About SorsulArmorist with the archetype darkshaper 1-14
Offense and Defense:
Offense Feint: +1 (BaB) + 5 (Cha) = +6 To Hit: +1 (BaB) + 5 (Cha) = +6 Damage: 1d4 (Base) + 5 (Cha) = 1d4+6 Fatal Strike: 1d6 [dice=Perform]1d20+14[/dice] [dice=Feint]1d20+6[/dice]
Defense
Fetchling:
* Stats: +2 Dexterity, +2 Charisma, –2 Wisdom: Fetchlings are quick and forceful, but often strange and easily distracted by errant thoughts. * Native Outsider: Fetchlings are outsiders with the native subtype. * Darkvision: 60ft * 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 (Su): 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. * Darkness Adept: If you later gain levels in a class granting the casting class feature, exchange this feat for the Extra Magic Talent feat. Background and Traits:
Entertainer Ability Boost: Charisma Bonus Feat: Graceful Athlete Class Skills: Acrobatics and one Perform skill of your choice Well-Practiced: You can spend one hit die to roll it and add the result to a Perform check. Consummate Performer: At 5th level, you can elect to permanently reduce your hit dice by three. If you do, you can spend one hit die to cast charm person or silent image, two hit dice to cast enthrall, and three hit dice to cast hypnotic pattern. Trait
Sphere Talents:
Casting Tradition * Magic Type: Psychic
Lvl 1: Dark Sphere (Shadow Master: You cannot create darkness, and cannot select (darkness) talents. You must select a (shadow) talent as your bonus talent for this drawback.)
The shadow lurk cannot attack, use extraordinary or supernatural abilities, cast spells or use spell-like abilities, or employ its target’s class features, though it can manipulate objects and use skills. A shadow lurk must remain within long range of its original source or it ceases to exist. The target lacks a shadow while this effect is active. Retracting a shadow lurk is a move action that does not provoke attacks of opportunity. Either the target or the shadow lurk may spend this action. If a shadow lurk is killed or exceeds its range, it winks out of existence and the target’s shadow returns to them with a surge of energy that causes them to be stunned for 1 round. In either case, the target immediately gains the knowledge of everything their shadow lurk observed and did while it was detached. You may gain this talent a total of twice. If gained a second time, you may weave shadowstuff into your shadow lurks, giving them and their equipment increased substance. Your shadow lurks use the full Strength score of their source, have 2 hit points per caster level, and possess non-magical versions of their sources’ equipment. It may flank, threaten, and make a single attack per turn using non-magical versions of whatever weapons or natural attacks its source possesses. It attacks using its source’s full base attack bonus, Strength score, feats, and proficiencies, but deals only half damage. A shadowstuff-imbued shadow lurk may not attempt non-attack combat maneuvers, cast spells, or use its source’s class features. Alchemical items created as part of your shadow lurks do not function.) - Imbue Shadow (You may imbue a target’s shadow with the power of your darkness magic. As shadow ability, you may spend a spell point to cause a target’s shadow to wrap itself around the target, creating a band of supernatural darkness across their eyes, rendering the target blinded. The blindfold lasts as long as you concentrate to a total of 1 round per caster level, but you may spend an additional spell point as a free action to allow the effect to endure for this duration without concentration. Darkvision has no effect on this blindfold, but creatures with the see in darkness ability are immune. Additionally, if a talent is usable as both a (darkness) and (blot), you may now use it as if it also possessed the (shadow) tag. Talents used in this fashion cost an additional spell point to use and have a duration of 1 round per caster level.) - Shadow Strike (As a standard action, you may make a single weapon attack in conjunction with using a [shadow] effect. This casting cannot be reduced below a standard action, and does not provoke attacks of opportunity, unless as usual if making a ranged attack. If the target is struck by the attack, it is also affected by the [shadow]. If using a scatter weapon, the [shadow] only applies to a single target, chosen at the time of attack. If you possess the Clinging Darkness talent, you may affect the target with a [darkness] or [blot] effect in place of a [shadow])
Combat Talents:
Shadow Dancer * Simple weapons, light armor, buckler proficiency (Armorist) * Equipment: Custom Training (Bladed Scarf, Totem Spear, Scimitar) Balanced Defense (While wielding a light or one-handed weapon and nothing in any other hand you possess, you gain a +1 shield bonus to AC. For every 4 points of base attack bonus you possess, this bonus increases by +1. Attacking with an off-hand weapon, making more than one natural attack on your turn, or using abilities such as a monk’s flurry of blows or a magus’ spell combat suppresses this bonus until the start of your next turn.) * Variable: Fencing sphere * Variable: Unarmored Training Lvl 1: Fencing Sphere
Feats, Arsenal Tricks, Skills, Equipment:
Background Feats
Feats
Arsenal Tricks
Skills
Equipment
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