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About Barnabas Wright Barnabas Wright
Touch attack : Poison: DC16 5 damage and sickened (–2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks.) FA: Flurry of Blows Tentacle +6 1d4-1+Grab (+9) (Sneak attack +2d6) and Unarmed Strike +6 1d6-1 (Sneak attack +2d6) or Sanpkhang +6 1d4-1 19-20 (Sneak attack +2d6) (Poison DC increased by 1, or by 2 if delivered as part of a critical hit or sneak attack) Ranged --------------------
1st: Bomber’s eye, Bouncy Body, Comprehend Languages, Cure Light Wounds, Deathwatch, Detect Secret Doors, Endure Elements, Enlarge Person, Expeditious Retreat, Identify, Monkey Fish, Obscure Poison, Shield, True Strike, Youthful Appearance 2nd: Bull’s Strength, Invisibility,
Traits:
Attempted Murder: You gain a +2 trait bonus to Intimidate checks, and Intimidate is always a class skill for you. Reactionary: You gain a +2 trait bonus to Initiative checks. Poisonous Slayer: You gain a +1 trait bonus on attack rolls when you are wielding a weapon treated with poison. Feats:
Racial Heritage: Nagaji (Human): You count as both human and Nagaji for any effects related to race. Catch Off-Guard(Alchemist):You do not suffer any penalties for using an improvised weapon. Unarmed opponents are flat-footed against any attacks you make with an improvised weapon.. You receive a +1 circumstance bonus on attack rolls made with thrown splash weapons. Brew Potion(Alchemist): You can create a potion of any 3rd-level or lower spell that you know and that targets one or more creatures or objects. Unarmed Combatant(Monk) You are considered to be armed even when unarmed - you do not provoke attacks of opportunity when you attack foes while unarmed. Your unarmed strikes now deal 1d6 damage if you are medium sized or 1d4 damage if you are small sized, and you can deal lethal or nonlethal damage, at your choice.You do not provoke an attack of opportunity when performing a grapple combat maneuver. In addition, you receive a +2 bonus on checks made to grapple a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to grapple you. Dodge(Monk Bonus):You gain a +1 dodge bonus to your AC. This bonus increases to +5 against attacks of opportunity caused when you move out of or within a threatened tile. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat. Scorpion Stance (Monk Bonus):You can bull rush, hamstring, overrun, or trip an opponent who is up to two size categories larger than you. You are treated as one size category larger while grappling.
Alertness(Vampire): You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill. Adder Strike(Black Asp Monk: As a swift action, you can apply one dose of contact or injury poison to two body parts that you use for unarmed strikes. You must still protect yourself against exposure to contact poisons you apply in this way. Snapping Turtle Style(1st): While using the Snapping Turtle Style feat with at least one hand free, you gain a +1 shield bonus to AC. Agile Combatant(2nd):You add your Dexterity bonus to your base attack bonus and size bonus when determining your Combat Maneuver Bonus instead of your Strength bonus. Snapping Turtle Clutch: While you are using the Snapping Turtle Style feat, the shield bonus the style grants to your AC applies to your CMD and touch AC. Whenever an opponent misses you with a melee attack while you are using the Snapping Turtle Style feat, you can use an immediate action to attempt a grapple combat maneuver against that opponent, but with a –2 penalty. --------------------
Blood Drain (Su):
A vampire can suck blood from a grappled opponent; if the vampire establishes or maintains a pin, it drains blood, dealing 1d4 points of Constitution damage. The vampire heals 5 hit points or gains 5 temporary hit points for 1 hour (up to a maximum number of temporary hit points equal to its full normal hit points) each round it drains blood. Shadowless:
A vampire casts no shadows and shows no reflection in a mirror. Vampiric Weaknesses:
Sunlight sensitivity: Staggered then sickened by direct sunlight. [spoiler=AC Bonus] When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and CMD. In addition, a monk gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four monk levels thereafter, up to a maximum of +5 at 20th level. These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load. Black Asp’s Path (Ex):
A black asp is trained in the use of poison and cannot accidentally poison himself when applying poison to a weapon or when rolling a natural 1 on an attack roll with a poisoned weapon. At 3rd level, the black asp’s ability to use poison improves. He gains Adder Strike as a bonus feat even if he does not meet the prerequisites. This ability replaces stunning fist and still mind. Evasion::
At 2nd level, a monk can avoid damage from many area-effect attacks. If a monk succeeds at a Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A helpless monk does not gain the benefit of evasion. Flurry of Blows:
At 1st level, a monk can make a flurry of blows as a full-attack action. When making a flurry of blows, the monk can make one additional attack at his highest base attack bonus. This additional attack stacks with the bonus attacks from haste and other similar effects. When using this ability, the monk can make these attacks with any combination of his unarmed strikes and weapons that have the monk special weapon quality. He takes no penalty for using multiple weapons when making a flurry of blows, but he does not gain any additional attacks beyond what’s already granted by the flurry for doing so. (He can still gain additional attacks from a high base attack bonus, from this ability, and from haste and similar effects).
At 11th level, a monk can make an additional attack at his highest base attack bonus whenever he makes a flurry of blows. This stacks with the first attack from this ability and additional attacks from haste and similar effects. Sneak Attack:
At 1st level, a vivisectionist gains the sneak attack ability as a rogue of the same level. If a character already has sneak attack from another class, the levels from the classes that grant sneak attack stack to determine the effective rogue level for the sneak attack’s extra damage dice (so an alchemist 1/rogue 1 has a +1d6 sneak attack like a 2nd-level rogue, an alchemist 2/rogue 1 has a +2d6 sneak attack like a 3rd-level rogue, and so on). This ability replaces bomb. Toxic Secretion (Ex)::
At 1st level, a toxicant has learned to mimic creatures with the ability to secrete harmful toxins through the skin. Once per day, in a process that takes 10 minutes, the toxicant can create and imbibe a tincture that causes her skin to secrete a mild toxin. The toxicant is immune to this secretion, but any creature that hits her with a natural attack or unarmed strike must succeed at a Fortitude save (DC = 10 + 1/2 the toxicant’s alchemist level + the toxicant’s Intelligence modifier). On a failed save, the target takes an amount of damage equal to the toxicant’s Intelligence modifier. At 4th level, a target that fails its save must succeed at a second save 1 round later or take the same amount of damage again. This effect repeats as long as the target continues to fail its saving throws, to a maximum number of rounds equal to 1 + 1 for every 4 alchemist levels the toxicant possesses (to a maximum of 6 rounds at 20th level). This is a poison effect (Ultimate Magic 138). The toxicant can suppress this secretion as a standard action, in which case it remains suppressed for 1 hour or until the toxicant reactivates it as a standard action.
At 3rd level and every 3 levels thereafter, the toxicant can choose a condition to have her toxin impose. Once this choice is made, it can’t be changed. A creature that fails its save against the toxic secretion also gains these conditions until it succeeds at a save against the secretion, or until the toxin’s duration ends. At higher alchemist levels, the toxicant gains access to stronger conditions; some replace lower-level conditions, which must be selected first. The following conditions are available at the given alchemist levels: 3rd—bleed (1d6), dazzled, fatigued, or sickened; 6th—dazed or shaken; 9th—blinded (replaces dazzled) or staggered (replaces dazed); 12th—exhausted (replaces fatigued); 18th—stunned (replaces exhausted and staggered). As a swift action, the toxicant can collect and concentrate this secretion into a poison she can deliver as a touch attack or apply to a weapon. Targets of such attacks must attempt saving throws as if they had touched the toxicant’s toxic secretion. The toxicant can do this a number of times per day equal to her alchemist level + her Intelligence modifier. This ability replaces mutagen. Alchemy:
Alchemists are not only masters of creating mundane alchemical substances such as alchemist’s fire and smokesticks, but also of fashioning magical potion-like extracts in which they can store spell effects. In effect, an alchemist prepares his spells by mixing ingredients into a number of extracts, and then “casts” his spells by drinking the extract. When an alchemist creates an extract or bomb, he infuses the concoction with a tiny fraction of his own magical power—this enables the creation of powerful effects, but also binds the effects to the creator. When using Craft (alchemy) to create an alchemical item, an alchemist gains a competence bonus equal to his class level on the Craft (alchemy) check. In addition, an alchemist can use Craft (alchemy) to identify potions as if using detect magic. He must hold the potion for 1 round to make such a check. An alchemist can create three special types of magical items—extracts, bombs, and mutagens. Bombs are explosive splash weapons, and mutagens are transformative elixirs that the alchemist drinks to enhance his physical abilities—both of these are detailed in their own sections below. Extracts are the most varied of the three. In many ways, they behave like spells in potion form, and as such their effects can be dispelled by effects like dispel magic using the alchemist’s level as the caster level. Unlike potions, though, extracts can have powerful effects and duplicate spells that a potion normally could not. An alchemist can create only a certain number of extracts of each level per day. His base daily allotment of extracts is given on Table: Alchemist. In addition, he receives bonus extracts per day if he has a high Intelligence score, in the same way a wizard receives bonus spells per day. When an alchemist mixes an extract, he infuses the chemicals and reagents in the extract with magic siphoned from his own magical aura. An extract immediately becomes inert if it leaves the alchemist’s possession, reactivating as soon as it returns to his keeping—an alchemist cannot normally pass out his extracts for allies to use (but see the “infusion” discovery below). An extract, once created, remains potent for 1 day before becoming inert, so an alchemist must re-prepare his extracts every day. Mixing an extract takes 1 minute of work—most alchemists prepare many extracts at the start of the day or just before going on an adventure, but it’s not uncommon for an alchemist to keep some (or even all) of his daily extract slots open so that he can prepare extracts in the field as needed. Although the alchemist doesn’t actually cast spells, he does have a formulae list that determines what extracts he can create. An alchemist can utilize spell-trigger items if the spell appears on his formulae list, but not spell-completion items (unless he uses Use Magic Device to do so). An extract is “cast” by drinking it, as if imbibing a potion—the effects of an extract exactly duplicate the spell upon which its formula is based, save that the spell always affects only the drinking alchemist. The alchemist uses his level as the caster level to determine any effect based on caster level. Creating extracts consumes raw materials, but the cost of these materials is insignificant—comparable to the valueless material components of most spells. If a spell normally has a costly material component, that component is expended during the consumption of that particular extract. Extracts cannot be made from spells that have focus requirements (alchemist extracts that duplicate divine spells never have a divine focus requirement). An alchemist can prepare an extract of any formula he knows. To learn or use an extract, an alchemist must have an Intelligence score equal to at least 10 + the extract’s level. The Difficulty Class for a saving throw against an alchemist’s extract is 10 + the extract level + the alchemist’s Intelligence modifier. An alchemist may know any number of formulae. He stores his formulae in a special tome called a formula book. He must refer to this book whenever he prepares an extract but not when he consumes it. An alchemist begins play with two 1st level formulae of his choice, plus a number of additional forumlae equal to his Intelligence modifier. At each new alchemist level, he gains one new formula of any level that he can create. An alchemist can also add formulae to his book just like a wizard adds spells to his spellbook, using the same costs and time requirements. An alchemist can study a wizard’s spellbook to learn any formula that is equivalent to a spell the spellbook contains. A wizard, however, cannot learn spells from a formula book. An alchemist does not need to decipher arcane writings before copying them. Discovery (Su):
At 2nd level, and then again every 2 levels thereafter (up to 18th level), an alchemist makes an incredible alchemical discovery. Tentacle (Ex): The alchemist gains a prehensile, arm-length tentacle on his body. The tentacle is fully under his control and cannot be concealed except with magic or bulky clothing. The tentacle does not give the alchemist any extra attacks or actions per round, though he can use it to make a tentacle attack (1d4 damage for a Medium alchemist, 1d3 damage for a Small one) with the grab ability. The tentacle can manipulate or hold items as well as the alchemist’s original arms can (for example, allowing the alchemist to use one hand to wield a weapon, the tentacle to hold a potion, and the third hand to throw a bomb). Unlike an arm, the tentacle has no magic item slots. Poison Resistance (Ex):
At 2nd level, an alchemist gains a +2 bonus on all saving throws against poison. This bonus increases to +4 at 5th level, and then again to +6 at 8th level. At 10th level, an alchemist becomes completely immune to poison. Poison Use (Ex):
Alchemists are trained in the use of poison and starting at 2nd level, cannot accidentally poison themselves when applying poison to a weapon. Swift Alchemy::
At 3rd level, an alchemist can create alchemical items with astounding speed. It takes an alchemist half the normal amount of time to create alchemical items, and he can apply poison to a weapon as a move action. Cruel Anatomist:
At 3rd level, a vivisectionist may use his Knowledge (nature) skill bonus in place of his Heal skill bonus. -------------------- RACIAL TRAITS -------------------- Skilled Gain 1 skill point per level. Bonus Feat Gain a bonus feat at 1st level. --------------------
History:
The House of Smoke and Shadow has fallen on hard times. Once spoken of only in the barest of whispers, the venerable assassins’ guild’s name no longer strikes fear into the hearts of men. For centuries, the guild helped to keep the fickle nobles of Talingarde in check. The ever-present threat of having a contract put on their heads was often enough to force cooperation and maintain stability. The greedy and ambitious would inevitably succumb to illness or fall victim to some unfortunate accident. There were always those that thought they were clever enough or careful enough their fate, and the Guild grew fat off of their hubris. But that was before the Victor. Before the rise of the Mitrans. For the last several decades, the Guild has been on a slow decline. The final nail in the coffin came with the purge of the Asmodean church. The Asmodean hierarchical maneuvering was always good for a few contracts a year and kept the Guild afloat during the lean years. Bereft of its last reliable customer, The House of Smoke and Shadow effectively ceased to be. It still exists though and still takes contracts. A few moldering adepts still adhering to the old ways, haunt the old guild hall beneath the streets Ghastenhall and the Guildmistress, a venerable vampire known only as Longclaw, still oversees the operations, such that they are. These dedicated few keep the teachings alive and every once and a while a promising street urchin disappears from the lighted world to be indoctrinated in the depths below. Barnabas was one such child. Raised in the dark and trained to be a killer, he became proficient in the ways of poisons and passing unseen. He passed every test and survived his initiation to become one to the House’s few active agents. The most recent contract was for a minor government official. The request came through official, if outdated, channels, and used archaic terminology. It was as if the old days had come again and it raised red flags throughout the Guild. Still, the old rituals must be followed and when Barnabas drew the black coin, he made his preparations and set out. The target was easy to find. Barnabas watched and waited for his opportunity. The official was both obviously nervous and at times extremely careless. He would get drunk and stumble through alleyways, but triple-bolt his door and constantly peer furtively out his windows. It was odd. It felt like a trap. But the contract had been accepted. In the end, Barnabas chose poison, as was his want. On one of the officials jaunts to the tavern, Barnabas stole into his house through an upper window and secreted himself to away his target’s return. In the depths of night, while his prey slept, Barnabas crept from his hiding spot. He approached his target, vial in hand. A touch of the lips, a short illness and a relatively painless death awaited. As he loomed over the bed, a voice behind him said, ”So it seams the House of Smoke and Shadow is more than just a rumor.” A light flared to life and several Mitrans, armed to the teeth shimmered into view. Barnabas dove for his target. It had been a trap, but the contract still held. Another half-step and he would have been successful, but the Mitrans were too quick. As the pulled him down, he let out a howl of rage. Not for his capture, but for his failure, and the dishonor it brought. A contract of blood had been bought, and it must be paid in full. |