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About Xerice LockhartXerice Crunch:
Female Cleric 4 CN Medium Dhampir / Humanoid (Dhampir) Init +0; Senses Perception +3, Darkvision 60 ft, Low-light Vision ==DEFENSE== AC 16, touch 10, flat-footed 16 (+5 armor, +1 shield) hp 27 (4d8+4) Fort +5, Ref +1, Will +7 Armor Masterwork Scale Mail, Medium Shield Masterwork Mirrored Buckler, averts eyes, roll the miss chance twice. can sneak attack concealment. +0 touch AC vs rays. Defensive Abilities Resist Level Drain (PFARG 223), Undead Resistance (PFARG 224) ==OFFENSE== Spd 20 ft/x4 Melee Masterwork Scorpion Whip +6 (1d4+2) 20/x2 disarm, reach, +2 vs trip Melee Whip +5 (1d3+2) 20/x2 disarm, nonlethal, reach, trip Melee Light Mace +1 +6 (1d6+3) 20/x2 CM +1 Ranged Light Crossbow +3 (1d8) 19-20/x2 ==STATISTICS== Str 14, Dex 10, Con 12, Int 7, Wis 16, Cha 18 BAB +3, CMB +5, CMD +15 Feats Armor Proficiency (LIGHT / MEDIUM) (PFCR 118), Improved Channel (PFCR 126), Selective Channeling (PFCR 132-133), Shield Proficiency (PFCR 133), Channel Smite Skills Bluff +9, Diplomacy +11, Knowledge (religion) +5 SQ Vampiric Empathy (PFARG 97), Cleric Channel Energy [7 / 2d6] (PFCR 40) SU Domain Powers (PFCR 40-41) MC Cleric Bonus Languages (PFCR 41), Cleric Spontaneous Casting (PFCR 41), Forbidden Spell Alignment (PFCR 41, 49) Traits Heirloom Weapon (Equipment) (PFCo: AdvAr 30), Sacred Conduit (Faith) (PFAPG 329) Languages Common Traits & feats:
-- DHAMPIREN RACIAL TRAITS -- • Str: +2, Con: -2, Cha: +2 • TYPE: Humanoid (Dhampir) • SIZE: Medium • DARKVISION 60 FT: Dhampires can see in the dark up to 60 ft. • SPELL-LIKE ABILITY: A dhampir can use obscuring mist three times per day as a spell-like ability. The caster level for this ability equals the dhampir's class level. • LOW-LIGHT VISION: You can see twice as far as humans in conditions of dim light. • NEGATIVE ENERGY AFFINITY: Dhampires are alive, but reacts to positive and negative energy as if it were undead-positive energy harms it, while negative energy heals it. • RESIST LEVEL DRAIN: Dhampires take no penalties from energy draining effects, though they can still be killed if they accrues more negative levels then they have Hit Dice. After 24 hours, any negative levels a they takes are removed without the need for an additional saving throw. • UNDEAD RESISTANCE: Dhampires gain a +2 racial bonus on saving throws against disease and mind-affecting effects. • SVETOCHER: Brought forth by the haughty and brutal moroi, svetochers are renowned and feared for their silver tongues and deadly strength. -1 penalty on saves against effects that deal positive energy damage. Dhampir gain a +2 racial bonus on Diplomacy and Knowledge (nobility) because of their heritage. • VAMPIRIC EMPATHY: Though Dhampirs often relate poorly to humanoids, some share an aff inity with baser creatures. These Dhampirs gain the ability to communicate with bats, rats, and wolves as if under the effects of a speak with animals spell (Caster Level 2). In addition, they gain a +2 racial bonus on Diplomacy checks when dealing with these animals. Whenever these Dhampirs initiate an exchange, animals begin with a starting attitude of indifferent. • Automatic Languages: Common • Bonus Languages: Any -- CLASS ABILITIES --
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