About 娇风 Jiao Feng娇风 Jiao Feng:
Female fey gunslinger (mysterious stranger) 1/unchained rogue (sylvan trickster) 10/samurai (warrior poet) 11/ bard (archaeologist) 11
Senses:
Scent (Ex) Detect opponents within 15+ ft. by sense of smell. See in Darkness See perfectly in darkness of any kind, including magical darkness. Greensight (60 feet) (Su) Sense through thick plant matter as if it was transparent. Murksight (Su) See through natural fog, mist, murky water, and rain without penalty and ignore concealment from these effects. Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail. Planar Acclimation (Ex) Always considered to be on home plane. Limited Telepathy A lashunta is able to mentally communicate with any creature within 30 feet with whom she shares a language. Otherwise this ability is identical to the telepathy ability. Blindsense (30 feet) (Ex) Sense things and creatures without seeing them. Enhanced Senses (Ex) All members of the wild hunt have greensight 60 feet, scent, and see in darkness. Reclusive Allies must succed with melee touch attack to affect you with touch spells, and must attempt save vs. all spells not cast by you. Movement:
Swamp Hag (Sp) While traveling through swamps, mires, bogs, and similar terrain, the witch leaves no trail and cannot be tracked, as the trackless step druid ability. The witch can walk through mud and even quicksand as if it were normal ground. Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running. Petals on the Wind (Ex) When foe provokes, take 5-ft. step before making attack. Move act on next turn 5 ft. less per use. Lure of the Heavens (float) (Su) Steps leave no tracks and can float 6 in. above the ground or liquid surfaces. Lure of the Heavens (Fly, 11 minutes/day) (Su) Fly 60', +5 to Fly checks Ledge Walker (Ex) No Acrobatics penalty at full speed on narrow, uneven, or slippery surfaces & not flat footed. Light Walker (Ex) Difficult terrain does not slow movement. Jinushigami (Ex, Sp) You & your mount get +10 ft enh bonus to base speed. Exodus of Jinin (Ex) While wearing light armor or less and not encumbered, +30 land speed. Expert Climber (Ex) Can climb almost any surface, no matter how sheer, as spider climb. Climb (40 feet) You have a Climb speed. Climb (80 feet, ropes) You have a climb speed, but only on limited surfaces. Ki:
Ki Pool (14/day) (Su) You have a ki pool equal to 1/2 your rogue level + your Charisma modifier. Vanishing Trick (Su) 1 Ki: disappear, as invisibility, for 10 rounds. Invisible Blade (Su) Considered under the effects of greater invisibility when using vanishing trick. See the Unseen (1 ki) (Su) 1 Ki: cast see invisibility as a swift action. Ghost Step (50 feet) (Su) 1 Ki: pass through walls as if incorporeal. Acrobatic Master (Su) 1 Ki: +20 Acrobatics on one check until necxt turn. Hexes::
Accursed Hex Target a creature with a hex a second time that day if it made its save the first time Cackle (Su) As a move action, extend the duration of other hexes by 1 rd. Tongues (10 minutes/day) (Su) Understand spoken and speak any language, as tongues. Slumber (10 rounds, DC 17) (Su) Foe in 30 ft falls asleep for duration, or until damaged or roused by ally (Will neg). Regenerative Sinew (5 rounds) (Su) As a standard action, touch grants fast heal 5 or heals 4 ability dam from 2 attributes. Major Healing (3d8+10) (Su) Use cure serious wounds once per day/person. Wild Gaze (DC 19) (Su) Gaze makes creatures frozen with awe, frightened or confused for 1 rd. (Will neg). Kodama (1d4 rounds, DC 10) (Su) As a standard action, the ward speaker can afflict one target that can see him with a distracting gaze. If the target fails a Will save (DC = 10 + half the ward speaker’s samurai level), it is staggered for 1d4 rounds. At 9th level, it is instead s Evil Eye -4 (5 rounds, DC 17) (Su) Foe in 30 ft takes penalty to your choice of AC, attacks, saves, ability or skill checks (Will part). Charm +2 (2 rounds, DC 17) (Su) Improve attitude of humanoid or animal in 30 ft. by 2 step(s). Agony (10 rounds, DC 17) (Su) Foe in 60 ft is nauseated for duration (Fort neg). Resave each rd, if fail initially. Aura of Purity (10 minutes/day) (Su) 10 ft radius aura negates diseases, inhaled poisons, and noxious gas effects. Disguise (10 hours/day) (Su) Can change own appearance, as disguise self but with longer duration. Skills::
False Friend (Ex) +4 bonus to Bluff someone you've never met into thinking they've made your acquaintance. Wild Empathy +19 (Ex) Improve the attitude of an animal, as if using Diplomacy. Trap Spotter (Ex) Whenever you come within 10' of a trap, the GM secretly rolls for you to find it. Fast Stealth (Ex) Move at full speed while using the Stealth skill at no penalty. Dampen Presence You may use the Stealth skill to hide from blindsight or blindsense Swift as Shadows (Ex) Reduce the penalty for Stealth while moving by 5 and reduce the penalty for sniping by 10. Stealthy Sniper (Ex) Sniping is only a -10 penalty, rather than -20. Expert Sniper Reduce sniping penalty for staying hidden to -10. Hide in Plain Sight (Ex) Can hide while being observed as long as within 10 ft of dim light. Hellcat Stealth You may make Stealth checks in normal or bright light even when observed, but at a -10 penalty. High Jumper (Ex) DC for high jump is half the normal DC. Hairpin Trick (Ex) Take no penalty on Disable Device when using improvised tools and increase bonus for using tools. Cutting Edge (Acrobatics, Stealth) (Ex) Elven Magic (Ex) +2 to spellcraft checks to determine the properties of a magic item. Deep Magic (Ex) You receive a +2 racial bonus on dispel checks Canny Observer (Ex) +4 Perception to overhear conversations or find concealed or secret objects. Bardic Knowledge +8 (Ex) Add +8 to all knowledge skill checks. Lore Master (2/day) (Ex) Can take 10 on any trained knowledge checks. Activate to take 20 as a standard action. Clever Explorer +5 (take 10 & magic traps) (Ex) Half time to use disable device. Can always take 10 & disarm magic traps. Jack-of-all-trades (use any skill) (Ex) You may use all skills untrained. Grit:
Grit (Ex) Gain a pool of points that are spent to fuel deeds, regained on firearm crit/killing blow. Gun Training On a misfire with chosen firearm type, misfire value only increase by 2 (instead of 4). Deeds Use Grit to perform special abilities with your firearms. Focused Aim (Ex): At 1st level, as a swift action, the mysterious stranger can spend 1 grit point to gain a bonus on all firearm damage rolls equal to her Charisma modifier (minimum 1) with all firearm attacks she makes until the end of her turn. Bardic:
Fey Enchantments (3/day, DC 24) (Sp) Suite of spell-like abilities can be used a limited number of times per day in total. Archaeologist's Luck +5 (19 rounds/day) (Ex) Gain Luck bonus to attack, damage, saves, and all skills. Master Performer (Kitharodian Academy) When any of your bardic performance abilities grant your allies a bonus, that bonus is increased by +1. Grand Master Performer When any of your bardic performance abilities grant your allies a bonus, that bonus is increased by +1. Lingering Performance Bardic Performances last 2 rds after you stop concentrating. Attack:
Finesse Weapon Attack Attribute Finesse weapons use Dexterity on attack rolls. Graceful Warrior (Ex) Apply Weapon Finesse to glaives, katanas, and naginatas. Agile Maneuvers Use DEX instead of STR for CMB Whirlwind Attack Instead of making a full attack, you attack all foes in reach. Vital Strike Standard action: x2 weapon damage dice. Devastating Strike Deal extra damage when using Vital Strike bonus Chrysanthemum's Blooming (Ex) Apply Vital Strike to Spring Attack. Spring Attack You can move - attack - move when attacking with a melee weapon. Spring-Heeled Reaping When use spring-heeled style can attack twice when spring att/shot on the run. Spring-Heeled Sprint When use spring-heeled style can move up to 2x speed when spring att/shot on the run. Spring-Heeled Style When move 10 ft gain +2 to att and add Mobility AC bonus when reload or fire ranged weapon. Kitsune's Mystique (Ex) When using Spring Attack or take move act to move, feint vs. threatened creature.
Sneak Attack (Unchained) +5d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Blossom's Challenge +11 (4/day) (Ex) +11 to damage target, -2 AC vs. others when used, target takes -3 penalty on saves vs. spells used by fey or cavalier.
Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.
Snap Shot Threaten squares within 5 feet of you when wielding a ranged weapon
Concealed::
Mist Child (Ex) +5% miss chance when have concealment/total concealment. Moonlight Stalker Master While concealed, miss chance increases by 10% Moonlight Stalker Gain +2 on damage and attack rolls when you have concealment vs. foe Moonlight Stalker Feint Make a Bluff check to feint with concealment vs. foe Feint of Shadows (Ex) If concealed, can feint vs. foe in 30 ft. using a ranged weapon Concealed Strike (Ex) When attack foe with concealed wep, move action to feint (free with imp feint). Surprise Round/Initiative:
Surprising Combatant You can roll Bluff to act in the surprise round before combat begins. Surprise Attacks +5 (Ex) In surprise round, foes always flat-footed and add bonus sneak attack dam. Deft Palm (Ex) Conceal a weapon while being observed. Underhanded (9/day) (Ex) +4 to to conceal weapons. Surprise rd sneak att with concealed weapon deals max dam. Hidden Weapons +10 (Ex) Draw hidden weapon as a move action and add level on Slight of Hand to conceal weapons Quick Shot When roll initiative, use swift action to make ranged attack. Befuddling Initiative Your opponents count as flat-footed during surprise round, even if they've acted. Defense:
Dancer's Grace +9 (Ex) +CHA bonus to AC (max Samurai level). Wild Grace (Su) Wild hunt creatures add their Charisma modifier as a deflection bonus to their AC. Uncanny Dodge (Ex) Retain DEX bonus to AC when flat-footed. Mist Child (Ex) +5% miss chance when have concealment/total concealment. Moonlight Stalker Master While concealed, miss chance increases by 10% Jininsiel's Guidance (Improved Uncanny Dodge) (Ex) Gain improved uncanny dodge. Jininsiel's Guidance (Uncanny Dodge) (Ex) Gain uncanny dodge. Instinctive Cooperation (Ex) Immune to supernatural abilities of other creature with wild hunt subtype that allow a save. Immunity to Charm You are immune to charm effects. Immunity to Cold You are immune to cold damage. Immunity to Magic Sleep You are immune to magic sleep effects. Energy Resistance, Electricity (10) You have the specified Energy Resistance against Electricity attacks. Energy Resistance, Fire (10) You have the specified Energy Resistance against Fire attacks. Damage Reduction (5/cold iron) You have Damage Reduction against all except Cold Iron attacks. Evasion (Ex) If succeed on Reflex save for half dam, take none instead. Improved Evasion (Ex) This works like evasion, except that while the rogue still takes no damage on a successful Reflex saving throw against attacks, she henceforth takes only half damage on a failed save. A helpless rogue does not gain the benefit of improved evasion. Elven Immunities (Ex) +2 save bonus vs. Enchantments. Danger Sense +3 (Ex) +3 bonus on reflex saves and AC against traps. Trap Sense +3 (Ex) +3 bonus on reflex saves and AC against traps. Combat Expertise +/-3 Bonus to AC in exchange for an equal penalty to attack.
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