Name: Miyuki
Lawful Evil Female Skinwalker (Scaleheart)
Height: 4'8"
Weight: 100lbs
Bio:
| Ability Score | Modifier | | Hit Points: | 330 | | Base Attack Bonus: | +15/+10/+5 |
| Strength | 16+10+2 | +9 | | Scratch HP: | 83 | | CMB | +24 | CMD | 26 |
| Dexterity | 14 | +2 | | Fortitude Save | +16+3 | | Armor Class: | 33 |
| Constitution | 20+10 | +10 | | Reflex Save | +7+3 | | Touch | 19 | Flatfooted | 31 |
| Intelligence | 10 | +0 | | Will Save | +5+6 | | +10 armor, +2 dex, +4 natural |
| Wisdom | 10 | +0 | | Initiative: | +6 | | |
| Charisma | 14+4 | +4 | | Perception: | +20 | | Bloodrage: | –– | permanent |
Racial Abilities (Scaleheart)
Medium Humanoid (Shapechanger, Skinwalker); 40ft Base speed, Low-light vision
- Skilled: Stealth and Perception +2
- Shapechange: Move action to transform; gains +2 strength and the following abilities. DM note: assuming she's always in this form
- Bite attack at 1d8, Darkvision 60ft, Ferocity, Natural Armor +1, Swim speed 40ft
Special Defenses
Conditional: Slow-fall (negate 60ft of falling damage), +3 to will saves while bloodraging
Resistances: Acid 10, Damage Reduction 3/-
Attacks
- Power Attack: -4 penalty, +8 damage (+12 if two-handed)
- Deadly Aim: -4 penalty, +8 damage
| Attack | Attack Roll | Damage | Critical | Special |
| "Vampiric Viper" (Sickle) | +25 | +20 | +15 | 1d6+4 weapon, +9 strength, +3 hurtful raging, +1d8 necrotic | Slashing, Magic | 18, 19, 20 | x2 | Heal self 2 HP on hit, 10' reach |
| "Vampiric Viper" (Ball) | +25 | -- | -- | 1d3+4 weapon, +4 half strength, +3 hurtful raging, +1d8 necrotic | Bludgeoning, Magic | 18, 19, 20 | x2 | +1d6 damage vs undead, 10' reach |
| Draconic Claws | +26 | +26 | -- | 2d6+6 weapon, +9 strength, +2 focus, +2 raging, +1d8 necrotic | Slashing, Magic | 17, 18, 19, 20 | x2 | +1d6 acid damage, Capsule System |
| Crocodile Form Bite | +27 | -- | -- | 2d6+3 weapon, +12 strength, +1d8 necrotic | B, P, S, Magic | 19, 20 | x2 | Grab |
| Jutsu: Shadow Hookshot | +21 | -- | -- | 1d4+2 weapon, +9 strength | Piercing, Magic | 19, 20 | x3 | Special, see below. |
Attack-like and Other Abilities:
Breath Weapon: Once per day, as a standard action, can breathe a 60ft line of acid that deals 15d6 points of acid damage to all creatures in that line. A DC27 reflex save halves this damage.
Jutsu: Shadow Hookshot – (3/day) Berserker may launch a rope of shadow up to 50 feet away as a weapon attack, targeting a creature or an object. She may pull herself to a space adjacent to her target, or her target to a space adjacent to herself; she may not pull a target that exceeds her maximum carrying capacity. She makes a ranged attack roll against the target, and if the target is a creature it may attempt an opposed strength check to avoid being pulled. Berserker may still pull herself to a target if she fails to move it.
Jutsu: Trial of Acid and Flame – (2/day) As a swift action, Berserker may target a creature she can see within 35 feet of her, surrounding it in a mist of boiling acid, dealing 1d6 points of acid damage and 1d6 points of fire damage to it. On the start of its turn, it takes this damage again, or half this damage if it succeeds on a DC21 fortitude save. This jutsu lasts for 1 minute or until Berserker ceases concentrating on it.
Jutsu: Haste – (2/day) As the haste spell, requiring concentration.
Jutsu: Heighten Senses – (5/day) As a swift action, Berserker may boost her senses beyond normal while she concentrates on this jutsu, up to 1 hour. She gains one of the following: the benefits of the scent special ability; the ability to see invisible creatures; the ability to see in darkness (as the monster ability); remove the blind or deafened condition from herself (this is an instantaneous effect).
Jutsu: Shadow Clones – (3/day) As the mirror image spell.
Special Abilities
- Greater Bloodrage: Gain +6 morale bonus to strength and constitution , +3 morale bonus to will saves. Permanent due to Madness Enhancement.
- Potent Acid: Acid damage from claws, breath weapon, and spells ignore energy resistance, and deal half damage against immunity.
- Madness Enhancement: Berserker gains a permanent +4 enhancement bonus to her strength, constitution, and charisma scores. She also constantly gains the benefits of her bloodrage.
- Jutsus: Berserker knows several mystical jutsus thanks to her ninja training. She may use and concentrate on jutsus even while in bloodrage.
- Mystic Eyes of Death Perception (EX): Berserker increases the critical threat range of all of her attacks by 1, and deals +1d8 necrotic damage on all melee attacks. This necrotic damage is doubled against undead.
Skills:
Acrobatics (+12), Athletics (+21), Perception (+20), Spellcraft (+8), Stealth (+28), Survival (+5)
Traits and Feats
- Stabbing Spells – Magic – Whenever you strike a foe with a weapon, you gain a +2 trait bonus on caster level checks to overcome that foe’s spell resistance until the end of your next turn.
- Vengeful – Combat – Whenever you strike the last creature that damaged you in the past 24 hours, you gain a +1 trait bonus on damage rolls against that creature.
Animal Hide, Animal Shape, Arcane Strike (+3), Blind Fight, Blooded Arcane Strike, Catch Off-Guard, Cunning, Extra Bloodrage, Extra Feature (Skinwalker x3), Fast Change, Heavy Armor Proficiency, Improved Animal Shape, Improved Initiative, Improved Natural Weapon (Bite), Improved Natural Weapon (Claws), Open Minded, Toughness, Two-weapon Fighting, Unyielding Ferocity, Weapon Adept (Dual-Balanced), (Weapon Focus (Claws)
Equipment
Weapons
- Vampiric Viper; +1 Hurtful Sharp Voidglass Defending Raging Kusarigama
A ninja weapon that has been tainted by bloodshed and a desire for vengeance. This was once the weapon of her clan leader.
Damage: 1d6+3 slashing / 1d3+2 bludgeoning; Critical: 18-20/x2
Special: +5ft reach, Deals +2 damage while raging; the sickle head will heal up to 3 HP on a successful hit, up to 30 hit points per day. The blunt head will deal an additional +1d6 damage to undead. This weapon also suffers no penalty for dual wielding.
- Claw Gauntlets; MW brutal defending pouncing liquid glass raging claw razors
What were bracers have been adapted to her unusual hands, with a special substance coating her claws to improve their sharpness while also protecting them from damage.
Damage: (as claws)+2 slashing; Critical: 18-20/x2
Special: Deals +2 damage while raging; increases attack bonus for charging by +1; provides +2 shield AC when using combat expertise or fighting defensively
- Weapon Capsule System: Thanks to a unique mechanical system within her gauntlets, she can store three capsules in each. She may apply the effects of a capsule to her gauntlet or a held weapon as a swift action.
- 10x Ghostblight Capsules; applies Ghost Touch for 3 rounds.
- 12x Quickflame Capsules; adds +1d6 Fire damage for 3 rounds.
- 12x Quickfrost Capsules; adds +1d6 Cold damage for 3 rounds.
- 12x Quickspark Capsules; adds +1d6 Electricity damage for 3 rounds.
Armor
- Shadow Dragon's Scales; +2 Fusing Landing Shadow Spiresteel Double-plated Free Movement Protective Stealthy Swimmer Mountain Pattern Armor ; with armor crystals (only 1 active at a time)
It cannot be ascertained if this is actually armor, or her own draconic nature manifested.
AC bonus: +10, Maximum Dexterity Bonus +2, Armor Check Penalty -1
Special: Provides +6 to Stealth checks, and a +1 bonus to swim checks. Half the armor bonus is applied against incorporeal creatures. Will always land on their feet and ignores the first 60ft from a fall.
- Three Sided Dragon's Reverse Scale: A curious scale just under her collarbone. She can adjust which side of it faces outward for different beneficial effects; only one effect may be active at once, and it is a standard action to change the scale.
- Red side: Provides Fire Resistance 10, up to 50 points per day
- White side: Provides +5 AC against incorporeal creatures
- Yellow side: Provides a stacking DR3/-, up to 30 points per day
- Scarf of the Shadowed Mind
Though developed to aid those lacking in stealth skills, Berserker keeps this as a memento of her lost clan.
- Mask of Ninja Medicines
A strange contraption Berserker developed for herself; it's abilities in the Frozen City are somewhat different than normal.
As a standard action, Berserker may place this mask to her face, pressing specific buttons upon the apparatus she wears to select a specific medicine. The apparatus stores up to 12 doses of its alchemical base, with each medicine using a different number of base. This base restores itself after 8 hours of not being used. The various herbal mixtures use small enough amounts that it's irrelevant to track them.
- Acidic Saliva: (1 base) Grants +1 enhancement bonus to bite attack and deal +1d4 acid damage with bite. Lasts for 3 rounds.
- Rage Stim: (1 base) Extends the duration of the next bloodrage within 10 minutes by 1 round without consuming bloodrage.
- Painkiller: (2 base) Gain 1d10+5 temporary hit points for the next hour.
- Panacea: (2 base) Gain a +5 bonus to the next fortitude save to end conditions that require a fortitude save and an immediate fortitude save to do so if currently affected. Lasts 10 minutes.
- Chameleon: (3 base) Gain a +5 bonus to visual stealth checks for the next hour.
- Recovery: (3 base) Gain Fast Healing 2 for 2d4+2 rounds; requires a DC14 fortitude save to avoid being sickened for the duration.
- Mimicry: (7 base) Gain the benefits of Alter Self for 2 hours; this is an alchemical effect and can fool true seeing and cannot be dispelled.
Consumables
- 10x Exceptional Holy Ofuda; melee touch attack, deals 4d6 damage (no save) to creatures with DR/Good or vulnerable to holy water, and a DC18 will save or be shaken for 1d4 rounds
- 10x Cold-iron Caltrop Beads;