Wizard Statue

Shadow Kinkade's page

9 posts. Alias of Goblins Eighty-Five.


Full Name

Shadow Kinkade

Race

Duskling

Classes/Levels

Mage 5th, Monk 4th, Trap Smith 5th

Gender

Male

Size

Medium

Special Abilities

Current ER: 32

Alignment

Neutral

Location

World Serpent Inn

Languages

Eberron Common, Sylvan, Elven, Gnome, Gnoll

Occupation

Dungeon Real Estate Agent, Dungeon Interior Designer

Strength 10
Dexterity 16
Constitution 10
Intelligence 18
Wisdom 18
Charisma 16

About Shadow Kinkade

Shadow Kinkade was born to a normal Duskling family, living in the feywild, hunting, running, and feeling the pulse of the universe in everything. But he always felt like there was more to life than just the wilderness and hunting. When he came across an Eladrin tower, he was awed by its magnificence. But while trying to climb it and find its secrets, the tower shifted to another universe. He would never know where to, for he lost his grip and fell into the abyss between worlds. When he finally tumbled back into the material plane, he was somewhere else entirely. Earth.

He wouldn’t have made it far in this strange new world if not for the help of Mathis, a mage of that world. Because of his ties to incarnum, Shadow found himself able to tap into the same power Earth’s mages could. Mathis helped teach Shadow how to use magic in its true essence, but it didn’t last. The mages of Earth were insanely jealous, and one of Mathis’s competitors murdered him. Shadow escaped into the same abyss that had deposited him on that planet, and he floated once more through the planes.

He was next deposited onto a temple floating through Limbo, and Shadow found himself at the home of the Githzerai. Despite some initial hostile misunderstandings, they allowed him into their society, and he learned to master the powers within himself needed to achieve in battle. He used his newfound unarmed combat abilities and magical powers to help defend their temple against multiple attacks by the Githyanki, until the time came for him to wander again.

Shadow then found himself in the city of Sigil. He hired himself out as a spellsword, sans the sword. He went on many adventures throughout the planes, and when he cleared out a dungeon, he wondered, who would use it next? Many seemed made for habitation, and it seemed like a damned shame to let them just sit empty. One of his allies, Grimtooth, had begun teaching him how to be a master trap maker, and soon, they went into business for themselves clearing out dungeons, examining their traps, restocking them and selling them to all takers. Grimtooth eventually tired of the constant adventuring, and retired from adventuring, choosing to work as a complete trapmaster instead.

Meanwhile, Shadow is still in the Dungeon business. Amongst his creations is the Tome of Horrors and a series of almost endless dungeons underneath a little nowhere town called Tristram. Shadow spends most of his time in the World Serpent Inn, were he meets perspective clients, and hears rumors of Dungeons he can clear out and make his own, or at least claim those that have been cleared out by others (his preference)

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Str 10 (9 +1 4th)
Dex 16 (16)
Con 10 (7 +2 Duskling, +1 8th)
Int 18 (16 -2 Duskling, +2 Intelligent Character Type, +2 Necromancer)
Wis 18 (16 +2 Intuition Mage)
Chr 16 (14 +1 12th, +1 Mage free choice)

HP: 66/66 (+10 Necromancer)
AC: 20 = 10 +1 Monk, +4 Wisdom, +2 Mage, +3 Dexterity)
Speed: 45 feet (30 base, +10 Monk, +5 Essentia)

CMD: 30 = 10 +10 BA, +1 Monk, +4 Wisdom, +2 Mage, +3 Dexterity)
CMB: +12 = +12 Base Attack and Monk Level

Unarmed Strike: To hit: +10 Damage: 1d8

Duskling

Intuition Mage 5th
Ki Mystic Monk of the Cobra School 4th
Trap Smith 5th

Feats:
Trap sense (1st)
Craft Wonderous Item (3rd)
Craft Magic Arms and Armors (5th)
Open Minded (7th)
Open Minded (9th)
Open Minded (11th)
Skill Focus: Craft (Trapmaking) (13th)
Dodge (Monk School)
Mobility (Monk School)

Skill: 128 (40 Mage, 45 Trapsmith, 28 Monk, 3 Open Minded x3 )
Skill Trick: Corner Perch (Complete Scoundrel, pg 85)
Acrobatics +20 (14 Skill Points, +3 Training, +3 Dexterity)
Climb +11 (8 Skill Points, +3 Training)
Craft (Trapmaking) +31 (14 Skill Points, +3 Training, +6 Skill Focus, +3 Intelligence, +5 Trapsmith)
Disable Device +20/+32(14 Skill Points, +3 Training, +3 Dexterity)(+5 Trapsmith, +7 Trap Sense against traps)
Escape Artist +10 (2 Skill Points, +3 Training, +2 School Bonus, +3 Dexterity)
Knowledge: Arcana +7 (1 Skill Point, +3 Intelligence, +3 Training)
Knowledge: Architecture and Engineering +20 (14 Skill Points, +3 Training, +3 Intelligence)
Knowledge: Planes +13 (7 Skill Points, +3 Training, +3 Intelligence)
Knowledge: Dungeonnering +20 (14 Skill Points, +3 Training, +3 Intelligence)
Perception +21/+33 (14 skill points, +3 Training, +4 Wisdom) (+5 Trapsmith, +7 Trap Sense against traps)
Spellcraft +20 (14 Skill Points, +3 Training, +3 Intelligence)
Stealth +16 (10 Skill Points, +3 Training, +3 Dexterity)

Base Attack Bonus: +10/+5 = +4 Mage, +3 Trapsmith, +3 Monk

Fortitude +9 = +2 Mage, +1 Trapsmith, +4 Monk, +2 Necromancer
Reflex +14 = +3 Mage, +4 Trapsmith, +4 Monk, +3 Dexterity
Will +15 = +6 Mage, +1 Trapsmith, +4 Monk, +4 Wisdom

Components 95/168 (120 Mage, 20 [Mage Level x Wisdom Mod] + 20%)

Spells:
1st 3+1 (Arcane Sight, Clairauduence/Clairvoyance, Gaseous Form, Haste)
2nd 2+1 (Stoneshape, Arcane Eye, Dimension Door)
3rd 1+1 (Fabricate, Wall of Stone)

Racial Abilities:
Low Light Vision
Fey (Incarnum, Extraplanar) Type
Essentia Pool: 1 (Can invest in speed to boost by 5 feet for every 1 essentia placed in speed)
Sylvan Language

Monk Class Features:
Decisive Strike (PHB II, pg 51)
Stunning Fist
Unarmed Strike (1d8)
Evasion
Fast Movement (+10 feet)
Maneuver training
Ki Mystic Pool: (Ki Pool: 8)
Wall Walker (Dungeonscape page 11)

Mage Class Features:
Spells
Rotes
Spell Affinity
Mental Ability Adjustment (Intuition Mage)
Necromancer Path
Curse Magic
Extra Components
Transformative Aspect, Vampire Fangs

Trap Smith Class features:
Booby Traps
Master Disarmer (Add trapsmith level to all skill checks made with traps)(+5)
Trap Sense (+7)
Spells
Arrow Proof
Quick Fingers
Unweave (+10)
Dance through Danger
Spell Proof (SR: 20 vs Traps)
Avoid Disaster

185K gp