Ceoptra

.Shadow.'s page

249 posts. Alias of Sunset.


Race

[Fem Elf][Inq1/Ninja5][Init:+4][Perc:+12][33HP][AC:21(23)(Touch:14(15)(FF:17(18)][Fort+3][Ref+8][Will+4]

About .Shadow.

Preferred DM-NPC actions:

Stay at 'range'. Stop party from being flanked. Throw Shuriken/Wushu Darts to hinder enemies. Make sneak attacks where possible.

Background:

Spoiler:
Growing up in the 'Clan' around Westcrown the young Elven girl with the dark hair and quiet observant demeanor was quickly christened 'Shadow' -Since this is what she tended to do. Remain in the back ground, watch and listen and learn.

While she enthusiastically joining in the training, fun and games with the other similarly ages children of the large clan, her closest rapport was with another girl who[s demeanor seemed the complete opposite. The pair were as night and day. Sun and Moon, Sunshine and Shadow.

Having been spending time 'abroad' carrying out tasks for the far flung Elven clan, Shadow has returned to Westcrown ad is seeking out her close friend...

Shadow:

People Shadow probably knows (Or knows of):

Sunny - Elf, Pretty bouncer who works about the taverns and brothels of Westcrown. (Deceased)

Mathalen - female, H, commoner/monk, was apprenticed to Kenji, (Deceased )

Chelsi Longbottom - Elf, Pretty advisor to the Grulios family. Grulios family is a 4th ranking in power and influence - Shipping/docks/trade. Shinon's contact.

(Knows of)Alister Mchuffin - Calistria's high priest in the city

Class:

Ninja

Inquisitor

Infiltrator Subtype

Scout

Shadow

Description

Age: (Mature)
Height: 5' 11"
Weight: 134 Lbs
Gender: Female

Elf Inquisitor 1 Ninja 5
CG Medium Humanoid (elf) Misdirection Ability: Neutral
Init +4; Senses low-light vision; Perception +12
--------------------
Defense
--------------------
AC 21, touch 14, flat-footed 17 (+6 armor, +4 Dex, +1 natural)
hp 33 (6d8)

Current HP: 33

Fort +3, Ref +8, Will +4; +2 vs. enchantments, +1 vs. abilities that detect lies or force the truth
Defensive Abilities uncanny dodge; Immune sleep; Resist elven immunities
--------------------
Offense
--------------------
Speed 30 ft.
Ranged Shuriken +7 (1d2/x2) (+3d6 sneak attack and bleeding)
Melee Katana +3 (1d8 18-20/X2) (+3d6 sneak attack and bleeding)
Melee Aldori Blade +0 (1d8 19-20/X2) (+3d6 sneak attack and bleeding)
Special Attacks judgement of sacred destruction +1, judgement of sacred justice +1, judgement of sacred piercing +1, judgement of sacred smiting (magic), ki attack speed, sneak attack +3d6
Inquisitor Spells Known (CL 1):
1 (2/day) Divine Favor, Shield of Faith
0 (at will) Acid Splash, Daze (DC 11), Light, Detect Magic
--------------------
Statistics
--------------------
Str 10, Dex 18, Con 10, Int 14, Wis 12, Cha 15
Base Atk +3; CMB +3; CMD 17
Feats Combat Expertise (+1AC, No minus due to threatening defender), Improved Feint, Point Blank Shot, Precise Shot
Traits Threatening Defender, Shadow Child

Skills
Acrobatics +16,
Bluff +12,
Climb +8,
Diplomacy +8,
Disable Device +11,
Disguise +12,
Escape Artist +3,
Fly +3,
Heal +7,
Knowledge (local) +6,
Knowledge (nobility) +6,
Knowledge (religion) +6,
Perception +12,
Perform (dance) +7,
Profession (clerk) +6,
Profession (Entertainer) +6,
Profession (Noble) +6,
Profession (sailor) +6,
Ride +3,
Spellcraft +7 (+9 to determine the properties of a magic item),
Stealth +12,
Survival +1 (+2 to track),
Swim +4,
Use Magic Device +7

Modifiers ki jump (running start), no trace +1

Languages Celestial, Common, Elven, Sylvan
SQ domains (deception), elven magic, forbidden lore, judgement (1/day), ki movement, ki pool, ki stealth, misdirection (-choose-), necessary lies +1, ninja tricks (bleeding attack +3, combat trick), poison use, sudden shift (4/day)
Other Gear Mithral Agile breastplate, Shuriken (30), Amulet of natural armor +1, Boots of elvenkind, 149 GP
--------------------
Special Abilities
--------------------
Bleeding Attack +3 (Ex) Sneak attacks also deal 3 bleed damage/round.
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Forbidden Lore (Ex) May cast spells of alignment opposed to own or deity alignment.
Improved Feint You can make a Bluff check to feint in combat as a move action.
Inquisitor Domain (Deception) Associated Domain: Trickery

Bluff, Disguise, and Stealth are class skills.
Judgement (1/day) (Su) Variable bonuses increase as the combat continues.
Judgement of Sacred Destruction +1 (Su) Weapon Damage bonus.
Judgement of Sacred Healing 1 (Su) Fast Healing
Judgement of Sacred Justice +1 (Su) Attack bonus
Judgement of Sacred Piercing +1 (Su) Concentration and vs. SR bonus
Judgement of Sacred Protection +1 (Su) AC bonus
Judgement of Sacred Purity +1 (Su) Save bonus
Judgement of Sacred Resiliency 1: Magic (Su) DR/magic
Judgement of Sacred Resistance 2 (-Choose-) (Su) Energy Resistances
Judgement of Sacred Smiting (Magic) (Su) DR bypass
Ki Attack Speed (Su) By spending 1 point from her ki pool, a ninja can make one additional attack at her highest attack bonus, but she can do so only when making a full attack.
Ki Jump (Running Start) (Su) Jumping is always counted as being at a running start.
Ki Movement A Ninja can spend 1 point to increase her speed by 20 feet for 1 round.
Ki Pool (Su) You have a ki pool equal to 1/2 your monk level + your Charisma modifier.
Ki Stealth A ninja can spend 1 point from her ki pool to give herself a +4 insight bonus on Stealth skill checks for 1 round.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Misdirection (-Choose-) (Sp) When prepare spells choose an alignment to count as for magical detection.
Necessary Lies +1 (Su) Gain bonus to saves vs abilities detecting lies or forcing truth.
No Trace +1 (Ex) Survival DCs to track you are at +1, gain +1 to Stealth when you are stationary and not acting.
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Poison Use You do not risk poisoning yourself accidentally while poisoning a weapon.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Shadow Child No 20% miss chance for attacks in dim lighting.
Sneak Attack +3d6 +3d6 damage if you flank your target or your target is flat-footed.
Sudden Shift (4/day) (Su) As an immediate action after being missed by a melee attack, teleport up to 10' away, within the reach of the attacker.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.

Ki Pool: (.),(.),(.),(.),(.)

Inquisitor Spells:

Trickery Domain

Sub-domain:Sudden Shift

Note: 'Sudden Shift' replaces the 'Copy Cat' power.

0Lvl
Known
1) Daze
2) Acid Splash
3) Light
4) Detect Magic
D Disguise Self

1stlvl
Known
1)Cure Light Wounds (1D8+2)
2)Shield Of Faith (+2 To AC as deflection bonus)

Cast Per Day: (.),(.)

Gear:

Starting Gold 10,500Gp:

Agile,Mithril,Breastplate,(MstWk) 4550 Gp
Ring of Acrobatics, 2500 Gp
Amulet Natural amror +1, 2000 Gp
Normal Bandoleer(X2) 1 Gp
16 'slots'
1)Troll Oil
2)Smoke Pellet
3)Smoke Pellet
4)Smoke Pellet
5)Smoke Pellet
6)Shuriken(5)
7)Shuriken(5)
8)Shuriken(5)

9)Smoke Pellet
10)Smoke Pellet
11)Smoke Pellet
12)Smoke Pellet
13)Smoke Pellet
14)Shuriken(5)
15)Shuriken(5)
16)Shuriken(5)

Clothing,
(Style1) Dancer/Entertainer 100 Gp
(Style2) Noble's Outfit 100 Gp
(Style3) Store Clerk 50 Gp
(Style4) Common Wear 20 Gp
(Style5) Combat clothing 50 Gp

Miscellaneous,

Pocketed Scarf (X2) 10 Gp
Reinforced scarf (X2) 20 Gp
Normal Bandoleer (X2) [16 Slots] 1 Gp
Skeleton Key 85 Gp
Wrist Sheath(Spring Loaded)(X2) 10 Gp
Katana 50 Gp
+1 Aldry Deuling Blade 20 Gp (DM's note as per 16/12/2012)
Daggers (X8) 16 Gp
Troll Oil 50 Gp
Smoke pellets (X16) 400 Gp
Tonfa 1 Gp
MstWk Armored coat 200 Gp

Shuriken(30)

Back Pack 10 Gp

Moneys left 300Gp

Adventure accumulation:

5507 Gp
256 SP
109 CP

Set of false identity papers, each marking the bearer as Chelish nobility in good standing with House Thrune.

Even though they are vastly outdated, the papers still provide a +2 bonus to any Bluff checks made against the dottari, Hellknights, nobles, or other Chelish authorities. Each set of papers is worth 300 gp.

Carrying Capacities: