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Malichai Kade Valentine LN With Good Tendances, will appear to be both LN and LE
Character Name Alignment
Vampire hunter 2 [CR 4]
Character Level
Human, Vampire M
Race Size
Male 16
Gender Age
6' 200
Height Weight
Jet Black crystal blue/magma red
Hair Eyes
Atheist Adrithia
Deity Homeland
- 1300
Domain/Oath/Patron/School XP

ATTRIBUTES
Ability Score Mod T.Adj T.Mod
Str
Strength
25 +7 N/A +7
Dex
Dexterity
25 +7 N/A +7
Con
Constitution
- -5 N/A -5
Int
Intelligence
21 +5 N/A +5
Wis
Wisdom
21 +5 N/A +5
Cha
Charisma
22 +6 N/A +6
 Change in tracker!
HIT POINTS & RESISTANCES
HP Total
Dam Red
Spell Res
27
10 magic and silver
0
Initiative
Dex
Modifier
+16
+7
+9
BAB
+2
ARMOUR CLASS
Total AC
Armour
Shield
Dex
26
+2
+0
+7
Size
Natural
Deflection
Misc
+0
+6
+0
+1
Touch
24
Flat Footed
19
Flat Footed + Touch
17
SAVING THROWS
Save Total Base Ability Magic Misc Temp
Fortitude -5 +0 CON -5 +0 +0 +0
Reflex +10 +3 DEX +7 +0 +0 +0
Will +8 +3 WIS +5 +0 +0 +0
Saving Throw Notes

special attacks-
Blood Drain (Su)
A vampire can suck blood from a grappled opponent; if the vampire establishes or maintains a pin, it drains blood, dealing 1d4 points of Constitution damage. The vampire heals 5 hit points or gains 5 temporary hit points for 1 hour (up to a maximum number of temporary hit points equal to its full normal hit points) each round it drains blood.

Children of the Night (Su)
Once per day, a vampire can call forth 1d6+1 rat swarms, 1d4+1 bat swarms, or 2d6 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 vampire can create spawn out of those it slays with blood drain or energy drain, provided that the slain creature is of the same creature type as the vampire’s base creature type. The victim rises from death as a vampire spawn in 1d4 days. This vampire is under the command of the vampire that created it, and remains enslaved until its master’s destruction. A vampire may have enslaved spawn totaling no more than twice its own Hit Dice; any spawn it creates that would exceed this limit become free-willed undead. A vampire may 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 a humanoid opponent’s will as a standard action. 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. At the GM’s discretion, some vampires might be able to affect different creature types with this power.

Energy Drain (Su)
A creature hit by a vampire’s slam (or other natural weapon) gains two negative levels. This ability only triggers once per round, regardless of the number of attacks a vampire makes.

Special Qualities: A vampire gains the following special qualities:

Change Shape (Su)
A vampire can use change shape to assume the form of a dire bat or wolf, as beast shape II.

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

Shadowless (Ex)
A vampire casts no shadows and shows no reflection in a mirror.

Spider Climb (Ex)
A vampire can climb sheer surfaces as though under the effects of a spider climb spell.
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[[The subject can climb and travel on vertical surfaces or even traverse ceilings as well as a spider does. The affected creature must have its hands free to climb in this manner. The subject gains a climb speed of 20 feet and a +8 racial bonus on Climb skill checks; furthermore, it need not make Climb checks to traverse a vertical or horizontal surface (even upside down). A spider climbing creature retains its Dexterity bonus to Armor Class (if any) while climbing, and opponents get no special bonus to their attacks against it. It cannot, however, use the run action while climbing.]]
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Combat Maneuver Bonus CMB
CMB BaB STR Size Misc
+9 +2 +7 +0 +0
Combat Maneuver Defense CMD
CMD Base BaB STR DEX Size Misc
26 10 +2 +7 +7 +0 +0
Speed
Base
w/Armor
Fly
Swim
Climb
Burrow
30
-
-
-
-
-
Languages

Common, Draconic, Elven, Infernal, Necril

Adventuring Skills
CS Skill Total AB Mod Ranks Misc
  Acrobatics +12 (DEX)  +7 +2 +3
  Bluff +14 (CHA)  +6 +0 +8
  Climb +19 (STR)  +7 +1 +11
  Diplomacy +6 (CHA)  +6 +0 +0
  Disable Device* +7 (DEX)  +7 +0 +0
  Disguise +6 (CHA)  +6 +0 +0
  Escape Artist +7 (DEX)  +7 +0 +0
  Fly +7 (DEX)  +7 +0 +0
  Heal +10 (WIS)  +5 +2 +3
  Intimidate +11 (CHA)  +6 +2 +3
  Knowledge: Arcana +5 (INT)  +5 +0 +0
  Knowledge: Dungeoneering +5 (INT)  +5 +0 +0
  Knowledge: Local +5 (INT)  +5 +0 +0
  Knowledge: Nature +5 (INT)  +5 +0 +0
  Knowledge: Planes +5 (INT)  +5 +0 +0
  Knowledge: Religion +5 (INT)  +5 +0 +0
  Perception +20 (WIS)  +5 +2 +13
  Ride +7 (DEX)  +7 +0 +0
  Sense Motive +20 (WIS)  +5 +2 +13
  Spellcraft* +9 (INT)  +5 +1 +3
  Stealth +20 (DEX)  +7 +2 +11
  Survival +10 (WIS)  +5 +2 +3
  Swim +7 (STR)  +7 +0 +0
  Use Magic Device* +6 (CHA)  +6 +0 +0
Background Skills
CS Skill Total AB Mod Ranks Misc
  Appraise +5 (INT)  +5 +0 +0
  Handle Animal* +6 (CHA)  +6 +0 +0
  Knowledge: Engineering +5 (INT)  +5 +0 +0
  Knowledge: Geography +5 (INT)  +5 +0 +0
  Knowledge: History +5 (INT)  +5 +0 +0
  Knowledge: Nobility +5 (INT)  +5 +0 +0
  Linguistics* +5 (INT)  +5 +0 +0
  Sleight of Hand* +11 (DEX)  +7 +1 +3
Custom Skills
CS Skill Total AB Mod Ranks Misc
  Craft: arms and armor +7 (INT)  +5 +2 +0

* only usable when trained (rank 1 and higher)
Skill Notes
Can change eye color between normal and vamp.
and Climb is from being a vampire.
Feats

Blessed Waters-
Benefit: You can cast bless water a number of times per day equal to your Wisdom modifier with a caster level equal to your total Hit Dice (HD). If you have 8 HD or more, thrown holy water that you create with this ability is more potent, dealing 4d4 points of damage to undead and evil outsiders struck by a direct hit. If you have 16 or more HD, the damage dealt by thrown holy water you create increases to 8d4 points of damage to undead and evil outsiders struck by a direct hit. Vulnerable creatures hit by the splash still take 1 point of damage regardless of your HD. Holy water you create deals increased damage only when you throw it (not when you douse a creature with it). If given to another creature, it functions as normal holy water.

Ambidextrous- takes no penalties when duel wielding

Improved Initiative- +4 bonus on initiative checks

Alertness - Benefit: You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.

Combat Reflexes - Benefit: You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.

Normal: A character without this feat can make only one attack of opportunity per round and can’t make attacks of opportunity while flat-footed.

Dodge - Benefit: You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.

Lightning Reflexes - Benefit: You get a +2 bonus on all Reflex saving throws.

Toughness - Benefit: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).

Quick Draw - Draw weapon as a free action

Special Abilities

Detect Undead- At will, a vampire hunter can use detect undead, as the spell. A vampire hunter can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is undead, learning the strength of its aura as if he had studied it for 3 rounds. While focusing on one individual or object, the vampire hunter does not detect undead in any other object or individual within range.

Track- A vampire hunter adds half his level to Survival skill checks to follow tracks.

Technique Feat-
Due to the inherent deadliness of hunting vampires, the methods and traditions of vampire hunters are rare and little understood. This often makes vampire hunters just as feared as the undead they hunt. As vampire hunters study and train, they develop their skills, mastering ancient fighting techniques and drawing upon mystical arts feared by both the living and the dead.
At 1st level, a vampire hunter gains a bonus feat. This new feat can be selected from either those listed as combat feats or as vampire hunting technique feats (see page 14). A vampire hunter must meet the prerequisites for these feats to select them. The vampire hunter gains an additional bonus feat at 3rd level and every three levels thereafter.
Upon reaching 6th level, and every six levels thereafter (12th and 18th), a vampire hunter can choose to learn a new combat or technique feat in place of a combat or technique feat he has already learned. In effect, the vampire hunter loses the old feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or another ability the vampire hunter knows. A vampire hunter can exchange only one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level.
Technique feats include: Blessed Waters, Death’s Nightmare, Extended Vampiric Focus, Know Master, Liberating Critical, Locked Will, Resolute Steed, Revealing Waters, Soured Soul, and Vampire Scholar.

Vampiric Focus (Su)-
A vampire hunter knows the sinister power of the undead. Through discipline and precision, he can temporarily turn the unholy powers of the undead against them.
At 1st level, the vampire hunter must select one common vampiric power to mimic from the vampiric foci listed below. Each vampiric focus grants the vampire hunter a bonus or special ability. Once this decision is made, the vampire hunter cannot change which vampiric focus he knows. At 8th and 16th level, the vampire hunter learns an additional vampiric focus.
As a swift action, the vampire hunter can activate his vampiric focus. Ending the vampiric focus is a free action.
He can use each vampiric focus for a number of minutes per day equal to his level. This duration does not need to be consecutive, but it must be spent in 1-minute increments.
Once the vampire hunter ends a focus, it cannot be reactivated for 1 minute. The vampire hunter can have only one vampiric focus active at a time. Benefits from different vampiric foci do not stack with one another, including temporary hit points from multiple foci.
Vampiric Agility: All of the vampire hunter’s movement speeds are increased by 5 feet. At 8th level, his movement speeds are increased by 10 feet and he gains evasion, as the rogue class feature. At 16th level, the vampire hunter gains improved evasion, as the rogue advanced talent.
Vampiric Call: The vampire hunter summons base creatures of the night—bats, rats, insects, and the like—to swarm around him. These creatures provide a measure of defense against damage, granting the vampire hunter a number of temporary hit points equal to his level. At 8th level, he also gains a +2 deflection bonus to AC. At 16th level, the deflection bonus increases to +4.
Vampiric Cunning: The vampire hunter gains a bonus on Perception and Stealth checks equal to half his level. At 8th level, he can move at his normal speed while using Stealth with no penalty. At 16th level, the vampire hunter can use Stealth while charging (but not while making any other attack when charging (and only when charging), he can attempt a Stealth check even if he lacks cover relative to his target.
Vampiric Heart: The vampire hunter gains energy resistance equal to half his level against cold and electricity. Additionally, the vampire hunter’s heartbeat is undetectable. Any ability that detects or identifies the living, such as the lifesense ability, does not perceive him. At 16th level, once per day when reduced to 0 or fewer hit points while this focus is activated, the vampire hunter immediately turns gaseous (as the spell gaseous form) for up to a number of rounds equal to half his level and he gains a number of temporary hit points equal to half his level. The vampire hunter can leave gaseous form at any time without losing these temporary hit points. This effect ends after these rounds have elapsed, after the vampire hunter loses the temporary hit points, or once this focus is no longer active, at which point the vampire hunter immediately becomes corporeal and loses these temporary hit points. If he has not received healing in the interim, this returns the vampire hunter to the number of hit points he had after the attack or effect that triggered this ability.
Vampiric Might: The vampire hunter gains a +2 enhancement bonus to Strength and his weapons are always treated as magical for the purpose of overcoming damage reduction. This bonus increases to +4 at 8th level and +6 at 16th level.
Vampiric Momentum: The vampire hunter is treated as being under the effects of the spell feather fall. At 8th level, he is also affected as if by the spell spider climb and can move normally through difficult terrain. At 16th level, he is treated as being under the effects of the spell freedom of movement, and can use up to two consecutive move actions in the same turn to cross areas of open air or calm water (or similar substances) as if they were solid ground, though the vampire hunter must begin and end this movement on solid ground. This allows the vampire hunter to cross water, open air, lava (though he takes fire damage as normal if not immune), and the like without falling or sinking.
Vampiric Presence: The vampire hunter gains a +2 enhancement bonus to Charisma. At 8th level, this bonus increases to +4, and he can cast charm person as a spell-like ability a number of times per day equal to his adjusted Charisma modifier. At 16th level, the enhancement bonus to Charisma increases to +6, and the vampire hunter can cast dominate person as a spell-like ability a number of times per day equal to his adjusted Charisma modifier. The vampire hunter treats his level as his caster level when using the spell-like abilities this ability grants.
Vampiric Resilience: The vampire hunter gains protection against energy drain. Each time this vampiric focus is activated, the first two times he would gain a negative level, he instead does not. At 8th level, the first four times he would gain a negative level while this focus is activated, he does not. At 16th level, the first six times he would gain a negative level while this focus is activated, he does not gain any negative levels.
Vampiric Resolve: The vampire hunter gains a +2 bonus on Will saving throws against mind-affecting effects. If he has already been affected by a mind-affecting effect when he activates this focus, he can immediately reroll his saving throw against that effect with a bonus equal to half his vampire hunter level. At 16th level, he is immune to mindaffecting effects.
Vampiric Sight: The vampire hunter gains darkvision to a range of 60 feet (if he already has darkvision, its range increases by 30 feet). At 8th level, the range of the vampire hunter’s darkvision increases by 30 feet. At 16th level, the vampire hunter also gains blindsense to a range of 30 feet.

Relentless (Ex)
At 2nd level, a vampire hunter can travel for an extended period of time without rest. The vampire hunter (and his mount, if he has one) can walk 16 hours in a day of travel without it being considered a forced march, but at the end of that day, he must attempt a DC 15 Fortitude saving throw. If he fails, he can travel for 8 hours the following day, and he (as well as his mount, if he has one) is fatigued for the following 24 hours. If he succeeds at the saving throw, he can use this ability again the following day. The DC of the Fortitude saving throw increases by 2 for every additional day the vampire hunter has been traveling for more than 8 hours. The vampire hunter does not need to attempt a separate saving throw for his mount. After the vampire hunter rests for 24 hours, the saving throw DC resets to 15.
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Vampire abilities-
Defensive Abilities: A vampire gains channel resistance +4, DR 10/magic and silver, and resistance to cold 10 and electricity 10, in addition to all of the defensive abilities granted by the undead type. A vampire also gains fast healing 5. If reduced to 0 hit points in combat, a vampire assumes gaseous form (see below) and attempts to escape. It must reach its coffin home within 2 hours or be utterly destroyed. (It can normally travel up to 9 miles in 2 hours.) Additional damage dealt to a vampire forced into gaseous form has no effect. Once at rest, the 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.

Weaknesses: Vampires cannot tolerate the strong odor of garlic and will not enter an area laced with it. Similarly, they recoil from mirrors or strongly presented holy symbols. These things don’t harm the vampire—they merely keep it at bay. A recoiling vampire must stay at least 5 feet away from the mirror or holy symbol and cannot touch or make melee attacks against that creature. Holding a vampire at bay takes a standard action. After 1 round, a vampire can overcome its revulsion of the object and function normally each round it makes a DC 25 Will save.

Vampires cannot enter a private home or dwelling unless invited in by someone with the authority to do so.

Reducing a vampire’s hit points to 0 or lower incapacitates it but doesn’t always destroy it (see fast healing). However, certain attacks can slay vampires. Exposing any vampire to direct sunlight staggers it on the first round of exposure and destroys it utterly on the second consecutive round of exposure if it does not escape. Each round of immersion in running water inflicts damage on a vampire equal to one-third of its maximum hit points—a vampire reduced to 0 hit points in this manner is destroyed. Driving a wooden stake through a helpless vampire’s heart instantly slays it (this is a full-round action). However, it returns to life if the stake is removed, unless the head is also severed and anointed with holy water.

Speed: Same as the base creature. If the base creature has a swim speed, the vampire is not unduly harmed by running water.

Melee: A vampire gains a slam attack if the base creature didn’t have one. Damage for the slam depends on the vampire’s size. Its slam also causes energy drain (see below). Its natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.

Special Attacks: A vampire gains several special attacks. Save DCs are equal to 10 + 1/2 vampire’s HD + vampire’s Cha modifier unless otherwise noted.

Traits

Vampiric Focus (Su)-
Vampiric Resolve: The vampire hunter gains a +2 bonus on Will saving throws against mind-affecting effects. If he has already been affected by a mind-affecting effect when he activates this focus, he can immediately reroll his saving throw against that effect with a bonus equal to half his vampire hunter level. At 16th level, he is immune to mindaffecting effects.

WEAPONS
Name AB Critical Type Range Ammo Dmg
scimitar +0 18-20/x2 slashing - - [roll: 1d6 scimitar ]
ARMOUR
Name ACB Type Check Penality Spell Failure Weight Properties
leather 2 - 0 10% 15 -

The statblocks of your Weapons, armor and other important/magical equipment

The statblocks of your class features

Statblocks for your familiars, mounts etc.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Statblocks for your Trinkets, businesses, building, castles, empires.


Created by

Skadetayne.

System

Pathfinder 1e

Statblock Type

Character Sheet

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