Anaphexia Assassin

Black Asp's page

14 posts. Alias of MordredofFairy.


Classes/Levels

HP: 9/9 | AC: 17 / T: 16 / FF: 14 | Fort: +1, Ref: +5, Will: +2 | CMB: -1, CMD: 12 | Init: +3, Perception: +0

About Black Asp

Vigilante(Shadow Warrior) 1/Fey Adept(Unseelie Disciple) 1
CG Medium Human

Graphical Representation

Init 3 = 3(dex)
Senses Perception
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Party Role/Concept
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Background:

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Childhood
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Description&Personality:

Daily Abilities:

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Spheres of Power
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Casting Tradition: The Wiles of a Woman
Skilled Casting: Profession(Courtesan) (Drawback)
You must create your magic through singing, drawing, or some other activity. Your magic is tied to a particular Perform, Profession, or Craft skill (although with GM permission another skill may be substituted). You must succeed at a skill check to use any sphere ability. The DC of this skill check is 15 + the ability’s caster level. For every 2 points by which this skill check falls short of this DC, the ability manifests at -1 caster level. If this reduces the ability to a caster level below 0, the manifested ability fails and any spell points used are lost.
Emotional Casting (Drawback)
Your magic requires heightened emotional states of mind to use. When subject to a non-harmless magical effect that invokes an emotion (such as fear effects, spells with the (emotion) descriptor, or charms such as Fear or Hostility) you are unable to use magic.
Mental Focus (Drawback)
Your magic requires you to have a focus that is not always possible to achieve. You normally have focus, but lose it whenever you fail a save versus mind-affecting magic, have a critical hit confirmed on you, or a condition causes you to lose the ability to concentrate (such as being nauseated or helpless or failing an enforced concentration check such as from being entangled). Using magic without your mental focus requires you to make a concentration check (DC 20 + 1/2 caster level) to produce the desired effect. Failure means time (and any spell points) are spent, but no effect happens. If focus is lost, the caster can refocus by meditating as a full-round action that provokes attacks of opportunity.
Rigorous Concentration (Drawback)
Your magic requires intense amounts of concentration to use. When making a concentration check (such as to cast defensively or while taking damage), the DC increases by +10. You may increase the casting time by one step to take extra time focusing and negate this penalty.
Virtuoso (Boon)
Your magic is blended into your performance making it more difficult to identify. Whenever you make a Skilled Casting check, onlookers make their Spellcraft check against your result or against the typical DC (whichever is higher) to identify the sphere talent or ability. In addition, if they fail their check by 5 or more, they interpret your casting as nonmagical activity.
Easy Focus (Boon)
When maintaining a sphere ability through concentration, you only need to spend a move action to maintain concentration instead of a standard action. This does not decrease the sphere ability’s casting time, only the action used to maintain concentration.

Level 1(Fey Magic): Illusion
Level 1(Caster Bonus): Mind
Level 1(Caster Bonus): Mind/Subtlety
Level 1(Tactile Charm): Mind/Read Mind
Level 1: Life
Level 1(Limited Restoration-Cure): Revitalize
Level 1(Slow Recovery): Revitalize
Level 2: Illusion/Invisibility
Level 3: Illusion/Complex Illusions
Level 4: Life/Greater Healing
Level 5: Dark Sphere
Level 6: Mind/Powerful Charm
Level 7: Mind/-Tactile Charm
Level 8: Mind/Inspiration
Level 9: Dark/Greater Darkness
Level 10: Dark/Hungry Darkness
Level 11: Dark/Thick Darkness
Level 12: Dark/Shadow Coterie
Level 13: Illusion/Manipulate Aura
Level 14: Mind/Sleep
Level 15: Mind/Courage
Level 16: Life/Greater Healing
Level 17: Illusion/Illusionary Sound
Level 18: Illusion/Illusionary Touch
Level 19: Dark/Rolling Blackout
Level 20: Mind/Amnesia

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Spheres of Might
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Martial Tradition: Courtesan
- Dancer Training (Proficient with the battle poi, bladed scarf, chakram, fighting fan, gladius, rapier, scimitar, shortsword, war flute, war lute, war mallet, and whip)
- Unarmored Training (3+1/3 levels(from acrobatics) AC)
- Fencing Sphere
- Fencing/Feint Strike

Level 2: Athletics(Run Package)
Level 2(Feat Transformation): Equipment/Whip Fiend
Level 3: Athletics/Expanded Package(Climb, Leap)
Level 4(Feat Transformation): Equipment/Finesse Fighting 1/2
Level 4: Equipment/Finesse Fighting 2/2
Level 6: Open Hand
Level 7: Open Hand/Greater Trip
Level 8: Fencing/Ankle Strike
Level 10: Open Hand/Snap Kick
Level 11: Athletics/Swift Movement
Level 12: Fencing/Masterful Defense
Level 14: Scout
Level 15: Scout/Find Gap
Level 16: Scout/Sudden Acuity
Level 18: Scout/Identify Rhythms
Level 19: Fencing/Unlikely Feint
Level 20: Fencing/Read Foe

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Defense
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AC 17 +3(Dex)+3(Unarmored Training)+1(Buckler), ACP = 1
hp 9 =8(Class)+1(Con)
Fort 1 , Ref 5 , Will 2
+1 circumstance bonus on Fortitude saves made against airborne toxins and scent-based effects
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Offense
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Speed 30 ft
MELEE +3 Scorpion Whip 1d4-1 15 foot reach, does not threaten
RANGED -

Single Attack as Swift Action if Feint successful.
Fatal Trust - 1d6
Sneak Attack - 1d6

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Statistics
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Str 8, Dex 16, Con 12, Int 14, Wis 10, Cha 18
Base Atk +0; CMB -1; CMD 12

Languages: Common, Varisian + Shoanti, Korvosan(Common/Slang)

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Special Abilities
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=====Feats=====
Level 1: Weapon Finesse (L4 free replace=> Combat Reflexes)
Level 1(Focused Study): Skill Focus(Profession(Courtesan))
Level 2(Whip of Vengeance): Whip Mastery(=>Whip Fiend)
Level 3: Enforcer
Level 4(Lethal Grace): Weapon Finesse(=>Finesse Fighting)
Level 5: Dirty Fighting
Level 6(Whip of Vengeance): Improved Whip Mastery
Level 7: Fury's Fall
Level 8(Focused Study): Skill Focus(Bluff)
Level 9: Greater Whip Mastery
Level 11: Surprise Maneuver
Level 13: Dodge
Level 14(Signature Weapon): Weapon Focus(Whip)
Level 14(Signature Weapon): Weapon Specialization(Whip)
Level 15: Osyluth Guile
Level 16(Focused Study): Skill Focus(Disguise)
Level 17: Rogue Talent
Level 19: Rogue Talent

=====Social Talents=====
Level 1: Social Grace (Profession(Courtesan))
Level 3: Renown
Level 5: Mockingbird
Level 5(Social Grace - Bluff)
Level 7: Companion to the Lonely
Level 9: Great Renown
Level 9(Social Grace - Intimidate)
Level 11: Incredible Renown
Level 13: Feign Innocence
Level 13(Social Grace - Disguise)
Level 15: Hidden Magic
Level 17: Subjective Truth
Level 17(Social Grace - Sense Motive)
Level 19: Case the Joint

=====Vigilante Talents=====
Level 2: Whip of Vengeance
Level 4: Lethal Grace
Level 6: Take 'em Alive
Level 8: Cunning Feint
Level 10: Surprise Strike
Level 12: Mad Rush
Level 12(Stalker Talent): Twisting Fear
Level 14: Signature Weapon
Level 16: Sure-Footed
Level 18: Shadow's Speed
Level 20: Shadow Sight

=====Rogue Talents=====
Level 6: Underhanded Trick
Level 12: Stalker Talent
Level 17(Feat): Favored Terrain: Urban
Level 18: Terrain Mastery: Urban
Level 19(Feat): Skill Mastery(Profession(Courtesan), Bluff, Disguise, Stealth, Intimidate)

=====Racial Qualities=====

Focused Study: All humans are skillful, but some, rather than being generalists, tend to specialize in a handful of skills. At 1st, 8th, and 16th level, such humans gain Skill Focus in a skill of their choice as a bonus feat. This racial trait replaces the bonus feat trait.
Silver Tongued: Human are often adept at subtle manipulation and putting even sworn foes at ease. Humans with this trait gain a +2 bonus on Diplomacy and Bluff checks. In addition, when they use Diplomacy to shift a creature’s attitude, they can shift up to three steps up rather than just two. This racial trait replaces skilled

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Class Abilities
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=====Boons=====

=====Skills=====
6(class)+2(Int)+2(Background)+1(Favored Class Bonus)

, Knowledge (Nature; Int),

Knowledge (history) (Int), Knowledge (nobility) (Int), Knowledge (religion) (Int),

Adventuring Skills

7 Acrobatics(ACP) = 1(ranks)+3(Dex)+3(class)
12 Bluff¤ = 1(ranks)+4(Cha)+3(class)+2(Silver Tongue)+2(Trait)
Climb(ACP) = (ranks)-1(Str)+3(class)
10 Diplomacy = 1(ranks)+4(Cha)+3(class)+2(Silver Tongue)
-- Disable Device(ACP) = (ranks)+3(Dex)+3(class)
8/28 Disguise = 1(ranks)+4(Cha)+3(class) //+20 Seamless Guise
7 Escape Artist(ACP) = 1(ranks)+3(Dex)+3(class)
Fly(ACP) = (ranks)+3(Dex)
Heal = (ranks)+0(Wis)
Intimidate = (ranks)+3(Cha)+3(class)
- Knowledge (arcana) = (ranks)+2(Int)+3(class)
- Knowledge (dungeoneering) = (ranks)+2(Int)+3(class)
6 Knowledge (local) = 1(ranks)+2(Int)+3(class)
- Knowledge (nature) = (ranks)+2(Int)
- Knowledge (planes) = (ranks)+2(Int)
- Knowledge (religion) = (ranks)+2(Int)
Perception = (ranks)+0(Wis)+3(class)
Ride(ACP) = (ranks)+3(Dex)+3(class)
Sense Motive = (ranks)+0(Wis)+3(class)
-- Spellcraft = (ranks)+2(Int)+3(class)
7 Stealth(ACP) = 1(ranks)+3(Dex)+3(class)
Survival = (ranks)+0(Wis)+3(class)
Swim(ACP) = (ranks)-1(Str)+3(class)
-- Use Magic Device = (ranks)+4(Cha)+3(class)

Background Skills

Appraise = (ranks)+2(Int)+3(class)
Artistry = (ranks)+2(Int)+3(class)
Craft = (ranks)+2(Int)+3(class)
-- Handle Animal = (ranks)+3(Cha)
- Knowledge (engineering) = (ranks)+2(Int)+3(class)
- Knowledge (geography) = (ranks)+2(Int)
- Knowledge (history) = (ranks)+2(Int)
- Knowledge (nobility) = (ranks)+2(Int)
-- Linguistics = (ranks)+2(Int)+3(class)
Lore = (ranks)+(Int)+3(class)
8 Perform(Dance) = 1(ranks)+4(Cha)+3(class)
8 Perform(Sing) = 1(ranks)+4(Cha)+3(class)
8 Perform(Act) = 1(ranks)+4(Cha)+3(class)
13 Profession(Courtesan)= [/b]= 1(ranks)+0(Wis)+3(class)+2(trait)+4(Social Grace)+3(Skill Focus)
7 Sleight of Hand(ACP) = 1(ranks)+3(Dex)+3(class)

¤ - Some or all Skill ranks granted by a Sphere of Might

=====Gear=====

=====Traits=====

Campaign:
Framed (Campaign)
Someone you know and love was accused of murder. A supposed eyewitness account from a local fisherman seemed to be enough to seal the case, but the accused had enough alibis that sentencing wasn’t immediate. Someone confronted the fisherman and discovered he was intimidated into providing false witness and forced into planting the murder weapon by the actual murderer—a local crimelord. His thugs killed the fisherman before he could recant his testimony. Although this removed the key witness and resulted in the accused being set free, the stigma was enough to badly damage his reputation. If you can find the crimelord, you’re sure you can find evidence that ties him to the murder and can clear the accused’s name.
Family Honor: The person framed was a family member, perhaps a father or brother. You managed to trick the fisherman into revealing the truth with your skilled tongue, and thus gain a +2 bonus on Bluff checks.

Tight Bonds (Family)
Whether siblings, spouses, or dedicated members of the same clan, characters who take this trait are an inseparable pair committed to each other.
Special: Your partner or partners must also have this trait.
Benefit(s): You gain a +1 trait bonus on Will saves against charm and compulsion effects if a partner is within 60 feet, increasing to +3 against a command to compromise your relationship or harm a partner.

Overwhelming Beauty (Magic)
Your wiles are particularly potent against people who share a race with you, as your beauty is often held up as a symbol of perfection.
Benefit(s): The DC of your mind-affecting effects increases by 1 against creatures that have at least one of the same subtypes as you.

Tattooed Focus(Race)
You possess an intricate tattoo that proclaims your skill at your chosen vocation.
Benefit: Choose a Craft, Perform, or Profession(=Courtesan) skill. You gain a +2 trait bonus on checks with that skill, and it is always a class skill for you.
↕↕↕↕↕↕↕↕↕↕↕↕↕↕↕↕↕↕↕↕↕↕↕↕↕↕↕↕
Mark of Slavery (Drawback)
You were enslaved for part or all of your youth, and marked as such with a brand or tattoo that still reminds you of how you were punished whenever you failed to do what you should.
Effect: Whenever you fail a skill check, you take a –2 penalty on any skill check or attack roll you attempt before the end of your next turn unless it is a part of retrying the failed skill check.

=====Attributes=====:

STR 8= 8(Buy)
DEX 16=16(Buy)
CON 12=12(Buy)
INT 14=14(Buy)
WIS 10=10(Buy)
CHA 18=16(Buy)+2(Race)