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Mourn Arabani

Age:
Race: Drow
Class: Ninja 3/Shadowmage 12
Level:
Prestige Class
STR:
DEX
:
CON
:
INT:
WIS:
CHA
:

14
20

+2
+5

14

+2

16
21
16

+3
+5
+3

Eyes: Black
Hair: Black
Height: 510
Weight: 155lbs
Movement: 30ft
Languages Spoken
BAB
+6/+1
Hit Points 77 hp
AC

Melee
DR
+5 Dex, +5 Wisdom, +5
Poise (melee only)
+11

Initiative
Saving Throws
Fortitude
Reflex
Will

Base
4
7
8

Attribute
2
5
5

SR

11 + Level

Misc

Total
6
12
13

SIGNATURE SKILLS:
[ Hide, Move Silently, Spellcraft] at Level +9
(Climb, Jump Ride, Listen+2 , Swim, Spot+2 at Level + 3)
Concentration (Con)
Intuit Direction (Wis) +13 Balance (Dex)
+13
+16
Craft (Int) +11
Profession ( Wis) +13
Bluff (Cha) +14
Gather Information
(Cha) +11

Scry (Int) +11

+8/+3

Disable Device
(Int) +11

Disguise (Cha) +11

Sense Motive (Wis) +16

Escape Artist (Dex)


+13
Open Lock (Dex)
+13

Sleight of Hand (Dex) +13

Special Abilities
DROW.
+2 Int +2 Cha +2 Dex 2 Con
+2 Racial bonus on Listen, Search, & Spot checks.
Automatic Search check if an Elf passes within 5 of a secret or concealed door
+2 Racial bonus to saves vs. Enchantments
Low-light Vision
Darkvision 120

Tumble (Dex) +13

Light Blindness daylight blinds the drow for 1 round; then a 1 to Attack rolls, Spot checks, &
Search checks in bright light
+2 Racial bonus to saves vs. Enchantments
Automatic proficiency with all straight Bows
Automatic proficiency with Longsword and Rapier, Hand-Crossbows, & Shortsword.
+2 Racial bonus on Will save vs. spells & spell-like abilities
Spell Resistance of (11 + Character level)
Cast the following spells 1/day at Character level: Dancing Lights Darkness Faerie Fire
SHADOWMAGE
Blacksight- Mourn may see normally in utter or magical darkness up to 10ft/level.
Taint of Shadow- After casting any shadow magic, Will DC (5 + spell level) or become
insubstantial for 2d4 rounds (cannot cast spells or interact with the physical world) He can only be harmed
by spells and +2 or greater
weapons.
Level
0
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
Per Day
6
6
6
6
6
5
3
Bonus
2
1
1
1
1
Total
6
8
7
7
7
6
3
NINJA- barra sargtlin
The drow have developed their own ninja traditions, several clans have devoted themselves to the
art of the silent kill. Mourn is one of the Gul Orbben (Ghost Spiders) from the group in Underdark beneath
the human city of Santa Fe, New Mexico. His contract was purchased by Foxfur, and he is considered on
extended commitment as a bodyguard while he is serving with Elamshiir. While a common ninja among the
drow, the resurgence of his magical prowess from his past existence has made him a force to be reckoned
with.
He is proficient with all simple weapons, as well as the hand crossbow, kama, kukri, nunchaku,
sai, shortbow, short sword, shuriken and siangham.
AC BONUS- Adds Wisdom bonus to AC when unarmored and unencumbered
Ki Pool- level plus Wisdom bonus (6 times per day). This powers the ninjas supernatural
abilities.
Ghost Step- Mourn may become invisible for 1 round, using ki.
Sudden Strike- +2d6 sneak attack damage.
Poison Use- Mourn never risks accidentally poisoning himself.
40 points
4 points for Stat Increases - +2 to Dex, +6 to Wisdom
4 points for Special Movement- Wall Crawling, Untrackable, and Light Footed (can skim over ice, snow
and mud at full speed)
22 points for feats
2 points for Jumping- +40 to jump checks
4 points for Regeneration: Rank 1
4 points for Environmental Control: Darkness- Mourn can blanket an entire city in shadowy
illumination.
FEATS
6
Master of Darkness- Mourn cannot be seen with darkvision while hiding.
Combat Expertise- May subtract up to your base attack bonus to add to damage.
Deft Strike- As a standard action, make a Spot check= victims AC. If successful, the next attack ignores
armor and natural AC. If using a ranged weapon, you must be within 30 ft.
Improved Initiative- +4 to initiative checks
Personal Firearms Proficiency
Quick Reconnoiter- Mourn may make a Listen and Spot check as a free action each round, as well as
gaining a +2 to Initiative checks.
ADVANCED PERSONAL FIREARMS PROFICIENCY
DIEHARD- When your condition is reduced to dying you automatically stabilize on the following round
without any need for a Constitution check, although further damage can still kill you.

ELUSIVE TARGET -While you are fighting an opponent in melee combat, others attempting to target
you with ranged attacks are at a 8 penalty rather than the usual 4 penalty for shooting into melee combat.
EVASION (2 ranks) - If you have two ranks in this feat, you only take half damage from an area effect
even if you fail the Reflex save and no damage if you succeed
HIDE IN PLAIN SIGHT- You can make Stealth checks even while being observed and even if you do not
have cover or concealment. Characters normally must have cover or concealment to hide and cannot make
Stealth checks while being observed.
INSTANT UP - You can stand up from a prone position as a free action.
POISE- You gain a Competence bonus to your Defense against melee attacks equal to your Wisdom
modifier. Note that the bonuses from Banter and Poise do not stack, as they are both Competence bonuses
COMBAT MARTIAL ARTS- With an unarmed strike, the character deals lethal or nonlethal damage (the
characters choice) equal to 1d4 + the characters Strength modifier. The characters unarmed attacks count
as armed, which means that opponents do not get attacks of opportunity when the character attacks them
unarmed. The character may make attacks of opportunity against opponents who provoke such attacks.
LEAP ATTACK- The character can make leaping attacks with his or her melee weapon, delivering
additional damage due to momentum. Any time the character has a higher Initiative than his or her
opponent, he or she may attempt a leaping attack. If the strike is successful (it hits and the target fails a
defense) the character gets an extra +2 bonus to damage and may additionally add half his or her Jump Skill
Ranks (if any) to the damage. If the character fails to hit, however, or the opponent succeeds with his or her
defense, the character is off balance and receives a -4 penalty to any further defense checks until his or her
turn to act in the following round.
DODGE- Mourn gains a +1 to AC versus one opponent of choice.
WHIRLWIND ATTACK- As a full round action, you may make a single attack against each opponent you
can reach. +3 bonus to Balance checks.
+6: As a full round action, you may take a regular move action and make a single attack against
each opponent you can reach at any point during your movement. Roll one attack roll and compare to each
available opponent's
AC individually.
+11: Until your next round after making a whirlwind attack, you may take an attack of opportunity
against any opponent that enters your threatened area.
+16: As a full round action, you take a charge action, overrunning any creature in your path, and
may make a single attack against each opponent you can reach at any point during your movement. Roll
one attack roll and
compare to each available opponent's AC individually
SNEAK ATTACK (3 RANKS) - Mourns total sneak attack damage is +5d6
COMBAT REFLEXES
SNEAK ATTACK OF OPPORTUNITY- On your first Attack of Opportunity of the round, add your
Sneak Attack dice to the damage
SHADOW VEIL- As long as you have a darkness spell of 2nd level or higher available to cast, you can
obscure the vision of a subject within 30 feet as a standard action. If the subject fails a Will save, it treats all
other creatures
and objects as though they had concealment and takes a -5 penalty on Spot checks for 1 round. As a
secondary benefit, you gain a +1 competence bonus to your caster level when casting darkness spells.
BLINDFIGHTING- This is a combat feat that scales with your BAB.
+0: You may reroll your miss chances caused by concealment.
+1: While impaired visually, you may move your normal speed without difficulty.
+6: You have Blindsense out to 60; this allows you to know the location of all creatures within
60'.
+11: You have Tremorsense out to 120; this allows you to "see" anything within 120' that is
touching the earth.
+16: You cannot be caught flat footed.
PORTABLE ARMOURY- The character will always have easy access to any weapon required for a
particular task, including illegal weapons and accessories not available to the general public. Remarkably,
the character
can access them whenever he or she needs them instead of being forced to return to where they are
normally stored. Characters with Portable Armory may also make field modifications on their weapons,

switching options such


as laser sights or scopes in a single round.
WEAPON FINESSE- This is a combat feat that scales with your Base Attack Bonus.
+0: You may use your Dexterity Modifier instead of your Strength modifier for calculating your
melee attack bonus.
+1: Your special attacks are considered to have the Edge when you attack an opponent with a
Dexterity modifier smaller than yours, even if your Base Attack Bonus is not larger.
+6: You may use your Dexterity modifier in place of your Strength modifier when attempting to
trip an opponent.
+11: You may use your Dexterity modifier in place of your Strength modifier for calculating your
melee damage.
+16: Opportunist - Once per turn, when an opponent is struck, you may take an attack of
opportunity on that opponent
TWO WEAPON FIGHTING-This is a combat feat that scales with your Base Attack Bonus.
+0: You suffer no penalty for doing things with your off-hand. When you make an attack or fullattack action, you may make a number of attacks with your off-hand weapon equal to the number of attacks
you are
afforded with your primary weapon.
+1: While armed with two weapons, you gain an extra Attack of Opportunity each round for each
attack you would be allowed for your BAB, these extra attacks of opportunity must be made with your offhand.
+6: You gain a +2 Shield Bonus to your armor class when fighting with two weapons and not flat
footed.
+11: You may Feint as a Swift action while fighting with two weapons.
+16: While fighting with two weapons and not flat footed you may add the enhancement bonus of
either your primary or your off-hand weapon to your Shield Bonus to AC.

Gear
+5 Knights weapon of Quickness- (+3 to attack, DR 1/- and +4 Initiative)
Ring of Protection +5
Ring Gates
Crystal Ball of True Seeing
Ring of Mind Shielding
Circlet of Blasting, Major

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