Human Ninja/Warpriest 4 | HP 36/36 | AC 17(18 w/ Tekko-Kagi); T 13; FF 14 | F +5(+2 disease/poison); R +7; W +6 | CMB +5(+2 disarm/sunder slender blade weapon); CMD 18 | Init +5 | Perc +6
Classes/Levels
Consumables:
Ki Pool 2/5; Blessings 5/5; Fervor 0/4 (1d6); CPE 2/2 (1d6)| Arrows 19/20; CI 50/50; Silver 50/50
Gender
Male
Size
Medium
Deity
Nethys
Languages
Common
Strength
14
Dexterity
16
Constitution
12
Intelligence
8
Wisdom
14
Charisma
16
About Tyranius Tekushikume
Tyranius Teckushkume
Human ninja 4/gestalt 4/warpriest of Nethys 4 ( Pathfinder RPG Advanced Class Guide 60, Pathfinder
RPG Ultimate Combat 13)
N Medium humanoid (human)
Init +5; Senses Perception +6
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Defense
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AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 36 (4d8+4)
Fort +5 (+2 trait bonus vs. disease and poison), Ref +7, Will +6
Defensive Abilities uncanny dodge
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Offense
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Speed 30 ft.
Melee cold iron cestus +6 (1d4+2/19-20) or
cold iron short sword +7 (1d6+2/19-20) or
mwk short sword +6 (1d6+2/19-20) or
mwk tekko-kagi +6 (1d6+1/×3) or
morningstar +5 (1d8+2) or
silver cestus +6 (1d4+2/19-20) or
unarmed strike +6 (1d3+2 nonlethal)
Ranged mwk composite shortbow +7 (1d6+2/×3)
Special Attacks blessings 5/day (Magic: hand of the acolyte, Protection: increased defense), channel
positive energy 2/day (DC 14, 1d6), fervor 4/day (1d6), sacred weapon (1d6, +1, 4 rounds/day), sneak
attack +2d6
Blessings (5/day) (Su) Pool of power used to activate Blessing abilities.
Fervor (1d6, 4/day) (Su) Standard action, touch channels positive/negative energy to heal or harm. Swift
to cast spell on self.
Ki Pool (5/day) (Su) You have a ki pool equal to 1/2 your monk level + your Charisma modifier.
No Trace +1 (Ex) Survival DCs to track you are at +1, gain +1 to Stealth when you are stationary and
not acting.
Poison Use You do not risk poisoning yourself accidentally while poisoning a weapon.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Sacred Weapon +1 (4 rounds/day) (Su) As a swift action, grant weapon enhancement bonus or certain
powers.
Sneak Attack +2d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.
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.
Warpriest Channel Positive Energy 1d6 (2/day, DC 14) (Su) Positive energy heals the living and harms
the undead; negative has the reverse effect.
Tactics-
-Use Fervor as a swift action to cast spells on myself for battle.
-Use Vanishing trick as a swift action to gain more Sneak attacks.
(Invisibility gains a +2 to attack against sighted creatures)
-use Magic as much as possible to buff self / party as per Nethys.
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Gear Wishlist:
-Belt of Physical Might Str & Dex +2- 10000 gp
-Headband of Mental Prowess Wisdom & Charisma- 10000 gp
-Ring of Protection +1- 2000 gp
-Cloak of Resistance +1- 1000 gp
-Scabbard of Vigor- 1800 gp- Belt slot-???
-Boots of Elvenkind 2500 gp
-Enchant Shortsword with Shock (2000 for +1; 6000 for Shock)
-Enchant Takko-Kagi with Holy in reverence to Nethys (2000 for +1; 16000 for holy)
-Enchant Takko-Kagi for +1 shield side also (2000 gp)
-Handy Haversack-2000 gp
-Quick Runer's Shirt- 1000 gp
-Snakeskin Tunic- 8000 gp
-Stalker's Mask- 3500 gp
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-Ki Pool increases by 1 at every even level and with Charisma Modifier
-Blessings increase by 1 at every even level
-Fervor increases with every even level and with Wisdom modifier
-Sacred Weapon increases By 1 each level. Equal to level
-Sacred Armor Increases by 1 each level. Equal to level
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Improved Critical on both weapons at level 9
Dodge after level 9
At level 7-9 go Ninja / Horizon Walker (Astral) for Dimensional Agility-Dimensional Dervish Feats
Level 4
Stats:
9 HP
Ability Score +1 Wis
BAB +1 (+1 Att; CMB; CMD)
Reflex +1; Fort +1; Will +1
Ninja Class Abilities Gained:
-Ninja Trick- Weapon Training (Weapon Focus Shortsword);
-Uncanny Dodge;
-Ki Pool increases to 5/5
Warpriest Class Abilities Gained:
-Channel Energy (Variant Channel-Disease. Half heal on dice but heal number of points of ability damage to ability score or healers choice equal to channel bonus);
-Sacred Weapon +1 (4/4 rounds)
-Blessings increase to 5/5
-Fervor increases to 4/4
Stats:
9 HP
+1 BAB (+1 Att; CMB; CMD)
+1 Fort; +1 Ref; +1 Will
Ninja Class Abilities Gained:
Gain Light Steps; Ninja Trick (Bleeding Attack); No Trace +2
Warpriest Bonus feat- Step Up
Gain 1x Warpriest 0 level spell
Gain 1x Warpriest 2nd level spell
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Level 7
9 HP
+1 BAB
Sneak Attack Increases to +4d6
Gain Sacred Armor +1
Gain 1x Warpriest 3rd level spell- Prayer
Feat Blind Fight
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Level 8
9 HP
Ability Score +1 Wis
+1 BAB (+6/+1)
Gain Improved Uncanny Dodge; Ninja Trick (Pressure Points)
Fervor increases to 3d6; Sacred weapon increases to +2
Fort +1; Ref +1; Will +1
Gain 1x Warpriest 2rd level spell-
Gain 1x Warpriest 3rd level spell-