User:StarSword/Aramil Galanodel

Aramil Galanodel is a moon elf ninja, and "intrusion expert" for the adventuring company Three Elves and a Kobold.

Statistics, 3.5E
Aramil Galanodel: Male moon elf ninja 9; CR 9; Medium humanoid (elf); HD 9d6+9; hp 56; Init +5; Spd 30 ft; AC 22, touch 22, flat-footed 17; Base Atk +6; Atk +10 melee (1d6+4/19-20, +1 ghost touch shortsword) or +10 melee (1d8+4/19-20, +1 undead bane necromancer nemesis longsword) or +12 ranged (1d2+4, +1 returning shuriken) or +11 ranged (1d6+5/x3, shortbow) or Full Atk +10/+5 melee or Full Atk +12/+7 ranged (+1 returning shuriken) or Full Atk +11/+6 (shortbow); SA Fight with two weapons, ki power 9/day, sudden strike +5d6; SQ AC bonus, acrobatics, great leap, improved poison use, elven traits, speed climb, trapfinding; AL CG; SV Fort +4, Ref +11, Will +7; Str 17, Dex 20, Con 12, Int 18, Wis 20, Cha 14.

Skills and Feats: Balance +12, Bluff +8, Climb +11, Diplomacy +4, Disable Device +16, Gather Information +7, Hide +13, Jump +16, Listen +18, Move Silently +12, Open Lock +22, Search 18, Sense Motive +9, Spot +18, Swim +8, Tumble +17; Combat Expertise, Combat Reflexes, Improved Feint, Two-Weapon Fighting.

Languages: Common, Elven, Gnoll, Goblin, Orcish, Sylvan, Undercommon.

Special Attacks:
 * Ki Power (Su): Aramil can channel his ki to manifest special powers of stealth and mobility.  He can use hiski powers a number of times per day equal to one-half his class level (minimum 1) plus his Wisdom bonus (if any). Ki powers can be used only if a ninja is wearing no armor and is unencumbered.
 * As long as Aramil's ki pool isn’t empty (that is, as long as he has at least one daily use remaining), he gains a+2 bonus on his Will saves.
 * Aramil's ki powers are ghost step, ki dodge, and ghost strike. Each power is described under a separate entry below.
 * Ghost Step (Su): Aramil can spend one daily use of his ki power to become invisible for 1 round.  Using this ability is a swift action that does not provoke attacks of opportunity.
 * Ghost Strike (Su): Aramil can spend one daily use of his ki power to strike incorporeal and ethereal creatures as if they were corporeal.  He also can use this ability to strike foes on the Material Plane normally while ethereal (for example, while using his ghost step ability).
 * Activating the ghost strike ability is a move action that does not provoke attacks of opportunity. It affects the next attack made by the ninja, as long as that attack is made before the end of her next turn.
 * Ki Dodge (Su): Aramil can spend one daily use of his ki power to cause an attack against him to miss when it might otherwise hit.  When Aramil activates this ability, his outline shifts and wavers, granting him concealment (20% miss chance) against all attacks for 1 round.  Using this ability is a swift action that does not provoke attacks of opportunity.
 * Sudden Strike (Ex): Aramil deals an extra 5d6 points of damage on any successful attack against against a target that has been denied its Dexterity bonus for any reason.  He cannot use sudden strike when flanking an opponent unless that opponent has been denied its dexterity bonus to AC.  This damage also applies to ranged attacks against targets up to 30 feet away.  Creatures with concealment, creatures without discernible anatomies, and creatures immune to extra damage from critical hits are all immune to sudden strikes.  Aramil cannot use his sudden strike to deal nonlethal damage.  The extra damage from sudden strike stacks with the extra damage from sneak attack whenever both would affect the same target.

Special Qualities:
 * AC Bonus (Ex): Aramil is highly trained at dodging blows, and he has a sixth sense that lets him avoid even unanticipated attacks.  When unarmored and unencumbered, Aramil adds his Wisdom bonus (if any) to his Armor Class.  In addition, he gains a +1 bonus to AC at 5th level.  This bonus increases by 1 for every five ninja levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level).
 * These bonuses to AC apply even against touch attacks or when a ninja is flat-footed. Aramil loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.
 * Acrobatics (Ex): Aramil gains a +2 bonus on Climb, Jump, and Tumble checks. This bonus increases to +4 at 12th level and +6 at 18th level.
 * Elven Traits: Immune to sleep spells and effects, +2 on saves against enchantment effects, +2 bonus on Listen, Search, and Spot checks.
 * Great Leap (Su): Aramil always makes Jump checks as if he were running and had the Run feat, enabling him to make long jumps without a running start and granting a +4 bonus on the jump.  This ability can be used only if he is wearing no armor and is carrying no more than a light load.
 * Improved Poison Use (Ex): Aramil can apply poison to a weapon as a move action instead of a standard action.  He never risks poisoning himself when applying poison to a weapon.
 * Speed Climb (Ex): Aramil can scramble up or down walls and slopes with great speed.  He can climb at his speed as a move action with no penalty; however, she must begin and end the round on a horizontal surface (such as the ground or a rooftop).  If he does not end her movement on a horizontal surface, he falls, taking falling damage as appropriate for his distance above the ground.
 * Aramil needs only one free hand to use this ability. This ability can be used only if he is wearing no armor and is carrying no more than a light load.
 * Trapfinding (Ex): Aramil can use the Search skill to locate traps with a DC higher than 20, and he can use Disable Device to bypass a trap or disarm magic traps.  See the rogue class feature, page 50 of the Player's Handbook.

Major Possessions: Ghost shroud, +1 shortsword, +1 returning shuriken (3), Deathbreaker (+1 undead bane necromancer nemesis longsword), shortbow, 29 arrows, crystal mask of language (Undercommon), lockpicking ring, 2 doses of dragon bile, potion of cure light wounds (3), 7 vials of alchemist's fire. 8,297 gp.