Obherak

Ethos Blade's page

45 posts. Alias of BloodWolven.


Race

Vital:
HP: 20/40, AC: 19 _ T: 13 _ FF: 16 _ Perception +7, low-light, Initiative: +4, Fort +7 _ Ref +7 _ Will +4(+7 vs. fear) , CMB: +7, CMD: 20, Speed: 30

Classes/Levels

Skills:
Acro +9, Ap +4, Bluff +6, Clim +8, Dip +6, DD +7, Disg +7, Esc +7, Intim +9, Knowledge (loc, nob, eng) +4, Ling +4, Ride +7, SensM +6, SoH +7, Ste +8, Swim +16, and UseM +7

Strength 18
Dexterity 16
Constitution 20
Intelligence 10
Wisdom 14
Charisma 15

About Ethos Blade

Resources:

ki pool 2/3
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. In addition, she can spend 1 point to increase her speed by 20 feet for 1 round. Finally, a ninja can spend 1 point from her ki pool to give herself a +4 insight bonus on Stealth checks for 1 round. Each of these powers is activated as a swift action.

Paralytic Venom, 5/day: Injury; save Fort DC 16; frequency 1/round for 6 rounds; effect 1d2 Dex; cure 1 save.

Elemental Assault: Slag: 1/day as a swift action, for 3 rounds. +1d6 Slag. For those three rounds other energy attacks do 25% more damage to affected target.

Full attack with both weapons = +1 dodge bonus to AC against melee attacks until the beginning of his next turn.

Appearance and Personality:

Ethos appears to be mostly human as the black suit shows his nearly perfectly smooth body. He is extremely physically fit, with his tightly packed muscles on his lean frame of six feet. The suit seems to cover his entire body except for his head. Sharp protrusions, like rock or crystal, extend about two inches from his elbows, knees, heels, and his shoulders. His white skin looks almost transparent as if it has not seen the light of day for an extended amount of time. No hair can be seen on his head but a light tracing of crystals seem to make a design just on the surface of his skull.

Calculating and quiet.


Crunch:

Ethos Blade
Male Arcadian, Metafolk, Ninja/Fighter 3
N Medium Humanoid
Init +4; Perception +7, low-light vision
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Defense
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AC 19, touch 13, flat-footed 16 (+4 Mage, +1 suit, +0 shield, +0 Def, +1 Nat, +3 Dex) +4 dodge bonus to AC against animals
hp 40 (1d8+5); 10, 8, 7; Negative Energy Affinity
Fort +7, Ref +7, Will +4(+7 vs. fear)
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Offense
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Speed 30 ft., Swim 30 ft., Climb 20 ft.

[dice=Dagger]1d20+7[/dice] [dice=damage]1d4+4[/dice] 19-20

[dice=short sword, +1]1d20+9[/dice] [dice=damage]1d6+5+2d6[/dice] 19-20

Two-Weapon Fighting (-2, -2 modifiers)
Sneak attack at 30 feet.

Base Atk +3; CMB +7, CMD 20

Feats:

1st - Weapon Focus, short sword
1st F - Two-Weapon Fighting
2nd F - Double Slice
3rd - Dazzling Display
4th F -
5th -
6th F -
7th -

Options:
Extra Ki (+2), Impr iniative, Two weapon defense +1 AC

Traits:

Unnatural
There's very little natural about your genetics, either due to accident or deliberate tampering. Gain a +1 bonus to two saves and a -1 penalty to one save, +1 to Will and Ref, -1 to Fort.

Ambush Training
Source Pathfinder Society Primer pg. 15
You’ve learned that taking an enemy by surprise can end a combat before it begins. You gain a +1 trait bonus on initiative checks and a +1 trait bonus on weapon damage rolls during any surprise round in which you act.

Imposing Scion
Source Ultimate Campaign pg. 60
The reputation of your bloodline grants you a degree of fearful respect. You gain a +1 trait bonus on Intimidate checks. If your bloodline is keyed to a specific creature type, your trait bonus increases to +2 when interacting with creatures of that type.

Memorable
Source Quests and Campaigns pg. 21
Growing up amid a large number of children, you learned quickly how to get others’ attention and keep it. When you modify a character’s attitude with the Diplomacy or Intimidate skill, the attitude change lasts 1-1/2 times longer than it otherwise would. Whenever you create a fear or mind-affecting effect that imposes a penalty or bonus with a duration of at least 2 rounds, it lasts 1 additional round after it would normally end. For example, if you demoralize a foe with an Intimidate check and beat the DC by 5, the victim is shaken for 3 rounds instead of the usual 2 rounds.

Drawbacks:
Hedonistic
Source Ultimate Campaign pg. 65
You are a creature of pleasure and comfort. Whenever you spend a day without gaining reward or treasure (at least 10 or more gold pieces) or spending an hour on entertainment or pleasure, attempt a DC 20 Fortitude save at the end of that day. If you fail, you begin the next day fatigued. This fatigue lasts 4 hours, or until you receive a reward or sufficient entertainment or pleasure.

Meticulous
Source Ultimate Campaign pg. 65
You plan and prepare everything in detail, and aren’t good at improvising when things don’t go as planned. You take a –2 penalty on skill checks for skills with which you’re untrained.

Warded Against Nature
Source Champions of Corruption pg. 29
Animals do not willingly approach within 30 feet of you, unless you or the animal’s master succeeds at a DC 20 Handle Animal, Ride, or wild empathy check. Animal companions, familiars, and mounts granted by your class abilities are immune to this effect. If an animal is hostile to your group, they will attack you first if possible with no threats in immediate line of attack.

Skills: class skill* (0 ACP) (total 24+3)
*Acrobatics (Dex), +9 (3 ranks)
*Appraise (Int), +4 (1 ranks)
*Bluff (Cha), +6 (1 ranks)
*Climb (Str), +8 (1 ranks)
*Craft (Int),
*Diplomacy (Cha), +6 (1 ranks)
*Disable Device (Dex), +7 (1 ranks)
*Disguise (Cha), +6 (1 ranks)
*Escape Artist (Dex), +7 (1 ranks)
Heal, +0 (trait -2)
*Intimidate (Cha), +9 (3 ranks, +1 trait)
*Knowledge (local) (Int), +4 (1 ranks)
*Knowledge (nobility) (Int), +4 (1 ranks)
*Knowledge (dungeoneering) (Int), +0 (0 ranks)
*Knowledge (engineering) (Int), +4 (1 ranks)
*Linguistics (Int), +4 (1 ranks)
*Perception (Wis), +7 (2 ranks)
*Perform (Cha), +0 (-2 trait)
*Profession (Wis), +0
*Ride (Dex), +7 (1 rank)
*Sense Motive (Wis), +6 (1 ranks)
*Sleight of Hand (Dex), +7 (1 ranks)
*Stealth (Dex), +8 (2 ranks) (reduce the penalty for using Stealth while moving by 5 and can make Stealth checks while running at a –20 penalty)
*Survival (Wis), +6 (1 ranks)
*Swim (Str), +16 (1 ranks, +8 race)
*Use Magic Device (Cha), +7 (2 ranks)

Languages: Common, Sylvan, and Aquan

Gear:
Short sword +1
scabbard of keen edges - simply produces blades of your choice.
black utility suit
eridium artifact of mage armor, 9/10 uses left

Currency:

GP - 307
SP - 91
CP - 84
Dollars - 163

fire short sword (+1)
1/4 lb. ignot of eridium.
wand of flame arrow, (8 charges) unidentified

Undivided Loot:

Fighter abilities:

Bravery +1 to Will saves vs. fear.

Two-Weapon Warrior
Trained under great masters who preached the simple truth that two are better than one when it comes to weapons, the two-weapon warrior is a terror when his hands are full. From paired daggers to exotic double weapons, all combinations come equally alive in his skilled hands.

Defensive Flurry (Ex): At 3rd level, when a two-weapon warrior makes a full attack with both weapons, he gains a +1 dodge bonus to AC against melee attacks until the beginning of his next turn. This bonus increases by +1 every four levels after 3rd. This ability replaces armor training 1 and 2.

Twin Blades (Ex): At 5th level, a two-weapon warrior gains a +1 bonus on attack and damage rolls when making a full attack with two weapons or a double weapon. This bonus increases by +1 for every four levels after 5th. This ability replaces weapon training 1.

Doublestrike (Ex): At 9th level, a two-weapon warrior may, as a standard action, make one attack with both his primary and secondary weapons. The penalties for attacking with two weapons apply normally. This ability replaces weapon training 2.

Improved Balance (Ex): At 11th level, the attack penalties for fighting with two weapons are reduced by –1 for a two-weapon warrior. Alternatively, he may use a one-handed weapon in his off-hand, treating it as if it were a light weapon with the normal light weapon penalties. This ability replaces armor training 3.

Equal Opportunity (Ex): At 13th level, when a two-weapon warrior makes an attack of opportunity, he may attack once with both his primary and secondary weapons. The penalties for attacking with two weapons apply normally. This ability replaces weapon training 3.

Perfect Balance (Ex): At 15th level, the penalties for fighting with two weapons are reduced by an additional –1 for a two-weapon warrior. This benefit stacks with improved balance. If he is using a one-handed weapon in his off hand, treating it as a light weapon, he uses the normal light weapon penalties. This ability replaces armor training 4.

Deft Doublestrike (Ex): At 17th level, when a two-weapon warrior hits an opponent with both weapons, he can make a disarm or sunder attempt (or trip, if one or both weapons can be used to trip) against that opponent as an immediate action that does not provoke attacks of opportunity. This ability replaces weapon training 4.

Deadly Defense (Ex): At 19th level, when a two-weapon warrior makes a full attack with both weapons, every creature that hits him with a melee attack before the beginning of his next turn provokes an attack of opportunity from the warrior. This ability replaces armor mastery.

Ninja abilities:

Poison Use: At 1st level, a ninja is trained in the use of poison and cannot accidentally poison herself when applying poison to a weapon.

Sneak Attack: +2d6

Ki Pool (Su): At 2nd level, a ninja gains a pool of ki points, supernatural energy she can use to accomplish amazing feats. The number of points in the ninja's ki pool is equal to 1/2 her ninja level + her Charisma modifier. As long as she has at least 1 point in her ki pool, she treats any Acrobatics skill check made to jump as if she had a running start. At 10th level, she also reduces the DC of Acrobatics skill checks made to jump by 1/2 (although she still cannot move farther than her speed allows).

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. In addition, she can spend 1 point to increase her speed by 20 feet for 1 round. Finally, a ninja can spend 1 point from her ki pool to give herself a +4 insight bonus on Stealth checks for 1 round. Each of these powers is activated as a swift action. A ninja can gain additional powers that consume points from her ki pool by selecting certain ninja tricks.

The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive. If the ninja possesses levels in another class that grants points to a ki pool, ninja levels stack with the levels of that class to determine the total number of ki points in the combined pool, but only one ability score modifier is added to the total. The choice of which score to use is made when the second class ability is gained, and once made, the choice is set. The ninja can now use ki points from this pool to power the abilities of every class she possesses that grants a ki pool.

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.

No Trace (Ex): At 3rd level, a ninja learns to cover her tracks, remain hidden, and conceal her presence. The DC to track a ninja using the Survival skill increases by +1. In addition, her training gives her a +1 insight bonus on Disguise skill checks and on opposed Stealth checks whenever she is stationary and does not take any action for at least 1 round. Every three levels thereafter, the increase to Survival DCs and the bonuses on Disguise and opposed Stealth checks increase by 1.

Race: Metahuman Arcadian:

Type: Humanoid (Fey) – Lowlight vision
Size: Medium
Speed: Normal Speed
Ability Score Modifier:
Metahuman: +2 CON, +2 CHA, -2 WIS
Arcadian: +4 WIS, -2 INT, +2 STR, +2 DEX, +2 CON
Language: Starts with Common and Sylvan. Then can choose from Aquan, Undercommon, Terran, Giant, Draconic and Elven.

Traits:
Fearless (1 RP): +2 racial bonus on all saving throws against fear effects.
Silent Hunter (2 RP): Members of this race reduce the penalty for using Stealth while moving by 5 and can make Stealth checks while running at a –20 penalty (this number includes the penalty reduction from this trait).
Natural Armor (2 RP): Members of this race gain a +1 natural armor bonus to their Armor Class.
Fey Damage Resistance (3 RP): Members of this race gain DR 5/cold iron.
Swim (2 RP): Members of this race have a swim speed of 30 feet and gain the +8 racial bonus on Swim checks that a swim speed normally grants.
Amphibious (2 RP): Members of this race are amphibious and can breathe both air and water.

Unnatural: Members of this race unnerve normal animals, and train to defend themselves against the inevitable attacks from such creatures. Members of this race take a –4 penalty on all Charisma-based skill checks to affect creatures of the animal type, and receive a +4 dodge bonus to AC against animals. Animals' starting attitude toward members of this race is one step worse than normal.

Gregarious: When members of this race successfully use Diplomacy to win over an individual, that creature takes a –2 penalty on attempts to resist any of the member's Charisma-based skills for the next 24 hours.

Elemental Assault: Slag: Once per day as a swift action, a member of this race can call on the elemental power lurking in its veins to shroud its arms in Slag. Unarmed strikes with its elbows or hands (or attacks with weapons held in those hands) deal +1d6 points of damage of the appropriate energy type. This lasts for 1 round per character level. The creature may end the effects of its elemental assault early as a free action.

Toxic: Members of this race gain the following extraordinary ability: A number of times per day equal to its Constitution modifier (minimum 1/day), a member of this race can envenom a weapon that it wields with its toxic saliva or blood (using blood requires the creature to be injured when it uses this ability). Applying venom in this way is a swift action. When you take this trait, choose one of the following venoms.

Paralytic Venom: Injury; save Fort DC 10 + the 1/2 user's Hit Dice + the user's Constitution modifier; frequency 1/round for 6 rounds; effect 1d2 Dex; cure 1 save.

Telepathy [Special; see below]

Weaknesses
Negative Energy Affinity: A member of this race is alive, but reacts to positive and negative energy as if it were undead—positive energy harms it, while negative energy heals it.

Metafolk possess the ability of telepathy at a range of 60 ft. Normally this ability only works with other Metafolk. However, as a move action, the Metafolk can extend this ability to one non-Metafolk within his sight. Doing so requires concentration on behalf of the Metafolk; they must spend a swift action each round they wish to maintain the telepathic link. Only one non-Metafolk can be communicated with in this way at a time, choosing to communicate with a different creature immediately severs the previous link.

Metafolk themselves are almost indistinguishable from normal humans with the exception of their facial features which are smooth to the point of being uncomfortable to the viewer. The exposure has caused their bodies to toughen considerably. Metafolk blood is a deep, inky purple color as well.

Vital:
HP: 40/40, AC: 19 _ T: 13 _ FF: 16 _ Perception +7, low-light, Initiative: +4, Fort +7 _ Ref +7 _ Will +4(+7 vs. fear) , CMB: +7, CMD: 20, Speed: 30

Skills:
Acro +9, Ap +4, Bluff +6, Clim +8, Dip +6, DD +7, Disg +7, Esc +7, Intim +9, Knowledge (loc, nob, eng) +4, Ling +4, Ride +7, SensM +6, SoH +7, Ste +8, Swim +16, and UseM +7