Full Name |
Vlaad Ventru Votae |
Race |
Dhampir |
Classes/Levels |
Cleric of Abadar 1; Perception +4; Init +3; Fort +2, Ref +3; Will +4; Crossbow +3(1-8/x2); |
Gender |
M |
Size |
M |
Alignment |
LN |
Deity |
Abadar |
Location |
Egorian |
Occupation |
Weapon Merchant |
Strength |
8 |
Dexterity |
16 |
Constitution |
11 |
Intelligence |
10 |
Wisdom |
15 |
Charisma |
14 |
About Vlaad Ventru Votae
Vlaad Ventru Votae
Dhampir cleric of Abadar 1 (Pathfinder RPG Bestiary 2 89)
LN Medium humanoid (dhampir)
Init +3; Senses darkvision 60 ft., low-light vision; Perception +4
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Defense
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AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 9 (1d8+1)
Fort +2, Ref +3, Will +4; +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 40 ft. (30 ft. in armor)
Melee dagger -1 (1d4-1/19-20)
Ranged light crossbow +3 (1d8/19-20)
Special Attacks channel positive energy 5/day (DC 12, 1d6)
Spell-Like Abilities (CL 1st; concentration +3)
. . 3/day—detect undead
Cleric Spells Prepared (CL 1st; concentration +3)
. . 1st—inflict light wounds (DC 13), inflict light wounds (DC 13), longstrider[D]
. . 0 (at will)—detect magic, guidance, light
. . D Domain spell; Domains Black powder inquisition, Travel
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Statistics
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Str 8, Dex 16, Con 11, Int 10, Wis 15, Cha 14
Base Atk +0; CMB -1; CMD 12
Feats Gunsmithing[UC], Point-Blank Shot
Skills Bluff +4, Diplomacy +6, Perception +4, Sense Motive +6; Racial Modifiers +2 Bluff, +2 Perception
Languages Common
SQ agile feet (5/day), disruptive shot, resist level drain, variant channeling (weapons variant channeling[UM])
Other Gear chain shirt, crossbow bolts (30), dagger, light crossbow
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Special Abilities
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Agile Feet (5/day) (Su) For 1 rd, you ignore difficult terrain.
Cleric Channel Positive Energy 1d6 (5/day, DC 12) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Black Powder Inquisition) Deities: Any (with GM approval).
Granted Powers: You gain Exotic Weapon Proficiency (firearms) and Gunsmithing as bonus feats. When you hit an arcane spellcaster or a creature that uses spell-like abilities with a firearm attack,
Cleric Domain (Travel) Granted Powers: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.
Darkvision (60 feet) You can see in the dark (black and white only).
Disruptive Shot (DC 12) When you hit an arcane spellcaster or a creature that uses spell-like abilities with a firearm attack, that creature must succeed at a Fortitude saving throw. If the spellcaster fails, he takes a -4 penalty on concentration checks for 1 round.
Gunsmithing You can use a gunsmithing kit to craft/repair firearms and ammo.
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.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Resist Level Drain (Ex) Negative levels don't impose penalties or become permanent, but still kill if exceed HD.
Undead Resistance +2 bonus to saves vs. disease and mind affecting effects.
Weapons Variant Channeling (±1 Sacred) Attack bonus with favored weapon/Attack penalty
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