Experience: 2370 /4000 xp (Serial 1: 1000 xp / Serial 2: 305 xp / Serial 3: 600 xp / Serial 4: 250 xp)
XP Modifier: +10%
HD: 1d8
HP: 11
STR: 17 (+2)
DEX: 14 (+1)
CON: 18 (+3)
INT: 13 (+1)
WIS: 14 (+1)
CHA: 10 (--)
SAVING THROWS: D (8) W (9) P (10) B (13) S(12)
AC: 17 (10 + 6 Heavy Armor +1 Dexterity Bonus)
Bonus To Hit:+0
Melee Attack Bonus: +2
Ranged Attack Bonus: +1
Abilities, Skills & Weaknesses
Combat Machine: Extra attacks up to current level on enemies of 1HD or less.
Infravision 30 ft.
Unarmed Combat: Fists or fangs, 1d4
Skill, Supernatural Lore: 3 in 6 chance to have useful information about the supernatural. If a roll fails about a specific subject matter, the information can only be learned through the story. A new roll can be attempted after a level has been gained as long as the character had some downtime to do research in the meantime. The GM can give penalties for obscure lore or declare that a roll can't be made in the first place.
Skill, Urban Tracking: 3 in 6, the ability to track someone or something down in a city via gathering clues and talking to people. It's always possible that no clues at all are out there for the time being and thus that such a roll fails automatically. How long such an investigation takes is up to the GM, but the Player can always stop searching before the end if it's taking too long, the roll is then automatically declared failed.
Climb Sheer Surfaces: 87%
Hear Noise: 2 in 6
Hide in Shadows: 10%
Move Silently: 20%
Immunity to Ghoul Paralysis.
Immunity to Blood Diseases.
Supernatural Healing: The Dhampir Vigilante can heal faster than humans once per day. Mechanically this is the same as the spell Cure Light Wounds but the Dhampir Vigilante can only do it on himself.
Stronghold: At any level as long as the Dhampir Vigilante has the funds for it.
Vulnerable to Holy Water: Contact with Holy Water will cause 1d4 damage to the Dhampir Vigilante.
Weakened by Daylight: When exposed to daylight directly, all Saving Throw rolls take a -1 penalty.
One Foot in the Grave: While the Dhampir Vigilante is not Undead, their connection to their Vampiric ancestry means that they can be affected by a Turn Undead attack. They can only be Turned however, never destroyed by it.
Bloodlust: Once engaged in combat, the Dhampir Vigilante cannot retreat or stop fighting a Human enemy unless he succeeds on a Paralysis Saving Throw. If failed, it can be re-attempted every round. On a natural roll of 1, not only will he not retreat but if the enemy bleeds, he will attempt to drink the opponent's blood. At that point only a present danger other than the enemy he's trying to drink from will allow another Saving Throw, otherwise only the death or escape of the opponent will end the Bloodlust. The Player can decide to automatically succeed the Saving Throw but such an effort takes its toll on the character and for the rest of the game session all Saving Throws have a cumulative -1 penalty.
Equipment:
On Him: +1 Magic Shortsword, Slim Backpack (Easily detachable when needed via a clips system, hidden beneath the cape), Mini-Computer with access to Augmented Reality (connected to the helmet's camera and screen systems), 3 Doses of Vex (Drug that allows to see and communicate with Ghosts using the Language of Shadows), 1 Med Kit (1 round to apply, heals 2d4 HP), 1 Belt Pouch. Handgun (1d6, Rate of Fire 2. Ammo Saving Throw is 6. If failed it has to be reloaded.) 1 Ammo Clip for the handgun (worth 5 gp). 39 gp
At the Crypt: 3 Electric Batons (1d6, +1d4 Dam. when using a charge. 10 charges each. Can potentially Stun, details up to the current GM), Crown of the Ruby King (worth 100 GP), Ruby King's Talisman, War Medal (Gold, taken from a thug, unknown Value), 22 Doses of Vex (Drug that allows one to see/talk to Ghosts and perceive Ghostly matter). His domino mask. Vigilari Gas Mask. 1 Sleeping Bag.
Armor Details: Life Suport (sealable and can mantain a breathable athmosphere for 6 hours), Jump Jets (Can jump 25 Meters along and 12 Meters up), +6 to AC
Misc: Owes 350 gp to Beggar Bob for his new armor.
Background: Adamus Ward is nothing but a fake I.D illegally bought by the Crimson Hound to disappear within the masses of Glumengrad, but he's taken a liking to it. Born with the designated name of Hound #6, Adamus knows nothing of the details of his birth. All he knows is that he was raised from childhood to be a soldier in humanity's war against the supernatural.
The fact that he was fed with blood injections was just a normal part of his life, although since on his own he has grown to love food. He was one of many Hounds, an elite secret team of monster hunters, none of them entirely normal. One night as they were trying to capture a creature inside an abandoned building, he heard his superiors give the order over the comlink; The building was to be destroyed with the Hounds inside.
He alone survived the explosion it seems. To this day he does not know if the organization who raised and trained him was the government, a corporation or something else entirely. He does not know why he and his brothers and sisters were to be sacrificed. What he knows is that he used to not question these things, everything was a bit of a blur really. He now suspects there was something in the blood they gave him to numb his mind as well, because after he escaped his mind became more and more clear with each passing day.
He now continues to do what he's always done, hunt down monsters, only he does it on his own terms as the Crimson Hound. He suspects it will eventually attract the attention of his old patrons who betrayed him and the others. He welcomes that, for it would give him a path to revenge.
Currently: Has abandoned his apartment and now lives in a forgotten crypt beneath a cemetery. It is filled with ghosts that the Crimson Hound can talk to if he takes Vex. Cost of life without rent to pay is 5 gp/day which will be calculated after every serial and taken from current GP.