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The document describes a character named Samurai Vampire, a level 10 Dhampir Bloodrager with various combat abilities and spells. Key features include high strength and charisma, a powerful katana, and unique abilities like Taste Blood and Rage. The character has a range of skills, feats, and spells that enhance their combat effectiveness and survivability in battle.

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Diego Sullivan
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0% found this document useful (0 votes)
7 views2 pages

Statblock

The document describes a character named Samurai Vampire, a level 10 Dhampir Bloodrager with various combat abilities and spells. Key features include high strength and charisma, a powerful katana, and unique abilities like Taste Blood and Rage. The character has a range of skills, feats, and spells that enhance their combat effectiveness and survivability in battle.

Uploaded by

Diego Sullivan
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd
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Samurai vampire Barbarian (Bloodrager) 10

N Medium Human Dhampir Humanoid


Perception +8 (+2 initiative); Low-Light Vision
Languages None selected
Skills Acrobatics +6, Arcana +2, Athletics +10, Intimidation +9, Lore: Legal +2, Medicine +4, Stealth +8, Survival +4
Str +8, Dex +4, Con +3, Int +0, Wis +2, Cha +7
Items O-yoroi

AC 18; Fort +9, Ref +8, Will +6; Juggernaut, Bravery


HP 168
No Escape Trigger An enemy within reach attempts to move away from you. You keep pace with a retreating
foe. Stride up to your Speed, following the enemy and keeping it in reach throughout its movement until it stops
moving or you've moved your full Speed. You can use No Escape to Burrow, Climb, Fly, or Swim instead of Stride if
you have the corresponding movement type.
Blood Calls Blood Prerequisites Bloodrager Dedication Trigger You fail a flat check to Cast a Spell or your spell
would be disrupted by another creature's reaction. The magical potency of your blood will not be denied. You finish
Casting the Spell, then become drained 1 or increase the value of your drained condition by 1.
Shield Block Trigger While you have your shield raised, you would take physical damage (bludgeoning,
piercing, or slashing) from an attack. You snap your shield in place to ward off a blow. Your shield prevents you
from taking an amount of damage up to the shield's Hardness. You and the shield each take any remaining
damage, possibly breaking or destroying the shield.
Reactive Strike Trigger A creature within your reach uses a manipulate action or a move action, makes a
ranged attack, or leaves a square during a move action it’s using. You lash out at a foe that leaves an opening.
Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate
action, you disrupt that action. This Strike doesn’t count toward your multiple attack penalty, and your multiple
attack penalty doesn’t apply to this Strike.

Speed 30 feet
Melee +2 Weapon Striking Wounding Katana (2h) +16 (Deadly d8, Two-Hand d10, Uncommon, Versatile P,
Magical), Damage 2d10+15 S +1d6 Force
Dueling Parry Requirements You are wielding a single one-handed melee weapon and hold nothing else in your
hands. You can parry attacks against you with your one-handed weapon. You gain a +2 circumstance bonus to AC
until the start of your next turn as long as you continue to meet the requirements.
Exacting Strike (Press) You make a controlled follow-up attack, fully accounting for your momentum. Make a
Strike. The Strike gains the following failure effect. Failure This attack doesn't count toward your multiple attack
penalty.
Scouring Rage Prerequisites an instinct that allows you to change your additional damage from Rage to a
different damage type Trigger You Rage. You emit a powerful surge of instinctual energy when you unleash your
anger. Each enemy within 20 feet takes damage equal to your level (basic Fortitude save against your class DC) of
the same type as your additional damage during that Rage.
Taste Blood (Dhampir, Necromancy, Negative) You retain not only your vampiric parent's taste for blood but
their ability to gain vitality from it. You drink fresh blood from a living humanoid creature, gaining temporary Hit
Points equal to the target's level that last for 10 minutes. The target must succeed at a Fortitude save against the
higher of your class DC or spell DC or become drained 1. Regardless of the outcome of this save, the target is
temporarily immune to your Taste Blood for 1 day; further uses of this ability against the target don't increase the
drained condition or grant you more temporary Hit Points. To drink a creature's blood, either your last action must
have been a fangs Strike that damaged the target, or the target must be restrained or unconscious and your last
action must have been a Strike that dealt piercing or slashing damage to them. If the target is willing, they don't
need to be restrained or unconscious for the latter. Draining the life force from an unwilling humanoid creature is a
greater violation than just drinking their blood. Taste Blood has the evil trait unless the target is willing or is an
active foe in combat.
Sudden Charge (Flourish) With a quick sprint, you dash up to your foe and swing. Stride twice. If you end your
movement within melee reach of at least one enemy, you can make a melee Strike against that enemy. You can
use Sudden Charge while Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the
corresponding movement type.
Hematocritical (Fortune, Rage) Prerequisites Bloodrager Dedication Requirements Your last action was a
Strike that critically hit a creature that isn't immune to bleed damage. You bathe in the arterial fluids of your
enemy, drinking deep of their freed essence to empower your magic and increase your spellcasting efficacy. If
your next action is to Cast a Spell that requires a spell attack roll, you roll the spell attack roll twice and use the
better result; this is a fortune effect. Alternatively, if your next action is to cast a spell that requires the creature
damaged by the triggering strike to attempt a save, they roll twice and take the lower result; this is a misfortune
effect.
Bespell Strikes Frequency once per turn Requirements Your most recent action was to cast a noncantrip spell.
You siphon spell energy into one weapon you're wielding or into one of your unarmed attacks, such as a fist. Until
the end of your turn, the weapon or unarmed attack deals an extra 1d6 force damage and gains the trait of your
bloodline's magical tradition if it didn't have it already. If the spell dealt a different type of damage, the Strike deals
this type of damage instead (or one type of your choice if the spell could deal multiple types of damage).
Quick-Tempered (Barbarian) Trigger You roll initiative. Requirements You are not encumbered or wearing
heavy armor. So long as you are able to move freely, your fury is instinctive and instantaneous. You Rage.
Rage (Barbarian, Concentrate, Emotion, Mental) Requirements You aren't fatigued or raging. You tap into your
inner fury and begin raging. You gain a number of temporary Hit Points equal to your level plus your Constitution
modifier. While you are raging: • You deal 2 additional damage on melee Strikes. This additional damage is halved
if your weapon or unarmed attack is agile. • You can't use actions with the concentrate trait unless they also have
the rage trait. You can Seek while raging. Rage lasts for 1 minute, until you fall unconscious, or until the encounter
ends, whichever comes first. You can't voluntarily stop raging. When you stop raging, you lose any remaining
temporary Hit Points from Rage, and can't gain temporary Hit Points from using the Rage action again for 1
minute.
Harvest Blood Requirements Your last action was a successful piercing or slashing melee Strike against a
creature that is not immune to bleed; Effect You consume the blood lingering upon your weapon. You reduce the
value of your drained condition by 1, gain temporary Hit Points equal to your Constitution modifier, and gain a +1
circumstance bonus to saving throws against that creature's spells for 1 minute, or until you Harvest Blood from
another creature.
Arcane Known Spells DC 19, attack +9; 3rd Haste (1 slots); 2nd Spiritual Armament (1 slots); 1st Shielded Arm (1
slots); Cantrips Shield, Prestidigitation
Divine Innate Spells DC 19, attack +9; 1st Charm; Cantrips
Additional Feats Acute Scent, Bloodrager Dedication, Dhampir, Enthralling Allure, Experienced Tracker, Fleet,
Incredible Initiative, Invulnerable Rager, Nocturnal Charm, Quick Shield Block, Raging Athlete, Reflexive Shield,
Resounding Bravery, Rising Blood Magic, Shielded Stride, Slip into Shadow, Tactical Reflexes, Toughness
Additional Specials Battle Hardened, Battlefield Surveyor, Bloodrager Instinct, Bloodrager Instinct Raging Resistance,
Bloodrager Instinct Specialization Ability, Bloodrager Tradition (Arcane), Combat Flexibility, Fighter Weapon Mastery
(Sword), Furious Footfalls, Instinct, Raging Resistance

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