Vale Temros

Tatomir's page

No posts. Alias of Angelpalm.


Full Name

Tatomir

Strength 21
Dexterity 9
Constitution 12
Intelligence 15
Wisdom 14
Charisma 18

About Tatomir

Racial:
Type Humanoid (human) 0 RP

Size Medium 0 RP

Base Speed Normal 0 RP

Ability Score Modifiers Advanced 4 RP (+4str, -2 dex, +2 mental)

Languages Standard (0 RP)

Racial Traits

Defense Racial Traits

Resist Level Drain (1 RP)

Feat and Skill Racial Traits

Flexible bonus feat 4 RP

Movement Racial Traits

Fast (1 RP)

Senses Racial Traits

See in Darkness (4 RP)

Weakness Racial Traits

Negative energy affinity –1 RP

Shadeblood Humans:

Many centuries of vampires consorting with humans and other humanoids have led to some interesting combinations, but none more interesting as those that have had their bloodline tinged by the elder vampire lords that reside on the shadowveil. The vampire lords powers augmented by the influx of negative energy, almost to unbearable levels and then passed on to mortals, such power was not meant to flow through the veins of the living. As such only a few shadeblood human's are ever actually born, the rest still born in the womb and disposed quickly of less they become even greater abominations. Not many can recognize shadebloods for what they are since they share so many similarities between themselves and your average dhampir. Most notably is the vast difference in their strength and overall flexibility. Were as a dhampir would be more precise in their ways a shadeblood would strike with speed and aggression, wholly lacking in the more subtle movements employed by the dhampir.

Shadebloods have no distinct community of their own due to the rarity of their births, but their natural abilities and inclinations towards darkness can typically see them intermingle with other denizens of the shadow forest and the midnight swamp, as it is said that some where deep within one of these regions is a portal to the shadowveil. Most drow and fetchlings are "friendly" to those that they recognize as shadebloods, how they are able to determine this is still mystery to non-natives as shadebloods have a wide range of looks from their human heritage. It is speculated that they emit an aura that only does familiar with the dark ways can perceive.

For as long as they have existed, Shadebloods have been prized as both escorts for those wishing to travel into the shadow forest and as skulkers of the night, being employed to handle all manner of nefarious undertakings. However, their human heritage and impressive mental faculties lend them to all sorts of walks of life, be it front line soldiers, to elite guards, adventure, assassin, mage, or to their tried and true tradition of keeping the dire beast in check and kept within the borders of the shadow forest.

Specials:

Special 1
AC Bonus (Ex)

When wearing savage armor and unencumbered, A Dire knight adds their Charisma bonus to their ac and her CMD. In addition, a dire knight gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four dire knight levels thereafter, up to a maximum of +5 at 20th level. These bonuses to AC apply even against touch attacks or when the dire knight is flat-footed. She loses these bonuses when she is immobilized or helpless, when she carries a shield other than a buckler, or when she carries a medium or heavy load.

Special 2
Dire veil(Su)

a Dire knight gains a bonus equal to their Charisma bonus (if any) on all Saving Throws.

Special 3
Holy Fervor (Su)

The Dire knight's extreme devotion allows her to enter combat without fear. She may go into a holy fervor a number of rounds per day equal to 4 + her Charisma modifier. She adds 2 rounds to this duration for every Dire knight level attained after 1st. While in a holy fervor, the enthusiast gains a +4 divine bonus to Strength, Constitution, and Charisma, and a +2 morale bonus to Will saving throws.

In addition, for the duration of the fervor, the Dire knight's base attack bonus is equal to her Dire knight level, also modifying her CMB and CMD.

At 11th level, the bonus to Strength, Constitution, and Charisma increases to +6, and the bonus to Will saving throws increases to +3. At 20th level, the ability bonuses increase to +8 and the morale bonus to Will saving throws increases to +4.

Special 4
Muscle Memory (Ex): The muscles of a Dire knight are honed to deadly efficiency, just like his blades. A Dire knight may add his/her Strength modifier to their AC and to Reflex saves instead of their Dexterity modifier. The Dire knight’s Strength bonus to their AC is still limited by his armor’s maximum Dexterity bonus.

Dire Knights:

Dire Knights are those few select individuals that take it upon themselves to battle against the encroaching beast of the Shadow forest. Though most Dire knights are typically those of the shadeblood, tiefling, or dhampir races, any race with darkvision or a means to see at night can become one. They employ many powerful martial techniques in order to combat the vicious hordes of dire beast and are inured to some of the more prolific effects and hazards of being around such creatures. Strength and Constitution are important to Dire knights, playing a major role in their life of day to day combat. Charisma also is an invaluable assets as it determines the potency of their less physical abilities and their almost supernaturally powered defenses. It also powers their later abilities that they come to really on when they find that brute force isn't enough.

Maneuver:

Maneuvers of the Unquiet Grave discipline are infused with negative energy and the power of undeath. As such, they are supernatural abilities. Additionally, a creature that knows 1 or more Unquiet Grave strikes may expend one of those strikes as a standard action to touch a creature that is healed by negative energy and infuse it with negative energy; the touch heals the creature for 1d8 hit points per level of the expended strike. As usual, a strike must be readied before it may be expended. Additionally, some maneuvers of the Unquiet Grave discipline grant temporary hit points. These temporary hit points stack with themselves and with temporary hit points gained through other maneuvers of this discipline, up to a maximum equal to 1/2 the initiator’s normal maximum hit points, and last for up to 1 hour.

THIRSTING AXE STRIKE
Discipline: Unquiet Grave (Strike)
Level: 1
Prerequisites: None
Initiation Action: 1 standard action
Range: Melee attack
Target: Creature struck
Duration: Instantaneous

Drawing on the primal hunger of the negative energy plane, you lash out at your victim. Make a melee attack. If it hits, it deals weapon damage as normal and you gain temporary hit points equal to the damage dealt. The temporary hit points gained from this maneuver stack with those gained from other Unquiet Grave maneuvers, to the normal maximum.

Feats and traits:

Combat Training (Combat): You learn one 1st-level maneuver from a discipline of your choice. If you are not a member of an initiating class, you can ready this maneuver by spending ten minutes practicing it, and can recover it by taking a standard action to focus. Your initiation modifier for this maneuver is the key ability of its discipline’s associated skill (for example, a discipline with Acrobatics as its associated skill would make Dexterity your initiation modifier), and your initiator level for this maneuver is 1. If you can already initiate other maneuvers or later gain the ability to, the maneuver granted by this trait is added to your list of maneuvers known, and you can recover it as normal for your class. You cannot exchange this maneuver for another maneuver as you level up, nor does it add its discipline to your list of available disciplines.

Defensive Strategist (Torag) - You are not flat-footed when you are an unaware combatant. This includes a surprise round that you don’t get to act in, and before you get to act at the start of a battle.

Noble Scion
You are a member of a proud noble family, whether or not you remain in good standing with your family.

Prerequisites: Cha 13, must be taken at 1st level.

Benefit: You gain a +2 bonus on all Knowledge (nobility) checks, and that chosen Knowledge skill is always considered a class skill for you.

When you select this feat, choose one of the benefits listed below that matches the flavor of your noble family. Work with your GM to ensure that your choice is appropriate.

Scion of War: You use your Charisma modifier to adjust Initiative checks instead of your Dexterity modifier.