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About Saurtaskha SiskQuick View Stats for Combat:
Initiative: +1 (+1 Dex)
Sisk's Background:
xx STATS:
Ability Scores Score (bonus) [points] (racial creation bonus) Str : 17 (+3) [7] [+2 racial] Dex: 12 (+1) [2] Con: 12 (+1) [2] Int: 14 (+2) [5] Wis: 12 (+1) [2] Cha: 17 (+3) [7] [+2 racial] DEFENSE:
AC: 17, touch 12, flat-footed 16 (+4 armor, +1 dex, +2 natural) HP: 29 (Full first level = 8, (Half +1 2nd level, Half + 1 3rd level) = 10, +3 Con, +3 Favored Class, + 5 Toughness)
OFFENSE:
Initiative: +1 (+1 Dex) Speed 30 ft Melee: Mwk Greatsword +5, 2d6 +4, (19-20 x2) (+1 BAB, +3 Str, +1 Mwk) (+4 THF Str) Power Atk:
[dice=Shangsjh!!!]1d20 + 1 + 3 +1 - 1[dice] (+1 BAB, +3 Str, +1 mwk, -1 PA)
Springblade Spear +4 1d8 + 4, (x2) (+1 BAB, +3 Str) (+4 THF Str)
Ranged Weapon
[dice=Fwip!!!]1d20 + 1 + 1[dice] [+1 BAB, +1 Dex] Base Atk: +1 CMB: +4 (+1 BAB, +3 str) CMD: 15 (10, +1 BAB, +3 str, +1 dex)
Favored Class Bonus Hit points Feats:
[1 1st level, 1 3rd level, +1 Fallen]
Power Attack - Benefit: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage. Toughness: +3 hp at 1st level, +1 at every level after 3rd. [Fallen Feat] Persuasive: You get a +2 bonus on Diplomacy and Intimidate skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
SKILLS:
The fallen’s class skills are Bluff (Cha), Climb (Str), Craft (Int), Disguise (Cha), Fly (Dex), Intimidate (Cha), Knowledge (Dungeoneering) (Int), Knowledge (Local) (Int), Profession (Wis), Stealth (Dex), Survival (Wis), Swim (Str), and Use Magic Device (Cha). [Diplomacy (Cha) added as class skill - Seducer] Skills: (18 ranks – 12 Class, +6 Int)
TRAITS :
Double Speak: You gain a +2 trait bonus on Bluff checks to pass along secret messages. One free Class Skill: xx Languages: Common RAPACIAN RACIAL ABILITIES:
Ability Score Racial Traits: +2 Strength, +2 Dexterity: Rapacians are extremely strong and agile creatures. Reptilian: Rapacians are humanoids with the reptilian subtype. Size: Rapacians are Medium creatures and thus receive no bonuses or penalties due to their size. Low-Light Vision: Rapacians can see twice as far as humans in conditions of dim light. Feathered: A rare few rapacians bear brilliant plumage, marking them as the diplomats and speakers of their tribes. Rapacians with this trait gain +2 Charisma instead of +2 Dexterity, and gain a +2 racial bonus to Diplomacy skill checks. This trait replaces natural weapons. Scaly Hide: Rapacians’ tough hides grant them a +1 natural armor bonus. CLASS ABILITIES:
Weapon and Armor Proficiency: A fallen is proficient with all simple weapons and one martial weapon of choice. He is proficient with pistols and holdout firearms. He is also proficient with light armor and shields (except tower shields). Stigma (Ex): All fallen carry a stigma, a fragment of the Darkfall’s power that is as much blessing as curse. As the Darkfall most commonly manifests itself in the form of mortal nightmares, each stigma resembles some legendary monster or primal fear shared by the people of Aden. The horrific nature of the fallen leads others to shy away from their presence. All fallen suffer a -6 penalty to Diplomacy skill checks unless they make an effort to disguise themselves. Less powerful fallen must rely on mundane means to hide their true nature. Making a Disguise check to hide one’s stigma poses the same difficulty as disguising oneself as another race (-2 to the check). At the GM’s option, certain particularly dramatic stigma (such as drakes or incinerators) may be more difficult if not impossible to disguise. On a more positive note, an undisguised fallen gains a +6 bonus to all Intimidation skill checks.
Fallen Feats (Ex): At 1st level, and every five levels thereafter, a fallen gains one bonus feat selected from a list specific to his stigma, or any Fallen feat. The fallen must meet all prerequisites for these feats. Torment (Su): The fallen all suffer some sort of enduring pain, madness, or fear due to their dark legacy. At 1st level, they gain the ability to project this torment onto other beings. As a swift action, a fallen can cast its torment upon one living enemy at a range of up to 60 feet. The enemy gains the tormented condition. This effect marks the foe as vulnerable to other fallen class abilities (such as scourge or certain stigma abilities) and lasts until the beginning of the fallen’s next turn. Upon becoming tormented, an enemy must make a Will save or be shaken for 1 round. If an enemy successfully saves against the shaken effect, he may no longer become shaken from that fallen’s torment for twenty-four hours (but is still tormented and vulnerable to other effects that rely upon torment). Torment does not stack with other fear conditions to make a creature frightened or panicked. Torment may be removed by any effect that removes fear (though enemies who are immune to fear are not also immune to torment). Some effects last for the duration of the tormented condition. These conditions persist so long as the fallen continues to reapply the condition to an enemy immediately after it expires. Scourge (Ex): At 2nd level, the fallen gains a damage bonus equal to his Charisma modifier on all melee damage rolls against tormented enemies. Shadow Sight (Su): At 3rd level, the fallen gains darkvision with a range of 60 feet. If he already possesses darkvision, the range is increased by 60 feet. Toughened (Ex): The fallen’s inhuman state is sometimes advantageous. He gains a +1 natural armor bonus to his Armor Class. This bonus increases to +2 at 9th level and +3 at 15th level.
Torment: Seducer:
Nightmares and madness may be the Darkfall’s most obvious weapons – but it also uses temptation to accomplish its ends. Among the fallen, the seducer represents this face of evil. These creatures do not bear the hideous scars and disfigurements of their fellow fallen. Quite the opposite, they are most comfortable within society, using their supernatural charm and ethereal beauty to disguise themselves until the time is right to strike. Bonus Feats: Improved Iron Will, Iron Will, Persuasive, Skill Focus (Bluff), Skill Focus (Diplomacy) Special: Unnatural Beauty (Ex): You gain Diplomacy as a class skill. You gain a +6 bonus to Diplomacy skill checks rather than the normal -6 penalty due to your stigma. Seducer’s Torment (Su): You may choose to forego the shaken condition normally inflicted by your torment ability, and may inflict a -2 penalty to Will saves instead (the target still receives a Will save to resist this effect). If used in this manner, torment is subtle enough that it does not reveal you when you are hidden nor is it in any way an obvious, aggressive act. Parasitic Caress (Su): You may inflict 1d4 strength damage as a touch attack. This is a standard action that provokes an attack of opportunity. The target only takes half of this damage with a successful Will save. This effect automatically inflicts maximum damage against a helpless opponent.
GEAR:
Weapons: Masterwork Greatsword Springblade Spear 1d8 (x3), 30ft, 100 gp, 8 lbs. 2 pistols, 1d8, 19-20 x2, 50 gp, 4 lbs.
Armor:
7 lbs, 305 gp Skill Equipment: Miscellaneous:
Ready Harness: Another common piece of steamwright equipment, a ready harness consists of a set of steel-reinforced leather harnesses that crisscross the user’s torso. The harness has a number of pouches (capable of holding 10 lbs. of items or small weapons) but its true value lies in its efficient design, granting greater support and distribution of weight to the wearer’s carried gear. When wearing a ready harness, the wearer’s Strength score is considered to be 2 points higher for the purposes of determining whether he is encumbered by carried equipment. (Medium or heavy armor still encumbers the wearer normally.) A masterwork ready harness increases the wearer’s effective Strength by 4 for the purposes of determining equipment encumbrance. 5 gp, 3 lbs. (30 gp) Total equipment cost: 489 of 1000 gp. Weight: xx lbs.
Capacity:
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