This is a Tauric [From an OLD 3.5 book, I know, but still one of my favorite templates as it allows me to use cool abilities from a monster plus cool class ideas from the humanoid top part] Human Phase Spider Ninja.
I have to warn you though, it can be pretty vicious. I used one of these things and it completely annihilated the Cleric on the surprise round because of the Ethereal Ambush ability. It was funny because while the PCs were in this one room and exploring it, I kept trying to think of when a perfect time to ambush the group was. No time seemed right. Unless the Cleric decided to start casting a minute long spell. I waited five rounds, then had the ambush happen. Cleric died in the surprise round. The rest of the group struggled and barely managed to defeat the creatures.
And as for the nunchakus, those were just something funny because I never said what weapons were being used until I said 'The creature smacks you in the face with a nunchaku. Everyone in my group was like seriously? you seriously game them nunchakus? It was hilarious.
And now, the Stats.
Tauric Human Phase Spider Ninja 9 CR
11
XP
CN Medium Monstrous Humanoid
Init +4; Senses Perception +13; darkvision 60ft
CN Medium Monstrous Humanoid
Init +4; Senses Perception +13; darkvision 60ft
AC 20,
touch 13, flat 17 [+3 dex, +5 wis, +2 armor]
Hp 83 (9d8+27)
Fort +6, Ref +9, Will +4
Hp 83 (9d8+27)
Fort +6, Ref +9, Will +4
Speed 30ft
Melee nunchaku +11/+6 (1d6+5)
Ranged shuriken +12/+7 (1d2+5) or +10/+1/+5 (1d2+5)
Special Attacks Ethereal Ambush, Sneak Attack (5d6)
Melee nunchaku +11/+6 (1d6+5)
Ranged shuriken +12/+7 (1d2+5) or +10/+1/+5 (1d2+5)
Special Attacks Ethereal Ambush, Sneak Attack (5d6)
Str 20, Dex 19, Con
16, Int 14, Wis 12, Cha 15
Base Atk +6; CMB +11; CMD 25 (29 vs Trip)
Feats Combat Expertise, Greater Feint, Improved Feint, Point Blank Shot, Rapid Shot, Stealthy
Skills Acrobatics +15, Bluff +15, Climb +16, Disable Device +15, Disguise +14, Escape Artist +17, Knowledge (Local) +14, Perception +13, Sense Motive +13, Sleight of Hand +15, Stealth +17
Languages common, orc
SQ Ethereal Jaunt, Improved Uncanny Dodge, Ki Points (7 points), Light Steps, Ninja Talents, No Trace +3
Combat Gear Leather armor, nunchaku, 20 +2 shuriken, Belt of Incredible Dexterity
Other Gear
Base Atk +6; CMB +11; CMD 25 (29 vs Trip)
Feats Combat Expertise, Greater Feint, Improved Feint, Point Blank Shot, Rapid Shot, Stealthy
Skills Acrobatics +15, Bluff +15, Climb +16, Disable Device +15, Disguise +14, Escape Artist +17, Knowledge (Local) +14, Perception +13, Sense Motive +13, Sleight of Hand +15, Stealth +17
Languages common, orc
SQ Ethereal Jaunt, Improved Uncanny Dodge, Ki Points (7 points), Light Steps, Ninja Talents, No Trace +3
Combat Gear Leather armor, nunchaku, 20 +2 shuriken, Belt of Incredible Dexterity
Other Gear
Ki
Pool (Su): 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.
Ninja
Trick Talent
Acrobatic Master: 1 ki point for +20 to Acrobatics
Vanishing Trick: 1 ki point to go invis for 1 rd/level
Honeyed Words (Ex): Once per day, a rogue with this talent can gain a +10 bonus on a single Bluff check.
Flurry of Stars (Ex): A ninja with this ability can expend 1 ki point from her ki pool as a swift action before she makes a full-attack attack with shuriken. During that attack, she can throw two additional shuriken at her highest attack bonus, but all of her shuriken attacks are made at a –2 penalty, including the two extra attacks.
Acrobatic Master: 1 ki point for +20 to Acrobatics
Vanishing Trick: 1 ki point to go invis for 1 rd/level
Honeyed Words (Ex): Once per day, a rogue with this talent can gain a +10 bonus on a single Bluff check.
Flurry of Stars (Ex): A ninja with this ability can expend 1 ki point from her ki pool as a swift action before she makes a full-attack attack with shuriken. During that attack, she can throw two additional shuriken at her highest attack bonus, but all of her shuriken attacks are made at a –2 penalty, including the two extra attacks.
Ethereal
Ambush (Ex): A phase spider that attacks foes on the
Material Plane in a surprise round can take a full round of actions if it
begins the combat by phasing into the Material Plane from the Ethereal Plane.
Ethereal
Jaunt (Su): A phase spider can shift from the Ethereal
Plane to the Material Plane as a free action, and shift back again as a move
action (or as part of a move action). The ability is otherwise identical to
ethereal jaunt(CL 15th)
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