Artemis Entreri

Talon Shadowblade's page

259 posts. Alias of Edward Sobel.


Full Name

Talon Shadowblade

Race

Fetchling

Classes/Levels

ninja 16 | hp 130/162

Gender

Male

About Talon Shadowblade

Talon
Male fetchling chaokineticist 1/ninja 16
N Medium outsider (native)
Init +10; Senses darkvision 60 ft., low-light vision, see in darkness; Perception +24
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Defense
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AC 29, touch 20, flat-footed 23 (+9 armor, +4 deflection, +6 Dex)
hp 162 (17d8+74) 107/162
Fort +14, Ref +24, Will +11; +1 Luck bonus vs. traps
Defensive Abilities fortification 25%, improved uncanny dodge, shadow blending; Resist cold 5, electricity 5
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Offense
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Speed 35 ft.
Melee
. . +2 keen wakizashi +24/+19/+14 (1d6+11/15-20) or
. . +4 keen sneaky virulent adamantine wakizashi +26/+21/+16 (1d6+13/15-20)
Ranged
. . Adamantine shuriken +22/+17/+12 (1d2+1)
. . negative energy Blast +21 (1d6+5/20 x2/Range 120’)(range touch)
Special Attacks kinetic blast, sneak attack +9d6
Spell-Like Abilities (CL 17th; concentration +21)
. . 1/day—disguise self-, Plane shift (self only, shadow or material plane) (DC 21), shadow walk (self only) (DC 19)
Ninja Spell-Like Abilities (CL 16th; concentration +20)
. . —see the unseen [UC]
. . —vanishing trick [UC]
Kineticist Wild Talents Known
. . Blasts—Negative energy blast (1d6+5)
. . Utility—basic chaokinesis
. . Form Infusion – Extended Range
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Statistics
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Str 12 (10), Dex 28, Con 18, Int 16, Wis 16, Cha 18
Base Atk +12; CMB +13; CMD 36
Feats Accomplished Sneak Attacker, Clustered Shots[UC], Point-Blank Shot, Precise Shot, Slashing Grace[ACG], Stealthy, Tribal Scars, Two-weapon Fighting, Weapon Finesse, Weapon Focus (wakizashi)
Traits bandit (river kingdoms), Magical Talent (Acid Splash)
Skills
Acrobatics +32
Appraise +8
Bluff +12
Climb +12 (+11)
Craft (alchemy) +14
Diplomacy +5
Disable Device +32 (+37 to disarm traps)
Disguise +14
Escape Artist +16
Fly +10
Heal +20
Intimidate +10
Knowledge (arcana) +7
Knowledge (dungeoneering) +12
Knowledge (local) +12
Knowledge (nature) +9
Knowledge (nobility) +12
Knowledge (planes) +23
Knowledge (religion) +10
Linguistics +13
Perception +24
Ride +10
Sense Motive +14
Sleight of Hand +30 (+38 in dim light or darkness)
Spellcraft +10
Stealth +44 (+52 in dim light or darkness)
Survival +16
Swim +7 (+6)
Use Magic Device +25
Racial Modifiers +2 Knowledge (planes), +2 Stealth
Languages Abyssal, Celestial, Common, Daemonic, Draconic, Dwarven, Elven, Infernal, Shadowtongue, Undercommon
SQ burn (1 point/round, max 7), gather power, ki pool (12 points), light steps, ninja tricks (assassinate[UC], deadly range[UC], deadly shuriken[UC], fast stealth, finesse rogue, flurry of stars[UC], see the unseen[UC], vanishing trick[UC]), no trace +5, poison use
Gear
wand of cure light wounds (CL 1 / 50 charges)
deathblade poison (2)
Purple worm poison (2)
+5 fortification (light) glamered shadow stanching mithral chain shirt
+2 keen wakizashi[UC]
+4 keen sneaky virulent adamantine wakizashi [UC]
Adamantine shuriken (50)
Magenta prism ioun stone
Belt of physical might +6 (Dex, Con)
cloak of resistance +2
Headband of mental superiority +4
ring of protection +4
Shadow jumper's tunic
Stone of good luck (luckstone)
Trapspringer's gloves [UE]
Greater Eye Piercings
Masterwork thieves' tools
Poisoning sheath [UE] x2
Shinobi shozoku
Cold Weather Outfit
Wrist sheath, spring loaded (2)
2 gp, 5 sp

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Tracked things
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Ki pool 12/day - 1/12

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Special Abilities
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+8 to Stealth and Sleight of Hand checks made in dim light or darkness. Add a +½ bonus on Stealth and Sleight of Hand checks made while in dim light or darkness.
Assassinate (DC 22) (Ex) Can kill unaware foe with a prepared sneak attack (Fort neg).
Basic Chaokinesis (Level 1; Burn 0) you can create a shadow that protects a target from bright light. You can also change gravity to increase a creature's carrying capacity by half or grant a creature a +4 bonus on Acrobatics checks to jump. Each benefit lasts 1 hour or until you use basic chaokinesis again.
Bandit (River Kingdoms, Stealth) +1 to Stealth checks, Stealth is always a class skill for you.
Burn 1/round (17 nonlethal/burn, 7/day) Burn HP to gain greater effects on your wild talents.
Clustered Shots Total damage from full-round ranged attacks before applying DR
Darkvision (60 feet) you can see in the dark (black and white vision only).
Deadly Range +10 (Ex) Increase the range at which can make ranged sneak attacks.
Deadly Shuriken (Ex) As a full-round action, a ninja with this master trick can take careful aim and pool all of her attack potential into a single, deadly shuriken throw. When she does this, she throws a single shuriken at a single target, but makes as many attack rolls as she can, based on her base attack bonus. She makes the attack rolls in order from highest bonus to lowest, as if she were making a full attack. If any of the attack rolls hit the target, the attack hits. For each additional successful attack roll beyond the first, the ninja increases the damage by 1d6. Precision damage and extra damage from weapon special abilities (such as flaming) are added with damage modifiers and are not increased by this advanced talent. If one or more rolls are critical threats, she confirms the critical once using her highest base attack bonus –5. For each critical threat beyond the first, she reduces this penalty by 1 (to a maximum of 0).
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.
Extended Range Infusion (Level 1; Burn 1) Your kinetic blast can strike any target within 120 feet.
Fast Stealth (Ex) Move at full speed while using the Stealth skill at no penalty.
Flurry of Stars (Ex) a ninja with this ability can expend 1 ki point from her ki pool as a swift action before she makes a full-attack attack with shuriken. During that attack, she can throw two additional shuriken at his highest attack bonus, but all of his highest attack bonus, but all of her shuriken attacks are made at a –2 penalty, including the two extra attacks.
Fortification 25% you have a chance to negate critical hits on attacks.
Gather Power (Su) Move: reduce the burn cost of a blast by 1 or Full-round: reduce the burn cost of a blast by 2
Greater Eye Piercings the wearer of these piercings gains the See in Darkness ability. (can see perfectly in darkness of any kind, including that created by deeper darkness).
Improved Uncanny Dodge (Lv >=20) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 20+.
Ki Pool (12/day) (Su) you have a ki pool equal to 1/2 your monk level + your Charisma modifier.
Kinetic Blast (Sp) the kineticist can unleash her kinetic blast at a range of 30 feet at will.
Light Steps (Ex) When moving up to twice your normal movement, you may ignore difficult terrain and can move over any surface.
Low-Light Vision see twice as far as a human in low light, distinguishing color and detail.
Magical Talent (Acid Splash, 1/day) (Sp) Choose one 0-level spell - it becomes a 1/day spell-like ability for you.
No Trace +5 (Ex) Survival DCs to track you are at +5, gain +5 to Stealth when you are stationary and not acting.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Poison Use you do not risk poisoning yourself accidentally while poisoning a weapon.
Precise Shot you don't get -4 to hit when shooting or throwing into melee.
See the Unseen (Su) A ninja with this trick learns how to see that which cannot be seen. As a swift action, the ninja can cast see invisibility, using her level as the caster level. Each use of this ability uses up 1 ki point.
Shadow Blending (Su) Miss chance in dim light increases to 50%. This does not grant total concealment.
Shadow jumper's tunic (4/day) Add 40 feet to a jump or 4 jumps for 10 per day in dimly lit areas.
Slashing Grace (Wakizashi) Treat chosen weapon as 1-handed piercing weapon and can had Dex instead of Str to dmg.
Sneak Attack +9d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Telekinetic Blast (Sp) Level 0; Burn 0
Trapspringer's gloves +5 to Disable Device against traps, +1 luck bonus to saves vs. traps.
Umbral Unmasking you cast no shadow whatsoever, or the shadow you do have is monstrous. Under normal lighted conditions, this is not hard to observe—but uncommon to notice. Creatures that succeed at a DC 15 Wisdom check notice it plainly (an additional Perception check may be required based on environmental conditions). This telltale sign of wickedness cannot be concealed by misdirection, nondetection, or illusions, except those that also affect shadows (such as invisibility).
Vanishing Trick (Su) 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.

Weapon / Armor abilities
Keen this ability doubles the threat range of a weapon.
Sneaky this special ability can be placed only on a melee weapon. Once per day as a free action, the wielder of a sneaky weapon can designate a single foe within his melee reach as his prey. If the wielder has the sneak attack class feature, he adds his sneak attack damage to the next attack he makes against his prey, even if the wielder is not flanking and the target is not denied its Dexterity bonus to AC, as long as that attack is made before the end of the wielder's next turn.
Virulent magically intensifies any poison applied to the weapon. Add the weapon enhancement bonus to the poison save DC and increase the poison duration a number of rounds equal to the weapon’s enhancement bonus.
Stanching A stanching suit of armor helps stop the flow of blood from the wearer's wounds, automatically tightening like a tourniquet in the appropriate places while also magically reducing the severity of the wound. Stanching armor reduces hit point damage, ability damage, or ability drain by an amount equal to its enhancement bonus if the damage or drain was from a bleed effect. The wearer also adds the armor's enhancement bonus to Constitution checks to become stable.
Shadow this armor blurs the wearer whenever she tries to hide, while also dampening the sound around her, granting a +5 competence bonus on Stealth checks. The armor's armor check penalty still applies normally.

Poisons
Deathblade
Type poison (injury); Save Fortitude DC 20
Frequency 1/round for 6 rounds
Effect 1d3 Con damage; Cure 2 consecutive saves

Purple Worm Poison
Type poison (injury); Save Fortitude DC 24
Frequency 1/round for 6 rounds
Effect 1d3 Str damage; Cure 2 consecutive saves

Quick Backstory:

Talon is a fetchling from the shadow rift of Ridwan. He lived on the streets stealing to stay alive. he had no family, no parents, he didn't even have a name. He let the streets give him his name.

over time He was eventually captured for his crimes and was sentenced to trial by combat. remarkably or perhaps by fate, he manged to escape death.

The public "Trial" had numerous officials in attendance, among them was Lord Marcus. a member of Nidal's Shadow Council, The special part of the Umbral Court that "Takes care of business"

Talon was trained as Marcus' personal assassin and worked numerous missions. proving himself a rather efficient assassin.

Talon's newest mission was a retrieval mission. To find and recover the "Torc of Kostchtchie" a valuable tool to further the desires of the Umbral Court.

Of course Talon may not be able to retrieve the Torc, That will have to be seen as the adventure pans out.

unknown to Talon, He is the spawn of a shadow dragon and was cast out of the shadow realm

a story thread with lots of detail on the character. But is intended for much higher level but the beginning chapters work well