Bugbear Shadow Sneak

Sindri Quarrysson's page

270 posts. Alias of Teiidae.


Full Name

Sindri Quarrysson

Race

Svirfneblin

Classes/Levels

Ninja and Zen archer Monk 3 | HP: 29/38 | AC: 23 T: 22 FF: 23 | Fort: +8, Ref: +8, Will: +11 | CMB: +0, CMD: 18 | Init: +5, Perception: +13 Senses: Darkvision 120ft, Lowlight vision, Stonecunning. Constant: nondetection3

Gender

Male

Size

Small

Age

73

Alignment

Lawful Evil

Occupation

Assassin, Miner and Alchemist.

Strength 10
Dexterity 15
Constitution 14
Intelligence 12
Wisdom 20
Charisma 9

About Sindri Quarrysson

Male Svirfneblin Ninja/Monk (Zen Archer) 3
LE Small Humanoid (Gnome)
Init +5; Senses Darkvision 120ft, Low-light vision, Perception +12, Stonecunning.
Age:73 Height: 3ft . 7in Weight: 42 lb
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DEFENSE
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AC 22, touch 21, flat-footed 18 (+1 Armour, +2 Dex, +1 Deflection, Natural Armour +0, Misc +0,+5 Wis,+2 Dodge,+1 size)
hp 38(3d8+6+8)
Fort +8, Ref +8, Will +11
Resistances: Spell Resistance 14.
Constant Spell-like abilities:Nondetection
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OFFENSE
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Speed 30ft.

Melee
..Small Wakizashi,+5(1d4)(18-20/x2)
..Small Katana, +3(1d6)(18-20/x2)
..Unarmed Strike, +5(1d4)(x2)
..Sneak Attack 2d6
Ranged
.. +1 Gnomish composite Longbow, +12/14(if within 30ft) (1d6+1/1d6+3)
..Flurry of blows, +11/13(if within 30ft), 2 attacks.
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STATISTICS
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Str 10, Dex 15, Con 14, Int 12, Wis 20, Cha 9
Base Atk +2; CMB +1; CMD 19
Traits
..Rapscallion: +1 trait bonus to initiative and Escape artist.
..Wisdom in the flesh: use wis for climb instead of str.
Feats
Monk Feats
..Improved unarmed Strike.
..Precise Shot.
..Point-blank shot.
..Perfect Strike.
..Weapon Focus Longbow.
..Point-blank master
Feats from levels
..Weapon finesse.
..Deadly aim
Mythic feats
..Mythic point-blank shot.
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Skills
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Class skills*=ranked skills
..*Acrobatic +6 (Ability +2,Ranked +1,Class +3)
..Appraise +1 (Ability +1)
..*Bluff +3 (Ability -1, Ranked +1, Class +3)
..*Climb +10 (Ability +5, Ranked +2, Class +3)
..*Diplomacy +4 (Ability -1, Ranked +2, Class +3)
..*Disable Device +6 (Ability +2, Ranked +1, Class +3)
..*Disguise +3 (Ability -1, Ranked +1, Class +3)
..*Escape artist +8 (Ability +2, Ranked +2, Class +3, Trait +1)
..Intimidate -1 (Ability -1)
..*Knowledge history +5 (Ability +1, Ranked +1, Class +3)
..*Knowledge local +6 (Ability +1, Ranked +2, Class +3)
..Knowledge nobility +1 (Ability +1)
..Knowledge Religion +1 (Ability +1)
..*Linguistics +6 (Ability +1, Ranked +2, Class +3)
..*Perception +13 (Ability +5, Racial +2, Ranked +3,Class +3)
..*Sense motives +10 (Ability +5, Ranked +2, Class +3)
..*Sleight of hand +6 (Ability +2, Ranked +1, Class +3)
..*Stealth +13 (Ability +2,Racial +2, Ranked +3, Class +3, Size +4)
..Survival +8 (Ability +5, Ranked +1, Class +3)
..*UMD +3 (Ability -1, Ranked +1, Class +3)
Background Skills
..Profession Miner +10 (Ability +5, Ranked +2, Class +3)
.Profession Assassin +10 (Ability +5, Ranked +2, Class +3)
..Craft poison +7 (Ability +1, Ranked +2, Class +3)
..Craft Alchemy +7 (Ability +1, Ranked +1, Racial +2, Class +3)
....Craftfletching +6 (Ability +1, Ranked +1, Racial +1, Class +3)
Non-Standard Skill Bonuses
.. +2 racial bonus to perception,craft alchemy and stealth(+4 when underground).
.. +1 trait bonus to escape artist.
.. +4 size bonus to stealth
Languages: Gnome, Undercommon, Alko and Common.

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GEAR/POSSESSIONS
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Combat Gear:Small Wakizashi, Small Katana,Daikyu (Longbow) and 40 arrows.
Worn Gear: Simple black robes, Masterwork backpack and an amethyst signet of his family.
Other gear/Inventory Masterwork Climber's kit.
Carrying Capacity
Light 33lb. Medium 66lb lb. Heavy 100lb.
Current Load Carried lb.
Coins Gp:100,Sp:,Cp:

Special Abilities:

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SPECIAL ABILITIES
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Defensive Training: Svirfneblin gain a +2 dodge bonus to Armor Class.

Fortunate: Svirfneblin gain a +2 racial bonus on all saving throws.

Skills: Svirfneblin gain a +2 racial bonus on Stealth checks; this improves to a +4 bonus underground. They gain a +2 racial bonus on Craft (alchemy) checks and Perception checks.

Stonecunning: Svirfneblin gain stonecunning

Svirfneblin Magic: Svirfneblin add +1 to the DC of any illusion spells they cast. Svirfneblin also gain the following spell-like abilities: Constant—nondetection; 1/day—blindness/deafness (DC 12 + Charisma modifier), blur, disguise self; caster level equals the svirfneblin's class levels.

Hatred: Svirfneblin receive a +1 bonus on attack rolls against humanoid creatures of the reptilian and dwarf subtypes due to training against these hated foes

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 her attack, she can strike a vital spot for extra damage.

The ninja’s attacks deal 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 ninja flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two ninja levels thereafter. Bonus damage from sneak attacks 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, unarmed strike, or whip), a ninja 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, 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 this spot. A ninja cannot sneak attack while striking a creature that has concealment.

Ki Pool (Su): The number of points in the ninja’s ki pool is equal to 1/2 her ninja level + her Charisma modifier. As long as she has at least 1 point in her 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 her ki pool, a ninja can make one additional attack at her highest attack bonus, but she can do so only when making a full attack. In addition, she can spend 1 point to increase her speed by 20 feet for 1 round. Finally, a ninja can spend 1 point from her ki pool to give herself a +4 insight bonus on Stealth 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.

Ninja tricks:
..Vanishing trick: As a swift action, the ninja can disappear for 1 round per level. This ability functions as invisibility. Using this ability uses up 1 ki point.

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.

AC Bonus (Ex):
When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and his 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.

These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.

Flurry of Blows (Ex):Starting at 1st level, a zen archer can make a flurry of blows as a full-attack action, but only when using a bow (even though it is a ranged weapon). He may not make a flurry of blows with his unarmed attacks or any other weapons. A zen archer does not apply his Strength bonus on damage rolls made with flurry of blows unless he is using a composite bow with a Strength rating.

A zen archer’s flurry of blows otherwise functions as normal for a monk of his level.

Perfect Strike (Ex):
At 1st level, a zen archer gains Perfect Strike as a bonus feat, even if he does not meet the prerequisites. A zen archer can use Perfect Strike with any bow. At 10th level, the monk can roll his attack roll three times and take the highest result. If one of these rolls is a critical threat, the monk must choose one of his other two rolls to use as his confirmation roll.

Way of the Bow (Ex):
At 2nd level, a zen archer gains Weapon Focus as a bonus feat with one type of bow.

At 6th level, the monk gains Weapon Specialization with the same weapon as a bonus feat, even if he does not meet the prerequisites.

Fast Movement (Ex):
At 3rd level, a monk gains an enhancement bonus to his land speed, as shown on Table: monk. A monk in armor or carrying a medium or heavy load loses this extra speed.

Zen Archery (Ex):
At 3rd level, a zen archer may use his Wisdom modifier instead of his Dexterity modifier on ranged attack rolls when using a bow.

Point Blank Master (Ex):
At 3rd level, a zen archer gains Point Blank Master* as a bonus feat, even if he does not meet the prerequisites.

Mythic Abilities

Hard to Kill (Ex):Whenever you're below 0 hit points, you automatically stabilize without needing to attempt a Constitution check.

Mythic Power (Su):Mythic characters can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. 3+double your tier level, 7 mythic points.

Surge (Su):You can call upon your mythic power to overcome difficult challenges. 1d6 to rolls after rolled.

Amazing initiative (Ex): You gain a bonus on initiative checks equal to your mythic tier. In addition, as a free action on your turn, you can expend one use of mythic power to take an additional standard action during that turn. This additional standard action can't be used to cast a spell. You can't gain an extra action in this way more than once per round.

Trickster path abilities

Surprise Strike (Ex):As a swift action, you can expend one use of mythic power to make a melee attack or ranged attack against a target within 30 feet, in addition to any other attacks you make this round. When you make a surprise strike, the target is considered flat-footed regardless of any class features or abilities it might have, and you add your tier to the attack roll. Damage from this attack bypasses damage reduction.

Longevity (Su):Upon taking this ability, you can no longer die from old age. If you have penalties to your physical ability scores due to aging, you no longer take those penalties. You still continue to age, and you gain all the benefits to your mental ability scores.

Aim for the eyes (Ex):You can home in on your targets with uncanny and supernatural accuracy. You can make ranged sneak attacks from up to 60 feet away (rather than 30 feet). When calculating range penalties for ranged attacks, you are always considered to be one range increment closer to the target than you actually are. Whenever you successfully score a critical hit against a flat-footed creature with a ranged attack, as a free action you can expend one use of mythic power to blind that creature for 1d4+1 rounds. A mythic creature can attempt a Fortitude save to negate this effect (DC = 10 + your tier + your Dexterity modifier). Creatures that are immune to critical hits are immune to this ability, as are creatures with unusual anatomies (GM's discretion).

Background:

Sindri Quarrysson was born to clan Quarrysson of the Svirfneblin people. His family was well known for their gem cutting and mining. When Sindri was a young man, his village was besieged by a battalion of Duergar slavers. his life in ruin and his freedom stolen. 20 years later he escaped armed with little more than a few arrows,a pair of sharp eyes and a bow. In his later years he discovered the silent path of the ninja and the calm serene order of the zen archer monks. With his training done, he sold his services to those that had to coin to use his combat prowess and his skill in subterfuge. He heard rumors of the town of Gumlat, perhaps there is to be coin earned their.

Appearance and Personality:

Sindri Stands at 3ft. 7in and weighing in at 42 pounds. With slate like skin that is smooth to the touch. Other features include piercing purple eyes that glisten like polished amethysts and four golden canine teeth. around his neck,wrist and ankles are harsh looking scars, a vestige from his time in bondage. Sindri wears simple black robes as anything heavier would throw off his balance and affect his training. He likes gems and jewellery and will wear them when he can as they harken him back to his old life.

Having been a slave has destroyed much of Sindris life, turning him into a jaded cynic. He has a strong hatred for all things dwarven. Sindri is a man of honor, words are like wind, but a promise is more sacred than the gods themselves. To break them is to be little more than an abomination in his eyes.

Sindri has always wanted to defeat a tarrasque or the boogeyman.