Falconer

Nines Tenz's page

5 posts. Organized Play character for MisterSlanky.


Full Name

Nines Tenz

Race

| HP: 99/99 | AC: 27 (17 Tch, 22 Fl) | CMB: +15, CMD: 31 | F: +17*, R: +19*, W: +12* (*+2 vs. disease) | Init: +8 | Perc: +8 (+10 vs. traps) , SM: +3

Classes/Levels

| Speed 30ft | Shirt Reroll: 1/1, Ki Pool 6/6, Smite Evil 2/2, LoH 3d6 7/7, Divine Bond 1/1, PoP 1/1, Burning Hands 1/1 | Spells: See Sheet | Active conditions: No - See Profile

Gender

Female Ifrit

Size

Medium

Age

79

Alignment

LG

Deity

Irori

Languages

Common, Tian, Ignan

Strength 18
Dexterity 20
Constitution 16
Intelligence 8
Wisdom 8
Charisma 18

About Nines Tenz

Active Conditions
None

'Master' Nines Tenz:
Female ifrit brawler (snakebite striker, winding path renegade) 1/ninja 4/paladin 6 (Pathfinder Player Companion: Advanced Class Origins 11, Pathfinder RPG Advanced Class Guide 23, 88, Pathfinder RPG Bestiary 2 160, Pathfinder RPG Ultimate Combat 13)
LG Medium outsider (native)
Init +8; Senses darkvision 60 ft.; Perception +8 (+10 to discover traps)
Aura courage (10 ft.)
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Defense
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AC 27, touch 17, flat-footed 22 (+8 armor, +2 deflection, +5 Dex, +2 natural)
hp 99 (11 HD; 4d8+7d10+33)
Fort +17, Ref +19, Will +12; +2 resistance bonus vs. poison
Defensive Abilities uncanny dodge; Immune disease, fear; Resist fire 5
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Offense
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Speed 30 ft.
Melee +2 silversheen meteor hammer +17/+12 (1d8+8) or
. . unarmed strike +15/+10 (1d6+4)
Ranged darkwood light crossbow +17 (1d8/19-20)
Space 5 ft.; Reach 5 ft. (10 ft. with +2 silversheen meteor hammer)
Special Attacks channel positive energy 3/day (DC 17, 3d6), smite evil 2/day (+4 attack and AC, +6 damage), sneak attack +3d6
Spell-Like Abilities (CL 11th; concentration +15)
. . 1/day—burning hands (DC 15)
Ninja Spell-Like Abilities (CL 4th; concentration +8)
. . —shadow clone[UC]
. . —vanishing trick[UC]
Paladin Spell-Like Abilities (CL 6th; concentration +10)
. . At will—detect evil
Paladin Spells Prepared (CL 3rd; concentration +7)
. . 1st—grace[APG], hero's defiance[APG], rally point[APG] (DC 15) (Stored in ioun stone)
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Statistics
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Str 18, Dex 20, Con 16, Int 8, Wis 8, Cha 18
Base Atk +10; CMB +15; CMD 31
Feats Combat Expertise, Double Slice, Exotic Weapon Proficiency (meteor hammer), Greater Mercy[UM], Improved Two-weapon Fighting, Improved Unarmed Strike, Power Attack, Two-weapon Fighting
Traits kobold's neighbor, mind over matter
Skills Acrobatics +18, Bluff +8, Climb +10, Diplomacy +14, Disable Device +16, Disguise +5, Heal +3, Intimidate +8, Knowledge (dungeoneering) +3, Knowledge (local) +3, Knowledge (religion) +3, Linguistics +3, Perception +8 (+10 to discover traps), Sense Motive +3, Sleight of Hand +8, Spellcraft +3, Stealth +8, Survival -1 (+1 to avoid becoming lost), Swim +7, Use Magic Device +8
Languages Common, Ignan, Tien
SQ brawler's cunning, divine bond (weapon +1, 1/day), fire in the blood, ki pool (6 points), lay on hands 7/day (3d6), martial training, mercies (fatigued, sickened), ninja tricks (shadow clone[UC], vanishing trick[UC]), no trace +1, poison use
Combat Gear cold iron crossbow bolts (50), dwarfbane bolts +1 (2), evil outsiderbane bolts +1 (3), humanbane bolts +1 (2), oil of grease, pearl of power (1st level) (2), potion of air bubble, potion of cure light wounds, potion of fly, potion of lesser restoration, potion of touch of the sea, scroll of bless weapon, magic weapon, magic weapon, protection from evil, undeadbane bolts +1 (3), wand of cure light wounds, wand of cure moderate wounds (9 charges), wand of lesser restoration (4 charges), alchemist's fire (2), antitoxin (2), meditation crystal (5), vermin repellent[UE] (2); Other Gear +2 mithral agile breastplate[APG], +2 silversheen meteor hammer[UC], darkwood light crossbow, amulet of natural armor +2, belt of physical might +2 (Str, Con), cloak of resistance +2, cracked dusty rose prism ioun stone, cracked pale green prism ioun stone (attack), cracked vibrant purple prism ioun stone, feather step slippers[UE], headband of alluring charisma +2, ring of protection +2, snakeskin tunic[UE], traveler's any-tool[UE], wayfinder[ISWG], bedroll, belt pouch, belt pouch, climber's kit, courtier's outfit, grappling hook, jewelry for courtier's outfit, masterwork backpack[APG], masterwork thieves' tools, mirror, silk rope (50 ft.), silver holy symbol of Irori, trail rations (7), 9,034 gp, 9 sp
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Tracked Resources
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Alchemist's fire - 0/2
Antitoxin - 0/2
Burning Hands (1/day) - 0/1
Cold iron crossbow bolts - 0/50
Divine Bond (Weapon +1, 6 mins, 1/day) (Sp) - 0/1
Dwarfbane bolts +1 - 0/2
Evil Outsiderbane bolts +1 - 0/3
Feather step slippers (1/day) - 0/1
Humanbane bolts +1 - 0/2
Ki Pool (6/day) (Su) - 0/6
Lay on Hands (3d6 hit points, 7/day) (Su) - 0/7
Light (At will) - 0/0
Oil of grease - 0/1
Paladin Channel Positive Energy 3d6 (3/day, DC 17) (Su) - 0/3
Pearl of power (1st level, 2/day) - 0/2
Potion of air bubble - 0/1
Potion of cure light wounds - 0/1
Potion of fly - 0/1
Potion of lesser restoration - 0/1
Potion of touch of the sea - 0/1
Smite Evil (2/day) (Su) - 0/2
Trail rations - 0/7
Undeadbane bolts +1 - 0/3
Vermin repellent - 0/2
Wand of cure light wounds - 11/50
Wand of cure moderate wounds (9 charges) - 0/9
Wand of lesser restoration (4 charges) - 0/4
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Special Abilities
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Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.
Brawler's Cunning (Ex) Count as Int 13 for the purpose of combat feat pre-requisites.
Combat Expertise +/-3 Bonus to AC in exchange for an equal penalty to attack.
Darkvision (60 feet) You can see in the dark (black and white only).
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Divine Bond (Weapon +1, 6 mins, 1/day) (Sp) Weapon shines with light and gains enhancement bonuses or chosen properties.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Fire in the Blood Gain fast healing 2 for one round whenever you take fire damage.
Greater Mercy Lay on hands heals extra hit points if the target doesn't need a mercy
Immunity to Disease You are immune to diseases.
Immunity to Fear (Ex) You are immune to all fear effects.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Ki Pool (6/day) (Su) You have a ki pool equal to 1/2 your monk level + your Charisma modifier.
Lay on Hands (3d6 hit points, 7/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Martial Training (Ex) Brawler levels count as fighter/monk levels for feat/item pre-reqs and effects.
Mercy (Fatigued) (Su) When you use your lay on hands ability, it also removes the fatigued condition.
Mercy (Sickened) (Su) When you use your lay on hands ability, it also removes the sickened condition.
No Trace +1 (Ex) Survival DCs to track you are at +1, gain +1 to Stealth when you are stationary and not acting.
Paladin Channel Positive Energy 3d6 (3/day, DC 17) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Poison Use You do not risk poisoning yourself accidentally while poisoning a weapon.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Shadow Clone (Su) The ninja can create 1d4 shadowy duplicates of herself that conceal her true location. This ability functions as mirror image, using the ninja's level as her caster level. Using this ability is a standard action that uses up 1 ki point.
Smite Evil (2/day) (Su) +4 to hit, +6 to damage, +4 deflection bonus to AC when used.
Sneak Attack +3d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.
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.

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