Viktor

Sleeping Sword's page

566 posts. Organized Play character for supervillan.


Full Name

Sleeping Sword

Race

Dhampir (Ancient Born)

Classes/Levels

Monk (Qinggong Hungry Ghost) 6 / cleric (crusader) 1 | AC 17 T 17 FF 15 | HP 58/58 | F +9 R +8 W +12 | CMD 28 | Init +2 | Perc +14 darkvision 60', lowlight vision | ki 7/7 | kick 6/6 | rest 7/7

Gender

active effects:
M

Size

M

Age

old

Alignment

LN

Deity

Shizuru

Languages

Common, Tien

Strength 20
Dexterity 14
Constitution 12
Intelligence 10
Wisdom 19
Charisma 7

About Sleeping Sword

"The Way of the Sleeping Sword teaches that.... zzzz.... zzzz... huh? Wuzzat?"

necromancers slain:
  • 1. A mad Zyphus cultist at the opera.
  • 2. A murderous gnome in the frozen land of the linnorm kings.
  • 3. An Urgathoan priestess who crashed a funeral.
  • 4. A monstrous shapechanger in the heart of a fey forest.
  • Sleeping Sword
    Male Dhampir (Ancient Born) Monk (Qinggong Hungry Ghost) 6 / Cleric (crusader) 1
    LN Medium Humanoid (Dhampir)
    Init +2; Senses darkvision 60', lowlight vision; Perception +14
    --------------------
    Defense
    --------------------
    AC 17, touch 17, flat-footed 15 (+4 Wis, +2 Dex, +1 monk)
    hp 58 (7d8+20)
    Fort +9, Ref +8, Will +12; +2 vs disease, +2 vs mind-affecting, +1 vs spells and spell-like abilities used by humans, -1 vs effects that cause damage, drain or penalties to physical abilities, +2 vs enchantment

    --------------------
    Offense
    --------------------
    Base Atk +4; CMB +11; CMD 28
    Speed 50 ft.
    Melee
    +2 adamantine katana +12 (1d8+9/18-20x2)
    katana flurry +12/+12/+7 (1d8+7/18-20x2)
    masterwork cold iron temple sword +10 (1d8+7/19-20x2)
    temple sword flurry +10/+10/+5 (1d8+5/19-20x2)
    unarmed strike +9 (1d8+5/x2)
    unarmed strike flurry +9/+9/+4 (1d8+5/x2)
    silver siangham +9 (1d6+5/x2)
    siangham flurry +9/+9/+4 (1d6+5/x2)
    Ranged
    sling +6 (1d4+5/x2)
    javelin +6 (1d6+5/x2)
    shuriken +6 (1d2+5/x2)
    flurry of shuriken +6/+6/+1 (1d2+5/x2)

    Spells Prepared (CL 1; concentration +5):

    Level 0 (2/day)
    detect magic, read magic

    Level 1 (1+1/day)
    deathwatch (D), divine favour

    --------------------
    Statistics
    --------------------

    Abilities:

    Str 20 Dex 14 Con 12 Int 10 Wis 19 Cha 7

    Feats:

    Toughness
    Combat Reflexes
    Deflect Arrows
    Weapon Focus (katana)
    Crusader's Flurry
    Domain Strike (gentle rest)
    Improved Disarm
    Power Attack

    Traits:

    martial manuscript (+2 to confirm crits with monk weapons and unarmed strikes)
    lunar born (+1 to saves vs spells and spell-like abilities used by humans)

    Skills:

    [5] Acrobatics 10 (Jump 14)
    [1] Climb 11
    [7] Heal 14
    [1] Knowledge (planes) 4
    [1] Knowledge (religion) 4
    [1] Linguistics 4
    [7] Perception 14
    [0] Survival 6
    [1] Sense motive 8
    [1] Spellcraft 4
    [1] Swim 9

    Languages:

    Common
    Tien

    Equipment:

    mission gear

    Combat Gear
    +2 adamantine katana
    masterwork cold iron temple sword
    sling
    10 x sling bullets
    javelin
    9 x shuriken
    alchemical silver siangham
    wand of shield of faith (37/50)
    wand of inflict light wounds (45/50)
    wand of bless (42/50)
    wand of mage armour (48/50)
    alchemist fire
    buffering cap

    potions and scroll
    scroll of obscuring mist
    scroll of read magic
    scroll of magic weapon
    scroll of protection from evil
    scroll of comprehend languages
    scroll of Keen Edge
    potion of inflict light wounds
    oil of bless weapon
    potion remove blindness/deafness
    potion sponge of touch of the sea
    potion mage armour
    potion fly

    Other Gear
    Headband of Inspired Wisdom +2
    Belt of Giant Strength +2
    Meditation crystal
    Cloak of Resistance +1
    backpack
    waterproof bag
    bandolier
    50' hemp rope
    bedroll
    belt pouch
    candle (10)
    cheap holy text
    iron pot
    mess kit
    earplugs
    smoked goggles
    soap
    spell component pouch
    torches (10)
    trail rations (5 days)
    wooden holy symbol - Shizuru
    flint&steel
    waterskin
    hammer
    iron spike x 4
    whetstone
    oil flask x 4
    cold weather outfit
    courtier's outfit + 50gp jewelry
    wayfinder

    Coin
    5 CP; 7 SP; 3446GP

    --------------------
    TRACKED RESOURCES
    --------------------

    punishing kick (6/6)
    doom (3/3)
    gentle rest (7/7)
    channel positive energy (1/1)
    miracle worker (1/1)
    ki pool (7/7)

    GM reroll (1/1)

    --------------------
    Special Abilities
    --------------------

    Special Qualities:
    racial abilities:
    +2 racial bonus to survival, climb
    Undead Resistance: +2 racial bonus to saves vs disease and mind-affecting effects
    Negative Energy Affinity: Sleeping Sword is treated as an undead for positive and negative energy effects
    Resist level drain: Sleeping Sword suffers no ill effects from negative levels, but is still killed if he has negative levels equal to or greater than his hit dice.
    Weakness: -1 to saves vs effects that damage, drain or reduce physical ability scores
    Spell like ability: Doom 3/day, Will save DC 9, CL6

    Monk abilities:
    AC Bonus (=WIS modifier +1)
    Flurry of blows
    Monk unarmed strike
    Punishing Kick 6/day (DC 17 Fort save or knocked prone; optionally Sleeping Sword may choose to push his opponent 5' away into a safe square, with no save)
    Manoeuvre training (monk levels are full BAB for CMB)
    Still Mind
    Fast Movement
    Ki pool (magic) 7/7; By spending 1 point from his ki pool, a monk can make one additional attack at his highest attack bonus when making a flurry of blows attack. In addition, he can spend 1 point to increase his speed by 20 feet for 1 round. Finally, a monk can spend 1 point from his ki pool to give himself a +4 dodge bonus to AC for 1 round. Each of these powers is activated as a swift action.
    Qinggong ki powers: True Strike (1 ki, standard); Barkskin (1 ki, standard)
    Steal Ki: If the monk scores a confirmed critical hit against a living enemy or reduces a living enemy to 0 or fewer hit points, he can steal some of that creature’s ki. This ability replenishes 1 spent ki point to the monk’s ki pool, as long as the monk has at least 1 ki point in his pool. He cannot exceed his ki pool’s maximum.

    Cleric abilities:
    aura (law and good)
    spells and orisons
    channel positive energy 1/day, 1d6
    gentle rest: melee touch attack, stagger 1 round; if you touch a staggered creature with this attack, it falls asleep for 1 round. If you touch an undead it is staggered for WIS mod rounds (4)

    bot me:
    Sleeping Sword is primarily a melee combatant. In most circumstances attempt to flurry with his katana.
    Use punishing kick against bosses to either drop the enemy prone or manoeuvre him into a flank.
    Use gentle rest against undead, or against opponents with multiple attacks.
    At the start of combat, draw your katana and cast True Strike with 1ki; then use that to land a Punishing Kick with Gentle Rest domain strike to trip and stagger.
    If you cannot get into melee, either flurry shuriken or cast Doom (or True Strike)
    Against swarms, throw alchemist fire.

    pfs chronicles:

    XP: 18
    Current Fame: 33
    Current Prestige: 17
    1. Grave-Blooded (2016 GM Boon number 4) = Dhampir race boon
    2. We B4 Goblins!; 1XP, 1PP, 504GP
    3. Tide of Morning: 1XP, 2PP, 546gp
    4. Champions Chalice part 2, Agents of the Eye: 1XP, 2PP, 525gp
    5. Crypt of the Everflame; 3XP, 4PP
    6. Destiny of the Sands 3: sanctum of the sages; 1xp, 2PP
    7. Assault on Absalom: 1xp, 2PP
    8. Night March of Kalkamedes: 1xp, 2PP
    9. My Enemy's Enemy: 1xp, 2PP
    10. Among the Living: 1xp, 2PP
    11. The Glass River Rescue: 1xp, 2PP
    12. Corpses in Kalsgard: 1xp, 2PP
    13. The Jarlsblood Witch Saga: 1xp, 2PP
    14. The Merchant's Wake: 1xp, 2PP
    15. The Sanos Abduction: 1xp, 2PP
    16. Valley of Veiled Flame: 1xp, 2PP
    17. From the Tome of Righteous Repose: 1xp, 2PP

    boons:

    You Be Goblin Whelp: Happy Beat (Gain DR5/- vs one attack when you are hit)
    Kettlehelm of Glory: as an immediate action, gain 25% fortification against a single attack; when this item has successfully prevented one sneak attack or critical hit its magic is spent.
    Sight of the Cyclops: 1 only, reroll a d20
    Kassen's Blessing: 1 time reroll, d20
    Mythic Legacy: 1 time only, one of your feats is Mythic for 1 round or as long as it takes to make a skill check.
    Defender of Absalom
    Gift of the Ghaele: one time only, cast Continual Flame, Dispel Magic, Lesser Globe of Invulnerability, or Restoration.
    Purifier: add +2 to caster level checks to remove disease, curses or other conditions, either when you attempt to remove the conditions or when others attempt to remove them from you.
    Blessing of Nivi: 4 only, cast Blur as a swift action. When you have done this 4 times you gain Gnome as a known language, then cross off this boon.
    Gnomes of the North: 3 only, use Bluff, Knowledge (local) or Sleight of Hand for your day job and double the normal reward.
    Linnorm Hide Armour: may purchase discounted dragonhide.
    Rare Weapons: may acquire proficiency with Butchering Axe and Orc Hornbow.
    Crystalcrag saviour: at the start of an encounter featuring noncombatant or allied NPCs, burn this boon to give one NPC you can see 5 + your level temp hp, +3 Dodge bonus to AC, and +3 resistance bonus to saves for the duration of the encounter.
    Master smith's service: 1 only, at the end of an adventure repair an item as per Make Whole (CL10); OR repair Gamin the Misforged for 5PP, OR repair and upgrade to +2 Gamin for 25PP.
    Oreads' favour.
    Miracle Worker: 1/adventure, use Lay on Hands as a paladin of level [4] (number of goals completed)
    Righteous Redemption: free stuff
    Worthy Foe (undead): 3 only, swift action, +2 to hit, damage and AC till start of your next turn; or +2 to SR checks and your saves against undead and +1 to the DC of your spells and abilities used against them.