Copper Asp

A'streth's page

110 posts. Alias of Dennis Harry.


Full Name

A'Streth

Race

HP = 87/87 | AC=17 (T16) (FF 11) (vs. Trap 18) | Panache 7/7 | Mar Flex 4/4 | Mythic P 9/9 | Fort +8, Ref +18, Will +8 (+2 vs. Mind Effect & Poison/+1 vs. Trap/+2 vs. Fear) | Ini +11 | Per +12 (13 vs Surprise)

Classes/Levels

Shadow Status

About A'streth

Male Serpentfolk –
Gestalt - Spell Less Ranger (Sentinel) 2/ Unchained Rogue 3/Swashbuckler (Inspired Blade) 1/Sorcerer 1 (Destined Bloodline/Eldritch Scrapper)
Fighter 7 (Dervish of Dawn)

NG Monstrous Humanoid
Init +11; Senses Perception +12 (+13 Disable Traps) (+13 Avoid Surprise)
Languages: Undercommon, Aklo, Draconic, Abyssal, Elven, Dwarven
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Defense
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AC 17, touch 16, flat-footed 11 (Dexterity +5, Natural AC) (18 AC vs. Traps)
hp 87 (70+CON+7 Favored Class - Fighter)
Fort +8, Ref +18, Will +8
+2 versus Mind Effecting & Poison / +1 versus Traps / +2 vs Fear
EVASION
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Offense
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Speed 30 ft. (Can Move through 30’ of Terrain as if it were Normal Terrain)
BAB +7/+2
Panache Points – 7
Martial Flexibility - 4 x Day [Extra Martial Flexibility as a Feat?]
Melee Elven Curved Blade +1 (Bane vs. Demons) +15/+10 – Damage 1d10+12 (Demons Attack +4 Damage +2+2d6)
Melee Rapier – +12/+7 - Damage 1d6+6 (vs. Demon Attack +2 Damage +2)
Ranged Longbow +12 – Damage 1d8
Ranged Daggers +12 1d4
Sneak Attack 2d6
Stealth Attack 1d6 (Favored Enemy OR Terrain ONLY)
Sorcerer Spells Known (Sor 1st; concentration +2):
1st (2/Known - 4/Day) - Expeditious Retreat & True Strike
0 (at will)—Mage Hand, Resistance, Detect Magic, Disrupt Undead
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Statistics
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Str 8, Dex 20, Con 12, Int 18, Wis 10, Cha 16
Base Atk +7; CMB +6; CMD 21
Feats:
Nimble Moves, Acrobatic Steps, Piranha Strike [Power Attack for Dex], Iron Will, Extra Panache
Fighter Feats – (1) Improved Initiative, (2) Exotic Weapon Proficiency (Elven Curved Blade), (4) Great Fortitude, (6) Combat Reflexes
Proficiencies:
All Simple and Martial Weapons, Elven Curved Blade, Hand Crossbow, Light and Medium Armor, and Shields.

Traits:
Called - Once per day upon rolling a natural 1 on an attack roll, you may reroll the die and take the second result instead.

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)
Bluff +12 (Ranks 8)
Climb +5 (Ranks 3)
Diplomacy +1
Disable Device +18 (Ranks 8)
Disguise +12 (Ranks 8)
Escape Artist +12 (Ranks 2)
Fly 0
Heal 0
Intimidate +12 (Ranks 8)
Knowledge Arc 0
Knowledge Dungeoneering +8 (Ranks 4)
Knowledge History 0
Knowledge Local +8 (Ranks 4)
Knowledge Nature +8 (Ranks 4)
Perception +12 (Ranks 8)
Ride +5
Sense Motive +11 (Ranks 8)
Sleight of Hand +16 (Ranks 8)
Spellcraft 0
Stealth +21 (Ranks 8)
Survival +8 (Ranks 3)
Swim +4 (Ranks 2)
Use Magic Device +5 (Ranks 1)

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Special Abilities
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(Sorcerer)
SQ Destined Bloodline:
Eschew Materials, Cantrips,

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),
Finesse Training (Dex to Damage),
Trapfinding,
Fast Stealth (Talent),
Danger Sense,

(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,
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.
A sentinel can memorize the appearance of a number of targets equal to her Wisdom modifier (minimum 1) at any given time. Once a sentinel has reached her maximum number of memorized appearances, she must forget one of the memorized faces before gaining a new one,

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)
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.
Unlike other swashbucklers, an inspired blade gains no panache from a killing blow. She gains panache only from scoring a critical hit with a rapier.
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.

Fighter:

Bravery +2
Burst of Speed – At 3rd level, a dervish takes only a –1 penalty to her AC after charging. At 7th level, the dervish can charge with no penalty.
Desert Stride - At 7th level, a dervish can move through 10 feet of difficult terrain each round as if it were normal terrain. This benefit stacks with the benefits provided by the Acrobatic Steps and Nimble Moves feats.
Weapon Training – Heavy Blades

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Base Racial Traits
Ability Scores: Serpentfolk are far more dexterous than most races and their minds are inhumanly sharp, but they lack true physical prowess. They gain a +2 Dexterity, +2 Intelligence and -2 Strength.
Type: Serpentfolk are monstrous humanoids.
Size: Serpentfolk are medium creatures and stand around 6' tall.
Base Speed: Serpentfolk have a base speed of 30 feet.
Languages: Serpentfolk begin play speaking Draconic and Undercommon. Serpentfolk with high Intelligence scores can choose from the following: Aboleth, Abyssal, Aklo, Common, Dwarven, Elven, and Infernal.
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Defense Racial Traits
Resilient: Serpentfolk gain a +2 racial bonus on saving throws vs. mind-effecting effects and poison.
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Feat and Skill Racial Traits
-Skilled: Serpentfolk have very limber bodies, and their minds are adept at understanding arcane knowledge. They gain a +2 racial bonus on Escape Artist.
- Deep Hunter: Some serpentfolk train in navigating the harsh tunnels of the Darklands instead of honing their magical talents. They gain a +2 bonus to Survival instead of Use Magic Device. This alters Skilled.
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Magical Racial Traits
Spell-like Abilities: A'streth can cast disguise self and suggestion, each once per day, using his total character level as their caster level.
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
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Offense Racial Traits
Natural Weapons: Serpentfolk have a bite attack that deals 1d4 damage. This is a primary natural weapon.
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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Sense Racial Traits
Darkvision: Serpentfolk can see perfectly in the dark up to 60 feet.
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Gear
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Longbow (75)
Arrows (40)
Arrows IN Quiver (20)
Caltrops (6)
Rope Silk 50’ (2)
Waterskin (3)
Masterwork Thieves’ Tools
Tent, rations for 10 days, & water for 10 days, saddlepacks and saddle bags. Strap for lizard to move upside down.
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Special Material Gear
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None
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Magical Gear
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Cloak of Elvenkind (2,500 GP)
Boots of Elvenkind (2,500 GP)
Wand of Feather Fall (750)
Curved Blade +1 (Bane Demon) (2,000)
Belt of Incredible Dexterity +2
Headband of Intellect +2
Aegis of Recovery – An aegis of recovery grants its wearer a +2 resistance bonus on all saving throws made to recover from a continuing effect, such as ongoing poison damage, daily saving throws against disease, a hold person spell, or lingering damage from an attack. This bonus does not help against initial saving throws against such effects. Should the wearer ever drop below 0 hit points, the aegis heals the wearer for 2d8+3 points of damage and then crumbles to dust.

250 GP
MYTHIC
Mythic Tier 2 Tricketsr
Mythic points: 9/9
Ability Score Increase – Constitution
Mythic Surge (Su):
You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll. The bonus die gained by using this ability increases to 1d8 at 4th tier, 1d10 at 7th tier, and 1d12 at 10th tier.

Mythic Power:
Mythic characters can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. This power is used by a number of different abilities. Each day, you can expend an amount of mythic power equal to 3 plus double your mythic tier (5/day at 1st tier, 7/day at 2nd, etc.). This amount is your maximum amount of mythic power. If an ability allows you to regain uses of your mythic power, you can never have more than this amount.

Hard to Kill (Ex):
Whenever you're below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don't die until your total number of negative hit points is equal to or greater than double your Constitution score.

Amazing Initiative:
At 2nd tier, you gain a bonus on initiative checks equal to your mythic tier. In addition, as a free action on your turn, you can expend one use of mythic power to take an additional standard action during that turn. This additional standard action can’t be used to cast a spell. You can’t gain an extra action in this way more than once per round.

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
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Defense
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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
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Offense
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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)
Melee Rapier – +12 - Damage 1d6+6 (vs. Drow Attack +2 Damage +2)
Ranged Longbow +11 – Damage 1d8 + (Poison if utilized)

Ranged Daggers +11 1d4+ (Poison if utilized) (3 Located on Bandolier)

Bracers - +2 Attack & Damage vs. Flat Footed Opponents

Sneak Attack 3d6
Stealth Attack 1d6 (Favored Enemy OR Terrain ONLY)

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).
If the victim of such a death attack fails a Fortitude save (DC 19) against the kill effect, she dies. If the saving throw fails against the paralysis effect, the victim is rendered helpless and unable to act for 1d6 rounds plus 1 round per level of the assassin. If the victim’s saving throw succeeds, the attack is just a normal sneak attack. Once the assassin has completed the 3 rounds of study, he must make the death attack within the next 3 rounds.
If a death attack is attempted and fails (the victim makes her save) or if the assassin does not launch the attack within 3 rounds of completing the study, 3 new rounds of study are required before he can attempt another death attack.

Sorcerer Spells Known (Sor 1st; concentration +2):
1st (2/Known - 4/Day) - Expeditious Retreat & True Strike
0 (at will)—Mage Hand, Resistance, Detect Magic, Disrupt Undead
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Statistics
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Str 8, Dex 22, Con 13, Int 18, Wis 10, Cha 12
Base Atk +5; CMB +4; CMD 20

Feats:
Improved Initiative, Exotic Weapon Proficiency (Elven Curved Blade), Piranha Strike [Power Attack for Dex], Iron Will, Ability Focus (Death Attack +2).

Proficiencies:
All Simple and Martial Weapons, Elven Curved Blade, Hand Crossbow, Light and Medium Armor, and Shields.

Traits:
Called - Once per day upon rolling a natural 1 on an attack roll, you may reroll the die and take the second result instead.
Reactionary +2 Initiative.

Skills: 78 Ranks (Based on Class +INT)
Acrobatics +22 (Ranks 8)
Bluff +12 (Ranks 8)
Climb +5 (Ranks 3)
Diplomacy +1
Disable Device +19 (Ranks 8)
Disguise +12 (Ranks 8)
Escape Artist +13 (Ranks 2)
Fly 0
Heal 0
Intimidate +12 (Ranks 8)
Knowledge Arc 0
Knowledge Dungeoneering +8 (Ranks 4)
Knowledge History 0
Knowledge Local +8 (Ranks 4)
Knowledge Nature +8 (Ranks 4)
Perception +12 (Ranks 8)
Ride +6
Sense Motive +11 (Ranks 8)
Spellcraft 0
Stealth +22 (Ranks 8)
Survival +8 (Ranks 3)
Swim +4 (Ranks 2)
Use Magic Device +5 (Ranks 1)

Background Skills:
Craft Poison +15 (Ranks 8)
Sleight of Hand +17 (Ranks 8)

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Special Abilities
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(Sorcerer)

SQ Destined Bloodline:
Eschew Materials, Cantrips,

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),
Finesse Training (Dex to Damage),
Trapfinding,
Fast Stealth (Talent),
Danger Sense,

(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.
A sentinel can memorize the appearance of a number of targets equal to her Wisdom modifier (minimum 1) at any given time. Once a sentinel has reached her maximum number of memorized appearances, she must forget one of the memorized faces before gaining a new one,

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)

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.
Unlike other swashbucklers, an inspired blade gains no panache from a killing blow. She gains panache only from scoring a critical hit with a rapier.

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,
Death Attack,
Poison Use - Assassins are trained in the use of poison and cannot accidentally poison themselves when applying poison to a blade (see Poison).

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Base Racial Traits
Ability Scores: Serpentfolk are far more dexterous than most races and their minds are inhumanly sharp, but they lack true physical prowess. They gain a +2 Dexterity, +2 Intelligence and -2 Strength.
Type: Serpentfolk are monstrous humanoids.
Size: Serpentfolk are medium creatures and stand around 6' tall.
Base Speed: Serpentfolk have a base speed of 30 feet.
Languages: Serpentfolk begin play speaking Draconic and Undercommon. Serpentfolk with high Intelligence scores can choose from the following: Aboleth, Abyssal, Aklo, Common, Dwarven, Elven, and Infernal.
------------------------------
Defense Racial Traits
Resilient: Serpentfolk gain a +2 racial bonus on saving throws vs. mind-effecting effects and poison.
------------------------------
Feat and Skill Racial Traits
-Skilled: Serpentfolk have very limber bodies, and their minds are adept at understanding arcane knowledge. They gain a +2 racial bonus on Escape Artist.
- Deep Hunter: Some serpentfolk train in navigating the harsh tunnels of the Darklands instead of honing their magical talents. They gain a +2 bonus to Survival instead of Use Magic Device. This alters Skilled.
------------------------------
Magical Racial Traits
Spell-like Abilities: A'streth can cast disguise self and suggestion, each once per day, using his total character level as their caster level.

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
------------------------------
Offense Racial Traits
Natural Weapons: Serpentfolk have a bite attack that deals 1d4 damage. This is a primary natural weapon.

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.
------------------------------
Sense Racial Traits
Darkvision: Serpentfolk can see perfectly in the dark up to 60 feet.

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Gear
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Longbow (75)
Arrows (40)
Arrows IN Quiver (20)
Caltrops (6)
Rope Silk 50’ (2)
Waterskin (3)
Masterwork Thieves’ Tools

Tent, rations for 10 days, & water for 10 days, saddlepacks and saddle bags. Strap for lizard to move upside down.

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Special Material Gear
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None

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Magical Gear
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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.
If you have the death attack ability, the save DC to resist your death attack increases by 2.

Cloak of Elvenkind (2,500 GP)
Boots of Elvenkind (2,500 GP)
Wand of Feather Fall (750)

Curved Blade (Bane Drow) (2,000)

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Wealth
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15 GP Used as Down Payment for Riding Lizard
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Appearance & Personality:
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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.

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Background:
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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.

Dragonlance Game Stats:
Aurak Draconian – 3
Rogue – 2 (Favored Class) (1 Skill Point/1 Hit Point)
Assassin – 1

Strength – 14
Dexterity – 14 (+2 from Belt)
Constitution – 14
Intelligence – 16 (+2)
Wisdom – 16
Charisma – 15 (+2/+1 4th)

Hit Points = 59 (2d12+4/2d8+4/1d8+2/+1)

AC = 14 (+2 Dex & +2 Natural)

Initiative +8

Fortitude +5
Reflex +9
Will +6

BAB = +3

Claws (2) [Natural Weapon] - +5
Damage – 1d4 +2

Bite [Natural Weapon] - +5
Damage - 1d4 +2

Short Sword Attack (Keen) = + 5 (15-20 x2)
Damage – 1d6+2

Ranged – Ray - +5
Damage – 1d6 Force

CMB = +5
CMD = 17

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)
Bluff - + 11 (6)
Climb - + 6 (1)
Craft (Woodworking) - + 7 (1)
Diplomacy - + 9 (4)
Disable Device - + 12 (6)
Disguise - + 8 (3)
Intimidate - + 6 (1)
Knowledge Dungeoneering – + 0
Knowledge Local - + 7 (1)
Linguistics - + 7 (1)
Perception - + 12 [13 Find Traps] (6)
Sense Motive - + 10 (4)
Sleight of Hand - + 9 (4)
Stealth - + 11 (6)
Swim - + 6 (1)
Use Magic Device - + 6 (1)

Feats:
1 Heroic Surge (2x Day)
1 Improved Initiative
3 Arcane Strike
5 Draconian Breath Weapon – 30’ Cone – 1x Day – 3d8 Damage save Ref 15

30’ Movement

Traits:
Focused Mind +2 Concentration
Reactionary +2 Initiative

Special Abilities:
Death Throe – 1d6 [Explosion 5’ Radius Ref Save DC 15]
Feat (1st)
Energy Ray (2x day – 1d6 Force Damage)
Sorcerer Abilities (2nd Level)
Disguise Self (1x day) – Perfectly resemble a humanoid including voice.
Inspired by Dragons – When following orders of a Dragon +1 Attack and Damage Bonus
Immune to Paralysis and Magical Sleep effects

Rogue/Assassin:
Trapfinding – Disable Traps +1/2 Class level to Perception & Disable Device
Sneak Attack + 2d6
Evasion
Rogue Talent – Fast Stealth
Death Attack
Poison Use

Sorcerer:
Bloodline – Draconic
Class Skill Perception
Eschew Materials
Bloodline Arcana – When casting spells with energy descriptor that matches draconic bloodline energy type, that spall deals +1 point of damage. Gold – Fire.

Concentration +6

Cantrips – Detect Magic, Read Magic, Ghost Sound, Mage Hand, Acid Splash

1st (Known) - Burning Hands (2d4+1) & True Strike
(Per Day) – 5

Darkvision 60’
Low Light Vision

Languages:
Common
Draconic
Elven
Goblin

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.