
| Race |
Init +2; Senses darkvision 60 ft., low-light vision; Perception +18. AC 20, touch 12, flat-footed 18 (+8 armor, +2 Dex) hp 45 (7d8+7) Fort +4, Ref +6, Will +11; +2 vs. disease and mind-affecting effects |
| Classes/Levels |
Defensive Abilities negative energy affinity; Resist undead resistance Weaknesses light sensitivity. Grit 1/4, channel 4d6 DC14 4/4 |
About Viktor Reinhoff
Victor Reinhoff
Dhampir (Kellid) shaman (spirit warden, true silvered throne) 7 (Pathfinder Player Companion: Occult Origins 23, Pathfinder RPG Advanced Class Guide 35, 112, Pathfinder RPG Bestiary 2 89)
N Medium humanoid (dhampir)
Init +2; Senses darkvision 60 ft., low-light vision; Perception +18
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Defense
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AC 20, touch 12, flat-footed 18 (+8 armor, +2 Dex)
hp 45 (7d8+7)
Fort +4, Ref +6, Will +11; +2 vs. disease and mind-affecting effects
Defensive Abilities negative energy affinity; Resist undead resistance
Weaknesses light sensitivity
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Offense
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Speed 30 ft.
Ranged +1 pepperbox +8 (1d8+1/×4)
Special Attacks channel positive energy 4/day (DC 14, 4d6), deeds (quick clear), grit (4), hex (heaven's leap)
Spell-Like Abilities (CL 1st; concentration +2)
3/day—detect undead
Shaman (Spirit Warden, True Silvered Throne) Spells Prepared (CL 7th; concentration +11)
4th—summon nature's ally IV; death ward[S]
3rd—fly, speak with haunt[ACG] (DC 17), ward of the season[ARG]; halt undead[S] (DC 17)
2nd—ghostbane dirge[APG] (DC 16), levitate, mage's crawl space; command undead[S] (DC 16)
1st—heightened awareness[ACG], inflict light wounds (DC 15), inflict light wounds (DC 15), inflict light wounds (DC 15); detect undead[S]
0 (at will)—detect magic, guidance, light, read magic
S spirit magic spell; Spirit Heavens Wandering Spirit
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Statistics
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Str 10, Dex 14, Con 10, Int 14, Wis 19, Cha 13
Base Atk +5; CMB +5; CMD 17
Feats Amateur Gunslinger[UC], Exotic Weapon Proficiency (firearms)[UC], Gunsmithing[UC], Ritual Hex, Scholar[ISWG]
Traits dangerously curious, inspired by greatness
Skills Appraise +3, Bluff +5, Craft (firearms) +4, Diplomacy +9, Fly +4, Heal +8, Intimidate +8 (+10 to demoralize foes), Knowledge (arcana) +10, Knowledge (history) +10, Knowledge (local) +6, Knowledge (religion) +6, Linguistics +8, Perception +18, Sense Motive +12, Sleight of Hand +1, Spellcraft +10, Use Magic Device +6; Racial Modifiers +2 Bluff, +2 Perception
Languages Ancient Osiriani, Azlanti, Common, Draconic, Druidic, Elven, Hallit
SQ occult grimoire, resist level drain, ritual hex, scarb of the second throne, stardust, unnatural mein, wandering ritual
Other Gear +2 mithral chainmail, +1 pepperbox[UC], black powder[UC] (20), cloak of resistance +2, eyes of the eagle, handy haversack, headband of inspired wisdom +2, gunsmith's kit[UC], masterwork tool, masterwork tool, masterwork tool, powder horn[UC], wooden holy symbol of Anubis, 11 gp
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Special Abilities
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Amateur Gunslinger Although you are not a gunslinger, you have and can use grit.
Darkvision (60 feet) You can see in the dark (black and white only).
Deeds
Grit Tracker 1/4
Gunsmithing You can use a gunsmithing kit to craft/repair firearms and ammo.
Heaven's Leap (Su) As a standard action, ally in 30 ft moves as jester jaunt.
Light Sensitivity (Ex) Dazzled as long as remain in bright light.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Negative Energy Affinity (Ex) You are alive, but react to positive/negative energy as though you were undead.
Occult Grimoire (Ex) A true silvered throne's divine magic arises from communion with spirits alongside study of archaic lore compiled into a personal occult grimoire. Unlike a wizard's spellbook, this grimoire doesn't contain specific spells. By studying his grimoire, a
Resist Level Drain (Ex) Negative levels don't impose penalties or become permanent, but still kill if exceed HD.
Ritual Hex A true silvered throne gains Ritual Hex (see page 24) as a bonus feat.
Ritual Hex You learn the "Beseeching the Patron" occult ritual.
Scarb of the Second Throne (Ex) +4 bonus to AC against sneak attacks and attacks of opportunity when worn around neck.
Scholar (Knowledge [arcana], Knowledge [history]) +2 bonus on two Knowledge skills.
Spirit Warden Channel Positive Energy 4d6 (4/day, DC 14) (Su) Can only channel positive energy to harm undead, not to heal the living.
Stardust (4/day) (Sp) Foe in 30 ft sheds light, can't be invisible/conceal & -2 to att & perception checks for 3 rds.
Undead Resistance +2 bonus to saves vs. disease and mind affecting effects.
Unnatural Mein (Ex) +2 bonus to Intimidate checks made to demoralize foes.
Wandering Ritual (1/day) (Su) Bond with a nearby spirit.
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