Xakihn

Anang, Shadow Hunter's page

8 posts. Alias of Doomed Hero.


Full Name

Anang Shiriki

Race

Danisil

Classes/Levels

Wildlander/1 Rogue/2

Gender

Male

Size

Medium

Age

126

Alignment

Neutral Good, Evil Subtype

Occupation

Demon Hunter

Strength 10
Dexterity 21
Constitution 13
Intelligence 14
Wisdom 12
Charisma 15

About Anang, Shadow Hunter

About Anang

XP: 5000

Male Danisil Rogue 2 Wildlander 1
4'9 98lbs
Fiendhearted Path
Max HP:34 Current HP:16
Fate Points:7

STR 10(+0) DEX 21(+5) CON 13(+1) INT 14(+2) WIS 12(+1) CHA 15(+2)

Defense

AC: 21 (10 +5 dex +3 armour +1 dodge +1 demon flesh)
Touch: 15
Flat footed: 14

Armour:

Rough Studded Leather armor +3 max dex +5 pen –1 failure chance 15%
Speed: 40
Offense
BAB: +2

Melee: Sepi Attack +7 damage 1d6+5 18-20
Melee: Sepi (offhand) Attack +7 damage 1d6+2 18-20

Ranged: Sepi Attack +8 damage 1d6+4 18-20 20ft

CMB: +3 CMD:18

Initiative +5

Fort: +4 Reflex: +8(Evasion) Will: +3(+5 enchantment)

Skills:

Acrobatics +11
+15 to jump
+17 in trees
+21 to jump in trees
Bluff +7
Climb +5(+11 in trees)
Craft(poisonmaking) +7
Disguise +6
Disable Device +11
Knowledge(spirits) +6
Perception +11 (Lowlight vision, Darkvision 30ft)
Sense Motive +7
Sleight of hand +10
Stealth +11 (+14 in natural settings)
Survival +7(+11 in Erethor, +13 in Aruun)
Swim +5
Use Magic Device +6
Feats:

Dodge
Weapon Focus (Sepi)
Knifethrower (Sepi)
- Quickdraw (Sepi)
Innate Channeler (racial)
Darkstalker (bonus)
Toughness (bonus)
You have learned how to stalk and surprise creatures
whose senses are very different from those of a
humanoid.
Benefit: When you hide, creatures with blindsense,
blindsight, scent, or tremorsense must
make a Listen check or a Spot check (whichever DC
is higher) to notice you, just as sighted creatures would make
Spot checks to detect you. You cannot hide in plain sight unless
you have that ability as a class feature. In addition, you can flank
creatures that have the all-around vision special quality.
Normal: Creatures with these senses do not need to make
Spot or Listen checks to notice other creatures within range.
Creatures with all-around vision can’t be flanked.

Traits:

Weapon bond (Sepi) Dexterity to attack and damage, use as martial weapon.
Dextrous +2 dexterity (2 traits)

Powerful Enemy: Silly demons!
Path/Class Abilities:

Fiendish Aura
Fiendish gift (demon flesh)
Fiendish gift (Devil's Eyes)
Sneak Attack +1d6
Evasion
Trapfinding
Track
Rogue Talent (Two Weapon Fighting)
Wildlander Trait (Quickstride)
Wild Empathy
Favoured enemy (Orc)
Spells:

Innate Magic (Cha)
0-Level DC 12
-Cure minor wounds
-Mending
-Ghost Sound
Penumbra bloodline
Benefit Your ancestry gives you a bonus spell known
at each spell level, starting at 1st, from the following list.
]1st—Obscuring mist 3 times per day
2nd—Darkness
3rd—Nondetection
4th—Evard's black tentacles
5th—Shadow evocation
6th—Shadow walk
7th—Plane shift
8th—Greater shadow evocation
9th—Etherealness

Racial:

Elven racial Traits
• +2 Dexterity, +2 Charisma, –2 Constitution
• Medium: As Medium creatures, elves have no special
bonuses or penalties due to their size.
• Elf base land speed is 30 feet.
• Weapon Proficiency: All elves receive the Martial
Weapon Proficiency feats for the longbow and shortbow.
Favored Region: Erethor.
Natural Channelers: They gain the Innate Magic feat as a bonus feat,
and those who gain the Magecraft feat have 2 bonus spell
energy points.
• Low-light Vision: Elves can see twice as far as a
human in starlight, moonlight, torchlight, and similar conditions
of poor illumination. They retain the ability to distinguish
color and detail under these conditions.
• +2 racial saving throw bonus against Enchantment
spells or effects.
• All elves may begin play with elven traveling
clothes, erethor tea, and hearthstones (at one-quarter normal
cost).
Danisil Racial Traits
• Weapon Familiarity: Danisil treat sepi as martial
weapons, rather than as exotic weapons. Additionally, when
wielding two sepi, Danisil suffer only half the normal penalties
for wielding a second weapon in their off hand. This benefit
stacks with that granted by Two-Weapon Fighting and
similar feats.
• Favored Region: Aruun. Jungle elves’ favored
region bonuses for Erethor increase by +2 when in the Aruun.
• Natural Channelers: Jungle elves nurture a relationship
with the benign spirits of Aryth. They may select an additional known spell for their Innate Magic bonus
feat.
• Feral Elves: Jungle elves are even more
attuned to their surroundings than other elves.
Danisil gain an additional +2 to all racial bonuses
granted by universal elven traits, for a total of a +4
racial bonus to Listen, Search, and Spot checks, a +6
racial bonus on Climb and Balance checks when
climbing trees, a +4 racial bonus on Survival and
Knowledge (nature) checks in Erethor, and a +6
racial bonus on Survival and Knowledge (nature)
checks in the Aruun.
• Spirit Foes: Jungle elves cling to survival
only by learning to evade the many malevolent spirits
that plague their homeland. They gain a +4 racial
bonus on Hide and Move Silently checks in natural
settings, and gain a +2 racial bonus on saving throws
against the spells, special attacks, and spell-like and
supernatural abilities of creatures with the outsider
type.
• Herbalists: Jungle elves may begin play
with up to 10 doses of orcbane poison (at one-quarter
normal cost).
• Automatic Languages: Jungle Mouth.
Bonus Languages: Colonial, Erenlander, Halfling,
High Elven, Sylvan, Trader’s Tongue.

Equipment:

Four well worn but still razor sharp sepi, kept in good repair by judicious use of Anang's mending spell and a whetstone.
Backpack containing:
1 weeks worth of trail rations
Waterskin
Whetstone
50ft of rope
Flint and Steel
Two stone pots, one containing black pigment the other white.
A roughly made brush
A single dose of Orcsbane
Winter Blanket
Regular clothes (Loose shorts and a baggy shirt with the sleeves ripped off.)
A rough leather pouch containing a canine tooth from each of the beings Anang has killed.
Fiendhearted:

1 Fiendish Aura, Fiendish Gift
2 Detect Good
3 Fiendish Gift
4 +1 Str, Con or Chr
5 Call Hellfire
6 Fiendish Gift
7 Imp Companion
8 +1 Str, Con or Chr
9 Fiendish Gift
10 Infernal Mark
11 Flame Strike x1 per day
12 +1 Str, Con or Chr
13 Fiendish Gift
14 Infernal Wings
15 Touch of Damnation
16 Fiendish Gift
17 Flame Strike x2 per day
18 +1 Str, Con or Chr
19 Fiendish Gift
20 Devil Made Flesh
Fiendish Aura: Your physical self is infused with malevolent energy; your very presence inspires woe and fear. A Fiendhearted character has the evil subtype, as though he were an outsider. The character's alignment cannot be good. NPC's are naturally influenced to fear a Fiendhearted character. They gain a bonus to Intimidate checks equal to 1/2 their character level. Evil outsiders that first encounter a Fiendhearted character have their starting disposition shifted one step towards being beneficial.

Fiendish Gift: Each time this ability is gained, choose one of the following abilities-

Claws: You grow claws that deal 1d4 damage. Each time this ability is chosen, the damage the claws deal increases by one die step. (1d6, 1d8, 1d10, 2d6, 2d8, 2d10)

Fangs: You gain a bite attack that deals 1d4 damage. Each time this ability is chosen, the damage the fangs deal increases by one die step. (1d6, 1d8, 1d10, 2d6, 2d8, 2d10)

Energy Resistance: Choose one energy type (fire, acid, cold, sonic, electricity). You gain resistance 5 of that type. This increases by 5 each time this gift is chosen. When this gift it taken, your skin takes on a very slight coloration (DC 20 to notice). The color is usually dependent on the resistance gained. Common colors are red, green and black, though others are not impossible. Each time this ability is taken the DC to notice decreases by 2.

Demon Flesh: Your natural armor increases by 1. This ability can be chosen more than once. When this ability is gained, the character's skin becomes slightly scaly. Each time this ability is chosen, the scales become more pronounced. In addition, the skin can begin to feel noticeably different to the touch, Examples include cold resistant characters becoming noticeably warm or cold to the touch, or the skin of electrically resistant characters becoming charged with slight static.

Forked Tongue: You gain a +1 Divine bonus to Bluff and Diplomacy. This ability may be chosen more than once.

Devil's Eyes: You gain 30' dark vision. If you already have darkvision, this ability increases it's range by 30'. When this ability is gained, the characters eyes become silted, or red tinted. The more times this ability is taken, the more pronounced the inhuman eyes become.

Imp Companion: You attract the services of a loyal, yet not necessarily nice, Imp. If this creature is reduced to 0 HP, it becomes Bodiless. The Imp can create a body from a piece of your body and soul, but doing this requires your permission, and the expenditure of a number of HP equal to the Imp's max HP. This HP damage is starvation damage and cannot be healed magically. This damage can be taken in increments, as much or as little at a time as you would like, but the week long regeneration process does not begin until all the necessary hit points have been expended. If the Imp dies while bodiless, you will attract the services of another within one year.

Call Hellfire: A number of times per day equal to 1/2 your character level you may cause a spell or weapon that deals damage to deal 1d6 extra fire damage and 1d6 extra Divine damage during an attack. This ability is a swift action to activate.

Infernal Mark: Somewhere on your body a mark appears that names you as a demon. No matter what form you are in, should you be polymorphed or disguised, this mark remains in the same general location and is quite obvious. It can be covered, but never gotten rid of. It can take many forms, a glowing rune, a strange and precise birthmark, small horns, a tail, ect. Anyone that sees it will immediately recognize it for what it is, and react appropriately, usually with fear or anger. While it is exposed you gain a +5 Divine bonus on any Charisma based skill check against evil creatures. You also gain the ability to see clearly in magical darkness.

Infernal Wings: You gain a pair of wings of one of two types. Chose either a large permanent pair of bat-like wings which grants you a base fly speed of double your movement rate. or a summonable pair of wings made of shadow and smoke which grant you the Fly spell for a number of rounds per day equal to your level. Summoning these wings is a Swift action that can be maintained as a free action. Once the choice is made it cannot be changed.

Touch of Damnation: Once per day you may touch a creature and cause them to make a Will save. If they fail, they find their innermost desires bubbling to the surface of their thoughts and becoming easier and easier to justify. This ability causes most creatures to act overtly or subtly against any creature they feel has wronged them, become paranoid and obsessed with personal power, and to immediately shirk any responsibilities that are inconvenient. This generally causes a rapid breakdown of any family, organization or group this creature is a part of, and depending on the creature, can cause wide repercussions. This ability does not necessarily cause an alignment change, but often does. A shift of alignment is not necessarily towards evil, so much as it is toward extreme selfishness and vindictiveness.

Devil Made Flesh: You become a Demon. Your type changes to Outsider, you gain immunity to Fire and Poison; Cold Resistance 10, Acid Resistance 10, Spell Resistance equal to your Hit Dice plus your Charisma modifier and Damage Resistance 15/ Good or Iron. Should you reach 0 HP, you gain the Bodiless template, but do not die. You may regain a body under the usual conditions. All normal rules regarding Demons in Midnight apply.