Thief

Dasheel Kai's page

149 posts. Alias of hgsolo.


Full Name

Dasheel Kai

Gender

M Fetch Nin3/Sorc3|HP:44/44|AC:15(19w/MA)|T:15(19w/MA)|FF:11(15w/MA)|CMD:16|F+5|R+9 |W+4|Ini+8|Per+7|Res cold & elec 5

Age

20

Languages

Common, Aklo, Draconic, Goblin

Strength 10
Dexterity 18
Constitution 14
Intelligence 13
Wisdom 8
Charisma 20

About Dasheel Kai

Favored Class: Ninja

OFFENSE:
BAB +2 CMB +2 Init +8 (+4dex +4feat)

Sneak Attack +2d6
Dirty Fighter +1dmg when flanking
Ki Pool 6/6

ATTACKS:
+1 Wakizashi +7, 1d6+1, 18-20/x2
Shocking Grasp +6 (touch), 4d6 electricity

Shortbow +6, 1d6, x3, 60ft range, 20/20 arrows
Shuriken +6, 1d2, x2, 10ft range, 10/10
Ray of Frost +6 (touch), 1d3 cold

SPELLS:

+1 any lvl from bonded object
0 lvl - Unlimited
Detect Magic
Mage Hand
Message
Ray of Frost
Read Magic
1st lvl - 7/7
Feather Fall
Identify
Shocking Grasp
Silent Image

SLAs:

CL=HD
Disguise Self 1/day

DEFENSE:
HP 44/44
AC 15 (10base +4dex +1ring) Touch 15 (10base +4dex +1ring) FF 11 (10base +1ring)
CMD 16 (10base +2BAB +4dex)
FORT +5 (2base +2con +1cloak) REF +9 (4base +4dex +1ring) WILL +4 (3base -1wis +1ring)
Resist cold 5 & electricity 5(Racial)
Shadow Blending: 50% miss chance in dim lighting instead of usual 20%

FEATS:
Persuasive, Cosmopolitan, Improved Initiative, Combat Casting, Extra Ninja Trick: Fast Stealth, Eschew Materials

TRAITS:
Magical Knack +2 caster level, caps at character level
Dirty Fighter +1 damage when flanking
Fast-Talker +1 bluff

SKILLS:
Acrobatics 1 +4 +3 = 8
Appraise
Bluff 1 +5 +3 +1 = 10
Climb
Craft
Diplomacy 1 +5 +3 +2 = 11
Disable Device 4 +4 +3 +2 = 13
Disguise 1 +5 +3 +1 = 10
Escape Artist 3 +4 +3 = 10
Fly
Handle Animal
Heal
Intimidate 1 +5 +3 +2 = 11
Knowledge
Arcana 4 +1 +3 = 8
Dungeoneering
Engineering
Geography
History
Local 1 +1 +3 +1 = 6
Nature 1 +1 +3 +1 = 6
Nobility
Planes
Religion
Linguistics
Perception 5 -1 +3 = 7
Perform
Profession
Ride
Sense Motive
Sleight of Hand 1 +4 +3 = 8
Spellcraft 1 +1 +3 = 5
Stealth 6 +4 +3 +2 = 15
Survival
Swim
UMD 5 +5 +3 = 13

CLASS FEATURES

NINJA:
Poison Use
Sneak Attack +2d6
Ki Pool 6 (1/2 ninja lvl +cha)
Ninja Tricks: Fast Stealth, Vanishing Trick
No Trace +1

SORCERER:
Bloodline Arcana: Whenever you apply a metamagic feat to a spell that increases the slot used by at least one level, increase the spell's DC by +1. This bonus does not stack with itself and does not apply to spells modified by the Heighten Spell feat.
Arcane Bond: Bonded Ring
Metamagic Adept (Ex): At 3rd level, you can apply any one metamagic feat you know to a spell you are about to cast without increasing the casting time. You must still expend a higher-level spell slot to cast this spell. You can use this ability once per day at 3rd level and one additional time per day for every four sorcerer levels you possess beyond 3rd, up to five times per day at 19th level. At 20th level, this ability is replaced by arcane apotheosis.

GEAR:
Magic Gear and Weapons:
Ring of Protection +1 (bonded object)
+1 Wakizashi
Shortbow
20 arrows
10 Shuriken
Wand of Mage Armor 47/50
Cloak of Resistance +1
Headband of Alluring Charisma +2
MW "Dragon's Fang" Dagger

Alchemical Items:
2 Tanglefoot Bags
2 Smokesticks

Mundane Gear:
Backpack, Bedroll, Belt Pouch, Flint & Steel, Trail Rations (7 days), Sack, Waterskin, Whetstone, 50ft Silk Rope, MW Thieve's Tools
(All mundane gear but backpack, belt pouch and thieve's tools are usually in room)

Gold: 124.28

RACIAL ABILITIES:
+2 DEX, +2 CHA, -2 WIS
Type: Native Outsider
Shadow Blending (Su): Attacks against a fetchling in dim light have a 50% miss chance instead of the normal 20% miss chance. This ability does not grant total concealment; it just increases the miss chance.
Shadowy Resistance: Fetchlings have cold resistance 5 and electricity resistance 5.
Skilled (World Walker): +1 knowledge (local) and knowledge (nature), +2 stealth
Spell-Like Abilities (Sp): A fetchling can use disguise self once per day as a spell-like ability. He can assume the form of any humanoid creature. A fetchling's caster level is equal to his total Hit Dice. When a fetchling reaches 9th level in any combination of classes, he gains shadow walk (self only) as a spell-like ability usable once per day as a spell-like ability. A fetchling's caster level is equal to his total Hit Dice. When a fetchling reaches 13th level in any combination of classes, he gains plane shift (self only, to the Shadow Plane or the Material Plane only) usable once per day as a spell-like ability. A fetchling's caster level is equal to his total Hit Dice.
Darkvision, Low-light vision

STAT BREAKDOWN:
STR 10 (0pts)
DEX 18 (15+2race+1lvl) (7pts)
CON 14 (5pts)
INT 13 (3pts)
WIS 8 (10-2race) (0pts)
CHA 20 (16+2race+2headband) (10pts)

BACKGROUND:
Dash's family is a group of fetchlings who specialize in trading between the material plane and the plane of shadow. About five years ago, Dash was with his father on an excursion to the material plane, which included a stop by the school. He was immediately entranced by the bastion of magically learning. Lucky for him, one of the professors took an interest in the young fetchling's strange ki abilities, and his inherent shadow magic. Dasheel was offered a chance to enroll in the school with a partial scholarship, with the condition that he allow the staff to research his abilities. Dash's parents put up a portion of his tuition, and his other expenses are covered through a workstudy, wherein he acts as a sort of handyman (using his disable device skill to bypass broken locks, and deal with accidental magical traps). He rooms with his friends, and keeps a makeshift tent formed out of blankets around his bunk, as the shadows make him feel more at home. After about 3 years at the school Dash started exhibiting some sorcerer powers, possibly due to the staff's magical poking and prodding. Now that he has some real magic of his own, Dash intends to stay with the school as long as he can, in order to make the most of his talents.

APPEARANCE AND PERSONALITY:
Dash is 5'10" and all of 130lbs. He looks like most other fetchlings, with gaunt gray skin, and stark white hair. However, he keeps his hair fashionably spiked, and is usually wearing a confident smirk on his face. He has got a fetchling's pupil-less eyes with a faint blue tinge to them. He is quite personable, though some find his quiet, wispy voice a bit disconcerting at first. Dash is known for playing small pranks on his friends and sometimes the staff as well, but he usually isn't actually caught unless he wants to be.