About The Cloaked OneName: Sameen / The Cloaked One
HP: 14 (1d10 + 1 CON + 3 toughness) AC: 18; Touch: 18; Flat-Footed: 16 (+2 DEX +3 CHA +3 unarmored) Intitiative: +2 (+2 DEX) Speed: 30' (no armor) Fortitude: +3 (+2 base +1 CON)
BAB: +1
Feats: Bonded Mask (level 1), Conceal Aura (background), Extra Magic Talent (shadow boxer bonus), Throw Anything (alchemist bonus)
Bonded Mask: You form a stronger attachment to the mask you are wearing when you gain this feat. This allows you to enhance the usual benefits you receive from this mask, gaining an additional +2 bonus to all saving throws against negative energy effects, death effects, and energy drain. Your mask gains 5 hardness and 10 hit points from this bond, and you receive a +4 bonus to CMD to avoid steal combat maneuvers targeting your mask. If you ever lose your current mask or decide to change the mask to which you are bonded, you lose both the bonus from this feat and the bonus from the mask racial ability until you have bonded a new mask, which takes 1 week of wearing the new mask followed by an 8-hour period of meditation using rare incense and herbs costing 100 gold pieces per character level. Any magical or nonmagical mask can be attuned via this ritual except intelligent masks and artifacts.
Conceal Aura: As a full-round action, you can reduce the power of the aura generated by your alignment for 1 minute. During this time, for the purposes of spells that detect alignment, your aura’s power is lessened by one step. You also gain a +2 bonus on checks to send secret messages. Throw Anything: You do not suffer any penalties for using an improvised ranged weapon. You receive a +1 circumstance bonus on attack rolls made with thrown splash weapons. Traits: Local Tough (campaign; +1 demoralize and flanking damage), Magic Wardrobe (magic; swap clothes as swift action) Class Skills (6 skill points per level)
Reaper Racial Features: darkvision 60', fleeting spirit, mask, reaper's scythe
Fleeting Spirit: Some reapers possess such an affinity with spirits that they are able to briefly manifest as a spirit themselves. Once a day, when dying or dead, they may manifest their incorporeal spirit in their square as a free action on their turn. They may then act for one round with whatever abilities they can still use while incorporeal, and at the end of their turn, the spirit fades away. The spirit has an amount of hit points equal to the reaper’s full maximum hit point total, but if an enemy somehow destroys the spirit during the reaper’s turn, the reaper may never be raised or resurrected. This ability replaces the grave’s mercy and soul sense racial traits.
Mask: Reapers feel an affinity for funereal masks reminiscent of those worn by psychopomps. While wearing a mask of any kind, they gain a +1 racial bonus on saving throws against death effects, energy drain, and negative energy effects. Reapers wearing a mask cannot wear any other magic item in the face slot. However, if the mask possesses magical properties, they gain the benefit from this item as well. Reaper’s Scythe: Reapers can spend a swift action to wreathe their weapons with an otherworldly glow. While wreathed in the glowing energy of the grave, the reaper’s weapons count as ghost touch for the purpose of damaging incorporeal creatures and can deal critical damage to incorporeal creatures unless they are also immune to critical hits from a different source. Furthermore, the reaper’s weapon attacks can deal damage to haunts as if they were positive energy attacks. A reaper can use this ability for a number of rounds per day equal to the reaper’s character level. These rounds need not be consecutive. Alchemist (Gloom Chymist): Alchemical expertise, extracts, gloom, quintessence, throw anything
Alchemical Expertise: The alchemist gains the (formulae) package of the Alchemy sphere, the Cherry Bomb (formulae) talent, and one additional (forumlae) talent of his choice. He uses Intelligence as his practitioner modifier. At 3rd level and every odd level thereafter, the alchemist gains another (formulae) talent. In addition, an alchemist can use Craft (alchemy) to identify potions as if using detect magic. He must hold the potion for 1 round to make such a check.
An alchemist can spend 1 point of quintessence as a swift action to cause an alchemical item to deal an additional die of damage (an alchemist fire would deal 2d6 damage, while bottled lightning would deal 2d8 damage); this effect lasts until the end of the alchemist’s next turn. At 5th level and every five levels thereafter, whenever the alchemist spends quintessence for this ability, he increases the damage by an additional damage die, up to a maximum of five additional damage dice at 20th level. Gloom: Whenever a gloom chymist creates a cluster of cherry bombs, he can spend 1 point of quintessence to infuse them with shadow energy. Such creations are known as 'glooms' and do not qualify as bombs for the purposes of feats or discoveries. A gloom deals cold damage and decreases the light level by one step within its splash radius, in addition to its other effects. This darkness counts as the base ability of the Darkness sphere, but it only lingers for a number of rounds equal to the gloom chymist’s Intelligence modifier. At 8th level, the gloom chymist can spend 1 additional point of quintessence when creating a cluster of glooms to make them decrease light levels as per deeper darkness using his alchemist level as the caster level. This ability replaces alchemical discipline. Quintessence: While the majority of an alchemist’s research is based upon science, to truly tap into the unknown, the alchemist needs to put a part of himself into his research in the form of quintessence. The alchemist uses this mystic resource as a catalyst to bridge the gap between the supernatural and science, allowing him to create something more powerful than the sum of its parts. An alchemist possesses an amount of quintessence equal to his Intelligence modifier; at 2nd level and every three levels thereafter, he gains an additional point of quintessence. An alchemist’s quintessence pool refreshes each day, typically after he gets a restful night’s sleep. Monk (Shadow Boxer): AC bonus, combat training, flurry strike (+1 attack), forceful personality, shadow boxing, tenebrous mysticism
AC Bonus: When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and 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 Strike: Starting at 1st level, whenever the monk uses the attack action to attack with an unarmed strike or a monk special weapon, he may make one additional attack with an unarmed strike or monk special weapon as a free action. The monk must decide whether or not to use this ability before making the first attack roll for her attack action. Attacks made using this ability apply the monk’s full Strength bonus to the damage roll, regardless of whether the weapon is wielded with two hands or with an off-hand. This extra attack cannot be used with the extra attack granted by the Dual Wielding sphere. At 11th level, the number of bonus attacks increases by one (to a total of two). Forceful Personality: A shadow boxer uses his Charisma score in place of his Wisdom score for determining all monk class abilities, including AC Bonus and ki powers. Shadow Boxing: At 1st level the shadow boxer may manipulate his shadow as an extension of his body, delivering blows as if from his own fists. His shadow can retrieve stored items, wield and attack with weapons, accomplish delicate tasks like disabling a lock, and deliver touch attacks. A shadow boxer’s shadow cannot be used to gain additional attacks, nor does he gain extra magic item slots. Activating and dismissing shadow boxing are free actions. His shadow deals damage as his unarmed strike, and its attacks may be substituted freely into his flurry strike or used to execute combat maneuvers. A shadow boxer’s shadow is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons. When making attacks with wielded weapons, his shadow uses the weapon’s damage. Even when wielded by his shadow, only weapons with the monk special quality may be used with a flurry strike. A shadow boxer’s shadow has a reach of 10 ft. at 1st level. At 5th level and every five levels thereafter, the reach of the shadow’s boxer’s shadow increases by +5 ft., to a maximum of +25 ft. at 20th level. This reach extends in three dimensions and is not limited to targets touching the ground. This ability replaces stunning fist and fast movement. Tenebrous Mysticism: At 1st level the shadow boxer gains Basic Magical Training as a bonus feat but must select the Dark sphere. At 2nd level he gains Advanced Magical Training as a bonus feat. He may take Extra Magical Talent with feats gained through leveling up but may only select talents from the Dark sphere when he does so. This replaces martial arts. Summoner: Casting, eidolon eldritch pact, life link, spell pool, summon monster I
Eidolon (Shadow): A summoner begins play with the ability to summon to his side a powerful outsider called an eidolon. The eidolon forms a link with the summoner, who forever after summons an aspect of the same creature. Each eidolon has a subtype, chosen when the eidolon is first summoned, that determines its origin and many of its abilities. An eidolon must be within one alignment step of the summoner who calls it and can speak all of his languages. An eidolon is treated as a summoned creature, except it is not sent back to its home plane until reduced to a number of negative hit points equal to or greater than its Constitution score. In addition, due to its tie to its summoner, an eidolon can touch and attack creatures warded by protection from evil and similar effects that prevent contact with summoned creatures.
A summoner can summon his eidolon in a ritual that takes 1 minute to perform. When summoned in this way, the eidolon’s hit points are unchanged from the last time it was summoned. The only exception to this is if the eidolon was slain, in which case it returns with half its normal hit points. The eidolon does not heal naturally. The eidolon remains until dismissed by the summoner (a standard action). If the eidolon is sent back to its home plane due to death, it cannot be summoned again until the following day. The eidolon cannot be sent back to its home plane by means of dispel magic, but spells such as dismissal and banishment function normally. If the summoner is unconscious, asleep, or killed, his eidolon is immediately banished. The eidolon takes a form shaped by the summoner’s desires. The eidolon’s Hit Dice, saving throws, skills, feats, and abilities are tied to the summoner’s class level and increase as the summoner gains levels. In addition, each eidolon gains a pool of evolution points based on the summoner’s class level that can be used to give the eidolon different abilities and powers. Whenever the summoner gains a level, he must decide how these points are spent, and they are set until he gains another level of summoner. The eidolon’s physical appearance is up to the summoner, but it always appears as some sort of fantastical creature appropriate to its subtype. This control is not fine enough to make the eidolon appear like a specific creature. The eidolon also bears a glowing rune that is identical to a rune that appears on the summoner’s forehead as long as the eidolon is summoned. While this rune can be hidden through mundane means, it cannot be concealed through magic that changes appearance, such as alter self or polymorph (although invisibility does conceal it as long as the spell lasts). Eldritch Pact (Dark): At first level the summoner gains a sphere associated with his eidolon as a bonus magic talent. The summoner uses his class level as his caster level for this sphere. This stacks normally with caster levels gained from other sources. Life Link: At 1st level, a summoner forms a close bond with his eidolon. Whenever the eidolon takes enough damage to send it back to its home plane, the summoner can, as a free action, sacrifice any number of hit points. Each hit point sacrificed in this way prevents 1 point of damage dealt to the eidolon. This can prevent the eidolon from being sent back to its home plane. In addition, the eidolon and the summoner must remain within 100 feet of one another for the eidolon to remain at full strength. If the eidolon is beyond 100 feet but closer than 1,000 feet, its current and maximum hit point totals are reduced by 50%. If the eidolon is more than 1,000 feet away but closer than 10,000 feet, its current and maximum hit point totals are reduced by 75%. If the eidolon is more than 10,000 feet away, it is immediately returned to its home plane. Current hit points lost in this way are not restored when the eidolon gets closer to its summoner, but its maximum hit point total does return to normal. Summon Monster: At 1st level, a summoner can cast summon monster I as a spell-like ability a number of times per day equal to 3 + his Charisma modifier. Drawing on this ability uses up the same power that the summoner uses to call his eidolon. As a result, he can use this ability only when his eidolon is not summoned. He can cast this spell as a standard action, and the creatures remain for 1 minute per level (instead of 1 round per level). At 3rd level, and every 2 levels thereafter, the power of this ability increases by 1 spell level, allowing him to summon more powerful creatures (to a maximum of summon monster IX at 17th level). A summoner cannot have more than one summon monster spell active in this way at one time. If this ability is used again, any existing summon monster from this spell-like ability immediately ends. These summon spells are considered to be part of the summoner’s spell list for the purposes of spell trigger and spell completion items. In addition, the summoner can expend uses of this ability to fulfill the construction requirements of any magic item he creates, so long as he can use this ability to cast the required spell. Spheres and Talents
Dark Sphere (summoner bonus)
Equipment Sphere (martial tradition)
Gladiator Sphere (Focused Menace drawback) (martial tradition)
Warp Sphere (level 1 selection) Wrestling Sphere (martial tradition) Extracts Known/Prepared
Equipment
Wealth: 44gp Summon List:
SUMMON MONSTER I
Fire Beetle Ioun Wyrd Jaculi Sagari Stirge Vulchling Wizard's Shackle SUMMON MONSTER II
SUMMON MONSTER III
SUMMON MONSTER IV
SUMMON MONSTER V
SUMMON MONSTER VI
SUMMON MONSTER VII
SUMMON MONSTER VIII
SUMMON MONSTER IX
Eidolon:
HP: 11 (1d10 + 1 CON)
AC: 13; Touch: 11; Flat-Footed: 12 (+1 DEX +2 natural) Intitiative: +1 (+1 DEX)
Speed: 30' (no armor) Fortitude: +3 (+2 base +1 CON)
BAB: +1
STR 16 DEX 12 CON 13 INT 7 WIS 10 CHA 11 Feats: Extra Combat Talent Class Skills
3/day darkness
Spheres and Talents
Evolutions Compression, Resistance (cold), Resistance (electricity) Background:
Sameen is a refreshing change of pace from your typical Chelish doctor. She actually cares about her patients and - rather than prescribe expensive surgeries or needless medication - uses natural remedies and a dash of simple magic to cure a wide number of minor ailments. For a small fee, she'll whip up a quick potion and send you on your way feeling much better.
That's what Sameen wants you to think, anyway. Her 'remedies' are nothing more than colored water and judicious use of the placebo effect. The coin her 'snake oil' brings in is merely a bonus - the real value comes from the information her consultations bring. Well-off patients are often visited by a shadowy figure known only as "The Cloaked One" and relieved of their valuables. Those who resist find the surrounding darkness comes to life and leaves them scarred and beaten. Local troublemaker Cimri Staelish has an occasional working relationship with "The Cloaked One" when she needs extra muscle for a job but is unaware of the shadow's other identity. |