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Acacia Blackthorne
Acacia Blackthorne ECL 14 Female Whisper Gnome Ninja 12/Demon-stalker 2 NG Small Humanoid (gnome) XP: 92,985 Init +6; Senses low-light vision, darkvision 60 ft., Spot +17, Listen +17 Languages Gnome, Common, Abyssal Description 25 years old, 4’0 tall, 40 lbs. with silver/white hair, amber eyes and light olive skin. AC 29, touch 29, flat-footed 23 (+6 Dex, +4 armor, +4 Wisdom [CAd 8], +2 class [CAd 8], +1 size, +2 deflection) hp 83 (14d6+28) Fort +9, Ref +20, Will +16 (+14 if ki pool empty) Speed 30 ft. (6 squares) Melee small +1 shadowstrike dagger of returning +18/+13 (1d3+1, 19-20/x2) or small meteoric knife +18/+13 (1d3+1, 19-20/x2) or small nunchaku +17/+12 (1d4, x2) Melee [outer planes] small kukri of the planes +21/+16 (1d3+4, 18-20/x2) Ranged small +1 shortbow +18/+12 (1d4+1, x3) or small +1 shadowstrike dagger of returning +18/+13 (1d3+1, 19-20/x2) Ranged Thaas +19/+14 (1d4+2, x3) Ranged Thaas vs. evil outsiders +21/+16 (1d4+2d6+4, x3) Base Atk +10/+5, Grp +6 Atk Options Ghost Step (invisible or ethereal), Ki Dodge, Ghost Strike, Sudden Strike +6d6 when opponent denied Dex bonus Combat Gear 2 doses dragonbile poison (Fort DC 26, initial 3d6 Str/secondary 0) Abilities Str 10, Dex 22, Con 14, Int 12, Wis 18, Cha 12 SQ Favored Class: Rogue (qualifies, +1 skill pt/level); +4 dodge bonus to AC vs. giant subtype SLA 4/day – silence (ctr. on self only); 1/day – ghost sound, mage hand, message (CL1, DC 11+ spell lvl.) At will – steal spell-like ability (up to 1st level abilities) Class Features AC bonus, Ki Power (14/day), Sudden Strike +6d6, Great Leap, Acrobatics +4, Improved Poison Use, Speed Climb, Evasion, Mantle of Darkness (FC2 86), Telepathic Static (FC2 86) Feats Expanded Ki Pool (CS 77), Enduring Ki (CS 77), Telling Blow (PHB2 83), Tactile Trapsmith (CAd 112), Lucky Fingers (CS 79), Weapon Finesse, [bonus Crafting feat, player choice], Secrets of the MonkeysB (+2 to Climb and Tumble checks) Skills Balance +11, Bluff +6, Climb +11, Craft (poisonmaking) +18, Disable Device +18, Escape Artist +11, Gather Information +8, Hide +20, Jump +10, Knowledge (planes) +5, Listen +17, Move Silently +18, Open Lock +12, Profession (herbalist) +21, Search +19, Sense Motive +7, Sleight of Hand +10, Spot +17, Tumble +22 Craft Points 10,428 Possessions bracers of armor +4, periapt of wisdom +4, gloves of dexterity +4, cloak of resistance +3, ring of protection +2, small kukri of the planes, small +1 shortbow, small +1 shadowstrike dagger of returning, small meteoric knife (MIC 53), Thaas (small +2 evil outsider bane composite shortbow), Corsair’s eyepatch (MIC 90), rags of restraint (MIC 119), boots of agile leaping (MIC 76), 4 blasting pellets, 50’ silk rope, cold weather outfit, strange Gaian garnet
Class Features: Weapon and Armor Proficiency: A ninja is proficient with all simple weapons, hand crossbow, kama, kukri, nunchaku, sai, shortbow, shortsword, shuriken, and siangham. She is not proficient with any type of armor or shield. Ki Power (Su, 14/day): As long as a ninja's ki pool isn't empty, she gains a +2 bonus on Will saves. Ki powers can only be used if a ninja is wearing no armor and unencumbered (for Acacia, carrying 25 lbs. or less). Ghost Step (Su): A ninja may expend 1 daily ki power to become ethereal or invisible for 1 round. Swift action, does not provoke. Ki Dodge (Su): A ninja may spend 1 daily ki power to gain concealment (20% miss chance) against all attacks for 1 round. Swift action, does not provoke. Ghost Strike (Su): A ninja may spend 1 daily ki to strike incorporeal or ethereal creatures as if they were corporeal. She can also use this ability to strike foes on material plane whilst ethereal (i.e. while ghost stepping). Move action, does not provoke, affects ninja's next attack as long as that attack is made by the end of her next turn. Sudden Strike (Ex): When a foe is denied their Dexterity bonus, a ninja deals an extra +6d6 damage (no ki spent). Also applies to ranged attacks up to 30'. Trapfinding (Ex): A ninja can use the Search skill to find traps with DC higher than 20 and she can use Disable Device to bypass or disarm magical traps Improved Poison Use (Ex): A ninja can apply poison to a weapon as a move action that does not provoke attacks of opportunity. Great Leap (Ex): A ninja always makes Jump checks as though running and as if she had the Run feat, i.e. she gains a +4 bonus to Jump checks and may long jump without a running start. Acrobatics (Ex): A ninja gains a +4 on climb, jump and tumble checks at 12th level. Speed Climb (Ex): A ninja may climb her normal movement speed (30') as a move action w/ no penalty. The ninja must begin and end her round on a horizontal surface or else fall. Evasion (Ex): A ninja can avoid damage from certain magical and unusual attacks. If she makes a successful Reflex save against an attack that normally deals half damage on a successful save, she instead takes no damage. A helpless ninja does not gain the benefit of evasion. Mantle of darkness (Ex): You can make Hide checks in any kind of darkness, even when observed by creatures that can see in darkness. Telepathic Static (Su): Beginning at 1st level, you emit a field of psychic chatter out to a range of 20 feet, negating the telepathy ability of all creatures within range. In addition, divination spells and spell-like abilities cast or used in the area are impeded. To use divination magic, a caster must succeed on a Spellcraft check (DC 20+the level of the spell). If the check fails, the spell or spell-like ability does not function but is still lost as a prepared spell, spell slot, or daily use. If the check succeeds, the spell functions normally. You can suppress this ability for 1 round as a free action. Steal Spell-Like Ability (Su): Starting at 2nd level, you can us a sneak attack to temporarily steal a creature’s spell-like ability. If you hit an opponent with a sneak attack, you can choose to forgo 2d6 dice of sneak attack damage and instead gain one use f the target’s spell-like abilities. If the target is willing, you can steal a spell-like ability with a touch as a standard action (you do not need to damage a willing target). This spell-like ability can originate from the target’s class, race, template, or any other source, and can be of any spell level up to a maximum of ½ your class level. You can select a specific spell-like ability to borrow; otherwise, the DM chooses the ability at random. If the ability has a limited number of uses per day, the target must have a least one such use left, or you can’t steal the ability. If the target can’t use its ability (such as a summoned demon’s summon ability) you can’t steal it. If you steal and use an ability with limited uses per day, your use of the ability also counts as one use for the target creature. You can use a stolen spell-like ability once. For all purposes (caster level, save DC, and so on), treat the spell-like ability as if the creature whose ability you stole were using it. You must use the stolen spell-like ability within 1 minute of acquiring it, or it is lost. Until you use the ability (or until 1 minute elapses), the target cannot use the stolen ability. If you have a similar ability, such as the spellthief’s steal spell-like ability (Complete Adventurer 19), you can steal two spell-like abilities at once, but each is subject to its respective spell level restriction. Once you have stolen a spell-like ability, you cannot use neutralize spell-like ability (see below) unless you have used the stolen ability.
Spoils of War Strange Gaian garnet, golden Marrash feather, necklace of acquired trinkets
Reference Key: CAd = Complete Adventurer CS = Complete Scoundrel MIC = Magic Item Compendium FC2 = Fiendish Codex II
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