Vencarlo Orinsini

Bariel's page

116 posts. Alias of Tenro.


Classes/Levels

Ninja 15 / Mythic Champion Trickster Tier 5

Gender

RETIRED HP: 105/178; AC 31*; F:+15; R:+22; W:+10; Init +12, Perception +25, Stealth +43*

Special Abilities

MP 5/8, Ki 5/7, (Spells active: Haste, Greater Invis, Prot from Evil)

Occupation

19,200 xp

Strength 10
Dexterity 26
Constitution 20
Intelligence 18
Wisdom 15
Charisma 10

About Bariel

    HP: 178
    AC: 29* =10 + 8 DEX + 1 Dodge + 7 Armor +2 Deflection +1 Natural + MOBILITY +3 AC Fighting Defensively (-4 to hit), +6 total defense, -2 to hit/+5 AC Combat Expertise Prot from Evil: +2 Deflection
    Init: +12
    Resist: Evasion, Imp. Uncanny Dodge, Mythic Saves, To the Death, Heart of the Slums, Prot from Evil: evil summoned creatures cannot contact

    SAVES
    F: +15 =|+5 +5 CON| +5 Resist
    R: +22 =|+9 +8 DEX| +5 Resist
    W: +10 =|+5 +0 WIS| +5 Resist
    Roll twice vs disease, take better result
    Prot from Evil: reroll on enchantments at a +2

    COMBAT
    +4 Menacing Wakizashi, +23/+18/+13 melee, 1d6+4, crit 18-20/x2, P or S, deadly

    Sneak Attack +8d6
    Fighting Defensively -4 ATK/+3AC
    Combat Expertise -2 ATK/+5 AC, spend Mythic Power to negate -2 ATK

    BAB +11/+6/+1
    CMB +11 (BAB + STR + Size)
    CMD 22* (BAB + STR + DEX + Size + Defl/Dodge)(Don't forget Dodge from Combat Expertise/Fighting Defensively/Etc.)
    +2 CMB vs Disarm, Grapple, Trip, and Reposition

    Racial Abilities:

  • Ability Score Racial Traits: DEX Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
  • Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size.
  • Base Speed: Humans have a base speed of 30 feet.
  • Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.
  • Bonus Feat: Humans select one extra feat at 1st level.
  • Heart of the Slums: Humans who eke out a life in a city's teeming slums must be quick and clever. They gain a +2 racial bonus on Sleight of Hand and Stealth checks, and a +4 racial bonus on Survival checks in urban and underground settings. In addition, they may roll twice when saving against disease, taking the better roll. This racial trait replaces skilled.
    Favored Class Points: 5 HP, 10 Skill Points
  • Class Abilities:

    Poison Use: At 1st level, a ninja is trained in the use of poison and cannot accidentally poison herself when applying poison to a weapon.

    Sneak Attack: 8d6

    Ki Pool (Su): [7 Ki] At 2nd level, a ninja gains a pool of ki points, supernatural energy she can use to accomplish amazing feats. The number of points in the ninja’s ki pool is equal to 1/2 her ninja level + her Charisma modifier. As long as she has at least 1 point in her ki pool, she treats any Acrobatics skill check made to jump as if she had a running start. At 10th level, she also reduces the DC of Acrobatics skill checks made to jump by 1/2 (although she still cannot move farther than her speed allows).
    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. In addition, she can spend 1 point to increase her speed by 20 feet for 1 round. Finally, a ninja can spend 1 point from her ki pool to give herself a +4 insight bonus on Stealth checks for 1 round. Each of these powers is activated as a swift action. A ninja can gain additional powers that consume points from her ki pool by selecting certain ninja tricks.
    The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive. If the ninja possesses levels in another class that grants points to a ki pool, ninja levels stack with the levels of that class to determine the total number of ki points in the combined pool, but only one ability score modifier is added to the total. The choice of which score to use is made when the second class ability is gained, and once made, the choice is set. The ninja can now use ki points from this pool to power the abilities of every class she possesses that grants a ki pool.

    Ninja Trick: As a ninja continues her training, she learns a number of tricks that allow her to confuse her foes and grant her supernatural abilities. Starting at 2nd level, a ninja gains one ninja trick. She gains one additional ninja trick for every 2 levels attained after 2nd. Unless otherwise noted, a ninja cannot select an individual ninja trick more than once.
    - Unarmed Combat Training: A ninja who selects this ninja trick gains Improved Unarmed Strike as a bonus feat.
    - 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.
    - Forgotten Trick (Ex): A ninja with this ability can recall one trick taught to her by her ancient masters. When she uses this ability, she selects one ninja trick (not a master trick or rogue talent) that she does not know and can use that ninja trick for a number of rounds equal to her level. She must pay any ki costs associated with the trick as normal. Using this ability expends 2 ki point from her ki pool, plus the ki cost of the trick she chooses. Cost reduced to 1.
    - Combat Trick: A ninja who selects this trick gains a bonus combat feat. (Combat Expertise)

    No Trace (Ex): At 3rd level, a ninja learns to cover her tracks, remain hidden, and conceal her presence. The DC to track a ninja using the Survival skill increases by +1. In addition, her training gives her a +1 insight bonus on Disguise skill checks and on opposed Stealth checks whenever she is stationary and does not take any action for at least 1 round. Every three levels thereafter, the increase to Survival DCs and the bonuses on Disguise and opposed Stealth checks increase by 1.

    Uncanny Dodge (Ex): Starting at 4th level, a ninja can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dexterity bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A ninja with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her.
    If a ninja already possesses uncanny dodge from a different class, she automatically gains improved uncanny dodge instead.

    Light Steps (Ex): At 6th level, a ninja learns to move while barely touching the surface underneath her. As a full-round action, she can move up to twice her speed, ignoring difficult terrain. While moving in this way, any surface will support her, no matter how much she weighs. This allows her to move across water, lava, or even the thinnest tree branches. She must end her move on a surface that can support her normally. She cannot move across air in this way, nor can she walk up walls or other vertical surfaces. When moving in this way, she does not take damage from surfaces or hazards that react to being touched, such as lava or caltrops, nor does she need to make Acrobatics checks to avoid falling on slippery or rough surfaces. Finally, when using light steps, the ninja ignores any mechanical traps that use a location-based trigger.

    Improved Uncanny Dodge (Ex): At 8th level, a ninja can no longer be flanked. This defense denies another ninja (or rogue) the ability to sneak attack the ninja by flanking her, unless the attacker has at least four more ninja (or rogue) levels than the target does.
    If a character already has uncanny dodge from another class, the levels from the classes that grant uncanny dodge stack when determining the minimum ninja (or rogue) level required to flank the character.

    Master Tricks: At 10th level, and every two levels thereafter, a ninja can select one of the following master tricks in place of a ninja trick.
    - Invisible Blade (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.
    - Advanced Talents: The ninja can select a rogue talent from the list of Advanced Talents in place of a ninja trick. The ninja cannot select a rogue talent that has the same name as a ninja trick. The ninja cannot select improved evasion unless she has evasion (either as a class feature or as a ninja master trick).
    -- Rogue Talent: Weapon Snatcher (Ex): A rogue with this talent can make a Sleight of Hand check in place of a combat maneuver check when attempting to disarm an opponent.
    - Evasion (Ex): A ninja can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the ninja is wearing light armor or no armor. A helpless ninja does not gain the benefit of evasion.

    Mythic Abilities:

    Tier 5 Mythic Champion (Dual Path Mythic Trickster)

    Base Mythic Abilities

  • Bonus Hit Points: Whenever you gain a mythic tier, you gain 5 bonus hit points. These hit points stack with themselves, and do not affect your overall Hit Dice or other statistics.

  • Mythic Power (Su)(1d10)(8/day): Mythic characters can draw upon a wellspring of power to allow them to accomplish amazing deeds and cheat fate. You can draw upon your mythic power a number of times per day equal to 3 plus your mythic tier. This power is used by a number of different abilities gained by mythic characters.

  • Surge (1d8)(Su): You can call upon your mythic power to overcome difficult challenges. You can expend one daily use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the results. Using this ability is an immediate action that is taken after the original roll is made and the results are revealed. This can change the outcome of the roll. The bonus gained by using this ability increases by one die size at 4th tier and every 3 tiers thereafter to a maximum bonus of 1d12.

  • Ability Score: You gain a permanent +2 bonus to an ability score of your choice upon reaching the 2nd mythic tier. At 4th, 6th, 8th, and 10th mythic tiers you gain a permanent +2 bonus to another ability score or increase one of your existing bonuses by 2.

  • Bonus Mythic Feat: Upon becoming mythic, select one mythic feat as a bonus feat. You must qualify for this feat normally. In addition, you gain another bonus mythic feat upon reaching 3rd mythic tier and every 2 tiers thereafter. You can select an ordinary feat in place of a mythic feat and you must meet the normal prerequisites to take that feat.

  • Hard to Kill (Ex): Whenever you are below 0 hit points, you automatically stabilize without needing to make a Constitution check. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you do not die until your total number of negative hit points is equal to or greater than twice your Constitution score.

  • Amazing Initiative (Ex): At 2nd tier, you gain a bonus on initiative checks equal to your mythic tier. In addition, on your turn, you can expend one use of mythic power as a free action to take an additional standard action during your turn. You cannot use this ability more than once per round.

  • Recuperation (Ex): At 3rd tier, you are restored to full hit points after 8 hours of rest as long as you’re not dead. This ability does not restore hit points lost to mythic damage (see page 35). In addition, expending one use of mythic power and resting for 1 hour allows you to regain a number of hit points equal to half your full normal hit points (up to a maximum of your full normal hit points) and regain the use of any class features that are limited to a number of uses per day (such as barbarian rage, bardic performance, spells per day, and so on). This rest is treated as if you had gained 8 hours of sleep for such abilities. This rest does not refresh the use of mythic abilities such as mythic power or other mythic abilities that are limited to a number of times per day.

  • Mythic Saves (Ex): At 5th tier, whenever you succeed at a saving throw against a spell or special ability, you suffer no effect as long as that ability did not come from a mythic source, such as a mythic creature or character. If you fail such a saving throw, you take the full effects as normal. If the spell comes from a mythic source, you treat the results of any saving throw required by the spell or special ability as normal.

    Mythic Attacks

  • Trickster Attack: Surprise Strike (Ex): You can expend one use of mythic power to make a melee or ranged attack at a target within 30 feet as a swift action (in addition to any other attacks you might make this round). When you make a surprise strike, the target is considered flat-footed regardless of any class features or abilities it might have, and you add your trickster tier as an insight bonus on the attack roll. Damage from this attack bypasses damage reduction.

  • Champion Strike: Fleet Charge (Ex): You can expend one use of mythic power to move up to your speed as a swift action. At any point during this movement, you can make a single melee or ranged attack at your highest attack bonus (in addition to any other attacks you might make this round), adding your champion tier as an insight bonus on the attack roll. Damage from this attack bypasses damage reduction.

    Mythic Path Abilities

  • Mythic Ability 1: Supreme Stealth (Ex): Blindsight: Choose one of the following senses: blindsight, echolocation, scent, or tremorsense. You can mask yourself from that sense using the Stealth skill. Creatures must successfully make Perception checks versus your Stealth check to detect you with that sense.

  • Mythic Ability 2: Supreme Stealth (Ex): Tremorsense: You can select this ability more than once, choosing a different sense each time.

  • Mythic Ability 3: Improbable Prestidigitation (Ex or Su): You can make a Sleight of Hand check to hide or retrieve objects in a personal extradimensional space. Items the size of a potion or dagger can be stored or retrieved with a DC 20 Sleight of Hand check, but the DC increases to 25 for items roughly the size of a one-handed weapon. Items larger than a one-handed weapon can be stashed and retrieved but the DC is 35 or three times the weight of the object, whichever is greater. You can store up to one cubic foot of gear in this fashion per trickster tier. Storing an item is a swift action, and retrieving it is a move action. By expending one use of mythic power, you can retrieve any number of items from your extradimensional space as a swift action.

  • Mythic Ability 4: Feat of Dexterity (Su): You can expend one use of mythic power to attempt a feat of Dexterity, gaining a +20 circumstance bonus on any one Dexterity skill check or ability check.

  • Mythic Ability 5: To the Death (Ex): When below 0 hit points you don’t fall unconscious and don’t take damage from acting normally. You do not die until your total number of negative hit points is equal to or greater than three times your Constitution score.

    Mythic Feats

  • Mythic Feat 1: Dual Path (Champion): Select a mythic path, other than the path you selected at your moment of ascension (see page 3). You gain the 1st level ability of that path (archmage arcana, champion strike, divine surge, guardian’s call, marshal’s order, or trickster attack). Whenever you gain a path ability, you can select from list of abilities presented for both paths, as well as from the list of universal path abilities.

  • Mythic Feat 3: Combat Expertise: Whenever you use Combat Expertise, you gain an additional +2 dodge bonus to your Armor Class. You can expend one use of mythic power to negate the attack penalty caused by using Combat Expertise for 1 minute.

  • Mythic Feat 5: Spring Attack: Whenever you use Spring Attack, you can make two attacks at any point during your movement instead of just one.

  • Skills:

    Acrobatics (Dex) +31 =15 +3 +8 +5
    Appraise (Int) +4 = +4
    Bluff (Cha) +18 =15 +3 +0
    Climb (Str) +7 =4 +3 +0
    Craft (Int) +4 = +4
    Diplomacy (Cha) +4 =1 +3 +0
    Disable Device (Dex) +28 =15 +3 +8 +2 circumstance
    Disguise (Cha) +18* =15 +3 +0 *+No Trace +5
    Escape Artist (Dex) +26 =15 +3 +8
    Heal (Wis) +9 =5 (cc) +2 +2 circumstance
    Intimidate (Cha) +0 = +0
    Know local (Int) +4 = +4
    Know nobility (Int) +4 = +4
    Know Planes* (Int) +22 =15 +3 +4 *in headband
    Know Religion* (Int) +22 =15 +3 +4 *in headband
    Linguistics (Int) +4 = +4
    Perception (Wis) +25 =15 +3 +2 +5 comp
    Perform (Cha) +0 = +0
    Profession (Wis) +2 = +2
    Sense Motive (Wis) +25 =15 +3 +2 +5 comp
    Sleight of Hand (Dex) +43 =15 +3 +8 +2r, +15comp
    Stealth (Dex) +43* =15 +3 +8 +2r, +15comp, *No Trace +5
    Survival (Wis) +12* =10 (cc) +2 *+4 urban/underground
    Swim (Str) +8 =5 +3 +0
    Use Magic Device (Cha) +18 =15 +3 +0

    Equipment:

    2205 gp left
    (19,592gp +1,100gp in gems)

    40000 Belt of Physical Might +4 (DEX/CON)
    50335 +4 Menacing Wakizashi
    25000 Cloak of Resistance +5
    25660 +5 Darkleaf Cloth Leather Armor (+7 AC, +8 Max DEX, -0 ACP)
    33750 add greater shadow to armor Greater Shadow
    10000 Ring of Ki Mastery
    3750 add Ring of Sustenance to Ring of Ki Mastery
    8000 Ring of Protection +2
    11250 Wand of Cure Serious Wounds 3d8+5 [50]
    100 Masterwork Thieve's Tools
    100 Masterwork Disguise Kit [10]
    100 Masterwork Healer's Kit [10]
    2500 Bag of Holding Type I
    22500 Gloves of Larceny +15 (custom)
    4000 Headband of Inspired Wisdom +2
    750 Wand of Protection from Evil [50 charges]

    picked up:
    Boots of Striding and Springing[/ooc]
    Amulet of Natural Armor +1
    Headband of Vast Intellect +4 (Know:Planes and Know:Religion)

    Mythic Item
    Kelemvor will heighten your goggles to not only be able to [url=http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/e-g/goggles-of-night]see at night as Goggles of Night
    , but also the souls of individuals, to be able to judge them before their meeting with Kelemvor himself!
    Your goggles continuously grant you the ability to See Alignment as the spell (though you must concentrate on a specific alignment at a time) and Detect Undead. The goggles also heighten your insight, both physical and mystical, granting you a +5 competence bonus to perception and sense motive skill checks. If you spend a Mythic Point, the goggles enable you to strike with true judgment. Against foes of which you can see the alignment and/or undeath using the goggles, any weapon you wield gain the bane special ability, attuned to one particular enemy type of which you are currently seeing alignment or undeath.

    backstory:

    Bariel's backstory

    Bariel worked as an executioner for the Doomguides, stationed in the Tower of Skulls. His primary duties were to protect those who were under assault from monsters that were cutting the lives of the innocent short before their time, and to cut down those who would seek to unnaturally extend their time on the mortal coil through deals with demons, devils, and especially those who would become undead. The Doomguides spoke at length of the virtues of Kelemvor, and Bariel attended instructions as required, but he never really felt zealous about the religion itself. His zealotry took the form of slaying those that Kelemvor opposed. It was a task that had come easily to him, as it was a task borne of vengeance.

    As a young adult, Bariel's mother was killed by a vampire enforcer of a local merchant lord in Hlondeth. Bariel's father had gone into business with the merchant lord and had fallen far behind on payments, and his beloved was taken as a result, after being turned into a vampire in front of his father. His father had turned to the drink heavily after that, and later disappeared altogether. Foul play was suspected, but nothing was ever proven. The property was taken over by the merchant, and Bariel had to leave. He was young, but not so young that he couldn't strike out on his own.

    He did some pickpocketing to survive, and got along quite well in the merchant town, as it was filled with a lot of traveling merchants who could rarely stay long enough to see the crime solved, as that would cut into their profits even further. One night, everything changed. He saw his mother, now a vampire spawn, leap into a carriage and murder a man and his family. He could do nothing but watch, horrified, as his mother was trapped in undeath as the thrall of another, and cruelly committing crimes. He was a criminal as a pickpocket, sure, but he had never murdered anyone.

    The very next day, he sought out the church. They were the ones who normally dealt with undead. He was referred to the Doomguides in the Tower of Skulls, in Ormath. They were the prime experts in dealing with the undead in the Vilhon Reach. He went there that day and sought their knowledge. Seeing great potential in him, the Doomguides took him in and trained him in the destruction of undead, devil-conspirers, demon summoners, and the like, steeping him in the teachings of Kelemvor all the while. He had gone on hunts, slayed monsters, mages, increasing his skills.

    When he had earned some leave from the temple, he took a few days ostensibly to 'refresh himself', but the truth of the matter is that he would be hunting his own mother. After casting a few nets and turning a few ears, he found someone who owed a great sum of money to the very same merchant from his boyhood. He tailed the man for two nights, and when his mother struck, he was ready. Out from the shadows he burst, and before she could react or before he could hesitate, he thrust the stake through the back of her ribcage and into her heart, slaying her. "Find the peace you have been denied" were his last words to her.

    Bariel returned to the Tower of Skulls with an odd feeling in his heart. He felt sadness that he had to kill his own mother, and that her end was that of a monster, but he felt elated that her mortal remains were no longer the slave to an undead master. He worried that perhaps his deed would be traced back to him and bring him trouble later, but there was nothing to be done about that. The only witness was innocent of any crime as far as Bariel knew. He hadn't given his real name, and no one had seen him since he was a boy, but he knew magics existed that could piece the puzzle together.

    Nevertheless, he continued forward with his training, and rose quickly in the ranks on the merit of his deeds. He even earned the moniker "The Blade" for his impressive kill count. Many a monster terrorizing trade routes and many a scheming lich met their end in The Blade. He had nearly a decade of practice, training, and channeled hatred guiding him.

    He was 23 when the Blood War spilled over into the material plane. The Tower of Skulls, as a bastion of divine tutelage and sworn enemy of the many kinds of evil that demons and devils engender, was targeted swiftly and strongly. Bariel was out on a month-long hunt when it happened, and by the time he returned, a fiendish human who fancied himself a diabolic prince held the tower. Paxx, a powerful conjuror who made a compact with devils to serve eternally as a fief-lord under their reign had taken the Tower of Skulls as his own. Bariel and his team slayed their way to the top of the tower to confront the 'prince' himself. The team put up a great fight, but the would-be fiend was prepared. The top chamber of the tower filled with devils called in, and one by one the team fell to claw, beak, tooth, and sting of various diabolic entities. Bariel alone remained with the endless tide of enemies. A quick flash of his blade saw the last of the life ebbing from Paxx, but his horrified look twisted into a sneer as he used the last of his strength to crack his mighty glass staff in two, sending a crackling wave of black arcane energy rippling over the area. Bariel, in his battle-weakened state, had no way to escape this time. The resultant blast rendered the top levels of the tower wrenched open to the black sky as acid rain fell on the area.