Amiri

"Shadow"'s page

56 posts. Alias of Corsario.


Full Name

Shadow

Race

Elf | Picture |

Classes/Levels

Ninja 5 | AC 18 T 14 FF 14 | HP 50/50 | F +3 R +9 W +3 | Init +8 | Perc +9 (Darkvision 60')

Gender

Female

Size

Medium

Age

122

Alignment

Neutral Good

Deity

Calistra

Location

Mirridian Hieghts

Occupation

Assassin

Homepage URL

Google Docs

Strength 16
Dexterity 18
Constitution 12
Intelligence 12
Wisdom 12
Charisma 14

About "Shadow"

"Shadow" Player
The player for the Shadow Character is very reserved, never giving up information about his/her real name, age, or other information.
Seems to be female, but always try to conceal her real sex, both her and her character's.
She seems very reserved, and doesn't get very attached or intimate with other players.
Her real information is a secret to be discovered in the future.
Even if she plays very conservatively, trying not to run risks, she discover herself risking all trying to help his friends and companions, even contradicting what she always says.
She believes an economy makes a great game, and will try to become a "commercial" powerhouse in the game (somehow).
"Shadow" Character
"Shadow" is an assassin. She lurks in the Shadows, unseen, until the time to claim her next victim.
But she doesn't kill the innocent, or other good player characters. Only game enemies or evil characters.
As with her player she doesn't get intimate nor looks for guilds or permanent groups, even if, prudently, doesn't like to venture alone in the dangerous parts of the game.
Even so, she is loyal and helpful with the other characters, at least while she is in group with them.
She uses her ninja abilities, her Sleeves of Many Garments, her Cap of Human Guise and her Disguise skill to always looks differently, frequently trying to pass as a male, sometimes as a gnome or halfling male, and sometimes as a human female child. Is not normal to see her real face, and really infrequent to see her real clothes.
Picture. Height 5'10" Weight 104 lbs. Brown Eyes, Long Black Hair. Age: 122.
PDF Character Sheet: Google Docs
"Shadow" Statistics
Female Elf Ninja 5
Neutral Good Medium Humanoid (Elf)
Init +8; Perception +9 Darkvision 60'
==DEFENSE==
AC 18, touch 14, flat-footed 14 (+4 armor, +4 dex)
hp 50 (5d8+10)
Fort +3, Ref +9, Will +3
Armor Mithral Shirt
==OFFENSE==
Base Atk +3; CMB +6; CMD 20
Spd 30 ft/x5
Melee
Katana +1 (Two Handed) +8 (1d8+5) 18-20/x2 Deadly
Katana +1 / Cold Iron MW Katana +6/+6 (1d8+4/1d8+1) 18-20/x2 Deadly
MW Silver Dagger +7 19-20/x2 1d4+4+Poison (Drow Poison)
Ranged
MW Silver Dagger +8 19-20/x2 1d3+4+Poison (Drow Poison) 10' Range
MW Composite (+3) Shortbow +8 1d6+3 20/x3 70' Range
Arrow, Whistling (20)
Arrow, Tanglefoot (2)
Arrow, Smoke (5)
Arrow, Blunt (20)
Arrows (20)
Shuriken +7 1d2+3 20/x2 10' Range
Shuriken / Shuriken +5/+5 1d2+3/1d2+1 10' Range
Modifiers
Power Attack: -1 Attack, +2 Damage (+3 if two handed)
Sneak Attack: +3d6+1 Damage
Mountain Hammer: +2d6 overcomes damage reduction and hardness
Spent resources
Ki Points: 5/6
Mountain Hammer: 1 round
Arrows: 14/20
==STATISTICS==

Abilities:
Str 16
Dex 18
Con 12
Int 12
Wis 12
Cha 14

Elf Alternate Traits (Core 22):
* Silent Hunter (APG 13): You can reduce the penalty for using Stealth while moving by 5 and can make Stealth checks while running at a –20 penalty.
* Darkvision (ARG 22): You gain darkvision with a range of 60 feet, but also gain sensitivity to light and are dazzled in areas of bright light or within the radius of a daylight spell.
* Fleet-Footed (ARG 22): You receive Run as a bonus feat and a +2 racial bonus on initiative checks.
* Elemental Resistance (cold) (ARG 22): You gain cold resistance 5.

Class Features:
* Armor Proficiency: You are proficient in Light Armor.
* Weapon Proficiency: You are proficient with all Simple weapons. Additionally you are proficient with the following weapons: Kama; Nunchaku; Sai; Siangham; Shortbow; Shuriken; Sword, short; Wakizashi; Katana; Kama, double-chained; Katana, double walking stick; Kusarigama (sickle and chain).
* Uncanny Dodge (Core 34): You can react to danger before your senses would normally allow you to do so. You cannot be caught flat-footed, even if the attacker is invisible. You still loses your Dexterity bonus to AC if immobilized or if an opponent successfully uses the feint action against you.
* Poison Use (UC 13): You are trained in the use of poison and cannot accidentally poison yourself when applying poison to a weapon.
* Sneak Attack (UC 13): If your target would be denied its Dexterity bonus or you are flanking the target, on a successful hit you deal an additional 3d6 points of damage.
* Ki Pool (Su) (UC 14): You gain 4 ki points per day.
- As long as you have ki points remaining, you can treat any Acrobatics check made to jump like you had a running start.
You can spend one ki point to:
- Make an additional attack at your highest bonus.
- Increase your speed by 20 feet for 1 round.
- Give yourself a +4 insight bonus on Stealth Checks.
* Ninja Tricks (UC 14): You have learned a number of tricks to help confuse your foes.
- Vanishing Trick (Su) (UC 16): You can disappear for 5 rounds. This ability functions as invisibility and uses up 1 ki point.
- Rogue Talent (UC 15): You can select a Rogue Talent.
- Offensive Defense (BoTM 19): When you hit a creature with a melee attack that deals sneak attack damage,you gain a +1 dodge bonus to AC for each sneak attack die rolled for one round.
* No Trace (Ex) (UC 16): You have learned to cover your tracks, remain hidden, and conceal her presence. The DC to track you using the Survival skill increases by +1. In addition, her training gives her a +1 insight bonus on Disguise skill checks* and on opposed Stealth checks whenever she is stationary and does not take any action for at least 1 round.

Traits:
* Dirty Fighter (APG 328): When you hit a foe you are flanking, you deal an additional 1 point of damage (this damage is added to your base damage, and is multiplied on a critical hit). This additional damage is a trait bonus.
* Warrior of Old (APG 331): You gain a +2 trait bonus on Initiative checks.

Feats:
* Two-Weapon Fighting (Core 136): Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6. (Free feat)
* Run (Core 132): When running, you move five times your normal speed (if wearing medium, light, or no armor and carrying no more than a medium load) or four times your speed (if wearing heavy armor or carrying a heavy load). If you make a jump after a running start (see the Acrobatics skill description), you gain a +4 bonus on your Acrobatics check. While running, you retain your Dexterity bonus to your Armor Class. (Fleet of Foot Alternate Racial Trait).
* Extra Ki (Core 124): Your ki pool increases by 2
* Power Attack (Core 131): 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 to +3 with two-handed weapons, a one handed weapon using two hands, or a primary natural weapon. This bonus to damage is decreased to +1 if you are making an attack with an off-hand weapon or secondary natural weapon.
* Weapon Focus (Katana) (Core 136): You gain a +1 bonus on all attack rolls you make with this weapon.

Tome of Battle Maneuvers:
* Island of Blades: Shadow Hand L1: If both you and an ally are adjacent to the same creature, the two of you gain the benefit for flanking that opponent. You can gain this benefit against multiple opponents at the same time, as can your allies. If both you and an ally are adjacent to the same two creatures, the two of you gain the benefit of flanking against both creatures.
* Sudden Leap: Tiger Claw L1: Swift Action: You can make a Jump check and move the distance determined by your check result. You provoke attacks of opportunity with this movement, and you must move in a straight line. As with any movement, you can attempt a Tumble check to avoid any attacks you provoke with this sudden leap. You can’t move through enemies, unless you succeed on the appropriate Tumble check.
Mountain Hammer: Stone Dragon L2: Standard Action: As part of this maneuver, you make a single melee attack. This attack deals an extra 2d6 points of damage and automatically overcomes damage reduction and hardness.

Skills:
Acrobatics +12
Appraise +5
Bluff +10
Climb +9
Diplomacy +6
Disable Device +14
Disguise +7
Escape Artist +12
Fly +4
Heal +1
Intimidate +6
Knowledge (local) +5
Knowledge (nobility) +5
Linguistics +5
Perception +9
Ride +4
Sense Motive +5
Sleight of Hand +12
Stealth +12
Survival +1
Swim +7

SQ:

Cleric Channel Energy [5 / 5d6] 30' radius DC 17 for half (PFCR 40)

Languages:
* Common
* Elven
* Orc
* Undercommon

==Carried Equipment==
Equiped Magic:
* Mithral Shirt (Medium) (Core 466): Considered Light
Armor
* Belt of Tumbling (UE 211): You gain a +4 competence bonus on Acrobatics checks made to move through a threatened square or through an enemy’s space.
* Cap of Human Guise (ARG 154): This threadbare hat allows you to alter your appearance at will as with a disguise self spell, except you can only appear as a plainly dressed Small human child, adult halfling, or adult gnome, such as a peasant, blacksmith, or shopkeeper.
* Cloak of Resistance +1 (Core 507): Gives a +1 resistance bonus to all saves.
* Sleeves of Many Garments (UE 275): These translucent cloth tubes easily fit over their wearer’s arms. When slipped on, you can choose to transform your current garments into any other non-magical set of clothing. These new clothes fit perfectly and are always clean and mended unless specifically designated otherwise. When removed, clothes revert to their original form.
* Handy Haversack

Gear:
See Google Docs Character Sheet

Money:
* GP: 17
* SP: 19
* CP: 11

TOTAL: 45.4 lbs. Light encumbrance
Loads: 76 / 153 / 230