User:Askewnotion/PCs/GestaltMS
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File:Eric gestaltMS.jpg |
Alander
Ninja/Spellthief 8 (ECL 8ish)
Race: Deep Halfling
Alignment: LN | Size: M
Patron Deity:
Abilities
Str 10 +0 |
Dex 16[18] +4 |
Con 10 +0 |
Int 14 +2 |
Wis 18[20] +5 |
Cha 8 -1
Defense
AC: 24[28] / Touch: 22, Flatfooted: 20[24]
(+2 Armor, [+4 Shield], +1 Deflection, +1 Ninja, +4 Dex, +5 Wis, +1 Size)
HP: 45 (Bloodied 22) / HD: 8d6+8
Initiative: +2+1d5 / Speed: 30'
Fort: 4 / Reflex: 11 / Will: 8(10)
- +2 vs fear
- +1 vs spells
Attacks
- +1 Shortsword +8/+3 / 1d4+1 / 19-20x2 / p
- Shortbow / 20x3 / 60'
- +1 Arrows +12/+7 / 1d4+1 / p / OOOOO OOOOO
- Arrows +11/+6 / 1d4 / p / OOOOO OOOOO OOOOO OOOOO
- Shuriken +12/+7 / 1d1 / p / OOOOO
- Cold Iron Shuriken +12/+7 / 1d1 / p / OOOOO
- Silver Shuriken +12/+7 / 1d1-1 / p / OOOOO
- Touch +7 Ranged Touch +11
- Sudden Strike 4d6
- Sneak Attack 2d6
Space/Reach: 5 ft./5 ft. Base Attack: +6/+1
Feats
- 1st Expanded Ki Pool (CS, 77)
Gain three extra daily uses of your ki pool. - 3rd Enduring Ki (CS, 100)
By expending an extra daily use of your ki power when you active it, the chosen effect last for an additional round. You also gain one extra daily use of your ki power. - 6th Improved Toughness (CW, 101)
You gain a number of hit points equal to your current hit dice.
Skills
ACP = -0
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Special Abilities
Racial
- Darkvision out to 60 feet.
- Stonecunning: Like dwarves, deep halflings have a +2 racial bonus on Search checks to notice unusual stonework. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A deep halfling who merely comes within 10 feet of unusual stonework can make a Search check as though actively searching, and can use the Search skill to find stonework traps as a rogue can. A deep halfling can also intuit depth, sensing the approximate distance underground as naturally as a human can sense which way is up.
Weapon and Armor Proficiencies
Proficient with all simple weapons, plus the hand crossbow, kama, kukri, nunchaku, sai, shortbow, short sword, shuriken, and siangham, and with light armor.
Ninja
- Ki Power (Su): A ninja can channel her ki to manifest special powers of stealth and mobility. She can use her ki powers a number of times per day equal to one-half her class level (minimum 1) plus her Wisdom bonus (if any). Ki powers can be used only if a ninja is wearing no armor and is unencumbered. As long as a ninja’s ki pool isn’t empty (that is, as long as she has at least one daily use remaining), she gains a +2 bonus on her Will saves. [13]
- Sudden Strike (Ex):If a ninja can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. Whenever a ninja’s target is denied a Dexterity bonus to Armor Class (whether the target actually has a Dexterity bonus or not), the ninja deals an extra 1d6 points of damage with her attack. This extra damage increases by 1d6 points for every two ninja levels thereafter. A ninja can’t use sudden strike when flanking an opponent unless that opponent is denied its Dexterity bonus to AC.
This damage also applies to ranged attacks against targets up to 30 feet away. Creatures with concealment, creatures without discernible anatomies, and creatures immune to extra damage from critical hits are all immune to sudden strikes. A ninja can’t make a sudden strike while striking the limbs of a creature whose vitals are out of reach.
A ninja can’t use sudden strike to deliver nonlethal damage. Weapons capable of dealing only nonlethal damage don’t deal extra damage when used as part of a sudden strike.
The extra damage from the sudden strike ability stacks with the extra damage from sneak attack whenever both would apply to the same target. [+4d6]
- Trapfinding (Ex): A ninja can use the Search skill to locate traps with a DC higher than 20, and she can use Disable Device to bypass a trap or disarm magic traps. See the rogue class feature, page 50 of the Player’s Handbook.
- Ghost Step (Su): Starting at 2nd level, a ninja can spend one daily use of her ki power to become invisible for 1 round. Using this ability is a swift action (see Swift Actions and Immediate Actions, page 137) that does not provoke attacks of opportunity.
- Poison Use (Ex): At 3rd level and higher, a ninja never risks accidentally poisoning herself when applying poison to a weapon.
- Great Leap (Su): At 4th level and higher, a ninja always makes Jump checks as if she were running and had the Run feat, enabling her to make long jumps without a running start and granting a +4 bonus on the jump (see the skill description, page 77 of the Player’s Handbook). This ability can be used only if she is wearing no armor and is carrying no more than a light load.
- Ki Dodge (Su): At 6th level and higher, a ninja can spend one daily use of her ki power to cause an attack against her to miss when it might otherwise hit. When a ninja activates this ability, her outline shifts and wavers, granting her concealment (20% miss chance) against all attacks for 1 round. Using this ability is a swift action that does not provoke attacks of opportunity.
See invisibility has no effect on concealment granted by the ki dodge ability, but true seeing negates the miss chance. This concealment does not stack with that caused by other effects that grant concealment or by spells such as blink or displacement.
- Speed Climb (Ex): A ninja of 7th level or higher can scramble up or down walls and slopes with great speed. She can climb at her speed as a move action with no penalty; however, she must begin and end the round on a horizontal surface (such as the ground or a rooftop). If she does not end her movement on a horizontal surface, she falls, taking falling damage as appropriate for her distance above the ground.
A ninja needs only one free hand to use this ability. This ability can be used only if a ninja is wearing no armor and is carrying no more than a light load.
- Ghost Strike (Su): At 8th level and higher, a ninja can spend one daily use of her ki power to strike incorporeal and ethereal creatures as if they were corporeal. She also can use this ability to strike foes on the Material Plane normally while ethereal (for example, while using her ghost step ability).
Activating the ghost strike ability is a move action that does not provoke attacks of opportunity. It affects the next attack made by the ninja, as long as that attack is made before the end of her next turn.
= Spellthief
- Sneak Attack (Ex): A spellthief deals an extra 1d6 points of damage when flanking an opponent or at any time when the target would be denied its Dexterity bonus. This extra damage applies to ranged attacks only if the target is within 30 feet. It increases to 2d6 points at 5th level, 3d6 points at 9th level, 4d6 points at 13th level, and 5d6 points at 17th level. See the rogue class feature, page 50 of the Player’s Handbook. If a spellthief gets a sneak attack bonus from another source (such as rogue levels), the bonuses on damage stack. [+2d6]
- Steal Spell (Su): A spellthief can siphon spell energy away from his target and use it himself. A spellthief who hits an opponent with a successful sneak attack can choose to forgo dealing 1d6 points of sneak attack damage and instead steal a spell, or the potential to cast a specific known spell, from his target. If the target is willing, a spellthief can steal a spell with a touch as a standard action.
The target of a steal spell attack loses one 0-level through 4th-level spell from memory if she prepares spells ahead of time, or one 0-level through 4th-level spell slot if she is a spontaneous caster. A spontaneous caster also loses the ability to cast the stolen spell for 1 minute. If the target has no spells prepared (or has no remaining spell slots, if she is a spontaneous caster), this ability has no effect. A spellthief can choose which spell to steal; otherwise, the DM determines the stolen spell randomly. If a spellthief tries to steal a spell that isn’t available, the stolen spell (or spell slot) is determined randomly from among those the target has available.
After stealing a spell, a spellthief can cast the spell himself on a subsequent turn. Treat the spell as if it were cast by the original owner of the spell for the purpose of determining caster level, save DC, and so forth. A spellthief can cast this spell even if he doesn’t have the minimum ability score normally required to cast a spell of that level. The spellthief must supply the same components (including verbal, somatic, material, XP, and any focus) required for the stolen spell. Alternatively, a spellthief of 4th level or higher can use the stolen spell power to cast any spellthief spell that he knows of the same level or lower (effectively, this gives the spellthief one free casting of a known spell). A spellthief must cast a stolen spell (or use its energy to cast one of his own spells) within 1 hour of stealing it; otherwise, the extra spell energy fades harmlessly away.
At any one time, a spellthief can possess a maximum number of stolen spell levels equal to his class level (treat 0-level spells as 1/2 level for this purpose). For instance, a 4th-level spellthief can have two stolen 2nd-level spells, or one 2nd-level spell and two 1st-level spells, or any other combination of 0-level, 1st-level, and 2nd-level spells totaling four levels. If he steals a spell that would cause him to exceed this limit, he must choose to lose stolen spells sufficient to reduce his total number of stolen spell levels to no more than his maximum.
- Detect Magic (Sp): A spellthief of 2nd level or higher can use detect magic a number of times per day equal to his Charisma bonus, if any (minimum 1). His caster level is equal to his spellthief class level. [1]
- Spellgrace (Su): A spellthief of 2nd level or higher gains a +1 competence bonus on his saves against spells. This bonus improves to +2 at 11th level and to +3 at 20th level.
- Steal Spell Effect (Su): Beginning at 2nd level, a spellthief can siphon an active spell effect from another creature. A spellthief who hits an opponent with a sneak attack can choose to forgo dealing 1d6 points of sneak attack damage and instead gain the effect of a single spell affecting the target. If the target is willing, a spellthief can steal a spell effect with a touch as a standard action.
The spellthief can choose which spell effect to steal; otherwise, the DM determines the stolen spell effect randomly. If a spellthief tries to steal a spell effect that isn’t present, the stolen spell effect is determined randomly from among those currently in effect on the target. A spellthief can’t steal a spell effect if its caster level exceeds his class level + his Charisma modifier. [7]
Upon stealing a spell effect, a spellthief gains the stolen effect (and the original creature loses that effect) for 1 minute per class level (or until the spell’s duration expires, whichever comes first). If the spell effect’s duration hasn’t expired by this time, the spell effect returns to the creature that originally benefited from it.
This ability does not work on spell effects that are immune to dispel magic (such as bestow curse).
- Steal Energy Resistance (Su): Beginning at 3rd level, a spellthief can siphon off some or all of a target’s resistance to an energy type (acid, cold, electricity, fire, or sonic). A spellthief who hits an opponent with a successful sneak attack can choose to forgo dealing 1d6 points of sneak attack damage and instead temporarily gain resistance 10 to an energy type to which his target is resistant (or immune). If the target is willing, a spellthief can steal energy resistance with a touch as a standard action.
Simultaneously, the target creature’s resistance to that energy type is reduced by 10 (to a minimum of 0). A creature with immunity to an energy type retains that immunity.
If his target has more than one type of resistance to energy, a spellthief can choose which kind to steal; otherwise, the DM determines the stolen resistance randomly from among those possessed by the target. If a spellthief chooses to steal a type of resistance that the target doesn’t possess, the stolen type of resistance is determined randomly from those possessed by the target.
The resistance a spellthief gains from using this ability lasts for 1 minute. If the resistance is derived from a temporary effect (such as a spell), the stolen resistance disappears when the effect expires.
A spellthief can use this ability multiple times, but its effects do not stack unless they apply to different types of energy.
- Steal Spell-Like Ability (Su): At 5th level and higher, a spellthief can use a sneak attack to temporarily steal a creature’s spell-like ability. A spellthief who hits an opponent with a sneak attack can choose to forgo dealing 1d6 points of sneak attack damage and instead gain one use of one of the target’s spell-like abilities. If the target is willing, a spellthief can steal a spell-like ability with a touch as a standard action.
This spell-like ability can originate from the target’s class, race, template, or any other source, and can be of any level up to a maximum of one-third the spellthief’s class level. A spellthief can select a specific spell-like ability to steal; otherwise, the DM chooses the ability at random. If the ability has a limited number of uses per day, the target must have at least one such use left, or the spellthief can’t steal the ability. If the target can’t use its ability at the present time (such as a summoned demon’s summon ability), the spellthief can’t steal it.
A spellthief can use a stolen spell-like ability once. For all purposes (caster level, save DC, and so on), treat the spell-like ability as if it were being used by the original possessor of the ability. A spellthief must use the stolen spell-like ability within 1 minute of acquiring it, or it is lost harmlessly. Until the spellthief uses the ability (or until the minute elapses), the target cannot use the stolen ability.
- Absorb Spell (Su): Beginning at 7th level, if a spellthief makes a successful save against a spell that targets him, he can attempt to absorb the spell energy for later use. This ability affects only spells that have the spellthief as a target, not effect or area spells. A spellthief can’t absorb a spell of a higher spell level than he could steal with his steal spell ability (see above).
To absorb a spell that targets him, a spellthief must succeed on a level check (1d20 + spellthief class level) against a DC of 10 + the spell’s caster level. Failure indicates that the spell has its normal effect. Success means that the spellthief suffers no effect from the spell and can cast the spell later (or use its energy to cast one of his own spells known) as if he had stolen the spell with his steal spell ability. His normal limit of total spell levels stolen still applies.