Str4, Dex16, Con12, Int14, Wis10, Cha14
Fly 30' average
Elec resist 5
AC= 19 (10,+5armor,+3Dex, +1 def)
-20 Lbs wings
4)(Left Hip)Kusarigama (sickle and chain) 1d6/1d3 ×2—3 lbs.double, monk, reach,trip, grapple: This weapon has a single sickle held in the off-hand attached by 10 feet of fine chain to a weighted metal ball. The sickle is used to make trips, jabs, and blocks while the ball is whipped around at high speeds and then smashed into the opponent.
10)Handy Haversack(MW Waterproof when closed Sharkskin Backpack)- tightlly packed to allow maximum movement. The back part fits a small shortbow with an area that stores a few arrows.
11) Feather token (Tree)
The bottle must be resealed by a command word, after which the smoke dissipates normally. A moderate wind (11+ mph) disperses the smoke in 4 rounds; a strong wind (21+ mph) disperses the smoke in 1 round.
Necklace of Fireballs
18) Wayfinder, vanishing
In addition to the usual functions of a wayfinder (including the ability to create light), as a standard action the holder of a vanishing wayfinder can press a hidden catch to become invisible (as the spell invisibility) for as long as she concentrates, up to a maximum duration of 5 minutes per day. These minutes need not be consecutive, but each activation counts as a minimum use of 1 minute, even if the user becomes visible because of an attack action or some other event before that minute is up.
Aura faint transmutation; CL 3rd
Slot shoulders; Price 1,000 gp; Weight 1/4 lb.
These thick leather cords wrap around the wearer's biceps and shoulders; when worn, they make the muscles appear larger than normal. The wearer treats his Strength score as 8 higher than normal when determining his carrying capacity . This bonus does not apply to combat, breaking items, or any other Strength-related rolls except the amount of equipment or material the wearer can carry.
Requirements Craft Wondrous Item , bull's strength ; Cost 500 gp
21) elemental gem (fire, air) 2250 each
200gp fancy cloths
1- Weapon Finess
3- Airy step - +2 saves VS air or electricity descriptors. May ignore first 30' of any fall when determining damage.
5- Two Weapon Fighting
7- Cloud gazer ( slyph racial, can see through mist and fog)
Two-Weapon Fighting (Combat)
You can fight with a weapon wielded in each of your
hands. You can make one extra attack each round with the
Prerequisite: Dex 15.
Benefit: Your penalties on attack rolls for fighting with
two weapons are reduced. The penalty for your primary hand
lessens by 2 and the one for your off hand lessens by 6. See
Two-Weapon Fighting in Chapter 8.
Normal: If you wield a second weapon in your off hand,
you can get one extra attack per round with that weapon.
When fighting in this way you suffer a –6 penalty with
your regular attack or attacks with your primary hand and
a –10 penalty to the attack with your off hand. If your offhand
weapon is light, the penalties are reduced by 2 each.
An unarmed strike is always considered light.
NT- vanishing trick (invis 1rd/ninja costs 1Ki)
Trap finding (1/2 lvl) +3 can disram magical
T1:Armor expert: -1 ACP
Weapon and Armor Proficiency : Ninja are proficient with all simple weapons, plus the kama, katana, kusarigama, nunchaku, sai, shortbow, short sword, shuriken, siangham, and wakizashi. They are proficient with light armor but not with shields.
Acrobatics+13 (Rank+7, Dex+3,+3 Class)
Appraise+6 (Rank+1, Int+2, Class+3)
Bluff+9 (Rank+4, Cha+2, Class+3)
Climb+11 (Rank+6, Str+2, Class+3)
Diplomacy+9 (Rank+4, Cha+2, Class+3)
Disable Device+12/+15 traps (Rank+7, Dex+3, Class+3, +3 vs traps)
Disguise+8 (Rank+3, Cha+2, Class+3)
Escape Artist+13 (Rank+7, Dex+3, Class+3)
Fly+13 (Rank+6, +3Dex, +3Class,+1 trait)
Intimidate+6 (Rank+1, Cha+2, Class+3)
Local+6 (Rank+1, Int+2, Class+3)
Nobility+6 (Rank+1, Int+2, Class+3)
Linguistics+7 (Rank+2, Int+2, Class+3)
Perception+10/+13 Vtraps (Rank+7, Wis+0, Class+3)(+3 vs traps)
Peform (dance)+6 (Rank+1, Cha+2, Class+3)
Sense Motive+5 (Rank+2, Wis+0, Class+3)
Sleight of hand+8 (Rank+2, Dex+3, Class+3)
Stealth+22 (Rank+7, Dex+3, Class+3,+4 Slyph, +5 shadow armor)
Swim+6 (Rank+1, Str+2, Class+3)
UMD+7 (Rank+2, Cha+2, Class+3)
+2 dex, Int -2 Con
Wispering wind (replaces SLA)- espically thin and wispy. +4 stealth
electricity resist 5
Vanishing trick - Swift for invis then full sneak attack cost 1 ki
Acro master- +20 Acro 1rd cost 1 ki
Forgotten trick - use unknown trick - Costs 2+normal ki
Improved unarmed - Probably just take the feat
Wall climber- 20' climb speed
One level shadow dancer for HIPS (maybe more)
Brehna knows very little about her birth or where she came from. She has been a slave as long as she can remember. Due to her unusual appearance she was kept as a curiosity and pet for most of her life. Her master used her primarily for pearldiving as she had a natural affinity for the air. As she grew she learned to move very quickly and quietly. She knew she was a slave, but she was treated relatively well and never knew any other life. At the age of ten she was skulking as she did and overheard her master bargaining with a man about selling her to a wizard for "experimentation." She didn't know what that meant exactly, but she did know it couldn't be good. So that night she took her meager belongings along with a few of the masters and left. She stowed away on a merchant cart to another city and made her life as a vagabon until she was apprenticed to a man of great skill. His face was always covered and she only knew him as "Teacher." He taught her many skills. How to sneak, where to strike, how to find and avoid traps, and more esoteric lessons that she understood in theory, but has yet to master (ki powers). Then one day he was gone. It was her 13th birthday. She made her own way until she spotted her former master surrounded by several guards in the market asking questions. She knew she couldn't stay. She snuck aboard the next ship to leave port and eventually found herself in Sigil.