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Dmitri Tsagoi

The Flame Incarnate

Age: 21
Race: Outsider (Incubus), demigod* Divine rank 5
Class: Gestalt Racial/Adventurer to level 6
Gestalt Assassin/Adventurer to level 12
Level: 6, ECL +7
Prestige Class: Assassin
Alignment: Chaotic Neutral
STR:

17

+3

DEX:

22

+6

CON:

17

+3

INT:

23

+6

WIS:

19

+4

CHA:

33

+11 3/3/3/2/2/2/2/1/1

+5 Divine bonuses to all ability checks


Eyes: Blue
Hair: Black
Height: 511
Weight: 165lbs
Movement: 60*/Fly 200* (average)
Languages Spoken: Abyssal Celestial Common Draconic Elven
BAB

+31/+25

Hit Points

286

+5 Divine bonus

AC

+18 natural, +6 Dex, +3


Tumble, +5 from armor,
+ 11 Deflection*, Divine AC
+5

Initiative

+6

Melee

+35/+29(Wis instead of Str mod)

DR

43/ cold iron or good

SR

Saving Throws

Base

Attribute

Misc

Total

Fortitude

+5 Divine bonus

10/+15

Reflex

10

+5 Divine bonus

16/+21

Will

+5 Divine bonus

11/+16

Skills *indicates bonus from class/other source (attributes added in) +5 Divine bonus
(Climb+3, Jump+3, Ride+4, Listen+12, Swim=3, Spot+12) at Level + 3
Balance+14, Escape Artist+14, Hide+14, Move Silently +14, Open Locks+14, Sleight of Hand,+14, Tumble+14, Use Rope+14
Decipher Script+14; Disable Device+16, Forgery +16, Knowledge (the Planes) +16, Knowledge (Occult) +12, Sense Motive +14
Bluff+21, Diplomacy+21, Disguise+31 (+10 from alternate form), Gather Info+21,
Intimidate +21

Special Abilities
Racial- +2 Str , +2 Dex, +2 Con, +6 Int, +4 Wis,+16 Cha,
Darkvision 60 ft, Claws (x 2) 1d6 +3, Poison immunity, +8 to Listen and spot, Resistance acid, cold, fire 10, Immune to
electricity
Energy Drain (at will, by touch), I negative level DC 13+ Cha mod to remove, suggestion spell is DC 13+Cha mod or victim accepts
another kiss from the Incubus
Alternate form (+10 to Disguise checks, humanoid forms only), Spell like abilities (at will)- darkness, detect thoughts, suggestion,,

ethereal jaunt(self + 50 lbs), teleport without error(self + 50 lbs)


Tongues spell (at will),Telepathy 100ft
HELLFIRE CONTROL- Dmitri can manifest blast of raw hellfire that inflict damage equal to ( HD) in d6s.
Assassin Class
Sneak attack +3d6.
Death Attack- after 3 rounds of study, if you can make a successful melee sneak attack within the next 3 rounds, the target must make
a Fortitude save vs. DC 10 + Class Level + your Intelligence modifier +2 or die / be paralyzed (your choice). Paralyzation lasts (Class
level + 1d6) rounds.
You are trained to never accidentally poison yourself when applying it to a blade
Uncanny Dodge - Retains Dexterity modifier to AC even if caught flat-footed or attacked by someone invisible
Adventurer Class (60 points)
Attack Combat Mastery (3pts) - +1 to BAB
Katana space (3 pts) - His katana space holds his chained daggers, his money pouch, and his demonic contract folder.
Regeneration (4 pts) - He regenerates 1 point per round.
Extra Feats- (7 pts*)
Telekinesis (Fire only- Rank 3 {6 pts})-Dmitri can generate and manipulate fire sources in a large area.
Natural weapons: (1pt)
Back Spikes- Dmitri can manifest a row of spikes down his spine, just like his father. They inflict 1d4 + Str.
Extra Arms- (4 pts)
Dmitri has long, luxurious hair that he can animate as up to 8 additional, useful limbs. They grant no extra attacks.
Elasticity (Rank 1, hair only)- The character can stretch one body part up to 5x its regular dimensions and receives +1 to Unarmed
Attack/Defense (Grappling) Skill checks.
Art of Distraction- (Rank 6) -The character can distract a very large crowd (200-1000 individuals), or 95-100% of an audience will be
motivated.
If the character is trying to directly distract a potentially hostile group, such as an angry mob or a group of security guards,
his or her Rank dictates how many people are distracted. If the character has an audience that is already prepared to listen,
the Rank determines the percentage of that audience that is distracted or moved enough to take action, whether that
involves buying the characters next CD, donating money to a charity, or voting for the character in an election.
31 points left

Salient Divine Abilities


DIVINE BLAST- Dmitri may use this ability 14 times per day (3 + Cha mod). The ray extends up to 4 miles (1 mile per divine rank
and targets take 15d12 damage, no saving throw, although Dmitri still has to hit with a ranged touch attack (1d12 per divine rank
PLUS 1d12 per point of Charisma bonus). This ray destroys wall of force, prismatic wall or prismatic sphere; the ray itself is
unaffected. It is countered by a divine shield. It manifests itself as blackish-purple hellfire in appearance.
ALTER REALITY- This allows the deity to remold reality to suit itself. This allows the deity to duplicate any 9th level or lower spell
as a standard action, with no XP or material component (DC= 20 + Divine Rank + Charisma mod). Spells may also be duplicated with
inbuilt metamagic feats (this requires one round of rest per level that the metamagic would add to the spell) it requires one round to
utilize. The deity can render a spell or supernatural effect as permanent (requires 10 minutes rest per HD/10ft cube of materials
enchanted. The deity can also make temporary magical items or creatures that last 1hr per divine rank, as well as reshaping a
landscape, creating any style of terrain imagined (this requires 1 round of effort per 10ft cube and 1 days rest per 10ft cube shaped).
DIVINE FIRE MASTERY- Dmitri gains a bonus equal to his divine rank on attack rolls, damage and AC if he and his opponent are
touching fire or using weapons with the flaming or flaming burst special abilities. He is immune to all fire and heat. He automatically
senses any corporeal creature within 10ft/divine rank by sensing disturbances in ambient temperature. He also has complete control
over nonmagical fire and can duplicate the effect of any spell with the fire descriptor as a standard action
BATTLESENSE- It is impossible for any creature, other than a higher ranking deity, to surprise, flank or sneak attack Dmitri. He
retains his Dex bonus to AC even if flatfooted or attacked by invisible foes.

FEATS

*indicates bonus feat from class/other source (7)


Weapon Panache- Choose 1 light melee weapon (daggers). You may add your Charisma bonus to attack rolls with this weapon, due
to your brash, self confidence.
Jack of All Trades- You may use any skills as if you had been trained rank in them.
Improved Critical Daggers critical on 17-20
Insightful Strike -This is a combat feat that scales with your Base Attack Bonus.

+0: You may use your Wisdom Modifier in place of your Strength Modifier for your melee attack rolls.
+1: Your attacks have The Edge against an opponent who has a lower Wisdom and Dexterity than your own Wisdom,
regardless of relative BAB.
+6: Your melee attacks have a doubled critical threat range.
+11: You make horribly telling blows. The extra critical multiplier of your melee attacks is doubled (x2 becomes x3, x3
becomes x5, and x4 becomes x7).
+16: Any Melee attack you make is considered to be made with a magic weapon that has an enhancement bonus equal to
your Wisdom Modifier (if positive).
Subtle Cut -This is a combat feat that scales with your Base Attack Bonus.
+0: Any time you damage an opponent, that damage is increased by 1.
+1: As a standard action, you can make a weapon attack that also reduces a creature's movement rate. For every 5 points of
damage this attack does, reduce the creature's movement by 5'. This penalty lasts until the damage is healed.
+6: As a standard action, you may make a weapon attack that also does 2d4 points of Dexterity damage.
+11: Any weapon attack that you make at this level acts as if the weapon had the Wounding property.
+16: As a standard action, you may make an attack that dazes your opponent. This effect lasts one round (DC of 10 + half
your level + your Intelligence bonus).
Horde Breaker *-You kill really large numbers of people.
Benefits: This is a combat feat that scales with your Base Attack Bonus.
+0: You gain a number of extra attacks of opportunity each round equal to your Dexterity Bonus (if positive).
+1: Whenever you drop an opponent with a melee attack, you are entitled to a bonus "cleave" attack against another
opponent you threaten. You may not take a 5' step or otherwise move before taking this bonus attack. This Cleave attack is
considered an attack of opportunity.
+6: You may take a bonus 5' step every time you are entitled to a Cleave attack, which you may take either before or after
the attack.
+11: You may generate an aura of fear on any opponents within 10' of yourself whenever you drop an opponent in melee.
The save DC is 10 + the Hit Dice of the dropped creature.
+16: Opponents you have the Edge against provoke an attack of opportunity from you by moving into your threatened area
or attacking you.
Two Weapon Fighting*- Your penalty for fighting with two weapons simultaneously (or with a double weapon) is reduced by 2 on
your primary hand & 6 on your secondary hand. This works out to 2 on both hands when wielding a Light or One-Handed weapon
in your primary hand and a Light weapon in your secondary hand. As part of a Full Round Attack, you may make a single attack with
your secondary weapon
Improved Two Weapon Fighting*- Gains an extra attack with the off-hand weapon
Infernal Pact*-Not including any role-playing or monetary resources at your disposal, you can create any one of the following
supernatural gifts for a mortal as part of a pact: +4 to one ability score, +10 on checks with one skill, +10 hit points, darkvision,
temporarily cure a disease or suspend a physical drawback (such as making a crippled leg fully functional). Altering the mortal
to grant his gift requires momentary physical contact, though some demons enjoy theatrics such as swearing in blood, signing
contracts and so on. Accepting a demonic pact automatically reduces a mortals Wisdom by two points; interfacing with your matrix is
traumatic and fundamentally damaging to mortals despite any gifts you grant them.
You can end a pact as a standard action (the mortal doesnt need to be present), which immediately causes the mortal to
lose his pact-granted gift and severs the link that provides you Anima. You or another demon can forge another pact with
the mortal (though by all rights he should be suspicious of such a contract, having had it unilaterally broken once before).
The only way a mortal can end a pact unilaterally is to die, though he can have you end it for him. (Most demons require a
suitable mortal replacement before they agree to do this.)
A mortal can have only one pact at a time. (Trying to forge a second one automatically fails.) You can maintain one pact
per point of your Charisma bonus. An unbroken pact counts as an acquaintance-level sympathetic connection between the
mortal and you (see Chapter 5: Magic, Spells, Spell Range.) You cannot forge a pact with an animal or another demon,
but you can form them with humans, Awakened, mages, vampires and werewolves. You can forge a pact on behalf of
another demon (building a link between it and the mortal). The other demon normally provides the means to create the pact
and some additional payment (a service, information and so on). Once you create the pact, you are no longer involved and
the other demon is considered the pacts creator. Action: Standard
Duration:
Instantaneous
Cold Blooded Killer*- You are a cold blooded killer, able to precisely kill others with devastating sneak attacks. Add +2 to the DC of
the Fortitude save to resist your death attack. Even if the opponent passes the saving throw, add +1d6 to the sneak attack damage.

Master Manipulator*-Gain the following two abilities. Each cannot be used in combat & you must share a language with your target.
Captivating Speech you may distract (1 + Charisma modifier) creatures within 20 as long as you speak, inflicting a 4
penalty on each ones Listen, Sense Motive, & Spot checks. You must make a Diplomacy check opposed by the targets
Diplomacy or Will save (whichever is better).
Trap of Words if a creature attempts a Bluff vs. Sense Motive check against you and you win, you lead the creature to
believe his/her lie worked. After 1 minute, make a Diplomacy check opposed by the creatures Bluff check. If successful,
you trick the creature into revealing the lie & the reason making it
Missile Immunity* - You gain the ability to protect yourself from arrows and other missiles as per the spell Protection from Arrows on
page 239 in the PHB CR I. The effect lasts 2 rounds per character level and may be used a number of times per day equal to the
character's Charisma Modifier to a minimum of once per day.
Leadership- I can attract a 16th level cohort, 90 1st level, 9 2ndlevel, 5 3rd level, 3 4th level, 2 5th level and 1 6th level minions.
Combat
Weapon

Attack Roll

Damage

Crit

Range

Chained Daggers

+44/+39

(1d4+5)+1

17-20, x 3

10ft

Improved Two Weapon


Fighting: Chained
Daggers

+42/+42/+37/+37

As above

As above

Ammo

Notes
1 point of Wounding, due to Subtle
Cut feat, crit mod improved via
Insightful Strike,

Considered to have a +4 enchantment


versus Outsiders

Gear
+2
Outsider bane elongating chained daggers
+3 glamered leather armor (+5 total armor bonus, full Dex bonus)
Dmitri always wears the finest garb and jewelry he can afford.

4140 in gems.

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