Starting Statistics:
Race/Type: Damphir (Humanoid Damphir Subtype)
Size: Medium
Speed: 30 ft
Languages: Common, Abyssal, Aklo, Celestial, Draconic, Dwarven, Elven, Giant, Gnome, Halfling, Infernal, Orc
Lowlight
Darkvision: 60 feet
Racial Abilities:
Senses: Low-light vision and darkvision 60 feet.
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.
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.
Age/Looks:
Age: 133
Height: 5’9”
Weight: 165
Hair Color: Brown
Eye Color: Silver Blue
Ability Scores:
10 Str
16 Dex (+2racial)
10 Con (-2racial)
14 Int
14 Wis (+1 Fourth lvl)
16 Cha (+2racial)
Combat Stats:
HP: 8
AC: 10=10
Saves: Fort +2, Ref+7, Will +4
Misc +2 racial bonus on saving throws against disease and mind-affecting effects.
BAB: +3
Attack:
Traits:
Indomitable Faith: You were born in a region where your faith was not popular, but you still have never abandoned it. Your constant struggle to maintain your own faith has bolstered your drive. You gain a +1 trait bonus on Will saves.
Life of Toil: You have lived a physically taxing life, working long hours for a master or to support a trade. Hard physical labor has toughened your body and mind. You gain a +1 trait bonus on Fortitude saves.
Feats:
Point Blank Shot
Precise Shot
Skills:
8+2 int
Rank+Mod+Trained + Misc
11 Acrobatics (Dex) 5+3+3+0
2 Appraise (Int) 0+2+0+0
11 Bluff (Cha) 5+3+3+0
0 Climb (Str) 0+0+0+0
2 Craft (Int) 0+2+0+0
11 Diplomacy (Cha) 5+3+3+0
11 Disable Device (Dex) 5+3+3+0
3 Disguise (Cha) 0+3+0+0
3 Escape Artist (Dex) 0+3+0+0
8 Intimidate (Cha) 2+3+3+0
0 Knowledge (dungeoneering) (Int) 0+0+0+0
9 Knowledge (local) (Int) 5+2+2+0
9 Linguistics (Int) 5+2+2+0
9 Perception (Wis) 5+2+2+0
3 Perform (Cha) 0+3+0+0
0 Profession (Wis) 0+0+0+0
10 Sense Motive (Wis) 5+2+3+0
3 Sleight of Hand (Dex) 0+3+0+0
9 Stealth (Dex) 3+3+3+0
0 Swim (Str) 0+0+0+0
11 Use Magic Device (Cha) 5+3+3+0
Conditional Modifiers: +2 Perception to find traps, +2 to Disable Device skill checks, +2 Diplomacy when dealing with Bats, Rats, Wolves
Rogue: Add a +1/2 bonus on Stealth checks and Perception checks made in dim light or darkness.
Class Abilities:
Sneak Attack: If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
The rogue's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.
With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.
The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment.
Trapfinding: A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps.
Evasion (Ex): At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.
Uncanny Dodge (Ex): Starting at 4th level, a rogue can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dex bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A rogue with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action (see Combat) against her.
If a rogue already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead.
Rogue Talent:2
Fast Stealth (Ex): This ability allows a rogue to move at full speed using the Stealth skill without penalty.
Guileful Polyglot (Ex): A rogue with this talent who has at least one rank in Linguistics gains four additional languages. A rogue with this talent who does not have any ranks in Linguistics gains two additional languages. If the rogue later gains ranks in Linguistics, she gains two additional languages, to a total of four additional languages above those granted by the Linguistics skill itself.