Belkar Bitterleaf

Shenker's page

660 posts. Alias of Heathansson.


Full Name

Shenker

Race

human

Classes/Levels

lvl 6 +1la human; 5lvl rogue xp 15,00--21,000 next levelup

Gender

male

Size

m

Age

20

Special Abilities

3 pp; inertial armor

Alignment

neutral with evil tendancies

Location

Athas

Languages

common

Occupation

stabber of stuff

Strength 13
Dexterity 18
Constitution 11
Intelligence 17
Wisdom 14
Charisma 8

About Shenker

ht 5'6" wt. 126
hp 20 max; 16 current
ac 10+4+3=17+4 or 5 with inertial up=21 or 22
rc human
alg neutral

BAB+4/+5 wpn finesse/ +6/+6 twf lite wpns i.e +5puchik,+4bonedagger
wil save +4 ref save +9 fort save +2

feats
2wf
wpn finesse
blind fighting
improved init +4+4=+8

bonus feat, b&%*$es!

Spoiler:
You teach yourself to summon a mind weapon in the form of a gauntlet or a dagger.

As a move action, you can create a semisolid blade composed of psychic energy distilled from your own mind. The weapon is identical in all ways (except visually) to a dagger or gauntlet of a size appropriate for its wielder. The wielder of a mind weapon gains the usual benefits to his attack roll and damage roll from a high Strength bonus.

The weapon can be broken (it has hardness 10 and 10 hit points); however, you can simply create another on your next move action. The moment you relinquishes your grip on his blade, it dissipates. A mind weapon is considered a magic weapon for the purpose of overcoming damage reduction.

You can use feats such as Power Attack or Combat Expertise in conjunction with the mind weapon just as if it were a normal weapon. You can also choose mind blade for feats requiring a specific weapon choice, such as Weapon Specialization. Powers or spells that upgrade weapons can be used on a mind weapon.

Even in places where psionic effects do not normally function (such as within a null psionics field), you can attempt to sustain your mind weapon by making a DC 20 Will save. On a successful save, you maintain your mind weapon for a number of rounds equal to his class level before you need to check again. On an unsuccessful attempt, the mind weapon vanishes. As a move action on your turn, you can attempt a new Will save to rematerialize your mind weapon while you remains within the psionics negating effect.

roguery
+3d6 sneak attack
evasion
trapfinding
trap sense+1
uncanny dodge

skilz
move sil 8+4=12
hide 8+4=12
spot 6+2=8
search 6+3=9
listen 6+2=8
dis dev 8+3=11
op lock 8+4=12
climb 8+1=9+2ss when use rope=+11
slt hnd 6+4=10
jump 5+1+2ss=8
tumble 8+4+2ss=14
balance 6+4+2ss=12
use rope 5+4=9

equipment--gourd jock cup; sling and 3 stones, 2 bone daggers(1d4-2h-2dm), 1 bronze puchik (1d4-1h-1dm critx3)
jankx Davy Crockett hat.
8 ceramic(i.e. gold) pieces.
MWORK LEATHER ARMOR
GOLD AND SILVER JEWELRY YOINKED OFFA SOME NOBLES(50-75 ceramic).

Shenker was an orphaned street urchin on the mean streets of Tyr. He was ripping off a merchant's wagon to feed the other urchins when the burly fat capitalistic boojwah scum laid hands on him. A quick succession of flashes of flint folsom points and the merchant was striped in bloody scars. Then the beatdown started. The templars with their half-wit half giant thugs. The stripes continued, across legs and sinews, but thundering fists put Shenker in the dirt.
The usual execution--drowning in a trough of the filth from the city block where the crime was committed--was stalled off. One of the templars on the take knew a guy who knew a guy....
Wee Shenker found himself in the twoknife pits, the backalley anytime bantamweight alternative to the arena.
Shenker started collecting stripes. He eventually found his way out of that situation, nothing to show but crisscross scars from head to toe. He got a job working as a goto guy for a guy who knew a guy who always had a few things, but that fell apart;
right now he's buck naked....stay tuned, loyal viewer, the whyfores and whereto's of that little ditty will soon become apparent.
*we just made enemies of the DustRunner elves.*