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Lawful Evil Str/Dex/ +7 Con-0 Int+4 Wis+3 Cha+7

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Male Vampire Human Fighter 15

Lawful Evil Str/Dex/


+7 Con- 0 Int+4 Wis+3 Cha+7 Total
Hit Points: 185 DR 10/silver and magic Fast Heal 5 Electric/Cold Resist 10 Speed:
30 feet Armor
Class: 30 Touch AC: 17 Flat-footed: 16 CDB+10 [no stacking with armor]
Initiative- +11 Saves- +15 all Attacks- +18/+18/+18 Slam 1d6+7 or Sword 1d10+10,19-20,x2 sanguinous
Feats: Unholy Vigor(Cha for HP bonus),
Skills- 17+Stat , +8 racial bonus on bluff, hide, listen, move silently, search, sense motive, and spot Vampire: Turn
resistance +4,Electricity and cold resistance 10alertness, combat reflexes, improved initiative, lightning reflexes; also dodge if
dexterity>=13,More vampire abilities and limitations" Blood Drain
(Ex)- Successful grapple check. If it pins the foe, it deals 1d4 Con drain each round the pin (5 temporary hit points. Children of the Night (Su)
Once per day can call forth 1d6+1 rat swarms, 1d4+1 bat swarms, or a pack of 3d6 wolves as a standard action. These arrive in 2d6 rounds and
serve the vampire for up to 1 hour. Dominate (Su)- 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 1d4 days after burial.
Alternate Form (Su)-A vampire can assume the shape of a bat, dire bat, wolf, or dire wolf as a standard action. 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.) Fast Healing (Ex): 5 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. Spider Climb (Ex)-A vampire can climb sheer surfaces as
though with a spider climb spell. Turn Resistance (Ex)- +4

Malaise's Bloodthirster Armor- Boosts his fast healing to 10, as it drains shed blood through the air.
Malaise's Sanguinous Warsword +3, 1d10+10,19-20 x 2, as wounding but doubles on the crit.
Malaise's Signet- Unlocks his personal safehouses and estates.

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