Artemis Entreri

Two Blades in the Shadows's page

476 posts. Organized Play character for Ed Birnbryer.


Full Name

Two Blades in the Shadows

Race

Human (Shoanti) AC21/T15/FF21 F+6/R+10/W+6 41/41 init +7/Per +9

Classes/Levels

Rogue 4/Cleric 1 Move 40'

Gender

Male

Size

Med

Age

17

Special Abilities

Sneak Attack 2d6, Channel Positive 1d6 (3/day)

Alignment

CG

Deity

Desna

Languages

Common, Shoanti

Occupation

Gambler

Strength 12
Dexterity 21
Constitution 14
Intelligence 10
Wisdom 12
Charisma 11

About Two Blades in the Shadows

Two Blades in the Shadows
Male human (Shoanti) Rogue 4 / Cleric of Desna 1
CG Medium humanoid (Human)
Init +7; Senses Perception +9
Aura aura of chaos, aura of good
DEFENSE
AC 21, touch 15, flat-footed 21 (+5 armor, +5 Dex, +1 shield)
hp 41 (5d8+14)
Fort +6, Ref +10, Will +5, +2 trait bonus on all saving throws against charm and compulsion effects, +1 Reflex to avoid traps
Defensive Abilities evasion, trap sense +1, uncanny dodge;
OFFENSE
Speed 40 ft., Agile Feet  (4/day), Liberation  (1 rounds/day)
Melee masterwork rapier +9 (+7) (1d6+1/18-20)
Melee masterwork sword, short +9 (+7)  (1d6/19-20)
Special Attacks channel positive energy (1d6, DC 10, 3/day), sneak attack 2d6
D Domain spell; Domains Liberation, Travel

STATISTICS
Str 12, Dex 21, Con 14, Int 10, Wis 12, Cha 11
Base Atk +3; CMB +4; CMD 19
Feats Nimble Moves, Quick Draw, Two-Weapon Defense, Two-Weapon Fighting, Weapon Finesse
Skills Acrobatics +13 , Acrobatics (Jump) +17 , Climb +5 , Diplomacy +4 , Disable Device +15 , Escape Artist +9 , Heal +5 , Knowledge (Arcana) +4 , Knowledge (Dungeoneering) +4 , Knowledge (History) +4 , Knowledge (Local) +4 , Knowledge (Nobility) +4 , Knowledge (Planes) +4 , Knowledge (Religion) +4 , Perception +9 , Perception (Trapfinding) +11 , Profession (Gambler) +5 , Sense Motive +5 , Sleight of Hand +9 , Stealth +13 , Use Magic Device +8
Traits birthmark, reactionary
Languages Common, Shoanti
SQ agile feet (4/day), aura, aura of chaos, aura of good, bonus feat, evasion (1 rounds/day), liberation, orisons, skilled, spontaneous casting
Combat Gear rations (trail/per day) (2), torch (2), candle (2); Other Gear mithral shirt +1, masterwork rapier, masterwork sword, short, cloak of resistance +1, belt of incredible dexterity +2, wand of cure light wounds, outfit (explorer's), backpack, common, sack, bedroll, belt pouch, Spell component pouch, thieves' tools (masterwork), chalk (1 piece) (2), flint and steel, 2 mace, light

SPECIAL ABILITIES
Agile Feet (Su) As a free action, you can gain increased mobility for 1 round. For the next round, you ignore all difficult terrain and do not take any penalties for moving through it. You can use this ability 4 times per day.
Aura (Ex) A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see the detect evil spell for details).
Aura of Chaos (Ex) You project a faint chaotic aura.
Aura of Good (Ex) You project a faint good aura.
Birthmark You were born with a strange birthmark that looks very similar to the holy symbol of the god you chose to worship later in life. This birthmark can serve you as a divine focus for casting spells, and as a physical manifestation of your faith, and it increases your devotion to your god. You gain a +2 trait bonus on all saving throws against charm and compulsion effects.
Bonus Feat Humans select one extra feat at 1st level.
Channel Positive Energy (Su) You can unleash a wave of positive energy. You must choose to deal 1d6 points of positive energy damage to undead creatures or to heal living creatures of 1d6 points of damage. Creatures that take damage from channeled energy receive a DC 10 Will save to halve the damage. You can use this ability 3 times per day.
Domains (Liberation/Travel)
Evasion (Ex) You can avoid damage from many area-effect attacks. If you make a successful Reflex saving throw against an attack that normally deals half damage on a successful save, you instead take no damage. Evasion can only be used if you are wearing light armor or no armor. If you are helpless, you do not gain the benefit of evasion.
Fast Stealth (Ex) This ability allows you to move at full speed using Stealth without penalty.
Liberation (Su) You have the ability to ignore impediments to your mobility. For 1 rounds per day, you can move normally regardless of magical effects that impede movement, as if you were affected by Freedom of Movement. This effect occurs automatically as soon as it applies. These rounds do not need to be consecutive.
Orisons You can prepare a number of orisons, or 0-level spells. These spells are cast like any other spells, but they are not expended when used and may be used again.
Reactionary You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks.
Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Sneak Attack (Ex) If you can catch an opponent when he is unable to defend himself effectively from your attack, you can strike a vital spot for extra damage. Your attack deals 2d6 points of extra damage anytime your target would be denied a Dexterity bonus to AC, or when you flank your target. Should you score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a weapon that deals nonlethal damage, you can make a sneak attack that deals nonlethal damage instead of lethal damage. You cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty. You must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. You cannot sneak attack while striking a creature with concealment.
Spontaneous Casting You can channel stored spell energy into healing spells that you did not prepare ahead of time. You can "lose" any prepared spell that is not an orison or domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with "Cure" in its name).
Trapfinding (Ex) You add +2 to Perception skill checks made to locate traps and to Disable Device skill checks. You can use the Disable Device skill to disarm magical traps.
Trap Sense (Ex) You gain a +1 bonus on Reflex saves made to avoid traps, and a +1 dodge bonus to AC against attacks made by traps.
Uncanny Dodge (Ex) You can react to danger before your senses would normally allow you to do so. You cannot be caught flat-footed, nor do you lose your Dexterity bonus to AC if the attacker is invisible. You still lose your Dexterity bonus to AC if immobilized. You can still lose your Dexterity bonus to AC if an opponent successfully uses the feint action against you.

Cleric - Spells per Day: (3/2+1 DC:11 + spell level);
0:Detect Magic, Light, Stabilize, Read magic
1:Endure Elements, Bless, D-Long Strider