Classes/Levels |
Male Fetchlng Rogue 4/Shadowdancer 4 / Init: +7 / Perception +11/ Darkvision 60' Hit Points: 55/55 AC22/ff16/t17 F+5/R+13/W +4 |
About Symon
Symon
Male fetchling rogue 4/shadowdancer 4 (Pathfinder RPG Bestiary 2 123)
NG Medium outsider (native)
Init +7; Senses darkvision 90 ft., low-light vision; Perception +11
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Defense
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AC 22, touch 17, flat-footed 16 (+4 armor, +1 deflection, +5 Dex, +1 dodge, +1 natural)
hp 55 (8d8+12)
Fort +5, Ref +13, Will +4
Defensive Abilities evasion, improved uncanny dodge, shadow blending, trap sense +1; Resist cold 5, electricity 5
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Offense
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Speed 30 ft.
Melee mwk keen rapier +13 (2d6/15-20 plus 2d6 sneak attack) or
. . mwk silver dagger +12 (2d4-1/19-20 plus 2d6 sneak attack)
Ranged light crossbow +11 (2d8/19-20 plus 2d6 sneak attack)
Special Attacks sneak attack +2d6 plus 2 bleed
Spell-Like Abilities (CL 8th; concentration +11)
. . 1/day—disguise self
Shadowdancer Spell-Like Abilities (CL 4th; concentration +7)
. . 2/day—shadow illusion (DC 14)
. . 1/day—shadow call (DC 17)
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Statistics
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Str 10, Dex 21, Con 12, Int 13, Wis 10, Cha 17
Base Atk +6; CMB +6; CMD 23
Feats Combat Reflexes, Dodge, Mobility, Vital Strike, Weapon Finesse, Weapon Focus (rapier)
Traits acrobat, reactionary
Skills Acrobatics +17, Appraise +6, Bluff +10, Climb +5 (3 instead of -5 penalty when using the Climb skill to attempt an accelerated climb), Disable Device +18, Disguise +8, Knowledge (dungeoneering) +6, Perception +11, Perform (dance) +10, Sense Motive +7, Sleight of Hand +16, Stealth +18, Use Magic Device +10; Racial Modifiers +2 Stealth
Languages Common, Draconic
SQ hide in plain sight, rogue talent (bleeding attack +2), rogue talents (combat trick, weapon training), shadow jump, summon shadow, trapfinding +2
Combat Gear potion of cure light wounds, potion of cure moderate wounds, caltrops; Other Gear +1 studded leather, light crossbow, mwk keen rapier, mwk silver dagger, backpack, bedroll, belt pouch, hemp rope (50 ft.), marbles[APG], mess kit[UE], thieves' tools, 69 gp, 6 sp, 2x Potion-Cure Critical Wounds
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Special Abilities
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Bleeding Attack +2 (Ex) Sneak attacks also deal 2 bleed damage/round.
Combat Reflexes (6 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Darkvision (90 feet) You can see in the dark (black and white only).
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Hide in Plain Sight (Su) Can use Stealth even while observed, if there is a shadow in 10 ft.
Improved Uncanny Dodge (Lv >=12) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 12+.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Shadow Blending (50% miss chance) (Su) Miss chance in dim light increases to 50%. This does not grant total concealment.
Shadow Jump (4 10-ft inc/day) (Su) Travel between shadows as dimension door, but must start and end in dim light.
Sneak Attack +2d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Summon Shadow (Su) Summon a Shadow to serve as your companion.
Trap Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Trapfinding +2 Gain a bonus to find or disable traps, including magical ones.
Vital Strike Standard action: x2 weapon damage dice.
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Born on the plane of shadow, Symon was a typical Fletching in form, but not thought. He always wanted to know more; what was beyond the city, what the mayors office was like, who were the other people lived around them? It was this inquisitive nature that lead him into learning the skills of a rogue, to better allow him access to the places he wished to see. This did not go unnoticed by the rulers of the city, and they decided to put the man's skills to use. Symon was assigned to a patrol the swept the nearby lands for any sign of enemies, and as (bad) luck would have it, on his first patrol his group was ambushed by an undead warparty of Zon-Kuthon worshipers. The entire patrol was destroyed and several, including Symon, were captured and sent off back to the lands under the control of Zon-Kuthon. Before they made it to the Dark Prince's lands, the undead were set upon by a shadow dragon. While the two groups battled, Symon was dragged away by the sorcerer that had accompanied his original patrol. The poor woman was badly wounded from the initial encounter with the undead, but had just enough power whisk them between planes. Next thing Symon know, he was standing in a sunlit glade with the dead sorcerer at his feet.
From that day forward, Symon has struggled just to survive in this foreign land. His skills as a rouge have kept him alive, and have even helped him to make a few friends.
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Kaspar
Shadow (Pathfinder RPG Bestiary 245)
NG Medium undead (incorporeal)
Init +2; Senses darkvision 60 ft.; Perception +8
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Defense
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AC 15, touch 15, flat-footed 12 (+2 deflection, +2 Dex, +1 dodge)
hp 27 (3d8+6)
Fort +5, Ref +9, Will +5 (+4 to halve the damage from positive channeled energy)
Defensive Abilities channel resistance +2, incorporeal; Immune commanding, turning, undead traits
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Offense
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Speed fly 40 ft. (good)
Melee incorporeal touch +8 touch (1d6 Str)
Special Attacks create spawn
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Statistics
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Str —, Dex 14, Con —, Int 6, Wis 12, Cha 15
Base Atk +6; CMB +8; CMD 21
Feats Dodge, Skill Focus (Perception)
Skills Fly +11, Perception +8, Stealth +8 (+4 in bright light, +12 in dim light); Racial Modifiers -4 Stealth in bright light, +4 Stealth in dim light
Other Gear 12 gp
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Special Abilities
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Channel Resistance +2 +2 bonus to save vs. Channel Energy.
Create Spawn (Su) A humanoid creature killed by a shadow’s Strength damage becomes a shadow under the control of its killer in 1d4 rounds.
Darkvision (60 feet) You can see in the dark (black and white only).
Fly (40 feet, Good) You can fly!
Immunity to Ability Drain Immunity to ability drain
Immunity to Bleed You are immune to bleed.
Immunity to Commanding You are immune to being commanded (with the Command Undead feat).
Immunity to Critical Hits You are immune to Critical Hits
Immunity to Death Effects You are immune to death effects.
Immunity to Disease You are immune to diseases.
Immunity to Energy Drain Immune to energy drain
Immunity to Exhausted You are immune to the exhausted condition.
Immunity to Fatigue You are immune to the fatigued condition.
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Immunity to Nonlethal Damage You are immune to Nonlethal Damage
Immunity to Paralysis You are immune to paralysis.
Immunity to Physical Ability Damage Immune to ability damage to your physical abilities.
Immunity to Poison You are immune to poison.
Immunity to Precision Damage You are immune to Precision Damage
Immunity to Sleep You are immune to sleep effects.
Immunity to Stunning You are immune to being stunned.
Immunity to Turning You are immune to turning.
Incorporeal (Ex) You aren't quite here.
Strength Damage (Su) Attack causes Ability Damage
Undead Traits Undead have many immunities.