| Full Name |
Kharish |
| Race |
Human |
| Classes/Levels |
Urban Ranger 3 / Ninja 4 (1 niveau à attribuer) 22.5 xp (as of April 24th 2016) |
| Gender |
male |
| Size |
5'9'' |
| Age |
32 |
| Alignment |
NG |
| Deity |
Sarenrae |
| Location |
Absalom |
| Languages |
Kelish, Common |
| Occupation |
Pathfinder |
About Kharish
Kharish est le fils d'un marchand de Katheer.
Il a rejoint la Société pour accumuler suffisamment de richesses pour impressionner la fille d'un Vizir.
Il a commencé sa carrière à traquer et chasser les bandits.
Il est reconnu pour sa subtilité, sa mobilité et la versatilité de son équipement.
Avec le temps, les objectifs de Kharish changent, et malgré qu'il attache une importance toujours particulière à sa richesse personnelle, il souhaite aussi participer à l'établissement de routes commerciales lucratives, afin de gagner du prestige au yeux du Prince commercial Al'Hakam.
Son rapport avec le Prince est maintenant tel qu'il est souvent invité à sa table et ils visitent ensembles le quarter "The Coins" d'Absalom, achetant des "trade goods" comme des lots de safran, pour les revendre dans la même journée ou un mois plus tard.
Absalom est maintenant la communauté avec laquelle Kharish a établi un lien particulier. Son sens de l'observation et sa discrétion lors des balades au marché est reconnu par son ami Al'Hakam.
Notes tactiques:
Kharish se déplace habituellement à 45ft / action (fleet + longstrider)
Il utilise souvent un falchion +1 pour +8(2d4+3[str]+6[power attack]+1[magic] soit +8(2d4+10/18-20)
Contre les humains, ce sera +10(2d4+12/18-20)
En sneak attack, il ajoute +2d6
statblock partiel:
Kharish
Human (Keleshite) Ninja 3/Ranger (Urban Ranger) 3
NG Medium humanoid (human)
Init +3; Senses Perception +10
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Defense
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AC 19, touch 14, flat-footed 15 (+5 armor, +3 Dex, +1 dodge)
hp 52 (3d10+3d8+15)
Fort +6, Ref +9, Will +3
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Offense
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Speed 35 ft.
Melee +1 falchion +8 (2d4+4/18-20/×2)
Special Attacks favored enemy (humans +2), ki attack speed, sneak attack +2d6
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Statistics
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Str 14, Dex 16, Con 14, Int 12, Wis 12, Cha 12
Base Atk +5; CMB +7; CMD 21
Feats Dodge, Fleet, Furious Focus, Power Attack, Skill Focus (Stealth)
Traits anatomist, desert shadow
Skills Acrobatics +11, Appraise +6, Bluff +5 (+7 vs. humans), Climb +6, Craft (alchemy) +6, Diplomacy +7, Disable Device +10, Disguise +6, Escape Artist +6, Heal +6, Intimidate +6, Knowledge (geography) +5 (+7 vs. humans), Knowledge (local) +7 (+9 vs. humans, +9 while in absalom), Perception +10 (+11 to locate traps, +12 vs. humans, +12 while in absalom), Ride +6, Sense Motive +6 (+8 vs. humans), Spellcraft +5, Stealth +14 (+16 while in absalom), Survival +7 (+9 vs. humans, +9 while in absalom, +8 to track), Swim +5, Use Magic Device +6; Racial Modifiers ki jump (running start), no trace
Languages Common, Kelish, Osiriani
SQ combat styles (two-handed weapon), favored terrain (absalom +2), ki movement, ki pool, ki stealth, ninja tricks (slow reactions), poison use, track, trapfinding +1, wild empathy
Other Gear +1 Chain shirt, +1 Falchion, 150 GP
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Special Abilities
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Anatomist +1 to confirm critical hits.
Desert Shadow No -5 penalty to stealth checks while moving at full speed.
Favored Community (Absalom +2) (Ex) +2 to rolls vs Favored Community (Absalom).
Favored Enemy (Humans +2) (Ex) +2 to rolls vs Favored Enemy (Humans).
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Ki Attack Speed (Su) 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.
Ki Jump (Running Start) (Su) Jumping is always counted as being at a running start.
Ki Movement A Ninja can spend 1 point to increase her speed by 20 feet for 1 round.
Ki Pool (Su) You have a ki pool equal to 1/2 your monk level + your Charisma modifier.
Ki Stealth A ninja can spend 1 point from her ki pool to give herself a +4 insight bonus on Stealth skill checks for 1 round.
No Trace +1 (Ex) Survival DCs to track you are at +1, gain +1 to Stealth when you are stationary and not acting.
Poison Use You do not risk poisoning yourself accidentally while poisoning a weapon.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Slow Reactions (Ex) Foes hit by a sneak attack can't make AoO for 1 rd.
Sneak Attack +2d6 +2d6 damage if you flank your target or your target is flat-footed.
Track +1 Add the listed bonus to survival checks made to track.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
Wild Empathy +4 (Ex) Improve the attitude of an animal, as if using Diplomacy.
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