Male Shifter Swordsage 2
CN Medium Shifter
Init +6;
Senses low light vision; Spot +8
XP:1500
--------------------
DEFENSE
--------------------
AC 20, touch 18, flat-footed 15. . (+2 armor, +5 Dex, +3 Wis)
hp 22 (2d8+6)
Fort +3,
Ref +8,
Will +6
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee masterwork rapier +5 (1d6+2/18-20)
...in shadow hand stance +5 (1d6+5/18-20)
...dagger +4 (1d4+2/19-20)
...in shadow hand stance +4 (1d4+5/19-20)
...masterwork Sai +5 (1d4+2)
...in shadow hand stance +5 (1d4+5)
Ranged dagger +7 (1d4+2/19-20, 10 ft)
Maneuvers Readied
1st- Shadow Blade Technique, Sapphire Nightmare Blade, Moment of Perfect Mind, Vita Surge
Stances Known
1st-Island of Blades, Inertial Focus
--------------------
STATISTICS
--------------------
Str 14, Dex 20, Con 16, Int 13, Wis 16, Cha 11
Base Atk +1; CMB +3; CMD 16
Feats Shadow Blade
Skills Balance +10 (+14), Concentration +8, Hide +10, Jump +7 (+11), Sense Motive +8, Spot +8,Tumble +10 (+12)
Languages Common, Sylvan
Combat Gear masterwork rapier, studded leather, 10 daggers, masterwork sai
Other Gear bedroll,blanket, backpack, tindertwigs(5), 5/day rations), 179 gp
--------------------
SPECIAL ABILITIES
--------------------
Shifter Stuff:
Low light vision, +2 Balance, Climb, Jump
Shifting, 1/day, 6 rounds, LongStride, +2 Dex, +10 ft land speed.
Swordsage Stuff:
Swapped Tiger Claw for Anima River
Discipline Focus (Ex):
Weapon Focus(Shadow Hand): You gain the benefit of the weapon focus feat for the weapons associated with the shadow hand discipline, dagger, shortsword, rapier, kukri, unarmed strike, spiked chain,
Feats:
Shadow Blade: While wielding a shadow hand weapon (dagger, shortsword, rapier, kukri, unarmed strike, spiked chain) and in a shadow hand stance, use your dex modifier in place of strength for bonus damage on melee attacks.
Maneuvers:
Anima River:
Qi Ripple (Standard, Strike): Con check vs 10+Target's Hit Dice, if succeeds, subsequent melee attack has +2 and if it hits, target must make a DC 14 will save or be stunned for one round. If the check fails, -2 on the attack role and no stun.
Vita Surge (Standard, Boost): Gain 5 temporary HP per initiator level, these last for 1 minute and does not stack with any other temporary HP.
Desert Wind:
Burning Blade (Swift, Boost, SU): Blade deals extra 1d6+1(initiator) fire damage till the end of your turn.
Diamond Mind:
Sapphire Nightmare Blade (Standard, Strike): Melee attack, roll concentration check with target's AC as the DC of the check, thenn attack. If the concentration check succeeds, the target is flat-footed, and you deal 1d6 extra damage. If it fails, the attack has a -2 penalty and deals normal damage.
Moment of Perfect Mind (Immediate, Counter): Make a Con check instead of a will save, must be attempted before the will save, natural 1 does not mean automatic failure.
Shadow Hand:
Clinging Shadow Strike (Standard, Strike, SU): Melee attack, +1d6 damage, opponent must make successful fort DC 14 save or suffer 20% miss chance on all melee and ranged attacks for 1 round.
Shadow Blade Technique (Standard, Strike, SU): Melee attack, roll 2d20 and choose which to use. If you use the higher, resolve as normal using that roll. If you use the lower or both die results are the same, your attack deals +1d6 cold damage if it hits.
Stances:
Inertial Focus(Swift, Anima River): You may stand on liquid surfaces as though they were solid at up to twice your move speed, +4 to resist bull rush and trip when standing on solid surfaces (including liquids if treated as solid by this ability). You may negate up to 10 ft of falling damage per rank in concentration you have, becoming immune to falling damage at 20 ranks.
Island of Blades(Swift, Shadow Hand): Whenever you and an ally are both adjacent to an enemy, you both gain flanking against that enemy. This can be gained against multiple enemies if you are both adjacent to them, and with multiple allies.
Action Points:
5 remaining,
Gain +1d6 on a d20 roll, or stabilize, once a round. 1 point
Regain a maneuver expended this fight, 2 points.