Sewer Goblin

Mixz Shadowfoot's page

91 posts. Alias of JAF0.


Full Name

Mixz Shadowfoot

Race

goblin ninja/6

Classes/Levels

skills:
acro 18 (incl +5 magic), bluff 10, disguise 7, disable 13, escape 13, intim 12, know local 7, perc 8, ride 8, slt of hand 13, stealth 18

Gender

hp 45/45; AC 17, t15, f12, fort +3, refl +9, will +2, bab 4, melee 5/8, ranged 8, cmb +5, cmd 19, init +6, ki 4/4 ;

Alignment

N

Languages

common, goblin, dwarven

Occupation

pt buy: 5+3+3+2+0+5=18

Homepage URL

+1 dex at 4th lvl

Strength 12
Dexterity 18
Constitution 13
Intelligence 12
Wisdom 10
Charisma 12

About Mixz Shadowfoot

Pic of Mixz

created for this game

racial abils:

size small, speed 30
-2 str, +4 dex, -2 cha
60' darkvision
sneaky rider +4 ride, +4 stealth

traits:

Shadow Whispers: You have a penchant for just knowing others' secrets. You gain a +1 trait bonus on Knowledge (local) checks and a +2 trait bonus on Intimidate checks made to demoralize opponents.

Reactionary: You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on initiative checks.

feats:

Roll With It (Combat, Goblin) You know how to take a hit, even if your reaction sends you bouncing and flying out of battle while shrieking at the top of your lungs. Prerequisite: Goblin, Acrobatics 1 rank.

Benefit: If you are struck by a melee weapon you can try to convert some or all of that damage into movement that sends you off in an uncontrolled bouncing roll. To do so, you must make an Acrobatics check (DC = 5 + the damage dealt from the attack) as an immediate action. If you succeed in this check, you take no damage from the actual attack but instead convert that damage into movement with each point equating to 1 foot of movement.

For example, if you would have taken 6 points of damage, you would convert that into 6 feet of movement. You immediately move in a straight line in a direction of your choice this number of feet (rounded up to the nearest 5-foot-square), halting if you reach a distance equal to your actual speed. If this movement would make you strike an object or creature of your size or larger, the movement immediately ends, you take 1d4 points of damage, and fall prone in that square. This involuntary movement provokes attacks of opportunity normally if you move through threatened squares, but does not provoke an attack of opportunity from the creature that struck you in the first place.

You are staggered for 1 round after you attempt to use this feat, whether or not you succeed.

dodge +1 ac

weapon finesse (bonus feat from ninja trick) use dex instead of str for attack with light weapons

mobility Benefit: You get a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. Dodge bonuses stack with each other, unlike most types of bonuses.

class abilities:

poison use

sneak attack +3d6 when flanking or foe is denied dex

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.

No Trace (Ex) +2 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 +2. In addition, her training gives her a +2 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.

Uncanny Dodge (Ex) Starting at 4th level, a ninja can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dexterity bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A ninja with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her.

Light Steps (Ex) At 6th level, 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 difficult 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. She must end her move on a surface that can support her normally. She cannot move across air in this way, nor can she walk up walls or other vertical surfaces. When moving in this way, she does not take damage from surfaces or hazards that react to being touched, such as lava or caltrops, nor does she need to make Acrobatics checks to avoid falling on slippery or rough surfaces. Finally, when using light steps, the ninja ignores any mechanical traps that use a location-based trigger.

ninja tricks:

rogue talent Finesse rogue: gain weapon finesse as a bonus feat.

Vanishing Trick (Su): As a swift action, the ninja can disappear for 1 round per level. This ability functions as invisibility. Using this ability uses up 1 ki point.

Wall Climber (Su) Benefit: 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.

equipment:

115 cp
shortsword
leather armor
clothes (see below)
boots (see below)
a hat
cloak
belt
leather shoulder bag (the shoulder bag will hold one square foot of goods weighing up to twenty pounds)
A long knife (comparable to a standard Dagger)
masterwork thieves' tools
shinobi shozoku (old and tattered... doesn't add to stealth)
boots of elvenkind (one magic item)
collection of worthless knickknacks picked up here and there... in shoulder bag

items on wishlist, in no particular order except first item on list:

belt of tumbling
+1 studded leather armor
potion of invisibility
potion of enlarge person
amulet of natural armor +1
snakeskin tunic +1ac +2dex +2saves vs poison
boots of elvenkind +5 acrobatics
swarmbane clasp melee attacks hurt swarms, not affected by swarms
handy haversack
belt of giant str +2

background:

plans for future:

feats: underfoot, tanglefeet