Dhampir

Sigmund Von Strauss's page

109 posts. Alias of Gramork.


Classes/Levels

HP:57/57 l AC: 20 T: 18 FF: 18 l Fort: +6, Ref: +9, Will: +5 l, CMD: 20 l Perception +10, Sense Motive +9| initiative +4

Occupation

Hunter, alchemist and aspiring master swordsman

About Sigmund Von Strauss

Male Human Bloodborne Hunter/5, Vivisectionist/1,
CN Medium Humanoid
Initiative +4; Senses: Perception +10, Sense Motive +9, Darkvision 30 feet.
Age:25, Height:5'11'', Weight: 185lb

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DEFENSE
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AC 20, Touch 18, Flat-footed 18 (+5 Armour, +2 Dex, +0 Shield, Natural Armour, +3 Cunning Blood)
Hp 57(6d10+12+6)
Fort +6 =+3 (class) +2 (con) +1 (Resistance)
Ref +9 =+6 (class) +2 (dex) +1 (Resistance)
Will +5 =+4 (class) +0 (Wis) +1 (Resistance)

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OFFENSE
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Speed
Land 30

Melee
+1 Silversheen Boom Blade (1d8, 19-20/x2, S)
Standard: +10 (1d8+4 19-20/x2 S) 1h
Tricked: +10 (2d6+5 19-20/x2 S) 2h
Increased Damage Trick: Increase Damage die by one step, increased handedness.
Furnace Trick:Prime the weapon as a free action, next hit deals +1d6 fire damage to the target and all adjacent creatures. Not multiplied on crit. 1/round.
Ignition Trick: Target an adjacent 5 ft. square with an attack (AC 10), on a hit everyone in it take 1d10 fire damage and must make DC 15 Ref save or catch fire. Crits on 20/x4. OR
Pull the trigger when making a melee attack, gain +2d4 fire damage to melee attack, multiplied on crit. 1/round.

Ranged
Mst Double Pistol: +8 (1d8 20/x4)P and B, 20Ft, misfire 1-2, Capacity 2

Special Attacks
Blood Ministration 3d8: after you take damage, successfully damage the enemy with melee attack and recover hit points up to the maximum equal to the damage you took. The window of opportunity is 1 round after taking damage.

Trick Weapon: move action to transform.

Visceral Attack: standard action. Make attack rolls as if making a full-attack. If any attack hits the target, Visceral Attack is successfull. Each additional hit increases damage by the weapon's base dice, +1d6 for every 4 hunter levels. Other damage sources added after and increased. If crit, then confirm once using highest BAB-5. If it's confirmed, the entire attack is crit and multiplied as normal. The target must be dazed, flat-footed, paralyzed, staggered, or stunned.

Hunter’s Grace: you may take an additional 5-ft. step. Also, 1/day as an immediate action when targeted by an attack you may add +4 dodge bonus to AC and take 5-ft. step after the triggering effect.

Sudden Swap (Ex): Starting at 5th level, a hunter can sheathe a one-handed or light weapon as a free action once per round. Using this ability to sheathe a weapon still provokes an attack of opportunity, as normal.

Sneak Attack 1d6: Extra 1d6 dmg on successful attacks, target must be flanked or denied its dex modifier.

Uncanny Dodge

Extracts: Enlarge Person x2

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STATISTICS
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Str 16, Dex 14, Con 14, Int 16, Wis 11, Cha 12
Base Atk +5; CMB +8 (9 w/weapon) CMD:20

Traits
Reactionary: +2 Trait bonus to initiative Checks

Hunter's Blood: +1 trait bonus on Diplomacy, Knowledge (Nature) or Lore (Beast Scourge), and Survival. Choose one as these as a class skill. Only works in regards to beasts and Beast scourge.

Sword Scion (Dueling Sword):You begin play with a longsword or dueling sword and gain a +1 trait bonus on all attacks and combat maneuvers made with such weapons.

Drawback
Haemophiliac: Anyone attempting a Heal check to stop you from bleeding must spend a full-round action to do so, and the DC of the check increases to 20.

Feats
Workshop Apprentice: Select one trick from the list of those available to the bloodborne hunter under the trick weapon class feature. You can craft trick weapons using that trick. You are automatically proficient with any trick weapon you create and may transform trick weapons you create as a move action instead of a full-round action.

Reckless Advance: You can choose to take a -1 penalty to AC and to your combat maneuver defense to increase your movement speed by 5 ft until the end of your turn. When your BAB reaches +4, and every +4 thereafter, this penalty increases by -1 and the bonus movement speed increases by 5 ft. The penalty from this feat lasts until the start of your next turn.

Extra Rune:Guidance

Human Bonus Feat
Power Attack: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2.

Bonus Feat
Brew Potion:You can create a potion of any 3rd-level or lower spell that you know and that targets one or more creatures or objects. Brewing a potion takes 2 hours if its base price is 250 gp or less, otherwise brewing a potion takes 1 day for each 1,000 gp in its base price. When you create a potion, you set the caster level, which must be sufficient to cast the spell in question and no higher than your own level. To brew a potion, you must use up raw materials costing one half this base price.

Throw anything:You do not suffer any penalties for using an improvised ranged weapon. You receive a +1 circumstance bonus on attack rolls made with thrown splash weapons.An alchemist adds his Intelligence modifier to damage done with splash weapons, including the splash damage if any.

Expanded Trick: Ignition Trick

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Skills
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+9 Acrobatics 4 +2(dex) +3(class)
+8 Bluff 4 +1(cha) +3(class)
+7 Climb 1 +3(Str) +3(class)
+8 Diplomacy 3 +1(cha) +3(Class) Trait +1
+6 Disable Device 1 +2(dex) +3(class)
+5 Disguise 1 +1(cha) +3(class)
+1 Intimidate +1(cha) ]
+8 Knowledge Arcana 2 +3(Int) +3(class)
+8 Knowledge Dungeoneering 2 +3(Int) +3(class)
+8 Knowledge Local 2 +3(Int) +3(class)
+8 Knowledge Nature 2 +3(Int) +3(class)
+10 Perception 5 +0(Wis) +3(class) +2(Eye Rune)
+9 Sense Motive 4 +0(wis) +3(class) +2(Eye Rune)
+10 Stealth 5 +2(dex) +3(class)
+1 Survival +0(wis) +1(Trait)
+8 Use Magic Device 4 +1(cha) +3(class)

Background Skills
+7 Appraise 1 +3(Int) +3(class)
+8 Craft Alchemy 1 +3(Int) +3(class) +1{Alchemist)
+7 Craft Weaponsmithing1 +3(Int) +3(class)
+8 Knowledge History 2 +3(Int) +3(class)
+10 Lore (Beast Scourge) 3 +3(Int) +3(class) +1(Trait)
+7 Slight of Hand 2 +2(dex) +3(class)

ACP:0

Languages:Common+3
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GEAR/POSSESSIONS
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+1 Silversheen Boom Blade [Tricked Dueling Sword] (3 lbs)
Tricks: Increased Damage,Ignition Trick, Furnace Trick

Mst Double Pistol (5 lbs), 40 Quicksilver bullets (0.5 lb)

+1 Mithral Chain shirt (12.5 lbs)
+1 Cloak of Resistance

Hunter's Outfit:Explorer's Outfit (8 lbs)
Poncho (2 lb)
Mst Backpack (4 lbs)
Spring-Loaded Wrist Sheath (1 lb)
Loaded w/Bloodvial (CLW+1)
Hip Lantern (Ioun Torch)

Bandolier with 8 Blood Vials (CLW +1)
Bandolier with 6 Molotov cocktails [Alchemist's Fire] (6 lbs)
Blood Vials x2
Antitoxin Vial x2
Antiplague x2
Allnight x1
Bladeguard x2

Extract of enlarge Person x2
Strength Mutagen

Ranger's Kit (15 lbs):
A bedroll, a belt pouch, a flint and steel, iron pot, mess kit, rope, torches (2), trail rations (5 days), and a waterskin.
Portable Alchemist's lab (20 lbs)

Coin pouch:108pp 39gp, 5sp and cp

Carrying Capacity:
Light 86 lb. Medium 87-173 lb. Heavy 174-260 lb.
Current Load Carried 77 lb.
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Class Features:

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Blood Ministration (Su) (Su):
Starting at 1st level, after a hunter takes damage they have the opportunity to retaliate and recover a small portion of their health. If the hunter is able to successfully damage a creature with a melee attack they recover an amount of hit points equal to their rally modifier. The hunters rally modifier is equal to 1d6, plus 1d6 for every two levels beyond 1st (to a maximum of 10d6 at 19th level). Hit points recovered in this way cannot exceed the total damage the hunter received during the round that triggered this ability. This window of opportunity only lasts for 1 round after the hunter has received damage. The hunter can only benefit from this healing once per round.

Trick Weapon (Ex):

Hunters have refined a unique means of modifying their weapons, creating incredibly versatile armaments. The “trick” in a trick weapon is that they are capable of transforming mid-battle, giving the wielder additional reach or access to a new damage type. A sword whose blade segments into a whip or an axe whose handle extends into a halberd are all examples of trick weapons.

At 1st level, a hunter can modify an existing simple or martial weapon to create a trick weapon, applying one trick from the list below. At 2nd, 8th, 14th, and 20th the hunter can apply an additional trick to a weapon. These tricks are only usable when the weapon is in its “tricked” form. Switching forms is a move action that does not provoke an attack of opportunity. When in its tricked form, the weapon retains all its original statistics except for those that have been altered by a trick. Creatures without the trick weapon class feature treat trick weapons as exotic and must take a full-round action to transform one. A trick weapon reverts to its normal form when stowed.

Cunning Blood (Ex)
At 1st level, when wearing light or no armor and not using a shield, and carrying no more than a light load, a hunter adds her Intelligence Modifier (if any) to her Armor Class. She retains this bonus even against touch attacks or when flat-footed, but loses this bonus should she be rendered helpless by any means.

Visceral Attack (Ex)
Starting at 3rd level, as a standard action the hunter can make an especially gruesome and bloody attack against a vulnerable opponent. When she does this she makes a single melee attack against a target, but makes as many attack rolls as she can, based on her base attack bonus. She makes the attack rolls in order from highest bonus to lowest, as if she were making a full-attack. If any of the attack rolls hit the target, the hunters single attack is considered to have hit. For each additional successful attack roll beyond the first, the hunter increased the damage of the attack by the base damage dice of her weapon, plus an additional 1d6 for every four hunter levels she possesses. Precision damage and extra damage from weapon special abilities (such as flaming) are added with damage modifiers and are not increased by this attack. If one or more rolls are critical threats, she confirms the critical once using her highest base attack bonus -5. If she successfully confirms the critical then the entire attack is considered to have been a critical hit and the damage for the attack is multiplied as normal. In order to use this ability, the hunters target must be dazed, flat-footed, paralyzed, staggered, or stunned.

Hunter’s Grace (Ex)
Hunters are especially adept at moving in and out of combat, ducking, dodging, dashing, and rolling out of the way of their foes. At 3rd level, the hunter may make an additional 5-foot step on her turn (even if she’s already moved or taken a 5-foot step in that round). In addition, once per day as an immediate action when she is targeted by an attack (or included in the area of effect of a damaging spell or ability) she may declare a use of this ability to gain a +4 dodge bonus to AC against the triggering attack. After the triggering effect is resolved, she may take an immediate 5-foot step. The hunter must declare she is using this ability before the results of the triggering attack are revealed. The hunter may use this ability one additional time per day at 7th level, plus an additional time per day for every four levels after 7th

Uncanny Dodge
At 4th level, a hunter gains the ability to 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 armor class if immobilized. A hunter with this ability can still lose her Dexterity bonus to armor class if an opponent successfully uses the feint action against her.

Sneak Attack
At 1st level, a vivisectionist gains the sneak attack ability as a rogue of the same level. If a character already has sneak attack from another class, the levels from the classes that grant sneak attack stack to determine the effective rogue level for the sneak attack’s extra damage dice (so an alchemist 1/rogue 1 has a +1d6 sneak attack like a 2nd-level rogue, an alchemist 2/rogue 1 has a +2d6 sneak attack like a 3rd-level rogue, and so on).

Alchemy (Su)
Alchemists are not only masters of creating mundane alchemical substances such as alchemist’s fire and smokesticks, but also of fashioning magical potion-like extracts in which they can store spell effects. In effect, an alchemist prepares his spells by mixing ingredients into a number of extracts, and then “casts” his spells by drinking the extract. When an alchemist creates an extract or bomb, he infuses the concoction with a tiny fraction of his own magical power—this enables the creation of powerful effects, but also binds the effects to the creator. When using Craft (alchemy) to create an alchemical item, an alchemist gains a competence bonus equal to his class level on the Craft (alchemy) check. In addition, an alchemist can use Craft (alchemy) to identify potions as if using detect magic. He must hold the potion for 1 round to make such a check.

An alchemist can create three special types of magical items—extracts, bombs, and mutagens are transformative elixirs that the alchemist drinks to enhance his physical abilities—both of these are detailed in their own sections below.

Extracts are the most varied of the three. In many ways, they behave like spells in potion form, and as such their effects can be dispelled by effects like dispel magic using the alchemist’s level as the caster level. Unlike potions, though, extracts can have powerful effects and duplicate spells that a potion normally could not.

An alchemist can create only a certain number of extracts of each level per day. His base daily allotment of extracts is given on Table: Alchemist. In addition, he receives bonus extracts per day if he has a high Intelligence score, in the same way a wizard receives bonus spells per day. When an alchemist mixes an extract, he infuses the chemicals and reagents in the extract with magic siphoned from his own magical aura. An extract immediately becomes inert if it leaves the alchemist’s possession, reactivating as soon as it returns to his keeping—an alchemist cannot normally pass out his extracts for allies to use (but see the “infusion” discovery below). An extract, once created, remains potent for 1 day before becoming inert, so an alchemist must re-prepare his extracts every day. Mixing an extract takes 1 minute of work—most alchemists prepare many extracts at the start of the day or just before going on an adventure, but it’s not uncommon for an alchemist to keep some (or even all) of his daily extract slots open so that he can prepare extracts in the field as needed.

Although the alchemist doesn’t actually cast spells, he does have a formulae list that determines what extracts he can create. An alchemist can utilize spell-trigger items if the spell appears on his formulae list, but not spell-completion items (unless he uses Use Magic Device to do so). An extract is “cast” by drinking it, as if imbibing a potion—the effects of an extract exactly duplicate the spell upon which its formula is based, save that the spell always affects only the drinking alchemist. The alchemist uses his level as the caster level to determine any effect based on caster level. Creating extracts consumes raw materials, but the cost of these materials is insignificant—comparable to the valueless material components of most spells. If a spell normally has a costly material component, that component is expended during the consumption of that particular extract. Extracts cannot be made from spells that have focus requirements (alchemist extracts that duplicate divine spells never have a divine focus requirement). An alchemist can prepare an extract of any formula he knows. To learn or use an extract, an alchemist must have an Intelligence score equal to at least 10 + the extract’s level. The Difficulty Class for a saving throw against an alchemist’s extract is 10 + the extract level + the alchemist’s Intelligence modifier. An alchemist may know any number of formulae. He stores his formulae in a special tome called a formula book. He must refer to this book whenever he prepares an extract but not when he consumes it. An alchemist begins play with two 1st level formulae of his choice, plus a number of additional forumlae equal to his Intelligence modifier. At each new alchemist level, he gains one new formula of any level that he can create. An alchemist can also add formulae to his book just like a wizard adds spells to his spellbook, using the same costs and time requirements. An alchemist can study a wizard’s spellbook to learn any formula that is equivalent to a spell the spellbook contains. A wizard, however, cannot learn spells from a formula book. An alchemist does not need to decipher arcane writings before copying them.

Mutagen (Su)
At 1st level, an alchemist discovers how to create a mutagen that he can imbibe in order to heighten his physical prowess at the cost of his personality. It takes 1 hour to brew a dose of mutagen, and once brewed, it remains potent until used. An alchemist can only maintain one dose of mutagen at a time—if he brews a second dose, any existing mutagen becomes inert. As with an extract or bomb, a mutagen that is not in an alchemist’s possession becomes inert until an alchemist picks it up again.

When an alchemist brews a mutagen, he selects one physical ability score—either Strength, Dexterity, or Constitution. It’s a standard action to drink a mutagen. Upon being imbibed, the mutagen causes the alchemist to grow bulkier and more bestial, granting him a +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 10 minutes per alchemist level. In addition, while the mutagen is in effect, the alchemist takes a –2 penalty to one of his mental ability scores. If the mutagen enhances his Strength, it applies a penalty to his Intelligence. If it enhances his Dexterity, it applies a penalty to his Wisdom. If it enhances his Constitution, it applies a penalty to his Charisma.

A non-alchemist who drinks a mutagen must make a Fortitude save (DC 10 + 1/2 the alchemist’s level + the alchemist’s Intelligence modifier) or become nauseated for 1 hour—a non-alchemist can never gain the benefit of a mutagen, but an alchemist can gain the effects of another alchemist’s mutagen if he drinks it. (Although if the other alchemist creates a different mutagen, the effects of the “stolen” mutagen immediately cease.) The effects of a mutagen do not stack. Whenever an alchemist drinks a mutagen, the effects of any previous mutagen immediately end.

Hunter's Badges:

Powder Keg Hunter Badge
Furnace Trick: The hunter incorporates a miniature furnace into her trick weapons. While in its tricked form, the hunter can prime the weapon as a free action once per round. The next time the weapon hits, it deals an additional 1d6 points of damage to the target and all adjacent creatures. This additional damage is not multiplied on a critical hit. This trick can be applied to a weapon multiple times, each time increasing the extra damage from this trick by 1d6. Additionally, when the hunter applies this trick to a weapon she can choose to trade any number of the weapon’s damage dice for an equivalent number and size of energy damage dice. Energy damage gained from this trick is fire damage.

Caryll Runes:

Eye:Eyes symbolize the truth Master Willem sought in his research. Disillusioned by the limits of human intellect, Master Willem looked to beings from higher planes for guidance, and sought to line his brain with eyes in order to elevate his thoughts. A hunter with this rune gains an insight bonus on Perception and Sense Motive checks equal to ½ her hunter level. She also gains darkvision with a range of 30 feet. If she already has darkvision, its range increases by 30 feet.

Guidance: The rune depicts tiny beings of light, who playfully offered guidance to hunters in the midst of a hunt. They can empty a hunter of her fears, at least. The size of the hunters rally modifier dice are increased by one step. This rune can be taken a second time beginning at 7th level, increasing the size of the hunters rally modifier dice by an additional step.

Background:

Sigmund Von Strauss was born in Yharnam but his family left when his baby sister was born, when he was six years old. His father was a hunter and a member of The Shining Blades said to be most courageous and skilled swordsmen in all of Yharnam, according to his father. His mother was a huntress of the heretical Powder Keg worskshop. Sigmund grew up worshipping his father and his stories about the strength of The Shining Blades and vowed to be like them one day. Though his mother swore on the day of her wedding never to hunt another living creature, Sigmund was taught how to shoot, swing a sword and fight by his parents. While the hunter’s blood that flowed through his veins left Sigmund sharp and strong the same could not be said for his sister Hilda. The blood had ravaged her from the time she was born and she was always sickly.
When Sigmund was a young man his mother died, defending the settlement they lived in, from a group of bandits. She took them on single-handedly while her husband protected the children. She drovw them all off without slaying one but died from wounds sustained during the fight refusing to break her vow and take a life. Her family despaired her loss, especially her husband, but Sigmund resented his mother for not using her powers to save herself, despite her oath. He vowed never to let his honor rule and ruin him the way it did his mother. His father was not long for the world and died within a year, in Sigmund’s opinion a broken heart took his father from him. Sigmund took over protecting and caring for Hilda and he did a credible job for the first few years.

A few years after the loss of their parents however, a plague ravaged the country side and many in town were afflicted. Sigmund’s body resisted the disease but his sister was not so fortunate. The disease slowly ate away at the host and while some lived longer than others within two years it killed, always. One morning Sigmund awoke to find Hilda and the carriage was gone, leaving only a note that proclaimed she was journeying to Yharnam to seek the city’s fabled healing. Desperate and unsure of what else to do Sigmund picked up his mother’s pistol and his father’s sword and ventured to Yharnam in an attempt to find his sister.

Sigmund spent his first few weeks in Yharnam learning about the city and its people. He learned more about the Beasts and the Hunters who put them down. He joined a workshop and with his skills was accepted as a hunter. He spent his days searching for signs of his sister and his nights learning to hunt and kill beasts. He spent the next two years in Yharnam developing his skills and making friends and allies who would be helpful in finding his sister. He spent some time with a local eccentric that Yharnamites called Crazy Cradnor. Cradnor was a strange little man who dissected beasts in an attempt to learn about them. He sought to find a cure to the scourge of beasthood. Sigmund had some alchemical skills and aided him in his free time.

Appearance and Personality:

Sigmund is a man of average height and weight. He is slender but with a wiry musculature. His eyes are bright and green and his hair is dark brown and short. His gaze is piercing and his eyes and smiles are warm. His left cheek has three small scars where the tip of a beast’s claws left their mark and his right eyebrow is bisected by a similar scar. He is clean shaven.

Sigmund dresses in a style similar too many hunters. He wears a common brown shirt over a shirt of chain. His pants and boots are both black and made of leather. His hands are covered in light leather gloves, which leave the last joint on each finger uncovered so as not to hurt his dexterity. Over his clothes he wears a long coat that goes down to his knees and is a deep red, so not to show blood. He wears a black tricorne on his head and a red scarf around his neck. The first finger on his left hand is adorned with a simple silver ring and gold bands hang from each ear. He wears his mother’s Cainhurst Knight badge inside his coat and her pistol sits on his left hip while his father’s sword rests on his back.

Sigmund is a man who always tries to find a little joy in whatever he does or wherever he goes. He tends to lose himself in battle and tends to be a little rash. He loves to fight but takes very little joy in killing. He is friendly and for the most part honest. He tries to act honorably and keep his word but he does not blindly hold himself to such ideas as it can lead to one’s death. He chaffes under authority and detests being told what to do. His smiles are easy but his eyes grow a little dimmer every day. For the most part, Sigmund tires not to judge people, it is not his place to tell them how to live but he detests those who harm children and won’t suffer the needless harm of innocents.

Motivations:

Sigmund has several immediate and long term goals he wishes to accomplish. He wants to find his sister or her remains and lay them to rest, if she is not living. He wishes to see her cured of her illness. He wishes to become a swordsman famed for his skill and strength. He wants to aid in finding a real cure for Yharnam’s Beasthood.

Favorite Color:
Black, brown and red are his favorite colors.

Favorite meal:
His favorite meal is boiled potatoes and sausages with cold beer.