Lassiviren

Master Ken's page

No posts. Alias of Tenro.


Special Abilities

  • Ki 6/6

  • Alignment

    CN

    Deity

    READIED:

  • Steel Flurry Strike
  • Disturbing Blow
  • Flurry Strike
  • Fading Strike
  • Ghostwalk
  • Reflexive Twist

  • Strength 10
    Dexterity 22
    Constitution 11
    Intelligence 10
    Wisdom 16
    Charisma 8

    About Master Ken

    HP: 48
    AC: 24 =10 + 6 DEX + 5 ARMOR + 2 Dodge + 1 Deflection + WIS while recovering
    Resist:
    Init: +9
    Speed: 30

    F: 3 = 2 base + 0 CON + 1 RESIST
    R: 11 = 2 base + 6 DEX + 3 WIS + 1 RESIST
    W: 9 = 5 base + 3 WIS + 1 RESIST

    COMBAT
    Melee
    +1 Keen Kukri, +11 melee, 1d4+3 dmg, 16-20/x2, S
    +1 Kukri, +11 melee, 1d4+3 dmg, 18-20/x2, S

    TWF: -2/-2, same dmg

    Ranged
    Mwk Longbow, +11 ranged, 1d8 dmg, crit x3, 100 ft

    calculated:
    +2 dmg on Broken Blade Maneuvers
    +2 dmg using Veiled Moon Weapons

    not calculated (conditional):
    Deadly Strike, +2d6, activated on successful crit

    BAB: +4
    CMB: +4
    CMD: 19

    Racial Traits:

      Human

    • Favored Class: +6 Skill Points

    Class Abilities:

    • Weapon and Armor Proficiency: Stalkers are proficient with all simple and martial weapons, and with light armor. Stalkers are not proficient with shields of any kind.

    • Maneuvers: A stalker begins his career with knowledge of six martial maneuvers. The disciplines available to him are Broken Blade, Solar Wind, Steel Serpent, Thrashing Dragon, and Veiled Moon. Once he knows a maneuver, he must ready it before he can use it (see Maneuvers Readied, below). A maneuver usable by stalkers is considered an extraordinary ability unless otherwise noted in its description. His maneuvers are not affected by spell resistance, and he does not provoke attacks of opportunity when he initiates one. He learns additional maneuvers at higher levels, as shown above. The stalker must meet a maneuver's prerequisite to learn it. See the Systems and Use chapter.
      Upon reaching 4th level, and at every even numbered stalker level after that, he can choose to learn a new maneuver in place of one he already knows. In effect, the stalker loses the old maneuver in exchange for the new one. The stalker need not replace the old maneuver with a maneuver of the same level. He can choose a new maneuver of any level he likes, as long as he observes his restriction on the highest-level maneuvers he knows. The stalker can swap only a single maneuver at any given level. A stalker's initiator modifier is Wisdom.

    • Maneuvers Readied: A stalker can ready four of his six starting maneuvers, but as he advances in level and learns more maneuvers, he must choose which maneuvers to ready. He readies his maneuvers by meditating and focusing his ki for 10 minutes. The maneuvers he chooses remain readied until he decides to repeat this again and change them. Stalkers do not need to sleep or be well rested to ready their maneuvers; any time he spends 10 minutes in meditation, he can change his readied maneuvers. He may not ready any individual maneuver more than once. He begins an encounter with all readied maneuvers unexpended, regardless of how many times he may have already used them since he chose them. When the stalker initiates a maneuver, he expends it for the current encounter, so each of his readied maneuvers can be used once per encounter (until they are recovered, see below).
      Stalkers may recover their maneuvers in one of two ways. The stalker may either center his awareness of the combat momentarily as a standard action and recover a single expended maneuver of his choice.
      Alternately, he may recover his Wisdom modifier in expended maneuvers (min of 2) as a full round action that does not provoke attacks of opportunity, centering his spirit completely to re-align his perceptions of the battle and change his place in it. When recovering his maneuvers as a full round action, he may move up to his base speed and adds a +4 insight bonus to his Armor Class as his ki defends his form while he re-centers himself. The next attack or martial strike he attempts after recovering his maneuvers adds his deadly strike's damage to the attack if successful.

    • Stances Known: Stalkers begin play with knowledge of one stance from any discipline open to stalkers. At the indicated levels (see class table), the stalker selects an additional new stance. Unlike maneuvers, stances are not expended and he does not have to ready them. All the stances he knows are available to him at all times, and he can change the stance he is currently using as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance description. Unlike with maneuvers, the stalker cannot learn a new stance at higher levels in place of one he already knows.

    • Ki Pool (Su): At 1st level, a stalker gains a pool of ki points, supernatural energy he can use to accomplish amazing feats. The number of points in the stalker's ki pool is equal to 1/2 her stalker level + his Wisdom modifier (minimum of 1).
      At 1st level, the stalker may spend 1 point of ki to grant himself a +4 insight bonus to a single Perception or Sense Motive check as an immediate action, as he uses his ki to feel out the vibrations of others and their hidden motives.
      At 5th level, the stalker may use his deadly strikes in conjunction with his combat insight to "read" his opponent's defenses and deliver devastating blows beyond his foe's guard. The stalker spends one point of ki as a swift action to read his target opponent, and may apply his deadly strike to all martial strikes initiated by the stalker for a number of rounds equal to his Wisdom modifier against this target. If the stalker scores a successful critical hit against the target while this ability is active, then he activates deadly strike as normal.
      At 7th level, the stalker may spend 1 point from his ki pool to gain a +4 insight bonus on a saving throw as an immediate action.
      At 9th level, the stalker can delve into his subconscious in battle and remember key lessons from his training. The stalker envisions potential scenarios where martial abilities he has not readied come into play and gains a momentary burst of martial insight. A number of times per day equal to his Wisdom modifier, the stalker can spend one ki point as a swift action and trade one readied maneuver for another maneuver known of the same level or lower. The new maneuver is immediately readied and accessible for use. The character may initiate this maneuver and recover it as if he had prepared at the beginning of the day (or when ever the stalker readied his maneuvers last) until the end of the combat encounter.
      The ki pool is replenished each day after 8 hours of rest and meditation; these hours do not need to be consecutive. If the stalker possesses levels in another class that grants points to a ki pool, stalker 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 stalker can now use ki points from this pool to power the abilities of every class he possesses that grants a ki pool.

    • Deadly Strike (Ex): The stalker is capable of maximizing his deadliness whenever he lands a critical blow upon his opponent, opening his target up for future punishment as the stalker becomes attuned to his prey. The stalker's deadly strike activates whenever the stalker scores a successful critical hit against a target, and is active against that target for a number of rounds equal to his Wisdom modifier. Deadly strike inflicts extra damage, to only this target creature, on all of the stalker's attacks. This extra damage is 1d6 at 1st level, and increases by 1d6 for every four stalker levels thereafter. When the stalker scores a critical hit, this extra damage is not multiplied, it is simply added to the damage. If the stalker scores a successful critical hit during the time his deadly strike is active, the duration of this ability is extended by one round (no more than one extension can be made per round). Ranged attacks can count as deadly strikes only if the target is within 30-ft.. Deadly strike is more effective with weapons with higher critical multipliers, such as scythes and battle axes. Weapons with a x3 critical multiplier inflict damage with deadly strikes using a d8 instead of a d6, and weapons with a critical multiplier of x4 use d10's. Damage multipliers higher than x4 use d10's for deadly strikes damage.
      Deadly strike may not be used with weapons that inflict non-lethal damage. The stalker must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. Creatures immune to critical hits or precision damage cannot be targeted by a deadly strike. A stalker cannot deadly strike while attacking a creature who has concealment.

    • Combat Insight (Su): At 2nd level, the keen senses and awareness of the stalker delivers him a sort of sixth sense. This insight performs as an intuitive alarm, alerting him of danger. Through his rigorous practice and learning to trust his instincts and intuition to an unearthly level, the senses of the stalker are unusually sharp.
      At 2nd level, the stalker's combat sense opens his third eye, granting him defensive reflexes that protect him in combat. The stalker may add his Wisdom modifier to his initiative score and to Reflex saving throws as an insight bonus.
      At 4th level, the heightened perceptions of the stalker allow him to know when his prey could get the jump on him, granting him the uncanny dodge class feature (see rogue class for details).
      At 8th level, the killer's instinct in the stalker is honed to a razor's fine edge, allowing him to add his Wisdom modifier as a competence bonus to confirm critical hits. This ability counts as if the character possessed the Critical Focus feat, and for the purposes of taking critical feats that the character qualifies for. The character may not select the Critical Focus feat once he has this ability, and should he have it before he gains this ability, he loses the Critical Focus feat and may select a critical feat in its place.
      At 12th level, the stalker's insight allows him to funnel the ki of his foes into his form with his deadly attacks. The character can recover a single expended maneuver when he scores a successful critical hit against a living creature. This ability does not function against constructs, undead, or creatures with under 1/2 HD.
      At 18th level, the heightened precognitive abilities of the stalker manifest in his ability to sense things around him that others cannot, granting him blindsight of 30-ft.. This is a supernatural ability.

    • Dodge Bonus (Ex): The stalker's heightened perception of danger allows him to defend himself from attacks as they are made against him, anticipating the attacks as they come. A stalker gains a +1 dodge bonus to his Armor Class at 2nd level, which improves by an additional +1 every four stalker levels thereafter. When recovering maneuvers as a full round action, the character may add his Wisdom modifier to his AC as an additional dodge bonus; his defensive precognition being heightened by centering his ki through maneuver recovery.

    • Stalker Arts: As a stalker gains experience, he learns a number of arts that aid him and confound his foes. Starting at 1st level, a stalker gains one art; he gains an additional art at 3rd level and new arts every four class levels attained after 3rd level. A stalker cannot select an individual art more than once (unless noted). Stalkers select their arts from the following list.
      - - Combat Precognition (Su): The stalker designates his combat senses towards his opponents and gains momentary flashes of insight into how to defend himself against them. SpendIng one point of ki as an immediate action forces opponents who attack the stalker to roll their attack rolls twice and take the worse of the two results due to the stalker's precognitive abilities. This art has a duration of 1 + the stalker's Wisdom modifier in rounds.

    • Blending (Su): At 6th level the stalker's natural attunement to the flow of ki in other people grants him insight in reading others and avoiding their notice. The character gains a +2 insight bonus to Perception, Sense Motive and Stealth checks. At 16th level, the stalker's abilities improve further, and the character is permanently under the effects of a pass without trace spell.

    Maneuvers:

    Maneuvers
    Broken Blade
    Steel Serpent
    Thrashing Dragon
    Veiled Moon

    Maneuvers Known: 11
    Maneuvers Readied: 6
    Stances: 3

    Stances:
    1st:
    Outer Sphere Stance (TD) - +1d6 dmg, -2 AC (scales at 8th)
    Inner Sphere Stance (TD) - +3 dodge to AC, +3 morale to Will save

    3rd:
    Formless Dance (VM) - Blur and See Invisibility

    Maneuvers Known:
    1st:
    5 Shards of Iron Strike (BB) - normal attack, +2 dmg, foe is staggered 1 rnd
    Flurry Strike (BB) - 2 atks as a standard at full BAB, +2 dmg
    Swift Claws (TD) - 2 atks as a standard at full BAB
    Dimensional Strike (VM) - normal attack, foe is flat-footed to it
    Disturbing Blow (VM) - normal attack, if successful: foe takes -4 to its next d20 roll

    2nd:
    Sting of the Asp (SS) - normal attack, +1d6 dmg, +2 STR dmg (DC 12+WIS fort halves). If foe fails save, next round takes 1d6 dmg + 2 STR dmg
    Fading Strike (VM) - normal attack as a standard, may teleport up to move speed before or after this attack
    Reflexive Twist (TD) - immediate counter, use acrobatics instead of reflex for save

    3rd:
    Sight Piercing Fang (SS) - normal attack, +2dg dmg, DC 13+WIS reflex save or blind for 1 min
    Ghostwalk (VM) - swift action, become incorporeal for one turn
    Steel Flurry Strike (BB) - 3 atks as a standard at full BAB -2, +3d6+2 dmg to these attacks

    Feats and Traits:

    Feats
  • Two-Weapon Fighting
  • Weapon Group Adaptation (Light Blades)
  • Weapon Finesse
  • Discipline Focus (Veiled Moon) - +2 DC for VM, +2 dmg when using associated weapons

    Traits


  • Skills:

    Skill Points at Each Level: 6 + Int modifier +1 Race (+6 FC)

    Acrobatics +15=6+3 +6 DEX
    Appraise +0= +0 INT
    Bluff -1= -1 CHA
    Climb +6=3+3 +0 STR
    Craft +0= +0 INT
    Disable Device +15*=6+3 +6 DEX *=with ring. +2 with kit
    Disguise -1= -1 CHA
    Escape Artist +15=6+3 +6 DEX
    Heal +12=6+3 +3 WIS
    Intimidate -1= -1 CHA
    Know: Local: +4=1+3 +0 INT
    Know: Martial: +4=1+3 +0 INT
    Know: Nature: +0= +0 INT
    Know: Planes: +6=6+CC +0 INT
    Know: Religion: +0= +0 INT
    Perception +14=6+3 +3 WIS +2I
    Profession +3= +3 WIS
    Sense Motive +9=1+3 +3 WIS +2I
    Stealth +17=6+3 +6 DEX +2I

    Equipment:

    Load: 43/86/130 lbs

    Armor: +2 Darkleaf Studded Leather
    Belt: Belt of Incredible Dexterity +2
    Body:
    Chest:
    Eyes:
    Feet:
    Hands:
    Head:
    Headband:
    Neck:
    Rings: Ring of Protection +1
    Rings: Thieve's Ring (mundane)
    Shield:
    Shoulders: Cloak of Resistance +1
    Wrists: Sleeves of Many Garments
    Slotless: Mwk Backpack

    0000 Darkleaf Studded Leather (+3 AC, +7 Max Dex, -0 ACP, 10 lbs)
    2000 +2 Armor

    4000 Belt of Incredible Dexterity (+2)

    0000 [x2] Kukri, 1d4, 18-20/x2, S
    1000 +1 on off-hand kukri
    4000 +1 Keen on main-hand kukri
    0000 Masterwork Longbow, 30 durable arrows

    1000 Cloak of Resistance +1
    2000 Ring of Protection

    0000 Thieve's Ring (no penalty for Disable Device, +2 SoH to conceal)
    0000 Rogue's Kit (minus torches, has lighter rope) in a Masterwork Backpack
    0250 Traveler's Any-tool
    0000 Bandoleer
    0075 Ioun Torch
    0200 Sleeves of Many Garments
    0000 Adventurer's Sash

    0400 POTION: Cure Light Wounds 1d8+1 [x8]

    Player Notes: