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About Rizzen Tal'Asharcrunch:
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 --
-- TRAITS --
-- COMBAT FEATS --
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 --
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