Difference between revisions of "Kaine the Betrayer (3.5e NPC)"
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Revision as of 18:25, 16 October 2024
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Male Dhampir Pathfinder Battle Sorcerer 6/Swiftblade 10 | |
LE Medium Humanoid | |
Init/Senses | +18/Darkvision 60 ft, Low-Light Vision; Listen +19, Spot +19 |
Languages | Common |
AC | 27 (28 hasted), touch 22, flat-footed 16 (+6 armor, +10 dex, +2 dodge) |
hp | 169 (6d8+10d6+112 HD); DR 10/lethal, Evasion (ring), 50% miss vs everything (including magic) |
Resist | Cold 10 |
Fort/Ref/Will | +17/+24/+21 |
Speed | 50 ft (80 ft hasted); Bounding Assault |
Melee | +5 Darksilver Eastern Greatblade +33/+28/+23/+18 melee (1d10+20, 18-20/x2) or |
Melee | Hasted +5 Darksilver Eastern Greatblade +34/+34/+29/+24/+19 melee (1d10+20, 18-20/x2) |
Space/Reach | 5 ft./5 ft. |
Base Atk/Grp | +16/+26 |
Special Actions | Grave Touch (11/day), Innervated Speed, Spell-Like Abilities |
Combat Gear | Darksilver Easter Greatblade +5 |
Abilities | Str 13, Dex 30, Con 23, Int 13, Wis 17, Cha 26 |
SQ | Armor Casting (Light), Bloodline (Undead), Blurred Alacrity/Evasive Celerity, Diligent Rapidity, Fortified Hustle, Light Sensitivity, Negative Energy Affinity, Perpetual Options, Resist Level Drain, Swift Surge, Undead Resistance |
Feats | Eschew MaterialsB, Childhood Training (Fort), Dash, Codex Weapon Finesse, Reverse Weakness (Con), Spring AttackB, Blood Rally, Practiced Attacker, Mad Skills, Bounding AssaultPHBIIB, Exotic Weapon Proficiency (Eastern Greatblade) |
Skills | Acrobatics +24, Bluff +28, Intimidate +27, Perception +24, Spellcraft +20, Stealth +31 |
Possessions | combat gear plus Item of Str +3, Item of Int +3, Item of Con +5, Item of Wis +5, Item of Dex +8, Item of Cha +8, Feycraft Hide Cloak +5, Cloak of Resistance +5, Ring of Evasion |
Arcane Reflexes (Ex) | At 4th level, you infuse the energy of previous haste castings into your natural reaction time. You receive a competence bonus on initiative rolls equal to your arcane spellcasting ability modifier. |
Bloodline Arcana (Undeath) | Some undead are susceptible to your mind-affecting spells. Corporeal undead that were once humanoids are treated as humanoids for the purposes of determining which spells affect them. |
Death’s Gift (Su) | At 3rd level, you gain resist cold 5 and DR 5/— against nonlethal damage. At 9th level, your resistance to cold increases to 10 and your DR increases to 10/— against nonlethal damage. |
Diligent Rapidity (Ex) | At 8th level, you automatically overcome magic and mundane obstacles with the haste spell. While under the effect of a haste spell that you cast yourself, you can move and attack normally, even under the influence of magic that usually impedes movement, as the freedom of movement spell. See the spell description on page 233 of the Player's Handbook. As an additional effect, you can also move across the surface of placid or flowing water, but not whitewater rapids or stormy water, by making two move actions in a round. You immediately sink any time you make a single move action in a round or come to a complete stop while traversing water. |
Eastern Greatblade | The blade grants the following abilities:
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Evasive Celerity (Ex) | While under the effect of a haste spell that you cast yourself, individually targeted spells have a 50% chance of failing against you. |
Fortified Hustle (Ex) | Haste is now an extraordinary ability for himself, and cannot be dispelled. |
Grave Touch (Sp) | Starting at 1st level, you can make a melee touch attack as a standard action that causes a living creature to become shaken for a number of rounds equal to 1/2 your sorcerer level (minimum 1). If you touch a shaken creature with this ability, it becomes frightened for 1 round if it has fewer Hit Dice than your sorcerer level. You can use this ability a number of times per day equal to 3 + your Charisma modifier. |
Innervated Speed (Ex) | Any time you prepare or spontaneously cast haste in a 6th level spell slot, you can subsume the spell at the moment of casting instead, increasing your speed so greatly that other creatures seem frozen in time, as the time stop spell, but for one round. For each spell slot level higher than 6th level, you can extend innervated speed by 1 additional round. |
Light Sensitivity | Dhampirs are dazzled in areas of bright sunlight or within the radius of a daylight spell. |
Manipulative | Dhampir gain a +2 racial bonus on Bluff and Perception checks. |
Negative Energy Affinity | 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. |
Perpetual Options (Ex) | At 9th level, you can perform even more actions with the haste spell. Instead of making one extra attack at your highest base attack bonus while under the effect of a haste spell that you cast yourself, you now have the choice of making one extra move action or one extra standard action. For example, you could make three consecutive move actions with this ability, two move actions and one standard action, one move action and two standard actions, a full attack action and a move action, a full attack action and a standard action, a full round action and a move action, or a full round action and a standard action. |
Resist Level Drain (Ex) | 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. |
Spell-Like Abilities (Sp) | 1/day- charm person (DC 19), command (DC 19). The saving throws are Charisma based. |
Sudden Casting (Ex) | You can cast haste as a swift action once per round, but without using up higher-level spell slots. |
Swift Surge (Ex) | You gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves, a +10 foot enhancement bonus to all of your modes of movement and deal an extra 2d6 points of damage during any round in which you move at least 20 feet (or +1d6 for 10 ft). These bonuses stack with the bonuses gained from the haste spell and skirmish ability. |
Undead Resistance | Dhampirs gain a +2 racial bonus on saving throws against disease and mind-affecting effects. |
Sorcerer Spells Known (CL 12, DC 18 + spell level)
0— Unlimited— belladone's curse of inconvenience, detect magic, ghost sound, mage hand, prestidigitation, silent portalSpC, simple image, summon chair
1st— 7/day— chill touch, disguise self, possessed hand, quickwind shield, true strike
2nd— 7/day— command undead, detect thoughts, false life, invisibility, stolen breathSpC, vile strike
3rd— 7/day— blacklightSpC, haste, night slash
4th— 7/day— flight of the dragonSpC, spectral barrage
5th— 5/day— greater gaseous form
6th— 3/day— shadow walk
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