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About Shadow-touched GabrielShadow-touched Gabriel Izalith
Small: flurry +16/+16/+11 (1d8+6+2 20/x2)
Ki Abilities: Vanish (swift, 4 rounds, 1 Ki), Extra Attack on full attack (swift, 1 Ki), Barkskin (50 mins, 1 Ki)
Traits: Indomitable Faith +1 will saves
Acrobatics +18 (+4 dex, +9 rank, +3 cs, +2 competence)
Languages: Common, Ifrit, High Ifrit, Benthic, Maker Script Feats:
Weapon Finesse – Use dex to hit with light melee weapons Weapon Focus (Unarmed Strike) – +1 hit with unarmed strike Dodge – +1 dodge AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat. Mobility – +4 dodge AC vs AOO from movement Jabbing Style – When you hit a target with an unarmed strike and you have hit that target with an unarmed strike previously that round, you deal an extra 1d6 points of damage to that target. Jabbing Dancer – Each time you hit with an unarmed strike while using Jabbing Style, you can move 5 feet without provoking an attack of opportunity as long as you move to a space adjacent to the opponent you hit with the unarmed strike. If you use this feat, you cannot take a 5-foot step during your next turn. Pummeling Style - Whenever you use a full-attack action or flurry of blows to make multiple attacks against a single opponent with unarmed strikes, total the damage from all hits before applying damage reduction. This ability works only with unarmed strikes, no matter what other abilities you might possess. Combat Reflexes: Can make extra AOO. Can take AOO while flat-footed. Racial Features:
+2 con, +2 Int, -2 dex Energy Resistance: Fire 5 Darkvision: 60ft Efreeti Magic: Can cast enlarge or reduce person 1x per day. Replaces Spell-like ability Brazen Flame: Ifrits flames sometimes infuse their weapons in mortal combat, rather than protect them or grant spells. An ifrit with this racial trait deals 2 points of fire damage with its melee attacks. Replaces Fire Affinity Sprinter: Members of this race gain a +10 foot racial bonus to their speed when using the charge, run, or withdraw actions. Shadow Gatherer: You gain +4 circumstance bonus to your stealth checks whenever you are in any light condition besides 'bright light'. Too Slippery to Die: Anytime you are at less than half HP(38), you gain the following abilities: - Improved Evasion - Limited Dim-Healing: You gain fast healing 1, as long as you are not in bright light. Unchained Monk Features:
Weapon and Armor 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. Monks are not proficient with any armor or shields. When wearing armor, using a shield, or carrying a medium or heavy load, a monk loses his AC bonus, as well as his fast movement and flurry of blows abilities. AC Bonus (Ex): 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.
Bonus Feat: Dodge, Combat Reflexes
Unchained Rogue Features:
Weapon and Armor Proficiencies: 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. With a weapon that deals nonlethal damage (such as a sap, unarmed strike, or whip), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack—not even with the usual –4 penalty. The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with total concealment. At second level, a dark lurker gains the ability to make attacks of opportunity against foes with cover, though not foes with improved cover or total cover 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 (Ex): At 1st level, a rogue gains Weapon Finesse as a bonus feat. At lvl 3, choose a light weapon to use dex for damage. (Unarmed strike) Blades from the Shadows (ex): Ability to make sneak attacks vs foes with cover. Repleaces Evasion
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. These bonuses increase by 1 every 3 rogue levels thereafter (to a maximum of +6 at 18th level). This ability counts as trap sense for the purpose of any feat or class prerequisite, and can be replaced by any archetype class feature that replaces trap sense. The bonuses gained from this ability stack with those gained from trap sense (from another class). Rogue Talent:Ninja Trick: Vanishing Trick (Su): Cast vanish as swift action for 1 Ki point. Caster lvl = rogue lvl.
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. These penalties do not stack with themselves, but additional attacks that deal sneak attack damage extend the duration by 1 round. A creature cannot suffer from more than one penalty from this ability at a time. If a new penalty is applied, the old penalty immediately ends. Any form of healing applied to a target suffering from one of these penalties also removes the penalty. 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. If a rogue already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead.
Mundane Equipment:
The ring and 4 white potions from Moon Inquisitor Magic Equipment:
Gold:1300 Background:
1) Gabriel comes from a noble family situated in Hearth. They're primarily Thieves and assassins. Gabriel's childhood growing up was filled with abuse and training in both swordplay and in eventually getting married off to another family.
2) Having run away from home, he makes his living both dancing, something he loves and Mercenary missions from the Happy Swords. 3) Gabriel tries to avoid confrontation and getting involved with any official organizations and governments due to his view of such things being colored by his family 4) He was captured for unknown reasons by the inquisitors and the ritual performed on him. For what reasons, he doesn't know and with their recent collapse he may never. 5) Having escaped the Priest's round up, Gabriel has become more determined to figure out his future and the truth behind the darkness that covers his body. As the party fell to the Road of Bones, they awoke in the subterranean realm of myconids. Gabe pulls himself from the muck having been reborn, his shadowy taint removed with his rebirth. The transformative presence of the Heap is not easily shaken off though. Some of the restorative magics of the myconian demi-god stuck with Gabe even as they left the underground tunnels behind. As the party traversed the Great Forest and its home plane, the fey magic had a subtle effect on the remaining Heap matter in the assassin. His mind, changing in ways that weren’t obvious even to himself until the effects were already in place. New knowledge and fighting techniques replaced the old ways. Items he once held dear, now foreign to him. He grabs for his sword only to find himself holding an amulet already around his neck. His sparkling mithril armor now mimicking the garb of the oread tribal leader with which they are traveling. Shadow-touched Gabrel knows his allies and retains his goals but the Fey influence has changed his methods to protect his friends and attain his goals. He no longer holds the guilt of killing which guided him in the past. Through all these changes, his mantra remains similar, “Through the darkness, not of the darkness.” Gabriel has Charcoal black hair, Deep blue eyes and skin the color of ash. Where once there was ugly dark veins covering his body and he left eye, there are now gray streaks. His rebirth removed the taint, but the evidence of their existence remains. When his anger flares, the streaks glow faintly with an inner fire. Build Notes:
Base stats: STR 9,Dex 17-2, Con 12+2, Int 10+2, Wis 16, Cha 7 Lvl 4: +1 str lvl 8: +1 dex non-item Modified Stats: Str 10, Dex 16, Con 14, Int 12, Wis 16, Cha 7 Lvl 1: Unchained Monk 1
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