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About Ebonfeather the Shadow.EBONFEATHER THE SHADOW
Special Qualities Claw Attack, Debilitating Injury, Fast Stealth, Finesse Training, Gifted Linguist, Low-Light Vision, Natural Attack, Ninja Trick, Pressure Points, Sneaky, Trapfinding, Weapon Choice (Natural Attack-Claws), Feats Acrobatic Steps,Combat Reflexes, Nimble Moves, Weapon Finesse Skills Acrobatics +14, Appraise +6, Bluff +4, Climb +4, Craft (Alchemy) +6, Craft (Untrained) +2, Disable Device +15, Disguise +4, Escape Artist +9, Fly +5, Heal +1, Intimidate +4, Knowledge (Dungeoneering) +6, Knowledge (Local) +7, Linguistics(Abyssal, Aquan, Auran, Ignan, Terran) +14, Perception +11, Perception (Avoid Surprise) +12, Perception (Trapfinding) +13, Profession (Merchant) +10, Ride +4, Sense Motive +5, Sleight of Hand +10, Stealth +15, Survival +1, Swim +4, Use Magic Device +8, Possessions: Amulet of Mighty Fists +1; Bite; Claw; Explorer's Outfit; +2 Mithral Chain Shirt +2; Cloak of Resistance +1; Handy Haversack [ Arrow, Blunt (20); 20 Arrows; Masterwork Composite Shortbow; Cold Iron/Masterwork Rapier; Sack (x2); Trail Ration (x4); Bedroll; Mess Kit; Traveler's Any-Tool; ] Sack [ Silk Rope (50 ft.); Grappling Hook, Common; ]; Belt Pouch [ Thieves' Tools (Masterwork); Antiplague (Vial); Antitoxin; Wand of Cure Light Wounds; 46 chgs left]; Bandolier [ Holy Water; Alchemist's Fire; ]; Belt of Dexterity +2 Acrobat Having trained from a young age, you're capable of amazing feats of daring. You gain a +1 bonus on Acrobatics checks, and you take only a -2 penalty instead of the normal -5 penalty when using the Climb skill to attempt an accelerated climb. Claw Attack (Ex) Gain two claws, 1d3 damage, and treated as if having Improved Unarmed Strike for qualifying for feats. Danger Sense (Ex) You gain a +1 bonus on Reflex saves to avoid traps and a +1 dodge bonus to AC against attacks by traps. In addition, you gain a +1 bonus on Perception checks to avoid being surprised by a foe. This ability counts as trap sense for any feat or class prerequisite, and can be replaced by any archetype class feature that replaces trap sense. The bonuses gained from this ability stack with those gained from trap sense (if you have trap sense from another class). Debilitating Injury (Ex)
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. Fast Stealth (Ex) This ability allows you to move at full speed using Stealth without penalty. 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. Gifted Linguist (Ex) +4 racial bonus on Linguistics checks, and learn one additional language each time you take a rank in Linguistics. Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day. Natural Attack (Ex) You have a 1d3 bite attack. 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. Rogues Edge. Skill Unlock (Acrobatics) 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. Reactionary You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks. 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 3d6 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. Sneaky (Ex) +2 racial bonus on Perception and Stealth. Tengu Language Selections (Celestial, Common, Cyclops, Goblin, Infernal) Trapfinding (Ex) You add +2 to Perception skill checks made to locate traps and to Disable Device skill checks. You can use the Disable Device skill to disarm magical traps. 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 (Natural Attack) (Ex) Dexterity to Damage with Natural Attack (Claws) |