| Malachai Bloodmoon | Jonathan | Lawful Evil | ||
| CHARACTER NAME | PLAYER | ALIGNMENT | ||
| Asmodeus | Antipaladin17 | Dhampir (Moroi-Born) | Medium | |
| DEITY | CLASS | RACE | SIZE | |
| 5' 1" | 130 lbs. | Darkvision (60 ft.), Low-Light Vision | 17 | |
| HEIGHT | WEIGHT | VISION | LEVEL | |
| 134 | Male | Red | grey | 0 |
| AGE | GENDER | EYES | HAIR | POINTS |
| ABILITY NAME |
ABILITY SCORE |
ABILITY MOD |
TEMP SCORE |
TEMP MOD |
| STR Strength |
26 | +8 |
|
+8 |
| DEX Dexterity |
12 | +1 |
|
+1 |
| CON Constitution |
15 | +2 |
|
+2 |
| INT Intelligence |
10 | +0 |
|
+0 |
| WIS Wisdom |
10 | +0 |
|
+0 |
| CHA Charisma |
20 | +5 |
|
+5 |
|
AC
Armour Class |
11 | : | 10 | : | 11 | 35 | -4 | +1 | 0 | ||||||
| TOTAL | FLAT | TOUCH | MISS CHANCE |
ARCANE FAILURE |
ARMOR CHECK |
MAX DEX |
SPELL RESIST. |
| SAVING THROWS | TOTAL | CONDITIONAL MODIFIERS: |
|
Fortitude
(Constitution) |
17 | |
|
Reflex
(Dexterity) |
11 | |
|
Will
(Wisdom) |
15 |
| TOTAL | BAB | STAT | SIZE | EPIC | MISC | TOTAL | |||
| MELEE ATTACK BONUS |
+25/+20/+15/+10 | = | +17/+12/+7/+2 |
+8 | +0 |
+0 |
+0 |
CMB COMBAT MANEUVER BONUS |
+8 |
| RANGED ATTACK BONUS |
+18/+13/+8/+3 | = | +17/+12/+7/+2 |
+1 | +0 |
+0 |
+0 |
CMD COMBAT MANEUVER DEFENSE |
19 |
| TOTAL | DEX MOD |
MISC MOD |
||
| INITIATIVE Modifier |
+1 | = | +1 | +0 |
| BASE ATTACK Bonus |
+17/+12/+7/+2 |
Concentration Bonus |
+19 |
| EQUIPMENT | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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|
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| WEIGHT ALLOWANCE | |||||||
| Light | 306 | Medium | 613 | Heavy | 920 | Carried | 229.06 lbs. |
| MONEY | ||||
| Carried | 2,320.35 gp | Items | 242047.2 gp | |
| UNARMED | TO HIT | DAMAGE | CRITICAL | REACH |
| +25/+20/+15/+10 | 1d3+8 | 20/x2 | 5 ft. |
| *+1/Light Fortification Full Plate | TYPE | ARMOR BONUS | MAX DEX BONUS |
| Heavy |
+10 |
+1 |
| CHECK PENALTY | SPELL FAILURE | SPECIAL PROPERTIES |
| -5 |
35 |
25% chance to negate critical hits and sneak attacks |
| 1hP: One handed, primary hand. 1hO: One handed, off hand. 2h: Two handed. 2wPOh: 2 weapons, primary hand (off hand weapon is heavy). 2wPOl: 2 weapons, primary hand (off hand weapon is light). 2wOh:2 weapons, off hand. |
Conditional Modifiers
When you are wielding a two-handed weapon or a one-handed weapon with two hands, and using the Power Attack feat, you do not suffer Power Attack's penalty on melee attack rolls on the first attack you make each turn. Attacks against you have a 20% chance to miss. |
| Defensive Abilities |
| 25% chance to negate critical hits and sneak attacks, negative energy affinity, resist level drain; |
| DR 5/good |
|
AC
|
11 TOTAL |
|
Fortitude
|
+2 |
|
Reflex
|
+1 |
|
Will
|
+0 |
| Concentration | +19 |
|
Melee
|
+8 |
| 10 FLAT |
11 TOUCH |
|
CMB
|
+8 |
|
CMD
|
19 |
| Init | +1 |
| BAB | +17/+12/+7/+2 |
|
Ranged
|
+1 |
| HP | TEMP | DR | SPEED | ||
|
HP
Hit Points |
170 /170 |
5/Good | Walk 20 ft. |
| CONDITIONS |
| SPECIAL ATTACKS | ||
| Touch of Corruption (Su) | 17 | |
| CONSUMABLES | |||
| Oil of Bless Weapon (This transmutation makes a weapon strike true against evil foes. Duration 1 minute.) |
1 | ||
| Rations (Trail/Per Day) |
6 | ||
| Arrow |
40 | ||
| Arrow +1 (Bane (Devil)) (Devil weapons have +2 enhancement bonus and deal +2d6 bonus damage against the chosen foe) |
10 | ||
| Arrow +1 |
50 | ||
| Wand of Inflict Light Wounds (When laying your hand upon a creature, you channel negative energy that deals 1d8+1/level, max 5 points of damage.) |
50 | ||
| SKILLS | |||||||||
| SKILL NAME | ABILITY | SKILL MODIFIER |
ABILITY MODIFIER |
RANKS | MISC MODIFIER |
||||
| ◆ | Acrobatics | DEX | -3 | = | 1 |
+ | 0 |
+ | -4 |
| ◆ | Acrobatics (When Jumping) | DEX | -7 | = | 1 |
+ | 0 |
+ | -8 |
| ◆ | Appraise | INT | 0 | = | 0 |
+ | 0 |
+ | 0 |
| ◆ | Bluff | CHA | 9 | = | 5 |
+ | 1 |
+ | 3 |
| ◆ | Climb | STR | 4 | = | 8 |
+ | 0 |
+ | -4 |
| ◆ | Craft (Untrained) | INT | 0 | = | 0 |
+ | 0 |
+ | 0 |
| ◆ | Diplomacy | CHA | 24 | = | 5 |
+ | 17 |
+ | 2 |
| ◆ | Disguise | CHA | 9 | = | 5 |
+ | 1 |
+ | 3 |
| ◆ | Escape Artist | DEX | -3 | = | 1 |
+ | 0 |
+ | -4 |
| SKILLS | |||||||||
| SKILL NAME | ABILITY | SKILL MODIFIER |
ABILITY MODIFIER |
RANKS | MISC MODIFIER |
||||
| ◆ | Fly | DEX | -1 | = | 1 |
+ | 2 |
+ | -4 |
| ◆ | Heal | WIS | 0 | = | 0 |
+ | 0 |
+ | 0 |
| ◆ | Intimidate | CHA | 12 | = | 5 |
+ | 2 |
+ | 5 |
| ◆ | Perception | WIS | 12 | = | 0 |
+ | 12 |
+ | 0 |
| ◆ | Perform (Untrained) | CHA | 5 | = | 5 |
+ | 0 |
+ | 0 |
| ◆ | Ride | DEX | -3 | = | 1 |
+ | 0 |
+ | -4 |
| ◆ | Sense Motive | WIS | 4 | = | 0 |
+ | 1 |
+ | 3 |
| ◆ | Stealth | DEX | 1 | = | 1 |
+ | 1 |
+ | -1 |
| ◆ | Survival | WIS | 0 | = | 0 |
+ | 0 |
+ | 0 |
| ◆ | Swim | STR | 4 | = | 8 |
+ | 0 |
+ | -4 |
| LANGUAGES |
| Common |
| PROFICIENCIES |
| Aldori Dueling Sword, Amentum, Atlatl, Throwing Axe, Bardiche, Battle Aspergillum, Battleaxe, Bayonet, Bec de Corbin, Bill, Blowgun, Boar Spear, Brass Knuckles, Nine Ring Broadsword, Butterfly Sword, Cestus, Chakram, Club, Heavy Crossbow, Light Crossbow, Dagger, Chain Dagger, Punching Dagger, Dart, Dogslicer, Double Chicken Saber, Earth Breaker, Falchion, Light Flail, Heavy Flail, Gaff, Gauntlet, Spiked Gauntlet, Gladius, Glaive, Glaive-Guisarme, Grapple, Greataxe, Greatclub, Greatsword, Guisarme, Halberd, Light Hammer, Handaxe, Hooked Lance, Horsechopper, Hunga Munga, Iron Brush, Javelin, Jutte, Katana, Kerambit, Klar, Kukri, Lance, Longbow, Longspear, Longsword, Lucerne Hammer, Lungchuan Tamo, Heavy Mace, Light Mace, Mattock, Mere Club, Monk's Spade, Morningstar, Naginata, Nodachi, Ogre Hook, Heavy Pick, Light Pick, Pilum, Pliers, Poisoned Sand Tube, Quarterstaff, Ranseur, Rapier, Rhomphaia, Rock, Sansetsukon, Sap, Scimitar, Scizore, Scythe, Sea-Knife, Shang Gou, Shieldbash, Shortbow, Shortspear, Sibat, Sickle, Skull, Sling, Spear, Boar Spear, Ray Spells, Touch Spells, Spiked Armor, Splash Weapon, Stake, Starknife, Bastard Sword, Short Sword, Tri-Point Double-Edged Sword, Sword Cane, Tepoztopilli, Terbutje, Great Terbutje, Tiger Fork, Tonfa, Trident, Tube Arrow Shooter, Unarmed Strike, Underwater Heavy Crossbow, Underwater Light Crossbow, War Razor, Dwarven Waraxe, Warhammer, Wushu Dart |
| SPECIAL ATTACKS |
| Channel Negative Energy (Su) You can unleash a wave of negative energy. You must choose to deal 9d6 points of negative energy damage to living creatures or to heal undead creatures of 9d6 points of damage. Creatures that take damage from channeled energy receive a DC 23 Will save to halve the damage. Using this ability consumes two uses of your touch of corruption ability. |
| Cursed (Su) Whenever you use Touch of Corruption to deal damage to one target, the target is also cursed, as if you had cast Bestow Curse (caster level 17). |
| Paralyzed (Su) Whenever you use Touch of Corruption to deal damage to one target, the target is also paralyzed for 1 round. |
| Sickened (Su) Whenever you use Touch of Corruption to deal damage to one target, the target is also sickened for 17 rounds. |
| Staggered (Su) Whenever you use Touch of Corruption to deal damage to one target, the target is also staggered for 8 rounds. |
| Stunned (Su) Whenever you use Touch of Corruption to deal damage to one target, the target is also stunned for 4 rounds. |
| SPECIAL QUALITIES |
| +2 Strength, +2 Charisma, -2 Constitution These dhampirs are blessed with unnatural grace, beauty, and charm, and they often feel most at home among a region's aristocracy. |
| Aura of Cowardice (Su) You radiate a palpably daunting aura that causes all enemies within 10 feet to take a -4 penalty on saving throws against fear effects. Creatures that are normally immune to fear lose that immunity while within 10 feet of you. This ability functions only while you remain conscious, not if you are unconscious or dead. |
| Aura of Depravity (Su) You gain DR 5/good. Each enemy within 10 feet takes a -4 penalty on saving throws against compulsion effects. This ability functions only while you remain conscious, not if you are unconscious or dead. |
| Aura of Despair (Su) Enemies within 10 feet of you take a -2 penalty on all saving throws. This penalty does not stack with the penalty from aura of cowardice. This ability functions only while you remain conscious, not if you are unconscious or dead. |
| Aura of Evil (Ex) |
| Aura of Sin (Su) Your weapons are treated as evil-aligned for the purposes of overcoming damage reduction. Any attack made against an enemy within 10 feet of your is treated as evil-aligned for the purposes of overcoming damage reduction. This ability functions only while you remain conscious, not if you are unconscious or dead. |
| Aura of Vengeance (Su) You can expend two uses of your Smite Good ability to grant the ability to smite good to all allies within 10 feet, using your bonuses. Allies must use this Smite Good ability by the start of your next turn, and the bonuses last for 1 minute. Using this ability is a free action. Good creatures gain no benefit from this ability. |
| Blood Drinker Humanoid (Human) You have acquired a taste for the blood of creatures with this subtype. |
| Cruelty At 3rd level, and every three levels thereafter, an antipaladin can select one cruelty. Each cruelty adds an effect to the antipaladin's touch of corruption ability. Whenever the antipaladin uses touch of corruption to deal damage to one target, the target also receives the additional effect from one of the cruelties possessed by the antipaladin. This choice is made when the touch is used. The target receives a Fortitude save to avoid this cruelty. If the save is successful, the target takes the damage as normal, but not the effects of the cruelty. The DC of this save is 23. |
| Detect Good (Sp) At will, you can use Detect Good, as the spell. You can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is good, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, you do not detect good in any other object or individual within range. |
| Enhance Weapon Your fiendish boon allows you to enhance your weapon as a standard action by calling upon the aid of a fiendish spirit for 17 minutes. When called, the spirit causes the weapon to shed unholy light as a torch. This spirit grants the weapon a +5 enhancement bonus. This bonus can be added to the weapon, stacking with existing weapon bonuses to a maximum of +5, or they can be used to add any of the following weapon properties: flaming, keen, vicious (+1), anarchic, flaming burst, unholy, wounding (+2), speed (+3), and vorpal (+5). Adding these properties consumes an amount of bonus equal to the property's cost. These bonuses are added to any properties the weapon already has, but duplicate abilities do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. The bonus and properties granted by the spirit are determined when the spirit is called and cannot be changed until the spirit is called again. The fiendish spirit imparts no bonuses if the weapon is held by anyone other than you but resumes giving bonuses if returned to you. These bonuses apply to only one end of a double weapon. You can use this ability 4 times per day. If a weapon bonded with a fiendish spirit is destroyed, you lose the use of this ability for 30 days, or until you gains a level, whichever comes first. During this 30-day period, you take a -1 penalty on attack and weapon damage rolls. |
| Negative Energy Affinity (Ex) 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. |
| Plague Bringer (Ex) The powers of darkness make you a beacon of corruption and disease. You do not take any damage or from diseases. You can still contract diseases and spread them to others, but You are otherwise immune to their effects. |
| Resist Level Drain 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. |
| Skilled (Ex) Svetochers gain a +2 racial bonus on Diplomacy and Knowledge (nobility) checks. |
| Smite Good (Su) You can call out to the dark powers to crush the forces of good 6 times per day. As a swift action, you choose one target within sight to smite. If this target is good, you add +5 to your attack rolls and +17 on all damage rolls made against the target of your smite. If the target of Smite Good is an outsider with the good subtype, a good-aligned dragon, or a good creature with levels of cleric or paladin, the bonus to damage on the first successful attack increases to +34. Regardless of the target, Smite Good attacks automatically bypass any DR the creature might possess. In addition, while Smite Good is in effect, you gains a +5 deflection bonus to your AC against attacks made by the target of the smite. If you target a creature that is not good, the smite is wasted with no effect. The Smite Good effect remains until the target of the smite is dead or the next time you rest and regain your uses of this ability. |
| Spell-Like Ability Svetochers can use obscuring mist three times per day as a spell-like ability (with a caster level equal to the dhampir's character level). |
| Touch of Corruption (Su) You surrounds your hand with a fiendish flame, causing terrible wounds to open on those you touch. You can use this ability 17 times per day. As a touch attack, you can cause 8d6 points of damage. Using this ability is a standard action that does not provoke attacks of opportunity. Alternatively, you can use this power to heal undead creatures, restoring 8d6 hit points. This ability is modified by any feat, spell, or effect that specifically works with the lay on hands paladin class feature. |
| Undead Resistance Dhampirs gain a +2 racial bonus on saving throws against disease and mind-affecting effects. |
| Unholy Resilience (Su) At 2nd level, an antipaladin gains a bonus equal to his Charisma bonus (if any) on all saving throws. |
| Weakness Svetochers take a -1 penalty on saves against effects that deal positive energy damage. |
| +1 CHA Score Bonus (2x) GM awarded PC with +1 CHA bonus. |
| TRAITS |
| Armor Expert You have worn armor as long as you can remember, either as part of your training to become a knight's squire or simply because you were seeking to emulate a hero. When you wear armor of any sort, reduce that suit's armor check penalty by 1, to a minimum check penalty of 0. |
| Local Tough You were born and raised in the town of Longacre on the southwestern fringes of the Whisperwood, or at least have lived there long enough that you're considered a native. You've never been one for the quiet life, and have been considered a miscreant and reprobate since you were a child. As an adult, you've made something of a name for yourself as a thug, enforcer, and petty thief in town, hiring yourself out to anybody who needs muscle in exchange for a few coins. In the course of such employment, you've worked with another local troublemaker named Cimri Staelish and have become friends. Cimri has recently gotten involved with some shadowy, though powerful, characters, and as Hell's Vengeance begins, you and a group of other ne'erdo-wells have agreed to help Cimri burgle a tannery just outside town. With luck, this could be the start of bigger and better things than just working as hired muscle. You gain a +1 trait bonus on Intimidate checks, and Intimidate is a class skill for you. In addition, you gain a +1 trait bonus on weapon damage rolls when you are flanking a foe with an ally. |
| FEATS | |
| NAME | DESCRIPTION |
| Blood Drinker | Consuming blood reinvigorates you. |
| Paizo Inc. - Advanced Race Guide, p.99 | Choose one humanoid subtype, such as "goblinoid" (this subtype cannot be "dhampir"). You have acquired a taste for the blood of creatures with this subtype. Whenever you drink fresh blood from such a creature, you gain 5 temporary hit points and a +1 bonus on checks and saves based on Constitution. The effects last 1 hour. If you feed multiple times, you continue to gain hit points to a maximum of 5 temporary hit points for every three Hit Dice you have, but the +1 bonus on Constitution-based skill checks and saving throws does not stack. Normally, you can only drink blood from an opponent who is helpless, grappled, paralyzed, pinned, unconscious, or similarly disabled. If you have a bite attack, you can drink blood automatically as part of your bite attack; otherwise, you must first cut your target by dealing 1 hit point of damage with a slashing or piercing weapon (though you may feed upon a creature with severe wounds or a bleed effect without cutting it first). Once you cut the target, you can drink from its wound as a standard action. Drinking blood deals 2 points of Constitution damage to the creature you feed upon. The blood must come from a living creature of the specified humanoid subtype. It cannot come from a dead or summoned creature. Feeding on unwilling intelligent creatures is an evil act. |
| Extra Lay On Hands (2x) | You can use your lay on hands ability more often. |
| Paizo Inc. - Core Rulebook, p.124 | You can use your lay on hands ability two additional times per day. |
| Furious Focus | Even in the midst of fierce and furious blows, you can find focus in the carnage and your seemingly wild blows strike home. |
| Paizo Inc. - Advanced Player's Guide, p.161 | When you are wielding a two-handed weapon or a one-handed weapon with two hands, and using the Power Attack feat, you do not suffer Power Attack's penalty on melee attack rolls on the first attack you make each turn. You still suffer the penalty on any additional attacks, including attacks of opportunity. |
| Improved Vital Strike | You can make a single attack that deals a large amount of damage. |
| Paizo Inc. - Core Rulebook, p.128 | When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon's damage dice for the attack three times and add the results together before adding bonuses from Strength, weapon abilities (such as flaming), precision-based damage, and other damage bonuses. These extra damage dice are not multiplied on a critical hit, but are added to the total. |
| Power Attack | You can make exceptionally deadly melee attacks by sacrificing accuracy for strength. |
| Paizo Inc. - Core Rulebook, p.131 | You can choose to take a -5 penalty on all melee attack rolls and combat maneuver checks to gain a +10 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (-50%) if you are making an attack with an off-hand weapon or secondary natural weapon. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage. |
| Stunning Assault | You powerful but imprecise attacks can stun your enemies. |
| Paizo Inc. - Advanced Player's Guide, p.171 | You can choose to take a -5 penalty on all melee attack rolls and combat maneuver checks to stun targets you hit with your melee attacks for 1 round. A successful Fortitude save negates the effect. The DC of this save is 10 + your base attack bonus. You must choose to use this feat before making the attack roll, and its effects last until your next turn. |
| Toughness | You have enhanced physical stamina. |
| Paizo Inc. - Core Rulebook, p.135 | You gain +17 hit points. |
| Vital Strike | You make a single attack that deals significantly more damage than normal. |
| Paizo Inc. - Core Rulebook, p.136 | When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon's damage dice for the attack twice and add the results together before adding bonuses from Strength, weapon abilities (such as flaming), precision-based damage, and other damage bonuses. These extra damage dice are not multiplied on a critical hit, but are added to the total. |
| LEVEL | 0 | 1 | 2 | 3 | 4 |
| Per Day | 0 |
6 |
4 |
3 |
2 |
| Uncast/Prepped | 0/0 |
0/0 |
0/0 |
0/0 |
0/0 |
| Antipaladin | |||||
| LEVEL | 0 | 1 | 2 | 3 | 4 |
| Per Day | 0 |
6 |
4 |
3 |
2 |
| Uncast/Prepped | 0/0 |
0/0 |
0/0 |
0/0 |
0/0 |
| * = Domain/Specialty Spell |