Member of the Whispering Way

Viktor Esperkrantz's page

50 posts. Alias of Lessah.


Human Vampire Sohei 7 | Hp 73/73 | AC 26/20/21 | Fort +10 Ref +12 Will +9 | DR 10/magic and silver | Evasion | Undead Traits | Resist Cold, Electricity 10 | Channel Resistance +4 | Init +12 | Perception +22; Darkvision

About Viktor Esperkrantz

Human vampire Sohei/Qinggong Monk 7
LE Medium undead (augmented humanoid)
Init +12; Senses darkvision 60 ft.; Perception +22


AC 26, touch 20, flat-footed 21 (+1 Deflection, +4 Dex, +1 dodge, +6 natural, +3 Wis, +1 Monk)
hp 73 (7d8+35); fast healing 5
Fort +10, Ref +12, Will +9 +2 vs charm and compulsion effects (except promises of wealth and/or power)
Defensive Abilities channel resistance +4, DR 10/magic and silver, evasion; Immune undead traits, Resist cold 10, electricity 10
Weaknesses vampire weaknesses


Speed 30 ft., Climb 20 ft.
Melee Guisarme 15/15/10 (2d4+10 x3) or slam +14 (1d4+13 plus energy drain) or Unarmed Strike 14/14/9 (1d6+9 plus energy drain) or Nodachi 15/15/10 (1d10+9 18-20 x2)
Ranged Longbow +10 (1d8+8 x3)
Special Attacks blood drain, children of the night, create spawn, dominate (DC 17), energy drain (2 levels, DC 17)

Ki pool [8/8], Tactician [1/1]


Str 26, Dex 18, Con —, Int 12, Wis 16, Cha 18
Base Atk +5; CMB +15; CMD 34
Feats AlertnessB, Combat ReflexesB, DodgeB, Improved InitiativeB, Lightning ReflexesB, ToughnessB, Vicious Stomp, Fury's Fall, Wolf Style, Wolf Trip, Improved GrappleB, Mounted CombatB, Improved TripB, Leadership
Traits Heirloom Weapon (Guisarme; +2 Trip), Tactician, Dangerously Curious, Affable
Drawbacks: Power-Hungry, Meticulous
Skills Acrobatics (6) +13, Bluff (3) +18, Climb (1) +20, Diplomacy (6) +13, Disguise (3) +7, Fly (1) +8, Handle Animal (1) +8, Intimidate (1) +8, Know (Nature; 6, History, Religion; 2, Dungeoneering, Local, Nobility: 1) +7/6/2, Perception (6) +22, Ride (7) +14, Sense Motive (1) +17, Stealth (6) +21, Use Magic Device (2) +10
+8 racial bonus on Bluff, Perception, Sense Motive and Stealth (included); +8 racial bonus on Climb (included), +2 trait on Gather information, +1 trait on Use Magic Device (included), +6 to Jump
Languages Common, Undercommon, Infernal, Drow Sign Language
SQ change shape (dire bat or wolf, beast shape II), gaseous form, shadowless, spider climb, Devoted Guardian, flurry of blows, unarmed strike, armour class bonus, evasion, maneuver training, still mind, Ki pool (magic, cold iron, silver), Ki Weapon (+1), Monastic Mount, High Jump, Weapon Training (Polearm), [Wholeness of Body -> Scorching Ray]

Cloak of Resistance +1, Guisarme +1, Amulet of Mighty Fists +1, Mwk Nodachi, Belt of Str +2, Ring of Protection +1, Mwk Composite Longbow [Str +8], Wand of Shield, Wand of Mage Armour, Hat of Disguise, Ring of Feather Fall, Bag of Holding I (/w Darkwood Ornate Coffin), Sleeve of Many Garments

Mundane/Cheap gear
Noble's Outfit, Traveller's Outfit, 50 ft of spider's silk rope, mwk backpack, Climber's Kit, Mess kit, Sewing Kit, A couple of old books, Waterproof bag, Poncho, Parasol, Hand Mirror, Smokesticks x3, Bull's Eye Lantern, 5 pints of Oil, Potion of Cure Light Wounds, Potion of Inflict Light Wounds


25000 -
600 [retrain, 2 feats: Wolf Trip, Fury's Fall 10*6*5*=600]
---281 gp left ---

Future purchases?
Consumables (scrolls, potions, wands, ammunition, ect)
Ioun Stones (lesser)
Armbands of the Brawler/Bracers of Armour ?
Boots of Elvenkind?
Gauntlets of Skilled Manoeuvre


*Human Aristocrat enjoys duelling and combat

*Human Aristocrat haughtily challenges stranger, loses

*Human Aristocrat turns vampire

*Human Aristocrat enjoys ruling over his nice mansion and frightened subjects

*Mean knights in shiny armour forcibly evicts him

*Human Aristocrat flees for his life

*Human Aristocrat takes up residence in far of ruins

*Human Aristocrat broods

Now, so far pretty standard story. The first part (duel) is inspired a bit from an old short story in Warhammer's Vampire Count book. The rest is pretty generic vampire villain story. But the part that comes next is the twist - the vampire realizes he can't really go back to the glory days of old. Even if he managed to subjugate some distant village, people would notice sooner or later. And no matter his own might - with the help of the sun he always risks defeat. No, he needs a place where that can never happen. Somewhere the sun never shines ...

Eureka! The vampire laughed in his lonely tower. "The Darklands shall be my haven!". He had heard the legends when he was younger, a mortal. Wast caverns spanning the bowels of the earth. the cruel races that dwelled within. Sounds cosy enough he thought to himself and set out to find entrance to this blessed domain. Now, this journey might not be easy or short - so there is plenty of room for more story here.

Fast forward, the happy vampire has found his way down under and lives contently in one of its dark cities. The threat of the sun is a distant nightmare at best, and threats are plenty. Should he like, he might even enter one of the bloodsport arenas for fun - not expecting defeat but not fearing it either. Now, his chaotic neighbours might not appreciate his blatant lawfulness - which could be further seeds for a short story. But yet, as the decades pass the vampire becomes increasingly annoyed that he was actually *forced* down underground. Sure, he liked it down here. But those pesky mortals probably think *they* won. We can't have that, can we ?

Then, one day, someone comes with an offer. Rally to my side - and I shall grant you your wish ...

Avernos, The Nightmare
NE Large outsider (evil, extraplanar)
Init +8; Senses darkvision 60 ft.; Perception +13


AC 21 [26], touch 13 [18], flat-footed 17 [22] (+4 Dex, [+4 Wis], [+1 Monk], +8 natural, –1 size)
hp 63 (6d10+30)
Fort +10, Ref +9, Will +6 [+2 vs charms and compulsions]
Defensive Abilities: [evasion]


Speed 40 ft., fly 90 ft. (good)
Melee bite +11 (1d4+6), 2 hooves +6 (1d6+3 plus 1d4 fire)
Space 10 ft.; Reach 5 ft.
Special Attacks smoke
Spell-Like Abilities (CL 6th)

1/day (self plus 1 rider only)—plane shift


Str 22, Dex 18, Con 20, Int 14, Wis 18, Cha 13
Base Atk +6; CMB +13; CMD 27 [32] (+2 vs. trip)
Feats Power Attack, Improved Initiative, Run
Skills Acrobatics (6) +13*, Fly (6) +15, Intimidate (6) +10, Knowledge (planes) (6) +11, Perception (6) +13, Sense Motive (6) +13, Stealth (6) +9, Survival (6) +13
[High Jump]
Languages Abyssal, Infernal

'Hat' of Disguise, Cloak of Resistance, Saddlebags, Military Saddle