Dhampir Fighter 3/Rogue 6 CR 8
AC 23, touch 16, flat-footed 17 (+5 armor, +5 Dex, +1 dodge, +2 shield)
hp 72 (9 HD; 3d10+6d8+24)
Fort +7, Ref +13, Will +5; +1 vs. fear, +2 vs. disease and mindaffecting effects
Defensive Abilities bravery +1, evasion, negative energy affinity, resist level drain, trap sense +2, uncanny dodge
Weaknesses light sensitivity
During Combat He relies on his Mobility and Spring Attack feats for hit-and-run tactics, making sneak attacks if possible.
Morale If reduced to fewer than 20 hit points, he drinks his potion of invisibility and flees. If unable to escape, he surrenders, counting on his high-level connections with both humans and vampires to pull him out of sticky situations.
Base Statistics Without his potion, his statistics are Init +4; AC 22, touch 15, flat-footed 17; Ref +11; Melee +1 silver rapier +13/+8 (1d6+3/18–20); Ranged +1 hand crossbow +12 (1d4+1/19–20); Dex 18; CMD 24; Skills Acrobatics +14, Disable Device +12, Stealth +16.
Str 14, Dex 22, Con 12, Int 12, Wis 8, Cha 12
Base Atk +7; CMB +9; CMD 26
Feats Dodge, Iron Will, Mobility, Spring Attack, Toughness, Weapon Finesse, Weapon Focus (rapier)
Skills Acrobatics +16, Bluff +15, Diplomacy +13, Disable Device +14, Knowledge (local) +12, Perception +12, Sense Motive +10, Stealth +18
Languages Common, +1 additional
SQ armor training 1, rogue talents (charmer, hard to fool, honeyed words), trapfinding +3
Combat Gear potion of cat’s grace, potion of displacement, potion of inflict serious wounds, potion of invisibility, silver crossbow bolts (10); Other Gear +1 chain shirt, +1 buckler, +1 hand crossbow with 10 bolts, +1 silver rapier, cloak of resistance +1, thieves’ tools, 57 gp
A dhampir takes no penalties from energy draining 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.
Section 15: Copyright Notice