Sangkip dyes his fur odd colors and swaggers to make sure everyone notices him walk into a room. He's barely more than 2 and half feet tall, so it doesn't always happen if he doesn't make a point of it.
AC 25 (+6 armor, +6 Dex, +1 Size, +1 Def, +1 NA)
CMD 19 (+4 BaB, -1 Str, +6 Dex, -1 Size, +1 Def)
+2 dodge vs. Light Blades
Fort +5 (+2 Base +1 Con, +2 Resistance)
Speed 30', Climb 20'
CMB +2 (+9 if using finesse)
Dagger +13 1d3+7 19-20
Full attack +11/+11 d3+7/+4 19-20
Acrobatics +15 (6 ranks +6 Dex +3 misc)
Bluff +11 (6 ranks +2 Int +3 misc)
Climb +15 (5 ranks -1 Str +3 misc +8 racial)
Disable Device +17 (6 ranks +6 Dex +3 misc, +2 circ.)
Escape Artist +12 (3 ranks +6 Dex +3 misc)
Knowledge (Dungeoneering) +10 (5 ranks +2 Int +3 misc)
Knowledge (Local) +10 (5 ranks +2 Int +3 misc)
Perception +11 (6 ranks +2 Wis +3 misc)
Sleight of Hand +15 (6 ranks +6 Dex +3 misc) (+2 to steal things) (+3 to hide blades)
Stealth +19 (6 ranks +6 Dex +3 misc +4 size)
Use Magic Device +11 (6 ranks +2 Int +3 misc)
Favored Class: Rogue, +6 hp
Low-Light Vision: Sangkip can see twice as far as a human in dim light.
Change Size: One vanara in every 500 is gifted with limited shapeshifting ability. As such a creature, Sangkip can adjust his size at will. He gains the change shape ability and the shapeshifter subtype. Instead of changing appearance, he can use change shape to reduce his size category to Small. Changing size or returning to his true size is a fullround action. Sangkip's stats assume he is small size.
Prehensile Tail: Sangkip has a long, flexible tail that he can use to carry objects. He can't wield weapons with his tail, but his tail allows him to retrieve small, stowed objects carried on his person as a swift action.
Sneak Stab: If Sangkip can catch an opponent when he is unable to defend himself effectively from his attack, he can strike a vital spot for extra damage.
Sangkip’s attack deals extra damage anytime his target would be denied a Dexterity bonus to AC, or when Sangkip flanks his target. This extra damage is 3d8 when using daggers and 3d4 with other weapons. Ranged attacks can count as sneak attacks only if the target is within 30 feet. This additional damage is precision damage and is not multiplied on a critical hit.
With a weapon that deals nonlethal damage (such as a sap, unarmed strike, or whip), Sangkip can make a sneak attack that deals nonlethal damage instead of lethal damage. He cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack—not even with the usual –4 penalty.
Sangkip must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. He cannot sneak attack while striking a creature with total concealment.
Hidden Blade: Sangkip adds 1/2 his level on Sleight of Hand checks made to conceal a light blade (+3).
Finesse Training: Sangkip gains Weapon Finesse as a bonus feat. In addition he may add his Dexterity modifier instead of his Strength modifier to melee damage rolls with daggers.
Evasion: Sangkip can avoid even magical and unusual attacks with great agility. If he succeeds at a Reflex saving throw against an attack that normally deals half damage, he instead takes no damage. This ability does not function in medium or heavy armor or while Sangkip is helpless.
Minor Magic: Sangkip has the ability to cast acid splash at will as a spell-like ability.
Blade Sense: Sangkip is so skilled in combat involving light blades that he gains a +2 dodge bonus to AC against attacks made against him with light blades.
Debilitating Injury: Whenever Sangkip deals sneak attack damage to a foe, he can also debilitate the target of his attack, causing it to take a penalty for 1 round (this is in addition to any penalty caused by a rogue talent or other special ability). Sangkip can choose to apply any one of the following penalties when the damage is dealt.
Bewildered: The target becomes bewildered, taking a –2 penalty to AC. The target takes an additional –2 penalty to AC against all attacks made by the rogue. At 10th level and 16th level, the penalty to AC against attacks made by the rogue increases by –2 (to a total maximum of –8).
Disoriented: The target takes a –2 penalty on attack rolls. In addition, the target takes an additional –2 penalty on all attack rolls it makes against the rogue. At 10th level and 16th level, the penalty on attack rolls made against the rogue increases by –2 (to a total maximum of –8).
Hampered: All of the target’s speeds are reduced by half (to a minimum of 5 feet). In addition, the target cannot take a 5-foot step.
These penalties do not stack with themselves, but additional attacks that deal sneak attack damage extend the duration by 1 round. A creature cannot suffer from more than one penalty from this ability at a time. If a new penalty is applied, the old penalty immediately ends. Any form of healing applied to a target suffering from one of these penalties also removes the penalty.
Scout’s Charge: Whenever Sangkip makes a charge, his attack deals sneak attack damage as if the target were flat-footed. Foes with uncanny dodge are immune to this ability.
Major Magic: Sangkip gains the ability to cast vanish once per day as a spell-like ability for every 2 rogue levels he possesses (3). Sangkip's caster level for this ability is equal to his rogue level. The save DC for this spell is 11 + Sangkip's Intelligence modifier (13).
Skill Edge (Acrobatics):Sangkip can move at normal speed through a threatened square without provoking an attack of opportunity by increasing the DC of the check by 5 (instead of by 10). He is not denied his Dexterity bonus when attempting Acrobatics checks with DCs of 20 or lower.
Weapon Training: Sangkip gained Weapon Focus as a bonus feat.
Two-Weapon Fighting: Sangkip's penalties on attack rolls for fighting with two weapons are reduced. The penalty for his primary hand lessens by 2 and the one for his off hand lessens by 6.
Weapon Finesse With a light weapon, natural weapon, rapier, whip, or spiked chain made for a creature of your size category, Sangkip 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.
Combat Expertise: Sangkip can increase his defense at the expense of his accuracy.
Improved Feint: Sangkip is skilled at fooling his opponents in combat. He can make a Bluff check to feint in combat as a move action.
Weapon Focus: Sangkip is particularly skilled with daggers. He gains a +1 bonus to attack rolls with them.
Pragmatic Activator: While some figure out how to use magical devices with stubborn resolve, Sangkip's approach is more pragmatic. He may use his Intelligence modifier when making Use Magic Device checks instead of his Charisma modifier.
Clever Wordplay: Sangkip's cunning and logic are more than a match for another’s confidence and poise. Sangkip can attempt Bluff checks using his Intelligence modifier instead of his Charisma modifier.
+1 Dagger x2, Cloak of Resistance +2, Cold Iron Dagger x2, mithral chain shirt +1, Silver Light Mace, Shortbow, 20 arrows, waterskin, Alchemist's Fire x2, Acid x2, Wand of Cure Light Wounds (34), masterwork thieves' tools, Oil of Daylight, Potion of Fly, Wayfinder, Belt of Dexterity +2, Ring of Protection +1, Spiritbane Spike, Slime Slow x2.
17/19.5 lbs. - Light encumbrance
Current Gold: 102 gp
Prestige and Boons:
Enduring Scholar: Sangkip's exposure to dangerous magic has conditioned him to resist spells. 1/adventure before rolling a saving throw against a spell, he can apply a bonus equal to 1+half the goals he has completed (+4)
Magical Tinkerer: Sangkip has a knack for analyzing and activating magic items. Once per adventure, he can use a bonus equal to 5+ twice the number of goals he has completed for a Use Magic Device check, or get a +2 bonus, whichever is higher. (+17)
Elixir of Treasure Seeking 1/1: One of the special treasures Sangkip recovered while seeking fame and fortune was a flask of liquid that glowed softly with golden light. Drinking the elixir gives him the ability to find treasure in unlikely places, granting him a +2 competence bonus on Appraise and Perception checks for the duration of an adventure. In addition, if he earns less than the maximum gold piece reward during an adventure, his sharpened senses lead him to a small cache of gold and gems that increases the gold earned by 150 gp up to the maximum reward given in the adventure.
Impressive Find x2 (used): A representative from the Pathfinder Society has heard of Sangkip's discoveries in the River Kingdoms and Ustalav and invites him to join the Society as a field agent. Once he earns 12 or more Fame, his superiors will avoid him one additional Prestige Point in recognition of his excellence.
Pleasure Doing Business: As thanks for his assistance, Ulisha offered to sell Sangkip Silverhex at a lower price: 6,326.
Draw from the Deck: Sangkip has recovered a psychically charged harrow deck, commonly used for telling fortunes. He can expend its remaining energy to draw a card at random as a standard action, giving him a +2 enhancement bonus to the ability score that matches the suit of the card drawn until the end of the adventure.
Well-Earned Reward: Dr. Quolorum's principle interest in these missions was uncovering the secret behind the strange phenomena near Lantern Lake, and any treasure recovered was merely a pleasant surprise. Although a share of the treasure was not in the original contract, he subsidizes the cost as a favor to Sangkip. He may purchase gloves of swimming and climbing, necklace of fireballs, and robe of useful items at a reduced rate.
Kassen's Blessing: Sangkip carries a small charm from the spirit of Kassen. Once he may reroll a single attack, save, or skill check after the roll is made, but before the result is revealed.
Belkzen Veteran: Sangkip has crossed the Hold of Belkzen, negotiated with the orc representatives, and clashed with opportunistic raiders. He can spend 2 Prestige Points to learn Orc as a bonus language. In addition, he may once gain the benefits of the orc ferocity half-orc racial trait for 1 round.
Martyr's Shard 1, 2, 3, 4: The paladin Ivvora wielded a powerful dagger in service to her angelic patron, Vildeis. In helping recover and restore the hilt, Sangkip is able to begin imubing a facsimile of the blade to combat evil on his own terms. Once as a free action, Sangkip can grant one weapon he wields a +1 enhancement bonus and the ability to overcome damage reduction and regeneration as a cold iron, good-aligned weapon for 1 minute. During this time, attacks with this weapon also ignore the first 5 points of DR possessed by undead.
Scarred Champion: Vildeis grants the strength to endure pain to strike down evil, and in escorting Ivvora's hilt back to the Twinhorn following, Sangkip now carries a spark of that empyreal lord's divine resilience. When he would fail a saving throw against the spell or SLA of an undead creature, he may once roll 1d6 and increase the saving throw result by that amount. This near-death experience will leave him with a hand-sized scar somewhere on his body - a reminder of Vildeis's assistance.
Magnimarian Debt: The many wealthy and influential attendees of the auction for the Runecarved Key, among them some who actively bid against the Pathfinder Society for the ancient relic, owe Sangkip a debt of gratitude for dealing with the assault on the Temple of Abadar. In thanks for saving their lives from the rampaging cultists, the citizens of Magnimar can be called upon in the future to assist Sangkip when his life needs saving - or restoring. Once when he would pay for the casting of a raise dead, resurrection, or true ressurection, he may call upon this favor and reduce the price of the spellcasting service by half whether paid for with coins or Prestige Points.
Formidable Renown: Word of Sangkip's defeat of the cultists of Lissala and his tenacity in the face of the relentless onslaught of summoned outsiders has quickly spread through the ranks of the secretive cult. When facing a worshiper of Lissala, he gains a +2 bonus on Intimidate checks to demoralize them, and can make one such attempt per encounter as a move action.
Frozen Fortitude: Even the coldest wilderness could not fell you. Now Sangkip is prepared to endure freezing attacks or even draw strength from the snow. As a swift action, Sangkip can once gain cold resistance equal to 5+his character level for a minute. He can instead use up this boon as an immediate action, but doing so grants him only cold resistance equal to his level.
Triumph Over Scales: Sangkip has braved the Realm of the Mammoth Lords, not only defeating a tribe of kobolds but also slaying their white dragon overlords. He has spent two Prestige Points to learn Draconic. In addition, he can once get a +10 insight bonus to confirm a critical hit against a dragon or reptilian humanoid, or gain the benefits of heavy fortification against a critical hit from one of them.
Evenhanded Investigator: By capturing a dangerous renegade guard, Sangkip demonstrated bravery and foresight, and an uncommon respect for the process of law. He gains a +2 circumstance bonus on Diplomacy checks when dealing with guards and city officials within Absalom.
Blight Bane: As a swift action, Sangkip can once challenge an animal, plant, or vermin creature that he can see, gaining special bonuses against that foe for a number of rounds equal to his Wisdom modifier (2). He gains a +1 bonus on attack rolls against that foe, and his weapons and spells deal an extra d6 damage against it. The bonuses increase to 2 and 2d6 if the creature is fiendish. He can instead grant these bonuses to an adjacent ally as a move action.
Fangwood Purifier: Sangkip has vanquished the blighted infestation growing in part of the Fangwood, and in time the flora, fauna, and fey will recover. Once he can attempt a wild empathy check to influence an animal or magic beast as if a druid of his level.
Siege-Hardened: Sangkip survived the Siege of Nerosyan, and he has learned some impressive tricks for fighting demons. He gains a +1 bonus on weapon damage rolls against creatures with the demon subtype.
Defender of Nerosyan: The city of Nerosyan stands in part because of Sangkip's actions and Queen Galfrey herself has taken note. While in Mendev or in the Worldwound, he reduces the cost of purchasing a Prestige Award while outside of a settlement of 5,000 residents or more by 4. Sangkip gains a 10% discount on any magical items that require a spell with the Good descriptor as a spell prerequisite. This discount does not stack with other discounts.
Mendevian Commendation x3: Sangkip has received a medal for his service to Mendev and the Fifth Crusade. He has a +3 bonus on Charisma-based skill and ability checks made to influence crusaders of Mendev.
Blood and Courage (3/3): As long as Sangkip's current hit point total is less than half his maximum hit points, he gains a +2 bonus on Intimidate checks against evil creatures and a +2 bonus on saving throws against fear. While benefiting from these bonuses, he can thrice demoralize all evil creatures in a 15-foot cone as a standard action.
Empyreal Revenant: Nothing can keep Sangkip from achieving his goal. Within 3 rounds of dying, Sangkip can once begin slowly recovering, fueled by a combination of personal determination and supernatural vigor. During this time, he cannot be turned into an undead creature. After 1 minute, he is restored to life per raise dead with half his maximum hit points, gaining no negative levels in the process. If he died as a result of ability damage or drain, he either removes 8 points of that ability damage or removes enough ability drain to return that ability score to 8 (though no higher than his original ability score value). If he died as a result of negative levels, he removes a number of temporary negative levels equal to half his level (rounded up).
Using their Strength Against Them: Sangkip has learned several of the key strategies of both players in the Fifth Crusade, and with teh help of Zarta Dralneen he has developed a strategy that he might use
Ghalcor’s Spellcraft: Following the battle at Ghalcor’s Tower, Sangkip was able to study the dead cleric’s notes and discovered that he also developed a handful of powerful spells. Now the Pathfinder Society and the Mendevian Crusade can wield these in the fight against the Worldwound. So long as you possess this boon, all of your Pathfinder Society Organized Play characters have access to the following spells from Pathfinder Player Companion: Demon Hunter’s Handbook as if they appeared on the Additional Resources page: burst with light, detect demon, and righteous blood.
Scenarios: 2017 GM Boon #2, The Silverhex Chronicles, The Phantom Phenomena, Crypt of the Everflame, Mists of Mwangi, The Solstice Scar (A), Race for the Runecarved Key, The Solstice Scar (B), The God's Market Gamble, The Solstice Scar (C), Siege of the Diamond City, Scars of the Third Crusade, The Solstice Scar (D), The Wardstone Patrol, The Traitor's Lodge, Weapon in the Rift (1 PP)
Nasty puckered scar near his shoulder