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About RasilRasil:
Male venerable fetchling ninja 15 (Pathfinder RPG Bestiary 2 123, Pathfinder RPG Ultimate Combat 13) NG Medium outsider (native) Init +14; Senses darkvision 60 ft., low-light vision; Perception +20 -------------------- Defense -------------------- AC 27, touch 17, flat-footed 22 (+8 armor, +2 deflection, +4 Dex, +1 dodge, +2 natural) hp 83 (15d8+5) Fort +10, Ref +18, Will +15 Defensive Abilities improved uncanny dodge, shadow blending; Resist cold 5, electricity 5 -------------------- Offense -------------------- Speed 40 ft. Melee +2 dueling keen reinforced viridium wakizashi +15/+10/+5 (1d6+1/15-20) or . . dueling keen reinforced viridium wakizashi +14/+9/+4 (1d6-1/15-20) or . . mwk cold iron kusarigama +11/+6/+1 (1d3-1) or . . wooden stake +15/+10/+5 (1d4-1) Ranged endless ammunition wyroot (3 life points) shortbow +16/+11/+6 (1d6-1/×3) Space 5 ft.; Reach 5 ft. (10 ft. with masterwork cold iron kusarigama) Special Attacks sneak attack +8d6 Spell-Like Abilities (CL 15th; concentration +20) . . 1/day—disguise self, plane shift (self only; shadow or material plane) (DC 22), shadow walk (self only) (DC 20) Ninja Spell-Like Abilities (CL 15th; concentration +20) . . —invisible blade[UC] . . —master disguise[UC] . . —sudden disguise[UC] . . —vanishing trick[UC] -------------------- Statistics:
-------------------- Str 9, Dex 19, Con 6, Int 20, Wis 17, Cha 20 Base Atk +11; CMB +10 (+14 disarm); CMD 27 (31 vs. disarm) Feats Disorienting Maneuver[UC], Dodge, Greater Two-weapon Fighting, Improved Initiative, Improved Iron Will, Improved Two-weapon Fighting, Iron Will, Mobility, Spring Attack, Two-weapon Fighting, Weapon Finesse Traits reactionary, vagabond child (urban) Skills Acrobatics +21 (+25 to jump), Bluff +22 (+24 to Feint, +24 to Feint), Climb +16, Disable Device +23, Disguise +27, Escape Artist +22, Knowledge (local) +22, Knowledge (nobility) +12, Linguistics +22, Perception +20, Sense Motive +20, Sleight of Hand +21 (+23 in dim light or darkness, +36 to conceal a weapon), Stealth +33 (+35 in dim light or darkness), Swim +16, Use Magic Device +22; Racial Modifiers +2 Stealth Languages Abyssal, Aklo, Ancient Osiriani, Common, Draconic, Dwarven, Elven, Gnome, Goblin, Halfling, Hallit, Kelish, Orc, Osiriani, Polyglot, Shadowtongue, Tien, Varisian, Vudrani SQ fetchling rogue/ninja, ki pool (12 points), light steps, ninja tricks (assassinate[UC], hidden weapons[UC], invisible blade[UC], master disguise[UC], sudden disguise[UC], undetected sabotage[UC], vanishing trick[UC]), no trace +5, poison use, reinforced viridium, reinforced viridium Combat Gear amulet of hidden strength[UE], potion of lesser restoration, potion of protection from evil, holy water; Other Gear graymail, +2 dueling keen reinforced viridium wakizashi[UC], dueling keen reinforced viridium wakizashi[UC], endless ammunition wyroot (3 life points) shortbow, mwk cold iron kusarigama[UC], wooden stake[APG], boots of striding and springing, gloves of reconnaissance[UE], backpack, belt pouch, chalk (10), flint and steel, masterwork thieves' tools, small chest, sunrod, superior lock, wooden holy symbol of Sword & Sun, hippogriff, bedroll, caltrops, exotic riding saddle, grappling hook, hammer, hemp rope (50 ft.), holy water, mess kit, mirror, Necklace of garlic bulbs (2 lb), piton, pot, saddlebags, soap, trail rations, waterskin, hireling, backpack, bedroll, belt pouch, caltrops, chalk, dagger, dagger, dagger, flint and steel, grappling hook, hemp rope (50 ft.), mess kit, mirror, piton, pot, soap, thieves' tools, torch, trail rations, waterskin, 2,653 gp, 5 cp -------------------- Special Abilities:
-------------------- +2 to Stealth and Sleight of Hand checks made in dim light or darkness. Add a +½ bonus on Stealth and Sleight of Hand checks made while in dim light or darkness. Assassinate (DC 22) (Ex) Can kill unaware foe with a prepared sneak attack (Fort neg). Darkvision (60 feet) You can see in the dark (black and white only). Disorienting Maneuver After successful tumble through opponent's square, gain +2 on attack rolls vs. that opponent Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks. Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks. Hidden Weapons +15 (Ex) A ninja with this ability can easily conceal weapons on her body. The ninja adds her level on opposed Sleight of Hand checks made to conceal a weapon. In addition, she can draw hidden weapons as a move action, instead of as a standard action. Improved Iron Will (1/day) Can re-roll a Will save, but must take the second result. Improved Uncanny Dodge (Lv >=19) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 19+. Invisible Blade (Su) Whenever a ninja uses the vanishing trick ninja trick, she is treated as if she were under the effects of greater invisibility. The ninja must have the vanishing trick ninja trick before selecting this ninja trick. Ki Pool (12/day) (Su) You have a ki pool equal to 1/2 your monk level + your Charisma modifier. Light Steps (Ex) When moving up to twice your normal movement, you may ignore difficult terrain and can move over any surface. Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail. Master Disguise (DC 22) (Su) A ninja with this trick can take on the appearance of other creatures and individuals. Whenever the ninja uses the sudden disguise ninja trick, the duration increases to 10 minutes per level. Alternatively, the ninja can use the sudden disguise ninja Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area. No Trace +5 (Ex) Survival DCs to track you are at +5, gain +5 to Stealth when you are stationary and not acting. Poison Use You do not risk poisoning yourself accidentally while poisoning a weapon. Reinforced Viridium This deep green volcanic glass is similar to obsidian but is formed when molten rock is tainted with anomalous trace minerals from deep beneath the earth whose emanations are toxic to living things. It can be fragmented to razor sharpness, but even a Reinforced Viridium This deep green volcanic glass is similar to obsidian but is formed when molten rock is tainted with anomalous trace minerals from deep beneath the earth whose emanations are toxic to living things. It can be fragmented to razor sharpness, but even a Shadow Blending (50% miss chance) (Su) Miss chance in dim light increases to 50%. This does not grant total concealment. Sneak Attack +8d6 Attacks deal extra dam if flank foe or if foe is flat-footed. Spring Attack You can move - attack - move when attacking with a melee weapon. Sudden Disguise (Su) As a swift action, a ninja can change her appearance for 1 minute per level. This ability functions as disguise self. Each use of this ability uses up 1 ki point. Undetected Sabotage +15 (Ex) Whenever a ninja with this trick uses Disable Device to sabotage or disable a device, she can make a Stealth check with a bonus equal to her level. Anyone who inspects the device does not notice the sabotage and assumes the object works unless he bea 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. -------------------- Bio:
Born to a pair of Kayal artisans, Rasill lived a rare childhood among his people: a happy one. His parents used their natural gifts to trade their goods with merchants the world over using the shadow plane, and aside from their son's bad habit of being violent toward his bullies, and taking their allowance, they lived blessed lives; especially for kayal. Their success caught the jealous eye of the other members of the Elederi Merchant's Guild. One morning, a loud noise woke a teenaged Rasil and his sister Alisce. They ran to see what it was, and they found their parents had been murdered. It took every ounce of self-control he had to take his sister to their aunt and uncle's in Katabuto. Rasil took it upon himsef to avenge his parents' death, but on the road back his emotions got the best of him and he ran with reckless abandon for what must have been hours until finally, he ran headlong into a strange old woman who spoke a strange tongue. After the initial shock and outrage, the woman could tell the boy was quite troubled. During weeks of gesturing and learning each other's language, the boy learned that this woman was called Ngo Tsubame. They soon learned a great deal about one another's lives. Rasil learned that Tsu was exiled from her clan for taking it upon herself to assassinate a shogun nearby who was planning to take them over. She admits she didn't forsee the war that followed, but mentioned pointedly that they won decisively. She then saught refuge on a trade ship that brought her to Garund, and she's been wandering from civilization to civilization ever since. She prefers Sargava to the others for the same reason Rasil's parents did: people are too busy worrying about themselves to pay you any mind...usually. When she learned of Rasil's misfortune, she trained him in ninjitsu and the way of the shinobi. Once his training was complete, he returned Sargava. But rather than simply assassinate his parents' killers outright, sabatoged their trade routes and made them seem undesireable to their potential customers. In the course of only a year or so, the would-be merchants were forced to sleep on the street from sheer poverty. Rasil then opened a Charity House to which they flocked. After a few days of food and shelter, he revealed his identity to them. In their horror and shame, they begged to be murdered, for they knew that's what they diserved. But Rasil instead charged them with running the Charity House, which they'd be able to do now that they can easily return to their trade. "You made my sister and I orphans, I made you homeless, now you will care for both." They happily agreed, and after ensuring she was able to defend herself, Rasil left Alisce in charge of the House. He went on doing what he had done in Eleder all over Sargava and the rest of Golarion, slowly gaining fame in the underworld as a shadow who could kill anyone, if the job met his standards.
-------------------- Akumu:
Akumu Hippogriff (Pathfinder RPG Bestiary 2 156) N Large magical beast Init +2; Senses darkvision 60 ft., low-light vision, scent; Perception +9 -------------------- Defense -------------------- AC 14, touch 12, flat-footed 11 (+2 Dex, +1 dodge, +2 natural, -1 size) hp 22 (3d10+6) Fort +6, Ref +6, Will +3 -------------------- Offense -------------------- Speed 40 ft., fly 100 ft. (average) Melee bite +4 (1d6+2), 2 claws +4 (1d4+2) Space 10 ft.; Reach 5 ft. -------------------- Statistics -------------------- Str 15, Dex 15, Con 14, Int 2, Wis 12, Cha 9 Base Atk +3; CMB +6; CMD 19 (23 vs. trip) Feats Dodge, Wingover Tricks Attack, Combat Riding, Come, Defend, Down, Guard, Heel Skills Acrobatics +2 (+6 to jump), Fly +5, Perception +9; Racial Modifiers +4 Perception SQ combat riding Combat Gear caltrops, holy water; Other Gear bedroll, exotic riding saddle, grappling hook, hammer, hemp rope (50 ft.), mess kit[UE], mirror, necklace of garlic bulbs (2 lb), piton (10), pot, saddlebags, soap, trail rations (5), waterskin -------------------- Special Abilities -------------------- Combat Riding [Trick] The animal has been trained to bear a rider into combat. Darkvision (60 feet) You can see in the dark (black and white only). Fly (100 feet, Average) You can fly! Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail. Scent (Ex) Detect opponents within 15+ feet by sense of smell. Wingover (1/round) Can turn up to 180 degrees as a free action without a Fly check. Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
-------------------- Yura Romanov:
Half-elf commoner 1 N Medium humanoid (elf, human) Init +4; Senses low-light vision; Perception +9 -------------------- Defense -------------------- AC 15, touch 15, flat-footed 10 (+4 Dex, +1 dodge) hp 9 (1d6+3) Fort +2, Ref +4, Will +0; +2 vs. enchantments Immune sleep -------------------- Offense -------------------- Speed 30 ft. Melee dagger +0 (1d4/19-20) or . . dagger +0 (1d4/19-20) or . . dagger +0 (1d4/19-20) -------------------- Statistics -------------------- Str 10, Dex 18, Con 14, Int 12, Wis 10, Cha 14 Base Atk +0; CMB +0; CMD 15 Feats Dodge, Simple Weapon Proficiency (dagger), Skill Focus (Perception) Skills Climb +4, Disable Device +5, Perception +9; Racial Modifiers +2 Perception Languages Common, Elven, Hallit SQ elf blood Combat Gear caltrops; Other Gear dagger, dagger, dagger, backpack, bedroll, belt pouch, chalk (10), flint and steel, grappling hook, hemp rope (50 ft.), mess kit[UE], mirror, piton (10), pot, soap, thieves' tools, torch (10), trail rations (5), waterskin, 49 gp -------------------- Special Abilities -------------------- Elf Blood Half-elves count as both elves and humans for any effect related to race. Elven Immunities - Sleep You are immune to magic sleep effects. Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail. |