Medium Female Outsider (Fetchling)/Augmented Undead:
Sarasha is a thin, lithe humanoid with blue-black hair (dyed, naturally it is stark white) and light grey skin. Tall and willowy, her eyes are a light purple. Her fingernails are typically painted a dark purple, almost black.
5'6", 90 lb, 22 years old
Backstory:
Sarasha grew up in the employ of a powerful human who chose to live on the Plane of Shadow, known only as "the Master". The servants, gathered or captured from across the multiverse at very young ages, considered themselves to be an extended family. Sarasha chafed at the boring drudgery of daily cooking, but found no way of escape until one day her sister Sarosha managed to escape the Master's watchful eye and disappear into the Prime Material plane.
While the Master was occupied in searching, she stepped through a mirror in the Master's bedroom and found her own escape.
She must find Sarosha and evade the Master until he either gives up looking (not likely) or they together grow powerful enough to return and kill him.
She has spent time as a busker and a pickpocket, but has recently switched to adventuring in the hopes of amassing a fortune.
While stalking a dragon through its lair, she was killed by the blow of an Irori Mummy, and was transformed into a mummy herself.
HP/Init/Move/Vision/BAB:
Max HP 48 (4x(d8+3)+4+(d10+3)) Initiative +3 Vision Darkvision, Low-light vision 60ft Move 20ft Climb 20ft BAB +5
Init=(Dex +3), Climb=Slippers
Classes/Alignment/Deity/XP/Prestige/Point Buy:
Classes Unchained Rogue/4, Swashbuckler/1 Favored Class Rogue Alignment Chaotic Good DeityCayden CaileanXP 0 PP 0 Point Buy 15
AC 16 (CE 18, RoFS 17, CE+ROFS 19) (Touch 15, Flat Footed 11) +1 vs. Traps:
Masterwork Chain Shirt (100gp, AC +4, Max Dex +4, Armor Check –1, Arcane Failure 20%, 20ft, 25 lbs)
Wyrmsmite Transformative Longsword +2 Dragonsbane (vs Dragons +4, +2d6 damage)
Ring of Major Acid Resistance (DR30/Acid)
Slippers of Spider Climbing (Climb 20ft, 10 min/day)
Ring of Force Shield (+2 Shield AC, dismissed at will)
Bracers of Armor +1
Composite Shortbow STR+0 (2 lb, 75 gp)
x20 Arrows, common (3 lb, 1 gp)
Pickpocket's Outfit (-, 0gp)
Rogue's Kit (backpack, bedroll, belt pouch, caltrops, chalk (10), flint & steel, grappling hook, iron pot, mess kit, mirror, pitons (10), rope, soap, thieves tools, torches (10), trail rations (5 days), waterskin)
Masterwork Survival Kit
x3 Scroll Case
Scroll, Alarm Scroll, Comprehend Languages
Scroll, CLW
Scroll, Mage Hand
Scroll, Message
Scroll, Purify Food and Drink
Scroll, Stabilize
Wand, Inflict Moderate Wounds, UMD DC23, 2d8+3 HP, charge 9/50
coins (51gp)
Weight Allowance: Light 33 Medium 66 Heavy 100
=== Feats === Combat Expertise (Thieves) You can choose to take a -1 penalty (Trait) on melee attack rolls and combat maneuver checks to gain a +2 dodge bonus to your Armor Class. You can only choose to use this feat when you declare that you are making an attack or a full-attack action with a melee weapon. The effects of this feat last until your next turn.
Improved Dirty Trick You do not provoke an attack of opportunity when performing a dirty trick combat maneuver. In addition, you receive a +2 bonus on checks made to attempt a dirty trick. You also receive a +2 bonus to your Combat Maneuver Defense when an opponent tries a dirty trick on you.
Improved Disarm You do not provoke an attack of opportunity when performing a disarm combat maneuver. In addition, you receive a +2 bonus on checks made to disarm a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to disarm you.
Improved Feint You can make a Bluff check to feint in combat as a move action.
Improved Steal You do not provoke an attack of opportunity when performing a steal combat maneuver. In addition, you receive a +2 bonus on checks made to steal an item from a foe. You also receive a +2 bonus to your Combat Maneuver Defense when an opponent tries to steal an item from you.
Agile Maneuvers You add your Dexterity bonus to your base attack bonus and size bonus when determining your Combat Maneuver Bonus instead of your Strength bonus.
Step Up Whenever an adjacent foe attempts to take a 5-foot step away from you, you may also make a 5-foot step as an immediate action so long as you end up adjacent to the foe that triggered this ability. If you take this step, you cannot take a 5-foot step during your next turn. If you take an action to move during your next turn, subtract 5 feet from your total movement.
Dodge +1 Dodge AC
=== Class Features (Unchained Rogue) === Weapon and Armor Proficiency Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, short sword, and shortbow. They are proficient with light armor, but not with shields.
Sneak Attack If a rogue 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 rogue's attack deals 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 rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every 2 rogue levels thereafter. 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.
Trapfinding A rogue adds 1/2 her level on Perception checks to locate traps and on Disable Device checks (minimum +1). A rogue can use Disable Device to disarm magic traps.
Finesse Training Siangham (Ex) At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level.
Evasion (Ex) At 2nd level, a rogue can avoid even magical and unusual attacks with great agility. If she succeeds at a Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.
Rogue Talents As a rogue gains experience, she learns a number of talents that aid her and confound her foes. Starting at 2nd level, a rogue gains one rogue talent. She gains an additional rogue talent for every 2 levels of rogue attained after 2nd level. A rogue cannot select an individual talent more than once.
Danger Sense (Ex) At 3rd level, a rogue gains a +1 bonus on Reflex saves to avoid traps and a +1 dodge bonus to AC against attacks made by traps. In addition, she gains a +1 bonus on Perception checks to avoid being surprised by a foe.
Debilitating Injury (Ex) At 4th level, whenever a rogue deals sneak attack damage to a foe, she can also debilitate the target of her 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). The rogue 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.
Uncanny Dodge (Ex) At 4th level, a rogue 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 rogue with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her.
=== Rogue Talents == Weapon Focus (Siangham) You gain a +1 bonus on all attack rolls you make using the selected weapon.
Bleeding Attack* (Ex) You can cause living opponents to bleed when hitting them with a sneak attack. This attack causes the target to take 2 additional points of damage each round. Bleeding creatures take that amount of damage every round at the start of their turns. The bleeding can be stopped by a DC 15 Heal check or the application of any effect that heals hit point damage. Bleeding damage from this ability does not stack with itself. Bleeding damage bypasses any damage reduction the creature might possess.
=== Class Features (Swashbuckler) === Weapon and Armor Proficiency Swashbucklers are proficient with simple and martial weapons, as well as light armor and bucklers.
Swashbuckler Finesse (Ex) At 1st level, a swashbuckler gains the benefits of the Weapon Finesse feat with light or one-handed piercing melee weapons, and she can use her Charisma score in place of Intelligence as a prerequisite for combat feats. This ability counts as having the Weapon Finesse feat for purposes of meeting feat prerequisites.
Panache (Ex) Max/Starting Panache per day = Cha modifier. Regain a Panache with a Critical Hit or Killing Blow with a light or one-handed piercing weapon.
Deeds Swashbucklers spend panache points to accomplish deeds.
=== Deeds === Derring-Do (Ex) At 1st level, a swashbuckler can spend 1 panache point when she makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll 1d6 and add the result to the check. She can do this after she makes the check but before the result is revealed. If the result of the d6 roll is a natural 6, she rolls another 1d6 and adds it to the check. She can continue to do this as long as she rolls natural 6s, up to a number of times equal to her Dexterity modifier (minimum 1).
Dodging Panache (Ex) At 1st level, when an opponent attempts a melee attack against the swashbuckler, the swashbuckler can as an immediate action spend 1 panache point to move 5 feet; doing so grants the swashbuckler a dodge bonus to AC equal to her Charisma modifier (minimum 0) against the triggering attack. This movement doesn't negate the attack, which is still resolved as if the swashbuckler had not moved from the original square. This movement is not a 5-foot step; it provokes attacks of opportunity from creatures other than the one who triggered this deed. The swashbuckler can only perform this deed while wearing light or no armor, and while carrying no heavier than a light load.
Opportune Parry and Riposte (Ex) At 1st level, when an opponent makes a melee attack against the swashbuckler, she can spend 1 panache point and expend a use of an attack of opportunity to attempt to parry that attack. The swashbuckler makes an attack roll as if she were making an attack of opportunity; for each size category the attacking creature is larger than the swashbuckler, the swashbuckler takes a –2 penalty on this roll. If her result is greater than the attacking creature's result, the creature's attack automatically misses. The swashbuckler must declare the use of this ability after the creature's attack is announced, but before its attack roll is made. Upon performing a successful parry and if she has at least 1 panache point, the swashbuckler can as an immediate action make an attack against the creature whose attack she parried, provided that creature is within her reach.
=== Class Features (Unchained Monk) === Proficiency Monks are proficient with the club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, short sword, shortspear, shuriken, siangham, sling, spear, and any weapon with the monk special weapon quality.
AC Bonus When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and CMD. In addition, a monk gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four monk levels thereafter, up to a maximum of +5 at 20th level. These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.
Bonus Feat At 1st level, 2nd level, and every 4 levels thereafter, a monk can select a bonus feat. These feats must be taken from the following list: Catch Off-Guard, Combat Reflexes, Deflect Arrows, Dodge, Improved Grapple, Scorpion Style, and Throw Anything.
Flurry of Blows At 1st level, a monk can make a flurry of blows as a full-attack action. When making a flurry of blows, the monk can make one additional attack at his highest base attack bonus. This additional attack stacks with the bonus attacks from haste and other similar effects. When using this ability, the monk can make these attacks with any combination of his unarmed strikes and weapons that have the monk special weapon quality. He takes no penalty for using multiple weapons when making a flurry of blows, but he does not gain any additional attacks beyond what's already granted by the flurry for doing so. (He can still gain additional attacks from a high base attack bonus, from this ability, and from haste and similar effects).
Stunning Fist You must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins the attempt). Stunning Fist forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 10 + 1/2 your character level + your Wis modifier), in addition to dealing damage normally. A defender who fails this saving throw is stunned for 1 round (until just before your next turn). A stunned character drops everything held, can’t take actions, loses any Dexterity bonus to AC, and takes a –2 penalty to AC. You may attempt a stunning attack once per day for every four levels you have attained (but see Special), and no more than once per round. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned. A monk receives Stunning Fist as a bonus feat at 1st level, even if he does not meet the prerequisites. A monk may attempt a stunning 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.
Unarmed Strike At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk's attacks can be with fists, elbows, knees, and feet. This means that a monk can make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk can apply his full Strength bonus on damage rolls for all his unarmed strikes. A monk's unarmed strikes deal lethal damage, although he can choose to deal nonlethal damage with no penalty on his attack roll. He can make this choice while grappling as well. A monk's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.
=== Racial Qualities === Shadowy Resistance Fetchlings have cold resistance 5 and electricity resistance 5.
Skilled Fetchlings have a +2 racial bonus on Knowledge (planes) and Stealth checks.
Spell-Like Abilities (Sp) A fetchling can use Disguise Self once per day as a spell-like ability to assume the form of any humanoid creature. When a fetchling reaches 9th level in any combination of classes, she gains Shadow Walk (self only) as a spell-like ability usable once per day. When a fetchling reaches 13th level in any combination of classes, she gains Plane Shift (self only, to the Shadow Plane or the Material Plane only) usable once per day as a spell-like ability. A fetchling's caster level is equal to her total Hit Dice.
Darkvision Fetchlings can see perfectly in the dark up to 60 feet.
Low-Light Vision In addition to their ability to see perfectly in the dark up to 60 ft, fetchlings have low-light vision, allowing them to see twice as far as humans in conditions of dim light.
=== Undead (Augmented) === No Constitution score Undead use their Charisma score in place of their Constitution score when calculating hit points, Fortitude saves, and any special ability that relies on Constitution(such as when calculating a breath weapon’s DC).
Darkvision 60 feet
Immunity All mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms), bleed, death effects, disease, paralysis, poison, sleep effects, stunning, nonlethal damage, ability drain, energy drain, physical ability score damage (Constitution, Dexterity, and Strength), exhaustion, fatigue, any effect that requires a Fortitude save.
Healing Undead are healed by negative energy and harmed by positive energy. Not at risk of death from massive damage, but is immediately destroyed when reduced to 0 hit points. Holy water damages undead as though it were acid.
Spell Immunity Raise Dead, Reincarnate. Resurrection and true resurrection turn undead creatures back into the living creatures they once were.
Metabolism Undead do not breathe, eat, or sleep.
Vulnerability Acid (Perception DC20 to spot hieroglyph, Linguistics DC25 to decipher).
Unarmed Strike Attacks: The mummification process hardens the mummified creature's bones to a stone-like density, granting the mummified creature a powerful slam attack if the base creature has no other natural attacks. This slam attack deals damage based on the mummified creature's size, treating the creature as if it were one size category larger.
=== Traits === Fast-Talker You had a knack at getting yourself into trouble as a child, and as a result developed a silver tongue at an early age. You gain a +1 trait bonus on Bluff checks, and Bluff is always a class skill for you.
Threatening Defender You know how to avoid a blow while still maintaining your offensive posture. When you use Combat Expertise, reduce the number you subtract from your melee attack rolls by 1.
=== Meta ===
Levelup History:
1 Unchained Rogue HP d8+3(+1)=12 ST 10 (0 pts) DX 14+2 (5 pts) CN 12 (2 pts) IN 13 (3 pts) WS 12-2 (2 pts) CH 13+2 (3 pts)
Skills 9: Acrobatics, Bluff, Climb, Diplomacy, Disable Device, Perception, Sleight of Hand, Stealth, Use Magic Device
Profession: Cook
Feats: Combat Expertise Thief (Improved Dirty Trick, Improved Disarm, Improved Feint, Improved Steal)
2 Unchained Rogue HP 5+3(+1)=9
Skills 9: Acrobatics, Appraise, Bluff, Disable Device, Escape Artist, Perception, Sense Motive, Stealth, Use Magic Device
Rogue Talent: Weapon Training Rapier
3 Unchained Rogue HP 5+3(+1)=9
Skills 9: Acrobatics, Bluff, Disable Device, Disguise, Knowledge Dungeoneering, Knowledge Local, Perception, Stealth, Use Magic Device
Feat: Agile Maneuvers
4 Unchained Rogue HP 5+3(+1)=9
Skills 9: Acrobatics, Bluff, Craft Traps, Disable Device, Intimidate, Perception, Stealth, Swim, Use Magic Device
Ability: CHA +1
Rogue Talent: Bleeding Attack
5 Swashbuckler HP 6+3=9
Skills 5: Acrobatics, Bluff, Perception, Stealth, Use Magic Device
Feat: Step Up
6 Unchained Monk HP 6+3=9
Skills 5: Acrobatics, Knowledge (history), Knowledge (religion), Perception, Stealth
Bonus Feat: Dodge