Pencil and paper
First Post
Sarol
Quote "There we go"
Appearance: An attractive brownskinned male in his best thirty's. He prefer dark clothes and uses glasses with orange or purple glasses.
Background: Sarol was a quite high member of the local Monk Monastery. He was in the council and was out on a mission.
The mission of read and copy some religious text that lied in a old temple of pagan gods. The only problem was the wolfs that was observed at the entrance of the temple-cave. For that purpose he had brought some invisibility potions so he did not have to kill any animal on his way...
Once outside the temple-cave he drank a potion, and using a fear amount of time, he left the wolfs behind, taking the precaution of pick some wolf hair and rub it into his skin, so he was not detected by his smell. Once inside he did realize that the cave had a odd smell, but did not think more at it as he get used to it as he walked into the cave. He had a map to find a certain wall. Once in a bigger room he lighten a candle to see at the map. He was just 2 rooms from his objective and careful as he was, he moisten his fingers and extinguish the flame, and moved on...
He touched the false wall behind the small sacrifice altar, and opened the real altar room, the altar room must have a ventilation system because some wind stroke his clothes and the sound of whispering commence.
Some seconds later and not noticing where they came from, two vampires was feeding at him, sucking his blood....
He was enslaved by a minor vampire named Talar formerly a scholar as himself. The centuries passed and he never leave the cave... Until the day Talar, bored with his presence, found himself a new slave in a young girl. Sarol felt pity for the girl, knowing her destiny; she was going to be abused time, after time, after time, again...
Sarol was free. At night he wandered around in the woods and small villages taking pray as he wanted. Sometime he even went to some bigger city where his looks maid the more prettier ladies of town his favourite meal. With time he gambles his way to have a considerable amount of money. Buying a Medium size house, but that only above ground.
Downstairs it was a maze with one single false wall 1x1 mt at chest hight. There was his coffin, and rest place.
With the house he enslaved a soldier using him to ride his horses and Carriage, and to take care of the house and most of al as his guard when he was resting.al as his guard when he was resting.
Quote "There we go"
Code:
[B]Name:[/B] Sarol
[B]Class:[/B] Monk
[B]Race:[/B] Vampire [Human]
[B]Size:[/B] Medium
[B]Gender:[/B] Male
[B]Alignment:[/B] Evil/Lawful
[B]Deity:[/B] none
[B]Str:[/B] 30 +10 [B]Level:[/B] 7 [B]XP:[/B]21.000
[B]Dex:[/B] 22 +6 [B]BAB:[/B] +8 [B]HP:[/B]48
[B]Con:[/B] 0 +0 [B]Grapple:[/B] +4
[B]Int:[/B] 14 +2 [B]Speed:[/B] 50'
[B]Wis:[/B] 17 +3 [B]Init:[/B] +4
[B]Cha:[/B] 19 +4 [B]AC:[/B] +8
[B]Base Armor Shld Dex Size Nat Misc Total[/B]
[B]Armor:[/B] 10 +X +X +6 +0 +6 +X =22
[B]Touch:[/B] 12 [B]Flatfooted:[/B] 13
[B]Base Mod Misc Total[/B]
[B]Fort:[/B] +5 +0 +5
[B]Ref:[/B] +5 +6 +2 +13
[B]Will:[/B] +5 +2 +7
[B]Weapon Attack Damage Critical[/B]
Unarmed +10 1d8
Quarterstaff MW +10 1d6/1d6+X x2
Slam attack +10 1d6 Saveshave a DC of 10 + ½ vampire’s HD + vampire’s Cha modifier [+4]
[B]Languages:[/B] common
[B]Abilities:[/B]
Evasion (Ex):At 2nd level or higher if a monk makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A helpless monk does not gain the benefit of evasion.
Fast Movement (Ex):At 3rd level, a monk gains an enhancement bonus to her speed, as shown on Table: The Monk. A monk in armor or carrying a medium or heavy load loses this extra speed.
Still Mind (Ex):A monk of 3rd level or higher gains a +2 bonus on saving throws against spells and effects from the school of enchantment.
Ki Strike (Su):At 4th level, a monk’s unarmed attacks are empowered with ki. Her unarmed attacks are treated as magic weapons for the purpose of dealing damage to creatures with damage reduction. Ki strike improves with the character’s monk level. At 10th level, her unarmed attacks are also treated as lawful weapons for the purpose of dealing damage to creatures with damage reduction. At 16th level, her unarmed attacks are treated as adamantine weapons for the purpose of dealing damage to creatures with damage reduction and bypassing hardness.
Slow Fall (Ex):At 4th level or higher, a monk within arm’s reach of a wall can use it to slow her descent. When first using this ability, she takes damage as if the fall were 20 feet shorter than it actually is. The monk’s ability to slow her fall (that is, to reduce the effective distance of the fall when next to a wall) improves with her monk level until at 20th level she can use a nearby wall to slow her descent and fall any distance without harm.
Purity of Body (Ex):At 5th level, a monk gains immunity to all diseases except for supernatural and magical diseases. Wholeness of Body (Su):At 7th level or higher, a monk can heal her own wounds. She can heal a number of hit points of damage equal to twice her current monk level each day, and she can spread this healing out among several uses
Flurry of Blows (Ex):When unarmored, a monk may strike with a flurry of blows at the expense of accuracy. When doing so, she may make one extra attack in a round at her highest base attack bonus, but this attack takes a -2 penalty, as does each other attack made that round.
-*-
Vampire abilities
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.
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.
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.
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.
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.
[B]Feats:[/B]
Weapon Focus Choose one type of weapon. You can also choose [B]unarmed strike[/B] or grapple. lvl 1 feat
Improved Unarmed Strike: 1extra feat at lvl 1 human
Unarmed Strike (automatic monk class)
Stunning Fist: Base attack bonus +8 (lvl 1 monk extra feat )
Improved Critical: Unarmed: lvl 3 feat
Slow fall : bonus feat lvl 6
Improved Grapple: +4 bonus on all grapple checks. lvl 6 feat
Vampire feats:
Alertness
Combat reflexes:You may make a number of additional attacks of opportunity equal to your Dexterity bonus.
Dodge: +1 dodge bonus to Armor Class against attacks from that opponent.
Improved initiative:+4 bonus on initiative checks
Lightinig reflexes:+2 bonus on all Reflex saving throws
-*--------------------------------------------------*-
[B]Skill Points:[/B] (4 +1 (int))x4=20 +5x6=50 [B]Max Ranks:[/B] 3+lvl= 10
[B]Skills Ranks Mod Misc Total[/B]
Balance (Dex) 4 +6 +10
Climb (Str) 6 +10 +16
Concentration (Con) 0 +0 +0
Craft (Int) 0 +2 +2
Diplomacy (Cha) 0 +4 +6
Escape Artist (Dex) 6 +6 +12
Hide (Dex) 8 +6 +8 +22
Jump (Str) 0 +10 +10
Knowledge (arcana)(int) 0 +2 +2
Knowledge (religion) (Int) 1 +2 +3
Listen (Wis) 5 +3 +8 +16
Move Silently (Dex) 8 +6 +8 +22
Perform (Cha) 0 +4 +4
Profession (Wis) 0 +3 +3
Sense Motive (Wis) 1 +3 +8 +12
Spot (Wis) 7 +3 +8 +18
Swim (Str) 0 +10 +10
Tumble (Dex) 6 +6 +12
-*----------------------------------------------*-
Bluff (cha) +4 +8 +12
Search (int) +2 +8 +10
Skill Points at 1st Level: (4 + Int modifier) x 4.
Skill Points at Each Additional Level: 4 + Int modifier.
[B]Equipment: Cost Weight[/B]
Backpack 2 gp 2 lb
Monk’s outfit 5 gp 2 lb
water/blood skinn 1 gp 4 lb
Carriage 100 gp 600 lb
Light horsex2 150 gp 0 lb
Coffin lb
Ring of protection +3 18.000 gp 0 lb
Ring invisibility 20.000 gp 0 lb
Belt of Giant Strength +6 36.000 gp 0 lb
Ring of Blink 27.000 gp 0 lb
Cloack of turn resistance +3 11.000 gp 0 lb
Goggles of Day 4.500 gp 1 lb
Turbant of Resistance +5 25.000 gp 1 lb
-*-
Cure light wounds (potion)x10 500 gp 0 lb
Remove fear (potion) 100 gp 0 lb
Haste (potion)x2 1500 gp 0 lb
Cure serious wounds (potion)x6 4500 gp 0 lb
Barkskin +3 (potion)x4 1200 gp 0 lb
Blur (potion)x4 1200 gp 0 lb
[B]Money:[/B] 49.242gp XXsp
[B]Age:[/B] 38 [as human]
[B]Height:[/B] 1,76 mt
[B]Weight:[/B] 75 kg
[B]Eyes:[/B] brown
[B]Hair:[/B] black with stripes of withe
[B]Skin:[/B] light brown
Appearance: An attractive brownskinned male in his best thirty's. He prefer dark clothes and uses glasses with orange or purple glasses.
Background: Sarol was a quite high member of the local Monk Monastery. He was in the council and was out on a mission.
The mission of read and copy some religious text that lied in a old temple of pagan gods. The only problem was the wolfs that was observed at the entrance of the temple-cave. For that purpose he had brought some invisibility potions so he did not have to kill any animal on his way...
Once outside the temple-cave he drank a potion, and using a fear amount of time, he left the wolfs behind, taking the precaution of pick some wolf hair and rub it into his skin, so he was not detected by his smell. Once inside he did realize that the cave had a odd smell, but did not think more at it as he get used to it as he walked into the cave. He had a map to find a certain wall. Once in a bigger room he lighten a candle to see at the map. He was just 2 rooms from his objective and careful as he was, he moisten his fingers and extinguish the flame, and moved on...
He touched the false wall behind the small sacrifice altar, and opened the real altar room, the altar room must have a ventilation system because some wind stroke his clothes and the sound of whispering commence.
Some seconds later and not noticing where they came from, two vampires was feeding at him, sucking his blood....
He was enslaved by a minor vampire named Talar formerly a scholar as himself. The centuries passed and he never leave the cave... Until the day Talar, bored with his presence, found himself a new slave in a young girl. Sarol felt pity for the girl, knowing her destiny; she was going to be abused time, after time, after time, again...
Sarol was free. At night he wandered around in the woods and small villages taking pray as he wanted. Sometime he even went to some bigger city where his looks maid the more prettier ladies of town his favourite meal. With time he gambles his way to have a considerable amount of money. Buying a Medium size house, but that only above ground.
Downstairs it was a maze with one single false wall 1x1 mt at chest hight. There was his coffin, and rest place.
With the house he enslaved a soldier using him to ride his horses and Carriage, and to take care of the house and most of al as his guard when he was resting.al as his guard when he was resting.
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