Darius Finch

Sam Starfield.'s page

14 posts. Alias of Lord Foul II.


Race

Quickling

Classes/Levels

glory rougeninja (mage slayer) 6/sorcerer 6/arcane trickster 4

Gender

Male

Size

Small

Strength 12
Dexterity 32
Constitution 14
Intelligence 14
Wisdom 14
Charisma 20

About Sam Starfield.

sam starfield quickling (glory rougeninja (mage slayer) 6/sorcerer 6/arcane trickster 4)
Init +10; Senses low-light vision;
sneak attack +1d6 (total sneak attack 6d6)
AC 23 10+10(dex)+2(armor (silken ceremonial armor, armored kilt))+1(dodge)
Spell-like Abilities (CL 6th)
1/day—dancing lights, flare (DC 12), , levitate, shatter (DC 14), ventriloquism (DC 14)

Defensive Abilities evasion, natural invisibility, supernatural speed, uncanny dodge; DR 5/cold iron
Weaknesses slow susceptibility
Skills Acrobatics +14, Bluff +9, Craft (ice sculpture) +9, Escape Artist +12, Knowledge (nature) +7, Perception +11, Sleight of Hand +14, Stealth +14 (+22 in forested areas), Survival +7
Racial Modifiers +2 Perception, +8 Stealth in forested areas
Languages Common, Sylvan

FORTITUDE SAVE
+5 = 3 [base] +2 [Con]
REFLEX SAVE
+17 = 7 [base] +10 [Dex]
WILL SAVE
+8 = 7 [base] +1 [Wis]
Speed 120 ft.

to hit +17
SPECIAL ABILITIES
Natural Invisibility (Su)

A quickling is invisible when motionless. It loses this invisibility and remains visible for 1 round in any round in which it takes an action other than a free action.

Supernatural Speed (Su)

A quickling moves with incredible speed. Save for when it remains motionless (at which point it is invisible), the quickling’s shape blurs and shimmers with this speed, granting it concealment (20% miss chance). In addition, this ability grants the quickling evasion and uncanny dodge (as the rogue abilities of the same names).

Slow Susceptibility (Ex)

A quickling that succumbs to a slow effect loses its supernatural speed ability and is sickened as long as the effect persists. This sickened condition persists for 1 round after the slow effect ends.

Guile Pool (Ex)

At 2nd level, a rogue gains a guile pool equal to half her rogue level plus her Charisma modifier (minimum 1).

A rogue may spend one point from her guile pool as part of any skill check to gain a +2 bonus to that skill check. At 10th level, this bonus increases to +4.

A rogue may spend 1 point from her guile pool as a swift action to grant herself a +1 circumstance bonus to her to- hit modifier until the end of her turn. For every four levels beyond 2nd the rogue possesses, this bonus increases by 1, to a maximum of +5 at 18th level.

As long as she has at least 1 point remaining in her guile pool, the rogue is treated as if under the effects of the Improved Feint feat.

Ambush (Ex)

Starting at 3rd level, a rogue may designate one of her attacks during a surprise round as an ambush. If this attack hits and deals sneak attack damage, it deals an amount of extra precision damage equal to the rogue’s class level.

In addition, a target damaged by an ambush must make a Fortitude save against a DC of 10 + half the rogue’s level + the rogue’s Dexterity modifier. If the target fails this save, she becomes sickened for 1d4+1 rounds. As a rogue gains levels, she may change the effect bestowed when the target fails this saving throw. At 8th level, the rogue may choose to make her target staggered. At 13th level, the rogue may make the target nauseated. At 18th level, the rogue may stun the target. All effects last for 1d4+1 rounds.

Magebane Attack (Ex)

At 4th level, the mageslayer gains the magebane attack advanced rogue talent as a bonus rogue talent.

This replaces Uncanny Dodge .

Harrowing (Ex)

If an enemy you threaten tries to cast defensively, add half your rogue level to the DC of their concentration check. If they choose to forgo the concentration check and instead provoke an attack of opportunity, your attack of opportunity against them deals sneak attack dam- age as if they were flat-footed. You do not add sneak attack damage to your attack of opportunity if the opponent has uncanny dodge.

This replaces Improved uncanny dodge

Poison Use

At 1st level, a ninja is trained in the use of poison and cannot accidentally poison herself when applying poison to a weapon

Light Steps (Ex)

At 6th level, a ninja learns to move while barely touching the surface underneath her. As a full-round action, she can move up to twice her speed, ignoring difficult terrain. While moving in this way, any surface will support her, no matter how much she weighs. This allows her to move across water, lava, or even the thinnest tree branches. She must end her move on a surface that can support her normally. She cannot move across air in this way, nor can she walk up walls or other vertical surfaces. When moving in this way, she does not take damage from surfaces or hazards that react to being touched, such as lava or caltrops, nor does she need to make Acrobatics checks to avoid falling on slippery or rough surfaces. Finally, when using light steps, the ninja ignores any mechanical traps that use a location-based trigger.

Ki Pool (Su) (8 points in the pool)

At 2nd level, a ninja gains a pool of ki points, supernatural energy she can use to accomplish amazing feats. The number of points in the ninja’s ki pool is equal to 1/2 her ninja level + her Charisma modifier. As long as she has at least 1 point in her ki pool, she treats any Acrobatics skill check made to jump as if she had a running start. At 10th level, she also reduces the DC of Acrobatics skill checks made to jump by 1/2 (although she still cannot move farther than her speed allows).

By spending 1 point from her ki pool, a ninja can make one additional attack at her highest attack bonus, but she can do so only when making a full attack. In addition, she can spend 1 point to increase her speed by 20 feet for 1 round. Finally, a ninja can spend 1 point from her ki pool to give herself a +4 insight bonus on Stealth checks for 1 round. Each of these powers is activated as a swift action. A ninja can gain additional powers that consume points from her ki pool by selecting certain ninja tricks.

The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive. If the ninja possesses levels in another class that grants points to a ki pool, ninja levels stack with the levels of that class to determine the total number of ki points in the combined pool, but only one ability score modifier is added to the total. The choice of which score to use is made when the second class ability is gained, and once made, the choice is set. The ninja can now use ki points from this pool to power the abilities of every class she possesses that grants a ki pool.

3 rouge talents ninja tricks

Wall Climber (Su): A ninja with this ability gains a climb speed of 20 feet, but only on vertical surfaces. This ability cannot be used to scale perfectly smooth surfaces or to climb on the underside of horizontal surfaces.
terrain mastery (favored terrain: urban)
fast stealth

Ranged Legerdemain (Su)

An arcane trickster can use Disable Device and Sleight of Hand at a range of 30 feet. Working at a distance increases the normal skill check DC by 5, and an arcane trickster cannot take 10 on this check. Any object to be manipulated must weigh 5 pounds or less. She can only use this ability if she has at least 1 rank in the skill being used.

Impromptu Sneak Attack (Ex)

Beginning at 3rd level, once per day an arcane trickster can declare one melee or ranged attack she makes to be a sneak attack (the target can be no more than 30 feet distant if the impromptu sneak attack is a ranged attack). The target of an impromptu sneak attack loses any Dexterity bonus to AC, but only against that attack. The power can be used against any target, but creatures that are not subject to critical hits take no extra damage (though they still lose any Dexterity bonus to AC against the attack).

At 7th level, an arcane trickster can use this ability twice per day.

Bloodline Arcana: Whenever you cast a spell with the [darkness] descriptor or the shadow subschool, you gain a circumstance bonus on Stealth checks equal to the spell’s level for 1d4 rounds.

Shadowstrike (Sp): At 1st level, you can make a melee touch attack as a standard action that inflicts 1d4 points of nonlethal damage + 1 for every two sorcerer levels you possess. In addition, the target is dazzled for 1 minute. Creatures with low-light vision or darkvision are not dazzled by this ability. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Nighteye (Ex): At 3rd level, you gain darkvision 30 feet. At 9th level, you gain darkvision 60 feet. If you already possess darkvision, its range is increased by these amounts.

Shadow Well (Sp): At 9th level, you can use the Stealth skill even while being observed and without cover or concealment, as long as you are within 10 feet of a shadow other than your own. In addition, when within an area of darkness or dim light, as a standard action you may choose to switch places with a willing ally within 60 feet, who must also be in darkness or dim light. At 13th level, you can instead switch the positions of two willing allies, each of whom must be within 60 feet of you. Unless otherwise noted, this travel is identical to dimension door. You may use the ability to switch places once per day at 9th level, plus one additional time per day at 17th level and 20th level.

Spells

Sorcerer Spells Per Day
Level 1 6 + 2 [Cha]
Level 2 6 + 1 [Cha]
Level 3 6 + 1 [Cha]
Level 4 5 + 1 [Cha]
Level 5 3 + 1 [Cha]

Spells known
0th 9 detect magic, detect poison, ghost sound, mage hand, mending, prestidigitation, dancing lights, jolt, ray of frost
1st 5 ray of enfeeblement Mage armor, shield, shocking grasp, infernal healing, detect secret doors
2nd 4 darkvision summon monster 2 pilfering hand scorching ray knock
3rd 3 deeper darkness diamond spray haste displacement
4th 2 shadow conjuration, elemental body 1 invisibility (greater)
5th 1 shadow evocation wreath of blades

Sorcerer bonus feats
Eschew materials
Skill focus (stealth)

quickling feats

Dodge, Mobility, Spring Attack, Weapon Finesse

Regular feats
Nobil scion (local) (imp familiar)
Craft wonderous
greater steal
Improved steal
Dampen presence

SKILLS
SKILL Total + Ability Mod. + Ranks + Misc.
Acrobatics* +16 = DEX 10+3+3
Appraise +12 = INT 3+6+3
Bluff +18 = CHA 5+10+3
Climb* +8 = STR 0+5+3
Craft +3 = INT 3+0+0
Craft +3 = INT 3+0+0
Craft +3 = INT 3+0+0
Diplomacy +13 = CHA 5+5+3
Disable Device*† +23 = DEX 10+10+3
Disguise +18 = CHA 5+10+3
Escape Artist* +23 = DEX 10+10+3
Fly* +10 = DEX 10+0+0
Handle Animal† +9 = CHA 5+1+3
Heal +5 = WIS 1+1+3
Intimidate +13 = CHA 5+5+3
K (Arcana)† +11 = INT 3+5+3
K (Dungeoneering)† +7 = INT 3+1+3
K (Engineering)† +7 = INT 3+1+3
K (Geography)† +7 = INT 3+1+3
K (History)† +7 = INT 3+1+3
K (Local)† +7 = INT 3+1+3
K (Nature)† +7 = INT 3+1+3
K (Nobility)† +7 = INT 3+1+3
K (Planes)† +7 = INT 3+1+3
K (Religion)† +7 = INT 3+1+3
Linguistics† +3 = INT 3+0+0
Perception +16 = WIS 1+10+3+2
Perform +5 = CHA 5+0+0
Perform +5 = CHA 5+0+0
Profession† +1 = WIS 1+0+0
Profession† +1 = WIS 1+0+0
Ride +10 = DEX 10+0+0
Sense Motive +9 = WIS 1+5+3
Sleight of Hand*† +23 = DEX 10+10+3
Spellcraft† +3 = INT 3+0+0
Stealth* +36 = DEX 10+10+3+2+5+6 [masterwork tools] [ninja bonus] [Skill Focus]
Survival +6 = WIS 1+5+0
Swim* +4 = STR 0+1+3
Use Magic Device† +9 = CHA 5+1+3

racial bonus of +8 to stealth in forested areas +2 to perception
+4 favored terrain (urban)

Equipment
Robe of arcane heritige + "of the sorcerer"
4 mithril daggers
urban camouflage(50 gp +2 to stealth)
Silken ceremonial armor
Armored kilt
Two spring loaded wrist sheaths
Headband of +2 cha
Scent block x10
Boots of friendly terrain