Disembo - H, V

Human, Vampire
Actors, comedians, writers, painters – people who live to create works of art in one form or another. Their art is their life, and they care about little else…

Remaining steadfast in a belief, a conviction or a code of conduct, a Disembo hero is someone who can’t be shaken from a task or swayed from an ideal; someone who has the greatest confidence not only in his abilities, but also in his righteousness.

Usually, Disembo's possess a strong will, an intuitive nature or just plain common sense. They are usually insightful and understanding even if they don’t always agree with the people they are trying to help. Often, they see themselves as tools of a higher power, or part of some grand design that is much bigger than themselves. Because of this, they are secure in their beliefs, ideals or causes, regardless of exactly what those things might be.


PC Information

Ability: Wisdom
Hit Die: 1d6
Action Points: 5 + 1/2 character level rounded down

Class Skills

  • Craft (pharmaceutical, visual art, writing)
  • Gamble
  • Investigate
  • Knowledge (arcane lore, art, behavioural sciences, business, civics, current events, earth and life sciences, history, physical sciences, popular culture, streetwise, tactics, technology, theology and philosphy)
  • Listen
  • Profession
  • Read/Write Language
  • Sense Motive
  • Speak Language
  • Spot
  • Survival
  • Treat Injury

Skill Points at 1st Level: (5+Int mod) x 4
Skills Points at Each Additional Level: 5+Int mod

Level

Base Atk Bonus

Fort Save

Ref Save

Will Save

Features

Defense

Reputation

1

+0

+1

+0

+1

Talent, Great Wisdom

+1

+1

2

+1

+2

+0

+2

Bonus Feat

+2

+1

3

+2

+2

+1

+2

Talent, Determined Soul

+2

+1

4

+3

+2

+1

+2

Bonus Feat

+3

+2

5

+3

+3

+1

+3

Talent, Intuitive

+3

+2

6

+4

+3

+2

+3

Bonus Feat

+3

+2

7

+5

+4

+2

+4

Talent, Deft Hands

+4

+3

8

6/1

+4

+2

+4

Bonus Feat

+4

+3

9

6/1

+4

+3

+4

Talent, Narcissistic Personality Disorder or Paranoia

+5

+3

10

7/2

+5

+3

+5

Bonus Feat

+5

+4

Starting Feats

In addition to the two feats all characters get at 1st level, you begin play with the Simple Weapons Proficiency feat.

Clan Features

All of the following are clan features of the Disembo

Determined Soul

Through your will alone, you can increase your resilience

Add your Wisdom bonus to your hit points.

Great Wisdom

You have discovered a secret of great wisdom.

Your Wisdom increases by 1 point.

Intuitive

You use intuition where others use logic.

You may use your Wisdom modifier in place of your Intelligence modifier on Search and Spellcraft checks

Deft Hands

Your fingers are agile and strong.

You get a +2 bonus on all Sleight of Hand checks and Use Rope checks.

Narcissistic Personality Disorder

You start to display the symptoms of Narcissistic personality disorder, also known as a "God Complex". You have a grandiose sense of self-importance, and believe you are "unique" and of higher status than those around you, and do not hesitate to let everyone know it. A narcissist is also very exploitative, thus, you gains a +4 to bluff while trying to conceal the truth or convince another of your grandeur. However you gather information checks suffer a -4 penalty.

Furthermore, the DM may trigger this flaw once per day, causing a gather information or diplomacy to fail critically and decrease the involved NPC's Attitude level by one level. The flawed character needs only to be in the room to trigger this flaw, however, if she isn't the character directly interacting with the NPC, she is allowed a DC 15 will save to hold her tongue.

Paranoia

You're paranoid, often about a particular subject, but find yourself generally twitchy. You find yourself clashing with threats both real and imagined. You take a -4 penalty to Diplomacy and Intimidate checks.

Furthermore, the DM may trigger this flaw once per day, causing a gather information or diplomacy to fail critically and decrease the involved NPC's Attitude level by one level. The flawed character needs only to be in the room to trigger this flaw, however, if she isn't the character directly interacting with the NPC, she is allowed a DC 15 will save to hold her tongue.

Talents

At 1st, 3rd, 5th, 7th, and 9th level, the Disembo selects a talent from the following talent trees.

Some trees have a set order that must be followed, while others provide a list to choose from. As long as the Disembo qualifies, he or she can select freely from any and all talent trees. No talent can be selected more than once unless expressly indicated.

Empathic Talent Tree

The Disembo's innate talents give him or her a great capacity for empathy.

Empathy: The Disembo has a knack for being sensitive to the feelings and thoughts of others without having those feelings and thoughts communicated in any objectively explicit manner.

This innate talent provides a bonus on checks involving interaction skills (Bluff, Diplomacy, Handle Animal, Intimidate, Perform, and Sense Motive), provided the hero spends at least 1 minute observing his or her target prior to making the skill check. The bonus is equal to the hero’s Disembo level.

Improved Aid Another: The Disembo’s bonus on attempts to aid another increases by +1 on a successful aid another check. This talent can be selected multiple times, each time increasing the bonus by +1.

Prerequisite: Empathy.

Gut Instinct: The Disembo has an innate ability to sense trouble in the air. The Disembo can make a Will saving throw (DC 15). On a successful save, the hero gets a hunch that everything is all right, or the hero gets a bad feeling about a specific situation, based on the GM’s best guess relating to the circumstances. This talent is usable a number of times per day equal to the character’s Disembo level.

Prerequisite: Empathy.

Healing Talent Tree

The Disembo has a talent for healing.

Healing Knack: The hero has a knack for the healing arts. The hero receives a +2 bonus on all Treat Injury skill checks.

Healing Touch 1: The Disembo’s ability to restore damage with a medical kit or perform surgery with a surgery kit increases by +2 hit points.

Prerequisite: Healing knack.

Healing Touch 2: The Disembo’s ability to restore damage with a medical kit or perform surgery with a surgery kit increases by +2 hit points, which stacks with healing touch 1 for a total of +4 hit points.

Prerequisites: Healing knack, healing touch 1.

Insightful Talent Tree

The Disembo’s innate insightfulness serves her well.

Skill Emphasis: The Disembo chooses a single skill and receives a +3 bonus on all checks with that skill. This bonus does not allow the hero to make checks for a trained-only skill if the hero has no ranks in the skill.

Aware: The Disembo is intuitively aware of his or her surroundings. The hero adds his or her base Will saving throw bonus to Listen or Spot checks to avoid surprise.

Prerequisite: Skill emphasis.

Faith: The Disembo has a great deal of faith. It might be faith in self, in a higher power, or in both. This unswerving belief allows the Disembo to add his or her Wisdom modifier to the die roll whenever the hero spends 1 action point to improve the result of an attack roll, skill check, saving throw, or ability check.

Prerequisite: Skill emphasis.

Cool Under Pressure: The Disembo selects a number of skills equal to 3 + the hero’s Wisdom modifier. When making a check with one of these skills, the Disembo can take 10 even when distracted or under duress.

Prerequisite: Skill emphasis plus either faith or aware.

Bonus Feats

At 2nd, 4th, 6th, 8th, and 10th level, the Disembo gains a bonus feat. This feat must be selected from the following list, and the Disembo must meet any prerequisites.

  • Advanced Firearms Proficiency
  • Alertness
  • Archaic Weapons Proficiency
  • Attentive
  • Blind-Fight
  • Deceptive
  • Educated
  • Far Shot
  • Iron Will
  • Medical Expert
  • Meticulous
  • Surgery
  • Track
  • Weapon Focus

Disembo - H, V

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