Male vampire Oracle of Bones 18
Medium undead (augmented)
Favored Class: Oracle (3 hp, 2 1st level spells, 2 2nd level spells, 2 3rd spells, 2 4th spells, 3 5th level spells, 2 6th level, 1 7th level, 1 8th level)
Senses Darkvision 60ft, Perception +36
AC 22, touch 15, flat-footed 17; (+6 natural, +4 dex, +1 shield, +1 dodge) DR 10 / magic and silver
AC w/ Ghost touched Armor of bones 32, touch 15, flat-footed 27; (+10 armor, +6 natural, +4 dex, +1 shield, +1 dodge) DR 5/Bludgeoning, DR 10 / magic and silver
AC AoB+magic vestments 40, touch 15, flat-footed 35; (+14 armor, +6 natural, +5 shield, +4 dex, +1 dodge) DR 5/Bludgeoning, DR 10 / magic and silver
hp 294 (18d8+Cha+toughness+3 FC) Fast Healing 5
Fort 21, Ref 17, Will 18
Speed 30 ft
Melee Slam +18 (1d4+5 + energy drain)
Melee +1 Spear +19/+14 (1d6+5 /x2)
Melee touch: +18 Ranged Touch +17
Blood Drain (Su): A vampire can suck blood from a grappled opponent; if the vampire establishes or maintains a pin, it drains blood, dealing 1d4 points of Constitution damage. The vampire heals 5 hit points or gains 5 temporary hit points for 1 hour (up to a maximum number of temporary hit points equal to its full normal hit points) each round it drains blood.
Children of the Night (Su): Once per day, a vampire can call forth 1d6+1 rat swarms, 1d4+1 bat swarms, or 2d6 wolves as a standard action. (If the base creature is not terrestrial, this power might summon other creatures of similar power.) These creatures arrive in 2d6 rounds and serve the vampire for up to 1 hour.
Create Spawn (Su): A vampire can create spawn out of those it slays with blood drain or energy drain, provided that the slain creature is of the same creature type as the vampire's base creature type. The victim rises from death as a vampire in 1d4 days. This vampire is under the command of the vampire that created it, and remains enslaved until its master's destruction. A vampire may have enslaved spawn totaling no more than twice its own Hit Dice; any spawn it creates that would exceed this limit become free-willed undead. A vampire may free an enslaved spawn in order to enslave a new spawn, but once freed, a vampire or vampire spawn cannot be enslaved again.
Dominate (Su): A vampire can crush a humanoid opponent's will as a standard action. Anyone the vampire targets must succeed on a Will save or fall instantly under the vampire's influence, as though by a dominate person spell (caster level 12th). The ability has a range of 30 feet. Will save DC 29
Energy Drain (Su): A creature hit by a vampire's slam (or other natural weapon) gains two negative levels. This ability only triggers once per round, regardless of the number of attacks a vampire makes.
Oracle Spells Known (CL 18, Necromancy spells CL 19) Concentration +31, +35 defensively
9th (4/day) – Wail of the Banshee (DC 31), Miracle
8th (6/day) - Mass Inflict Critical Wounds (DC 30), Horrid Wilting (DC 30), Frightful Aspect, Stormbolts (DC 28), Unholy Aura (DC 28)
7th (7/day) - Mass Inflict Serious Wounds (DC 29), Control Undead (DC 29), Destruction (DC 29), Waves of Ecstasy (DC 27), Reverse Gravity, Greater Scrying (DC 27), Greater Bestow Curse (DC 29)
6th (7/day) - Mass Inflict Moderate Wounds (DC 28), Harm (DC 28), Heal, Antilife Shell, Word of Recall, Greater Dispel Magic, Quest (DC 26)
5th (8/day) - Mass Inflict Light Wounds (DC 27), Slay Living (DC 27), Telekinesis (CMB +27), Breath of Life, Cleanse, Fickle Winds, Spell Resistance (SR 28), Plane Shift, Break Enchantment, True Seeing
4th (8/day) - Inflict Critical Wounds (DC 26), Fear (DC 26), Sending, Air Walk, Freedom of Movement, Spell Immunity, Restoration, Tongues
3rd (8/day) - Animate Dead, Inflict Serious Wounds (DC 25), Blindness/Deafness (DC 25), Communal Resist Energy (30), Bestow Curse (DC 25), Invisibility Purge, Magic Vestment, Create Food And Water, Daylight
2nd (8/day) - Bull's Strength, False Life, Inflict Moderate Wounds (DC 24), Lesser Restoration, Levitate, Minor Image, Pilfering Hand (CMB +27), Silence (DC 22), Calm Emotions, Align Weapon, Grace, Desecrate
1st (9+runestone/day) — Doom (DC 23), Inflict Light Wounds (DC 23), Shield of Faith, Cause Fear (DC 23), Deathwatch, Cure Light Wounds, Remove Fear, Liberating Command, Ant Haul
Orisons (10/day) — Detect Magic, Mage Hand, Ghost Sound (DC 16), Read Magic, Bleed (DC 19), Light, Stabilize, Detect Poison, Mending, Create Water, Purify Food and Water
Oracle's Curse: Haunted
Revelations: Undead Servitude (13 times/day, DC 29), Resist Life, Armor of Bones (18 hours, +10, DR 5/Bludgeoning), Near Death, Spirit Walk 2/day
Staff of Necromancy
- When casting Animate Dead, can create undead with max 38 HD. (76 HD with Desecrate)
- Can control 76 HD of Undead created with Animate Dead. (Currently 0/76 HD)
- Can control 18 HD of undead with Command Undead (Currently 0/18 HD).
Str 20, Dex 18, Con -, Int 18, Wis 16, Cha 30
Base Atk +13; CMB +19; CMD 32
Feats Spell Focus (Necromancy), Varisian Tattoo (Necromancy), Greater Spell Focus (Necromancy), Spell Penetration, Combat Casting, Expanded Arcana (Create Food and Water, Grace), Reach Spell, Leadership, Aversion Tolerance, Alertness, Combat Reflexes, Dodge, Improved Initiative, Lightning Reflexes, Toughness, Skill Focus (Bluff)
Skills Bluff +50 (18), Diplomacy +25 (7), Disguise +25 (9), Knowledge (Arcana) +20 (14), Knowledge (Local) +10 (3), Knowledge (Religion) +16 (10), Knowledge (planes) +7 (1), Linguistics +5 (2), Perception + 36 (Headband), Ride +7 (3), Sense Motive +36 (headband), Stealth +24 (9), Spellcraft +20 (14), Use Magic Device +29 (headband)
Traits Civilized, Personal Addiction
Languages Taldan, Necril, Shadowtongue, Infernal, Elven, Shoanti, Orc
Silver-tongued (+2 on diplomacy and bluff, replaces skilled)
Change Shape (Su): A vampire can use change shape to assume the form of a dire bat or wolf, as beast shape II.
Gaseous Form (Su): As a standard action, a vampire can assume gaseous form at will (caster level 5th), but it can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability.
Shadowless (Ex): A vampire casts no shadows and shows no reflection in a mirror.
Spider Climb (Ex): A vampire can climb sheer surfaces as though under the effects of a spider climb spell.
Esineet headbandia lukuunottamatta katsomatta. Agares tekisi ja ostaisi itselleen esineitä, jotka suojaisi häntä taisteluissa ja auttaisivat kestämään hänen heikkouksiaan.
On person Arkona family ring, Club (3 lb.), Light Crossbow with 20 bolts (4+2 lb.), MWK buckler (5 lb.), Presentable clothes, Runestone of power (lvl 1), cloak of resistance +4, scroll of raise dead, Pink Rhomboid Ioun Stone, Headband of Chr/Int +6/+6 (Sense Motive, Use Magic Device, Perception), Circlet of Persuasion, Amulet of Natural Armor +1, Belt of Str +4, Scarab of Protection,, Ring of Mind Shielding, Ring of invisibility, 5k diamond, Golden holy symbol of Abadar, wand of prestidigitation,
In backpack 1 onyx 200gp, 36 onyksiä 25gp/kpl,, 2 vials of unholy water, 2x25 worth of silver dust, 5200gp of diamond dust, Wand of inflict light wounds (39), Wand of cure serious wounds (36), 3 potions of inflict light wounds, potion of inflict serious wounds, scroll of animate dead (7HD), Ring of Invisibility, +3 mithral glamered chainmail (yöpaita, armor bonus +9), 2x scrolls of gaseous form, portable hole, goggles of night