Wayang

Duskade the Wayang's page

99 posts. Alias of DarkOne the Drow.


Full Name

"Shady" is name give to group

Race

HP: 76/76; Another day: 1/1; Bullets: 20; Disolution's Child: 1/1; Light and Dark: 0/1; Nanite Strike: 2/3; Nanite Surge: 1/1

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Duskade's PCGen charactersheet

About Duskade the Wayang

Duskade
Female Wayang rogue 10 Archetypes Knife Master,
LE Small humanoid (wayang)
Init +8, Senses Perception +15
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DEFENSE
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AC 25, touch 21, flat-footed 25 (+2 armor, +2 deflection, +8 Dex, +2 natural, +1 size )
hp 76 ((10d8)+30)
Fort +7, Ref +17, Will +5
Defensive Abilities evasion, improved uncanny dodge, uncanny dodge,
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OFFENSE
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Speed 20 ft.
Melee dagger +2 (small/adamantine) +18/+13 (1d3+10/19-20)
Ranged dagger +2 (small/adamantine/thrown) +18/+13 (1d3+10/19-20)
Ranged sling (small) +16/+11 (1d3+1)
Special Attacks Bleeding Attack*, Sneak Attack 5d4,
Magic Item Spell-Like Abilities feather fall (DC 10,at will)

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TACTICS
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STATISTICS
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Str 12, Dex 26, Con 14, Int 14, Wis 10, Cha 10,
Base Atk +7; CMB +7; CMD 27
Feats Blind-Fight, Twist the Knife, Two-Weapon Fighting, Weapon Finesse
Skills Acrobatics +21, Acrobatics (Jump) +17, Appraise +10, Bluff +4, Climb +9, Diplomacy +4, Disable Device +21, Disguise +4, Escape Artist +21, Intimidate +4, Knowledge (Dungeoneering) +10, Knowledge (Local) +7, Perception +15, Profession (Trapper) +7, Sense Motive +4, Sleight of Hand +21, Sleight of Hand (Conceal Weapon) +26, Stealth +27, Survival +4, Swim +9, Use Magic Device +8,
Traits Anatomist, Harvester (Profession (Trapper)), Spirit Sense,
Languages Common, Hallit, Wayang
SQ advanced talents, another day, blade sense, debilitating injury, dissolution's child, finesse training, hidden blade, lasting poison, light and dark, lurker, ninja trick, pressure points, rogue's edge, skill unlock acrobatics 5 ranks, skill unlock acrobatics 10 ranks, skill unlock stealth 5 ranks, skill unlock stealth 10 ranks, rogue talents, shadow resistance, slow reactions*, sneak stab, sorcerer, weapon choice (dagger),
Combat Gear rations (trail/per day) (small) (5),
Other Gear amulet of natural armor +2, ring of feather falling, dagger +2 (small/adamantine) (2), ring of protection +2, outfit (traveler's/small), belt of incredible dexterity +4, cloak of resistance +2, padded +1 (small), backpack (masterwork) (small), mirror (small/steel), thieves' tools (masterwork), bullets, sling (10) (small), pouch (belt) (small), chalk (1 piece) (10), flint and steel, coin (platinum piece) (45), coin (gold piece) (12), coin (silver piece) (12), coin (copper piece) (10), caltrops, waterskin (filled) (small), grappling hook, common, rope (silk/50 ft.), sling (small), 0.0 gp
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SPECIAL ABILITIES
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Advanced Talents The following advanced rogue talents complement the knife master archetype - another day**, confounding blades*, deadly sneak**, entanglement of blades**, and unwitting ally*.

Anatomist You have studied the workings of anatomy, either as a student at university or as an apprentice mortician or necromancer. You gain a +1 trait bonus on all rolls made to confirm critical hits.

Another Day (Ex) Once per day, when the rogue would be reduced to 0 or fewer hit points by a melee attack, she can take a 5-foot step as an immediate action. If the movement takes her out of the reach of the attack, she takes no damage from the attack. The rogue is staggered for 1 round on her next turn.

Blade Sense (Ex) At 3rd level, a knife master is so skilled in combat involving light blades that she gains a +1 dodge bonus to AC against attacks made against her with light blades. This bonus increases by +1 for every three levels, to a maximum of +6 at 18th level. This ability replaces trap sense.

Bleeding Attack* (Ex) You can cause living opponents to bleed when hitting them with a sneak attack. This attack causes the target to take 5 additional points of damage each round. Bleeding creatures take that amount of damage every round at the start of their turns. The bleeding can be stopped by a DC 15 Heal check or the application of any effect that heals hit point damage. Bleeding damage from this ability does not stack with itself. Bleeding damage bypasses any damage reduction the creature might possess.

Darkvision Wayangs can see in the dark up to 60 feet.

Debilitating Injury (Ex) At 4th level, whenever a rogue deals sneak attack damage to a foe, she can also debilitate the target of her attack, causing it to take a penalty for 1 round (this is in addition to any penalty caused by a rogue talent or other special ability). The rogue can choose to apply any one of the following penalties when the damage is dealt.
Bewildered: The target becomes bewildered, taking a -2 penalty to AC. The target takes an additional -2 penalty to AC against all attacks made by the rogue. At 10th level and 16th level, the penalty to AC against attacks made by the rogue increases by -2 (to a total maximum of -8).
Disoriented: The target takes a -2 penalty on attack rolls. In addition, the target takes an additional -2 penalty on all attack rolls it makes against the rogue. At 10th level and 16th level, the penalty on attack rolls made against the rogue increases by -2 (to a total maximum of -8).
Hampered: All of the target's speeds are reduced by half (to a minimum of 5 feet). In addition, the target cannot take a 5-foot step.
These penalties do not stack with themselves, but additional attacks that deal sneak attack damage extend the duration by 1 round. A creature cannot suffer from more than one penalty from this ability at a time. If a new penalty is applied, the old penalty immediately ends. Any form of healing applied to a target suffering from one of these penalties also removes the penalty.

Dissolution's Child Once per day, you may change your appearance to look as if you were little more than a 4-foot-tall area of shadow. Your physical form still exists and you are not incorporeal-only your appearance changes. This works like invisibility, except it only lasts 1 round per level (maximum 5 rounds). This is a supernatural ability. This racial trait replaces shadow magic.

Evasion (Ex) You can avoid damage from many area-effect attacks. If you make a successful Reflex saving throw against an attack that normally deals half damage on a successful save, you instead take no damage. Evasion can only be used if you are wearing light armor or no armor. If you are helpless, you do not gain the benefit of evasion.

Evasion

Finesse Training (Ex) At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level.

Harvester (Profession (Trapper)) You were trained to harvest all parts of an animal with care and precision. You gain a +1 trait bonus on Profession (tanner) or Profession (trapper) checks, and you may make these checks as if you were trained in the skill even if you have no ranks. Additionally, you do not risk poisoning yourself whenever you handle or apply poison taken from a venomous creature.

Hidden Blade A knife master adds 1/2 her level on Sleight of Hand checks made to conceal a light blade. This ability replaces trapfinding. Bonus +5

Improved Uncanny Dodge (Ex) You can no longer be flanked. This defense denies a rogue the ability to sneak attack you by flanking you, unless the attacker is a rogue of at least level 14.

Lasting Poison (Ex) You can apply poison to a weapon in such a way that it is effective for a number of successful attacks equal to your Dexterity modifier (minimum two) instead of one. This poison has a reduced effect, however, and saves made against the poison gain a +2 circumstance bonus. Applying poison in this way is a full-round action, or a standard action if you have the swift poison rogue talent.

Light and Dark Once per day as an immediate action, a wayang can treat positive and negative energy effects as if she were an undead creature, taking damage from positive energy and healing damage from negative energy. This ability lasts for 1 minute once activated.

Lurker (Ex) Wayang have a +2 racial bonus on Perception and Stealth checks.

Ninja Trick (Ex) A rogue with this talent can choose a trick from the ninja trick list (see pages 14-16). The rogue can choose but cannot use talents that require ki points, unless she has a ki pool. A rogue can pick this talent more than once. The rogue cannot choose a ninja trick with the same name as a rogue talent.

Paranoid You believe that someone or something is always out to get you, so you have a hard time truly trusting anyone. Anyone who attempts an aid another action of any type to assist you must succeed at a DC 15 check instead of the normal DC 10 check.

Pressure Points (Su) * A ninja with this trick can strike at an opponent's vital pressure points, causing weakness and intense pain. Whenever the ninja deals sneak attack damage, she also deals 1 point of Strength or Dexterity damage, decided by the ninja. Unlike normal ability damage, this damage can be healed by a DC 15 Heal check. Each successful check heals 1 point of damage caused by this trick. A ninja with this trick receives a +10 insight bonus on this Heal check.

Rogue's Edge (Ex) You have mastered 2 skills beyond those skill's normal boundaries, gaining results that others can only dream about. You gain the skill unlock powers as appropriate for the number of ranks you have.

Skill unlock acrobatics 5 Ranks You can move at normal speed through a threatened square without provoking an attack of opportunity by increasing the DC of the check by 5 (instead of by 10). You aren't denied your Dexterity bonus when attempting Acrobatics checks with DCs of 20 or lower.

Skill unlock acrobatics 10 Ranks You can attempt an Acrobatics check at a -10 penalty and use the result as your CMD against trip maneuvers. You can also attempt an Acrobatics check at a -10 penalty in place of a Reflex save to avoid falling. You must choose to use this ability before the trip attempt or Reflex save is rolled. With a successful DC 20 Acrobatics check, you treat an unintentional fall as 10 feet shorter plus 10 feet for every 10 by which you exceed the DC, and treat an intentional fall as 10 feet shorter for every 10 by which you exceed the DC.

Skill unlock stealth 5 Ranks Reduce the Stealth penalty from sniping by 10.

Skill unlock stealth 10 Ranks Stealth check penalties for moving quickly are halved, including the ability unlocked at 5 ranks, moving full speed, and reaching concealment after creating a distraction.

Rogue Talents The following rogue talents complement the knife master archetype - befuddling strike**, combat trick, offensive defense**, surprise attack, underhanded*, and weapon training.

Shadow Resistance Wayangs get a +2 racial bonus on saving throws against spells of the shadow subschool.

Skills

Slow Reactions* (Ex) Opponents damaged by your sneak attack can't make attacks of opportunity for 1 round.

Sneak Attack (Ex) If you can catch an opponent when he is unable to defend himself effectively from your attack, you can strike a vital spot for extra damage. Your attack deals 5d4 points of extra damage anytime your target would be denied a Dexterity bonus to AC, or when you flank your target. Should you score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a weapon that deals nonlethal damage, you can make a sneak attack that deals nonlethal damage instead of lethal damage. You cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty. You must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. You cannot sneak attack while striking a creature with concealment.

Sneak Stab (Ex) A knife master focuses her ability to deal sneak attack damage with daggers and similar weapons to such a degree that she can deal more sneak attack damage with those weapons at the expense of sneak attacks with other weapons. When she makes a sneak attack with a dagger, kerambit (page 130), kukri, punching daggers, starknife, or swordbreaker dagger (Advanced Player's Guide 178), she uses d8s to roll sneak attack damage instead of d6s. For sneak attacks with all other weapons, she uses d4s instead of d6s. This ability is identical in all other ways to sneak attack, and supplements that ability. [Knife Master Sneak Attack 5d8; Regular Sneak Attack 5d4]

Sorcerer [Not Implemented]A character who chooses sorcerer as her secondary class gains the following secondary class features.
Bloodline: At 1st level, she must select a sorcerer bloodline. She treats her character level as her effective sorcerer level for all bloodline powers.
Bloodline Power: At 3rd level, she gains her bloodline's 1st-level bloodline power.
Improved Bloodline Power: At 7th level, she gains her bloodline's 3rd-level bloodline power
Blood Feat: At 11th level, she gains one of her bloodline's feats or Eschew Materials.
Greater Bloodline Power: At 15th level, she gains her bloodline's 9th-level bloodline power.
True Bloodline Power: At 19th level, she gains her bloodline's 15th-level bloodline power.

Spirit Sense You are so attuned to the spiritual world that it is hard to get the jump on you. You gain a +2 trait bonus on Perception checks to avoid being surprised and to detect invisible or incorporeal creatures.

Uncanny Dodge (Ex) You can react to danger before your senses would normally allow you to do so. You cannot be caught flat-footed, nor do you lose your Dexterity bonus to AC if the attacker is invisible. You still lose your Dexterity bonus to AC if immobilized. You can still lose your Dexterity bonus to AC if an opponent successfully uses the feint action against you.

Weapon Choice (Dagger) (Ex) Dexterity to Damage with Dagger

Sorcerer Bloodline: Nanite
Nanite Strike (Ex) - Gained at 3rd level
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At 1st level as a free action, you can cause nanites to flow from your body and coat the striking end of any manufactured melee weapon you wield. When you hit with a melee attack using this weapon, some of the nanites infect the blood of the victim (Poison—injury; save Fort DC 10 + 1/2 your sorcerer level + your Con modifier; frequency 1/round for 6 rounds; effect 1 Str damage; cure 1 save).

At 5th level, weapons you use with this ability are treated as magical for the purposes of overcoming DR, and the poison also deals 1 point of Constitution damage. At 7th level, the damage increases to 1d2 points of Constitution damage and 1d2 points of Strength damage. At 11th level, the cure becomes two successful saves.

You can use this ability for a number of rounds per day equal to 3 + your Charisma modifier; these rounds need not be consecutive.

Nanite Surge (Ex) - Gained at 7th level
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At 3rd level, once per day as an immediate action, you can cause your nanites to surge, granting you a bonus equal to 3 + your sorcerer level on any one d20 roll; this ability must be activated before the roll is made. If you already possess the nanite surge ability from another source (such as from being an android), you can use your nanite surge an additional time per day.

At 9th level, you can use this ability an additional time per day.

Background
At the age of a young child her small tribe in Tian Xia was attacked by slavers. The tribe fought fiercely to resist capture, killing a few slavers, but ultimately lost the battle with a few being captured to be sold off as slaves later. The slavers took them to towns and cities, selling off their stock as they traveled the lands. After what seemed a year, near Numeria she and a few other slaves of different races was sold to Technic League researchers looking for new candidates to experiment on.

The research labs was located in a hidden wreck of a starship. In the beginning the researchers simply monitored her, gathering data on her in order to determine what experiment to perform on her, and to obtain a baseline for the experiments. They began injecting substances into her a few days later, resulting in feeling ill and enduring pains.

One day a few weeks later after arriving, the researchers were preparing her for another round of injections, when facilities intrusion alarms went off. The researchers rushed in trying to secure her to the table before heading out to see what was going on. She heard screams and fighting, as she quickly freed herself as she was poorly fastened in the first place. She grabbed some valuable items, and something to use as a makeshift weapon before leaving the room. Not trusting the group of attackers that breached the research facility as friendly and possibly slavers again, she used her stealth skills to sneak out of the facility, and head far away as fast as she could move.

Her hatred for other races grew even more than the typical wayang mistrust of other creatures and races.

She wondered for 2 days in the wilderness, keeping looking back to see if any was tracking her. Eventually hunger and thirst resulted in her collapsing under a tree. Her eyes opened when she felt something was poking her side, only to see a fuzzy feather being prodding her with with a staff. Not having the energy to fight, or escape she remained still. She watched the person put down the staff and take the watersack from backpack to give her some water. When offered some food she weakly took it to eat. Once she eaten, the bird-like man picked her up, and balanced her around his shoulder before taking his staff again to begin walking. After some time she felt more lively, she twisted herself off him, without him resisting but helping her down safely. She wanted to bolt off at first, but almost dying already on her own, she decided it would be better to walk with the birdman as she showed no threat to her. They traveled for a few days before they saw a large silver mountain on the horizon.

Three more days of walking they arrived at the city of Starfall, once past the city gates, they proceeded to the tengu ghetto in the city. At the tengu ghetto, he took her to his small home, where he showed her where she could sleep, food was stored, and the like. For the first few days he remained at his home, to ensure she was comfortable, and not crazy to run off, instead offering to train her to survive in the city and wilderness. At first she thought he was just a typical rogue, who stole from others, but over the course of a year she learnt the truth that he was an assassin for hire, and he was actually training her the trade. Often he would disappear for some time doing an assignment, though instructed her to continue her training and not to get into any trouble.

Over the years her skills improved mastering the use of daggers, poison, and the like. Doing her training within the tengu ghetto, and wilderness out of sight, also being taught the honourable code of being an assassin for pay or not. The code include a rule of not accepting any assignment where the target was an innocent person (usually including children). Do proper evaluation of assignment and the target of assignment to ensure the assassin's code would not be breached. Eventually she was ready for her first assignment, for which her master gave one of the more simple assignments he was being paid for to do. She executed the assignment without flaw, for which he gave her half of the payment as reward. Thus the start of a career as a professional assassin.

Very rarely did they work together on an assignment, usually when it involved more than 1 target. Her master managed the business of obtaining assignments for them, though he did indicate in the future she would have to take over when he retires, and have to find herself an apprentice to train in the art of assassinations.

During the years of training she also noticed her body would react strangely when she attacked targets, as if something inside was trying to aid her. She always wondered what the researcher did to her in the lab. She never spoke of the research facility and what happened there to her master, preferring to keep the strangeness to herself.