Unorganized
Ability Scores
Strength
Total: 10 Modifier: +0
Dexterity
Total: 18 Modifier: +4
Constitution
Total: 10 Modifier: +0
Intelligence
Total: 19 Modifier: +4
Wisdom
Total: 14 Modifier: +2
Charisma
Total: 14 Modifier: +2
Saves
Fortitude
+7
Reflex
+13
Will
+11
Other
Class DC
21 (Trained) [Int 4 Prof 7 Item 0]
A class DC sets the difficulty for certain abilities granted by your character’s class. This DC equals 10 plus their proficiency bonus for their class DC (+3 for most 1st-level
characters) plus the modifier for the class’s key ability score.
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A class DC sets the difficulty for certain abilities granted by your character’s class. This DC equals 10 plus their proficiency bonus for their class DC (+3 for most 1st-level
characters) plus the modifier for the class’s key ability score.
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Perception
+9 (Trained) [Wis 2 Prof 7 Item 0]
Perception measures your ability to be aware of your environment. Every creature has Perception, which works with and is limited by a creature’s senses. Whenever you
need to attempt a check based on your awareness, you’ll attempt a Perception check. Your Perception uses your Wisdom modifier.
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Perception measures your ability to be aware of your environment. Every creature has Perception, which works with and is limited by a creature’s senses. Whenever you
need to attempt a check based on your awareness, you’ll attempt a Perception check. Your Perception uses your Wisdom modifier.
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Initiative Bonus
+0
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Ancestry
Human
Heritage
Dhampir
Class
Wizard
Background
Circuit Judge
Skills
Acrobatics
+11 (Trained) [Dex 4 Prof 7 Item 0 Armor 0]
Acrobatics measures your ability to perform tasks requiring coordination and grace. When you use the Escape basic action, you can use your Acrobatics modifier
instead of your unarmed attack modifier.
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Acrobatics measures your ability to perform tasks requiring coordination and grace. When you use the Escape basic action, you can use your Acrobatics modifier
instead of your unarmed attack modifier.
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Arcana
+13 (Expert) [Int 4 Prof 9 Item 0]
Arcana measures how much you know about arcane magic and creatures. Even if you’re untrained, you can Recall Knowledge.
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Arcana measures how much you know about arcane magic and creatures. Even if you’re untrained, you can Recall Knowledge.
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Athletics
+7 (Trained) [Str 0 Prof 7 Item 0 Armor 0]
Athletics allows you to perform deeds of physical prowess. When you use the Escape basic action, you can use your Athletics
modifier instead of your unarmed attack modifier.
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Athletics allows you to perform deeds of physical prowess. When you use the Escape basic action, you can use your Athletics
modifier instead of your unarmed attack modifier.
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Crafting
+4 (Untrained) [Int 4 Prof 0 Item 0]
You can use this skill to create, understand, and repair items. Even if you're untrained, you can Recall Knowledge.
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You can use this skill to create, understand, and repair items. Even if you're untrained, you can Recall Knowledge.
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Deception
+11 (Expert) [Cha 2, Prof 9 Item 0]
You can trick and mislead others using disguises, lies, and other forms of subterfuge.
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You can trick and mislead others using disguises, lies, and other forms of subterfuge.
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Diplomacy
+9 (Trained) [Cha 2 Prof 7 Item 0]
You influence others through negotiation and flattery.
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You influence others through negotiation and flattery.
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Intimidation
-+2 (Untrained) [Cha 2 Prof 0 Item 0]
You bend others to your will using threats.
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You bend others to your will using threats.
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Lore: Legal
+11 (Trained) [Int 4 Prof 7 Item 0]
You have specialized information on a narrow topic. Lore features many subcategories. You might have Military Lore, Sailing Lore, Vampire Lore, or any similar
subcategory of the skill. Each subcategory counts as its own skill, so applying a skill increase to Planar Lore wouldn’t increase your proficiency with Sailing Lore, for
example.
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You have specialized information on a narrow topic. Lore features many subcategories. You might have Military Lore, Sailing Lore, Vampire Lore, or any similar
subcategory of the skill. Each subcategory counts as its own skill, so applying a skill increase to Planar Lore wouldn’t increase your proficiency with Sailing Lore, for
example.
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Medicine
+2 (Untrained) [Wis 2 Prof 0 Item 0]
You can patch up wounds and help people recover from diseases and poisons. Even if you’re untrained in Medicine, you can use it to Recall Knowledge.
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You can patch up wounds and help people recover from diseases and poisons. Even if you’re untrained in Medicine, you can use it to Recall Knowledge.
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Nature
+9 (Trained) [Wis 2 Prof 7 Item 0]
You know a great deal about the natural world, and you command and train animals and magical beasts. Even if you’re untrained in Nature, you can use it to Recall
Knowledge.
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You know a great deal about the natural world, and you command and train animals and magical beasts. Even if you’re untrained in Nature, you can use it to Recall
Knowledge.
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Occultism
+11 (Trained) [Int 4 Prof 7 Item 0]
You know a great deal about ancient philosophies, esoteric lore, obscure mysticism, and supernatural creatures. Even if you’re untrained in Occultism, you can use it to
Recall Knowledge.
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You know a great deal about ancient philosophies, esoteric lore, obscure mysticism, and supernatural creatures. Even if you’re untrained in Occultism, you can use it to
Recall Knowledge.
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Performance
+2 (Untrained) [Cha 2 Prof 0 Item 0]
You are skilled at a form of performance, using your talents to impress a crowd or make a living.
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You are skilled at a form of performance, using your talents to impress a crowd or make a living.
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Religion
+2 (Untrained) [Wis 2 Prof 0 Item 0]
The secrets of deities, dogma, faith, and the realms of divine creatures both sublime and sinister are open to you. You also understand how magic works, though your
training imparts a religious slant to that knowledge. Even if you’re untrained in Religion, you can use it to Recall Knowledge.
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The secrets of deities, dogma, faith, and the realms of divine creatures both sublime and sinister are open to you. You also understand how magic works, though your
training imparts a religious slant to that knowledge. Even if you’re untrained in Religion, you can use it to Recall Knowledge.
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Society
+4 (Untrained) [Int 4 Prof 0 Item 0]
You understand the people and systems that make civilization run, and you know the historical events that make societies what they are today. Further, you can use that
knowledge to navigate the complex physical, societal, and economic workings of settlements. Even if you’re untrained in Society, you can use it for the following
general skill actions.
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You understand the people and systems that make civilization run, and you know the historical events that make societies what they are today. Further, you can use that
knowledge to navigate the complex physical, societal, and economic workings of settlements. Even if you’re untrained in Society, you can use it for the following
general skill actions.
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Stealth
+11 (Trained) [Dex 4 Prof 7 Item 0 Armor 0]
You are skilled at avoiding detection, allowing you to slip past foes, hide, or conceal an item.
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You are skilled at avoiding detection, allowing you to slip past foes, hide, or conceal an item.
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Survival
+2 (Untrained) [Wis 2 Prof 0 Item 0]
You are adept at living in the wilderness, foraging for food and building shelter, and with training you discover the secrets of tracking and hiding your trail. Even if you’re
untrained, you can still use Survival to Subsist.
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You are adept at living in the wilderness, foraging for food and building shelter, and with training you discover the secrets of tracking and hiding your trail. Even if you’re
untrained, you can still use Survival to Subsist.
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Thievery
+4 (Untrained) [Dex 4 Prof 0 Item 0 Armor 0]
You are trained in a particular set of skills favored by thieves and miscreants.
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You are trained in a particular set of skills favored by thieves and miscreants.
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Levels
Level 1
Ancestry Feat: Fangs
Arcane School: Evocation
Arcane Thesis: Spell Substation
Arcane Bond
Drain Bonded Item
Spellbook
Free Feat: Lie to Met
Arcane School: Evocation
Arcane Thesis: Spell Substation
Arcane Bond
Drain Bonded Item
Spellbook
Free Feat: Lie to Met
Level 2
Skill Feat: Recognize Spell
Prerequisites trained in Arcana, Nature, Occultism, or Religion
Trigger A creature within line of sight casts a spell that you don’t have prepared or in your spell repertoire, or a trap or similar object casts such a spell. You must be aware of the casting.
If you are trained in the appropriate skill for the spell’s tradition and it’s a common spell of 2nd level or lower, you automatically identify it (you still roll to attempt to get a critical success, but can’t get a worse result than success). The highest level of spell you automatically identify increases to 4 if you’re an expert, 6 if you’re a master, and 10 if you’re legendary. The GM rolls a secret Arcana, Nature, Occultism, or Religion check, whichever corresponds to the tradition of the spell being cast. If you’re not trained in the skill, you can’t get a result better than failure.
Critical Success You correctly recognize the spell and gain a +1 circumstance bonus to your saving throw or your AC against it.
Success You correctly recognize the spell.
Failure You fail to recognize the spell.
Critical Failure You misidentify the spell as another spell entirely, of the GM’s choice.
Class Feat: Rach Spell
You can extend the range of your spells. If the next action you use is to Cast a Spell that has a range, increase that spell’s range by 30 feet. As is standard for increasing spell ranges, if the spell normally has a range of touch, you extend its range to 30 feet.
Prerequisites trained in Arcana, Nature, Occultism, or Religion
Trigger A creature within line of sight casts a spell that you don’t have prepared or in your spell repertoire, or a trap or similar object casts such a spell. You must be aware of the casting.
If you are trained in the appropriate skill for the spell’s tradition and it’s a common spell of 2nd level or lower, you automatically identify it (you still roll to attempt to get a critical success, but can’t get a worse result than success). The highest level of spell you automatically identify increases to 4 if you’re an expert, 6 if you’re a master, and 10 if you’re legendary. The GM rolls a secret Arcana, Nature, Occultism, or Religion check, whichever corresponds to the tradition of the spell being cast. If you’re not trained in the skill, you can’t get a result better than failure.
Critical Success You correctly recognize the spell and gain a +1 circumstance bonus to your saving throw or your AC against it.
Success You correctly recognize the spell.
Failure You fail to recognize the spell.
Critical Failure You misidentify the spell as another spell entirely, of the GM’s choice.
Class Feat: Rach Spell
You can extend the range of your spells. If the next action you use is to Cast a Spell that has a range, increase that spell’s range by 30 feet. As is standard for increasing spell ranges, if the spell normally has a range of touch, you extend its range to 30 feet.
Level 3
General Feat: Ancestral Paragon
Whether through instinct, study, or magic, you feel a deeper connection to your ancestry. You gain a 1st-level ancestry feat.
Ancestry Feat: Eyes of the Night
Prerequisites low-light vision
You can see in the darkness as easily as a true vampire. You gain darkvision.
Special You can select this feat only at 1st level, and you can't retrain into or out of this feat.
Darkvision
Whether through instinct, study, or magic, you feel a deeper connection to your ancestry. You gain a 1st-level ancestry feat.
Ancestry Feat: Eyes of the Night
Prerequisites low-light vision
You can see in the darkness as easily as a true vampire. You gain darkvision.
Special You can select this feat only at 1st level, and you can't retrain into or out of this feat.
Darkvision
Level 4
Skill Feat: Lengthy Diversion
Prerequisites trained in Deception
When you critically succeed to Create a Diversion, you continue to remain hidden after the end of your turn. This effect lasts for an amount of time that depends on the diversion and situation, as determined by the GM (minimum 1 additional round).
Class Feat: Counterspell
Trigger A creature Casts a Spell that you have prepared.
When a foe Casts a Spell and you can see its manifestations, you can use your own magic to disrupt it. You expend a prepared spell to counter the triggering creature’s casting of that same spell. You lose your spell slot as if you had cast the triggering spell. You then attempt to counteract the triggering spell (page 458).
Prerequisites trained in Deception
When you critically succeed to Create a Diversion, you continue to remain hidden after the end of your turn. This effect lasts for an amount of time that depends on the diversion and situation, as determined by the GM (minimum 1 additional round).
Class Feat: Counterspell
Trigger A creature Casts a Spell that you have prepared.
When a foe Casts a Spell and you can see its manifestations, you can use your own magic to disrupt it. You expend a prepared spell to counter the triggering creature’s casting of that same spell. You lose your spell slot as if you had cast the triggering spell. You then attempt to counteract the triggering spell (page 458).
Level 5
Ancestry Feat: Haughty Obstinacy
Your powerful ego makes it harder for others to order you around. If you roll a success on a saving throw against a mental effect that attempts to directly control your actions, you critically succeed instead. If a creature rolls a failure on a check to Coerce you using Intimidation, it gets a critical failure instead (so it can’t try to Coerce you again for 1 week).
Lightening Reflexes
Your powerful ego makes it harder for others to order you around. If you roll a success on a saving throw against a mental effect that attempts to directly control your actions, you critically succeed instead. If a creature rolls a failure on a check to Coerce you using Intimidation, it gets a critical failure instead (so it can’t try to Coerce you again for 1 week).
Lightening Reflexes