Lassiviren

Sieg Oshagairea's page

27 posts. Alias of havoc xiii.


Race

kayal (Fetchling)

Occupation

ex-assassin

Strength 20
Dexterity 20
Constitution 14
Intelligence 13
Wisdom 11
Charisma 16

About Sieg Oshagairea

Sieg Oshagairea
Race: Fetchling | Size: M | Class/Levels: Ninja* 6 (hp)
Gender: Male | Age: 23 | Alignment: CN
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ABILITY SCORES
STR: 20 (+5) DEX: 20 (+5) CON:14 (+2)
INT: 13 (+1) WIS: 11 (+) CHA16 (+3)
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DEFENCE
Fort: +5 Ref: +11 Will: +3
AC:21 (+6 armor, +5 Dex ) | HP: 55 Ki pool: 8
Flatfoot: 16 Touch: 15 CMD: 24
Armor: +2 Mithrial chain shirt: cloak of resistance +1
Notes: 50 % miss chance in dim light; cold & electricity resistance 5
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OFFENCE
Base Attack Bonus: +4 Initiative: +7 CMB: + 9
Movement 30 feet

Shadow Fang:

+1 Katana
- Attack Bonus: 11
- Damage: 1 d10 + 8 sa +3 d6
- Critical: 19-20 x2
- Type: S
- Weight: 6lbs
- Location: Back right shoulder to left hip

Dagger x2:

- Attack Bonus: 9
- Damage: 1 d4 + 5 + sa 3 d6
- Critical: 19-20 x2
- Type: P
- Weight: 1lbs
- Location: Right boot / Left boot

Unarmed Strike:

- Attack Bonus: 9
- Damage: 1 d3 + 5 + sa 3 d6
- Critical: x2
- Type: B

folding quickdraw composite Shortbow str5:

- Attack Bonus: 10
- Damage: 1 d6 +5 sa +3 d6
- Critical: x3
- Type: p
- Range 70ft
- Ammo: 20 drow poison arrows
- Weight: 2
- Special: Enhathladi weapon, gaining its quickness from ingenuity instead of magic. Folds up for easy transport and hiding has small gears that when released it snaps back into place allowing it to be fired quickly.
- Location: Right hip

MW Shuriken:

- Attack Bonus: 10
- Damage: 1 d2 + 5 + sa 3 d6
- Critical: x2
- Type: p
- Range 10ft
- Ammo: 10 right wrist; 10 left wrist
- Weight: 2

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SKILLS:

(Ranks + class skill + ability + Miscellaneous = total)
Skills
- Acrobatics (Dex) 6 + 3 + 5 + 5 = 18
- Bluff (Cha) 2 + 3 + 3 = 8
- Craft alchemy (Int) 3 + 3 + 1 = 7
- Diplomacy (Cha) 2 + 3 + 3 = 8
- Disable Device (Dex) 6 + 3 + 5 + 2 = 16
- Escape Artist (Dex) 2 + 3 + 5 = 10
- Intimidate (Cha) 2 + 3 + 3 = 8
- Knowledge (local) (Int) 3 + 3 + 1 = 7
- Knowledge (nobility (Int) 1 + 3 + 1 = 5
- Knowledge (planes) (Int) 2 + 0 + 1 + 2 = 5
- Linguistics (Int) 1 + 3 + 1 = 5
- Perception (Wis) 1 + 3 + 0 = 9
- Sense Motive (Wis) 6 + 3 + 0 = 9
- Slight of Hand (Dex) 6 + 3 + 5 = 14
- Stealth (Dex) 6 + 3 + 5 +2 =16

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RACIAL ABILITIES:

+2 Dexterity, +2 Charisma, –2 Wisdom : Fetchlings are quick and forceful, but often strange and easily distracted easily by errant thoughts.

Darkvision : Fetchlings see in the dark up to 60 feet.

Low-Light Vision : Fetchlings can see twice as far as humans in conditions of dim light.

Skilled : Fetchlings have a +2 racial bonus on Knowledge (planes) and Stealth checks.

Shadow Blending : Attacks against a fetchling in dim light have a 50 % miss chance instead of the normal 20 % miss chance. This ability does not grant total concealment ; it just increases the miss chance.

Shadowy Resistance : Fetchlings have cold resistance 5 and electricity resistance 5.

Disguise self 1/1

Spell-Like Abilities (Sp) : A fetchling can use disguise self once per day as a spell- like ability. It can assume the form of any humanoid creature using this spell-like ability. When a fetchling reaches 9th level in any combination of classes, it gains shadow walk (self only) as a spell-like ability usable once per day, and at 13 th level, it gains plane shift (self only, to the Plane of Shadow or the Material Plane only) usable once per day. A fetchling’s caster level is equal to its total Hit Dice

Languages Fetchlings begin play speaking Common. A fetchling with a high Intelligence score can choose any of the following languages: Aklo, Aquan, Auran, Draconic, D’ziriak (understanding only, cannot speak), Ignan, Terran, and any regional human tongue.


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CLASS ABILLITIES
Ninja:

Poison Use:At 1st level, a ninja is trained in the use of poison and cannot accidentally poison herself when applying poison to a weapon.

Sneak Attack: If a ninja can catch an opponent when he is unable to defend himself effectively from his attack, he can strike a vital spot for extra damage.
The ninja’s attack deals extra damage anytime his target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the ninja flanks his target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two ninja levels thereafter. Bonus damage from sneak attack is precision damage. Should the ninja score a critical hit with a sneak attack, this precision damage is not multiplied. Ranged attacks count as sneak attacks only if the target is within 30 feet. With a weapon that deals nonlethal damage (such as a sap, whip, or unarmed strike), a ninja can make a sneak attack that deals nonlethal damage instead of lethal damage. He cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, even with the usual –4 penalty. The ninja must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot.

Ki Pool (Su): At 2nd level, a ninja gains a pool of ki points, supernatural energy she can use to accomplish amazing feats. The number of points in the ninja’s ki pool is equal to 1/2 his ninja level + her Charisma modifier. As long as she has at least 1 point in his ki pool, she treats any Acrobatics skill check made to jump as if she had a running start. At 10th level, she also reduces the DC of Acrobatics skill checks made to jump by 1/2 (although she still cannot move farther than her speed allows).
By spending 1 point from his ki pool, a ninja can make one additional attack at her highest attack bonus, but he can do so only when making a full attack. In addition, he can spend 1 point to increase her speed by 20 feet for 1 round. Finally, a ninja can spend 1 point from his ki pool to give herself a +4 insight bonus on Stealth skill checks for 1 round. Each of these powers is activated as a swift action. A ninja can gain additional powers that consume points from her ki pool by selecting certain ninja tricks.
The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive. If the ninja possesses levels in another class that grants points to a ki pool, ninja levels stack with the levels of that class to determine the total number of ki points in the combined pool, but only one ability score modifier is added to the total. The choice of which score to use is made when the second class ability is gained, and once made, the choice is set. The ninja can now use ki points from this pool to power the abilities of every class she possesses that grants a ki pool.

Ninja Trick: As a ninja continues her training, she learns a number of tricks that allow her to confuse her foes and grant her supernatural abilities. Starting at 2nd level, a ninja gains one ninja trick. She gains an additional ninja trick for every 2 levels attained after 2nd. Unless otherwise noted, a ninja cannot select an individual ninja trick more than once.
Tricks marked with an asterisk (*) add effects to a ninja’s sneak attack. Only one of these tricks can by applied to an individual attack and the decision must be made before the attack is made.

6 minutes
Shadow Clone: Shadow Clone (Su) : The ninja can create 1d4 shadowy duplicates of herself that conceal his true location. This functions as mirror image, using the ninja’s level as her caster level. Using this ability is a standard action that uses up 1 ki point.

6 rounds
Vanishing Trick (Su): The ninja can disappear for 1 round per level. This ability functions as invisibility. Using this ability is a swift action. The ninja can use this ability once per day for free. Each additional use of this ability uses up 1 ki point.

WallClimber(Su): A ninja with this ability gains a climb speed of 20 feet, but only on vertical surfaces. This ability cannot be used to scale perfectly smooth surfaces or to climb on the underside of horizontal surfaces.

No Trace (Ex): At 3rd level, a ninja learns to cover her tracks, remain hidden, and conceal her presence. The DC to track a ninja 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. Every three levels thereafter, the increase to Survival DCs and the bonuses on Disguise and opposed Stealth checks increase by 1.

Uncanny Dodge (Ex) : Starting at 4th level, a ninja 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 ninja with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her.
If a ninja already possesses uncanny dodge from a different class, she automatically gains improved uncanny dodge instead.

Light Steps (Ex): At 6th level, a ninja learns to move by barely touching the surface underneath her. As a full- round action, she can move up to twice her speed, ignoring difficult terrain. While moving in this way, any surface will support her, no matter how much she weighs. This allows her to move across water, lava, or even the thinnest tree branches. She must end her move on a surface that can support her normally. She cannot move across air in this way, nor can she walk up walls or other vertical surfaces. When moving in this way, she does not take damage from surfaces or hazards that react to being touched, such as lava or caltrops, nor does she need to make Acrobatics checks to avoid falling on slippery or rough surfaces. Finally, when using light steps the ninja ignores any mechanical traps that use a location-based trigger.

PROFICENCIES:
Weapon and Armor Proficiency : Ninjas are proficient with all simple weapons, plus the kama, katana, nunchaku, sai, short sword, shortbow, shuriken, siangham, and wakizashi. They are proficient with light armor but not with shields.
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LANGUAGES
Common
Abyssal
Draconic
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FEATS:

Improved Unarmed Strike
Weapon Focus: Katana
Extra Ki: +2 Ki pool

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TRAITS
Reactionary: +2 init
Killer: +2 damage on crit
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EQUIPMENT
Platinum: 0
Gold: 59
Silver: 0
Copper: 0
Brooch of Shielding: 101/0
Cloak of Resistance +1
Ring of Feather Fall
Belt of Giant Strength +2
Boots of Elvenkind +5 acrobatics
Handy Haversack:

Main pocket: Grappling Hook 4lbs; 100ft silk rope 10lbs;
Left Side pocket: MW thieves tools; caltrops 5 bags 10lbs;
Right side pocket: 50 ft of string; Whetstone 1lb; 2 pieces chalk;

Belt Pouch: (trail rations 5)

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Character

PERSONALITY:

Sieg is a very cold and sarcastic person. He is better than when he first arrived on the material plane, but 21 years of mental conditioning will do that to a person. He doesn't act this way to Rose, but he is not quite used to public affection and is trying to understand what all is going on. He will risk his life to save a child.

APPEARANCE:

Bright slightly slanted yellow eyes. Short spiky black hair. His skin is stark white. His body is sculpted muscle from long hours of practicing with a blade and other fighting tools. His back is covered in scars that look to have been caused by a whip. The red flesh is the only color on his otherwise pale body. He often walks around with the hood of his cloak up over his face leaving his face in shadows he also wears a scarf around his face leaving his eyes exposed. He wears a light chainnmail shirt with the sleeves removed to allow greater movement he wears a dark clothing over this armor that allows him to appear les protected.

HISTORY:

Sieg was born after many years of breeding with humans trapped on the shadow plane. He is a mix of pure shadow and human. His master was the shadow demon Savian he taught him how to fight but more importantly how to obey commands.
At the age of 10 while he was being taught his trade he was put in a team which consists of one other assassin named Kye. After 5 years of training and living with Kye they became like brothers it was at this point their masters realized it was time for their last test. They were brought to a room with no weapons. Their masters looked at each of them and said. "The only way for you to leave this room is for one of you to be dead." He said in his cold otherworldly voice that still gives Sieg nightmares to this day. They then through one single dagger into the far corner and shut the door. Sieg thought they had to be kidding he tried to reason with Kye, but Kye had already scrambled for the dagger. He slashed at Sieg slicing deep into the muscle of his arm that he just avoided enough to keep use of the limb. He then fell into the shadow asp fighting style created for quick movements and straight fingered strikes. Sieg managed to snap his arm up deflecting the next cut and struck out with blinding speed with his other hand burying his fingers in Kye's neck. Blood dripping down his fingers as he ell to his knees and felt numb all over. It was on this day he was awarded Shadow Fang for becoming an Asesino or assassin.

When he turned 17 Savian told him he had a new job for him and brought him to the material plane for the first time he was in a land full of color and life at first he hated everything about it. If he had explored those feelings deeper he would have realized that it was because it was a mirror to his own life and showed him the folly that it was.

He was ordered to sneak into enemy camps and take out high ranking officers. He followed orders for 5 years until one mission they ordered him to kill a small girl of 8 she was the child of some priestess who fought against the dragonflight and they wanted to teach her a lesson. He killed the guards with little to no problem but upon seeing the small child so helpless as she hid behind her seat in the carriage an emotion he rarely felt hit him worse than Savian's whip. He decided he was going to take the child to her mother and see if she would be alright. He was caught before he made it to camp before a compulsion hit him from his master. They made him walk calmly up to the girl and slit her throat with his dagger his mind screaming the whole time.

After this he was brought back and beaten almost to the point of death many times before he was finally able to convince them it would never happen again. Sieg was to important to just kill so they kept him alive only began to use him for less sensitive assignments. It wasn't so long after this that he heard a couple gnolls talking about the woman they had captured and were going to enjoy some time with later. He snapped he slew the two beasts then and there letting their bodies drop lifeless to the ground their blood soaking into the earth. He found the women and was stopped dead in his tracks at her beauty and presence he knew then what love must feel like. He asked her what her name was. When she responded Black Rose with no hint of fear in her voice only anger. He asked if she wanted to live? When she answered yes he told her to stay quiet and stay close to him as he quickly picked the locks to her cell. He quickly gathered her equipment and gave it to her. "Stay close to me this is going to be quick and brutal if you end up in a fight quick slashes and keep on moving don't stop to finish them off we don't have time to." He said quietly as he drew Shadow's Fang and began to run. They made it most of the way through camp before they met any resistance it happened to be the human who was directly in charge of him a quick slash to the throat left him dead on the ground as they rushed out of the camp. Finding Rose's horse picketed with the others they took it and rode off not looking back. They are both hiding out in the Empire of Mists as husband and wife now 2 years later. He occasionally has to drink himself to sleep after the murder of the child.