Ninja

Shang Li's page

29 posts. Organized Play character for ThreeEyedSloth.


Full Name

Shang Li

Race

Tian-shu

Classes/Levels

Stats:
Human Eldritch Knight 4 | HP: 31/31 | AC: 21 | T:16 | FF:16 | CMD:19 | Fort:+3 | Ref:+9 | Will:+4 | Init:+6 | Perc:+4 | Sense Motive:+0

Gender

Male

About Shang Li

Shang Li
Male human (tian-shu) eldritch knight 2/swashbuckler 1/wizard 1
NG Medium humanoid (human)
Init +6; Perception +4
Speed 30 ft.
PFS #27727-15

Shang Li is a short, lean man sporting a darker than usual complexion for someone from Tian descent. His long, black hair is kept neatly in a tight ponytail and his tattots are only barely visible under his rough, thorny leather armor. Shang carries a long katana on his belt hilt, the sheath bearing resemblance to the katanas wielding by samurais from far-off Tian Xia. However, his current outfit is more familiar to one that lives on the river over a knight.

Shang tends to keep to himself in groups, preferring to reference his numerous books and scrolls while fiddling anxiously with his lone ring on his right hand. However, when he does speak, he always strives to be courteous and respectful to anyone he feels is deserving.

Defense:

AC 21, touch 16, flat-footed 16 (+3 armor, +1 deflection, +5 dexterity, +2 shield)
hp 31 (3d10+1d6+5)
Fort +3, Ref +9, Will +4

Offense:

Melee
* armor spikes +8 (1d6+2) or
* +1 silversheen katana +10 (1d8+6/18-20)

Ranged
* Mwk composite shortbow +8 (1d6+1/×3)

Special Attacks
* deed: opportune parry and riposte, panache

Wizard Spells Prepared:

(CL 4th; concentration +7)

1st—liberating command, magic missile, shocking grasp, true strike

0 (at will)—detect magic, detect poison, mage hand, read magic

Opposition Schools: Enchantment, Necromancy

Statistics:

Str 10, Dex 20, Con 12, Int 17, Wis 11, Cha 10
Base Atk +3; CMB +2; CMD 19

Feats and Traits:

Feats
* Exotic Weapon Proficiency (katana), Piranha Strike, Slashing Grace[ACG], Spell Focus (conjuration), Weapon Focus (katana)

Traits
* Bandit (river kingdoms), magical knack

Skills & Languages:

Acrobatics +12
Appraise +7
Bluff +4
Climb +4
Escape Artist +9
Intimidate +4
Knowledge (arcana) +7
Knowledge (dungeoneering) +7
Knowledge (engineering) +7
Knowledge (geography) +7
Knowledge (history) +7
Knowledge (local) +7
Knowledge (nature) +7
Knowledge (nobility) +7
Knowledge (planes) +7
Knowledge (religion) +7
Linguistics +7
Perception +4
Spellcraft +8
Stealth +10
Survival +1
Swim +4

Languages
* Azlanti, Common, Draconic, Minkaian, Thassilonian, Tien

Combat Gear:

wand of infernal healing (50 charges), acid (2), alchemist's fire (2), holy water (3), tanglefoot bag (2); Other Gear +1 armor spikes darkleaf cloth rosewood armor, +1 mithral buckler, +1 silversheen katana, mwk composite shortbow, cloak of resistance +1, ring of protection +1, backpack, masterwork, 2,115 gp

Tracked Resources:

Acid - 0/2
Alchemist's fire - 0/2
Arcane Bond (Ring of protection +1) (1/day) (Sp) - 1/1
Holy water - 0/3
Panache Pool (1/day) - 0/1
Send Senses (110', 0 rds, 6/day) (Sp) - 0/6
Tanglefoot bag - 0/2
Wand of infernal healing (50 charges) - 7/50

Special Abilities:

Arcane Bond (Ring of protection +1) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).

Bandit (River Kingdoms, Stealth) +1 to Stealth checks, Stealth is always a class skill for you.

Deed: Derring-Do (+5 extra dice) (Ex) Use 1 panache, +1d6 to Escape Artist, Fly, Ride, or Swim check. On a 6, roll another die.

Deed: Dodging Panache (Ex) As an imm action when attacked, use 1 panache to move 5 ft. and gain +0 to AC vs. attack.

Deed: Opportune Parry and Riposte (Ex) 1 panache and 1 AoO to attempt to parry a melee attack, then counterattack.

Forewarned 1 (Su) Can always act in surprise rounds.

Magical Knack (Wizard) +2 CL for a specific class, to a max of your HD.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.

Panache (Ex) Gain a pool of points that are spent to fuel deeds, regained on light/piercing crit/killing blow.

Piranha Strike -1/+2 You can subtract from your attack roll to add to your damage with light weapons.

Scryer Associated School: Divination

Send Senses (110', 0 rds, 6/day) (Sp) Clairvoyance/Clairaudience sensor.
Slashing Grace (Katana) Treat chosen weapon as 1-handed piercing weapon and can had Dex instead of Str to dmg.

Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.

Swashbuckler Finesse At 1st level, a swashbuckler gains the benefits of the Weapon Finesse feat with light or one-handed piercing melee weapons, and she can use her Charisma score in place of Intelligence as a prerequisite for combat feats.