About Barael de Gare
Herolab, Level 14:
Barael de Gare
Male Human Fighter (Unarmed Fighter) 1/Ninja 13 (Pathfinder RPG Ultimate Combat 0, 13)
CG Medium humanoid (human)
Init +5; Senses Perception +17
AC 28, touch 20, flat-footed 20 (+6 armor, +1 shield, +5 Dex, +2 deflection, +3 dodge)
hp 129 (1d10+13d8+54)
Fort +12, Ref +16, Will +12
Defensive Abilities improved uncanny dodge
Speed 30 ft., climb 20 ft., light steps
Melee +1 human-bane impervious cold iron wakizashi +14/+9 (1d6+3/18-20 plus 2d6 vs. Human) and
unarmed strike +13/+8 (1d3+2)
Ranged +1 darkwood composite shortbow +16/+11 (1d6+1/×3)
Special Attacks ki attack speed, sneak attack +7d6
Spell-Like Abilities (CL 14th; concentration +15)
Str 14, Dex 21, Con 16, Int 14, Wis 10, Cha 12
Base Atk +10; CMB +10 (+12 disarm); CMD 32 (34 vs. disarm)
Feats Combat Expertise, Combat Reflexes, Extra Ki, Extra Ki, Extra Rogue Talent[APG], Improved Disarm, Improved Unarmed Strike, Iron Will, Snapping Turtle Style[UC], Weapon Finesse
Traits threatening defender
Skills Acrobatics +24, Bluff +5, Climb +20, Craft (alchemy) +15, Diplomacy +5, Disable Device +24, Disguise +9, Escape Artist +16, Fly +6, Intimidate +5, Knowledge (local) +10, Knowledge (nobility) +8, Linguistics +10, Perception +17, Profession (gardener) +4, Sense Motive +17, Sleight of Hand +22, Stealth +22, Survival +9, Swim +6, Use Magic Device +18; Racial Modifiers ki jump (running start), no trace
Languages Celestial, Common, Draconic, Elven, Halfling, Infernal, Shoanti, Varisian
SQ ki movement, ki pool, ki stealth, ninja tricks (combat trick, fast stealth, ghost step, invisible blade, shadow clone, vanishing trick, wall climber), poison use
Other Gear +2 ghost touch mithral chain shirt, +1 darkwood composite shortbow, +1 human-bane impervious cold iron wakizashi, amulet of natural armor +1, belt of physical might +2 (Dex, Con), boots of speed, cloak of resistance +3, gloves of reconnaissance, headband of alluring charisma +2, ring of feather falling, ring of protection +2, thieves' tools, masterwork, 150 gp
Boots of speed (10 rounds/day) Affected by haste
Climb (walls only) (20 feet) You have a Climb speed.
Combat Expertise -2/+3 Bonus to AC in exchange for an equal penalty to attack.
Combat Reflexes (6 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Fast Stealth (Ex) You may move at full speed while using the Stealth skill without penalty.
Ghost Step (65') (Su) As a swift action, a ninja with this trick can pass through walls as if she were a ghost. Until the end of her turn, she can pass through a wall or other surface that is up to 5 feet thick per level as if she were incorporeal. She must exit the solid
Gloves of reconnaissance (10 rounds/day) Can see and hear though up to 15 ft of solid materials.
Improved Disarm You don't provoke attacks of opportunity when disarming.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Improved Uncanny Dodge (Lv >=17) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 17+.
Invisible Blade (DC 17) (Su) Whenever a ninja uses the vanishing trick ninja trick, she is treated as if she were under the effects of greater invisibility. The ninja must have the vanishing trick ninja trick before selecting this ninja trick.
Ki Attack Speed (Su) By spending 1 point from her ki pool, a ninja can make one additional attack at her highest attack bonus, but she can do so only when making a full attack.
Ki Jump (Running Start, 1/2 DC) (Su) Jumping is always counted as being at a running start and Jumping DCs are halved.
Ki Movement A Ninja can spend 1 point to increase her speed by 20 feet for 1 round.
Ki Pool (Su) You have a ki pool equal to 1/2 your monk level + your Charisma modifier.
Ki Stealth A ninja can spend 1 point from her ki pool to give herself a +4 insight bonus on Stealth skill checks for 1 round.
Light Steps (Ex) When moving up to twice your normal movement, you may ignore difficult terrain and can move over any surface.
No Trace +4 (Ex) Survival DCs to track you are at +4, gain +4 to Stealth when you are stationary and not acting.
Poison Use You do not risk poisoning yourself accidentally while poisoning a weapon.
Ring of feather falling Feather fall activates if you fall more than 5 ft.
Shadow Clone (Su) The ninja can create 1d4 shadowy duplicates of herself that conceal her true location. This ability functions as mirror image, using the ninja's level as her caster level. Using this ability is a standard action that uses up 1 ki point.
Snapping Turtle Style +1 Gain +1 shield bonus to AC when at least one hand is free
Sneak Attack +7d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Vanishing Trick (Su) As a swift action, the ninja can disappear for 1 round per level. This ability functions as invisibility. Using this ability uses up 1 ki point.
Wall Climber (Su) A ninja with this ability gains a climb speed of 20 feet, but only on vertical surfaces. This ability cannot be used to scale perfectly smooth surfaces or to climb on the underside of horizontal surfaces.
Stats & Saves:
Fighter level 1/Ninja level 13
Unarmed Fighter archetype, Alternate Rogue archetype
Armor Class = 23 (+5 Dex, +6 Armor, +1 Snapping Turtle, +1 Amulet of Natural Armor)
CMB = +12 (+14 on Disarm, +16 with WF and wakizashi)
HP = 129 (d10 +2, 13[d8ave+1 +2], 12[+1 Favored Class], Con Belt)
BAB = +10/+5
Feats & Traits:
Weapon Proficiency(All Simple)
Weapon Proficiency(All Martial)
Combat Expertise (-1 on Melee attack or CM, +1 Dodge bonus to AC)
Improved Disarm (+2 Bonus on Disarm attempts, no AoO)
Improved Unarmed Strike (No AoO when unarmed, lethal or non-lethal)
Snapping Turtle Style (+1 Shield Bonus AC when one hand is free)
Extra Ki (2 Ki Points added to Ki Pool)
Combat Reflexes (AoO on Dex Bonus)
Extra Ki (2 Ki Points added to Ki Pool)
Weapon Finesse (See Ninja Trick below)
Extra Rogue Talent
Acrobatics = +23 (14 ranks, +2 trait bonus)
Appraise = +2
Bluff = +5 (1 rank)
Climb = +20 (7 ranks)
Craft(Alchemy) = +15 (10 ranks)
Diplomacy = +5 (1 rank)
Disable Device = +23 (14 ranks, +2 Masterwork)
Disguise = +5 (1 rank)
Escape Artist = +15 (8 ranks)
Fly = +4
Handle Animal = ---
Heal = +0
Intimidate = +5 (1 rank)
Knowledge(Local) = +10 (5 ranks)
Knowledge(Nobility) = +8 (3 ranks)
Linguistics = +10 (5 ranks, Elven, Varisian, Celestial)
Perception = +17 (14 ranks)
Profession(Gardener) = +4 (1 rank)
Ride = +4
Sense Motive = +17 (14 ranks)
Sleight of Hand = +21 (14 ranks)
Spellcraft = ---
Stealth = +21 (14 ranks)
Survival = +9 (6 ranks)
Swim = +6 (1 rank)
Use Magic Device = +18 (14 ranks)
Spells & Special Abilities:
Poison Use (No accidental poisoning)
Sneak Attack +7d6 (Opponent denied Dex bonus, Flanked)
Ki Pool(11) (+1 Additional Attack, +20 Speed, +4 Stealth, Insight Bonus)
Ninja Trick- Wall Climber (Climb 20')
No Trace +3 (+3 to DC on Survival check to track, +3 Insight Bonus to Disguise, and +3 to Stealth when stationary)
Ninja Trick- Vanishing Trick (Invisibility 1 round/level, 1 Ki point)
Uncanny Dodge (No longer flat-footed, keeps Dex bonus to AC vs Invisibility)
Light Steps(Full Round Action to ignore Difficult Terrain, up to twice speed)
Ninja Trick- Fast Stealth (Move full speed with no penalty)
Improved Uncanny Dodge
Ninja Trick- Combat Trick (Weapon Finesse)
Ninja Trick- Shadow Clone (1d4 shadow images, 1 minute/level)
Master Ninja Trick- Invisible Blade (1 round/level, Greater Invisibility)
Ghost Step(Incorporeal, 5' thick walls)
Equipment & Wealth:
+1 Cold Iron Wakizashi, Impervious, Bane(Undead) (+14/+9 to hit, 1d6+3, 18-20 crit, deadly)
Rapier, Masterwork (1d6+2, +1 to hit)
Dagger, Silver (1d4+1)
Shortbow(20) (+13/+8 to hit, 1d6)
+2 Mithral Chain Shirt, Ghost Touch
Spider Venom Poison(2) (Fort DC 13; frequency 1/round for 2 rounds, effect 1d2 Dex; cure 1 save)
Imp Poison(2) (Fort DC 13; frequency 1/round for 6 rounds; effect 1d2 Dex; cure 1 save)
Dream Spider Venom(5) (Fort DC 12; frequency 1/round for 2 rounds, effect 1d4 Str; cure 1 save)
Potion, Cure Light Wounds (Crafted by Dandilion)
Potion, Haste! (taken from Cinnabar's remains)
Cloak of Resistance, +3
Boots of Speed
Belt of +2 Dex/ +2 Con (Mantis Belt)
Necklace of Ki Serenity
Wand of Cure Moderate Wounds
1K Diamond Dust
Barael's childhood was most unpleasant. Born to the Midlands District of Korvosa, he was raised by his mother, Audra Garrett, with whom he still lives. He was told as a child that he had a better chance of hearing word from almighty Aroden, than from his absent cur of a father. As a means of self-consolation, Barael began his one-sided conversations with a Dead God, comforted to hear his own voice, and hardly disappointed after a time to receive no answer.
Out of curiosity, Barael made his way to Old Korvosa and the Church of Aroden, and he grew fond of the priests who encouraged his stays, and praised his generosity of donations, however meager.
To avoid his mother's harsher turns at parenting, Barael found an alternate family in the Korvosan Guard, which humored him in his earnestness to help in any way he could. He found himself tasked with delivering messages to the various guard posts, which gave him purpose and kept him busy til nightfall, when returning home would be less... volatile. Oftentimes, he’d bring food items in order to prolong his visit with the guards, breaking bread and trying to amuse them with poorly remembered jokes. There was a freedom here, to speak his mind, without fear of a thrashing, and it was a freedom that drew him back again and again. The Guard seemed like a wonderful future for Barael.
It was a harsh awakening, being pulled from his bed in the dead of night by the roots of his hair. Audra had dragged him all the way to the front door, and he resisted not in the least. Through bleary eyes, Barael counted four Crimson and Black awaiting him outside. He could sense the dread business they were about, but he couldn’t understand why he was being asked to extend his wrists. The cold steel of the cuffs, it jarred him completely awake. He would remain awake for the next 4 days, in the discomfort of a Korvosan cell, awaiting word of his sentencing, for murder no less.
The old fisherman Cantinas had described Barael to a tee, running from a still warm body on the western shore of the Jeggare. When word finally came, it was to inform Barael that he was free to go, for Cantinas would not, could not testify against him. His body had been discovered in the same waters that nourished him all these years. No matter that Barael’s own mother provided an alibi for that night. The Guard would have no official recant to vindicate Barael’s name.
When Barael learned that there was likely motive in Cantinas’ death, that he had been intimidated by one Gaedren Lamm to cover his own murderous ends, Barael felt struck by lightning. By purpose.
Personality & Appearance:
At 24 years of age, Barael already dons a head of hair of a 60 year old, with salt and pepper reflecting the stress and accelerated aging of a young man never at rest, or at peace for that matter. His skin is well tanned, and his short stature of 5'4" lets him blend into a working crowd well enough. His eyes sport an assortment of greens and greys, leaning towards the green when his fight-or-flight nerves are touched.
Barael wears a layered leather armor that is sized just a little large for his torso, and he's inclined to retract his head a bit downwards, lending to an appearance of a turtle retracting into his shell a little.
Barael's first instinct when assessing another person's hand gesture towards him is to place enough distance between himself and the hand to avoid the touch at his discretion. He doesn't realize it consciously, but he is mostly aware of how much personal space has been violated, and takes measure to avoid a repeat incursion. Not quite a flinch, but often mistaken for it.
Barael- 2088 (15.4%) (20.3%)
Briar- 2005 (15.4%) (19.4%)
Charlie- 972 (7.5%) (9.4%)
Dandi- 1482 (11.4%) (14.3%)
Fondo- 2514 (19.3%) (24.4%)
Nikolay- 1248 (9.6%) (12.1%)
DM Euan- 2706 (20.8%)
13015 (Total Posts)