Ling Ling"Ling Ling into battle go!"And some personal information:
Ling Ling's battle theme:
http://www.youtube.com/watch?v=KzAQZAB6_-sRace: Dark Beguiler
Type (Subtype): Magical Beast (Extraplanar)
Size: Small
Alignment: NE
Deity: -
ECL: 11
XP: 56420/66000
Rogue 1/Swashbuckler 1/Barbarian 1/Swashbuckler +2 (3)/Totemist 2/Swordsage 2/Soul Eater 1/Swordsage +1 (3)
ABILITY SCORES[spoiler]
Str 10 (+0)
(14 - 4 racial) Dex 24 (+7)
28 (+9) (16 + 6 racial + 2 level) (+4 enhancement) Con 12 (+1)
Int 18 (+4)
(16 + 2 racial)Wis 14 (+2)
Cha 8 (-2)
- Bonding Ritual of Purity (+1 Adamantine Kukri): +1 bonus on Constitution checks and on Constitution-based skill checks.[/spoiler]
VITAL STATISTICS[spoiler]
HP: 1d6+1d10+1d12+2d10+2d8+2d8+1d8+1d8+11 = 67;
26/67(low at even, high at uneven)
AC: 26 (10 base, +2 armor, +1 size, +9 Dex, +2 Wis, +1 natural, +1 deflection)
-Touch: 23
-Flat Footed: 18
50% miss chance if you are at least 10 feet away from the point where you started your turn (functions as Entropic Shield spell)(Ring of Entropic Deflection + Boots of Striding and Springing)Immune to being pushed back as the result of a bull rush, including the effects of spells such as Bigby's Forceful Hand and Telekinesis (when used to perform a bull rush)
(Shedu Crown)Initiative: +10 (+9 Dex, +1 Quick to Act)
Space/Reach: 5 ft./5 ft.
Senses: Darkvision 60 ft., Low-light Vision, True Sight
-True Seeing (Su): Beguilers always see as under the effect of a
True Seeing spell.
-Superior Low-light Vision: See four times as far as a human in low-light conditions.
- Listen: +16
- Spot: +16[/spoiler]
SAVES[spoiler]
Fort: 11 (10 base +1 Con)
Ref: 16 (9 base +9 Dex, +1 competence, -3 flaw)
Will: 8 (5 base +2 Wis,
+1 Insight)
- Resistance to cold 11- Shedu Crown bound to Crown Chakra=> Competence bonus on saving throws against mind-affecting spell and effects equal to the number of points of essentia invested in the Shedu Crown: +0- Bonding Ritual of Fire (Masterwork Dagger): +1 bonus on saves against spells or effects with the fire descriptor[/spoiler]
MOVEMENT MODES[spoiler]
Speed: 50 ft. (10 squares) (40 racial
+10 Enhancement)
- Climb 30 ft. (6 squares) (20 racial
+10 Enhancement) [/spoiler]
RACIAL TRAITS[spoiler]
Ability score adjustments: -4 Strength, +6 Dexterity, +2 Intelligence
Senses: Darkvision 60 ft., Low-light Vision, True Sight, Superior Low-light Vision
-True Seeing (Su): Beguilers always see as under the effect of a
True Seeing spell.
-Superior Low-light Vision: See four times as far as a human in low-light conditions.
Skills: +16 racial bonus on Hide checks (+8 while wet).
+8 racial bonus on Climb checks, can always choose to take 10 on a Climb check, even if rushed or threatened.
+6 racial bonus on Move Silently checks.
Special Attacks: Rake (Ex): attack bonus +14 melee, 1d3+4 damage.
Special Qualities:Hide in Plain Sight (Ex): Use the Hide skill even while being observed (except in natural daylight, the area of a
Daylight spell, or a similar effect).
Resistance to cold 10.Level Adjustment: +1
(LA Buyback)[/spoiler]
ATTACK[spoiler]
BAB/Grapple: +8/+4(+2) (+8 BAB, -4 size,
(+2 Enhancement))
(Girallon Arms)Melee: Claw +17 melee (1d3+4)
Full Attack: 2 Claws +17 melee (1d3+4),
Bite +16 melee (1d4+4),
Kukri +18 melee (1d3+5, 18-20/x2)
Unarmed Strike +17 melee (1d4+4)
4 Claws +17 melee (1d4+4)(Girallon Arms)-Rake (Ex): 2 attacks, bonus +19 melee, 1d3+4 damage.
------------------------------------------------------------------------------------
New full attack routine:1 Claw +19 melee (1d4+4)3 Claws +17 melee (1d4+4)Bite +16 melee (1d4+4)
Kukri +18 melee (1d3+5, 18-20/x2)
Unarmed Strike +17 melee (1d4+4)
-Rake (Ex): 2 attacks +19 melee, 1d3+4 damage.
-Energy Drain (Su): The touch of a Soul Eater bestows one negative level on it's target.
Ranged: Javelin +16 ranged (1d4, 30 ft.)
-Sneak Attack: 1d6
+11 (Craven feat) (+2d6 Assassin's Stance)-Whirling Frenzy 1/day[/spoiler]
CLASS FEATURES[spoiler]
-Sneak Attack:-Trapfinding:-Rage Variant: Whirling Frenzy: A barbarian with this variant form of rage doesn't gain the normal bonuses when he enters a rage. Instead, when a barbarian with whirling frenzy enters a rage, he temporarily gains a +4 bonus to Strength and a +2 dodge bonus to Armor Class and on Reflex saves. While in a whirling frenzy, the barbarian may make one extra attack in a round at his highest base attack bonus, but this attack takes a -2 penalty, as does each other attack made that round. This penalty applies for 1 round, so it also affects attacks of opportunity the barbarian might make before his next action.
Whirling frenzy is otherwise identical to the standard barbarian rage in all other ways. At 11th level (when a standard barbarian gains greater rage), the Strength bonus increases to +6, and the dodge bonus to Armor Class and on Reflex saves increases to +3. At 20th level (when a standard barbarian gains mighty rage), the Strength bonus increases to +8, and the dodge bonus to Armor Class and on Reflex saves increases to +4.
A barbarian using this variant doesn't gain indomitable will at 14th level. Instead, he gains evasion, but only while in a whirling frenzy.
A character can't use whirling frenzy at the same time that he uses any other form of rage (or similar ability).
-Lion Totem: Pounce: You gain the Pounce special attack.
-Grace: A Swashbuckler gains a +1 competence bonus on Reflex saves at 2nd level. This bonus increases to +2 at 11th level and to +3 at 20th level. A swashbuckler loses this bonus when wearing medium or heavy armor or when carrying a medium or heavy load.
-Insightful Strike: Apply your Intelligence bonus (if any) as a bonus on damage rolls (in addition to any Strength bonus you might have) with any light weapon, as well as any other weapon that can be used with Weapon Finesse. Targets immune to sneak attacks or critical hits are immune to the Swashbuckler's Insightful Strike. A Swashbuckler cannot use this ability when wearing medium armor or when carrying a medium or heavy load.
-Wild Empathy: A totemis can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The totemist rolls 1d20 and adds her totemist level and her Charisma modifier to determine the wild empathy check result.
The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the totemist and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.
A totemist can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a -4 penalty on the check.
You gain a +4 bonus on Wild Empathy checks made to influence the reactions of magical beasts of the same kind as the beast associated with the soulmeld bound to your totem chakra.
-Totem Chakra Bind (+1 capacity): Any soulmeld bound to your totem chakra has an essentia capacity 1 higher than the normal capacity for your soulmelds.
-Quick to Act: You gain a +1 bonus on Initiative checks. This bonus increase by 1 at 5th, 10th, 15th and 20th level.
Discipline Focus (Tiger Claw)(Weapon Focus): Gain the benefit of the Weapon Focus feat for Tiger Claw weapons.
-AC bonus: Starting at 2nd level, you can add your Wisdom modifier as a bonus to Armor Class, so long as you wear light armor, are unencumbered, and do not use a shield. This bonus to AC applies even against touch attacks or when you are flat-footed. However, you lose this bonus when you are immobilized or helpless.
[-Energy Drain (Su): Beginning at 1st level, the touch of a Soul Eater bestows one negative level on it's target. At 7th level, the Soul Eater bestows two negative levels with a touch.][/spoiler]
FEATS[spoiler]
X= level, R=Racial, F=Flaw, C=Class O=Organization bonus feat
1 - Craven
R - Multiattack
F - Darkstalker
F - Alertness
O - Soul Extraction (Ritual)*
2 x
C - Weapon Finesse
3 - Battle Jump
4 x
5 x
6 - Open Least Chakra (Crown)
7 x
8 x
C - Improved Unarmed Strike
C - Weapon Focus (Tiger Claw)
9 - Mindsight
10 x
11 x
*
Soul Extraction (Ritual):You can extract Jumdee crystals from fallen enemies using a 30 minute long Incarnum ritual. The value of the crystals is determined by the DM.
[/spoiler]
FLAWS[spoiler]
-Shaky: You take a -2 penalty on all ranged attack rolls.
-Poor Reflexes You take a -3 penalty on Reflex saves. [/spoiler]
TRAITS[spoiler]
-IlliterateBenefitChoose any one skill except Decipher Script or Forgery. You gain a +1 bonus on checks using that skill.
=> Hide
DrawbackYou are illiterate.
Special
You can eliminate the negative effect of this trait by spending 2 skill points to become literate. Unlike with the barbarian, you cannot become literate by taking a level in any class other than barbarian.
You can't select this trait if your character is already illiterate because of race, class, or any other reason.
-Slippery: BenefitYou gain a +1 bonus on Escape Artist checks to escape a grapple and on grapple checks to escape a grapple or avoid being grappled.
DrawbackYou take a -1 penalty on all other grapple checks.[/spoiler]
SKILLS[spoiler]
Skill points: 4x12+7x8+2x10 = 124 skill points
- +1 bonus on Escape Artist checks to escape a grapple and on grapple checks to escape a grapple or avoid being grappled. - +2 on conscious spot checks, but not on reactive spot checks.
- +8 competence bonus on Hide and Move Silently checks
(Kruthik Claws: +4, +2 for every point of essentia invested: 2 => 4+2x2=8 total).- +1 bonus on Constitution checks and on Constitution-based skill checks
(Bonding Ritual of Purity (Adamantine Kukri)).total = ranks + ability modifier + miscellaneous modifier
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Appraise (Int)
Balance (Dex) 16 = 5 + 9 + 2
Bluff (Cha)
Climb (Str) 8 = 0 + 0 + 8
Concentration (Con) 18 = 14 + 1 + 3
Craft (Int)
Decipher Script (Int)
Diplomacy (Cha) 1 = 0 - 1 + 2
Disable Device (Int) 17 = 8 + 4 + 2
Disguise (Cha)
Escape Artist (Dex) 23 = 12 + 9 + 2
Forgery (Int)
Gather Information (Cha) 1 = 0 - 1 + 2
Handle Animal (Cha)
Heal (Wis)
Hide (Dex) 54 = 14 + 9 + 31
Intimidate (Cha) 1 = 0 - 1 + 2
Jump (Str) 20 = 14 + 0 + 6
Know.(Arcana) (Int) 6 = 2 + 4 + 0
Know.(Dungeoneering) (Int)
Know.(History) (Int)
Know.(Nature) (Int)
Know.(Nobility and Royalty) (Int)
Know.(Religion) (Int)
Know.(The Planes) (Int)
Know.(Psionics) (Int)
Listen (Wis) 16 = 12 + 2 + 2
Martial Lore (Int)
Move Silently (Dex) 39 = 14 + 9 + 16
Open Lock (Dex)
Perform (Cha)
Profession (Wis)
Ride (Dex)
Search (Int) 14 = 8 +4 + 2
Sense Motive (Wis)
Sleight of Hand (Dex)
Spellcraft (Int)
Spot (Wis) 16 = 12 + 2 + 2
Survival (Wis)
Swim (Str)
Tumble (Dex) 25 = 14 + 9 + 2
Use Magic Device (Cha)
Use Rope (Dex)
LITERACY 2 skill points
[/spoiler]
SKILL TRICKS[spoiler]
-Easy Escape [manipulation]: If your opponent is larger than medium, you gain a circumstance bonus on your Escape Artist check to escape a grapple or pin. The size of the bonus depends on your opponent's size, according to the following table:
-Large: +4
-Huge: +8
-Gargantuan: +12
-Colossal: +16
-Quick Escape [manipulation]: This trick has two options, either of which can be used once per encounter.
-You can make an Escape Artist check to escape from a grapple or pin as a swift action. You can use this trick even if you already have used a standard action on your current turn to attempt the same escape.
-Alternatively, you can make any Escape Artist check that would normally require a full-round action as a move action. You can't use this option more than once per day against the same kind of restraint.
-Clarity of Vision [mental]: As a swift action, you can attempt a DC 20 Spot check. If succesful, you focus your vision so clearly that you can pinpoint the location of invisible creatures within 30 ft. This clarity lasts until the end of your turn.
-Listen to This [mental]: Whenever you make a succesful Listen check to hear a noise, you can describe that sound up to 1 hour later which such clarity that any individuals hearing the description are treated as if they had heard the sound themselves.
This trick is particularly useful if you overhear a conversation but don't understand the language spoken, since it allows you to repeat it verbatim to an ally who might be able to translate.
-Acrobatic Backstab [movement]: If you succeed on a tumble check to move through an enemy's space, you can treat that enemy as flat-footed against the next melee attack you make against it on your current turn.
-Escape Attack [movement]: When you escape a grapple, you can make a single melee attack with a light weapon as a swift action against the opponent that was grappling you. The opponent is considered flat-footed against this attack. You must have the weapon in hand at the beginning of your turn in order to use this trick.
-Nimble Charge [movement]: You can run or charge across a difficult surface without needing to make a Balance check.
-Nimble Stand [movement]: You can stand up from prone without provoking attacks of opportunity.
-Twisted Charge [movement]: When you charge, you can make one turn of up to 90 degrees during your movement. You can't move more than your speed during this charge. All other restrictions on charges still apply, and you must have line of sight to the opponent during the start of your turn.[/spoiler]
LANGUAGES[spoiler]Beguiler
Common
Draconic
Dwarven
Elven
Goblin
Telepathy 100 ft.: Communicate telepathically with any creature within 100 ft. that has a language. This is a mind-affecting effect.
(Shedu Crown bound to Crown Chakra)[/spoiler]
SOULMELDS SHAPED[spoiler]
3- Girallon Arms- Shedu Crown- Kruthik Claws[/spoiler]
ESSENTIA[spoiler]
2Essentia Capacity: 2- Girallon Arms: 0- Shedu Crown: 0- Kruthik Claws: 2[/spoiler]
CHAKRA BINDS[spoiler]
1 (class)[/spoiler]
SOULMELDS BOUND[spoiler]
- Girallon Arms => Totem Chakra- Shedu Crown => Crown Chakra (Feat)[/spoiler]
MANEUVERS AND STANCES[spoiler]
- Maneuvers Known: 7
- Maneuvers Readied: 4
- Stances Known: 2[/spoiler]
MANEUVERS KNOWN[spoiler]-Distracting Ember
-Moment of Perfect Mind
-Wolf Fang Strike
-Sudden Leap
-Cloak of Deception
-Shadow Jaunt
-Shadow Garrote
-Searing Blade
[/spoiler]
STANCES KNOWNTYPICAL MANEUVERS READIED[spoiler]-Cloak of Deception
-Distracting Ember
-Shadow Jaunt
-Sudden Leap
-Searing Blade
[/spoiler]
TYPICAL STANCE[spoiler]Assassin's Stance[/spoiler]
MAGIC ITEMS[spoiler]
Head: Occupied by Shedu Crown
Throat: Shoulders: Body: Torso: Hands: Arms: Bracers:
- +2 Armor bonus to AC
- +4 Enhancement bonus to Dexterity
- +1 Enhancement bonus to Natural Armor
(22 000 gp)
Waist: Ring 1: Ring:
- Allows natural weapons to strike as if they were magic.
- Allows natural weapons to strike as if they were adamantine.
- +1 Deflection bonus to AC.
(9 687.5 gp)
Ring 2: Ring of Entropic Deflection
Feet: Boots of Striding and Springing + Anklets of Translocation (6 900 gp)
Weapon: +1 Adamantine Kukri (5 008 gp)
Shield: Unslotted: Total: 34 695.5 gp[/spoiler]
ADVENTURING GEAR[spoiler]Explorer's Outfit (free) (nothing more than a belt and maybe some straps to hold my belt pouches and stuff, no actual clothing or anything)
Bedroll (0.1 gp)
Winter Blanket (0.5 gp)
Candle x10 (0.1 gp)
Scroll Case x1 (1 gp)
Chalk x10 (0.1 gp)
Crowbar (2 gp)
Flask x10 (.3 gp)
Flint and Steel (1 gp)
Grappling Hook (1 gp)
Hammer (.5 gp)
Ink (1 oz. vial) x1 (8 gp)
Inkpen (.1 gp)
Small Steel Mirror (10 gp)
Parchment, sheet x5 (1 gp)
Piton (0.1 gp)
Belt Pouch x2 (2 gp)
Trail Rations (per day) x10 (5 gp)
Hempen Rope (50 ft.) x2 (2 gp)
Sack x10 (1 gp)
Sealing Wax (1 gp)
Sewing Needle (.5 gp)
Signal Whistle (.8 gp)
Soap (per lb.) (.5 gp)
Potion Vial x4 (4 gp)
Waterskin x1 (1 gp)
Whetstone (.02 gp)
Dagger x4 (8 gp)
Javelin x4 (4 gp)
Masterwork Tools:
-Thieves Tools (100 gp)
-Escape Artist (50 gp)
-Hide (50 gp)
-Move Silently (50 gp)
-Search (50 gp)
-Spot (conscious spot checks, not reactive)(50 gp)
-Diplomacy (free)
-Gather Information (free)
-Intimidate (free)
Alchemical Items:
-Acid x5 (50)
-Alchemist's Fire x5 (100)
-Holy Water x5 (125)
-Smokestick x5 (100)
-Sunrod x5 (10)
-Tanglefoot Bag x5 (250)
Total: 1 033.62 gp[/spoiler]
BONDING RITUALS[spoiler]
- Bonding Ritual of Fire (Adamantine Kukri): +1 bonus on saves against spells or effects with the fire descriptor.[/spoiler]
35 729.12/36 750 gp of starting budget spentMONETARY WEALTH[spoiler]2 170.88 gp left[/spoiler]