About Arioch Kennett
Arioch Stat Block:
Male Fetchling Ninja 2 Sorcerer 3
NG Medium Outsider (Native)
Init +10; Senses Darkvision, Low-Light Vision; Perception +8
AC 17, touch 14, flat-footed 13. . (+1 armor, +2 shield, +4 Dex)
hp 39 (2d8+3d6+10)
Fort +3, Ref +8, Will +3
Defensive Abilities Shadow Blending; Resist cold 5, electricity 5
Spd 30 ft.
Melee Cold Iron Cestus +6 (1d4/19-20/x2) and
. . Silver Dagger +6 (1d4-1/19-20/x2) and
. . Unarmed Strike +6 (1d3/20/x2)
Ranged Shortbow +6 (1d6/20/x3)
Special Attacks Ki Attack Speed, Pressure Points, Shadowstrike (8/day), Sneak Attack +1d6
Spell-Like Abilities Disguise Self, Vanishing Trick
Sorcerer Spells Known (CL 5, +6 melee touch, +6 ranged touch):
1 (7/day) Chill Touch (DC 16), Shocking Grasp, Ray of Enfeeblement (DC 16), Persistent Blade
0 (at will) Acid Splash, Message, Mage Hand, Jolt, Sonic Slap
Str 10, Dex 18, Con 15, Int 8, Wis 10, Cha 19/21
Base Atk +2; CMB +2; CMD 16
Feats Eschew Materials, Extra Ninja Trick, Improved Initiative, Weapon Finesse
Traits Magical Knack: Sorcerer, Reactionary
Skills Disable Device +13, Knowledge (Arcana) +4, Perception +8, Spellcraft +7, Stealth +18 Modifiers Ki Jump (Running Start)
SQ Ki Movement, Ki Pool (Su), Ki Stealth, Poison Use, Shadow, Shadow Resistance
Combat Gear +1 Mithral Buckler, Arrows (20), Cold Iron Cestus, Haramaki, Shortbow, Silver Dagger; Other Gear Backpack, Masterwork (empty), Cloak of Elvenkind, Feather Token, Sky Hook, Hammock, Headband of Alluring Charisma, +2, Thieves' tools, masterwork, Wand of Mage Armor(20/50), Wand of Obscuring Mist(20/50, in Wrist Sheath), Wand of Reduce Person(20/50, in Wrist Sheath), Wrist sheath, spring loaded (1 @ 0 lbs), Wrist sheath, spring loaded (1 @ 0 lbs), 61 PP, 58 GP, 9 SP
Damage Resistance, Cold (5) You have the specified Damage Resistance against Cold attacks.
Damage Resistance, Electricity (5) You have the specified Damage Resistance against Electricity attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Extra Ninja Trick
Ki Attack Speed (Su) By spending 1 point from her ki pool, a ninja can make one additional attack at her highest attack bonus, but she can do so only when making a full attack.
Ki Jump (Running Start) (Su) Jumping is always counted as being at a running start.
Ki Movement A Ninja can spend 1 point to increase her speed by 20 feet for 1 round.
Ki Pool (Su) You have a ki pool equal to 1/2 your monk level + your Charisma modifier.
Ki Stealth A ninja can spend 1 point from her ki pool to give herself a +4 insight bonus on Stealth skill checks for 1 round.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Magical Knack: Sorcerer +2 CL for a specific class, to a max of your HD.
Poison Use You don't accidentally poison yourself with blades.
Pressure Points (Su) A ninja with this trick can strike at an opponent's vital pressure points, causing weakness and intense pain. Whenever the ninja deals sneak attack damage, she also deals 1 point of Strength or Dexterity damage, decided by the ninja. Unlike normal ab
Shadow Gain a bonus to Stealth equal to spell level for 1d4r after casting a [darkness] or [shadow] spell.
Shadow Blending (Su) Miss chance in dim light increases to 50%. This does not grant total concealment.
Shadow Resistance Members of this race gain cold resistance 5 and electricity resistance 5.
Shadowstrike (8/day) (Sp) Melee touch attack deals 1d4+1 non-lethal damage & dazzles targets w/o Low-Light or Darkvision for 1 minute.
Sneak Attack +1d6 +1d6 damage if you flank your target or your target is flat-footed.
Vanishing Trick (Su) As a swift action, the ninja can disappear for 1 round per level. This ability functions as invisibility. Using this ability uses up 1 ki point.
Arioch was born a normal human, albeit to a family on the streets. As he grew up, he and his family subsisted almost entirely off of scraps, and he eventually resorted to stealing to feed his siblings. His parents eventually died, lacking the funds to properly take care of themselves after succumbing to disease. This left him with two younger siblings to take care of, and he did fairly well. His thefts brought them enough food to survive, although some nights he went hungry so that his brother and sister could eat. This went on for a while, Arioch going out during the day to steal, his brother and sister now more children of his then siblings. Occasionally, they would come out with him, sometimes distracting merchants so that Arioch could better access their wares, other times stealing a small loaf of bread or an apple themselves. Above all, he taught them to never take from those needier than themselves. They targeted only the wealthy merchants, those who peddled to adventurers, occasionally stealing a minor magic item, only to sell it back to another the next day, living off that chunk of change for a few weeks before going back to theft.
This went on for several years, Degius and Dena learning much, and occasionally fending for themselves as Arioch got injured or caught by guards. He would always return, however, and commend them for how well they had done without him. But as they continued on with their meagre existence, rumors began spreading of the coming end, the flow of people through their city getting larger by the week. Although his siblings became frightened when they heard these stories, he brushed them off, believing none of the tales. Suddenly, there were no more refugees from the west. The flow had simply stopped. In the meantime, the days had been getting shorter and shorter, until they were supernaturally short, fewer than 8 hours of daylight during any given cycle. Overnight, the city he had lived in his entire life had changed around him. As he awoke that morning, he could tell that something was very wrong. Indeed, he awoke to find that his siblings had vanished in the night, their clothing still in their bedrolls, small bits of dust clinging to the fabric in the twilight.
He could not fathom what had happened; nothing in his life had prepared him for such a sudden loss of everything he held dear. Indeed, he didn't realize quite how much was taken, for as he pulled himself together, he realized that not only had he survived whatever had happened, but he had been changed. His skin had become a pale grey, his hair a darker shade. But what threw him off most about his appearance were his eyes. They glowed with a slight yellow light, completely unnerving.
Although the Shadow had taken much, it had given him power in return. He, who had never had an inkling of magic, either seen or performed, could now perform minor spells. His abilities stemmed quite obviously from the Shadow, as none was distinct, constantly clouded by wisps and tendrils of that which took everything in one fell swoop. Although he escaped his corrupted city with little incident, his losses took a long time for him to come to terms with. No longer would he return to their smiling faces, or see them play in the streets.
As he fled from the Shadow, people shunned him for his appearance, and occasionally beat him as well. He was living proof of the taint the refugees cried of, after all. It was to be expected that he would be feared. After a time, moving ever eastward, he determined that he would master what had been given to him, and return his pain to the Shadow, and whatever masters it held, tenfold. As he trained, his magical prowess came easily to him, his spells powerful for his lack of training. He did not, however, neglect what training he had already gone through in his home, keeping the abilities he had worked so hard to get well-honed. He found that he could, in fact, use them together, his abilities from the shadow giving him the chance to knock out those who would harm him, made easier by his knowledge of the body's weaknesses and pressure points.
To this day, he wanders, trying to catch a hint of some way which the shadow might be stopped. He keeps forever in his heart those he has lost, and seeks revenge on those who separated them from him.
Level: Sorcerer/wizard 1
Components: V, S, F
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One dagger made of force
Duration: 1 round/level
Saving Throw: None
Spell Resistance: Yes
You hold a dagger in your hand and concentrate on it, evoking the power of the spell. A duplicate of the dagger, made of translucent force, appears besides it and flies off at your command.
You bring into being a tiny blade of force. The blade flies at a speed of 40 feet (perfect) and attacks any target within its range, as you desire, starting in the round when you cast the spell. The blade attacks on your turn once each round, striking with an attack bonus equal to your base attack bonus + 1/2 your Cha modifier or Int modifier (for sorcerers and wizards, respectively) and deals 1d4 points of damage, with a critical threat range of 19–20. If an ally also attacks the creature, the blade moves on your turn to flank the target. As a force effect, it can strike ethereal and incorporeal creatures. The blade cannot be attacked. Each round after the first, you can use a standard action to switch the blade to a new target; otherwise, it continues to attack the same target. If an attacked creature has spell resistance, the resistance is checked the first time the persistent blade strikes. If the blade is successfully resisted, the spell is dispelled. If not, the blade has its normal full effect on that creature for the duration of the spell.
Focus: A silvered dagger.