Artemis Entreri

Two Blades in the Shadows's page

820 posts. Organized Play character for Ed Birnbryer.


Full Name

Two Blades in the Shadows

Race

Human (Shoanti) AC22(24) Haste AC 25/T16/FF22 F+8/R+13(14)/W+7 57/57 init +8/Per +12

Classes/Levels

Rogue 7/Cleric 1 Move 50'Active effects haste, heroism, and inspiring courage.

Gender

Male

Size

Med

Age

18

Special Abilities

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

Alignment

CG

Deity

Desna

Languages

Common, Shoanti, Polyglot

Occupation

Gambler

Strength 12
Dexterity 22
Constitution 14
Intelligence 10
Wisdom 12
Charisma 11

About Two Blades in the Shadows

TWO BLADES in the shadows
CR 7
Male Human (Shoanti) rogue 7 / cleric 1
CG medium humanoid (human)
Init +8; Senses Perception +12,
Aura Aura of Chaos, Aura of Good,
Languages Abyssal, Celestial, Common, Infernal, Polyglot, Shoanti, Varisian
AC 22, touch 16, flat-footed 22, Two-Weapon Defense
hp 65 (8HD)
Fort +8, Ref +13, Will +7, +2 trait bonus on all saving throws against charm and compulsion effects, +2 Reflex to avoid traps

Defensive Abilities Evasion, Trap Sense +2, Uncanny Dodge,
Speed 50 ft. (10 squares), Agile Feet (4/day), Liberation (1 rounds/day)
Melee rapier +1 +12 (1d6+2/18-20)
Melee adamantine/+1/undead bane light mace +12 (1d6+1)
Melee silver light mace +11 (1d6+1)
Melee sword, short +1 +12 (1d6+2/19-20)
Face 5 ft. by 5 ft. Reach 5 ft.

Base Atk +5; CMB +6; CMD 22
Atk Options Blind-Fight, Sneak Attack 4d6,
Special Actions Channel Positive Energy (1d6, DC 10, 3/day),

Prepared Spells Prepared Spell List
Cleric (CL 1st):
1st - bless, Endure elements. *longstrider (DC )
0th - detect magic , light , stabilize (DC 11)
*: Domain spell.
Deity Desna; Domains Liberation, Travel,

Abilities Str 12, Dex 22, Con 14, Int 10, Wis 12, Cha 11

Special Qualities Agile Feet (4/day), Aura, Aura of Chaos, Aura of Good, Bonus Feat, Fast Stealth, Ledge Walker, Liberation (1 rounds/day), Orisons, Skilled, Spontaneous Casting, Trapfinding,

Feats Blind-Fight, Nimble Moves, Quick Draw, Two-Weapon Defense, Two-Weapon Fighting, Weapon Finesse

Skills Acrobatics +17, Acrobatics (When Jumping) +30, Appraise +4, Climb +5, Diplomacy +4, Disable Device +20, Escape Artist +10, Fly +6, Heal +5, Knowledge (Arcana) +4, Knowledge (Dungeoneering) +4, Knowledge (History) +4, Knowledge (Local) +4, Knowledge (Nobility) +4, Knowledge (Planes) +4, Knowledge (Religion) +4, Linguistics(Abyssal, Celestial, Infernal, Polyglot, Varisian) +8, Perception +12, Perception (Trapfinding) +15, Profession (Gambler) +5, Ride +6, Sense Motive +9, Sleight of Hand +10, Spellcraft +4, Stealth +17, Survival +1, Swim +5, Use Magic Device +11,

Possessions rapier +1; adamantine/+1/undead bane light mace; outfit (explorer's); mithral shirt +1; cloak of resistance +3; belt of incredible dexterity +2; boots of striding and springing; wand of cure light wounds (22 chgs); Handy Haversack [ Traveler's Any-Tool; Silver Light Mace; Bedroll; Sack; Sword, Short +1; Rations, Trail (x2); ]; Sack ; Pouch, Belt [ Thieves' Tools (Masterwork); Torch (x2); Flint and Steel; Candle (x2); Chalk (x2); ];

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.

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.

Language Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Ledge Walker (Ex) This ability allows you to move along narrow surfaces at full speed using the Acrobatics skill without penalty. In addition, you are not flat-footed when using Acrobatics to move along narrow surfaces.

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.

Rogue ~ Uncanny Dodge Tracker

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 4d6 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 +3 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 +2 bonus on Reflex saves made to avoid traps, and a +2 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.