User:MisterSinister/Tebezre

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Author: MisterSinister (talk)
Date Created: 2nd May 2011
Status: Just starting
Editing: Clarity edits only please
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Introduction and Background[edit]

Character Portrait: http://rule63.paheal.net/_images/eab9508f28ed97d116a8925f2ac9fbd1/6%20-%20Alucard%20Hellsing.jpg

Character Voice: http://www.youtube.com/watch?v=MoBDayQwHPk (when she's not angry or fighting), or http://www.youtube.com/watch?v=R4Dn02bR4pg (when she's fighting or angry)

Character Backstory: Tebezre had always been fascinated by the Sublime Way, even from a very young age. However, unlike the more martially-inclined individuals she came to study with, she quickly realised that battles are won with intelligence rather than sheer muscle. This earned her a lasting enmity with many of the martial adepts she worked with, which led to her seeking alternative training. Additionally, her policy of victory at any cost, and her merciless, but efficient, code of honour alienated many of those she trained with. It was this, among other things, that led her to strike out on her own, seeking her own way in the world.

Her time spent travelling around the world drew a lot of attention - quite some of it unwelcomed. After she duelled a powerful master of the Black Rain discipline, Tebezre had found her perfect mentor. Little did she know that in fact, he was a servant of devils, and among his training, he refined her code of honour and brutal ethics into an ironclad weapon, with one purpose - the destruction of the demonic. Once she had learned all this master had to teach her, Tebezre was given a hellfire warpspitter, which she continues to treasure and use, keeping it by her side all the time, even when she sleeps.

Her travels also led her to the Infinite Lotus Disciples, and she spent several years learning their unusual fighting style and philosophies. Her keen, logical and disciplined mind found much to like among the Infinite Lotus style, and her logic, already as cold as any devil's, became part of her deadly arsenal.

However, not long after she had learned everything she thought she could from the Infinite Lotus Disciples, a Dragomiri vampire took an interest in her combination of beauty, thinking and martial spirit, and transformed her into a vampire. Still new to the transformation, Tebezre is still finding her place in the world - but her approach to everything has not changed one bit, Dragomiri or not.

References[edit]

Game Rule Components[edit]

Called Maneuvers[edit]

Total Maneuvers Called: 0

Maneuvers Available To Call: 6

Maneuvers Called: None at present.

Basic Combat Numbers[edit]

Stats: Str 14 (10 base, +2 racial, +2 enhancement), Dex 18 (15 base, +1 level, +2 enhancement), Con 15 (13 base, +2 enhancement), Int 16 (14 base, +2 enhancement), Wis 13 (11 base, +2 enhancement), Cha 16 (12 base, +2 racial, +2 enhancement)

Initiative: +6

Speed: 30ft

Attack (hellfire warpspitter): +7 (2d6+5 hellfire, 19-20/x2)

AC: 23 (+5 armour, +4 Dexterity, +2 dodge, +2 enhancement), touch 16, flat-footed 17

Saves: Fort +7, Ref +9, Will +8

Hit Points: 45

Special: Ignore 5 damage from critical hits and sneak attacks

Progression[edit]

Class Levels: Battle scholar 5

Starting Ability Scores (Before Racial Adjustments): Str 10, Dex 15, Con 13, Int 14, Wis 11, Cha 12

Race (Templates): Human (vampire)

Starting Racial Traits: +2 Strength, +2 Charisma

Combat Ability - Bonus Feat: Set to Elusive Target.

Passive Ability - Skillful.

Utility Ability - Talented: Disable Device chosen.

Tebezre can drain blood from a helpless or willing victim, inflicting 2 points of Constitution drain per round. She heals 5 points for each point of Constitution drain in this way, and consuming 4 points of Constitution from intelligent creatures is considered enough "food" for one day (and she gains no sustenance from any other food). Humanoids slain by this Constitution drain may rise as vampires or vampire spawn (though Tebezre has no control over them unless granted by another ability).

Tebezre gains +2 turn resistance.

Tebezre suffers 2d6 damage and is considered staggered every round she is exposed to direct sunlight. This damage cannot be healed by any means until she is in a place with no light at all (such as a coffin). Tebezre is vulnerable to light effects.

ECL Class/HD/LA Base
Attack Bonus
Saving Throws Feats Class
Features
Special
Fort Ref Will
1st Battle scholar +0 +2 +2 +2 Elusive Target, Sniper Esoteric martial training, knowledge of war Learned: Bounded Infinity, Careful Shooting, Devilish Catharsis, Dust Devil Shot, Eratosthenes' Sieve Defence, Forceful Shot, Ire of the Rising Sun, Iron Caress, Life Without Life, Vita Surge
2nd Battle scholar +1 +3 +3 +3 Expert Tactician None Learned: Death to the Living, Floating-Point Instability Process
3rd Battle scholar +1 +3 +3 +3 Point Blank Shot Master of adaptation Learned: Blade Grasp, Called Shot, Split the Arrow, Stare Down Death
4th Battle scholar +2 +4 +4 +4 None Perfect strike Learned: Deathbringer Assault, Elegant Execution, Ogre's Reach, Shatter the Stone
5th Battle scholar +2 +4 +4 +4 Solar Resistance Uncanny dodge Learned: Diagonal Argument Proof, Irrational Number Inculcation, Find the Gap, Sublime Marksmanship, The Bigger They Are

Class Skills/Chosen Skills[edit]

Class Skills: Acrobatics, Appraise, Athletics, Bluff, Concentration, Diplomacy, Escape Artist, Intimidate, Jump, Knowledge (all skills), Perception, Search, Sense Motive, Sleight of Hand, Stealth

Skill Bonuses: Acrobatics + 12 (5 ranks), Concentration +9 (5 ranks), Bluff +11 (5 ranks), Concentration +10 (5 ranks), Intimidate +11 (5 ranks), Jump +10 (5 ranks), Knowledge (history) +11 (5 ranks), Knowledge (the planes) +11 (5 ranks), Perception +9 (5 ranks), Sense Motive +9 (5 ranks)

Feats[edit]

Elusive Target [Combat] You are very hard to hit when you want to be. Benefits: This is a combat feat that scales with your Base Attack Bonus.

  • +0: You gain a +2 Dodge bonus to AC.
  • +1: Your opponents do not gain flanking or higher ground bonuses against you.
  • +6: Your opponents do not inflict extra damage from the Power Attack option.
  • +11: Diverting Defense - As an immediate action, you may redirect an attack against you to any creature in your threatened range, friend or foe. You may not redirect an attack to the creature making the attack.
  • +16: As an immediate action, you may make an attack that would normally hit you miss instead.



Expert Tactician [Combat] You benefit your allies so good they remember you long time. Benefits: This is a combat feat that scales with your Base Attack Bonus.

  • +0: You gain a +4 bonus when flanking instead of the normal +2 bonus. Your allies who flank with you gain the same advantage.
  • +1: You may Feint as an Immediate action.
  • +6: As a move action, you may make any 5' square adjacent to yourself into difficult ground.
  • +11: For determining flanking with your allies, you may count your location as being 5' in any direction from your real location.
  • +16: You ignore Cover bonuses less than full cover.



Point Blank Shot [Combat] You are crazy good using a ranged weapon in close quarters. Benefits: This is a combat feat that scales with your Base Attack Bonus.

  • +0: When you are within 30' of your target, your attacks with a ranged weapon gain a +3 bonus to-hit.
  • +1: You add your base attack bonus to damage with any ranged attack within the first range increment.
  • +6: You do not provoke an attack of opportunity when you make a ranged attack.
  • +11: When armed with a Ranged Weapon, you may make attacks of opportunity against opponents who provoke them within 30' of you. Movement within this area does not provoke an attack of opportunity.
  • +16: With a Full Attack action, you may fire a ranged weapon once at every single opponent within the first range increment of your weapon. You gain no additional attacks for having a high BAB. Make a single attack roll for the entire round, and compare to the armor class of each opponent within range.



Sniper [Combat] Your shooting is precise and dangerous. Benefits: This is a combat feat that scales with your Base Attack Bonus.

  • +0: Your range increments are 50% longer than they would ordinarily be. Any benefit of being within 30' of an opponent is retained out to 60'.
  • +1: Precise Shot - You do not suffer a -4 penalty when firing a ranged weapon into melee and never hit an unintended target in close combats or grapples.
  • +6: Sharp Shooting – Your ranged attacks ignore Cover Bonuses (total cover still bones you).
  • +11: Opponents struck by your ranged attacks do not automatically know what square your attack came from, and must attempt to find you normally.
  • +16: Any time you hit an opponent with a ranged weapon, it is counted as a critical threat. If your weapon has a 19-20 threat range, increase its critical multiplier by 1.



Solar Resistance [General] Prerequisites: Must be a Tome vampireBenefit: Instead of the normal effect of sun on you, you are only dealt 1d6 nonlethal damage per round of exposure, and are dazzled. If you are unconscious (whether through damage or otherwise) in the sun, the damage becomes lethal instead. This damage from the sun cannot be healed unless you are in complete darkness, as normal. Special: This feat isn't useful for anyone who isn't a Tome vampire. Please don't take it if you're not.

Maneuvers Known[edit]

Boosts[edit]

Careful shooting, deathbringer assault, devilish catharsis, diagonal argument proof, elegant execution, stare down death, sublime marksmanship, vita surge

Counters[edit]

Blade grasp, Eratosthenes' sieve defence, ogre's reach, split the arrow

Rushes[edit]

Floating-point instability process

Stances[edit]

Ire of the rising sun

Strikes[edit]

Bounded infinity, called shot, death to the living, dust devil shot, find the gap, forceful shot, iron caress, irrational number inculcation, life without life, shatter the stone, the bigger they are

Gear[edit]

Other Rules[edit]