Drinking & Dragons

Disposable:Arctic Exploration/PCs/Frank-Coal

From Drinking and Dragons

Coal (ECL10)

Ninja 8
N Medium drow
Init +2; Senses: Darkvision 120'; Listen +13; Spot +13


AC: d20+13; Touch: d20+10; Flat-footed: d20+5
(+3 dex; +5 Wis; +2 natural; +2 deflection; +1 armor)
HP: 50 (8d6+16)
Fort: +6, Ref +11, Will +8
+2 Will vs spells and spell-likes; +2 vs enchantment spells and effects
Spell Resistance 19
Immune Sleep spells and effects


Speed: 30' (May move normally over ice, plus leaves no tracks in snow)
Melee: Shortsword +5/0 (1d6 / 20x2)
Ranged: Splash Weapon vs Touch AC +9/4
+1 to attacks if not in sunlight
Sudden Strike +4d6 (Whenever a ninja's target is denied a Dexterity bonus to Armor Class and within 30')
Space: 5'; Reach: 5'; BAB: +6/1; Grapple: +6


  • Splash Weapons
    • Acid Range 10'; direct hit (1d6+1 acid) and each adjacent square gets 2 acid.
    • Alchemist’s Fire Range 10'; direct hit (1d6+1 fire) and each adjacent square gets 2 fire. On the round after being hit the creature takes 1d6 fire, unless the creature uses a full-round action to put out the flames (Reflex DCd20+5).
    • Tanglefoot Bag Range 10'; Duration 2d4 rounds; target takes -2 attacks and -4 dex and must make a Reflex DCd20+5 (Pass: Move at half speed or Fail: unable to move [Escape DCd20+7 Strength check or by dealing 15 points of damage to the goo with a slashing weapon])
      • A character capable of spellcasting who is bound by the goo must make a DC d20+5 Concentration check to cast a spell.
    • Thunderstone Range 20'; AC5 to target a square; 10' radius must make a DC d20+5 Fortitude save or be deafened for 1 hour. A deafened creature, in addition to the obvious effects, takes a -4 penalty on initiative and has a 20% chance to miscast and lose any spell with a verbal component that it tries to cast.
  • Special Splash Weapon Attacks
    • Distracting Blast: If you ready an action to throw a thunderstone at the square an opponent occupies, you can disrupt his actions. The sudden bang from the stone’s detonation ruins your foe’s concentration, possibly spoiling his attack or his attempt to cast a spell. If the target of this blast was casting a spell when you threw the thunderstone, he must make a Concentration check opposed by your Craft (alchemy) check. If you succeed on this check, his spell is ruined. If the target was not casting a spell, he must make a Will save opposed by your Craft (alchemy) check or take a –2 penalty on attack rolls, checks, and saves until the beginning of your next turn.
    • Fiery Blaze: To use this maneuver, you must first strike a creature with a container of lantern oil or alchemist’s fire. On your next turn, you must strike the creature with a spell or weapon attack that deals fire damage. If you do so, the creature takes an extra 1d6 points of fire damage and catches on fire if it is not already in flames.
    • Tanglefoot Defense: By tearing open a tanglefoot bag and spreading its contents across an area, you can create a vexing barrier that hinders an opponent’s approach. As a standard action, you can transform a single square of clear terrain into difficult terrain through the use of a tanglefoot bag. This effect persists for 10 minutes before the tanglefoot bag loses its potency.

ACTIVE ABILITIES

  • Ki Power (Su) 11/day
    • Ghost Step (Su): 1 ki; Swift action; Invisible until the start of your next turn
    • Ki Dodge (Su): 1 ki; Swift action; All attacks have a 20% miss chance (not negated by See Invisibility)
    • Ghost Strike (Su): 1 ki; Move action; Next attack may strike an incorporeal creature
  • Dancing Lights 1/day; 1 minute; Four small glowing lights
  • Darkness 1/day; 80 min', 20' radius; All creatures in the area gain concealment (20% miss chance). (Yes, it's not real darkness and it sucks.)
  • Faerie Fire 1/day; 8 min; No save; SR; Outlined creatures do not benefit from the concealment normally provided by darkness (though a 2nd-level or higher magical darkness effect functions normally), blur, displacement, invisibility, or similar effects.



Abilities Str 10 +0 | Dex 14 +2 (16 +3) | Con 14 +2 | Int 12 +1 | Wis 18 +4 | Cha 10 +0

  • Feats
    • 1: Grenadier
    • 3: Expanded Ki Pool
    • 6: Mad Alchemist
  • Skills
    • Craft (Alchemy) +7
    • Listen +13
    • Spot +13
    • Move Silently +15
    • Hide +15
    • Tumble +10
    • Jump +6
    • Search +10
      • Trapfinding (Ex) Ninjas can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it. Ninjas can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it. A ninja who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.

Items Gloves of Dex +2 (4,000); Ring of Protection +2 (8,000); Vest of Resistance +2 (4,000); Pwifwai (Cloak of Elvenkind plus silent; 7,500); Boots of the Winterlands (2,500); Bracers of Armor +1 (1,000); Thunderstone (10; 1200gp); Acid (10; 400gp); Alchemist (50; 4,000gp); Tanglefoot Bag (10; 2,000gp)


PASSIVE ABILITIES

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. This ability can be used only if she is wearing no armor and is carrying no more than a light load.

Acrobatics (Ex) Starting at 6th level, a ninja gains a +2 bonus on Climb, Jump, and Tumble checks.

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.

Drow Traits (Ex) These traits are in addition to the high elf traits, except where noted.

  • +2 Intelligence, +2 Charisma.
  • An elf’s base land speed is 30 feet.
  • Darkvision out to 120 feet. This trait replaces the high elf’s low-light vision.
  • Spell resistance equal to 11 + class levels.
  • +2 racial bonus on Will saves against spells and spell-like abilities.
  • Immunity to sleep spells and effects, and a +2 racial saving throw bonus against enchantment spells or effects.
  • Spell-Like Abilities: Drow can use the following spell-like abilities once per day: dancing lights, darkness, faerie fire. Caster level equals the drow’s class levels.
  • Weapon Proficiency: A drow is automatically proficient with the hand crossbow, the rapier, and the short sword. This trait replaces the high elf’s weapon proficiency.
  • +2 racial bonus on Listen, Search, and Spot checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.
  • Automatic Languages: Common, Elven, Undercommon. Bonus Languages: Abyssal, Aquan, Draconic, Drow Sign Language, Gnome, Goblin. This trait replaces the high elf’s automatic and bonus languages.
  • Light Blindness: Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds drow for 1 round. On subsequent rounds, they are dazzled as long as they remain in the affected area.
  • Favored Class: Wizard (male) or cleric (female). This trait replaces the high elf’s favored class.
  • Level adjustment +2.