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points explained. 4 points from base class, 2 from Intelligence Modifier, 1 from Favored Class Bonus, 2 from Background Skills, 1 from Alchemy Sphere.","feats":"Anti: Basic Magical Training\r\n1st: Advanced Magical Training","special_abilities":"Undead Resistance:  Dhampirs gain a +2 racial bonus on saving throws against disease and mind-affecting effects.\r\nResist Level Drain: A dhampir takes no penalties from energy drain 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.\r\nVampiric Empathy: Though dhampirs often relate poorly to humanoids, some share an affinity with baser creatures. These dhampirs gain the ability to communicate with bats, rats, and wolves as if under the effects of a speak with animals spell (caster level equal to 1\/2 the dhampir\u2019s Hit Dice). In addition, they gain a +2 racial bonus on Diplomacy checks when dealing with these animals. Whenever these dhampirs initiate an exchange, animals begin with a starting attitude of indifferent. This is a supernatural ability.\r\nFangs: On occasion, a dhampir may inherit his father\u2019s lengthy canines. Whenever the dhampir makes a grapple combat maneuver check to damage an opponent, he can choose to bite his opponent, dealing 1d3 points of damage as if using a natural bite attack. As a standard action, the dhampir can bite a creature that is bound, helpless, paralyzed, or similarly unable to defend itself.\r\nDarkvision: Dhampir see perfectly in the dark up to 60 feet.\r\nLow-Light Vision: In addition to their ability to see perfectly in the dark up to 60 ft, dhampir have low-light vision, allowing them to see twice as far as humans in conditions of dim light.\r\nSonic Vulnerability: Ru-shis take a -1 penalty on saves against sonic effects and spells.\r\nNegative Energy Affinity: Though a living creature, a dhampir reacts to positive and negative energy as if it were undead\u2014positive energy harms it, while negative energy heals it.","traits":"Noble (Regional): You are a scion of one of the warring noble houses and are well versed in maneuvering though the cutthroat world of politics. You gain a +1 trait bonus on Knowledge (nobility) and Sense Motive checks.\r\nSpirit Guide (Religion): As someone who has performed or observed funeral rites for a wide variety of people, you have a basic understanding of many different religions. You gain a +2 trait bonus on Knowledge (religion) checks, and Knowledge (religion) is a class skill for you.\r\nSavant (Social): From a very young age, the ability to master performance types has come quite naturally to you. Choose a performance type. You gain a +2 trait bonus on all Perform checks made using that performance type. Perform is always a class skill for you.\r\nBitter (Drawback): You have been hurt repeatedly by those you trusted, and it has become difficult for you to accept help. When you receive healing from an ally\u2019s class feature, spell, or spell-like ability, reduce the amount of that healing by 1 hit point.","languages":"Common, Halfling, Necril,","arms_and_equipment_txt":"-Fighter's Kit- (29 lbs)\r\nBackpack\r\nBedroll\r\nBelt Pouch (1 GP 5 SP)\r\nFlint And Steel\r\nIron Pot\r\nMess Kit\r\nRope\r\nSoup\r\nTorches (10)\r\nTrail Rations (5 Days)\r\nWater Skin\r\nBag Of Coffee (5 lbs)\r\nBag Of Tea (5 lbs)\r\nCask Of Whiskey (20 Cups) (12 lbs)\r\nChess Set (2 lbs)\r\nViolin (3 lbs)\r\nCoffee Pot (4 lbs)\r\nLighter (1 Charge)\r\nRolling Papers (1 lb)\r\nBag Of Tobacco (4 lbs)","class_features_txt":"Bonus Talent: At 1st level and every 2 levels thereafter, the conscript gains a bonus talent in addition to those gained from his combat training class feature. These talents can be used to buy a new base combat sphere or to purchase any combat talent the conscript qualifies for from a sphere he possesses.\r\nCombat Specializations: At 1st level, a conscript may choose specializations, gaining additional abilities at the cost of some versatility. Every specialization costs a number of the conscript's bonus feats, as indicated on Table: Conscript Specializations. Each specialization costs either 1, 2, or 3 specialization points. A conscript cannot have more than 5 points worth of specializations.\r\nConscript Weapon Training (2): Not yet gained.\r\nEvasion (1): Not yet gained.\r\nIndomitable Will (1): A conscript\u2019s base Will save bonus from his conscript levels is equal to 2 + half his conscript level.\r\nInspiration (1): Not yet gained.\r\nInvulnerability (M): Not yet gained.\r\nCombat Training: A conscript may combine combat spheres and talents to create powerful martial techniques. Conscripts are considered Expert combatants. When they gain their first level in the conscript class, conscripts may choose either Charisma, Intelligence or Wisdom as their practitioner modifier.","creatures_and_mounts_txt":"","possessions_and_property_txt":"","retinue_txt":"","general_notes_1_label":"Spheres Of Might","general_notes_1":"[hr]\r\n[b]Martial Tradition (If Applicable):[\/b]\r\n[ul]\r\n- [b]Tradition Name:[\/b] Feral Pugilist\r\n- [b]Equipment Sphere Talent:[\/b] Force Redirection Technique, Unarmored Training,\r\n- [b]Spheres:[\/b] \r\n[b]Drawbacks:[\/b] [ul]- Enlightened Focus (Open Hand)[\/ul]\r\n[ul]\r\n- Alchemy Sphere\r\n- Open Hand Sphere\r\n- [b]Alchemy Sphere[\/b] - [b]DC:[\/b] 13, [b]Talents:[\/b] [ul]- Salve[\/ul]\r\n- [b]Open Hand Sphere[\/b] - [b]DC:[\/b] 13, [b]Talents:[\/b] [ul]- Axe Kick, Mystic Fists, Tear Flesh[\/ul]\r\n- [b]Equipment[\/b] - [b]DC:[\/b] 13, [b]Talents:[\/b] [ul]-Force Redirection Technique, Unarmored Training, [\/ul]\r\n- [i](Copy and paste the line above for additional spheres\/talents)[\/i]\r\n[\/ul]\r\n[\/ul]\r\n[hr]","general_notes_2_label":"Spheres Of Power","general_notes_2":"[b]Casting Tradition (If Applicable):[\/b]\r\n[ul]\r\n- [b]Tradition Name:[\/b] Scholarly Dhampir\r\n- [b]Magic Type:[\/b] Magic Type [i]Divine[\/i]\r\n- [b]Caster Level:[\/b] 1\r\n- [b]MSB:[\/b] +1\r\n- [b]MSD:[\/b] 12\r\n- [b]Concentration:[\/b] +3\r\n- [b]Casting Ability Modifier:[\/b] +2 [i](Intelligence)[\/i]\r\n- [b]Drawbacks:[\/b] [ul]- Witchmarked, Beast Soul (Alteration), Lycanthropic (Alteration)[\/ul]\r\n- [b]Boons:[\/b] [ul]- +1 Spell Point, +1 Spell Point per 6 levels,[\/ul]\r\n- [b]Spell Points:[\/b] 3\r\n- [b]Spheres\/Talents:[\/b]Animalistic Transformation, Avian Transformation,\r\n[ul]\r\n- [b]Alteration[\/b] - [b]DC:[\/b] 13, [b]Talents:[\/b] [ul]- Base Sphere, Animalistic Transformation, Avian Transformation,[\/ul]\r\n- [i](Copy and paste the line above for additional spheres\/talents)[\/i]\r\n[\/ul]\r\n[\/ul]","arms_and_equipment":"","class_features":"","creatures_and_mounts":"","possessions_and_property":"","retinue":"","spellbook_0_level_spells":"","spellbook_1_level_spells":"","spellbook_2_level_spells":"","spellbook_3_level_spells":"","spellbook_4_level_spells":"","spellbook_5_level_spells":"","spellbook_6_level_spells":"","spellbook_7_level_spells":"","spellbook_8_level_spells":"","spellbook_9_level_spells":"","health_current":"","health_temp_current":"","health_temp_total":"","strength_temporary_adjustment":"","dexterity_temporary_adjustment":"","constitution_temporary_adjustment":"","intelligence_temporary_adjustment":"","wisdom_temporary_adjustment":"","charisma_temporary_adjustment":"","quick_notes":"","spellslot_available_0":"","spellslot_available_1":"","spellslot_available_2":"","spellslot_available_3":"","spellslot_available_4":"","spellslot_available_5":"","spellslot_available_6":"","spellslot_available_7":"","spellslot_available_8":"","spellslot_available_9":"","tags":"","isShared":"on","templateId":"947","blockId":"1547277","world":""}