Haiiro
- Ability rolls: 10, 12, 11, 11, 12, 16.
- HP rolls: 1 + 7 + 8 + 5 + 8 + 8 + 3 + 5 + 8 = 53
Содержание
Base info
- Human Natural Wererat/Rogue (poisoner)/Guild Poisoner 1/5/5
- N Medium humanoid (human, shapechanger)
- Init +2 (+2 Dex)
- Senses
Defense
- AC 17, touch 12, flat-footed 15 (10 base +5 armor, +2 Dex); #Uncanny Dodge
- hp 81 (8+2 + 9d8+2*9)
- Fort +6 (+2 Con, +1 Rogue, +3 GPsn); +10 total vs. poisons
- Ref +8 (+2 Dex, +4 Rogue, +2 GPsn); #Evasion
- Will +4 (+1 Wis, +1 Rogue, +2 GPsn)
Offense
- Speed 30 ft.
- Melee +11/+6 ret. dagger 1d4, +10/+5 #Spirit Caller 1d4
- Ranged +10/+5 ret. dagger 1d4
- Special Attacks #Sneak Attack 4d6, #Disease Use (rogue trick), #Positioning Attack (rogue trick)
Statistics
- Str 17 (+3) = 11 +6 (belt)
- Dex 14 (+2) = 12 +2 (Human)
- Con 14 (+2) = 12 +1 (4th level) +1 (8th level)
- Int 16 (+3) = 16
- Wis 13 (+1) = 11 +2 (Lycanthrope)
- Cha 8 (-1) = 10 -2 (Lycanthrope)
- Base Atk +6/+1 (+3 Rogue +3 GPsn); CMB +6 (+6 BAB, -? Str); CMD 18 (10 +6 BAB, -? Str, +? Dex)
- Melee +9/+4; ranged +8/+3
Feats
- 1st: Combat Expertise
- 1st bonus: Gang Up
- 3rd: Weapon Finesse
- 5th: Master Archemist
- 7th:
- 9th:
- 11th:
Skills (8 +3 Int +1 Human +1 fav. class) x5 for Rogue, (4 +3 Int +1 Human) x5 for Guild Poisoner
- Acrobatics = 10 ranks +3 class skill
- Craft (alchemy) = 10 ranks +3 class skill
- Craft (traps) = 10 ranks +3 class skill
- Escape Artist = 10 ranks +3 class skill
- Heal = 10 ranks +3 class skill
- Perception = 10 ranks +3 class skill
- Sleight of Hand = 10 ranks +3 class skill
- Stealth = 10 ranks +3 class skill
- Knowledge (local) = 5 ranks + 3 class skill
- Bluff = 7 ranks + 3 class skill
- Diplomacy = 5 ranks + 3 class skill
- Disguise = 8 ranks + 3 class skill
Languages Common, ?, ?, ?
SQ
- Evasion
- Uncanny dodge
82 000 gp
Combat Gear:
- #Mistmail 2,250 gp
- #Spirit Caller 25,302 gp
- #Returning +2 dagger x2 (18,000 gp x2)
- Belt of Giant Strength +6 (18,000 gp)
Other Gear
Hybrid Form
- +2 Str, +2 Con in hybrid and animal forms.
- #Curse of Lycanthropy
Animal Form
- +2 Str, +2 Con in hybrid and animal forms.
- #Curse of Lycanthropy
Reference
Natural Wererat
A lycanthrope retains all the special attacks, qualities, and abilities of the base creature. In hybrid or animal form it gains the special attacks, qualities, and abilities of the base animal. A lycanthrope also gains low-light vision, scent, and the following:
Change Shape =
(Su) All lycanthropes have three forms—a humanoid form, an animal form, and a hybrid form. Equipment does not meld with the new form between humanoid and hybrid form, but does between those forms and animal form. A natural lycanthrope can shift to any of its three alternate forms as a move-equivalent action. An afflicted lycanthrope can assume animal or hybrid form as a full-round action by making a DC 15 Constitution check, or humanoid form as a full-round action by making a DC 20 Constitution check. On nights when the full moon is visible, an afflicted lycanthrope gains a +5 morale bonus to Constitution checks made to assume animal or hybrid form, but a –5 penalty to Constitution checks made to assume humanoid form. An afflicted lycanthrope reverts to its humanoid form automatically with the next sunrise, or after 8 hours of rest, whichever comes first. A slain lycanthrope reverts to its humanoid form, although it remains dead.
Curse of Lycanthropy
(Su) A natural lycanthrope's bite attack in animal or hybrid form infects a humanoid target with lycanthropy (Fortitude DC 15 negates). If the victim's size is not within one size category of the lycanthrope, this ability has no effect.
Lycanthropic Empathy
(Ex) In any form, natural lycanthropes can communicate and empathize with animals related to their animal form. They can use Diplomacy to alter such an animal's attitude, and when so doing gain a +4 racial bonus on the check. Afflicted lycanthropes only gain this ability in animal or hybrid form.
Rogue
Lvl 5:
- BAB +3
- Fort +1, Ref +4, Will +1
- Sneak Attack 3d6
- 2 rogue talents: #Disease Use, #Positioning Attack
- Evasion, Uncanny dodge
- Poisoner archetype: Poison Use, Master Poisoner
Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. They are proficient with light armor, but not with shields.
Sneak Attack
If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
The rogue's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two rogue levels thereafter. Should the rogue 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 (like a sap, whip, or an unarmed strike), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.
The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment.
Evasion
At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.
Uncanny Dodge
Starting at 4th level, a rogue can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dex bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A rogue with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action (see Combat) against her.
If a rogue already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead.
Poison Use
At 1st level, a poisoner is trained in the use of poison and cannot accidentally poison herself when applying poison to a blade.
Disease Use
Benefit: A rogue with this talent can apply filth from garbage, a sewer, a city street, a polluted area, or long-unwashed clothing or fur to a weapon as a standard action. Doing so causes the weapon to inflict filth fever on its next strike. The rogue does not risk exposure to this disease unless she is damaged by the weapon. After a successful attack with the weapon, the filth is dispersed and must be reapplied.
Positioning Attack
Benefit: Once per day, when a rogue with this talent hits a creature with a melee attack, she can move up to 30 feet without provoking attacks of opportunity. The movement must end in a space adjacent to the creature hit with the melee attack.
Guild Poisoner
Lvl 5:
- BAB +3
- Fort +3, Ref +2, Will +2
- Sneak Attack 1d6
- 1 toxic tricks: #Smoke Bomb
- Poison resistance +4, Trapster +1, Sneak Attack 1d6
- Master Poisoner, Quick Poisoning, Toxic Apothecary, Toxic Manufactory, Treacherous Toxin
Master Poisoner
A Guild poisoner adds 1/2 her level on Craft (alchemy) checks dealing with poison. In addition, she can use Craft (alchemy) to change the type of a poison with 1 hour of work and an alchemist's lab. If the Craft (alchemy) check (DC equals the poison's save DC) is successful, the poison's type changes to contact, ingested, inhaled, or injury; on a failed check, the poison is ruined.
Quick Poisoning
(Ex) A Guild poisoner can poison a weapon as a move action. She can create poisons with the Craft (alchemy) skill in half the normal amount of time.
Toxic Apothecary
(Ex and Sp) At 2nd level, a Guild poisoner can use detect poison at will (range 5 feet, caster level equal to the Guild poisoner's class level) as a swift action. She gains a bonus equal to 1/2 her class level on Heal checks dealing with poison, and on a successful check she adds this bonus to the save bonus she provides her patient against the treated poison.
Toxic Manufactory
(Ex) At 3rd level, when creating poisons or antitoxins a Guild poisoner can create a number of doses equal to her Intelligence modifier at one time (minimum 1). These additional doses do not increase the time required, but do increase the raw material cost accordingly. In addition, she uses the item's gp value as its sp value when determining progress made with her Craft (alchemy) checks. If the Guild poisoner has the Master Alchemist feat, she may create a number of doses of poison or antitoxin at one time equal to twice her Intelligence modifier and uses the item's pp value as its sp value when determining progress with her Craft (alchemy) checks.
Trapster
(Ex) At 3rd level, a Guild poisoner adds her class level on Perception skill checks made to locate traps and on Craft and Disable Device checks made with poisonous traps. A Guild poisoner also adds a +1 bonus on attack rolls, save DCs, and Perception and Disable Device DCs for poisoned traps she creates.
Treacherous Toxin
(Ex) At 5th level, when a Guild poisoner makes a sneak attack with a poisoned weapon, she may forgo some of her sneak attack damage to increase the save DC of her poison, increasing the poison's save DC by 1 for every 1d6 points of sneak attack damage she forgoes.
Smoke Bomb
Toxic trick; As the ninja trick, but no ki points are required.
At 2nd level and every two levels thereafter, a Guild poisoner learns a toxic trick. She can use a number of toxic tricks each day equal to her Intelligence modifier + 1/2 her class level. The save DC of any saving throw called for by a toxic trick is equal to 10 + the Guild poisoner's class level + her Intelligence modifier. Spell-like abilities have a caster level equal to her class level.
This ability allows a ninja to throw a smoke bomb that creates a cloud of smoke with a 15-foot radius. This acts like the smoke from a smokestick. The ninja can center this smoke on herself, or throw the bomb as a ranged touch attack with a range of 20 feet. Using this ability is a standard action.
Smokestick: This alchemically treated wooden stick instantly creates thick, opaque smoke when ignited. The smoke fills a 10-foot cube (treat the effect as a fog cloud spell, except that a moderate or stronger wind dissipates the smoke in 1 round). The stick is consumed after 1 round, and the smoke dissipates naturally.
Equipment
Mistmail
- Aura faint conjuration; CL 3rd; Weight 25 lbs.; Price 2,250 gp
- Mwk Chain Shirt: +4 AC, +4 max Dex bonus, -1 Armor check penalty
The fine links of this +1 chain shirt form a pattern of roiling clouds. On command once per day, the wearer can transform it into thick fog that fills his space and provides concealment (20% miss chance). This mist moves with the character. Effects that disperse the mist or destroy it cause the armor to reform into its solid shape on the character's body, as does speaking the command word or entering a place where the fog-magic doesn't function (such as underwater). If the character tries to don another suit of armor while the mistmail is in fog form, it reforms at the character's feet.
Spirit Caller
- Aura moderate necromancy; CL 9th; Weight 2 lbs.; Price 25,302 gp
- 1d4 dmg, "broken" on nat 1 (-2 atk, destroyed on nat 1)
The spirit caller is a +1 ghost touch mere club carved of nephrite jade. Incorporeal undead and ghosts struck by the spirit caller must succeed at a DC 16 Will save or be drawn inside the mere and are trapped within it. When holding a spirit inside, the spirit caller glows from within with the brightness of a candle and functions as a +2 ghost touch undead bane mere club. The mere consumes the energy of the spirit inside in 1 hour, destroying it, and can hold but a single spirit at a time. The wielder can release a trapped spirit as a standard action. Ghosts consumed by a spirit caller still rejuvenate as normal.
Returning
- Price +1 bonus
- Aura moderate transmutation; CL 7th; Weight —
This special ability can only be placed on a weapon that can be thrown. A returning weapon flies through the air back to the creature that threw it. It returns to the thrower just before the creature's next turn (and is therefore ready to use again in that turn). Catching a returning weapon when it comes back is a free action. If the character can't catch it, or if the character has moved since throwing it, the weapon drops to the ground in the square from which it was thrown.