Sargavan Pathfinder

Cyrus the Flea's page

1,338 posts. Organized Play character for Papasteve08.

Full Name

Cyrus the Flea


| HP: 43/43 | AC: 26 (19 Tch, 19 FF) | CMB: +9, CMD: 28 | F: +4, R: +14, W: +3 | Init: +6 | Perc: +11, SM: +3


| Speed 30ft, Climb 20ft | Ki Pool: 5/6 | Active conditions: fatigued, haste, spirit sense, invis, fly


Male CG Human (Kelishite) Ninja 8.2





Special Abilities

Sneak Attack


Chaotic Good






Azlanti, Common, Elven, Infernal, Kelish, Osiriani, Thassalonian, Varisian


Member of the Ghost Orchid Thieve's Guild

Strength 12
Dexterity 22
Constitution 10
Intelligence 14
Wisdom 8
Charisma 14

About Cyrus the Flea

Cyrus the Flea
Human (keleshite) ninja – 8.2
CG Medium humanoid (human)
Init +6; Senses Perception +11

AC 26, touch 19, flat-footed 19 (+7 armor, +1 Deflection, +6 Dex, +1 dodge, +1 insight)
Special Modifiers +4 to AC vs Attacks of Opportunity while moving through threatened squares via mobility, cannot be caught flat-footed or flanked via improved uncanny dodge
hp 43 (8d8)
Fort +4, Ref +14, Will +3
Saving Throw Conditional Modifiers +2 resistance bonus on saves versus mind-affecting spells, spell-like abilities , and supernatural abilities, +2 to Fort saves vs cold weather with furs
Defensive Abilities mobility, improved uncanny dodge

Speed 30 ft., climb 20 ft.
+1 shock wakizashi +14/+9 (1d6+7 / 18-20 plus 1d6 electricity)
masterwork silvered light mace +13/+8 (1d6+1)
cold iron sickle +12/+7 (1d6+1)
dagger +12/+7 (1d4+1/19-20) (3 carried, one in wrist sheath)
masterwork light crossbow +13 (1d8/19-20)
dagger +13 (1d4+1/19-20) (3 carried, one in wrist sheath)
Special Attacks ki attack speed, sneak attack +4d6
Ninja Spell-Like Abilities vanishing trick (invisibility for 1rnd/lvl)

Str 12
Dex 22
Con 10
Int 14
Wis 8
Cha 14

Base Atk +6; CMB +9; CMD 28 (+2 CMB / CMD via Dusty Rose Prism Ioun Stone)
Feats Canny Tumble, Dodge, Mobility, Slashing Grace (wakizashi), Weapon Finesse, Weapon Focus (wakizashi) – via Ninja Combat Trick
Traits acrobat, tomb raider

Acrobatics +25 (+18 skill and ranks, +2 from mw acrobatics kit, +5 from boots of elvenkind)
Bluff +12
Climb +18 (-2 penalty instead of -5 penalty when using the Climb skill to attempt an accelerated climb)
Diplomacy +6
Disable Device +19 (+17 skill and ranks, +2 from mw thieves tools)
Disguise +4
Escape Artist +13
Handle Animal +3
Intimidate +13
Knowledge (dungeoneering) +7
Knowledge (local) +6
Knowledge (nobility) +6
Linguistics +8
Perception +11
Sense Motive +3
Sleight of Hand +19 (+21 to steal items without being noticed from Thieves guild vanity and to oppose the Perception check of someone observing or frisking you regarding items in either wrist sheath) (+17 skill and ranks, +2 from mw tools)
Stealth +19 (+17 skill and ranks, +2 from mw stealth kit)
Survival -1 (+1 to avoid becoming lost)
Swim +10
Use Magic Device +13

Languages Azlanti, Common, Elven, Infernal, Kelish, Osiriani, Thassilonian, Varisian
SQ ki pool (6 points), ki attack speed, ki movement, ki stealth, light steps, ninja tricks (acrobatic master, combat trick, darkvision, vanishing trick, wall climber), no trace +2, poison use

Armaments +1 shock wakizashi, cold iron sickle, masterwork silvered light mace, masterwork light crossbow, daggers x 3, crossbow bolts (17), +3 mithril chain shirt, ring of protection +1, amulet of natural armor +1, cloak of resistance +2

Wondrous Items/Magical Gear belt of incredible dexterity +2, boots of elvenkind, dusty rose prism ioun stone, sharrowsmith’s handy haversack, ring of feather falling, dayfinder (dusty rose prism inserted)

Magical/Alchemical Expendables air crystals, alchemist's fire (2), antiplague, antitoxin, bladeguard, giant wasp poison, holy water (2), hype [Technic Seige], impact foam (2), oil of align weapon, oil of magic weapon (2), potion of reduce person (2), potion of touch of the sea, scroll of endure elements (2), scroll of fly (2), scroll of freedom of movement, scroll of see invisibility (5), [i]snapleaf, sunrod (5), tanglefoot bag, thunderstone, wand of cure light wounds (34 charges), wand of greater invisibility (4 charges), wand of shield (33 charges), enhanced alchemical items @ 50% effectiveness (acid flask, alchemist’s fire, holy water, tanglefoot bag)

Gear bandolier (2), bedroll, belt pouch, caltrops (4), chalk (10), flint and steel, furs, grappling hook, mirror, piton (10), silk rope (50 ft.), smoked goggles, snowshoes, soap, torch (3), masterwork acrobatics kit, masterwork thieves' tools, masterwork stealth kit, masterwork sleight of hand kit, trail rations (5), waterskin, wrist sheath (2), 2401 gp, 4 sp

Mounts/Companions Jaguar (purchased after Segang Expedition with 1PP)

Special Abilities
Acrobat When doing an accelerated climb, penalty is reduced to -2.
Acrobatic Master (Su) As a swift action, a ninja with this trick can focus her ki to grant her a +20 bonus on one Acrobatics check of her choice made before the start of her next turn. Using this ability expends 1 ki point from her ki pool.
Canny Tumble +2 circumstance bonus to attack vs enemy if successful in using acrobatics to tumble through one of their threatened squares.
Climb (walls only) (20 feet) You have a Climb speed.
Darkvision (Su) This trick allows the ninja to use her ki to enhance her sight, granting darkvision out to a range of 60 feet. Using this trick is a standard action that costs 1 ki point. The enhanced senses last for 1 hour.
Furs +2 Fort vs. Cold Weather (does not stack with Survival skill's bonuses)
Improved Uncanny Dodge (Ex) Retain DEX bonus to AC when flat-footed or when attacker is invisible. You cannot be flanked unless the attacker is 4 levels higher than you.
Ki Pool (Su) 6 points - You have a ki pool equal to 1/2 your ninja level + your Charisma modifier.
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) (Su) Jumping is always counted as being at a running start. (must have at least 1 ki point in pool)
Ki Movement A Ninja can spend 1 point to increase her speed by 20 feet for 1 round.
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 as a full round action, you may ignore difficult terrain and can move over any surface.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
No Trace +2 (Ex) Survival DCs to track you are at +2, gain +2 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.
Slashing Grace (Wakizashi) Treat chosen weapon as 1-handed piercing weapon and can add Dexterity bonus to damage instead of Strength.
Sneak Attack +4d6 Attacks deal extra damage if flanking 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.
Dayfinder (dusty rose prism) A small magical device patterned off ancient relics of the Azlanti, a dayfinder is typically made from silver and bears gold accents. With a command word, you can use a wayfinder to shine (as the light spell). Once per day, the Dayfinder can also be used to cast the spell daylight. The dayfinder also acts as a nonmagical (magnetic) compass, granting you a +2 circumstance bonus on Survival checks to avoid becoming lost. All wayfinders include a small indentation designed to hold a single ioun stone. An ioun stone slotted in this manner grants you its normal benefits (as if it were orbiting your head), but frequently reveals entirely new powers due to the magic of the wayfinder itself (see Seeker of Secrets page 51).

Note: This item is a free boon from the Confirmation, upgraded to a dayfinder with 10pp


Character Creation:
backpack, bedroll, belt pouch, caltrops, chalk (10), flint and steel, grappling hook, mirror, piton (10), silk rope (50 ft.), soap, thieves' tools, torch (3), trail rations (5), waterskin, sickle, dagger (3), studded leather

The Confirmation:
2 Prestige points, 1xp, 430gp

Black Waters:
2 Prestige points, 1xp, 550gp
wand of cure light wounds (2 prestige points), masterwork sickle

The Cyphermage Dilemma:
2 Prestige points, 1xp, 532gp
Used level 1 character rewrite rules to change from rogue to ninja
masterwork chain shirt, masterwork thieves tools, light mace
studded leather

Slave Ships of Absolam:
2 Prestige points, 1xp, 514gp+50gp (day job)
Purchased: Thieves Guild Vanity (4 Prestige points), enchanted existing mw chain shirt to +1 chain shirt (1000gp)


Murder on the Throaty Mermaid:
2 Prestige points, 1xp, 523gp+50gp (day job)
Purchased: -


Hall of the Flesh Eaters:
2 Prestige points, 1xp, 507gp+20gp (day job)
Purchased: wand of shield (2 prestige points), masterwork light crossbow (335gp), 20 bolts (2gp)


The Segang Expedition:
2 Prestige points, 1xp, 1176gp+20gp (day job)
Purchased: masterwork alchemically silvered light mace (325gp), masterwork wakizashi (335gp), cold iron sickle (12gp), Oil of align weapon (300gp), oil of magic weapon x2 (100gp), bandolier x2 (1gp), wrist sheath x2 (2gp), smoked goggles (10gp), tanglefoot bag (50gp), thunderstone (30gp), antitoxin (50gp), antiplague (50gp), bladeguard (40gp), potion of touch of the sea (50gp), air crystals (50gp)

hunting cat Jaguar, purchased with 1PP (150gp or less purchase)

Sold: light mace, masterwork sickle

The Paths we Choose:
2 Prestige points, 1xp, 1280gp+75gp (day job)
Purchased: +1 wakizashi, mithril chain shirt, 2 alchemist fire to replace the ones used in scenario

Sold: +1 chain shirt

Used Boon to change armor expert trait to tomb raider trait

By way of Bloodcove:
2 Prestige points, 1xp, 1258gp+10gp (day job)
Purchased: Enchanted mithril chain shirt to +1 mithril chain shirt for 1000gp

Sold: -

On Sharrowsmith's Trail, Scions Pt 1:
2 Prestige points, 1xp, 1872gp+20gp (day job)
Purchased: 2x holy water for 50gp, 2x scroll of endure elements for 50gp

Sold: -

Kaava Quarry, Scions Pt 2:
2 Prestige points, 1xp 1872gp + 20gp (day job)
Purchased: masterwork acrobatics kit, ring of protection +1, spend 2PP on scroll of fly with 2 castings

Sold: -

The Golden Guardian, Scions Pt 3:
2 Prestige points, 1xp, 1930 gp w. day job
Purchased: masterwork sleight of hand kit, scroll of resist energy, daredevil boots, spend 2PP on snapleaf

Sold: -

The Test of Tau Kauta:
2 Prestige points, 1xp, 2265 gp +20 gp day job
Purchased: belt of incredible dexterity +2, thunderstone (to replace used one during scenario), impact foam x2, potion of reduce person x2, caltrops x3

Sold: -

The Fires of Karamoss:
2 Prestige points, 1xp, 2574 gp +75 gp day job


From Under Ice:
2 Prestige points, 1xp, 1886 gp +20 gp day job
Purchased: snowshoes, furs


Song of the Sea Witch:
2 Prestige points, 1xp, 3382 gp +75 gp day job
Purchased: Added shock to +1 wakizashi, handy haversack, spent 1 pp to learn infernal.


Tapestry’s Toil:
2 Prestige points, 1xp, 2579gp+75gp (day job)
Purchased: -


Siege of Serpents Special:
2 Prestige points, 1xp, 2500gp+100gp (day job)
Purchased: -


Returned to Sky:
2 Prestige points, 1xp, 4336gp+50gp (day job)
Purchased: -


The Bronze House Reprisal:
2 Prestige points, 1xp, 3991gp+100gp (day job)
Purchased: Scroll of Freedom of Movement with 2pp, ring of feather fall (2200gp), wand of greater invisibility (2100gp via Returned to Sky), spent 2pp on Make Whole spellcasting service to repair Wakizashi.


The Sky Key Solution Special:
1 Prestige point, ½ xp, 2667gp+100gp (day job)
Purchased: Dusty Rose Prism Ioun Stone (5000gp via Bronze House Reprisal)


Six Seconds to Midnight:
1 Prestige points, ½ xp, 1626gp+100gp (day job)
Purchased: Enhanced Alchemical Items (acid flask, alchemists fire, holy water, tanglefoot bag) (210gp total), giant wasp poison (210gp)


The Technic Seige:
2 Prestige points, 1 xp, 5400gp+150gp (day job)
Purchased: -


The Heresy of man, Pt 1:
2 Prestige points, 1 xp, 5923 gp+50 gp (day job)
Purchased: Upgraded cloak of resistance from +1 to +2, upgraded mithril chain shirt from +2 to +3, hype from the technic seige chronicle


The Blackros Connection:
x Prestige points, x xp, xx gp+x gp (day job)
Purchased: 10pp to upgrade to a dayfinder, sunrod x5