Deff Woodsrunner

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Name: Deff Woodsrunner Alignment: Neutral Evil Race: [URL="http://www.ptolus.com/cgi-bin/page.cgi?arch_stuff27"]Fleshbound Vampire[/URL] (Human) [Medium Undead] Level: ECL 6; Ranger 2/Fleshbound Vampire LA +4 Hit Dice: 2d12 (12+ 6 + 3 'Toughness' = 21 hitpoints)

Speed: 30ft Initative: +10 [+6 Dex + 4 Improve Initiative Armor Class: 25 [+6 Dex,+3 Armor, +6 Natural Armor Damage Reduction: 10/Silver Turn Resistance: +4 Fast Healing: 5/rnd (1/rnd if caused by magic or silver) Slow Regeneration: Regrow limbs over course of days Resistances: Cold 10; Electricity10 Base Attack: +2 [+2 Ranger Grapple: +14 [+8 Str, +2 BAB, +4 feat

Attack: +11 (+1 Longsword; 1d8+13; 19-20/x2) OR +9 (Masterwork Longbow of Strength +4; 1d8+4; 20/x3) Full Attack: +9 (+1 Longsword; 1d8+9; 19-20/x2), +9 (Masterwork Shortsword; 1d6+4)

NOTE: Attacks will sometimes be poisoned with Black Adder Venom (Injury, DC 12, 1d6 Con primary, 1d6 Con secondary)

Fortitude: +3 [+0 Con, +3 Ranger, +1 Resistance Reflex: +12 [+6 Dex, +3 Ranger, +1 Resistance, +2 feat Willpower: +1 [+0 Wis, +0 Ranger, +1 Resistance

Strength 26/+8 [18, +6 Template, +2 gauntlets Dexterity 22/+6 [16, +6 Template Constitution -/- [8 originally, Undead & no Con Intelligence 14/+2 [14 Wisdom 10/+0 [8, +2 Template Charisma 10/+0 [ 8, +2 Template 32/32

Skills: 36/36 5/2 Climb +11 [3 Rank, 8 Str Craft: Poisonmaking +7 [5 Rank, 2 Int Hide +19 [5 Rank, 6 Dex, +8 Template Knowledge: Geography +7 [5 Rank, 2 Int Listen +15 [5 Rank, 0 Wis, +8 Template, +2 Feat Move Silently +24 [5 Rank, 6 Dex, +8 Template, +5 Boots Search +7 [5 Rank, 2 Int Spot +15 [5 Rank, 0 Wis, +8 Template, +2 Feat Survival +5 [5 Rank, 0 Wis Swim +10 [2 Rank, 8 Str

Languages: Common, Orc, Elf

[U]Feats:[/U] [B]Vampire Bonus Feats[/B]: Alertness, Combat Reflexes, Improved Initiative, Improved Unarmed Strike, Lightning Reflexes, and Toughness [B]Human Bonus Feat[/B]: Improved Grapple [B]1st Level Feat[/B]: Quickdraw [B]Ranger Combat Style[/B]: Two-Weapon Fighting [B]Ranger Bonus[/B]: Track

[U]Qualities/Traits:[/U] [B]Fleshbound Vampire Abilties[/B] [LIST] [*]AC: The base creature's natural armor improves by +6. [*]Blood Drain (Ex): A fleshbound vampire can suck blood from a living victim with its fangs by making a successful grapple check. If it pins the foe, it drains blood, inflicting 1d4 points of temporary Constitution damage each round the pin is maintained. [*]Create Spawn (Ex): A humanoid or monstrous humanoid slain by a fleshbound vampire's blood drain attack rises as a fleshbound vampire 1d3 days after its death. These new vampires are not under the control of their sire in any way. [*]Damage Reduction (Su): A fleshbound vampire's undead body is tough, giving the creature damage reduction 10/silver. [*]Turn Resistance (Ex): A fleshbound vampire has +4 turn resistance. [*]Resistance (Ex): A fleshbound vampire has cold and electricity resistance 10. [*]Fast Healing (Ex): A fleshbound vampire heals 5 points of damage each round so long as it has at least 1 hit point. A fleshbound vampire harmed by silver or magic weapons cannot heal that damage until all of its other damage has been healed, and even then only heals at a rate of 1 point of damage per round. [*]Slow Regeneration (Ex): Fleshbound vampires can slowly regenerate lost limbs over the course of several days, but cannot reattach severed limbs. [/LIST]

[B]Fleshbound Vampire Weaknesses[/B] [LIST] [*]Garlic: Fleshbound vampires can be killed by garlic. A single clove of garlic crushed onto a weapon allows the weapon to inflict one negative level upon a vampire in addition to its normal damage (this is an exception to the rule that undead are immune to negative levels); each application has a limit of one successful strike, in the manner of poisoned weapons. An entire vial of garlic juice injected into or consumed by the vampire inflicts 2d4 negative levels. If the vampire's negative levels ever meet or exceed its actual hit dice, the vampire is destroyed.

[*]Sunlight: Fleshbound vampires cannot stand sunlight. Exposing one to sunlight for a full round causes it to take damage equal to its maximum hit points, killing it instantly. A vampire exposed to sunlight for less than a full round loses half its maximum hit points. Cover or concealment reduces the amount of damage by the amount of cover or concealment (so being exposed to sunlight for a full round through nine-tenths cover, such as an arrow slit, means the vampire only loses one-tenth of its maximum hit points). [/LIST]

[B]Ranger:[/B] Combat Style: Two Weapon Fighting Wild Empathy +2 Favored Enemy - Humans (+2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks against humans. Likewise, +2 bonus on weapon damage rolls against humans.


[U]Equipment:[/U] 13,000gp +1 Leather Armor [+3 AC, +6 Max Dex, 0 Pen, 10% ASFC] 1,160gp Masterwork Composite Longbow of Strength +4 800gp +1 Longsword 2315 Masterwork Short Sword 310 Boots of Elvenkind 2500gp Gauntlets of Ogre Power +2 4000gp Cloak of Resistance 1000 gp 10 Doses of Black Adder Posion 200gp (Used optional rules in Complete Adventurer for making poison using ingredients 1/6 of base price.) Various mundane equipment and clothing 715 gp

[U]History[/U] Big, strong, fast.... fool, smelly. Deff got called all of these growing up, and all of them were true. A little more unlikeable than other kids and unfortunately smarter but without sense enough to hide it, the only way Deff could get anything in life was by exploiting his size and strength to terrorize others. That works fine for children, but among grown men it doesn't get you to far- bully one man, and his three friends will back him up, and that's not good odds even if you're Deff. It was no wonder he took to the woods, determined that to make his living in a way that involved minimal contact with other people.

A little trapping, a little poaching, a little brewing poisons on the side, and a little guide work and Deff managed to scrape by, but he was always sick and hungry. It's not healthy living like that, and he was either too lazy or not enough of a ranger to do any better. He caught a hacking cough and his lungs weakened. Everyone who knew him knew he was not long for the world, and nobody that knew him was sorry.

Then one day, a dark miracle! A scouting party from the Evil City found his cabin late one night and invited themselves in. Seems they needed someone who knew the area, and were prepared to wait a little while. So the vampire in the group drained his blood and waited three days, and pretty soon it was a whole new Deff.

They cast Command Undead on him to sweeten him up, but they hardly need have bothered. Deff was only too happy to help hunt down the residents of his former Hamlet and serve his new masters. This, at last was the way of life he was born for!

And for the next few years, things were good. Terroizing the orc troops with his new-found strength and ghosting through the Army of Light encampments for a midnight snack made a fine life. Oh, but now the city has fallen.

What is poor Deff to do but fall in with some other refugees, hopefully a bit smarter and more charismatic. He hopes the strength of his arms will prove sufficient that they put up with his limitations on daylight activity.