For our next Creative Character group, we’ll take a look at The Shadow-walkers, a mercenary unit specializing in operating under cover of darkness.
For the sake of reference, and consistency, all characters here are created with the Elite stat array (15, 14, 13, 12, 10, 8) and all hit points are rolled as averages. They are also written so that they can be used as either NPCs or PCs .
Kurdag CR 2
During Combat Preferring to attack from the cover of darkness, Kurdag makes use of his bow whenever possible, closing the distance enough to make use of his sneak attack ability to deal additional damage. In melee, his size, speed, and ability to attack with either weapon in hand or his tail blade to devastating effect.
Str 10( +0), Dex 17(+3 ), Con 13(+1 ), Int 12 (+1), Wis 14 (+2), Cha 8 (-1 )
Base Atk +3; CMB -1; CMD 12
Feats Light Armor Proficiency, Medium Armor Proficiency, Martial Weapon Proficiency, Shield Proficiency, Simple Weapon Proficiency, Tail Terror, Weapon Finesse
Skills Stealth +13, Survival +9
Languages Common, Draconic, Shadowspeak
Gear backpack, a bedroll, a belt pouch, a flint and steel, kobold tail attachment (razored), leather armor, masterwork kukri, shortbow, trail rations (5 days), and a waterskin . Coins 9 gp, 2 sp, (these remaining coins can be spent at the GM or player’s discretion before the start of the game session).
Kurdag can renew himself with the energy released when a creature is killed. When he makes an attack that kills a creature with a CR or HD equal to at least half his character level, he may heal himself as a swift action. This healing restores 1d8 hit points +1 per slayer level. He may use this ability twice per day.
A slayer may take this talent more than once, but not more than once per two class levels, to a maximum of taking it five times. Each time it is taken the ability heals an additional 1d8 hit points when used.
Shadow Double (Sp)
Kurdag can take a full-round action to create a single, quasi-real, shadowy duplicate. This shadow double remains in his square, mimicking his movements as a single mirror image, except that it lasts until it is destroyed or he chooses to dismiss it as a swift action. This ability does not stack with the mirror image spell or with similar abilities, such as the copycat ability of the Trickery domain.
Some umbral kobolds are blessed (or cursed) with a deeper, more profound connection to the substance of their adopted homeland. As a result, they cast any spell with the shadow or darkness type at +1 caster level, but are impacted more harshly by strong sources of light. When exposed to sunlight or a daylight spell, they are blinded for an additional one round, and in areas of bright light they are nauseated as well as dazzled.
At 3rd level, Kurdag catches an opponent unable to defend itself effectively from his attack, he can strike a vital spot for extra damage. His attack deals extra damage anytime his target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when he flanks his target. This additional damage is 1d6 at 3rd level, and increases by 1d6 every 3 levels thereafter. Should the he score a critical hit with a sneak attack, this additional damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.
With a weapon that deals nonlethal damage (like a sap, whip, or unarmed strike), Kurdag can make a sneak attack that deals nonlethal damage instead of lethal damage. He cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.
He must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. He cannot use sneak attack while striking a creature with concealment.
Kurdag adds 1/2 his level (minimum 1) to Survival skill checks made to follow tracks.
Through some quirk of evolution, Kurdag possesses specialized glands giving him the ability to spit mild venom once per day. This deep, inky black spittle can be spit up to 15 feet away and counts as a ranged touch attack. Those hit by the venom may save to avoid the effect (DC 11); otherwise, they are blinded for 1d3 rounds. Additionally, he gains a +2 bonus on Craft (poison) checks
A denizen of deep shadow, Kurdag is a survivor above all else. Understanding the strength that came with numbers, and the various talents of like-minded individuals, Kurdag quickly became a valuable member of the Shadow Walkers. Accustomed to hierarchy and structure, the life of a mercenary was an easy adaptation from the dangerous existence that defines one born on the plane of Shadow.