Vampire

Vlad Mirwood's page

66 posts. Organized Play character for william Nightmoon.


Full Name

Vladimir Helsing Mirwood

Race

Dhampir

Classes/Levels

Inquisitor(kin-slayer) 1

vitals:
HP:9/9 AC:16=10+(3dex,3 armor) BAB:+0 Fort:3 Refl:3 Will:5 CMB:+1 CMD:14 Init:+3, Perc:+7, Sence:+8

Gender

male

Size

Medium

Age

20

Alignment

N

Deity

Pharasma

Languages

Varisian

Strength 12
Dexterity 16
Constitution 12
Intelligence 11
Wisdom 16
Charisma 14

About Vlad Mirwood

vitals:
HP:9/9
AC:16=10+(3dex,3 armor,)
BAB:+0
Fort:3 Refl:3 Will:5
CMB:+1 CMD:14 Init:+3, Perc:+7, Sence:+8

Racial Traits:
+2 Dexterity, +2 Charisma, –2 Constitution: Dhampirs are fast and seductive, but their racial bond to the undead impedes their mortal vigor.

Dhampir: Dhampirs are humanoids with the dhampir subtype.

Medium: Dhampirs are Medium creatures and have no bonuses or penalties due to their size.

Normal Speed: Dhampirs have a base speed of 30 feet.

Senses: Low-light vision and darkvision 60 feet.

Light Sensitivity: Dhampirs are dazzled in areas of bright sunlight or within the radius of a daylight spell.

Vampire Hunter: Some dhampirs bear a deep hatred for their undead progenitors and their kin that can never be fully quenched. They gain a +1 bonus on attack rolls against vampires. This racial trait replaces manipulative

Undead Resistance: Dhampirs gain a +2 racial bonus on saving throws against disease and mind-affecting effects.

Heir to Undying Nobility: Descended from undead nobility some dhampirs inherit a bit of their ancestors' ability to control living beings. They can use command and charm person each once per day. This racial trait replaces the spell-like ability racial trait. S

Negative Energy Affinity: Though a living creature, a dhampir reacts to positive and negative energy as if it were undead—positive energy harms it, while negative energy heals it.

Spell-Like Ability: A dhampir can use detect undead three times per day as a spell-like ability. The caster level for this ability equals the dhampir's class level.

Resist Level Drain (Ex): A dhampir takes no penalties from energy drain effects, though he can still be killed if he accrues more negative levels then he has Hit Dice. After 24 hours, any negative levels a dhampir takes are removed without the need for an additional saving throw.

Languages: Dhampirs begin play speaking Common. Those with high Intelligence scores can choose any language it wants (except secret languages, such as Druidic).

Class traits:

Weapon and Armor Proficiency: An inquisitor is proficient with all simple weapons, plus the hand crossbow, longbow, repeating crossbow, shortbow, and the favored weapon of her deity. She is also proficient with light armor, medium armor, and shields (except tower shields).

Spells: An inquisitor casts divine spells drawn from the inquisitor spell list. She can cast any spell she knows at any time without preparing it ahead of time, assuming she has not yet used up her allotment of spells per day for the spell's level.

To learn or cast a spell, an inquisitor must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an inquisitor's spell is 10 + the spell level + the inquisitor's Wisdom modifier.

An inquisitor can cast only a certain number of spells of each spell level each day. Her base daily spell allotment is given on Table 2–3. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table 1–3 of the Pathfinder RPG Core Rulebook).

An inquisitor's selection of spells is extremely limited. An inquisitor begins play knowing four 0-level spells and two 1st-level spells of the inquisitor's choice. At each new inquisitor level, she gains one or more new spells as indicated on Table 2–4. (Unlike spells per day, the number of spells an inquisitor knows is not affected by her Wisdom score. The numbers on Table 2–4 are fixed.)

Upon reaching 5th level, and at every third inquisitor level thereafter (8th, 11th, and so on), an inquisitor can choose to learn a new spell in place of one she already knows. In effect, the inquisitor “loses” the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level inquisitor spell she can cast. The inquisitor may swap out only a single spell at any given level and must choose whether or not to swap the spell at the same time that she gains new spells known for the level.

Domain: Like a cleric's deity, an inquisitor's deity influences her alignment, what magic she can perform, and her values. Although not as tied to the tenets of the deity as a cleric, an inquisitor must still hold such guidelines in high regard, despite that fact she can go against them if it serves the greater good of the faith. An inquisitor can select one domain from among those belonging to her deity. She can select an alignment domain only if her alignment matches that domain. With the GM's approval, an inquisitor can be devoted to an ideal instead of a deity, selecting one domain to represent her personal inclination and abilities. The restriction on alignment domains still applies.

Each domain grants a number of domain powers, depending on the level of the inquisitor. An inquisitor does not gain the bonus spells listed for each domain, nor does she gain bonus spell slots. The inquisitor uses her level as her effective cleric level when determining the power and effect of her domain powers. If the inquisitor has cleric levels, one of her two domain selections must be the same domain selected as an inquisitor. Levels of cleric and inquisitor stack for the purpose of determining domain powers and abilities, but not for bonus spells.

Greater Brand (Su): At 1st level, a kinslayer learns to modify her slayer's brand judgment as she gains levels. Whenever she gains the ability to learn a teamwork feat, she can instead opt to learn one of the following modifications to her slayer's brand judgment.

Judgment (Su): Starting at 1st level, an inquisitor can pronounce judgment upon her foes as a swift action. Starting when the judgment is made, the inquisitor receives a bonus or special ability based on the type of judgment made.

At 1st level, an inquisitor can use this ability once per day. At 4th level and every three levels thereafter, the inquisitor can use this ability one additional time per day. Once activated, this ability lasts until the combat ends, at which point all of the bonuses immediately end. The inquisitor must participate in the combat to gain these bonuses. If she is frightened, panicked, paralyzed, stunned, unconscious, or otherwise prevented from participating in the combat, the ability does not end, but the bonuses do not resume until she can participate in the combat again.

When the inquisitor uses this ability, she must select one type of judgment to make. As a swift action, she can change this judgment to another type. If the inquisitor is evil, she receives profane bonuses instead of sacred, as appropriate. Neutral inquisitors must select profane or sacred bonuses. Once made, this choice cannot be changed.

Slayer's Brand (Su): When using this judgment, the kinslayer gains the ability to brand undead creatures with positive energy. To do so, she must make a successful melee touch attack against the undead creature. This attack deals an amount of positive energy damage equal to 1d6 + the kinslayer's Charisma modifier, and burns her personal symbol into the undead creature's flesh, bone, or even its incorporeal form. From that point onward, the kinslayer can sense the existence of the branded creature as if it were the target of a locate creature spell (caster level equal to 1/2 the kinslayer's inquisitor level). A slayer's brand lasts until the undead creature is destroyed or until the kinslayer uses this ability on another creature. This ability replaces the destruction judgment.

Healing: The inquisitor is surrounded by a healing light, gaining fast healing 1. This causes the inquisitor to heal 1 point of damage each round as long as the inquisitor is alive and the judgment lasts. The amount of healing increases by 1 point for every three inquisitor levels she possesses.

Justice: This judgment spurs the inquisitor to seek justice, granting a +1 sacred bonus on all attack rolls. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled on all attack rolls made to confirm critical hits.

Piercing: This judgment gives the inquisitor great focus and makes her spells more potent. This benefit grants a +1 sacred bonus on concentration checks and caster level checks made to overcome a target's spell resistance. This bonus increases by +1 for every three inquisitor levels she possesses.

Protection: The inquisitor is surrounded by a protective aura, granting a +1 sacred bonus to Armor Class. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled against attack rolls made to confirm critical hits against the inquisitor.

Purity: The inquisitor is protected from the vile taint of her foes, gaining a +1 sacred bonus on all saving throws. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, the bonus is doubled against curses, diseases, and poisons.

Resiliency: This judgment makes the inquisitor resistant to harm, granting DR 1/magic. This DR increases by 1 for every five levels she possesses. At 10th level, this DR changes from magic to an alignment (chaotic, evil, good, or lawful) that is opposite the inquisitor's. If she is neutral, the inquisitor does not receive this increase.

Resistance: The inquisitor is shielded by a flickering aura, gaining 2 points of energy resistance against one energy type (acid, cold, electricity, fire, or sonic) chosen when the judgment is declared. The protection increases by 2 for every three inquisitor levels she possesses.

Smiting: This judgment bathes the inquisitor's weapons in a divine light. The inquisitor's weapons count as magic for the purposes of bypassing damage reduction. At 6th level, the inquisitor's weapons also count as one alignment type (chaotic, evil, good, or lawful) for the purpose of bypassing damage reduction. The type selected must match one of the inquisitor's alignments. If the inquisitor is neutral, she does not receive this bonus. At 10th level, the inquisitor's weapons also count as adamantine for the purpose of overcoming damage reduction (but not for reducing hardness).

Monster Lore (Ex): The inquisitor adds her Wisdom modifier on Knowledge skill checks in addition to her Intelligence modifier, when making skill checks to identify the abilities and weaknesses of creatures.

Orisons: Inquisitors learn a number of orisons, or 0-level spells, as noted on Table 2–4 under “Spells Known.” These spells are cast like any other spell, but they are not expended when cast and may be used again. Orisons prepared using other spell slots, such as those due to metamagic feats, are expended normally.

Stern Gaze (Ex): Inquisitors are skilled at sensing deception and intimidating their foes. An inquisitor receives a morale bonus on all Intimidate and Sense Motive checks equal to 1/2 her inquisitor level (minimum +1).

Cunning Initiative (Ex): At 2nd level, an inquisitor adds her Wisdom modifier on initiative checks, in addition to her Dexterity modifier.

Detect Alignment (Sp): At will, an inquisitor can use detect chaos, detect evil, detect good, or detect law. She can only use one of these at any given time.

Track (Ex): At 2nd level, an inquisitor adds half her level on Survival skill checks made to follow or identify tracks.

Solo Tactics (Ex): At 3rd level, all of the inquisitor's allies are treated as if they possessed the same teamwork feats as the inquisitor for the purpose of determining whether the inquisitor receives a bonus from her teamwork feats. Her allies do not receive any bonuses from these feats unless they actually possess the feats themselves. The allies' positioning and actions must still meet the prerequisites listed in the teamwork feat for the inquisitor to receive the listed bonus.

Teamwork Feat: At 3rd level, and every three levels thereafter, the inquisitor gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as teamwork feats. The inquisitor must meet the prerequisites of the selected bonus feat.

As a standard action, the inquisitor can choose to learn a new bonus teamwork feat in place of the most recent bonus teamwork feat she has already learned. In effect, the inquisitor loses the bonus feat in exchange for the new one. She can only change the most recent teamwork feat gained. Whenever she gains a new teamwork feat, the previous teamwork feat becomes set and cannot be changed again. An inquisitor can change her most recent teamwork feat a number of times per day equal to her Wisdom modifier.

Bane (Su): At 5th level, an inquisitor can imbue one of her weapons with the bane weapon special ability as a swift action. She must select one creature type when she uses this ability (and a subtype if the creature type selected is humanoid or outsider). Once selected, the type can be changed as a swift action. This ability only functions while the inquisitor wields the weapon. If dropped or taken, the weapon resumes granting this ability if it is returned to the inquisitor before the duration expires. This ability lasts for a number of rounds per day equal to the inquisitor's level. These rounds do not need to be consecutive.

Discern Lies (Sp): At 5th level, an inquisitor can discern lies, as per the spell, for a number of rounds per day equal to her inquisitor level. These rounds do not need to be consecutive. Activating this ability is an immediate action.

Second Judgment (Ex): At 8th level, whenever an inquisitor uses her judgment ability, she selects two different judgments, instead of one. This only consumes one use of her judgment ability. As a swift action, she can change one of these judgments to another type.

Stalwart (Ex): At 11th level, an inquisitor can use mental and physical resiliency to avoid certain attacks. If she makes a Fortitude or Will saving throw against an attack that has a reduced effect on a successful save, she instead avoids the effect entirely. This ability can only be used if the inquisitor is wearing light armor, medium armor, or no armor. A helpless inquisitor does not gain the benefit of the stalwart ability.

Greater Bane (Su): At 12th level, whenever an inquisitor uses her bane ability, the amount of bonus damage dealt by the weapon against creatures of the selected type increases to 4d6.

Exploit Weakness (Ex): At 14th level, the inquisitor learns to take advantage of any opportunity that presents itself. Whenever the inquisitor scores a critical hit, she ignores any damage reduction the target might have. In addition, if the target has regeneration, the creature loses regeneration on the round following the critical hit and can die normally during that round. Creatures whose regeneration always functions are immune to this ability. Finally, if the inquisitor deals energy damage to a creature with vulnerability to that energy type, she deals +1 point of damage per die rolled.

Third Judgment (Ex): At 16th level, whenever an inquisitor uses her judgment ability, she selects three different judgments, instead of just two. This only consumes one use of her judgment ability. As a swift action, the inquisitor can change one of these judgments to another type.

Slayer (Ex): At 17th level, an inquisitor learns to focus her judgment. Whenever an inquisitor uses her judgment ability, she must select one type of judgment. She is treated as if she were 5 levels higher for the purposes of determining the bonus granted by the judgment. Unlike other types of judgment, the one enhanced by this ability cannot be changed for the remainder of the judgment

True Judgment (Su): At 20th level, an inquisitor can call true judgment down upon a foe during combat. Whenever an inquisitor uses her judgment ability, the inquisitor can invoke true judgment on a foe as a swift action. Once declared, the inquisitor can make a single melee (or ranged attack, if the foe is within 30 feet) against the target. If the attack hits, it deals damage normally and the target must make a Fortitude save or die. The DC of this save is equal to 10 + 1/2 the inquisitor's level + the inquisitor's Wisdom modifier. Regardless of whether or not the save is made, the target creature is immune to the inquisitor's true judgment ability for 24 hours. Once this ability has been used, it cannot be used again for 1d4 rounds.

Chaotic, Evil, Good, and Lawful Spells: An inquisitor can't cast spells of an alignment opposed to her own or her deity's (if she has one). Spells associated with particular alignments are indicated by the chaotic, evil, good and lawful descriptors in their spell descriptions.


Greater brands chosen:

Devastating Brand: When the kinslayer attacks a creature that she has branded with her slayer's brand, she threatens a critical hit on a roll of 19–20. If the kinslayer is good, she also gains a +2 sacred bonus on all rolls to confirm critical hits on a branded creature.

Domain:
Repose Domain
Granted Powers: You see death not as something to be feared, but as a final rest and reward for a life well spent. The taint of undeath is a mockery of what you hold dear.

Gentle Rest (Sp): Your touch can fill a creature with lethargy, causing a living creature to become staggered for 1 round as a melee touch attack. If you touch a staggered living creature, that creature falls asleep for 1 round instead. Undead creatures touched are staggered for a number of rounds equal to your Wisdom modifier. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Ward Against Death (Su): At 8th level, you can emit a 30-foot aura that wards against death for a number of rounds per day equal to your cleric level. Living creatures in this area are immune to all death effects, energy drain, and effects that cause negative levels. This ward does not remove negative levels that a creature has already gained, but the negative levels have no effect while the creature is inside the warded area. These rounds do not need to be consecutive.

Domain Spells: 1st—deathwatch, 2nd—gentle repose, 3rd—speak with dead, 4th—death ward, 5th—slay living, 6th—undeath to death, 7th—destruction, 8th—waves of exhaustion, 9th—wail of the banshee.

Skills/Feats/Traits:
Skills(rank+class/Ability/Other)
Bluff (Cha),0/2/0
Climb (Str),0/1/0
Craft (Silver-smithing) (Int),4/0/0
Diplomacy (Cha),0/2/0
Disguise (Cha),0/2/0
Disable Divice (Dex),4/3/1
Heal (Wis),4/3/0
Intimidate (Cha),4/2/1
Knowledge (arcana) (Int),
Knowledge (dungeoneering) (Int),
Knowledge (nature) (Int),
Knowledge (planes) (Int),
Knowledge (religion) (Int),4/0/0
Lore (vampires)(Int),1/0/0
Perception (Wis),4/3/0
Profession (solder) (Wis),0/3/0
Ride (Dex),0/3/0
Sense Motive (Wis),4/3/1
Spellcraft (Int),0/0/0
Stealth (Dex),4/3/0
Survival (Wis),0/3/0
Swim (Str),0/1/0

Feats
Point-blank shot

Traits
Vagabond Child (Urban): You grew up among the outcasts and outlaws of your society, learning to forage and survive in an urban environment. Select one of the following skills: Disable Device, Escape Artist, or Sleight of Hand. You gain a +1 trait bonus on checks with that skill, and it is always a class skill for you.(Disable Device)

Foe of the Strange: You awake feeling emboldened
after a terrifying nightmare. Instead of being frightened
by the bizarre creatures from your nightmares, these
experiences have steeled you against these startling
alien beings. You know that you fell victim to strange
circumstances and loathsome forces, but you refuse
to give in to a creeping sense of helplessness. Instead,
you vow to fight back against whoever or whatever is
responsible for your current situation. The creatures of
your nightmares won’t hold fear over your head. You’ll
take the fight to them.
You gain a +1 trait bonus on saving throws against
extraordinary, spell-like, and supernatural abilities
of aberrations (for example, a gibbering mouther’s
gibbering or an intellect devourer’s confusion). In addition,
whenever you’re confused and roll to determine behavior
in a given round, subtract 10 from the result

Spells:
0-Brand, Detect magic, Read magic, acid splash

1-(2/day) Magic Weapon, Cure light wounds

Inventory:
Gp:2
Light crossbow, Inquisitor's kit( a backpack, a bedroll, a belt pouch, candles (10), a cheap holy text, a flint and steel, an iron pot, manacles, simple lock, a mess kit, rope, soap, a spell component pouch, torches (10), trail rations (5 days), a waterskin, and a Silver holy symbol.), Studded leather armor, (2)bear traps, common thieves tools, (40)crossbow bolts, (10)silver crossbow bolts, heavy mace, Cetus, holy water, (5)acid,

attacks:
H. mace:+1 1d8+1 20/x2
lt. crossbow:+3 1d8 19-20/x2 80ft.

Fluff:

When Vlad was born, there was much revelry as he was the child of a vampire lord... however the celebration did not last long, as the Church of Pharasma Intruded on the event and sent them running. they left Vlad in their frantic escape, and the Inquisitors happened upon Vlad. The Lead inquisitor felt pity for the child of the vampire. she Took him in as her adopted son, and raised him as a member of the church.
It was the Inquisitor that named him Vladimir Mirwood, Vlad does not know his true name...
Vlad was raised from a young age to fight and kill those dark entities that lived in the night and ruled in the dark. He was raised knowing that no matter how scary those things in the dark where, he could kill them and lay them to rest... And if they where to come back, he'll just do it again.
Vlad has been confined to the church his entire life, even if he has always been trained to kill the monstrosities of everyone's nightmares. He is eager to get out and actually use his skills!

Vlad is average standing about 5'6", and weighing 150 lbs. His skin is pale and hair is black, but looks like a normal human otherwise. his features are clipped and handsome, but he isn't a model. His attire is usually black so that he can blend into the shadows.

Vlad is uncaring and ruthless. If you have sinned in his eyes you deserve no mercy, however he is fair. he is a devout follower of his faith, and will look to it before anything else. He cares greatly for his equipment and keeps it all in prime condition.

Secrets:1)Vlad has taught himself to pick locks and disable traps. He shoves this off to the side if anyone asks, but when he was young he used to sneak into places he wasn't supposed to.
2) Vlad is the child to a powerful vampire, he knows he is the son of a vampire, but he knows not who the vampire was. His real name is Marcus, but this name is not of any significance since Vlad has never known this, and neither has his adopted mother.
3)seeing that Vlad has lost his memory, he doesn't know his adopted mother is dead, she was slain by a vampire and brought back as a spawn... and was slain because of this by a fellow Inquisitor.

Goals:1)Vlad just wants to get out and do something for his Faith. Something worth it. he wants to kill demon, slay a vampire, destroy one of those nightmarish monstrosities that lurk in the dark. 2) I personally want Vlad to advance into a crossbow duel wielder, most of his feats will go into using ranged weapons and such.

Appearance: Vlad is pasty, like all the life inside him is gone, and he cannot bring his life back. his hair is cut short and is a stark black. his eyes are also black, almost like he has no Iris. he keeps his attire clean and tidy, as much as he can.

Response:

Vlad turns to face the threat head on. he draws his weapons, determined and strong against the undeniable odds of his survival. he Shouts at the top of his lungs... You will Fall before me! I am Devout in my faith, I am strong in both body and mind! If you think you can Break me, think again! I would die before you Break me! with those words, he charges forward into the Dark mists... Ready to meet those dark shapes waiting inside.