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About A'strethMale Serpentfolk –
NG Monstrous Humanoid
Traits:
Chance Encounter – Once per day, if you fail an Acrobatics, Bluff, Disguise, Sleight of Hand, or Stealth check, you may immediately reroll that check as a free action. You must take the second result, even if it is worse. Mythic bonus: Gain a +2 trait bonus on Reflex saves. By expending on use of mythic power, you can take 20 on an Acrobatics, Bluff, Disguise, Sleight of Hand, or Stealth check without an increase in the time required to make the check. Skills: 78 Ranks (Based on Class +INT) Acrobatics +21 (Ranks 8)
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Martial Flexibility (including Arcane Strike & Combat Casting) - Use a move action to gain the benefit of a combat feat she doesn't possess. This effect lasts for 1 minute. Must otherwise meet the feat's prerequisites. Can use this ability a number of times per day equal to 3 + 1/2 his Sorcerer level. Can use this ability again before the duration expires in order to replace her previously chosen combat feat with another choice. If a combat feat has a daily use limitation (for example, Stunning Fist), any uses of that combat feat while using this ability count toward that feat's daily limit. At higher levels, when she gains multiple feats through this ability, she can use those feats to meet the prerequisites of other feats she gains with this ability. Doing so means that she cannot replace a feat currently fulfilling another's prerequisite without also replacing those feats that require it. Each individual feat selected counts toward her daily uses of this ability. Bloodline Arcana - Whenever you cast a spell with a range of "personal," you gain a luck bonus equal to the spell's level on all your saving throws for 1 round.
(Spell-Less Ranger) Favored Enemy (Outsider Evil) He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of the selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. He may make Knowledge skill checks untrained when attempting to identify these creatures,
Deceptive Combat Style (Improved Feint), Stealth Attack - If a spell-less ranger can catch an opponent when he is unable to defend himself effectively from his attack, he can strike a vital spot for extra damage. The spell-less ranger’s attack deals extra damage any time his target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when he flanks his target. This extra damage is 1d6 at 2nd level, and it increases by 1d6 every four spell-less ranger levels thereafter. Should he score a critical hit with a stealth attack, this extra damage is not multiplied. Ranged attacks can count as stealth attacks only if the target is within 30 ft. ONLY usable against favored enemy or in favored terrain. (Swashbuckler)
Deeds - Opportune Parry and Riposte (Ex): At 1st level, when an opponent makes a melee attack against the swashbuckler, she can spend 1 panache point and expend a use of an attack of opportunity to attempt to parry that attack. The swashbuckler makes an attack roll as if she were making an attack of opportunity; for each size category the attacking creature is larger than the swashbuckler, the swashbuckler takes a –2 penalty on this roll. If her result is greater than the attacking creature’s result, the creature’s attack automatically misses. The swashbuckler must declare the use of this ability after the creature’s attack is announced, but before its attack roll is made. Upon performing a successful parry and if she has at least 1 panache point, the swashbuckler can as an immediate action make an attack against the creature whose attack she parried, provided that creature is within her reach. This deed’s cost cannot be reduced by any ability or effect that reduces the number of panache points a deed costs. Fighter: Bravery +2
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250 GP
Mythic Power:
Hard to Kill (Ex):
Amazing Initiative:
Feat – Extra Mythic Power Path Ability – Deadly Dodge - Trickster Attack – Fleet Charge - Path Ability – Additional Trickster Attack – Surprise Strike - Background: A'streth is not your normal Serpentfolk, he is far, far more dangerous. Ice water from the most frigid seas run though his veins. When first hatched he consumed all of his hatch mates as they hatched, believing their presence would somehow prejudice his own existence. At least that is how he remembers it. His mother recognized in him this cunning and gave him as an offering to the High Priest of Ydersius to be properly cultivated. Cultivated he was, despite his homicidal tendencies, which the High Priest referred to as merely "belligerence", A'streth was finally able to come to grips with the fact that he need not be the only sentient being on the planet to be secure. The God worked its way into A'streth's soul and showed him the ancient glories of his people and that his desire for blood could be appeased with the slaying of lesser races for the glory of all Serpentfolk. Still, even though he was no longer actively seek to kill everything he saw, A'streth's talents did not lie with the Divine. The High Priest began to groom him as an assassin to be used against his foes. The warrior behind glass to break in case of an emergency. Once suitably trained, the High Priest bade A'streth to immerse himself in the culture of one of the enemies of the Serpentfolk, the drow. To do so, he would have to leave the ancient city and travel to Telderist. During his travel across Lake Nirthran. A’streth became enamored of the pirate fighting style they named Swashbuckling. He stayed on the crew the ship and better learn the techniques before ultimately reaching Telderist. After all, if his initial strike did not slay, what better way to kill ones opponent than by ensuring that their counter-strike never struck you? A'streth immediately made an impact upon arrival slaying a few slaves who offended him at a local Tavern. The Crimelord who owned the Tavern recognized the skills of the Serpentfolk and hired him on as muscle, well blade. Soon enough, a better opportunity came along and A'streth killed his former employer for a handsome sum giving ownership of the Tavern to a drow of much greater power, an agent of the Nightrunners. The Nightrunners gave A'streth further training and more importantly, steady work on their own payroll. A'streth began to wonder if his original purpose here would ever be served but has continued to do as he was bade, enmesh, immerse and become even more deadly. Then he met Kassii the Bloodscaled and the Witch began to alter his destiny. She revealed to him the power within his own blood and aided him in releasing that power which once more opened pathways into martial study that A’streth had heretofore left unexplored. Becoming part of her coven so very much reminded him of the destiny that Ydersius had Called him to. When not slaying someone on behalf of the Nightrunners, he is doing so for the Bloodscaled. A’Streth on an assassination job for the Bloodscaled ran afoul of a Paladin of Iomedae who instead of slaying him, converted him(initial Mythic Awakening) to her cause and utilized him to aid her in her further endeavors (as a Cohort). She answered the call of the Crusade and was cut down on the front lines. With her death A’Streth “felt” her soul inhabit his, and he has agreed to continue the fight against the Worldwound with new allies. Evil A'streth:
Male Serpentfolk – Spell Less Ranger (Sentinel) 2/ Unchained Rogue 3/Swashbuckler (Inspired Blade) 1/Assassin 1/Sorcerer 1 (Destined Bloodline/Eldritch Scrapper) NE Monstrous Humanoid Init +12; Senses Perception +12 (+13 Disable Traps) (+13 Avoid Surprise) Languages: Undercommon, Aklo, Draconic, Abyssal, Elven, Dwarven -------------------- Defense -------------------- AC 18, touch 17, flat-footed 12 (Dexterity +6, ABP Deflection +1, ABP Armor (Clothing) +1, Toughening +0 Natural AC) (19 AC vs. Traps) hp 55 (45+8+2 Favored Class) Fort +7, Ref +17, Will +7 (ABP +1) +2 versus Mind Effecting & Poison +1 versus Traps EVASION -------------------- Offense -------------------- Speed 30 ft. BAB +5 ABP Attack Bonus +2/+1 Panache Points – 5 [Extra Panache as a Feat?] Martial Flexibility - 4 x Day [Extra Martial Flexibility as a Feat?] Melee Elven Curved Blade (Bane vs. Drow) +13 – Damage 1d10+11 (Drow Attack +4 Damage +2+2d6) (ABP Attuned +1)
Ranged Daggers +11 1d4+ (Poison if utilized) (3 Located on Bandolier) Bracers - +2 Attack & Damage vs. Flat Footed Opponents Sneak Attack 3d6
Death Attack - If an assassin studies his victim for 3 rounds and then makes a sneak attack with a melee weapon that successfully deals damage, the sneak attack has the additional effect of possibly either paralyzing or killing the target (assassin’s choice). Studying the victim is a standard action. The death attack fails if the target detects the assassin or recognizes the assassin as an enemy (although the attack might still be a sneak attack if the target is denied his Dexterity bonus to his Armor Class or is flanked).
Sorcerer Spells Known (Sor 1st; concentration +2):
Feats:
Proficiencies:
Traits:
Skills: 78 Ranks (Based on Class +INT)
Background Skills:
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(Sorcerer) SQ Destined Bloodline:
Martial Flexibility (including Arcane Strike & Combat Casting) - Use a move action to gain the benefit of a combat feat she doesn't possess. This effect lasts for 1 minute. Must otherwise meet the feat's prerequisites. Can use this ability a number of times per day equal to 3 + 1/2 his Sorcerer level. Can use this ability again before the duration expires in order to replace her previously chosen combat feat with another choice. If a combat feat has a daily use limitation (for example, Stunning Fist), any uses of that combat feat while using this ability count toward that feat's daily limit. At higher levels, when she gains multiple feats through this ability, she can use those feats to meet the prerequisites of other feats she gains with this ability. Doing so means that she cannot replace a feat currently fulfilling another's prerequisite without also replacing those feats that require it. Each individual feat selected counts toward her daily uses of this ability. Bloodline Arcana - Whenever you cast a spell with a range of "personal," you gain a luck bonus equal to the spell's level on all your saving throws for 1 round. (Unchained Rogue) Finesse Training (Dex to Attack),
(Spell-Less Ranger) Favored Enemy (Drow) He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of the selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. He may make Knowledge skill checks untrained when attempting to identify these creatures, Track (+1/2 Ranger level to follow or identify tracks), Mugshot - A sentinel can spend 1 minute studying the appearance of a target or a likeness of the target in the form of a picture, carving, or visual illusion and memorize it with perfect recall. From that point on, the sentinel gains a +4 bonus on Perception checks to notice the target in disguise or pick him out of a crowd. The sentinel is automatically allowed a Perception check against the target’s Disguise check whenever she sees the target, even if the individual isn’t doing anything to draw attention to himself.
Deceptive Combat Style (Improved Feint), Stealth Attack - If a spell-less ranger can catch an opponent when he is unable to defend himself effectively from his attack, he can strike a vital spot for extra damage. The spell-less ranger’s attack deals extra damage any time his target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when he flanks his target. This extra damage is 1d6 at 2nd level, and it increases by 1d6 every four spell-less ranger levels thereafter. Should he score a critical hit with a stealth attack, this extra damage is not multiplied. Ranged attacks can count as stealth attacks only if the target is within 30 ft.
(Swashbuckler) Inspired Panache - Each day, an inspired blade gains a number of panache points equal to her Charisma modifier (minimum 1) and Intelligence modifier (minimum 1), instead of just her Charisma modifier.
Inspired Finesse - At 1st level, an inspired blade gains the benefits of Weapon Finesse with the rapier (this ability counts as having the Weapon Finesse feat for the purpose of meeting feat prerequisites) and gains Weapon Focus (rapier) as a bonus feat. Deeds - Opportune Parry and Riposte (Ex): At 1st level, when an opponent makes a melee attack against the swashbuckler, she can spend 1 panache point and expend a use of an attack of opportunity to attempt to parry that attack. The swashbuckler makes an attack roll as if she were making an attack of opportunity; for each size category the attacking creature is larger than the swashbuckler, the swashbuckler takes a –2 penalty on this roll. If her result is greater than the attacking creature’s result, the creature’s attack automatically misses. The swashbuckler must declare the use of this ability after the creature’s attack is announced, but before its attack roll is made. Upon performing a successful parry and if she has at least 1 panache point, the swashbuckler can as an immediate action make an attack against the creature whose attack she parried, provided that creature is within her reach. This deed’s cost cannot be reduced by any ability or effect that reduces the number of panache points a deed costs. (Assassin) Sneak Attack,
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Hypnotic Gaze (Sp): A'streths' gaze is so intense it stops others in their tracks. Once per day, it can attempt to hypnotize a single target, as per the spell hypnotism (caster level equal to Hit Dice). The DC of this effect is equal to 11 + Charisma modifier. The effects of the hypnotic gaze only last a single round. This racial trait replaces serpent’s sense
Poison: Serpentfolk possess a natural venom in their fangs. Whenever a creature is struck with their bite attack, they suffer the effects of this venom; Venom: Injury (Bite), Save: Fort (DC = 10 + 1/2 Serpentfolk HD + Con modifier), Frequency: 1/round for 6 rounds, Effect: 1d2 Str damage, Cure: 1 save.
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Longbow (75)
Tent, rations for 10 days, & water for 10 days, saddlepacks and saddle bags. Strap for lizard to move upside down. --------------
None --------------
Bracers of Murder (8,000 GP) - Bracers of murder grant you a +2 profane bonus on attack rolls and damage rolls against flat-footed targets.
Cloak of Elvenkind (2,500 GP)
Curved Blade (Bane Drow) (2,000) --------------
A’streth appears to be a common Serpentfolk. He has long ensured that when others observe him his movements appear somewhat slow as if he is dim witted and a bit clumsy. He rarely engages in small talk and rarely asks questions. The glazed look in his eyes and his clumsy gait are of course a façade. Few are as deadly as A’streth or widely diverse in their training. Perhaps the only thing that truly sticks out about him is the elven blade he carries on his back. Of course, those who can see magical auras can tell that he is dressed head to toe in gear with magical enhancements. -------------------
A'streth is not your normal Serpentfolk, he is far, far more dangerous. Ice water from the most frigid seas run though his veins. When first hatched he consumed all of his hatch mates as they hatched, believing their presence would somehow prejudice his own existence. At least that is how he remembers it. His mother recognized in him this cunning and gave him as an offering to the High Priest of Ydersius to be properly cultivated. Cultivated he was, despite his homicidal tendencies, which the High Priest referred to as merely "belligerence", A'streth was finally able to come to grips with the fact that he need not be the only sentient being on the planet to be secure. The God worked its way into A'streth's soul and showed him the ancient glories of his people and that his desire for blood could be appeased with the slaying of lesser races for the glory of all Serpentfolk. Still, even though he was no longer actively seek to kill everything he saw, A'streth's talents did not lie with the Divine. The High Priest began to groom him as an assassin to be used against his foes. The warrior behind glass to break in case of an emergency. Once suitably trained, the High Priest bade A'streth to immerse himself in the culture of one of the enemies of the Serpentfolk, the drow. To do so, he would have to leave the ancient city and travel to Telderist. During his travel across Lake Nirthran. A’streth became enamored of the pirate fighting style they named Swashbuckling. He stayed on the crew the ship and better learn the techniques before ultimately reaching Telderist. After all, if his initial strike did not slay, what better way to kill ones opponent than by ensuring that their counter-strike never struck you? A'streth immediately made an impact upon arrival slaying a few slaves who offended him at a local Tavern. The Crimelord who owned the Tavern recognized the skills of the Serpentfolk and hired him on as muscle, well blade. Soon enough, a better opportunity came along and A'streth killed his former employer for a handsome sum giving ownership of the Tavern to a drow of much greater power, an agent of the Nightrunners.
Dragonlance Game Stats:
Aurak Draconian – 3
Rogue – 2 (Favored Class) (1 Skill Point/1 Hit Point) Assassin – 1 Strength – 14
Hit Points = 59 (2d12+4/2d8+4/1d8+2/+1) AC = 14 (+2 Dex & +2 Natural) Initiative +8 Fortitude +5
BAB = +3 Claws (2) [Natural Weapon] - +5
Bite [Natural Weapon] - +5
Short Sword Attack (Keen) = + 5 (15-20 x2)
Ranged – Ray - +5
CMB = +5
Skills: (1st 6+3/2nd 0/3rd 6+3/4th 8+3/5th 8+3/6th 4+3/+1=48) (Class Ranks) Acrobatics - + 7 (2)
Feats:
30’ Movement Traits:
Special Abilities:
Rogue/Assassin:
Sorcerer:
Concentration +6 Cantrips – Detect Magic, Read Magic, Ghost Sound, Mage Hand, Acid Splash 1st (Known) - Burning Hands (2d4+1) & True Strike
Darkvision 60’
Languages:
Equipment: Magical – Hat of Disguise (1,800), Handy Haversack (2,000), Belt of Incredible Dexterity +2 (4,000), Keen Short Sword (2,000) Mundane – Silk Rope (3x – 50’ each), Grappling Hook (3x), Masterwork Thieves Tools, Waterskin (x2), Artisan Outfit, Artisan’s Tools Masterwork, Hammer, Monk’s Outfit, Torches (50), Oil (1 pint flask), Flint & Steel, Soap 1 STL [20 Steel marked by the Dark Lady] Concept & Bakground: Assassin – A’Streth has gained a reputation amongst the pink skins as an Artisan. He often employs his craft in places outside of Nerakan influence so that his travels are smoother when he needs to accomplish a mission for the Dragon Highlords. He claims to have a skin condition which requires a cowl from a monks hood when he travels and works (after all, one cannot use that Hat of Disguise reliably forever). He was literally hatched to kill things and exceeds at his job… Description: A’streth is a Draconian that stands 7’ tall. He weighs 180 lbs. His body is covered with Golden scales. He has a short tail and spines on the back of his hands. His teeth and claws are razor sharp. He eyes bulge and are colored an eerie green. His body can small of a noxious Sulphur which is why on the road he bathes frequently to mask the smell. When possible, he will carry a burning torch so the pitch smell overrides his own or at least he can blame the smell (if noticed) on oddly scented oils he purchased from the east. |