About Asch RedgraveRace: Dhampir | Size: M | Class/Levels: Shadow Assassin / Wizard 10 gestalt ; Shadow Assassin / Arcane Gunslinger 2 ; Shadow Assassin / Unarmed Fighter 4; Total 16
----------------- ABILITY SCORES
-------------------------------------------- DEFENSE
-------------------------------------------- OFFENSE
Caster +2:
- Attack Bonus: +27+21+17+12 - Damage: Varies - Critical: x3 - Type: Varies - Weight: 7lbs - Location: Right Hip M1911 45 caliber +4:
- Attack Bonus: +29+23+19+14 - Damage: 1 d8 +2 - Critical: x3 - Type: Ballistics - Range: 70ft - Capacity: 14 - Weight: 5lbs M1911 45 caliber +4:
- Attack Bonus: +29+23+19 - Damage: 1 d8 +2 - Critical: x3 - Type: Ballistics - Range: 70ft - Capacity: 14 - Weight: 5lbs Shadowblades:
- Attack Bonus: 35+30+25+20 - Damage: Varies +19 - Critical: Varies - Type: Varies - Range: Varies - Weight: Varies Shadowblades off-hand:
- Attack Bonus: +35+30+25 - Damage: Varies +13 - Critical: Varies - Type: Varies - Range: Varies - Weight: Varies ------------------------------------------- SKILLS:
(Ranks + class skill + ability + Miscellaneous = total) Skills #120 Acrobatics (Dex) 16+ 3 + 9 + 8 = 28/46 Bluff (Cha) 10 + 3 + 2 + 2 = 17 Craft Guns (Int): 6 + 3 + 3 = 12 Disable Device (Dex) 4 + 3 + 9 = 15 Escape Artist (Dex) 2 + 3 + 9 = 16 Intimidate (Cha) 16 + 3 + 2 = 21 Knowledge (local) 2 + 3 + 3 = 8 Knowledge (arcane) 16+ 3 + 3 = 22 Knowledge (the planes) 2 + 3 + 3 = 8 Perception (Wis) 16 + 3 + 10 +2 = 31 Sense Motive (Wis) 16 + 3 + 10 = 31 Sleight of Hand (Dex) 2 + 3 + 9 +8= 13/21 Spellcraft (Int) 16 + 3 + 3 = 22 Stealth (Dex) 16 + 3 + 9/27 = 28 / 55 in dim or dark Use Device (Int) 16 + 3 + 3 = 22 ------------------------ RACIAL ABILITIES:
+2 Strength, +2 Dexterity, +2 Charisma, -2 Constitution: Dhampir are strong, agile, and attractive in appearance but lack the fortitude of most races. Medium Size: Dhampir are Medium creatures and have no bonuses or penalties due to their size. Fast Speed: Dhampirs have a base speed of 50 ft. Low-Light Vision: Dhampir can see twice as far as humans in conditions of dim light. Darkvision: Dhampir can see in the dark up to 60 feet. Fast Healing: A dhampir has fast healing 1. Manipulative: Dhampir gain a +2 racial bonus on bluff and perception skill checks. Light Sensitivity: Dhampir are dazzled in areas of bright sunlight or within the radius of a daylight spell. Negative Energy Affinity: A dhampir is alive, but reacts to positive and negative energy as if it were undead—positive energy harms it, negative energy heals it. Resist Level Drain: A dhampir takes no penalties from energy draining effect, though he can still be killed if he accrues more negative levels than he has Hit Dice. After 24 hours, any negative levels a dhampir takes are removed without the need for an additional saving throw. Spell-Like Abilities: A dhampir can cast detect undead as a spell-like ability. Undead Fortitude: Dhampir gain a +2 racial bonus on saving throws against disease and mind-affecting effects. Undead Resistance: Dhampir have cold resistance 5 and electricity resistance 5. Languages: Dhampir begin play speaking Common as well as any other bonus language they gain from possessing a high intelligence.
-------------- CLASS ABILLITIES
Shadow assassin:
Stealth Bonus: +16 in areas of shadow Skill Bonus (Su): +8 Acrobatics, Bluff, Climb, Escape Artist or Sleight of Hand check made in conditions of dim or darker lighting. Camouflage (Su): The shadow assassin gains 20% concealment in dim or less lighting, even from creatures with darkvision or non- visual senses. Produce Shadow (Su): This functions as the spell darkness, except it drops all light conditions to dim light (and has no effect in dim light or darkness). Produced shadows negate any light spell of a level equal to or less than half the shadow assassin’s class level, and are themselves only negated by a light spell of higher level than half the shadow assassin’s class level. Living Shadow (Su): As gaseous form except can attack attacks doing half damage. Deadly Focus (Su): +10 to attack and damage to target of focus. Bypass DR (Su): Bypass DR on deadly focus. Shadow Style: Shadowblade (Su): Create weapon as free action weapon counts as force effect +5 Shadow glide Shadow Talents: Improved Uncanny Dodge (Ex) Swarm of Blades +3d6 to targets adjacent to target of deadly focus. Skill Mastery: Upon gaining this ability, he selects a number of skills equal to 3 + his Intelligence modifier.When making a skill check with one of these skills, he may take 10 even if stress and distractions would normally prevent him from doing so. Acrobatic Stealth Sense Motive Sleight of Hand Intimidate Perception Bluff Dagger master +3 attack / damage Greater Deadly Focus as deadly focus add damage + 32 Improved Evasion: Wizard:
School: Shadow Restricted schools/ conjuration, divination
Gunslinger Mage:
Craft Caster & Shell Feat Turning Scrolls into Caster Shells Fighter:
Weapon and Armor Proficiency: An unarmed fighter is not proficient with medium armor, heavy armor, or shields. An unarmed fighter is proficient with all monk weapons, including exotic monk weapons. Unarmed Style: At 1st level, a unarmed fighter gains the Improved Unarmed Strike feat and any single style feat (see Chapter 3) as a bonus feat. The unarmed fighter need not meet all the prerequisites of the style feat he chooses, but style feats that grant additional uses of the Elemental Fist feat cannot be taken until the unarmed fighter has that feat. This ability replaces the bonus feat at 1st level. Harsh Training (Ex): At 2nd level, an unarmed fighter gains a +1 bonus on saving throws against effects that cause the exhausted, fatigued, or staggered conditions or temporary penalties to ability scores. This bonus increases by +1 for every four levels after 2nd (to a maximum of +5 at 18th level). This ability replaces bravery. Tough Guy (Ex): At 3rd level, an unarmed fighter gains DR/— equal to half his fighter level against nonlethal damage or damage taken while he is grappled. This ability replaces armor training 1.
Champion of Darkness:
Shadow evocation/conjuration: Ability to make small creatures formed from shadow about the size of a house cat called shadelings. Shadow flame: touch or ray attack dealing 15d6 points of damage, or can be applied to weapons and counts as flaming burst and igniting only with shadow flames. Shadow Master (Su): Whenever Asch is in an area of dim light, he gains DR 10/— and a +2 luck bonus on all saving throws. In addition, whenever he successfully scores a critical hit against a foe who is in an area of dim light, that foe is blinded for 1d6 rounds. ------------------- PROFICENCIES:
------------ TRAITS:
LANGUAGES
----------- FEATS:
Lvl0free: Technical Proficiency Lvl1: Precise Shot Lvl1W: Scribe Scroll Lvl3: Point-blank Shot Lvl5: Crack Shot Lvl5W: Craft Wondrous Item Lvl7: TWF Lvl9: Dimensional Agility Lvl10W: Craft Magic Arms and Armor Lvl11: Improved TWF Lvl13FB: improved unarmed strike/ shadow snake style Lvl13: Dimensional Assault Lvl14FB: Sidewinder Lvl15: Dimensional Dervish Lvl16FB: Greater TWF Flaw Bonus hauntings of the past: Snakefang Flaw Bonus secret voices: Speed Load ------------ EQUIPMENT
Belt of Hidden Pouches:
12 fey bane bullets 36 human bane bullets 24 magical beast bane bullets 24 monstrous humanoids bane bullets 20 undead bane bullets 6 construct bane bullets 6 animal bane bullets -------------------- CHARACTER
PERSONALITY:
He is quick to anger and enjoys a good fight. He is loyal to a fault and will fight to the death in protection of Amada and others who he considers friends. He hides behind a wall of anger and sarcasm to hide the pain he has dealt with most of his life. APPEARANCE:
Short spiky black hair with red streaks through it. His skin is pale white. His eyes are blood red with a black ring around it. He is 5' 11" 3/4 175 pounds of lean muscle. He wears a black trench coat heat and cold resistant underneath that he wears a black sleeveless outfit with red accents. Fingerless gloves set with magic and electronics for protection. Steel reinforced boots. His right arm looks like it has been infused with shadows and is covered in archaic markings Attack:
[Dice=Atack R1]1d20+29[/dice] [Dice=Attack R2]1d20+23[/dice] [Dice=Atack R3]1d20+19[/dice] [Dice=Attack R2]1d20+14[/dice] [Dice=Atack L1]1d20+29[/dice]
[Dice=Damage R1]1d8+4[/dice]
[Dice=Damage L1]1d8+4[/dice]
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