back pack, 2 lbs, 2gp
50 ft. hemp rope 10 lbs. 1gp
Total: 36 lbs, 23gp.