Elgrim De'Mortis

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Elgrim De'Mortis
Male Dhampir-Blooded Elf - Swashbuckler (Inspired Blade) 1
N Medium humanoid (dhampir, elf)

Elgrim De'Mortis.
Elgrim De'Mortis.

Init +4; Senses low-light vision; Perception +0


Defense


AC 18, touch 14, flat-footed 14 (+3 armor, +1 shield, +4 Dex)
hp 13 (1d10+3)
Fort +2 (+4 vs. disease and poison), Ref +6, Will +2
Defensive Abilities healthy


Offense


Speed 40 ft.
Melee: Rapier +6 (1d6+4/18-20)
Ranged: Dagger +5 (1d4-1/x2) Special Attacks deed: opportune parry and riposte, panache


Statistics


Str 10, Dex 18, Con 15, Int 12, Wis 10, Cha 18
Base Atk +1; CMB +1; CMD 15
Feats Combat Reflexes, Fencing Grace, Weapon Focus (rapier)
Traits crowd dodger
Skills Acrobatics +8, Bluff +8, Escape Artist +6, Intimidate +8, Sleight of Hand +6 Racial Modifiers Acrobatics +2
Languages Common, Elven, Hallit
SQ deed: dodging panache, inspired panache
Combat Gear oil (2); Other Gear studded leather, buckler, dagger (in wrist sheath), rapier, masterwork backpack, belt pouch, canteen, chalk, charcoal stick, flint and steel, wooden snuffbox, torch (2), twine (50'), vial (2), whetstone, spring loaded wrist sheath, 31 gp, 2 sp, 4 cp


Special Abilities


Combat Reflexes (5 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Crowd Dodger +2 Acrobatics to avoid AoO for leaving a square or move through a creature's space.
Deed: Derring-Do (+4 extra dice) (Ex) Use 1 panache, +1d6 to Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check. On a 6, roll another die.
Deed: Dodging Panache +4 (Ex) As an immediate action when attacked, use 1 panache to move 5 ft. and gain +4 to AC vs. attack.
Deed: Opportune Parry and Riposte (Ex) 1 panache and 1 AoO to attempt to parry a melee attack, then counterattack as an immediate action.
Fencing Grace Get Dex to dmg with rapiers and +2 CMD vs disarm if you have panache.
Healthy (Ex) +4 to save vs poison, and disease (including magical diseases).
Inspired Panache (Ex) Gain no panache from killing blow, only from rapier crits.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Panache (Ex) Gain a pool of points that are spent to fuel deeds, regained on light/piercing crit/killing blow.


Dhampir-Blooded Elf

Much like the coupling of a vampire and a human female produces the race known as the dhampir, the same coupling with an elven female sometimes produces something much different. Due to the race's close ties with the natural order, the offspring of a vampire and an elf typically ends in death for the mother. Those that carry their child to term are faced with something that defies the ways of nature and is almost always shunned by the elven race completely. Unlike a human and vampire coupling, the blood of an elven mother prevents the magic of the unlife from taking hold, but in returns leaves nothing of the elven love for life and song to remain, its power spent on the opposition to the forces of undeath. A dhampir-blooded elf typically feels very little in the way of true emotions, instead relying on danger and risk to provide a sense of pseudo-emotion.

Racial Traits:

(Advanced, 4RP)
Physical Attributes: +2 Str, Dex, Con. The dhampir-blooded elf is a peak physical specimen.
Mental Attributes: +4 Cha, -2 Wis. The dhampir-blooded elf has amazing guile and charm but often lacks the wisdom to control its actions.

Healthy (Ex) (2RP) +4 to save vs poison, and disease (including magical diseases). The blood of a dhampir-elf is highly resistant to toxins and disease.
Fast (Ex) (1RP) +10' to base movement. The dhampir-blooded elf is exceptionally fast on its feet.
Dual-Minded (1RP) +2 to Will Saves. The duality of the dhampir-blooded elf is constantly at battle with its own identify and is resistant to outside influence.
Agility (Ex) (2RP) +2 to Acrobatics checks. Moving with surprising swiftness, the dhampir-blooded elf is swift and agile.
Static Bonus Feat: Combat Reflexes (2RP) The dhampir-blooded elf moves with astonishing speed, acting much faster than the average humanoid.