<hr/><span class="bbc_size" style="font-size: 18pt;">Dharvan</span><br/><hr/><div class="floatright">(https://i.imgur.com/NJFs3b8.jpg)</div><span class="bbc_u"><strong>Race:</strong></span>Dhampir<br/><span class="bbc_u"><strong>Class:</strong></span>Rogue<br/><span class="bbc_u"><strong>Ability Scores:</strong></span><br/>Strength:      13          Dexterity:    20<br/>Constitution: 14          Intelligence: 15<br/>Wisdom:       14          Charisma:    19<br/><br/><span class="bbc_u"><strong>Misc. Information:</strong></span><br/>AC: 18    Touch AC: 15    Flat Footed 13<br/>Hit Points:      10          BAB:    +0<br/>Initiative:      +5         Speed:         30<br/>Attack:          +0 Melee<br/>+5 Ranged<br/><br/><span class="bbc_u"><strong>Skills:</strong></span><br/>Acrobatics:       +6       Appraise:       +2      Bluff:                  +5      Climb:                +1<br/>Craft:               +2       Diplomacy:    +4      Disable device:    +8      Disguise:            +4<br/>Escape Artist:   +5       Intimidate:    +4       Know (Dun):       +3      Know (Local):     +2<br/>Linguistics:       +2       Perception:    +3      Perform:             +4      Profession:          +2<br/>Sense Motive:  +2       Sleight of Hand: +7   Stealth:              +7      Swim:                +1<br/>Use Magic Device +5<br/><br/><span class="bbc_u"><strong>Saving Throws:</strong></span><br/>Fortitude Save:   +2      Reflex Save:    +7      Will Save:         +2<br/><br/><span class="bbc_u"><strong>Class Abilities:</strong></span><br/><strong>Sneak Attack:</strong>If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. The rogue’s attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two rogue levels thereafter.<strong>Current:</strong>1D6<br/><strong>Trapfinding:</strong>A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps.<br/><br/><span class="bbc_u"><strong>Feats:</strong></span><br/><strong>Weapon Finesse:</strong><br/><br/><span class="bbc_u"><strong>Defense Racial Traits:</strong></span><br/><strong>Undead Resistance:</strong>Dhampirs gain a +2 racial bonus on saving throws against disease and mind-affecting effects.<br/><strong>Resist Level Drain (Ex):</strong>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.<br/><br/><span class="bbc_u"><strong>Alternate Racial Trait:</strong></span><br/><strong>Dayborn:</strong>A few fortunate dhampirs were born during the day under the blessings of priests, and their blood has weaker ties to their undead bloodline than others of their kind. Such dhampirs are unhindered by daylight and lose the light sensitivity racial trait.<br/><strong>Vampiric Empathy:</strong>Though dhampirs often relate poorly to humanoids, some share an affinity with baser creatures. These dhampirs gain the ability to communicate with bats, rats, and wolves as if under the effects of a speak with animals spell (caster level equal to 1/2 the dhampir’s Hit Dice). In addition, they gain a +2 racial bonus on Diplomacy checks when dealing with these animals. Whenever these dhampirs initiate an exchange, animals begin with a starting attitude of indifferent. This is a supernatural ability. This racial trait replaces manipulative.<br/><br/><span class="bbc_u"><strong>Senses Racial Traits:</strong></span><br/><strong>Darkvision:</strong>Dhampir see perfectly in the dark up to 60 feet.<br/><strong>Low-light vision:</strong>In addition to their ability to see perfectly in the dark up to 60 ft, dhampir have low-light vision, allowing them to see twice as far as humans in conditions of dim light.<br/><br/><span class="bbc_u"><strong>Weakness Racial Traits:</strong></span><br/><strong>Negative Energy Affinity:</strong>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.<br/><br/><span class="bbc_u"><strong>Favored Class Options:</strong></span><br/><strong>Rogue:</strong>Add a +1/2 bonus on Stealth checks and Perception checks made in dim light or darkness.<br/><br/><span class="bbc_u"><strong>Description:</strong></span><br/>Gender: Male               Alignment: Chaotic Neutral<br/>Age:      124<br/>Height:  5' 10"                  Weight:    165ibs<br/>Hair:      Black                  Eyes:       Icy Blue<br/>Skin:      Pale<br/><br/><span class="bbc_u"><strong>Languages Spoken: </strong></span><br/>Common, Necril, Undercommon,<br/><br/><span class="bbc_u"><strong>Funds:</strong></span><br/><strong>Gold:</strong>58<br/><strong>Silver:</strong>9<br/><br/><span class="bbc_u"><strong>Equipment:</strong></span><br/>Outfit Burglar's, Outfit Explorer's, Backpack, Bedroll, Belt Pouch, Book (Journal), Caltrops, Case (Scroll), Chalk (10), Flint and Steel, Grappling Hook, Ink, inkpen,<br/>Iron Pot, Mess Kit, Mirror, Pitons (10), Rope, Soap, Thieves’ Tools (MW), Torches (10), Trail Rations (5 days), Waterskin.<br/><br/><strong>Armor:</strong><br/>Studded Leather          Armor Bonus: +3     Max Dexterity: +5     Armor Check: -1<br/><br/><strong>Weapons: </strong><br/>Short Sword      +5 to hit          1D6+1     19-20x2<br/>Dagger             +5          1D4+1     19-20x2<br/>Shortbow Composite          +5          1D6+1     x3<br/>Arrows 20<br/><br/><strong>Background:</strong><br/>Dharvan's mother died in the process of giving birth to her only child, the product of her torture and rape by a vampire who had terrorized her village. She had left her home traveling with the man who had freed her from the vampire's grip, slaying the beast. The two falling in love, until she went into labor, the unusual birth leading to her death. His adoptive father kept him and raised him for many years teaching him how to fight and to move unseen. Dharvan was still young when the human passed away leaving him alone in the world. Often he was able to blend in with the humans so he stayed in the larger towns living off the streets.<br/><br/>Growing up fully on the streets Dharvan learned the way of the rogue from another man who saw him thieving one day, seeing potential in the boy he brought him under his tutelage taking a percentage of Dharvan's take in return for further training. The man realizing what he was dealing with after several years and Dharvans lack of aging like others, cast him out afraid of the pupil who he had trained. Old superstitions over ruling his own trust and eagerness to take profit from him. Once again alone Dharvan has been looking for his place in life moving from place to place never staying on one too long lest he be discovered for what he is.<br/><br/><span class="bbc_u"><strong>Cannith: Wolf Companion.</strong></span><br/>N Medium animal<br/>Init +2; Senses low-light vision, scent; Perception +8<br/><br/>DEFENSE<br/><br/>AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)<br/>hp 13 (2d8+4)<br/>Fort +5, Ref +5, Will +1<br/><br/>OFFENSE<br/><br/>Speed 50 ft.<br/>Melee bite +2 (1d6+1 plus trip)<br/><br/>STATISTICS<br/><br/>Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6<br/>Base Atk +1; CMB +2; CMD 14 (18 vs. trip)<br/>Feats Skill Focus (Perception)<br/>Skills Perception +8, Stealth +6, Survival +1 (+5 scent tracking); Racial Modifiers +4 Survival when tracking by scent<br/><br/>Myth Weavers Sheet (https://www.myth-weavers.com/sheet.html#id=1476976)<br/><br/>