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Denthen is a Kasatha (Bestiary 4) seeking his way home to the planes that bases himself in Andoran initially hoping to find the secrets back to his world. But the intrigue and adventure that holds in the capital of Almas has called to the Kasantha’s adventuring nature and his purely magus instincts have given way to quiet adventures of the thieves highway. He has taken on the role of the Ninja and is slowly immersing himself in everything illegal and fraught with danger that he can find.
Denthen exists on the outskirts of society and functions as an intermediary for those that would seek out the black market in the city. He uses his skills to trail potential customers along with potential targets also. He is a collector of tales and rumour and is well in the know of many of the intrigues that make their way through the city from time to time.
A formidable foe, the Kasathan mainly employs a weapon in each of his four hands. A Katana, two wakizashi and a nunchaku for good measure. His Katana is his prized weapon and the focus for much of his magus abilities. It is rumoured that he took the katana from his father’s dead hands after his family was murdered by a Cheliax Hell Knight for spying on members of the court.
Download the character sheet here and here. Statistics block is below.
Denthen of Andoren CR 8
Male Kasatha Magus 6/Ninja 3
CG Medium humanoid (kasatha)
Init +3; Senses Perception +14
AC 22, touch 16, flat-footed 17 (+5 armor, +1 shield, +3 Dex, +1 deflection, +2 dodge)
hp 70 (9d8+18)
Fort +8 (+0 vs. hot or cold environments and to resist damage from suffocation), Ref +9, Will +7
Speed 30 ft.
Melee katana +5/+0 (1d8+1/18-20) and
nunchaku +5/+0 (1d6) and
wakizashi +5/+0 (1d6/18-20) and
wakizashi +5/+0 (1d6/18-20)
Ranged shuriken +9/+4 (1d2+1)
Special Attacks ki attack speed, sneak attack +2d6, spellstrike
Magus Spells Prepared (CL 6th; concentration +9):
2nd—brow gasher, bull’s strength, mirror image, web (DC 15)
1st—color spray (DC 14), grease (DC 14), hydraulic push, ray of enfeeblement (DC 14), shock shield
0 (at will)—arcane mark, detect magic, light, mage hand, read magic
Str 12, Dex 17, Con 13, Int 16, Wis 10, Cha 10
Base Atk +6; CMB +7; CMD 23
Feats Alertness, Arcane Strike, Improved Two-weapon Fighting, Toughness, Two-weapon Defense, Two-weapon Fighting
Skills Acrobatics +9, Appraise +10, Bluff +6, Diplomacy +5, Disguise +1, Escape Artist +13, Intimidate +7, Knowledge (arcana) +10, Knowledge (local) +15, Knowledge (planes) +9, Perception +14, Sense Motive +10, Sleight of Hand +12, Spellcraft +9, Stealth +13; Racial Modifiers ki jump (running start), no trace
Languages Common, Draconic, Dwarven, Gnoll, Kasatha
SQ arcane pool, desert runner, desert stride, jumper, ki movement, ki pool, ki stealth, magus arcana (augment physical prowess, enduring blade), multi-armed, ninja tricks (black market connections), poison use, spell combat, spell recall, stalker
Combat Gear potion of cure light wounds (3), potion of protection from arrows 10/magic; Other Gear +2 studded leather, katana, nunchaku, shuriken (15), wakizashi, wakizashi, cloak of resistance +1, ring of protection +1, magus’s kit, 105 pp, 28 gp
Arcane Pool (+2) (6/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
Augment Physical Prowess (Su) 1 Arcane Pool: Increase a phyical ability score.
Black Market Connections (Ex) A rogue with this talent gains better access to magic items from black market connections. She treats every settlement as one size greater (see Table 15-1 on page 461 of the Core Rulebook) for the purpose of determining the gp limit of the bas
Desert Runner (Ex) +4 to Fort saves & Con checks to avoid fatigue/exhaust or other ill effects from exertion, deprivation, and temp.
Desert Stride (Ex) Not slowed by non-magic difficult terrain in desert environments.
Enduring Blade (Su) 1 Arcane Pool: Duration of enchants to magus weapon increase to 1 minute per level.
Jumper (Ex) Always has a running start when using Acrobatics to jump.
Ki Attack Speed (Su) 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.
Ki Jump (Running Start) (Su) Jumping is always counted as being at a running start.
Ki Movement A Ninja can spend 1 point to increase her speed by 20 feet for 1 round.
Ki Pool (Su) You have a ki pool equal to 1/2 your monk level + your Charisma modifier.
Ki Stealth A ninja can spend 1 point from her ki pool to give herself a +4 insight bonus on Stealth skill checks for 1 round.
Multi-Armed (Ex) Has one primary and 3 off hands.
No Trace +1 (Ex) Survival DCs to track you are at +1, gain +1 to Stealth when you are stationary and not acting.
Poison Use You do not risk poisoning yourself accidentally while poisoning a weapon.
Sneak Attack +2d6 +2d6 damage if you flank your target or your target is flat-footed.
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
Spell Recall (Su) Spend your Arcane Pool to recall spells you have already cast.
Spellstrike (Su) Deliver touch spells as part of a melee attack.
Two-weapon Defense +1 to AC while wielding 2 weapons. +2 when doing so defensively.
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