Thief

Saardonis's page

62 posts. Alias of Jarred Henninger.


Full Name

Saardonis

Race

Human

Classes/Levels

Ranger 5 | HP 84/84 | AC 18/12/16 | F +8 R +7 W +4 | Init +4 | Perc +14 | CMB +8 CMD 22 | 30 ft

Gender

Male

Strength 18
Dexterity 15
Constitution 16
Intelligence 13
Wisdom 14
Charisma 8

About Saardonis

Saardonis
Male human (chelaxian) ranger 6
N Medium humanoid (human)
Init +4; Senses Perception +14
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Defense
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AC 18, touch 12, flat-footed 16 (+6 armor, +2 Dex)
hp 84 (6d10+24); fast healing 4
Fort +8, Ref +7, Will +4
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Offense
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Speed 30 ft.
Melee +1 silversheen scimitar +9/+4 (1d6+9/18-20) and +1 silversheen scimitar +9/+4 (1d6+7/18-20)
Special Attacks favored enemies (humans +4, monstrous humanoids +2)
Melee +1 scimitar +5/+0 (1d6+9/18-20) and
Special Attacks combat style (two-weapon combat), favored enemies (humans +4, monstrous humanoids +2)
Maneuvers
Devoted Spirit
~Martial Spirit (Stance)
~Revitalizing Strike (Strike)
Shadow Hand
~Shadow Blade Technique (Strike)
~Cloak of Deception (Boost)

Maneuver Details:

Martial Spirit
Level: 1
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: Stance

As you cleave through your foes, each ferocious attack you make lends vigor and strength to you and your allies.
While you are in this stance, you or an ally within 30 feet heals 2 points of damage each time you make a successful melee attack. This healing represents the vigor, drive, and toughness you inspire in others. Your connection to the divine causes such inspiration to have a real, tangible effect on your allies’ health.
Each time you hit an opponent in melee, you can choose a different recipient within range to receive this healing.

Revitalizing Strike
Level: 3 (One Devoted Spirit maneuver),
Casting Time: 1 standard action
Range: Melee attack
Target: One creature

As you rear back to strike your foe, an aura of divine energy surrounds you. As your attack slams home, this aura dissipates in a flash, knitting your wounds as it discharges.
As part of initiating this strike, you must make a successful melee attack against an enemy creature whose alignment has at least one component different from yours. This foe must pose a threat to you or your allies in some direct, immediate way. If your attack hits, you or an ally within 10 feet of you heals 3d6 points of damage + 1 point per initiator level (maximum +10).

Shadow Blade Technique
Level: 1
Casting Time: 1 standard action
Range: Melee attack
Target: One creature

You weave your weapon in an elaborate pattern, creating an illusory double that glows with white energy. As you make your attack, both your true weapon and the illusion slash at your foe.
This maneuver allows you to create a mystical double of your weapon. As you attack, your foe must decide which weapon to defend against. In most cases, the illusory weapon distracts your foe and allows your true attack to hit. In some cases, both attacks strike home. In this case, the shadow blade discharges its magic and imbues your attack with cold energy.
As part of this maneuver, you make a single melee attack against an opponent. Unlike on a normal attack, you roll 2d20 and select which of the two die results to use. If you use the higher die result, resolve your attack as normal. (Your mystic double misses, but your true attack might hit.) If you use the lower die result, or if both die results are the same, your attack deals an extra 1d6 points of cold damage as both the mystic double’s attack and your true weapon strike home.
This maneuver is a supernatural ability.

Cloak of Deception
Level: 2
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: End of turn

The shadows around you seem to surge forward and engulf you. For a brief moment, they render you invisible.
When you initiate this maneuver, you turn invisible, as the greater invisibility spell (PH 245). You remain invisible until the end of your current turn.
This maneuver is a supernatural ability.


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Statistics
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Str 18, Dex 15, Con 16, Int 13, Wis 14, Cha 8
Base Atk +6; CMB +8; CMD 22
Feats Double Slice, Endurance, Fast Learner[ARG], Power Attack, Quick Draw, Skill Focus (Perception), Step Up, Two-Weapon Fighting
Traits ease of faith, reactionary, suspicious, world traveler
Languages Common, Draconic
Combat Gear cure light wounds crystal (5), teleport crystal, teleport crystal, healer's kit, heatstone; Other Gear mithral breastplate, +1 silversheen scimitar, +1 silversheen scimitar, masterwork artisan's tools, backpack, cooking kit, grappling hook, oldlaw whiskey (per bottle), silk rope (100 ft.), tent, medium, wandermeal (10), waterskin (2), whetstone, wrist sheath, spring loaded (2), 223 gp, 8 sp, 8 cp
Skills Climb +10, Craft (weapons) +12, Diplomacy +8, Handle Animal +7, Heal +8, Knowledge (dungeoneering) +5, Knowledge (geography) +5, Knowledge (local) +6, Knowledge (nature) +5, Perception +14, Ride +5, Sense Motive +12, Stealth +7, Survival +14, Swim +7; Racial Modifiers +3 Survival
SQ favored terrain (forest +2), heart of the wilderness, hunter's bond (hunter's bond [companions]), track +3, wild empathy +5
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Special Abilities
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Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Fast Healing 4 (Ex) Heal damage every round unless you are killed.
Favored Enemy (Humans +4) (Ex) +4 to rolls vs. Favored Enemy (Humans) foes.
Favored Enemy (Monstrous Humanoids +2) (Ex) +2 to rolls vs. Favored Enemy (Monstrous Humanoids) foes.
Favored Terrain (Forest +2) (Ex) +2 to rolls when in Favored Terrain (Forest).
b]Heart of the Wilderness +3[/b] Negative Hp required for death increases by listed amount, +5 on CON checks to stabilize.
Hunting Companions (2 rounds) (Ex) Grant half favored enemy bonus to allies in 30' as move action.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.
Step Up When a foe makes a 5 ft step away from you, you can move 5 ft to follow them.
Track +3 Add the listed bonus to survival checks made to track.
Wild Empathy +5 (Ex) Improve the attitude of an animal, as if using Diplomacy.