Post by starpuppycz on Jan 2, 2015 5:36:25 GMT -5
Vulrik, the Unseen
Human, Ninja 5, Shadowdancer 8, Chaotic Good
HP 101/101, Speed 30, Initiative +5 , Ki Points 9/9
AC 26 (10 +8 armor +5 Dex +1 Dodge +2 Nat) , Touch 15, Flat-footed 10 (but uncanny dodge), CMD 27, Fort 6, Ref 13, Will 4, CMB +11, BAB +9,
+3 Wounding Flying Blade, +12 (+16 on attacks of opp provoked by movement), 1d12+6, X3, 10ft reach, 2-handed, deals 1 con damage (except to creatures immune to critical hits)
+1 Merciful shortbow, +14, 2d6+1, X3, 60ft, deals nonlethal damage (can be suppressed with a command but loses the +1d6 while it is)
Claws of the Ice Bear, +14, 1d4, X2, light weapon (spiked gauntlets), helps with climbing, see below
+5 studded leather, +8 bonus, +5 max dex, 0 armor check penalty, 30ft speed, 20lb weight
Ability Scores: 10 Str (14 magic), 18 Dex (20 magic), 14 Con, 10 Int, 10 Wis, 18 Cha
Feats: Combat Reflexes, Dodge, Mobility, Weapon Finesse, Lookout, Expanded Ki Pool (+3), Spring Attack, Combat Patrol,
Skills: Stealth 13 (Dex) (+5 enhancement), Perception 13 (Wis), Disable Device 13 (Cha), Acrobatics 10 (Dex), Disguise 13 (Cha), Bluff 10 (Cha), Sleight of Hand 10 (Dex), Escape Artist 9, (Dex), Perform (Dance) 2 (Cha), 0 Climb (Str) (+2 enhancement),
Class Features: Sneak Attack 3d6, Poison Use, Ki Pool, 2 Ninja Tricks, No Trace, Uncanny Dodge, Improved Uncanny Dodge, Hide In Plain Sight, Evasion, Darkvision, 2 Rogue Talents, Shadow Illusion (4/day), Summon Shadow, Shadow Call (3/day, DC 18), Shadow Jump (160ft/day), Defensive Roll (1/day), Slippery Mind, Shadow Power (1/day, DC19)
Ninja Tricks: Forgotten Trick, Vanishing Trick
Rogue Talent: Distracting Attack, Deft Palm
Trait: Trap Finder
Shadow (named Pan):
CG Medium undead (incorporeal)
Init +2; Senses darkvision 60 ft.; Perception +8
DEFENSE
AC 15, touch 15, flat-footed 12 (+2 deflection, +2 Dex, +1 dodge)
hp 50
Fort +4, Ref +10, Will +5, +4 to will saves to halve the damage from positive energy
Defensive Abilities incorporeal, channel resistance +2; Immune undead traits
OFFENSE
Speed fly 40 ft. (good)
Melee incorporeal touch +11 (1d6 Strength damage)
STATISTICS
Str —, Dex 14, Con —, Int 6, Wis 12, Cha 15
Base Atk +9; CMB +11; CMD 24
Feats Dodge, Skill Focus (Perception)
Skills Fly +11, Perception +8, Stealth +8 (+12 in dim light, +4 in bright light);
Racial Modifiers +4 Stealth in dim light (–4 in bright light)
Languages Common
SPECIAL ABILITIES
Strength Damage (Su)
A shadow's touch deals 1d6 points of Strength damage to a living creature. This is a negative energy effect. A creature dies if this Strength damage equals or exceeds its actual Strength score.
Items:
+5 studded leather armor.
+5 total flying blade. Use +2 of that on Wounding (on hits deals 1 Con damage)
+2 total short bow. Use +1 on Merciful (extra 1d6 damage and deals nonlethal [effect can be suppressed with command])
+4 Belt of Giant Strength (giving my attacks with the two-handed weapon Flying Blade a +2 to attack and +3 to damage)
Treasure Hunter’s Goggles, which give at will use of Detect Secret Doors (except for finding the mechanism), 1/day Locat Object for a group of 100 or more coins, and 3/day use of Identify
Boots of Speed, which gives you a free action Haste Spell for a total of 10 rounds/day (gives +1 to attack rolls and AC, and 30ft more speed)
Claws of the Ice Bear, which when not holding anything gain +2 competence bonus to climb (and acrobatics when using both hands to move), ignore slippery or icy surfaces for those skills, and 3/day swift action use of spider climb for a round. And they act as spiked gauntlets, which are a 1d4 light weapon you can use with Weapon Finesse if you drop your main weapons.
Snakeskin Tunic, which gives a +2 enhancement bonus to Dex, and a +2 resistance bonus to saves against poison (and a +1 armor bonus but it doesn't stack with armor. we’re wearing this for the Dex because it doesn't take up a belt slot)
Amulet of +2 Natural Armor, which stacks nicely.
Stalker’s Mask, gives +5 competence bonus to Stealth, and 1/day as a full round action takes on the appearance of a creature I observe within 60ft, of my basic shape and size for 1 hour, giving a +10 bonus to Disguise checks to look like it (and giving a +1 to attack rolls against that creature)
some basic adventuring gear, including at least 1gp for Hempen Rope (10lb), a backpack, and some rations, and a quiver with 50 arrows
1,800 gp on hand
Typical Non Combat Modus Operandi:
M.O.1: No one knows I’m there unless I want them too. Great stealth score (+23 in total), Hide In Plain site lets me hide even while observed so long as it’s in the shade, Vanishing Trick can turn me invisible for a turn as a swift action, Shadow Jump let’s me teleport from shadow to shadow to avoid stepping into the light, Darkvision let’s me keep to them even more, and I’ve got an incorporeal flying friend to check out the other side of walls for me or get a bird’s eye view.
M.O.2: I go where others can’t. Darkvision let’s me see in those unlit caverns, high perception (+13 total) and disable device scores (+17) keep me safe from nasty traps, shadow jumps help me teleport into unreachable places, acrobatics (+15) and my ice bear claws (gives spider climb 3 rounds/day etc.) let me climb and slide into those places when my shadow jumps can’t, and my incorporeal flying shadow can help scope them out, peaking through walls and flying up caverns.
M.O.3: I’m a decent impersonator. I have +18 total in disguise, and my stealth mask can mimic the face of anyone I see for an hour 1/day, giving an extra +10 bonus to the disguise and reducing the time to make one to 1 round. I can bluff my way through an interaction (+14 total in Bluff), and maybe pickpocket something useful while I do it (+15 total in Sleight of Hand). Plus if necessary I can stalk someone unseen for days (see noncombat M.O.1) to learn their habits and daily knowledge, to help pull off the impersonation.
M.O.4: Spontaneous creation. 3/day I can cast any level 3 or lower wizard/sorcerer conjuration (creation or summoning) spell. Anyone interaction with it gets a DC18 will save to put it at 20% effectiveness, but that doesn’t always matter for the kinds of things this can be. Some useful options: Air Bubble (breath underwater for 8 min), Communal Mount (make up to 6 temporary horses that last for 16 hours total), Phantom Steed (for one mount with 80ft speed and no problem on sandy or swampy terrain), Glitterdust (outline invisible creature), Mad Monkeys (a swarm of monkeys makes for one heck of a distraction), Create Pit (can make for an interesting escape rout, especially with Claws of the Ice Bear giving swift action use of Spider Climb for a round), etc.
Typical Combat Modus Operandi:
M.O.1A: Normally I have a 10ft reach (from flying blade) and can make up to 4 attacks of opp a round through combat reflexes, to make good use of it. With Spring attack, I can move to within 10ft of my opponent and make one attack (a sneak attack if my Shadow flanks or I use Vanishing Trick or was hidden or one initiative), then back away enough that they can’t attack me with just a 5-foot step. This forces them to make a normal move action through my threat range, giving me an attack of opp. And sometimes for a full round I can use Combat Patrol to give myself another 5ft reach, so a total of 15ft.
M.O.1B: Got an incorporeal shadow friend to flank my opponents, giving me sneak attack and wearing down their strength (it uses my BAB and has touch attacks, so it will often hit for its 1d6 strength damage). When I can’t get a flanker, I can hide first using Hide in Plain Sight if there’s shadows. When that doesn't work, I can spend a Ki point as a swift action to become invisible for a turn invisible for a round, then attack. Attack end’s the invisibility, but the first attack is made while invisible, giving a +2 bonus to the attack roll and denying the opponent their Dex, giving me a sneak attack.
M.O.2: 3/day I can cast a 3rd level wizard/sorcerer conjuration summoning or creation spell, with a 18DC will save to disbelieve and become 20% strength (a Gloombind Bolt cast this way shoots two bolts each of which can heal my undead shadow 4d6 points or hurt a living creature the same amount and possibly blind them for a round)
1/day I can cast a 4th level wizard/sorcerer evocation spell with a 19DC will save to disbelieve and become 20% strength
M.O.3: When facing a low strength, high dex opponent. Distracting attack to trade my sneak attack damage for flat-footing an enemy against my Shadow, which then gets to make a touch attack against the enemy with no dex so it just has to hit AC 10, and it’s using my BAB. So it will surely hit and deal its 1d6 str damage (and if they hit 0 str they die).
Backstory:
Pretty much the same old story you've heard throughout this forsaken desert. I was born and raised into a mystical ninja order, said order was seen as a threat and thus slaughtered by dragons, and now I’m the last practitioner of a dead artform. I guess I’d have started a path of revenge if I thought one man could do anything, but I don’t so I just started a life of crime instead. Convince me there’s hope and I might join your cause, but don’t count on it.
Human, Ninja 5, Shadowdancer 8, Chaotic Good
HP 101/101, Speed 30, Initiative +5 , Ki Points 9/9
AC 26 (10 +8 armor +5 Dex +1 Dodge +2 Nat) , Touch 15, Flat-footed 10 (but uncanny dodge), CMD 27, Fort 6, Ref 13, Will 4, CMB +11, BAB +9,
+3 Wounding Flying Blade, +12 (+16 on attacks of opp provoked by movement), 1d12+6, X3, 10ft reach, 2-handed, deals 1 con damage (except to creatures immune to critical hits)
+1 Merciful shortbow, +14, 2d6+1, X3, 60ft, deals nonlethal damage (can be suppressed with a command but loses the +1d6 while it is)
Claws of the Ice Bear, +14, 1d4, X2, light weapon (spiked gauntlets), helps with climbing, see below
+5 studded leather, +8 bonus, +5 max dex, 0 armor check penalty, 30ft speed, 20lb weight
Ability Scores: 10 Str (14 magic), 18 Dex (20 magic), 14 Con, 10 Int, 10 Wis, 18 Cha
Feats: Combat Reflexes, Dodge, Mobility, Weapon Finesse, Lookout, Expanded Ki Pool (+3), Spring Attack, Combat Patrol,
Skills: Stealth 13 (Dex) (+5 enhancement), Perception 13 (Wis), Disable Device 13 (Cha), Acrobatics 10 (Dex), Disguise 13 (Cha), Bluff 10 (Cha), Sleight of Hand 10 (Dex), Escape Artist 9, (Dex), Perform (Dance) 2 (Cha), 0 Climb (Str) (+2 enhancement),
Class Features: Sneak Attack 3d6, Poison Use, Ki Pool, 2 Ninja Tricks, No Trace, Uncanny Dodge, Improved Uncanny Dodge, Hide In Plain Sight, Evasion, Darkvision, 2 Rogue Talents, Shadow Illusion (4/day), Summon Shadow, Shadow Call (3/day, DC 18), Shadow Jump (160ft/day), Defensive Roll (1/day), Slippery Mind, Shadow Power (1/day, DC19)
Ninja Tricks: Forgotten Trick, Vanishing Trick
Rogue Talent: Distracting Attack, Deft Palm
Trait: Trap Finder
Shadow (named Pan):
CG Medium undead (incorporeal)
Init +2; Senses darkvision 60 ft.; Perception +8
DEFENSE
AC 15, touch 15, flat-footed 12 (+2 deflection, +2 Dex, +1 dodge)
hp 50
Fort +4, Ref +10, Will +5, +4 to will saves to halve the damage from positive energy
Defensive Abilities incorporeal, channel resistance +2; Immune undead traits
OFFENSE
Speed fly 40 ft. (good)
Melee incorporeal touch +11 (1d6 Strength damage)
STATISTICS
Str —, Dex 14, Con —, Int 6, Wis 12, Cha 15
Base Atk +9; CMB +11; CMD 24
Feats Dodge, Skill Focus (Perception)
Skills Fly +11, Perception +8, Stealth +8 (+12 in dim light, +4 in bright light);
Racial Modifiers +4 Stealth in dim light (–4 in bright light)
Languages Common
SPECIAL ABILITIES
Strength Damage (Su)
A shadow's touch deals 1d6 points of Strength damage to a living creature. This is a negative energy effect. A creature dies if this Strength damage equals or exceeds its actual Strength score.
Items:
+5 studded leather armor.
+5 total flying blade. Use +2 of that on Wounding (on hits deals 1 Con damage)
+2 total short bow. Use +1 on Merciful (extra 1d6 damage and deals nonlethal [effect can be suppressed with command])
+4 Belt of Giant Strength (giving my attacks with the two-handed weapon Flying Blade a +2 to attack and +3 to damage)
Treasure Hunter’s Goggles, which give at will use of Detect Secret Doors (except for finding the mechanism), 1/day Locat Object for a group of 100 or more coins, and 3/day use of Identify
Boots of Speed, which gives you a free action Haste Spell for a total of 10 rounds/day (gives +1 to attack rolls and AC, and 30ft more speed)
Claws of the Ice Bear, which when not holding anything gain +2 competence bonus to climb (and acrobatics when using both hands to move), ignore slippery or icy surfaces for those skills, and 3/day swift action use of spider climb for a round. And they act as spiked gauntlets, which are a 1d4 light weapon you can use with Weapon Finesse if you drop your main weapons.
Snakeskin Tunic, which gives a +2 enhancement bonus to Dex, and a +2 resistance bonus to saves against poison (and a +1 armor bonus but it doesn't stack with armor. we’re wearing this for the Dex because it doesn't take up a belt slot)
Amulet of +2 Natural Armor, which stacks nicely.
Stalker’s Mask, gives +5 competence bonus to Stealth, and 1/day as a full round action takes on the appearance of a creature I observe within 60ft, of my basic shape and size for 1 hour, giving a +10 bonus to Disguise checks to look like it (and giving a +1 to attack rolls against that creature)
some basic adventuring gear, including at least 1gp for Hempen Rope (10lb), a backpack, and some rations, and a quiver with 50 arrows
1,800 gp on hand
Typical Non Combat Modus Operandi:
M.O.1: No one knows I’m there unless I want them too. Great stealth score (+23 in total), Hide In Plain site lets me hide even while observed so long as it’s in the shade, Vanishing Trick can turn me invisible for a turn as a swift action, Shadow Jump let’s me teleport from shadow to shadow to avoid stepping into the light, Darkvision let’s me keep to them even more, and I’ve got an incorporeal flying friend to check out the other side of walls for me or get a bird’s eye view.
M.O.2: I go where others can’t. Darkvision let’s me see in those unlit caverns, high perception (+13 total) and disable device scores (+17) keep me safe from nasty traps, shadow jumps help me teleport into unreachable places, acrobatics (+15) and my ice bear claws (gives spider climb 3 rounds/day etc.) let me climb and slide into those places when my shadow jumps can’t, and my incorporeal flying shadow can help scope them out, peaking through walls and flying up caverns.
M.O.3: I’m a decent impersonator. I have +18 total in disguise, and my stealth mask can mimic the face of anyone I see for an hour 1/day, giving an extra +10 bonus to the disguise and reducing the time to make one to 1 round. I can bluff my way through an interaction (+14 total in Bluff), and maybe pickpocket something useful while I do it (+15 total in Sleight of Hand). Plus if necessary I can stalk someone unseen for days (see noncombat M.O.1) to learn their habits and daily knowledge, to help pull off the impersonation.
M.O.4: Spontaneous creation. 3/day I can cast any level 3 or lower wizard/sorcerer conjuration (creation or summoning) spell. Anyone interaction with it gets a DC18 will save to put it at 20% effectiveness, but that doesn’t always matter for the kinds of things this can be. Some useful options: Air Bubble (breath underwater for 8 min), Communal Mount (make up to 6 temporary horses that last for 16 hours total), Phantom Steed (for one mount with 80ft speed and no problem on sandy or swampy terrain), Glitterdust (outline invisible creature), Mad Monkeys (a swarm of monkeys makes for one heck of a distraction), Create Pit (can make for an interesting escape rout, especially with Claws of the Ice Bear giving swift action use of Spider Climb for a round), etc.
Typical Combat Modus Operandi:
M.O.1A: Normally I have a 10ft reach (from flying blade) and can make up to 4 attacks of opp a round through combat reflexes, to make good use of it. With Spring attack, I can move to within 10ft of my opponent and make one attack (a sneak attack if my Shadow flanks or I use Vanishing Trick or was hidden or one initiative), then back away enough that they can’t attack me with just a 5-foot step. This forces them to make a normal move action through my threat range, giving me an attack of opp. And sometimes for a full round I can use Combat Patrol to give myself another 5ft reach, so a total of 15ft.
M.O.1B: Got an incorporeal shadow friend to flank my opponents, giving me sneak attack and wearing down their strength (it uses my BAB and has touch attacks, so it will often hit for its 1d6 strength damage). When I can’t get a flanker, I can hide first using Hide in Plain Sight if there’s shadows. When that doesn't work, I can spend a Ki point as a swift action to become invisible for a turn invisible for a round, then attack. Attack end’s the invisibility, but the first attack is made while invisible, giving a +2 bonus to the attack roll and denying the opponent their Dex, giving me a sneak attack.
M.O.2: 3/day I can cast a 3rd level wizard/sorcerer conjuration summoning or creation spell, with a 18DC will save to disbelieve and become 20% strength (a Gloombind Bolt cast this way shoots two bolts each of which can heal my undead shadow 4d6 points or hurt a living creature the same amount and possibly blind them for a round)
1/day I can cast a 4th level wizard/sorcerer evocation spell with a 19DC will save to disbelieve and become 20% strength
M.O.3: When facing a low strength, high dex opponent. Distracting attack to trade my sneak attack damage for flat-footing an enemy against my Shadow, which then gets to make a touch attack against the enemy with no dex so it just has to hit AC 10, and it’s using my BAB. So it will surely hit and deal its 1d6 str damage (and if they hit 0 str they die).
Backstory:
Pretty much the same old story you've heard throughout this forsaken desert. I was born and raised into a mystical ninja order, said order was seen as a threat and thus slaughtered by dragons, and now I’m the last practitioner of a dead artform. I guess I’d have started a path of revenge if I thought one man could do anything, but I don’t so I just started a life of crime instead. Convince me there’s hope and I might join your cause, but don’t count on it.