Male Gnome Monk (Monk of the 4 Winds) 1/Ninja 4
A somewhat pallid gnome steps from the shadows. Personally, I find stealth to be a most effective tool against both mundane and magical foes. It is rather difficult to bash in the head of an opponent one cannot see--likewise for directing magical attacks. Hello, I am Poshket the gnome, and I too would be interested in learning more about what kinds of tasks we may be called upon to accomplish.
I think Poshket is finally ready for the light of day.
stats:
Poshket
Male gnome monk (monk of the four winds) 1/ninja 4 NG Small humanoid (gnome) Init +7; Senses darkvision 60 ft.; Perception +8 DEFENSE AC 18, touch 18, flat-footed 14 (+1 deflection, +3 Dex, +1 dodge, +1 size, +2 Wis) hp 46 (1d8+4d8+14); Fort +5; Ref +10; Will +6; +2 racial vs. poison (+4 when applying/readying) OFFENSE Speed 20 ft. Melee +1 wakizashi +8 (1d4+1/18-20), unarmed strike +7 (1d4 ), unarmed strike flurry +5/+5 (1d4) Ranged shuriken +7 (1) Special Attacks elemental fist (2/day, 1d6), flurry of blows, sneak attack +2d6 Gnome Spell-Like Abilities (CL 5th; concentration +8) 1/day—dancing lights, ghost sound (DC 13), prestidigitation, speak with animals STATISTICS Str 10, Dex 16, Con 14, Int 10, Wis 14, Cha 17 Base Atk +3; CMB +2; CMD 15 Feats Adder StrikeB, Bewildering Koan, DodgeB, Elemental FistB, Improved Initiative, Improved Unarmed StrikeB, Weapon Finesse Traits Knowledgeable (Knowledge [local]) Skills Acrobatics +11, Appraise +4, Bluff +11, Climb +4, Craft (alchemy) +8 (+10 to make poison), Diplomacy +9, Disable Device +8, Escape Artist +7, Knowledge (local) +6, Linguistics +4, Perception +8, Sense Motive +6, Stealth +15, Swim +4, UMD +10; Racial Modifiers Bluff +1, +2 Craft (alchemy) to make poisons, Diplomacy +1 Languages Common, Draconic, Dwarven, Gnome, Sylvan SQ darkvision, gift of tongues, gnome magic, ki pool (5 points/day), knack with poison, ninja tricks (combat trick [Adder Strike], vanishing trick), no trace +1, poison use, uncanny dodge, weapon familiarity. Combat Gear drow poison (4 doses), shadow essence (4 doses), shuriken (15), violet venom (2 doses), wand of mage armor (50 charges), wand of magic weapon (50 charges); Other Gear cloak of resistance +1, handy haversack, ring of protection +1, rogue’s kit [backpack, bedroll, belt pouch, caltrops, chalk (10), flint and steel, grappling hook, iron pot, mess kit (plate, bowl, cup, fork, knife, and spoon), mirror, pitons (10), rope, soap, mwk thieves’ tools, torches (10), trail rations (5 days), waterskin], +1 wakizashi, 92 gp SPECIAL ABILITIES Darkvision Some gnome strains have lived in the underground depths for so long they have given up on light entirely and gained darkvision with a range of 60 feet. This racial trait replaces low-light vision and keen senses. Elemental Fist When you use Elemental Strike pick one of the following energy types: acid, cold, electricity, or fire. On a successful hit, the attack deals damage normally plus 1d6 points of damage of the chosen type. You must declare that you are using this feat before you make your attack roll (thus a failed attack roll ruins the attempt). You may attempt an Elemental Fist attack once per day for every four levels you have attained (see Special), and no more than once per round. Special: A monk of the four winds receives Elemental Fist as a bonus feat at 1st level, even if he does not meet the prerequisites. A monk may attempt an Elemental Fist attack a number of times per day equal to his monk level, plus one more time per day for every four levels he has in classes other than monk. Flurry of Blows (Ex) Starting at 1st level, a monk can make a flurry of blows as a full-attack action. When doing so, he may make one additional attack, taking a –2 penalty on all of his attack rolls, as if using the Two-Weapon Fighting feat. These attacks can be any combination of unarmed strikes and attacks with a monk special weapon (he does not need to use two weapons to utilize this ability). For the purpose of these attacks, the monk's base attack bonus from his monk class levels is equal to his monk level. For all other purposes, such as qualifying for a feat or a prestige class, the monk uses his normal base attack bonus. At 8th level, the monk can make two additional attacks when he uses flurry of blows, as if using Improved Two-Weapon Fighting (even if the monk does not meet the prerequisites for the feat). At 15th level, the monk can make three additional attacks using flurry of blows, as if using Greater Two-Weapon Fighting (even if the monk does not meet the prerequisites for the feat). A monk applies his full Strength bonus to his damage rolls for all successful attacks made with flurry of blows, whether the attacks are made with an off-hand or with a weapon wielded in both hands. A monk may substitute disarm, sunder, and trip combat maneuvers for unarmed attacks as part of a flurry of blows. A monk cannot use any weapon other than an unarmed strike or a special monk weapon as part of a flurry of blows. A monk with natural weapons cannot use such weapons as part of a flurry of blows, nor can he make natural attacks in addition to his flurry of blows attacks. Gift of Tongues Gnomes love languages and learning about those they meet. Gnomes with this racial trait gain a +1 bonus on Bluff and Diplomacy checks, and they learn one additional language every time they put a rank in the Linguistics skill. This racial trait replaces defensive training and hatred. 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. Knack with Poison Some gnomes have an instinctive understanding of poisons and their uses. Gnomes gain a +2 racial bonus on Fortitude saves against poison and a +2 bonus on Craft (alchemy) checks to make poison. The bonus on Fortitude saving throws against poisons increases to +4 if the gnome accidentally poisons himself when applying or readying the substance. This racial trait replaces illusion resistance and obsessive. Ninja Tricks As a ninja continues her training, she learns a number of tricks that allow her to confuse her foes and grant her supernatural abilities. Starting at 2nd level, a ninja gains one ninja trick. She gains one additional ninja trick for every 2 levels attained after 2nd. Unless otherwise noted, a ninja cannot select an individual ninja trick more than once. Combat Trick: A ninja who selects this trick gets a bonus combat 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. No Trace +1 (Ex) 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 +1. In addition, her training gives her a +1 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. Poison Use At 1st level, a ninja is trained in the use of poison and cannot accidentally poison herself when applying poison to a weapon. Sneak Attack +2d6 If a ninja can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. The ninja’s attacks deal extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the ninja flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two ninja levels thereafter. Bonus damage from sneak attacks is precision damage. Should the ninja score a critical hit with a sneak attack, this precision damage is not multiplied. Ranged attacks count as sneak attacks only if the target is within 30 feet. With a weapon that deals nonlethal damage (such as a sap, whip, or unarmed strike), a ninja can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, even with the usual –4 penalty. The ninja must be able to see the target well enough to pick out a vital spot, and must be able to reach this spot. A ninja cannot sneak attack while striking a creature that has concealment. 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. If a ninja already possesses uncanny dodge from a different class, she automatically gains improved uncanny dodge instead. Weapon Familiarity Gnomes treat any weapon with the word “gnome” in its name as a martial weapon. Description:
Poshket stands about 3 ft. tall and weighs about 40 lbs. His once fiery orange hair has muted a bit, and his skin has become somewhat pallid. His enlarged, emerald-green eyes still contain a mischievous glint, however. Personality:
Poshket is rather outgoing. He tries to end conflicts peacefully if possible. He enjoys learning about people he meets and places he goes. After all, the more interesting things he learns, the longer it will take the Bleaching to claim him. Background:
I'm guessing you're wondering how I got to be like this. A young gnome--I haven't even celebrated my centenary--already showing the marks of the Bleaching? I suppose it's my own fault, truth be told. If I'd just stayed at home in Kaer Maga, minding my own business, none of this would ever have happened. Ach, well, I guess I should begin at the beginning, eh? There I was, a young lad of forty or so, tending the register at my family's alchemy shop (ah, those were the days! I could use my talent with chemicals to make pretty things--like fireworks!--instead of the...more sinister things I have had to use it for more recently.) I was minding my own business when a pitiful-looking halfling entered our establishment. His clothes more closely resembled tattered pieces of cloth than anything I would call proper clothing, his chest (for all intents and purposes bare, given the clothing's state) was crisscrossed with old scars, and his right eye was missing. "Please, sir, you have to help me escape the city," he said. "Do you have any potions that will make me invisible?"
I sized him up and replied, "We do, but I have to say that I think they're probably out of your price range. 300 gold pieces." To my surprise, the halfling pulled out a coin bag and counted out 30 pieces of platinum. Incredulous, I exclaimed: Where did somebody like you get ahold of that kind of money? It must be stolen. You gotta leave 'fore I call the watch!". He jumped back involuntarily when I said that and winced loudly as he came down on his bad leg. Please, sir, the halfling pleaded, "Don't do that! Yes, the money is stolen, but by Desna I only stole it to escape from my master who's been torturing me! I've got to get away before he kills me! It was at that moment, as if the halfling summoned him, a man decked out in all black armor strode in and grabbed the halfling by the scruff of the neck. Twisting the halfling around to face him as he lifted, the black-clad figure yelled: So this is how you treat your betters, is it? Clearly, my previous methods of...encouragement...were insufficient. I'm going to have to make an example out of you, lest your friends in the Bottoms think they can get away this sort of outrage! With that, he turned around and carried the halfling to the shop's doorway. I'm not going to go into detail on what happened next. It wasn't pretty. Suffice it to say that the halfling was tortured to death on the street right outside our shop. I didn't know what to make of the experience; I felt partially at fault for questioning the halfling and thus delaying his escape, but at the same time I couldn't let our family get the reputation of being fences, either. At any rate, the experience opened my eyes to what life was like for slaves around Kaer Maga. Eventually, I got in touch with the Freemen (you know, the abolitionist underground in Kaer Maga) and they let me enroll in their fighting school, the Price of Freedom. It quickly became apparent that I had a talent for Tian-influenced combat. When I had learned as much as the teachers in Kaer Maga could teach me, they referred me to a secretive man of Tian blood who lived in the Ashwood. Along with a handful of other pupils, I studied with Master Fu for five years. And five long years, they were. The extremely regimented lifestyle Master Fu prescribed was not for a gnome; it was only my deep-seated guilt at not having realized the plight of slaves all around me as I grew up that let me force myself to stay as long as I did. Eventually, even that was not enough. See, the lifestyle was killing me....making me crazy. At less than 50, my Bleaching had progressed farther than my grandfather's had. I still wanted to help the slaves, but I had to find another way to do it. Master Fu had disparagingly mentioned another group of Tian-inspired warriors, whom he thought insufficiently devoted to discipline. I decided to hunt them down. I found them in Korvosa and spent another five years learning their art--one I found far more conducive to my health. I became one with the shadows. Missions could carry me anywhere, and I could meet anyone,which meant I might experience anything. I could reverse the Bleaching. Greatest Fear:
Poshket fears the effects of the Bleaching. He continually exposes himself to new things in order to fight these effects. Uncrossable Moral Line:
Poshket will not participate in slavery. Goals and Motivation:
Poshket wants to see as much of the world as possible before he dies. Letter: To whom it may concern: I commend to you the services of my friend and comrade Poshket. He is a well-rounded adventurer capable of undertaking whatever mission you see fit to give him. Possessing the traditional extroverted nature of his people, Poshket is easily able to make others trust him and give him information. The information exchange is strictly one-way, however; Poshket is an expert at not letting secrets slip. He is especially adept at scouting and infiltration. In combat, to borrow one of his favorite phrases, he is truly one with the shadows. Few have seen him swing his wakizashi, but many have felt its sting. Others have simply fallen over dead shortly after he punched them. Most recently, he has returned from a long-term contract in Nidal, where he managed to assassinate one of the Umbral Court's lesser aristocrats in Nisroch. Clearly, one who has tangled with the Silent Shroud on its home ground and won is no average practitioner of the warrior disciplines! |