Clanartus Viliras

Garox Fang's page

257 posts. Organized Play character for Jolly Roger.


Race

attacks:
+1 Merciful Cruel Silversheen Earthbreaker +10 (2d6+8) 20x3, Claws +9 (1d4+5) 20/x2, Mwk bow +8 (1d8+5) 20x3, mwk Ci Katana (1d8+5) 18-20x2, Sap, bola's

Classes/Levels

skills:
Acrobatics +12, Bluff +16, Diplomacy +10, Disable Device +16, Intimidate +12, Perception +17 [Find Traps +19], Stealth +16, UMD +14

Gender

AC 18 (T 13, FF 18). HP 59, Fort +5, Ref +8, Will +3(+2 vs compulsion&charm/+1 fear). Init +2, CMB 10/CMD 23, Speed 30ft

About Garox Fang

Garox Fang:

GAROX FANG
Male Ninja 7
CG Medium Tiefling / Outsider (Native)
Init +2; Senses Perception +17, Darkvision 60 ft
==DEFENSE==
AC 18, touch 13, flat-footed 18 (+5 armor, +2 dex, +1 deflection)
hp 59 (7d8+14)
ER Cold 5, Electricity 5, Fire 5 Fort +5, Ref +8, Will +3
Armor Darkleaf Cloth Leather Lamellar +1, Light
Defensive Abilities Tiefling Resistances (PFBty 264), Uncanny Dodge (PFCR 34)
==OFFENSE==
Spd 30 ft/x4
Melee Silversheen Merciful Cruel Earth Breaker +1 +11 (2d6+8 [+1d6 NLD]) 20/x3 CM +1; deals nonlethal damage; 5 temp HPs per kill
Melee Masterwork Cold Iron Katana (One-Handed) +11 (1d8+5) 18-20/x2 CM +1; deadly
Melee Small Claws +10 (1d4+5) 20/x2
Melee Masterwork Klar +7 (1d6+5) 20/x2 CM +1
Ranged Masterwork Darkwood Composite Shortbow +8 (1d6+5) 20/x3 CM +1; SB [+5]
Ranged Masterwork Bolas +8 (1d4+5) 20/x2 CM +1; trip
Special Attacks Tiefling Claws (PFARG 169), Ki Pool [5] (PFCR 59), Sneak Attack [4d6] (PFCR 68), Offensive Defense (PFAPG 131)
==STATISTICS==
Str 20, Dex 14, Con 14, Int 8, Wis 10, Cha 15
BAB +5, CMB +10, CMD +23
Feats Armor Proficiency (LIGHT) (PFCR 118), Enforcer (PFAPG 159), Power Attack (PFCR 131), Sap Adept (PFUC 116), Sap Master (PFUC 116), Hurtful
Skills Acrobatics +12, Bluff +16, Diplomacy +10, Disable Device +16, Disguise +6, Intimidate +12, Perception +17 [Find Traps +19], Sleight of Hand +7, Stealth +16, Use Magic Device +14
SU Ninja Ki (PFUC 14)
MC Ninja Tricks (PFUC 14 - 16)
Traits Irrepressible (Faith) (PFCo: QuCa)
Languages Abyssal, Common, Infernal
==Magic==
Eq'd Magic Belt of Giant Strength +2, Eyes of the Eagle, Daredevil Softpaws, Mask of Stony Demeanor, Ring of Protection +1 (L), Cloak of Resistance +1
Ioun Stones Pink and Green Sphere, Cracked (Use Magic Device)
Gear Rogue's kit: This kit includes a backpack, a bedroll, a belt pouch, caltrops, chalk (10), a flint and steel, a grappling hook, an iron pot, a mess kit, a mirror, pitons (10), rope, soap, Dagger, Masterwork thieves' tools, torches (10), trail rations (5 days), 2 acid flasks, and a waterskin.

Feats & Traits:

"-- TIEFLING RACIAL TRAITS --
• Str: +2, Int: -2, Cha: +2
• TYPE: Outsider (Native)
• SIZE: Medium
• DARKVISION 60 FT: Tieflings can see in the dark up to 60 ft.
• TIEFLING RESISTANCES: Resistance to cold 5, electricity 5, and fire 5.
• FIENDISH HERITAGE: Your fiendish bloodline proves particularly strong, being
tied to a specific race of fiends. You've choosen Pitborn tiefling heritage
modifiers.
• PREHENSILE TAIL: Tieflings have long, flexible tails that can be used to
carry items. While they cannot wield weapons with their tails, they can use them to
retrieve small, stowed objects carried on their persons as a swift action.
• TIEFLING CLAWS: Some Tieflings take on the more bestial aspects of their
fiendish ancestors. These Tieflings exhibit dangerous claws. The Tiefling has two
claws, [Claws, Small], that each deal 1d4 points of damage. These attacks are primary
natural attacks.
• PITBORN: Savage and monstrous, the terrifying spawn of demons know the chaotic fury
of their Abyssal ancestors. A tiefling can use shatter once per day (caster level
equal to class levels). Tieflings have a +2 racial bonus on Disable Device and
Perception checks.
• Automatic Languages: Common, Abyssal or Infernal
• Bonus Languages: Abyssal, Draconic, Dwarven, Elven, Gnome, Goblin,
Halfling, Infernal, Orc

-- CLASS ABILITIES --
• FAVORED CLASS (Ninja) : You've gain the following bonuses: +7 Hit Point.
• KI POOL: You gain a pool of ki points, supernatural energy, you can use to
accomplish amazing feats. Your ki pool equals 5. The ki pool is replenished each
morning after 8 hours of rest or meditation. (PFCR 59).
• LIGHT STEPS: A ninja learns to move while barely touching the surface
underneath her. As a full-round action, she can move up to twice her speed, ignoring
diff icult terrain. While moving in this way, any surface will support her, no matter
how much she weighs. This allows her to move across water, lava, or even the thinnest
tree branches. (PFUC 16).
• NINJA KI: The 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. (PFUC 14).
• NINJA TRICKS: You have chosen the following ninja tricks: Combat Trick,
Vanishing Trick, Offensive Defense.
- Combat Trick: You have selected the combat feat Power Attack. (PFCR 68).
- Vanishing Trick: As a swift action, the ninja can disappear for 7 rounds. This
ability functions as invisibility. Using this ability uses up 1 ki point. (PFUC 16).
- Offensive Defense: When a rogue with this talent hits a creature with a melee
attack that deals sneak attack damage, the rogue gains a +1 dodge bonus to AC for each
sneak attack die rolled for one round. (PFAPG 131). (PFUC 14 - 16).
• NINJA WEAPONS AND ARMOR: Ninja are proficient with all simple weapons,
plus the kama, katana, kusarigama, nunchaku, sai, shortbow, short sword, shuriken,
siangham, and wakizashi. They are proficient with light armor but not with shields.
(PFUC 13).
• NO TRACE: You learns to cover your tracks, remain hidden, and conceal your
presence. The DC to track you increases by +2. Your training gives you a +2 insight
bonus on Disguise skill checks and on opposed Stealth checks whenever you are
stationary and take no action for at least 1 round. (PFUC 16).
• POISON USE: You are trained in the use of poison and cannot accidentally
posion yourself when applying poison. (PFAPG 31).
• SNEAK ATTACK: Deal +4d6 sneak attack damage in addition to weapon damage any
time the enemy is denied a dexterity bonus to AC or is flanked by you. Ranged attacks
must be within 30 ft to do sneak attack damage. (PFCR 68).
• UNCANNY DODGE: Retain your Dexterity bonus to AC (if any) even if
caught flat-footed or struck by an invisible attacker. You still loses Dexterity bonus
to AC if immobilized. (PFCR 34).

-- COMBAT FEATS --
• ARMOR PROFICIENCY (LIGHT): When you wear a type of armor in which
you are proficient, the armor check penalty for that armor applies only to Balance,
Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand, and Tumble checks.
(PFCR 118)
• ENFORCER: Dealing nonlethal damage in melee, make Intimidate to demoralize [PFCR
99] target as free action. Lasts damage in rounds. If crit, target also frightened for
1 round. (PFAPG 159)
• POWER ATTACK: Take -2 to melee attack rolls for +4 in melee damage bonus (+6
for 2HD or with natural weapons that do 1-1/2 Str mod, +2 for off-hand or secondary
natural weapons). Lasts until your next turn. (PFCR 131)
• SAP ADEPT: Whenever you use a bludgeoning weapon to deal nonlethal sneak
attack damage, you gain a bonus on your damage roll equal to twice the number of sneak
attack damage dice you rolled. (PFUC 116)
• SAP MASTER: Whenever you use a bludgeoning weapon to deal nonlethal sneak
attack damage to a flat-footed opponent, roll your sneak attack dice twice, totaling
the results as your nonlethal sneak attack damage for that attack. (PFUC 116)

-- CUSTOM FEATS --
• HURTFUL: When succesful demoralize vs opponent within reach, single attack as swift
action.

-- TRAITS --
• IRREPRESSIBLE (Faith): Your hope for a brighter future blessed by
the gods, combined with your powerful personality, allows you to force your way free
of spells that cloud the mind. You can use your Charisma modifier in place of your
Wisdom modifier when attempting Will saving throws against charm and compulsion
effects. (PFCo: QuCa)

-- WEAPONS --
• SILVERSHEEN MERCIFUL CRUEL EARTH BREAKER +1: A merciful weapon deals
an extra 1d6 points of damage, but all damage it deals is nonlethal damage. On
command, the weapon suppresses this ability until told to resume it, dealing lethal
damage, but without the bonus damage.; When the wielder strikes a creature that is
frightened, shaken, or panicked with a cruel weapon, that creature becomes sickened
for 1 round. When the wielder uses the weapon to knock unconscious or kill a creature,
he gains 5 temporary hit points that last for 10 minutes. [Weapon 1 (PFCR); Merciful
(PFCR 471), Cruel (PFUEq 138)]
• MASTERWORK DARKWOOD COMPOSITE SHORTBOW: You need at least two hands to
use a bow, regardless of its size. You can use a composite shortbow while mounted. If
your Strength bonus is lower than the strength rating of the composite bow, you can't
effectively use it, so you take a –2 penalty on attacks with it. [Weapon 2 (PFCR)]
• MASTERWORK BOLAS: You can use this weapon to make a ranged trip attack against bolas. [Weapon 3 (PFCR)]
• MASTERWORK COLD IRON KATANA (ONE-HANDED): The result are swords
noted for their wickedly sharp yet slender, gently curved blades, designed to make
graceful hacking strokes capable of severing opponents' heads and limbs. Though finely
balanced, these blades are difficult to master. [Weapon 4 (PFUC)]
• MASTERWORK KLAR: A Shoanti blade bound to the skull of a horned spirestalker.
You can attack an opponent with a klar, using it as an off-hand, martial slashing
weapon. For the purpose of penalties on attack rolls, treat a klar as a light weapon.
If you use a klar to make an attack, you lose its AC bonus until your next action.
[Weapon 6 (PFCaS: ISWG)]

-- MAGIC ITEMS --
• BELT OF GIANT STRENGTH +2: This belt is a thick leather affair,
often decorated with huge metal buckles. The belt grants the wearer an enhancement
bonus to Strength. [CL: 8th] [Belt/Waist (PFCR)]
• EYES OF THE EAGLE: These items are made of special crystal and fit over the eyes
of the wearer. These lenses grant a +5 competence bonus on Perception checks. Wearing
only one of the pair causes a character to become dizzy and stunned for 1 round. Both
lenses must be worn for the magic item to take effect. [CL: 3rd] [Eyes/Face (PFCR)]
• DAREDEVIL SOFTPAWS: This pair of magical softpaw boots allows the catfolk
wearing them to gain extra maneuverability while moving through hazardous areas. As a
free action, the wearer can click her heels together to grant herself a +5 competence
bonus on Acrobatics checks made to move through threatened squares or to move through
an enemy's space without provoking attacks of opportunity for up to 10 rounds per day.
The rounds need not be consecutive. Furthermore, anytime the wearer of the boots
successfully moves though the space of an enemy without provoking an attack of
opportunity, she gains a +2 bonus on attack rolls against that enemy until the end of
her turn. [CL: 3rd] [Feet (PFARG 95)]
• MASK OF STONY DEMEANOR: When worn, this mask transforms the wearer's face
into a stone statue and its voice into an emotionless monotone. Though it allows the
wearer to speak, its facial expressions and voice betray little emotion, granting a
+10 competence bonus on Bluff checks made to lie and a +5 competence bonus on Bluff
checks made to feint, but also imposing a –5 penalty on Bluff checks made to pass a
hidden message. [CL: 6th] [Head (PFUEq 246)]
• RING OF PROTECTION +1: This ring offers continual magical protection in the form
of a deflection bonus to AC. [CL: 5th] [Ring (LH) (PFCR 481)]
• CLOAK OF RESISTANCE +1: These garments offer magic protection in the form
of a resistance bonus on all saving throws (Fortitude, Reflex, and Will). [CL: 5th]
[Shoulder (PFCR)]

-- IOUN STONES --
• PINK AND GREEN SPHERE, CRACKED (USE MAGIC DEVICE): This stone grants
a +1 bonus on selected Charisma-based skill. [Ioun Stones (PFCR)]

Resources: 35025