About DrisquarBasic Info:
Init +15; Senses Darkvision 90 ft., Low-light vision; See in Darkness; Perception +45 Defense:
AC 34, touch 20, flat-footed 26 ( +6 Armor, +6 dex, +6 natural, +2 Dodge, +4 deflection) HP 170 (12d10+71+5d8+20) Fort +15, Ref +18, Will +15 DR 10/Cold Iron or Good; Immune Acid, Death Effects, Disease, and Poison Resist Cold 10, Electricity 10, Fire 10; +4 save vs Petrification, Improved Evasion, Improved Uncanny Dodge, Duck Aside, Protection from possession and mental control, Mind Shielding. SR 25 Offense:
Speed 130 ft., fly 230 ft. (perfect) Melee +2 Shimsil +27/+27/+22 (1d6+13/14–20x2) or slam +18 (1d6+4) Melee +2 dagger +23/+17(1d4+8/16-20x2) Ranged +1 composite longbow +19/+14 (1d8+5/19-20/×3) Special Attacks Deadly Strike +2d6, Split Second, Whirlwind Blast Spell-Like Abilities (CL 14th) Constant Freedom of Movement. At Will—Blur, Charm Person(DC 14), Gust of Wind (DC 15), Mirror Image, Wind Wall 2/day—Lightning Bolt (DC 16), Cure Serious Wounds Statistics:
Base Atk +15; CMB +19; CMD 32
Ki Pool 11 Feats Advanced Study(x2), Discipline Focus(Veiled Moon), Extra Stalker Art(Murderous Intent), Extra Stalker Art(Critical Edge), Extra Stalker Art(Killer's Implements), Flyby Attack(b), Improved Critical(Scimitar), Improved Initiative(b), Improved Two-Weapon Fighting(b), Run(b), Two-Weapon Fighting(b), Weapon Focus(Scimitar). Skills Acrobatics+26, Diplomacy+18, Bluff +18, Heal+21, Fly +26, Knowledge(Martial)+16, Knowledge(Planes)+6, Perception +45, Sense Motive +20, Stealth +44. Stalker Arts Alacrity, Critical Edge, Deadly Ambush, Killer's Implements(Dagger), Murderous Intent. SQ Wind Form Martial Techniques Known:
Maneuvers: Altered Penumbra(C), Blend with the Night(B), Dimensional Strike(S), Disarming Gust(S), Flick of the Wrist(B), Flicker Strike(S), Flickering Defense(C), Half-Gone(C), Night's Knife(B), Rending Claws(B), Resonance Strike(S), Shadow Feather Strike(S), Solar Lance(S), Strength of Hell(B), Sting of the Asp(S), Sun Dips Low(C), Twisting Wind Shot(S), Unhindered Step(B), Weakening Venom Prana(B), Wyrmling's Fang(S). Stances Battle Dragon's Stance, Formless Dance, Hooded Killer's Stance, Poisoner's Stance Equipment:
+2 mithral chain shirt of improved shadows, Shimsil, +2 returning, keen dagger, +1 adaptive, phase locking composite longbow, Headband of Inspired Wisdom(+6), Cloak of Elvenkind, Quickrunner boots, Fogsight Goggles, Scale of Shrouding, Belt of Incredible Dexterity(+4). Special Abilities/Class Features:
Duck Aside (Ex): Any round the alacritous creature
Split Second (Su): An alacritous creature can move
Alacrity (Ex): A stalker's land speed is faster than the norm for his race, gaining a +10-ft. enhancement bonus to his base speed and he may add his Wisdom modifier to Acrobatics checks, due to his nimble and finely honed body. The stalker enjoys this benefit only when he is wearing no armor or light armor, not using a shield, and not carrying a medium or heavy load. As a swift action, the character may spend a point of ki to pour extra speed to his step to increase this bonus from 10-ft. to an additional 30-ft. for one minute, but he is fatigued afterward for 1d4 minutes as he catches his breath. Critical Edge (Ex): The stalker's deadly efficiency in combat allows him to increase the critical threat range of any weapon he wields by +1. This bonus is applied after abilities such Improved Critical or the keen weapon property and cannot be doubled. Deadly Ambush (Ex): The stalker with this art may now use his deadly strike class feature against flat- footed targets and targets that are being denied the Dexterity modifier to their AC as well as on critical hits and when focusing his ki to read his opponent. Killer’s Implements (Ex) The stalker chooses a melee weapon he is proficient with, and gains the benefits of the Weapon Finesse and Deadly Agility feats when using that weapon, even if that weapon could not normally be used with those feats. At 6th level and every five levels thereafter, the stalker chooses an additional melee weapon to gain the benefits of this ability with. The stalker can change one of these weapon choices by practicing with a new weapon for ten minutes. This stalker art counts as both Weapon Finesse and Deadly Agility for the purposes of meeting prerequisites.
Murderous Insight (Su): The stalker designates his combat senses towards ending the lives of his opponents and gains momentary flashes of insight in how to best accomplish this. By spending one point of ki as a swift action, the stalker makes an attack and rolls twice for that attack and uses the better of the two results due to the stalker's precognitive abilities. This art has a duration of 1 + the stalker's Wisdom modifier in rounds. Shadow Blade: The umbral blade's mind is permanently connected to the Plane of Shadow by his bond with the essence of a creature of darkness and fear. His soul is profoundly affected by this, and his pact with this force is bound to his very flesh. Whenever he wields a weapon from the associated weapon groups of the Veiled Moon discipline, as a swift action the blade may be changed and altered by his promise to this darkness, resulting in it becoming a blade of ephemeral shadow and writhing smoke (when wielding multiple weapons or using a double weapon, both weapons or both weapon ends are enveloped with this darkness when it is called as the same swift action). This supernatural shadow blade inflicts an additional 1d6 points of cold damage when used. In other aspects it functions as a traditional weapon. As the shadow blade is comprised of his soul's dark energies and the energies that he wields as a Veiled Moon disciple, he may add his initiation modifier to the weapon's damage in place of his Strength modifier, and may always use Weapon Finesse with his shadow blade due to its lightened weight from its ephemeral nature. This effect ends when the umbral blade is no longer wielding an enveloped weapon or at will (a thrown shadow blade weapon will retain its properties until after it has been thrown, discharging when it comes to rest). Blade of Night: As the umbral blade’s shadow blade becomes a conduit for darkness and shadow, he is capable of opening a dread gateway within his soul to cause this darkness to surge through him and through the open conduit that is his weapon. The umbral blade may charge his shadow blade (be it a single weapon, double weapon, or paired weapons) with this power as a move action, and later when needed, he may release this power as a free action as part of an attack or martial strike. This hungry and chilling darkness inflicts cold damage, and Blade of Night’s bonus cold damage is added to each attack that the character makes during the round it is activated on. Embrace the Shadows (Su): At 3rd level, the umbral blade learns a signature stance of his new existence being half in shadow. This ability is a supernatural ability and a Veiled Moon stance of 3rd level. To enter this stance requires a swift action, and the character forgoes any stance that the character currently is using to use Embrace the Shadows. While in this stance, the character’s form and features change, his skin becoming mottled heavily with inky black shadow and his eyes, hair, nails, and teeth turn pitch black. Maneuvers of the Steel Serpent, Thrashing Dragon, and Veiled Moon disciplines have their saving throw DC’s increased by 2. He gains a +2 profane bonus per umbral blade level to his Intimidate checks due to his fearsome appearance and he automatically fails any Handle Animal check he makes due to his unnatural form. Additionally, this stance improves the umbral blade’s natural armor bonus to AC by +2, and he gains a +2 profane bonus to saving throws as his form becomes very resilient. Lastly, he gains a +2 profane bonus to Stealth checks per umbral blade level while in this stance. This stance is tiring for the mind to maintain, however, as the strain of maintaining one’s sanity while having a shadowy alien consciousness so close to one’s own mind challenges the umbral blade. He may only maintain this stance for a number of rounds equal to his initiation modifier +5 per encounter (minimum of 6); if this is exceeded, the character does not release from this stance but instead acts as if under a confusion spell until the end of the encounter. Shadow Consumption (Su): As the umbral blade continues to further his delving into the darkness of the Shadow Plane through the open conduit in his mind, his form becomes infused with its essence. While in Embrace the Shadow stance, as the umbral blade’s connection to the Shadow Plane intensifies so does the merits he receives. At 4th level, his vital processes become suspended partially, transmuting his blood into thick, shadowy fluid. He uses his initiation modifier in place of his Constitution modifier for hit points and Fortitude saves. Embrace the Shadows is now a 4th level stance. At 7th level, his flesh becomes more insubstantial, allowing him to slip through reality ever so slightly to appear and disappear at his discretion; the umbral blade gains the use of the blink spell at will as a spell- like ability. Embrace the Shadows is now a 5th level stance. At 9th level, the umbral blade gains the ability to gain the incorporeal subtype as an at will standard action as his flesh takes on the ephemeral nature of shadow itself. Embrace the Shadows is now an 6th level stance. Wind Form (Su) A bralani can shift between its humanoid body and a body made of wind and mist as a standard action. In humanoid form, it cannot fly or use its whirlwind blast. In wind form, it functions as if under the effects of a wind walk spell. It can make slam attacks and use spell-like abilities in either form. A bralani remains in one form until it chooses to assume its other form. A change in form cannot be dispelled, nor does the bralani revert to any particular form when killed (both shapes are its true form). A true seeing spell reveals both forms simultaneously Shimsil:
+2 Speed, Guided, Adamantine Scimitar with 120' telepathy, blindsense, speech, read languages. At Will: Detect Magic, Mage Hand, Magic Aura, Read Magic. Called(same plane), Int 24, Cha 20, Wis 20, Knowledge(Planes) 15 ranks(+22), Spellcraft 10 ranks(+17), Survival 10 ranks(+15). Special Purpose: Slay enemies. Special Power: Greater Invisibility at will. |