Full Name |
Thessal et’Faril "the Rook" |
Race |
Dhampir (Elf / Vampire) |
Gender |
Male |
About Thessal et’Faril "the Rook"
Thessal et'Faril (the Rook)
Male Dhampir Ranger (Urban Ranger) 10 (Pathfinder RPG Advanced Player's Guide 0; Pathfinder RPG Advanced Race Guide 0)
LE Medium humanoid (dhampir)
Init +4; Senses darkvision 60 ft., low-light vision; Perception +15
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Defense
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AC 14, touch 14, flat-footed 10 (+4 Dex)
hp 73 (10d10)
Fort +7, Ref +11, Will +5; +2 bonus vs. disease and mind-affecting
Defensive Abilities evasion, negative energy affinity; Resist undead resistance
Weakness light sensitivity
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Offense
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Speed 30 ft., push through
Melee +1 adamantine dagger +15/+10 (1d4+1/19-20) and
. . +1 adamantine sword, aldori dueling +16/+11 (1d8+1/19-20) and
. . shortsword +12/+7 (1d6/19-20) and
. . war razor +12/+7 (1d4/19-20)
Special Attacks favored enemies (animals +2, elves +4, humans +4)
Dhampir Spell-Like Abilities (CL 1st; concentration +4)
. . 3/day—detect undead
Ranger (Urban Ranger) Spells Prepared (CL 7th; concentration +9):
. . 3rd—
. . 2nd—animal aspect[UC], bloodhound[APG]
. . 1st—glide[APG], hunter's howl[APG] (DC 13), lead blades[APG]
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Statistics
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Str 10, Dex 18, Con 10, Int 14, Wis 14, Cha 16
Base Atk +10; CMB +10; CMD 24
Feats Combat Expertise, Exotic Weapon Proficiency (sword, aldori dueling), Improved Two-Weapon Fighting, Quick Draw, Slayer's Knack[UC], Two-Weapon Fighting, Weapon Finesse, Weapon Focus (sword, aldori dueling)
Traits anatomist, charming
Skills Bluff +3 (+4 vs. characters who could be attracted to you), Climb +4, Craft (weapons) +6, Diplomacy +3 (+4 vs. characters who could be attracted to you), Disable Device +18, Escape Artist +6, Handle Animal +4, Heal +9, Intimidate +14, Knowledge (dungeoneering) +8, Knowledge (geography) +11, Knowledge (local) +15, Perception +15, Ride +10, Sense Motive +11, Spellcraft +7, Stealth +27, Survival +13, Swim +5
Languages Common, Elven, Halfling
SQ combat styles (two-weapon combat), favored terrains (lowcleft +4, magnimar +2), hunter's bonds (hunter's bond [animal companion]), resist level drain, swift tracker, track +5, trapfinding +5, vampiric empathy, wild empathy +13
Combat Gear ring of invisibility; Other Gear +2 studded leather, +1 adamantine dagger, +1 adamantine sword, aldori dueling, shortsword, war razor, ring of chameleon power, 1,000 pp, 132 gp
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Special Abilities
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Anatomist +1 to confirm critical hits.
Animal Companion Link (Ex) You have a link with your Animal Companion.
Charming +1 Bluff/Diplomacy/save DC for a language-dependent spell vs. targets who could be sexually attracted to you.
Combat Expertise +/-3 Bonus to AC in exchange for an equal penalty to attack.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Favored Community (Lowcleft +4) (Ex) +4 to rolls vs Favored Community (Lowcleft).
Favored Community (Magnimar +2) (Ex) +2 to rolls vs Favored Community (Magnimar).
Favored Enemy (Animals +2) (Ex) +2 to rolls vs Favored Enemy (Animals).
Favored Enemy (Elves +4) (Ex) +4 to rolls vs Favored Enemy (Elves).
Favored Enemy (Humans +4) (Ex) +4 to rolls vs Favored Enemy (Humans).
Light Sensitivity (Ex) Dazzled as long as remain in bright light.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Negative Energy Affinity (Ex) You are alive, but react to positive/negative energy as though you were undead.
Push Through (Ex) Not slowed by difficult terrain within a favored community, and may move through citizen's spaces as allies.
Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.
Resist Level Drain (Ex) Negative levels don't impose penalties or become permanent, but still kill if exceed HD.
Ring of chameleon power As a free action, the wearer of this ring can gain the ability to magically blend in with the surroundings. This provides a +10 competence bonus on her Stealth checks. As a standard action, she can also use the spell disguise self as often as she wants.
Construction
Requirements: Forge Ring, disguise self, invisibility; Cost 6,350 gp
Ring of invisibility By activating this simple silver ring, the wearer can benefit from invisibility, as the spell.
Construction
Requirements: Forge Ring, invisibility; Cost 10,000 gp
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Slayer's Knack (Favored Enemy [Humans +4] [Ex]) Double the threat range of all weapons against one favored enemy
Swift Tracker (Ex) Tracking penalties when moving at normal speed or faster are reduced.
Track +5 Add the listed bonus to survival checks made to track.
Trapfinding +5 Gain a bonus to find or disable traps, including magical ones.
Undead Resistance +2 save vs. disease, mind affecting effects.
Vampiric Empathy Speak with bats, rats, and wolves and +2 Diplomacy dealing with them.
Wild Empathy +13 (Ex) Improve the attitude of an animal, as if using Diplomacy.
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Agrinost
Male Wolf
LE Large animal
Init +2; Senses low-light vision, scent; Perception +6
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Defense
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AC 19, touch 11, flat-footed 17 (+2 Dex, -1 size, +8 natural)
hp 72 (+24)
Fort +9, Ref +7, Will +3 (+4 morale bonus vs. Enchantment spells and effects)
Defensive Abilities evasion
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Offense
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Speed 50 ft.
Melee bite +11 (2d6+10)
Space 10 ft.; Reach 5 ft.
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Statistics
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Str 24, Dex 15, Con 19, Int 2, Wis 12, Cha 6
Base Atk +4; CMB +12; CMD 24 (28 vs. trip)
Feats Improved Natural Attack (bite), Stealthy, Weapon Focus (bite)
Tricks Attack, Come, Defend, Down, Fetch, Guard, Heel, Hunting, Seek, Track
Skills Escape Artist +4, Perception +6, Stealth +6, Swim +11; Racial Modifiers +4 to survival when tracking by scent
SQ come, defend, devotion, guard, hunting
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Special Abilities
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+4 to Survival when tracking by Scent +4 to Survival when tracking by Scent.
Come [Trick] The animal will come to you on command.
Defend [Trick] The animal will defend you.
Devotion +4 (Ex) +4 morale bonus on Will Saves vs. Enchantments.
Evasion (Ex) No damage on successful reflex save.
Guard [Trick] The animal stays in place and prevents others from approaching.
Hunting [Trick] The animal has been trained for hunting.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Trip (Ex) You can make a trip attempt on a successful attack.