Fetchling, Ninja (P) 12th Medium Humanoid Alignment: ??? Hit Dice: 12d8 + 12 (84 hp) Initiative: + 6 Speed: 30' (6 sq) (light enc.) Space/Reach: 5 ft./5 ft. AC: 25 (+ 7 Armor, + 6 Dex, + 1 Dodge, + 1 Natural Armor), Touch 17, Flat-Footed 25 Saves: Fort + 7, Ref + 16, Will + 6 Abilities: Str 11, Dex 22, Con 12, Int 12, Wis 10, Cha 16 Base Att/CMB/CMD: + 9 / + 9(+ 6*) / 26 Single Attack: Adamantium Agile Wakizashi + 1: + 17 melee (1d6 + 7 /15-20) Cold Iron Agile Wakizashi + 1: + 17 melee (1d6 + 7 /15-20) Shuriken Weapon: + 15 thrown (1d2/20) Full Attack: Adamantium Agile Wakizashi + 1: + 15/+ 10 melee (1d6 + 7 /15-20) Cold Iron Agile Wakizashi + 1: + 15/+ 10 melee (1d6 + 4 /15-20) Shuriken Weapon: + 15 /+ 10 thrown (1d2/20) ────┤ FEATS ├──── Weapon Finesse, Two-Weapon Fighting, Improved Two-Wpn Fighting, Dodge, Leadership, Wpn Focus: Short Sword, Imp. Crit: Short Sword ────┤ SKILLS ├──── Acrobatics + 21, Appraise + 1, Bluff + 18, Climb + 13, Diplomacy + 3, Disable Dev + 23, Disguise + 18, Escape Art + 6, Fly + 6, Heal 0, Intimidate + 3, Perception + 20, Ride + 6, Sense Mot 0, Slt of Hand + 19, Stealth + 23 (+ 4), Survival 0, Swim + 0, Use Mag Dev + 16, Cr:Alchemy + 17 ────┤ Racial Traits: Fetchling ├──── Skilled: Fetchlings have a +2 racial bonus on Knowledge (planes) and Stealth checks. Shadow Blending (Su) Attacks against a fetchling in dim light have a 50% miss chance instead of the normal 20% miss chance. This ability does not grant total concealment; it just increases the miss chance. Shadowy Resistance: Fetchlings have cold resistance 5 and electricity resistance 5. Spell-Like Abilities (Sp): A fetchling can use disguise self once per day as a spell-like ability. It can assume the form of any humanoid creature using this spell-like ability. A fetchling’s caster level is equal to its total Hit Dice. ────┤ Energy Resistance ├──── Cold: 5, Electricity: 5 ────┤ Vision & Senses ├──── Darkvision 60 ft., Low-Light x2 ────┤ Class Features: Ninja (P) 10th ├──── Proficient w/ all simple weapons, plus kama, katana, kusarigama, nunchaku, sai, shortbow, short sword, shuriken, siangham & wakizashi Proficient w/ light armor Poison Use (Ex): can apply weapon poison safely Sneak Attack (Ex): + 6d6 (+ 1d6) precision damage No Trace (Ex): + 4 to DC of Survival check to track ninja • + 4 insight bonus to Disguise • + 4 insight bonus to opposed Stealth checks when still Improved Uncanny Dodge (Ex): retain Dex bonus to AC even if flat-footed • flanked only by a 16th+ level 'rogue' Light Steps (Ex): as full rnd act, move up to 2x speed over any solid or liquid • take no damage from surface or hazard, ignore physical traps • no Acrobatics check for terrain difficulty, must start & stop on sturdy ground Ki Pool (Su): 9 ki points (refresh after 8 hr rest) • w/ 1+ ki pt in pool, treat Acrobatic jump rolls as always running start • w/ 1+ ki pt in pool, half DC for Acrobatic jump checks • spend 1 pt as swift act for extra atk at max BAB in full attack • spend 1 pt as swift act for +20 speed for 1 rnd • spend 1 pt as swift act for +4 insight bonus to Stealth for 1 rnd Ninja Tricks: x6 acquired (may choose Master tricks) • those with * affect sneak attack, only 1 may be used per attack • Rogue Talent: select a non-advanced rogue talent in lieu of a trick • Bleeding Attack *(Ex): sneak attack inflicts add'l 5/rnd bleeding damage • Heal vs DC 15 or any curative spell to stop bleeding • Vanishing Trick (Su): swift act & 1 ki point to be invisible (as greater invisibility) for 10 rnd • Shadow Clone (Su): std act & 1 ki point to create 1d4 images (function as mirror image) for 10 min • Invisible Blade (Su): vanishing trick now functions as greater invisibility • Finesse Rogue: Gain the Weapon Finesse feat • Evasion: Sucessfull Ref save vs area effect DC results in no damage. • failed save results in half damage ────┤ Conditional Bonus - Feats ├──── +6 to CMB when using finesse weapons [Weapon Finesse] ── ──┤ Conditional Bonus - Ninja (P) Class ├──── +4 insight bonus to opposed Stealth checks when still ────┤ Languages ├──── Common, Undercommon ────┤ EQUIPMENT ├──── ARMOR WORN: Mithral Chain Shirt +2. Alchemist's Lab (portable), Masterwork Thieves' Tools, Adamantium Agile Wakizashi +1, Cold Iron Agile Wakizashi +1, 40x Shuriken Traveler's Outfit, Artisan's Outfit, Disguise Kit, 4xBell, Block and Tackle, 4xCaltrops, 4xCandle, 2xChalk, Crowbar, 2xEarplugs, 10xFishhook, 4xFlask, Flint and Steel,2xGood Lock, Grappling Hook, Spider's Silk Rope (50'), Ink, Inkpen, 5xIron Spike, 4xNeedle, 4xOil, 10xPaper (sheet), 14xRations, Sealing Wax, Signal Whistle, Small Steel Mirror, String (50'), 10xVial, Waterskin, Whetstone, Winter Blanket, 4xAntitoxin, 10xSmoke Pellet, ────┤ MAGICAL ITEMS WORN ├──── Amulet of Natural Armor +1 Eyes of the Eagle Ring of Sword Strike Ring of Sustenance Belt of Physical Perfection +2 Cloak of Resistance +2 Handy Haversack ────┤ TOTAL CHARACTER VALUE ├──── 80,754 gp.
Kolev was born on the plane of shadow, and was trained there as an assassin in service to the umbral dragon, Xlethofloris. It was clear as he grew older that he did not have the same connection to the plane as others of his kind. This was seen as a weakness by his peers and masters. He would never have the ability to transfer between planes, which was vital to the methods taught as part of his profession. Eventually he was cast out as being inferior and a liability. He was dumped into the material plane and left to fend for himself.
There he soon crossed paths with a wretched old man named Olivorthus. He was an old master of the death arts and took Kolev in as his apprentice. Together they fufilled contracts to take the lives of merchants and nobles who had at some point crossed the wrong person. They employed any and every method at thier disposal to accomplish the job to the employer’s directions, whether that be a knife in the dark or an unfortunate accident choking on an olive pit. With his previous training Kolev quickly excelled and eventually exceeded the old master. The final contract Kolev was given was for Olivorthus himself. Kolev warned the old man and urged him to go into hiding, but the old man simply said “Never turn down a contract based on your emotions, my time has come and I am ready.”
With that, he handed Kolev his dagger and turned his back to him. Kolev plunged the blade into his master’s neck, where the base of the skull and the spine meet, instantly ending the old man’s life. A week later, a minor noble of that province, who was known to employ rather unsavory methods in his political dealings, was found in the back room of a local inn with his throat slit, this same dagger sticking from his chest, and a single gold coin lying next to his head.
Kolev moved his operation to Greyhawk, in an attempt to pick up larger and more lucrative contracts. Despite his skills, he was turned away from the guilds there. His origins from outside of this plane were viewed with great suspicion. Having every other door shut in his face, he started his own guild, disguised as rat catchers. A very small and low-key operation, he handled most of the high-pay contracts personally. The members he recruited generally gathered information and were placed in key positions to ease his job, although he does hand out street level contracts to members that show promise to allow them to practice and refine their skills.
He came across Omen: post-transformation one night while fufilling a contract hit on a bookmaker who held a rather large debt over a Greyhawk merchant. The bookmaker and his hired thugs were collecting (in blood) the debt Omen owed to them. Omen had already slain two of the four, but was overcome by the bookmaker and one of his lackeys. As the were preparing to finish the young sorceror off, Kolev dropped in behind them and cut them down before they realized a third party had joined the combat. He thought briefly about finishing off Omen, but something that he could not explain stopped him. He simply had the feeling that his fate was intertwined with the profusely bleeding, half-dead man laying at his feet. He picked him up and snuck him back to his hideout beneath a local blacksmith shop (also a friend of his guild). There he had Omen’s wounds tended to. The sorceror slept for several days while he healed. When he woke, Kolev explained to him that by saving his life, and slaying the man who held his debt, Omen now owed his life to him and would serve by his side as his right hand man. Omen agreed to this, simply being happy to be among the realm of the living. As time passed, they discovered that their past shared a similar story and they worked very well together.
Not all was well though. The guilds that were already well-established withing Greyhawk did not take well to this group of newcomers. The Ratcatcher’s Guild lost several men in the shadow wars that erupted as a result and was forced to accept terms with the other guilds that put them at great disadvantage. They could only accept the cast off contracts that the other guilds did not want, or had no time for, and even then had to pay a large percentage to the other guilds. As a result, again Kolev was forced to look outside of Greyhawk for better work for him and his guild members. Thus, he took to the road with Omen is search of a new home.