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Abraham Van Helsing

A Dutch professor, philosopher and metaphysician, he is one of the most advanced scientists in the world. His contributions are essential in the fight against the undead. Unlike his comrades, Van Helsing is not blinded by the limitations of Western lore when he knows he faces a force that cannot be treated with traditional science and reason.

Knowledgeable about vampire folklore, Van Helsing has become Dracula’s chief antagonist and the leader of the group sworn to hunt down Dracula and destroy him.

See Also Van Helsing (2004 Film)

By Universal Studios - http://richardspooralmanac.blogspot.com/2014_07_01_archive.html, Fair use, https://en.wikipedia.org/w/index.php?curid=48437866
By Universal Studios – http://richardspooralmanac.blogspot.com/2014_07_01_archive.html, Fair use, https://en.wikipedia.org/w/index.php?curid=48437866

D&D 5E – Mythological Figures: Van Helsing | EN World | Dungeons & Dragons | Tabletop Roleplaying Games

Abraham Van Helsing

Medium humanoid (human), lawful good rogue 2/artificer 2/ranger 1
Armor Class 14 (improved padded)
Hit Points 33 (4d8+1d10+10)
Speed 30 ft.

STRDEXCONINTWISCHA
10 (+0)​14 (+2)​14 (+2)​16 (+3)​14 (+2)​11 (+0)​

Saving Throws Dex +5, Int +6; Proficiency +3
Skills History +9, Insight +5, Investigation +9, Medicine +5, Nature +6, Perception +5, Survival +5; alchemist’s supplies +6, thieves’ tools +5, tinker’s tools +6
Senses passive Perception 15
Languages Dutch, English, French, German, Latin, Transylvanian
Challenge 3 (700 XP)

Background – Sage: Researcher. Acumen or fate gently nudges Van Helsing toward the answers to his questions. When he fails to recollect or discover more about a subject of lore, he knows where or who can give him that information (usually from an athenaeum, library, institute of higher learning, another scholar, or mystical creature). The lengths to which he must go to acquire this information and the feasibility of doing so are entirely at the GM’s discretion.

Cunning Action (1/Turn). Van Helsing can use a bonus action to take the Dash, Disengage, or Hide action.

Imbued Items. At the end of a long rest Van Helsing can touch up to 2 nonmagical objects, turning them into magical objects containing one of the following abilities. If it requires attunement, Van Helsing is automatically attuned to it unless he decides otherwise. The object retains this ability indefinitely or for 5 days following his death. When Van Helsing imbues a third item, the effect ends on the oldest use of this feature.

Improved Defense: A creature’s AC increases by 1 while wearing this item. [Active]​

Improved Weaponry: A creature gains a +1 bonus to attack and damage rolls made with this weapon.​

Mechanical Enchantment: The item duplicates the effects of eyes of the eagle.​

Mechanical Enhancement: The item duplicates the effects of a periapt of wound closure. [Active]​
Favored Enemy: Undead. Van Helsing has advantage on Wisdom (Survival) checks to track undead, as well as on Intelligence checks to recall information about them.

Minor Inventions. Van Helsing uses an action to touch a Tiny nonmagical object, working on it with his tinker’s tools or other artisan’s tools. It gains one of the following properties until he spends an action touching it to end the effect:

  • It sheds bright light in a 5-foot radius and dim light for an additional 5 feet.
  • It stores a spoken message up to 6 seconds long. Whenever a creature manipulates the object, it emits the spoken message loud enough for creatures as far as 10 feet away to hear it.
  • It continuously discharges a scent or plays a nonverbal sound loud enough for creatures as far as 10 feet away to hear it.
  • It displays a visual effect on one surface (as many as 25 words, simple illustrations, or a mixture of both).

Van Helsing can affect up to 5 objects at the same time, ending the effect on the oldest use of this feature when he exceeds his maximum.

Natural Explorer: Mountains. When Van Helsing makes an Intelligence or Wisdom check related to mountains, his proficiency bonus is doubled if he is using a skill that he’s proficient in. While traveling for an hour or more in his favored terrain, Van Helsing gains the following benefits:

  • Difficult terrain doesn’t slow his group’s travel.
  • Van Helsing’s group can’t become lost except by magical means.
  • Even when he is engaged in another activity while traveling (such as foraging, navigating, or tracking), Van Helsing remains alert to danger.
  • If Van Helsing is traveling alone, he can move stealthily at a normal pace.
  • When he forages, Van Helsing finds twice as much food as he normally would.
  • While tracking other creatures, Van Helsing also learns their exact number, their sizes, and how long ago they passed through the area.

Sneak Attack (1/Turn, 1d6). Van Helsing deals an extra 3 (1d6) damage when he hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Van Helsing that isn’t incapacitated and Van Helsing doesn’t have disadvantage on the attack roll. The attack must use a finesse or a ranged weapon.

Spellcasting. Van Helsing is a 1st level spellcaster that uses Intelligence as his spellcasting ability (spell save DC 14; +6 to hit with spell attacks). He requires a set of tools he’s proficient with to use this feature or one of his imbued items. Van Helsing has the following spells prepared from the artificer’s spell list:

Cantrips: guidance, light

1st-level (2 slots): identify, longstrider, sanctuary
Vampire Hunting Gear. Van Helsing carries 6 vials of holy water, a dozen garlic, 4 holy symbols, and half a dozen wooden stakes.

ACTIONS
Dagger.Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4+2) piercing damage.
Revolver. Ranged Weapon Attack: +5 to hit, range 40/120 ft., one target. Hit: 11 (2d8+2) piercing damage.
Holy Water. Ranged Weapon Attack: +2 to hit, range 20 ft., one fiend or undead. Hit: 7 (2d6) radiant damage.

Name Van Helsing
Human CR 12
XP 19200
Alchemist level 7 (skill points 63) Alchemist
(Visionary Researcher )
Investigator level 4 (skill points 44) Investigator
Pathfinder Chronicler level 4 (skill points 52) Pathfinder Chonicler
Any Medium Humanoid
Init +6; Senses ; Perception +14

DEFENSE

AC 16, touch 15, flat-footed 13 (+2 Dex, +1 armor, +1 feats, +2 deflection)
hp 123 (0d8+7d8+4d8+4d8+30+7+15);
Fort +11, Ref +15, Will +10

OFFENSESpeed 30ft.
Melee Silver, Alchemical Light Rapier +13/+8/+3 (1d6/18-20), Dagger +7 (1d4/19-20)
Ranged Bomb +13 (4d6+4) range 20 +1 to hit and +1 damage if within 30ft
Space 5 ft.; Reach 5 ft.
Special Attacks
Bomb (Su) Number of bombs each day equal to his class level + his INT mod. No of d6 damage = 4
Bomb (Su)-2 Add INT bonus to damage. Splash Damage = Min damage, Reflex 1/2 DC 10+1/2 level + INT mod.
Fascinate Can fascinate 1 creature + 1 every 3 levels
Studied Combat (Ex) With a keen eye and calculating mind, an investigator can assess the mettle of his opponent to take advantage of gaps in talent and training. At 4th level, an investigator can use a move action to study a single enemy that he can see. Upon doing so, he adds 1/2 his investigator level as an insight bonus on melee attack rolls and as a bonus on damage rolls against the creature. This effect lasts for a number of rounds equal to his Intelligence modifier (minimum 1) or until he deals damage with a studied strike, whichever comes first. The bonus on damage rolls is precision damage, and is not multiplied on a critical hit.

An investigator can only have one target of studied combat at a time, and once a creature has become the target of an investigators studied combat, he cannot become the target of the same investigators studied combat again for 24 hours unless the investigator expends one use of inspiration when taking the move action to use this ability.
Studied Strike (Ex) At 4th level, an investigator can choose to make a studied strike against the target of his studied combat as a free action, upon successfully hitting his studied target with a melee attack, to deal additional damage. The damage is 1d6 at 4th level, and increases by 1d6 for every 2 levels thereafter (to a maximum of 9d6 at 20th level). The damage of studied strike is precision damage and is not multiplied on a critical hit; creatures that are immune to sneak attacks are also immune to studied strike.

If the investigators attack used a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), he may choose to have the additional damage from studied strike be nonlethal damage instead of lethal damage. If the investigator chose to make an attack with a lethal weapon instead deal nonlethal damage (with the usual -4 penalty), the studied strike damage may also deal nonlethal damage.

The investigator must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. An investigator cannot use studied strike against a creature with concealment. No of D6 = 1
Swift Alchemy (Ex) Half the normal time to create alchemical items, and apply poison to weapon as a move action
Swift Poisoning (Ex) Can apply a dose of poison to a weapon as a swift action.

Spells Known:
Alchemist Spells: CL 7 Concentration 11

Level 1 (5) DC 15: Blend, Blurred Movement, Detect Secret Doors, Detect Undead, Expeditious Retreat, ; 

Level 2 (4) DC 16: Bears Endurance, Bestow Weapon Proficiency, Delay Disease, Undetectable Alignment, ; 

Level 3 (2) DC 17: Cure Serious Wounds, Remove Curse, ; Investigator Spells: CL 4 Concentration 8

Level 1 (4) DC 15: Bombers Eye, Invisibility Alarm, Keen Senses, Starsight, ; 

Level 2 (2) DC 16: Darkvision, Touch Injection, ;

STATISTICS

Str 11, Dex 15, Con 15, Int 19, Wis 11, Cha 8
Base Atk +11; CMB +11; CMD 26
Feats Acid Bomb, Explosive Bomb, Healing Touch (Ex), Camouflage (Ex), Armor Proficiency Light, Brew Potion, Dodge, Great Fortitude, Improved Initiative, Mobility, Point Blank Shot, Precise Shot, Shot on the Run, Simple Weapon Proficiency, Throw Anything, Toughness, Weapon Finesse
Skills Acrobatics +10, Appraise +9, Bluff +8, Climb +7, Craft +4, Craft Alchemy +22, Diplomacy +8, Disable Device +10, Disguise +4, Escape Artist +8, Fly +9, Heal +18, Intimidate +7, Know Arcana +13, Know Arch & Eng +12, Know Dungeon +4, Know Geography +13, Know History +13, Know Local +13, Know Nature +11, Know Nobility +9, Know Psionics +4, Know Religion +9, Know the Planes +9, Linguistics +13, Perception +14, Perform -1, Perform Oratory +7, Profession +0, Ride +2, Sense Motive +8, Sleight of Hand +8, Spellcraft +22, Survival +11, Use Magic Device +7
Languages Common

SQ Acid Resistance (Ex) 5, Alchemy (Ex), Bardic Knowledge (Ex), Bardic Performance Pathfinder (Su), Brew Potion (Ex), Countersong, Deep Pockets (Ex), Distraction, Epic Tales (Su), Experimental Mutagen (Su)-1, Experimental Mutagen (Su)-2, Experimental Mutagen (Su)-3, Improved Aid (Ex), Inspiration (Ex), Inspire Courage 1, Investigator Talent (Ex) or (Su) 1, Keen Recollection, Live to Tell the Tale (Ex), Master Scribe (Ex), Mutagen (Su)-1, Mutagen (Su)-2, Pathfinding (Ex), Poison Lore (Ex), Poison Resistance (Ex) 2, Save against Poison 4, Throw Anything (Ex), Trap Sense 1, Trapfinding, Trapfinding-2

Gear Quilted Cloth armor, Silver, Alchemical Light Weapon, Dagger, Bomb, Amulet of health (+2), Lens of detection (+5), Candle of truth, Elixir of vision, Potion of Cure moderate wounds, Potion of Heroism, Potion of Owls wisdom, Potion of Remove disease, Ring of Protection (+2)

ECOLOGY

Environment Any
Organization Company 10-20, Band 30-100, Squad 4-8
Treasure Standard

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