[Rogue's Gallery] Vampires of Waterdeep

Angel Tarragon

Dawn Dragon
Please post your characters in this thread.

[sblock=Character Info & Books Allowable]Changelings (gain a +2 bonus to Wis & Cha) from Eberron are allowed. Spell Compendium, Magic Item Compendium & Players Guide to Faerun are allowed in their entirety. As per racial options, you are allowed anything for your race only so long as it is covered in one of the Races of... books (this includes Races of Eberron for Shifters). Other than this everything is is allowed on a case by case basis. Core classes outside of the Pathfinder system are not permitted.

Stat generation is as follows; all scores start at a base of 10 (no Con score, use Cha modifier to determine bonus HP). You have 20 points to spend on improving these.

[sblock=Ability Score Cost Improvement]
Code:
[b]Score  Cost[/b]
 11      1
 12      2
 13      3
 14      4
 15      5
 16      7
 17     10
 18     14
[/sblock]Then apply racial modifiers followed by vampire template modifiers.[/sblock]If you have any quaestions regarding character creation procees please ask them in the recruiting/ooc thread.

[sblock=Vampire Stuff To Keep In Mind]CREATING A VAMPIRE
“Vampire” is an acquired template that can be added to any humanoid or monstrous humanoid creature (referred to hereafter as the base creature). A vampire uses all the base creature’s statistics and special abilities except as noted here.

Size and Type: The creature’s type changes to undead (augmented humanoid or monstrous humanoid). Do not recalculate base attack bonus, saves, or skill points. Size is unchanged.

Hit Dice: Increase all current and future Hit Dice to d12s.

Speed: Same as the base creature. If the base creature has a swim speed, the vampire retains the ability to swim and is not vulnerable to immersion in running water (see below).

Armor Class: The base creature’s natural armor bonus improves by +6.

Attack: A vampire retains all the attacks of the base creature and also gains a slam attack if it didn’t already have one. If the base creature can use weapons, the vampire retains this ability. A creature with natural weapons retains those natural weapons. A vampire fighting without weapons uses either its slam attack or its primary natural weapon (if it has any). A vampire armed with a weapon uses its slam or a weapon, as it desires.

Full Attack: A vampire fighting without weapons uses either its slam attack (see above) or its natural weapons (if it has any). If armed with a weapon, it usually uses the weapon as its primary attack along with a slam or other natural weapon as a natural secondary attack.

Damage: Vampires have slam attacks. If the base creature does not have this attack form, use the appropriate damage value from the table below according to the vampire’s size. Creatures that have other kinds of natural weapons retain their old damage values or use the appropriate value from the table below, whichever is better.

Special Attacks: A vampire retains all the special attacks of the base creature and gains those described below. Saves have a DC of 10 + 1/2 vampire’s HD + vampire’s Cha modifier unless noted otherwise.

Blood Drain (Ex): A vampire can suck blood from a living victim with its fangs by making a successful grapple check. If it pins the foe, it drains blood, dealing 1d4 points of Constitution drain each round the pin is maintained. On each such successful attack, the vampire gains 5 temporary hit points.

Children of the Night (Su): Vampires command the lesser creatures of the world and once per day can call forth 1d6+1 rat swarms, 1d4+1 bat swarms, or a pack of 3d6 wolves as a standard action. (If the base creature is not terrestrial, this power might summon other creatures of similar power.) These creatures arrive in 2d6 rounds and serve the vampire for up to 1 hour.

Create Spawn (Su): A humanoid or monstrous humanoid slain by a vampire’s energy drain rises as a vampire spawn (see the Vampire Spawn entry) 1d4 days after burial.

If the vampire instead drains the victim’s Constitution to 0 or lower, the victim returns as a spawn if it had 4 or less HD and as a vampire if it had 5 or more HD. In either case, the new vampire or spawn is under the command of the vampire that created it and remains enslaved until its master’s destruction. At any given time a vampire may have enslaved spawn totaling no more than twice its own Hit Dice; any spawn it creates that would exceed this limit are created as free-willed vampires or vampire spawn. A vampire that is enslaved may create and enslave spawn of its own, so a master vampire can control a number of lesser vampires in this fashion. A vampire may voluntarily free an enslaved spawn in order to enslave a new spawn, but once freed, a vampire or vampire spawn cannot be enslaved again.

Dominate (Su): A vampire can crush an opponent’s will just by looking onto his or her eyes. This is similar to a gaze attack, except that the vampire must use a standard action, and those merely looking at it are not affected. Anyone the vampire targets must succeed on a Will save or fall instantly under the vampire’s influence as though by a dominate person spell (caster level 12th). The ability has a range of 30 feet.

Energy Drain (Su): Living creatures hit by a vampire’s slam attack (or any other natural weapon the vampire might possess) gain two negative levels. For each negative level bestowed, the vampire gains 5 temporary hit points. A vampire can use its energy drain ability once per round.

Special Qualities: A vampire retains all the special qualities of the base creature and gains those described below.

Alternate Form (Su): A vampire can assume the shape of a bat, dire bat, wolf, or dire wolf as a standard action. This ability is similar to a polymorph spell cast by a 12th-level character, except that the vampire does not regain hit points for changing form and must choose from among the forms mentioned here. While in its alternate form, the vampire loses its natural slam attack and dominate ability, but it gains the natural weapons and extraordinary special attacks of its new form. It can remain in that form until it assumes another or until the next sunrise. (If the base creature is not terrestrial, this power might allow other forms.)

Damage Reduction (Su): A vampire has damage reduction 10/silver and magic. A vampire’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.

Fast Healing (Ex): A vampire heals 5 points of damage each round so long as it has at least 1 hit point. If reduced to 0 hit points in combat, it automatically assumes gaseous form and attempts to escape. It must reach its coffin home within 2 hours or be utterly destroyed. (It can travel up to nine miles in 2 hours.) Any additional damage dealt to a vampire forced into gaseous form has no effect. Once at rest in its coffin, a vampire is helpless. It regains 1 hit point after 1 hour, then is no longer helpless and resumes healing at the rate of 5 hit points per round.

Gaseous Form (Su): As a standard action, a vampire can assume gaseous form at will as the spell (caster level 5th), but it can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability.

Resistances (Ex): A vampire has resistance to cold 10 and electricity 10.

Spider Climb (Ex): A vampire can climb sheer surfaces as though with a spider climb spell.

Turn Resistance (Ex): A vampire has +4 turn resistance.

Abilities: Increase from the base creature as follows: Str +6, Dex +4, Int +2, Wis +2, Cha +4. As an undead creature, a vampire has no Constitution score.

Skills: Vampires have a +8 racial bonus on Bluff, Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks. Otherwise same as the base creature.

Feats: Vampires gain Alertness, Combat Reflexes, Dodge, Improved Initiative, and Lightning Reflexes, assuming the base creature meets the prerequisites and doesn’t already have these feats.

Challenge Rating: Same as the base creature +2.
Level Adjustment: Same as the base creature +8.[/sblock][sblock=Vampire Weaknesses]For all their power, vampires have a number of weaknesses.

Repelling a Vampire: Vampires cannot tolerate the strong odor of garlic and will not enter an area laced with it.

Similarly, they recoil from a mirror or a strongly presented holy symbol. These things don’t harm the vampire—they merely keep it at bay. A recoiling vampire must stay at least 5 feet away from a creature holding the mirror or holy symbol and cannot touch or make melee attacks against the creature holding the item for the rest of the encounter. Holding a vampire at bay takes a standard action.

Vampires are also unable to cross running water, although they can be carried over it while resting in their coffins or aboard a ship.

They are utterly unable to enter a home or other building unless invited in by someone with the authority to do so. They may freely enter public places, since these are by definition open to all.

Slaying a Vampire: Reducing a vampire’s hit points to 0 or lower incapacitates it but doesn’t always destroy it (see the note on fast healing). However, certain attacks can slay vampires. Exposing any vampire to direct sunlight disorients it: It can take only a single move action or attack action and is destroyed utterly in the next round if it cannot escape. Similarly, immersing a vampire in running water robs it of one-third of its hit points each round until it is destroyed at the end of the third round of immersion. Driving a wooden stake through a vampire’s heart instantly slays the monster. However, it returns to life if the stake is removed, unless the body is destroyed. A popular tactic is to cut off the creature’s head and fill its mouth with holy wafers (or their equivalent).[/sblock][sblock=Vampire Alternate Forms][sblock=Dire Bat Stats]Dire bat: CR 2; LA —; Large animal; HD 4d8+12; hp 30; Init +6; Spd 20 ft., fly 40 ft. (good); AC 20 (–1 size, +6 Dex, +5 natural), touch 15, flat-footed 14; Base Atk +3; Grp +10; Atk Bite +5 melee (1d8+4); Full Atk (same); Space/Reach 10 ft./5 ft.; SA —; SQ blindsense 40 ft.; AL (Always) N; SV Fort +7, Ref +10, Will +6; Str 17, Dex 22, Con 17, Int 2, Wis 14, Cha 6.

Skills and Feats: Hide +4, Listen +12, Move Silently +11, Spot +8; Alertness, Stealthy. (Dire bats have a +4 racial bonus on Spot and Listen checks. These bonuses are lost if its blindsense is negated.)

Blindsense (Ex) [40’]: A dire bat uses echolocation to pinpoint creatures within 40 feet. Opponents still have total concealment against the bat unless it can actually see them.

Description/Combat: Dire animals are larger, tougher, meaner versions of ordinary animals. Each kind tends to have a feral, prehistoric, or even demonic appearance. A dire bat has a wingspan of 15 feet and weighs about 200 pounds. Dire bats swoop down upon unsuspecting prey from above.[/sblock][sblock=Dire Wolf Stats]Dire Wolf: CR 3; LA —; Large animal; HD 6d8+18; hp 45; Init +2; Spd 50 ft.; AC 14 (–1 size, +2 Dex, +3 natural), touch 11, flat-footed 12; Base Atk +4; Grp +15; Atk Bite +11 melee (1d8+10); Full Atk (same); Space/Reach 10 ft./5 ft.; SA trip; SQ low–light vision, scent; AL (Always) N; SV Fort +8, Ref +7, Will +6; Str 25, Dex 15, Con 17, Int 2, Wis 12, Cha 10.

Skills and Feats: Hide +0, Listen +7, Move Silently +4, Spot +7, Survival +2; Alertness, Run, Track B, Weapon Focus (bite). B = Bonus Feat. (A dire wolf has a +2 racial bonus on Hide, Listen, Move Silently, and Spot
checks. It also has a +4 racial bonus on Survival checks when tracking by scent.)

Trip (Ex): A dire wolf that hits with a bite attack can attempt to trip its opponent (+11 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the dire wolf.

Description/Combat: Dire animals are larger, tougher, meaner versions of ordinary animals. Each kind tends to have a feral, prehistoric, or even demonic appearance. Dire wolves are efficient pack hunters that will kill anything they can catch. Dire wolves are mottled gray or black, about 9 feet long and weighing some 800 pounds. Dire wolves prefer to attack in packs, surrounding and flanking a foe when they can.[/sblock][sblock=Wolf Stats]Wolf: CR 1; LA —; Medium animal; HD 2d8+4; hp 13; Init +2; Spd 50 ft.; AC 14 (+2 Dex, +2 natural), touch 12, flat-footed 12; Base Atk +1; Grp +2; Atk Bite +3 melee (1d6+1); Full Atk (same); Space/Reach 5 ft./5 ft.; SA trip; SQ low–light vision, scent; AL (Always) N; SV Fort +5, Ref +5, Will +1; Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6.

Skills and Feats: Hide +2, Listen +3, Move Silently +3, Spot +3, Survival +1; TrackB, Weapon Focus (bite). B=Bonus Feat. (Wolves have a +4 racial bonus on Survival checks when tracking by scent.)

Scent (Ex): Can detect approaching enemies, sniff out hidden foes, and track by sense of smell.

Trip (Ex): A wolf that hits with a bite attack can attempt to trip the opponent (+1 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the wolf.

Description/Combat: Wolves are pack hunters known for their persistence and cunning. A favorite tactic is to send a few individuals against the foe’s front while the rest of the pack circles and attacks from the flanks or rear.[/sblock][/sblock]
 
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Nathan Xarens, work-in-progress, Human Vampire Sor//Monk 5

Code:
[B]Name:[/B]   Nathan Xarens
[B]Class:[/B]  Sorcerer (Arcane Bloodline) // Monk
[B]Race:[/B]   Human Vampire
[B]Size:[/B]   Medium
[B]Gender:[/B] Male
[B]Align:[/B]  NE
[B]Deity:[/B] 

[B]Str:[/B] 22 +6 (7p. +6 Race)           [B]Level:[/B]     5     [B]XP:[/B] 
[B]Dex:[/B] 22 +6 (4p. +4 Race  +4 Enh)   [B]BAB:[/B]      +3     [B]HP:[/B]  48 (5d12)
[B]Con:[/B] -- --                         [B]Grapple:[/B] +13       
[B]Int:[/B] 14 +2 (0p. +2 Race  +2 Human) [B]Speed:[/B]    40'    [b]CMB:[/b] +11  
[B]Wis:[/B] 14 +2 (2p. +2 Race)           [B]Init:[/B]     +6        
[B]Cha:[/B] 24 +7 (7p. +4 Race  +4 Enh)   [B]ACP:[/B]      -0         

                   [B]Base  Armor Shld   Dex  Size   Nat  Misc  Total[/B]
[B]Armor:[/B]              10    +4    +0    +6    +0    +6    +6    32
[B]Touch:[/B] 22              [B]Flatfooted:[/B] 26

                         [B]Base   Mod  Misc  Total[/B]
[B]Fort:[/B]                      4    +0    +4     +8
[B]Ref:[/B]                       4    +6    +6    +16
[B]Will:[/B]                      4    +2    +4    +10

[B]Weapon                  Attack   Damage     Critical[/B]
  Slam                     +9     1d6+9*        20x2
  Flurry of Blows       +8/+8     1d8+6         20x2

*Plus [i]Energy Drain[/i] (-10hp / +10 Temp HP due to [i]Life Drain[/i] feat)

[b]Special Attacks:[/b]
  Blood Drain
  Children of the Night
  Create Spawn
  Dominate
  Energy Drain

[b]Special Qualities:[/b]
  Alternate Form
  DR 10/Silver & Magic
  Fast Healing 5
  Gaseous Form
  Resist 10 Cold & Elec
  Spider Climb
  Turn Resistance +4


[B]Languages:[/B] Common, Dwarven, Elven

[B]Feats:[/B] Able Learner[1,RoD], Alertness[V], Deflect Arrows[M], Dodge[V], 
Endure Sunlight [H,LM], Eschew Materials [S], Improved Grapple[M], 
Improved Initiative[V], Life Drain [3,LM], Lifesense [5,LM], Lightning Reflexes[V], 
WpnProf(Longsword)[H]

[b]Class Features:[/b] AC Bonus +1, Arcane Bond, Bonus Feat (x2), Evasion, High Jump, 
Ki Pool (4, Magic), Maneuver Training, Metamagic Adept, Purity of Body, 
Speed +10', Still Mind

[b]Ki Pool (SU):[/b]
By spending 1 point from his ki pool a monk can:
 1) Make one extra attack at his highest attack bonus with Flurry of Blows
 2) Increase his speed by 20 feet for 1 round. 
 3) Give himself a +4 dodge bonus to AC for 1 round.
 4) Gain a +20 bonus on Acrobatics checks made to jump for 1 round 

Each of these powers is activated as a swift action.  
The ki pool is replenished each morning after 8 hours of rest or meditation.

[b]Maneuver Training:[/b]
A monk uses his monk level in place of his base attack bonus when calculating
his combat maneuver bonus.

[B]Skill Points:[/B] 56(56)  [B]Max Ranks:[/B] 8
[B]Skills                   Ranks  Mod  Misc  Total[/B]

Acrobatics                 8    +6         +14 [Balance, Jump, Tumble]
Appraise                   2    +2          +8
Bluff                      5    +7   +8    +20
Climb                      0    +6          +6 
Diplomacy*                 4    +7   +4    +15 [Gather Information]
Kn(Arcana)                 8    +2         +10
Kn(Local)*                 4    +2          +6
Perception                 5    +2   +8    +15 [Spot, Listen, Search]
Sense Motive               5    +2   +8    +15
Spellcraft                 8    +2         +10 [Concentration]
Stealth                    3    +6   +8    +17


*Cross-Class (Each rank costs 1 skill rank due to Able Learner)

[B]Equipment:                       Cost  Weight[/B]

  Courtiers Outfit                0gp    0lb
    Jewelry                      50gp    0lb

  Circlet of Rapid Casting    15000gp  (MIC 86)
  
  Cloak of Cha +4             16000gp
 
  Vest of Resistance +4       16000gp

  Bracers of Armor +4         16000gp

  Gloves of Object Reading    19000gp  (MIC 107)
   And Dexterity +4

  Ring of Mystic Defiance      7500gp  (MIC 125)
  
  Ring of Protection +3       18000gp


[B]Total:[/B]             107,500.0gp 00.0lb      

[B]Money:[/B]                2500.0gp

                           [B]Lgt   Med   Hvy  Lift  Push[/B]
[B]Max Weight:[/B]                 nn   nnn   nnn   nnn   nnn

Spells/Day:
	
      1   / 2 
      6+2   4+2 

Spell Slots Used:
  1: [X] [ ] [ ] [ ] [ ] [ ] [ ] [ ]
  2: [ ] [ ] [ ] [ ] [ ] [ ]

Spells Known:
	
      0(6)                 1(4) - DC 16            2(2) - DC 17
      Amanuensis (SpC)     Alarm                   Blindness/Deafness
      Arcane Mark          Comprehend Languages    Detect Thoughts
      Detect Magic         Identify[b]             Invisibility[b]
      Message              Sheild
      Read Magic           Nerveskitter (SpC)  
      Silent Portal(SpC)
[sblock=Description]
Standing at an unremarkable 5'4" and a slender 120', dressed in blacks and blues accented with
silver, Nathan is every inch the unremarkable merchant. Though he typically goes about his business
unarmed, he has been known to wear a matched pair of long, slender daggers when necessary.

Having worked as a broker in a trading company before being turned, Nathan handles many of the mundane
economic duties attendent to keeping their inn, The Onyx Dream (which serves as cover, clearinghouse
and home) operational and profitable.
[/sblock]
 
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[sblock=Description & Style] This slender vampire is nothing if not the epitomy of sly charm. His long black hair is always shining and perfectly groomed. His perfect porcelain skin has the pallor of alabaster, which only serves to attract women to him like a moth to the flame. While he often maintains a male form, it is not uncommon to sometimes find a stunning young woman that shares many of Rangta’s personality traits when he is not around. The massive tower shield he carries into battle matches his thick black armor, and both bear the symbol of an elder elemental eye unlike that of any deity anyone has ever heard of. Strangely he doesn’t seem to carry a weapon, but only an oddly bound two foot rod at his belt with a sickly green crystal set into its base. His lust extends well beyond blood and he can often be found hosting bachnals from the bottom of a pile of gorgeous young folk deep into the night, many of which take up the call of the elder elemental eye in his name. Amongst the myriad tangle of limbs several violet tentacles can sometimes be glimpsed through the din of flesh. [/sblock][sblock=Rangta]Name: Rangta Shandalla
Class: Cleric 5/ Rogue 5
Race: Changeling, Psychic* Vampire
Type: Undead/Shapeshifter
Size: M
Gender: Male
Alignment: NE
Domains:
- Death, Bleeding Touch
- Pride, Reroll save results of 1

Hit Dice: 12+4D12+25 (75)
Speed: 30/20
Armor Class: 31/36 vs ranged (+9 Armor, +1 Dex, +5 Ranged, +5 Shield, +6 natural) Touch 11
Initiative: +6
Base Attack/Grapple: +3/+6

Abilities: (base, + racial, + template)
Str 16 +3 (10 +6)
Dex 14 +2 (10 +4)
Con -
Int 14 +2 (12 +2)
Wis 22 +6 (18, +2, +2)
Cha 20 +5 (14 +2 +4)

Attack: Tentacle X6 +19 (14 bludgeoning /X2)

Special Attacks:
Blood Drain
Children of the Night
Dominate Person as a Standard Action.
*Wisdom Drain, on a Touch or Slam, deal 1d6 Wisdom Drain (no save). For each point of Wisdom,
the Vampire gains 5 Temporary HP for 1 hour. Usable 1/round.
* Wisdom Drain Aura – all living creatures within a 10’ radius take 1 point of Wisdom Drain per round
Sneak Attack 3d6*
*Bleeding Attack – SA causes bleed for 3/round for 1d6 rounds
Evasion
Uncanny Dodge
Trap Sense
Create Spawn
Channel Energy 9/day – 5d6
Bleeding Touch – Touch attack causes living target to bleed 1d6 dmg for 5 rounds. More hits reset duration

Special Qualities:
Polymorph, as a Standard Action into a Bat, Dire Bat, Wolf, orDire Wolf
Damage Reduction 10 / silver and magic.
Fast Healing +5
Gaseous Form as a Standard Action. Fly at 20’ with Perfect maneuverability.
Spider Climb, always on.
Resists: Cold 10, Electricity 10, Turn +4

Saves:
Fort +10 4+5+1
Ref +9 4+2+2+1
Will +11 4+6+1

Skills: (55 pts)
Bluff 20 5+5+10+3
Intimidate 13 5+5+3
Stealth 20 5+2+10+3
Heal 14 5+6+3
Perception 24 5+6+8+2+3
Linguistics 10 5+2+3
Sense Motive 16 5+6+2+3
Disable Device 10 5+2+3
Knowledge Planes 6 1+2+3
Knowledge Religion 6 1+2+3
Knowledge Local 6 1+2+3
Knowledge Arcana 6 1+2+3
Knowledge Dungeoneering 6 1+2+3
Gather Info 15 5+5+2+3
Diplomacy 15 5+5+2+3

Languages: Common, Evlen, Dwarven, Drow, Undercommon, Terran, Abyssal, Infernal

Feats:
1 Quicken Channel – Use 1 Channel Energy as a free action each round
Rogue Talent 2 -Weapon Focus – Tentacle Rods
3 Combat Expertise - take –N to hit for +N to AC
Rogue Talent 4 – Bleeding Attack – SA causes bleed for 3/round for 1d6 rounds
5 Sense Weakness – bypass up to 5 DR of any type with Trod
(Bonus Vampire)
- Alertness
- Combat reflexes
- Dodge
- Improved Initiative
- Lightning Reflexes

Cleric Spells: */5+1/4+1/2+1

0: Create Water, Guidance, Read Magic, Bleed
1: Dispel Ward X2, Shield of Faith, Inhibit, Prot. Good, + Hypnotism
2: Spiritual Weapon, Darkness, Resist Energy, Ghost Touch Armor, + Eagles Splendor
3: Dispel Magic, Summon Undead III, +Heroism

Stuff: (110k)
Prond’Fal Suuk: Alignment NE - Int: 14, Cha: 14, Wis: 10, Ego: 5
Greater Tentacle Rod 53,700g (36k) -MIC pg 62 *31
- Collision* 16k
- Minor Intelligence, Deathwatch always active 3,700g
- Minor Crystal of Return 300g – draw as free action

+1 Full Plate 2,650g
+1 Tower Shield 1.180g
- Lesser Deflection Crystal 2,500g
Bands of Blood Rage 2,600g -MIC pg202
Arcane Gloves of the Starry Sky 2,850
Empowered Spellshard (Magic Missle) 1,500g
+1 Vest of Resistance 1,000g
Ring of Arming 5,000g
Ring of Invisibility 20,000g
Phylactery of Negative Channeling 11,000g Path pg383
D-Stride Boots 2,000g
Backpack 2g
Travelers outfit 2g
Priestly Garb 5g
Belt pouch 5s
- Quaals Feather Token (Tree) 400g
- Deeper Darkness Pellet 150g
- 160gp 5sp[/sblock][sblock=Combat Block]HP 75/75,
AC 31/36 vs ranged, 11 Touch
Uncanny Dodge
Saves: F+10/R+9/W+11
Evasion
Standard Attack: Tentacle X6 +19, 14 dmg
AoO X3: +5, 1d6 +9
Sneak Attack: 3d6
All my attacks with rod bypass up to 5 DR of ALL types
DR 10 Magic and Silver
Resist: cold 10, electric 10
[/sblock]
 
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[sblock=Vandaros]
Name: Vandaros Evenstar
Class: Paladin 5/ Sorcerer 5
Race: Human, Vampire
Type: Undead
Size: M
Gender: Male
Alignment: LE

Hit Dice: 12+4D12+25 (76)
Speed: 30/30
Armor Class: 30 (+3 Armor, +5 Dex, +3 Deflection, +9 natural) Touch 18, Flat Footed 25
Initiative: +9
Base Attack/Grapple: +5/+9

Abilities: (base, + racial, + template +Level)
Str 18 +4 (12 +6)
Dex 20 +5 (15 +4 +1)
Con -
Int 16 +3 (14 +2)
Wis 14 +2 (12,+2)
Cha 22 +6 (18 +2 +4)

Attack: Longsword +2 Human Bane +9 (1d8 +6 Slashing 19-20/X2) Primary
Attack: Shortsword +2 Human SPell Storing +9 (1d6 +4 Slashing 19-20/X2)Off Hand
Attack: Dagger +6(1D4 +1, Piercing, 10', 5 Charges Per Day;1 Charge +3 Att/Dam; 3 Charge +3 Seeking; 5 Charge +3 Seeking Bane)
Special Attacks:
Blood Drain
Children of the Night
Dominate Person as a Standard Action.
Create Spawn
Wisdom Drain, on a Touch or Slam, deal 2 Negative Levels (no save). For each negative level granted,
the Vampire gains 5 Temporary HP for 1 hour. Usable 1/round.
Channel Energy 7/day – 2d6


Special Qualities:
Polymorph, as a Standard Action into a Bat, Dire Bat, Wolf, orDire Wolf
Damage Reduction 10 / silver and magic.
Fast Healing +5
Gaseous Form as a Standard Action. Fly at 20’ with Perfect maneuverability.
Spider Climb, always on.
Resists: Cold 10, Electricity 10, Turn +4
Code of Conduct: Uphold the Tenants of Shar's Faith at all times
Detect Good atwill
Smite Good 2/Day +6 To attack, +5 To Damage
Divine Grace +6 to all saves
Lay on Hands (Negative energy) Heal undead/Damage living 5hp 8 times/Day
Aura of Menace: As per Cause Fear spell
Divine Bond - Enchant weapon with +1 ehancement of property 5mins/day
Arcane Bond (Longsword)


Saves:
Fort +10 4+6
Ref +14 1+5+8
Will +12 4+2+6

Skills: (64 pts)
Bluff 22 6+8+8
Concentration 6 +6
Diplomacy 16 6+8+2
Intimidate 8 6+2
Hide 13 5+8
Jump 6 4+2
Knowledge Arcana 11 3+8
Knowledge Religion 11 3+8
Move Silent 13 5+8
Spot 12 2+10
Search 11 3+8
Listen 12 2+10
Sense Motive 10 8+2

Languages: Common, Elven, Illuskan

Feats:
1 Two Weapon Fighting (PH 102)
1 (Bonus Human) Twin Sword Style (PG 46)
3 Shadow Weave Magic (PG 43)
5 Still Spell
(Bonus Vampire)
- Alertness
- Combat reflexes
- Dodge
- Improved Initiative
- Lightning Reflexes

Sorcerer Spells: */8/6

0 (6): Bleed, Touch of Fatigue, Ghost Sound, Detect Magic, Read Magic, Acid Splash
1 (4): Chill Touch, Ray of Enfeeblement, True Strike, Disguise Self
2 (2): Touch of Idiocy, Spectral Hand

Paladin Spells: 3
1: Inflict Light Wounds*2, Doom

Stuff: (110k)
Longsword +2 Human Bane 18315gp 4lb
Shortsword +2 Spell Storing 18310gp 2lb
Ring of Mind Shielding 8000gp
Ring of Prtection +3 18000gp
Rod of Metamagic, Silence,les 3000gp 3lb
Bracers of Armour +3 9000gp 1lb
Disc of Secrets 200gp Cormyr 154
Fiery Tunic 5000gp 2lb MIC 99
Amulet of Natural Armour +3 18000gp
Gauntlet of Infinite Blades 6500gp 1Lb MIC 101
Dimension Stide Boots 2000gp 1Lb MIC 78
Eternal Wand Shield 820gp MIC 159
Nobles Outfit 75gp 10Lb
Signet Ring 5gp
Variety of Jewelry, headpieces rings,
earrings, necklaces 200gp 2Lb
Belt Pouch* 2 2gp 1Lb
Spell component pouch 5gp 2Lb
PLatinum 250
Gold 60
Silver 80
[/sblock]

[sblock=notes]
The Disc of Secrets is from the Cormyr Adventure, It is a basic Holy Symbol of Shar Disguised as a piece of jewelry. There is a command phrase to reveal its true form and to hide it.

The Daggers are from the gauntlet of infinite blades. They are normal, except when charges are expended.

The eternal wand can be used twice a day.

The Arcane Bond, if I read it correctly, means can use my Long sword to cast one extra spell a day.
[/sblock]

[sblock=Personality]
Vandaros, a hidden servant of Shar, spends a lot of time at the tavern, looking for bored young nobles he can seduce into worshipping Shar to lead them to thier oblivion. He is often involved with Rangta's Bachnals, seducing nobles with various mind altering drugs and slowly draining thier enthusiasm for life and convincing them that life cannot compare with the pureness of oblivion.

Vandaros appears as a pale young noble, always dressed in the latest fashions, a peculiarity of his is a striking vest he often wears. Seemingly woven of red and yellow gems the flame like patterns seem to move and flicker like a living flame as he moves. He plays continualy with a dagger when he is bored ,both feigned or real.[/sblock]
 
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I'd like each of you to make a quick combat refrence sheet for easy copy and pasting into the game when combat pops up.

Include every pertinent detail regarding everything that would damage you.
 

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