Full Name |
Zahere Nedraid |
Race |
Dhampir |
Classes/Levels |
Gestalt Investigator/Alchemist L3 | AC18 (T13FF15) | HP 23/23 | Saves: F4R6W5 | Init+3 | Percep+8 (Darkvision 60') | Inspiration 5/5 | Bombs 9/9 | Status: OK |
Gender |
Fem |
Size |
M |
Age |
20 |
Special Abilities |
As Investigator (forensic physician) and Alchemist |
Alignment |
LN |
Deity |
Nethys |
Languages |
Common, Dwarven, Elven, Osiriani, Tien |
Occupation |
Forensic Physician |
Strength |
15 |
Dexterity |
16 |
Constitution |
12 |
Intelligence |
18 |
Wisdom |
14 |
Charisma |
18 |
About Zahere Nedraid
Zahere Nedraid
Moroi-born dhampir (svetocher)
Gestalt
*investigator (forensic physician) 3 (Pathfinder Player Companion: Blood of the Night 20, Pathfinder RPG Advanced Class Guide 30, Pathfinder RPG Bestiary 2 89, Pathfinder RPG Ultimate Intrigue 33)
*alchemist 3 (Pathfinder Player Companion: Blood of the Night 20, Pathfinder RPG Advanced Player's Guide 26, Pathfinder RPG Bestiary 2 89)
LN Medium humanoid (dhampir)
Init +3; Senses darkvision 60 ft., low-light vision; Perception +8
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Defense
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AC 18, touch 13, flat-footed 15 (+5 armor, +3 Dex)
hp 23 (3d8+5)
Fort +4, Ref +6, Will +5; +2 vs. disease, +2 bonus vs. poison, +2 vs. disease and mind-affecting effects, -1 vs. positive energy damage, +2 trait bonus against death effects.
Defensive Abilities negative energy affinity; Resist undead resistance
Weaknesses weakness to positive energy
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Offense
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Speed 30 ft.
Melee dagger +5 (1d4+2/19-20) or
. . dagger +5 (1d4+2/19-20) or
. . mwk rapier +6 (1d6+2/18-20) or
. . unarmed strike +5 (1d3+2 nonlethal)
Ranged hand crossbow +5 (1d4/19-20) or
. . bomb +6 (2d6+4 Fire) or
. . sling +5 (1d4+2)
Special Attacks bomb 9/day (2d6+4 fire, DC 15)
Alchemist Extracts Prepared (CL 3rd; concentration +7)
. . 1st—cure light wounds, expeditious retreat, heightened awareness[ACG], identify
Investigator (Forensic Physician) Extracts Prepared (CL 3rd; concentration +7)
. . 1st—authenticating gaze, cure light wounds, enlarge person (DC 15), expeditious retreat
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Statistics
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Str 15, Dex 16, Con 12, Int 18, Wis 14, Cha 18
Base Atk +2; CMB +4; CMD 17
Feats
Blood Drinker[ARG],
Brew Potion,
Combat Expertise,
Extra Bombs[APG],
Throw Anything,
Weapon Finesse
Traits
extremely fashionable,
final embrace,
resurrected,
sensual graces,
talented
Skills
Acrobatics +9,
Bluff +10 (+12 vs. humanoids attracted to you),
Climb +6,
Craft (alchemy) +8 (+11 to create alchemical items),
Diplomacy +10,
Escape Artist +7,
Heal +8 (+9 to notice tampering with medical evidence),
Knowledge (arcana) +10,
Knowledge (history) +8,
Knowledge (local) +8,
Knowledge (nature) +10,
Knowledge (nobility) +6,
Knowledge (planes) +8,
Knowledge (religion) +8,
Perception +8,
Perform (keyboard instruments) +9,
Profession (Medical Examiner) +8,
Sense Motive +7,
Spellcraft +8,
Stealth +9,
Survival +2 (+4 to avoid becoming lost),
Swim +3;
Racial Modifiers +2 Diplomacy, +2 Knowledge (nobility)
Languages Common, Dwarven, Elven, Osiriani, Tien
SQ
alchemy (alchemy crafting +3),
discovery (precise bombs [4 squares]),
disease lore,
fangs[ARG],
inspiration (5/day),
keen recollection,
medical expertise,
mutagen (+4/-2, +2 natural armor, 30 minutes),
poison lore,
poison use,
resist level drain,
swift alchemy
umbral unmasking
Combat Gear
potion of cure light wounds (2),
drow poison;
Other Gear
+1 mithral chain shirt,
crossbow bolts (10),
dagger, dagger,
hand crossbow,
incendiary bolt (10),
mwk rapier,
sling,
cracked iridescent spindle ioun stone,
pathfinder pouch,
ring of sustenance,
wayfinder[ISWG],
alchemist starting formula book,
alchemy crafting kit[APG],
backpack, bedroll, belt pouch, detective's uniform, flint and steel, ink, inkpen, investigator starting formula book, journal[UE], mess kit[UE], pot, soap, torch (10), trail rations (5), waterskin,
11 gp, 9 sp, 1 cp
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Tracked Resources
Bomb 2d6+4 (9/day, DC 15) (Su) - 0/9
Crossbow bolts - 0/10
Dagger - 0/1
Dagger - 0/1
Drow poison - 0/1
Incendiary bolt - 0/10
Inspiration (+1d6, 5/day) (Ex) - 0/5
Potion of cure light wounds - 0/2
Torch - 0/10
Trail rations - 0/5
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Special Abilities
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Alchemy +3 (Su) +3 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Blood Drinker (Human) +1 CON checks and saves and 5 temp hp per 3 levels after drinking blood of chosen creature.
Bomb 2d6+4 (9/day, DC 15) (Su) Thrown Splash Weapon deals 2d6+4 fire damage.
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Darkvision (60 feet) You can see in the dark (black and white only).
Disease Lore (Ex) After 1 min can use Heal to ID diseases, 1 min more to neutralize infected object with Heal.
Fangs You can bite a helpless (automatic) or grappled (with a CMB check) foe for 1d3 dam.
Inspiration (+1d6, 5/day) (Ex) Use 1 point, +1d6 to trained skill or ability check. Use 2 points, to add to attack or save.
Keen Recollection At 3rd level, an investigator can attempt all Knowledge skill checks untrained.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Medical Expertise (Ex) Use inspiration on Heal checks (if trained), but not Lingusitics, without expending use.
Mutagen (DC 15) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 30 minutes.
Negative Energy Affinity (Ex) You are alive, but react to positive/negative energy as though you were undead.
Poison Lore (Ex) After 1 min can use Know to ID poisons, 1 min more to neutralize with Craft (alchemy).
Poison Use You do not risk poisoning yourself accidentally while poisoning a weapon.
Precise Bombs (4 squares) (Su) Whenever the alchemist throws a bomb, he can select a number of squares equal to his Intelligence modifier that are not affected by the splash damage from his bombs.
Resist Level Drain (Ex) Negative levels don't impose penalties or become permanent, but still kill if exceed HD.
Swift Alchemy (Ex) You can construct alchemical items in half the normal time.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
Umbral Unmasking You cast no shadow (DC 15 Perception to notice)
Undead Resistance +2 bonus to saves vs. disease and mind affecting effects.
Weakness to Positive Energy -1 to save vs. effects that deal positive energy damage.
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10 Minute Background:
Step 1: Write 5 background and concept elements that you feel are important to your image of the character. These can be a concept overview, a list of important life events, a physical description, a personality profile...whatever you need to get an image in your mind. 5 is just a minimum...more elements are encouraged!
1) She is a privileged daughter of a Ustalav Nobleman, raised to good manners and fashionable clothing.
2) She is went to the University of Oppara, discovering a talent and interest in Alchemy.
3) She is outgoing and charismatic, loves to converse and flirt.
4) She loves music, especially keyboard instruments.
5) She was killed and raised by a Vampire.
6) Crawling out of her sarcophagus, she was forced to flee superstitious villagers as they had already held her funeral.
7) Believes she is going to become a full vampire unless cured.
Step 2: List at least two goals for the character. At least one of these goals should be one that the character has, while another should be one that you, as a player, want to see developed over the course of the game.
1) She wants to use Alchemy to research a possible cure for her condition.
2) Wants to aid investigators using her training in forensics.
3) She should have to contend with the Vampire who killed and raised her, to figure out the unnecessarily complex intrigue the Vampire weaves around her, and ultimately defeat it.
Step 3: List at least two secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet. This will help me in creating plots that center around your character. I will also be creating a third secret which you as a player will not be aware of, so expect some surprises!
1) When captured and tortured by a vampire hunter, she bit and killed him. It was in self defense but she didn’t believe anyone would buy that from her, so she concealed it.
2) The Vampire’s ultimate goal is to actually take her body, once she gained enough experience and power, as his is starting to disintegrate.
3) <DM Secret>
Step 4: Describe at least three people that are tied to the character. Two of them are friendly to the character, one is hostile. If you like, you can include an enemy of yours here as well, so I have an instant NPC nemesis to throw at you.
1) Her father, Count Peytn Nedraid. He loves his daughter, but is afraid of what she (possibly) has become.
2) Godwin D’Monteforte; A rich scion of society who is a music lover like her. They met at a conservatory which he patronizes and they both perform there.
3). The Vampire. A manipulative, stalkery bastard; he constantly gets her into trouble, but not so much that she can’t get out of.
Step 5: Describe three memories, mannerisms, or quirks that your character has. They don't have to be elaborate, but they should provide some context and flavor.
1) When getting to know someone, she will get inside a person’s personal space and take a deep sniff of their neck.
2) Takes a sensuous delight in clothing, bathing, expensive hotel accommodations, music...
3) Pretends she ‘has the vapours’ or a headache or somesuch when badly affected by Positive Energy.