Description:
Quinley Blackthorne is a dhampir, a half vampire, born from a pregnant mother bitten by a vampire midwife during childbirth. Quinley’s mother, who was pregnant with twins at the time, died whilst in labor. When she rose from her grave as a vampire herself, she returned for her sons and attempted to steal them away. Quinley’s mother was married to a Holy Warrior who had sworn his life to Pharasma, and when he saw his now undead wife reaching into the cradle to steal away his sons, he made a vain attempt to kill the creature who bore the resemblance of his dead wife. However, the struggle saw the twin’s parents both seriously wounded, and as the night’s watch arrived, the newly made vampire whisked away into the night, but not before managing to take with her one of her sons – Quinley.
Quinley’s mother took it upon herself to raise the child on her own, resisting the temptation to take the child’s life. Luvick Siervage granted Quinley’s mother sanctuary among the vampire clans of Caliphas, and the boy grew up in the city’s Vampire Underground, whilst elsewhere, Nevan, Quinley’s twin brother, was raised under the guidance of Pharasmin priest who later instructed him in the ways of the Inquisition.
Quinley’s mother was one of the first vampires slain by Radvir, and the dhampir has charged himself with doing everything possible to find her killer. His investigations into his mother’s murder (and those of other slain vampires) have led only to dead ends, but he had heard rumors of increased activity by the Whispering Way in Caliphas. Knowing of the vampires’ historical enmity with the Whispering Way, Quinley tracked the cult’s activities to a secret hideout, only to find it abandoned.
Bio:
Quinley Blackthorne
Male dhampir fighter 3/rogue 6
CN Medium humanoid (dhampir)
Init +6; Senses darkvision 60 ft., low-light vision; Perception +12
DEFENSE
AC 23, touch 16, flat-footed 17 (+5 armor, +5 Dex, +1 dodge, +2 shield)
hp 72 (9 HD; 3d10+6d8+24)
Fort +7, Ref +13, Will +5; +1 vs. fear, +2 vs. disease and mind-affecting effects
Defensive Abilities bravery +1, evasion, negative energy affinity, resist level drain, trap sense +2, uncanny dodge
Weaknesses light sensitivity
OFFENSE
Speed 30 ft.
Melee
» +1 silver rapier +15/+10 (1d6+3/18–20)
Ranged
» +1 hand crossbow +14 (1d4+1/19–20)
Special Attacks sneak attack +3d6
Spell-Like Abilities (CL 9th; concentration +10)
» 3/day – detect undead
STATISTICS
Str 14, Dex 22, Con 12, Int 12, Wis 8, Cha 12
Base Atk +7; CMB +9; CMD 26
Feats Dodge, Iron Will, Mobility, Spring Attack, Toughness, Weapon Finesse, Weapon Focus (rapier)
Skills Acrobatics +16, Bluff +15, Diplomacy +13, Disable Device +14, Knowledge (local) +12, Perception +12, Sense Motive +10, Stealth +18
Languages Common, Varisian
SQ armor training 1, rogue talents (charmer, hard to fool, honeyed words), trapfinding +3
Combat Gear potion of cat’s grace, potion of displacement, potion of inflict serious wounds, potion of invisibility, silver crossbow bolts (10);
Other Gear +1 chain shirt, +1 buckler, +1 hand crossbow with 10 bolts, +1 silver rapier, cloak of resistance +1, thieves’ tools, 57gp
SPECIAL ABILITIES
Bravery +1 (Ex) +1 to Will save vs. Fear
Charmer (2/day) (Ex) Can roll 2d20 for Diplomacy check and take the better result.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Hard to Fool (2/day) (Ex) Can roll 2d20 for Sense Motive check and take the better result.
Honeyed Words (2/day) (Ex) Can roll 2d20 for Bluff check and take the better result.
Light Sensitivity (Ex) Dazzled as long as remain in bright light.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Negative Energy Affinity (Ex) You are alive, but react to positive/negative energy as though you were undead.
Resist Level Drain (Ex) Negative levels don’t impose penalties or become permanent, but still kill if exceed HD.
Sneak Attack +3d6 +3d6 damage if you flank your target or your target is flat-footed.
Spring Attack You can move – attack – move when attacking with a melee weapon.
Trap Sense +2 (Ex) +2 bonus on reflex saves and AC against traps.
Trapfinding +3 Gain a bonus to find or disable traps, including magical ones.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.
Undead Resistance +2 save vs. disease, mind affecting effects.