Dexinis

Rizzen Tal'Ashar's page

68 posts. Alias of Jolly Roger.


Strength 10
Dexterity 24
Constitution 14
Intelligence 16
Wisdom 18
Charisma 15

About Rizzen Tal'Ashar

crunch:

Monk(maneuver master) 2/ Ninja(scout) 4
CE Medium Drow Noble Weretiger / Humanoid (Elf, Shapechanger)
Init +6; Senses Perception +20, Darkvision, Lowlight, See in the darkness, Scent
==DEFENSE==
AC 26, touch 22, flat-footed 26 (+6 dex, +4 natural armor, +4 monk bonus)
hp 51 (6d8+12)
SR 17
Fort +7, Ref +14, Will +9
Defensive Abilities Spell Resistance (PFBty 114), Elven Immunities (PFCR 22), Defensive Abilities (PFBty), Natural Armor Bonus (PFBty), Evasion (PFCR 68), AC Bonus (PFCR 57), Uncanny Dodge (PFCR 34)
==OFFENSE==
Spd 30 ft/x4
Melee Mwk Wakazashi (ci/silversheen) +10 (1d6+7) 19-20/x2 [PA+AS]
Melee Unarmed Strike +11 (1d6+8) 20/x2 [PA+AS]
Melee Bite +11 (2d6+15) 20/x2 + Grab (When shapeshifted)
Melee 2x Claws +11 (1d8+15) 20/x2 (When shapeshifted)
Melee 2x Rake +11 (1d8+15) 20/x2 (When shapeshifted and grappled)
Special Attacks Flurry of Maneuvers, Ki Pool [8] (PFCR 59), Sneak Attack [2d6] (PFCR 68), Unarmed Strike (PFCR 59)
==STATISTICS==
Str 10, Dex 24, Con 14, Int 16, Wis 18, Cha 15
BAB +4, CMB +13(+17 DT/+19 Grapple), CMD +27
Feats Armor Proficiency (LIGHT) (PFCR 118), Improved Unarmed Strike (PFCR 128), Power Attack (PFCR 131), Stunning Fist (PFCR 135), Weapon Finesse (PFCR 136)
Skills Acrobatics +17, Bluff +11, Diplomacy +7, Disable Device +18, Disguise +16, Intimidate +11, Knowledge (local) +7, Knowledge (nobility) +6, Perception +20, Sense Motive +11, Stealth +20, Survival +6, Use Magic Device +11
SQ Drow Magic (PFBty 114), Poison Use (PFBty 114)
SU Ninja Ki (PFUC 14)
MC Monk Stunning Fist (PFCR 59), Ninja Tricks (PFUC 14 - 16)
Languages Abyssal, Common, Elven, Undercommon
==Magic==
Eq'd Magic Dusty Ioun stone, Wayfinder(with message), Belt of Dexterity +2, Hat of Disguise, Amulet of Mighty Fists +1, Cloak of Resistance +1

feats & traits:

-- DROW RACIAL TRAITS --
• Dex: +6, Int: +2, Wis: +4, Cha: +2
• TYPE: Humanoid (Elf, Shapechanger)
• SIZE: Medium
• SPECIAL VISION: 60 ft Darkvision, 60ft Low Light vision, See in the Darkness special ability
• DEVILBOUND: +4 save vs Poison, resist fire 30, regeneration 5(good), Summon Demon, Quickened Fireball (3x) Invisibility (3x), Blasphemy (1x)
• DROW MAGIC: Drow nobles can cast dancing lights, deeper darkness, faerie fire, feather fall, and levitate each at will, and have detect magic as a constant spell-like ability. A drow noble can also cast divine favor, dispel magic, and suggestion once per day each. In some cases, a drow noble's spell-like abilities might vary, although the level of a particular spelllike ability does not. A drow noble's caster level for her spell-like abilities is equal to her character level.
• SPELL RESISTANCE: Drow Nobles have spell resistance equal to 17.
• POISON USE: Drow are skilled in the use of poison and never risk
accidentally poisoning themselves.
• WEAPON FAMILIARITY: Drow are proficient with the hand crossbow, rapier
and short-sword.
• ELVEN BLOOD: Drow Nobles count as elves for any effect related to race.
• ELVEN IMMUNITIES: Elves are immune to magic sleep effects and get a +2
racial saving throw bonus against enchantment spells or effects.
• KEEN SENSES: Elves receive a +2 racial bonus on Perception skill checks.
• DEFENSIVE ABILITIES: A natural lycanthrope gains DR 10/silver in animal or hybrid form.
• NATURAL ARMOR BONUS: In hybrid or animal form the lycanthrope has the natural armor bonus of +5.
• SCENT
• Automatic Languages: Elven, Undercommon
• Bonus Languages: Abyssal, Aklo, Aquan, Common, Draconic, Drow Sign Language,
Gnome, Goblin

-- CLASS ABILITIES --
• FAVORED CLASS (Ninja) : You've gain the following bonuses: +6 Hit Point.
• EVASION: You can avoid even magical and unusual attacks with great agility. A successful Reflex saving throw against an attack that normally deals half damage on a successful save, you instead takes no damage. Must be in light armor or no armor and not helpless. (PFCR 68).
• FLURRY OF Maneuvers: As part of a full-attack action, a maneuver master can make one additional combat maneuver, regardless of whether the maneuver normally replaces a melee attack or requires a standard action. The maneuver master uses his monk level to determine his CMB, though all combat checks suffer a -2 when using flurry.
• KI POOL: You gain a pool of ki points, supernatural energy, you can use to accomplish amazing feats. Your ki pool equals 8. The ki pool is replenished each morning after 8 hours of rest or meditation. (PFCR 59).
• AC BONUS: Add +4 to AC and CMD when unarmored and unencumbered. Apply vs. touch attacks and when flat-footed. (PFCR 57).
• MONK BONUS FEATS: You have chosen the following monk bonus feats: Improved Grapple & Improved Dirty Trick
• MONK STUNNING FIST: Stunning Fist as a free feat at 1st level, with extra benefits at higher levels. (PFCR 59).
• MONK WEAPONS AND ARMOR: Monks are proficient with club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shuriken, siangham, and sling. Monks are not proficient with any armor or shields When wearing armor, using a shield, or carrying a medium or heavy load, a monk loses her AC bonus,
as well as her fast movement and flurry of blows abilities. (PFCR 57).
• NINJA KI: The 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. (PFUC 14).
• NINJA TRICKS: You have chosen the following ninja tricks: Style Master Offensive Defense.
- Ventriloquism: As swift action, throw voice as ventriloquism. 1ki point for 4 min.
- Offensive Defense: When a rogue with this talent hits a creature with a melee attack that deals sneak attack damage, the rogue gains +1 dodge bonus to AC for each sneak attack die rolled for one round.
• NINJA WEAPONS AND ARMOR: Ninja are proficient with all simple weapons,
plus the kama, katana, kusarigama, nunchaku, sai, shortbow, short sword, shuriken, siangham, and wakizashi. They are proficient with light armor but not with shields.
(PFUC 13).
• NO TRACE: You learns to cover your tracks, remain hidden, and conceal your presence. The DC to track you increases by +1. Your training gives you a +1 insight bonus on Disguise skill checks and on opposed Stealth checks whenever you are stationary and take no action for at least 1 round. (PFUC 16).
• POISON USE: You are trained in the use of poison and cannot accidentally posion yourself when applying poison. (PFAPG 31).
• Scout’s Charge (Ex)
At 4th level, whenever a scout makes a charge, her attack deals sneak attack damage as if the target were flat-footed. Foes with uncanny dodge are immune to this ability. This ability replaces uncanny dodge.
• SNEAK ATTACK: Deal +2d6 sneak attack damage in addition to weapon damage any time the enemy is denied a dexterity bonus to AC or is flanked by you. Ranged attacks must be within 30 ft to do sneak attack damage. (PFCR 68).
• UNARMED STRIKE: You gain Improved Unarmed Strike at 1st level as a bonus feat. You can attack with any appendage, no negatives for offhand attacking. You deal more damage with an offhand attack. (PFCR 59).

-- TRAITS --
• ADOPTED (Social): Your adopted parents are of the Tiefling race. (PFAPG 329)
• REACTIONARY (Combat): You gain a +2 trait bonus to Initiative checks. (PFAPG 328)
• SHADOW STABBER (Race: Tiefling): An instinct for dishonorable conduct serves you well when fighting opponents who are blind, oblivious, or blundering around in the dark. You gain a +2 trait bonus on melee weapon damage rolls made against foes that cannot see you. (PFCo: BoF 31)
• METICULOUS: You plan and prepare everything in detail, and aren't good at improvising when things don't go as planned. You take a –2 penalty on skill checks for skills with which you're untrained. (PFUCgn 65)
• Trap Finder: You gain a +1 trait bonus on Disable Device checks, and that skill is always a class skill for you. In addition, you can use Disable Device to disarm magic traps, like a rogue.

-- COMBAT FEATS --
• ARMOR PROFICIENCY (LIGHT): When you wear a type of armor in which
you are proficient, the armor check penalty for that armor applies only to Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand, and Tumble checks.
(PFCR 118)
• IMPROVED UNARMED STRIKE: You are considered to be armed even when unarmed, you do not provoke attacks of opportunity from armed opponents when you attack them while unarmed. However, you still get an attack of opportunity against any opponent who makes an unarmed attack on you. In addition, your unarmed strikes can deal lethal or nonlethal damage. (PFCR 128)
• Improved Dirty Trick: +2 to dirty trick, no aoo.
• Improved Grapple: +2 to grapple, no aoo.
• POWER ATTACK: Take -2 to melee attack rolls for +4 in melee damage bonus (+6 for 2HD or with natural weapons that do 1-1/2 Str mod, +2 for off-hand or secondary natural weapons). Lasts until your next turn. (PFCR 131)
• STUNNING FIST: Declare that you are using this feat before you make your attack roll. A foe damaged by your unarmed attack are stunned until just before your next action (Fort DC 19). A stunned creature drops everything held, can't take actions, takes a -2 penalty to AC, and loses his Dexterity bonus to AC. Can be used only once per round. Can be used 5 times per day. Creatures immune to critical hits
cannot be stunned. (PFCR 135)
• WEAPON FINESSE: With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls. (PFCR 136)

gear:

Masterwork thief tools, wand of mage armor, assortment of arrows.
-- MAGIC ITEMS --
• BELT OF INCREDIBLE DEXTERITY +2: This belt has a large silver buckle, usually depicting the image of a tiger. The belt grants the wearer
an enhancement bonus to Dexterity. [CL: 8th] [Belt/Waist (PFCR)]
• EYES OF THE EAGLE: These items are made of special crystal and fit over the eyes of the wearer. These lenses grant a +5 competence bonus on
Perception checks. Wearing only one of the pair causes a character to become dizzy and stunned for 1 round. Both lenses must be worn for the magic item to take effect. [CL: 3rd] [Eyes/Face (PFCR)]
• GAUNTLETS OF THE SKILLED MANEUVER (DIRTY TRICK): The wearer of these gauntlets gains a +2 bonus on the selected combat maneuver check.
[CL: 3rd] [Hands (PFUEq 235)]
• HAT OF DISGUISE: This apparently normal hat allows its wearer to alter her appearance as with a disguise self spell. As part of the disguise, the hat can be changed to appear as a comb, ribbon, headband, cap, coif, hood, helmet, and so on. [CL: 1st] [Head (PFCR)]
• AMULET OF MIGHTY FISTS +1: This amulet grants an enhancement bonus on attack and damage rolls with unarmed attacks and natural weapons. Alternatively, this amulet can grant melee weapon special abilities, so long as they can be applied to unarmed attacks. [CL: 5th] [Neck (PFCR 496)]
• CLOAK OF THE HEDGE WIZARD: This cloak comes in eight varieties—one for each school of magic. The cloak grants its wearer the ability to use a certain number of spells on command (caster level 1st) based on its school of magic. It also grants the wearer the ability to use prestidigitation on command and at will.
Transmutation: at will—mage hand; 1/day—enlarge person, expeditious retreat.
• WAYFINDER: A small magical device patterned on the design of ancient Azlanti relics, a wayfinder is a compact compass typically made from silver and bearing gold accents. While it serves as a badge of office for agents of the Pathfinder Society, a wayfinder is as much a handy tool as a status symbol. With a command word, you can cause a wayfinder to shine (as the light spell). A wayfinder also acts as a nonmagical (magnetic) compass, granting you a +2 circumstance bonus on Survival checks to avoid becoming lost. All wayfinders feature a small indentation designed to hold a single ioun stone. An ioun stone slotted in this manner grants you its normal benefits as if it were orbiting your head. [CL: 5th] [Pack (PFAP: ShSt(PG) 11)]

-- IOUN STONES --
• DUSTY ROSE PRISM, TYPICAL: This stone grants the wearer a +1 insight bonus to AC. [Ioun Stones (PFCR)]