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User:Askewnotion/PCs/Omen

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Ninja 3 / Cleric 2 / Shadowbane Stalker 4 (ECL 4)
Race: Poison Dusk Lizardfolk
Alignment: LG | Size: S
Patron Deity:
Abilities
Str 10 | Dex 14 +1d4 +2 | Con 12 +1d4 +2 | Int 12 | Wis 14 +1d4 | Cha 12 -2

Defense

AC: ___ / Touch: ___, Flatfooted: ___
(+___ Dex, +___ Wis, +3 natural, +1 Size)

HP: 6+__ / HD: 3d6+6d8+___

Initiative: +3 / Speed: 30'

Fort: 3+___ / Reflex: 6+___ / Will: 4+___(___+2)

+2 to will saves while having at least 1 point of ki left.
+1 vs spells and spell-like abilities


Attacks

  • 2x Claw +1 / 1d3 / 20x2 / ps
  • Bite -4 / 1d3 / 20x2 / bps
  • Ranged +4 / XdX / 20x2 / X
  • Touch +1 / Ranged Touch +4

Space/Reach: 5 ft./5 ft. Base Attack: +6

Feats

  • 1st: Nymph's Kiss (BoED, p44)
    Fey creatures regard you as though you were fey. You gain a +2 circumstance bonus on all Charisma-related checks, and a +1 bonus on all saving throws against spells and spell-like abilities. Starting with the level when you take this feat, you gain 1 extra skill point per level.
  • 3rd: Weapon Finesse
  • C1: Blind Fighting
  • 6th: Practiced Spellcaster: Cleric
  • 9th: Expand Ki Pool

Skills

Languages: Common, Draconic, Sylvan

Special Abilities

Racial

  • Poison Use: Due to their long tradition of working with venoms, poison dusks are never at risk when applying poisons to weapons. Common poisons include black adder venom and blue whinnis.
  • Chameleon Skin (Ex): Poison dusks can adjust the colors of their scales to blend in with their surroundings. When it is not wearing armor, robes or other covering clothing, a poison dusk lizardfolk gains a +5 racial bonus on Hide checks.
  • Hold Breath (Ex): A poison dusk lizardfolk can hold its breath for a number of rounds equal to 4 × its Constitution score before it risks drowning (see page 304 of the Dungeon Master’s Guide).
  • Natural Weapons: 2 claws (1d3) and bite (1d3).

Ninja

  • AC Bonus (Ex): A ninja is highly trained at dodging blows, and she has a sixth sense that lets her avoid even unanticipated attacks. When unarmored and unencumbered, a ninja adds her Wisdom bonus (if any) to her Armor Class. This ability does not stack with the monk’s AC bonus ability (a ninja with levels of monk does not add the bonus twice). In addition, a ninja gains a +1 bonus to AC at 5th level. This bonus increases by 1 for every five ninja levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level).

These bonuses to AC apply even against touch attacks or when a ninja is flat-footed. The character loses these bonuses when she is immobilized or helpless, when she wears any armor, when she carries a shield, or when she carries a medium or heavy load.

  • 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. 1+___ Uses

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.

  • 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.

  • 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 that does not provoke attacks of opportunity.

Shadowbane Stalker

  • Detect Evil (Sp): A shadowbane stalker can use detect evil at will. See the spell, page 218 of the Player’s Handbook.
  • Sacred Stealth (Su): A shadowbane stalker can channel some of her divine spellpower to become stealthier. To do this, she must lose a prepared divine spell from memory (or give up a potential spell slot for the day if she casts spells as a sorcerer). She gains a +4 sacred bonus on Hide and Move Silently checks for a number of minutes equal to her Charisma bonus (if any) plus the level of spell given up in this manner. At 7th level, the bonus increases to +8. Using this ability is a swift action that does not provoke attacks of opportunity.
  • Discover Subterfuge (Ex): A shadowbane stalker trains diligently to detect subterfuge and the misdirection of others. At 2nd level and higher, she gains a +2 competence bonus on Search and Sense Motive checks. This bonus increases to +4 at 5th level and +6 at 8th level.
  • Sneak Attack (Ex): Beginning at 3rd level, a shadowbane stalker deals an extra 1d6 points of damage when flanking an opponent or any time 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 6th level and 3d6 points at 9th level.
  • Sacred Defense (Su): At 4th level and higher, a shadowbane stalker can channel some of her divine spellpower to help her avoid the attacks of enemies. To do this, she must lose a prepared divine spell from memory (or give up a potential spell slot for the day if she casts spells as a sorcerer). The stalker gains a +4 sacred bonus to Armor Class for a number of rounds equal to the level of the divine spell given up in this manner. Using this ability is a swift action that does not provoke attacks of opportunity.