-20 Lbs wings
1) Mithral shirt +1 of shadow - +5 armor, +5 stealth +6 max dex, no ACP
2) Ring of protection +1
3WIng cloak of resistance +1(Constant mending effect)-fine silk travelers cloak secretely reinfirced with wooden struts. Move action to make it a "wing" DC15 fly check to fall safely from any height as if using FFall. Additional Fly check DC 15 to glide 5' laterally for every 20' fallen. Requires two hands and provokes AOO. hardness 0 5 HP. if wing is broken fly DC=+10
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.
5)(Lower right leg)Wakizashi+1 1d6+1 18-20X2 Deadly (+4 DC Coup de gras)
6)(Lower Back))2xSai 1d4X2 Disarm
7)(lower back)Shuriken 10 (two packs of 5) 1d2X2 10'
8)(Angled at mid back)2XNunchaka 1d6X2 Disarm
(angled across back handle by neck.)Short Sword 1d6 19-20X2
9)Shortbow D6X3 60' - Incorporated into pack
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.
Caltrops X3 - Located in side pouch and easily accessable
Water Skin attached to exterior in multiple places
50' Silk Rope
Fish hook and string
Rations 1 wk
Scroll case with blank paper inside
Signal Whistle (Thrush)
Empty sack X2
Extra arrows X50
11) Feather token (Tree)
12) Universal solvent
13) Cure light wounds (1d8+1) potion X1
14) Cure moderate wounds (2d8+3) potion X1
Aura faint transmutation; CL 3rd
Slot none; Price 5,400 gp; Weight 1 lb.
This metal urn is identical in appearance to an efreeti bottle , except that it does nothing but smoke. The amount of smoke is great if the stopper is pulled out, pouring from the bottle and totally obscuring vision across a 50-foot spread in 1 round. If the bottle is left unstoppered, the smoke billows out another 10 feet per round until it has covered a 100-foot radius. This area remains smoke-filled until the eversmoking bottle is stoppered.
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.
16) ring feather fall
17)necklace of fireballs V
This item appears to be a string of beads, sometimes with the ends tied together to form a necklace. (It does not count as an item worn around the neck for the purpose of determining which of a character's worn magic items is effective.) If a character holds it, however, all can see the strand as it really is—a golden chain from which hang a number of golden spheres. The spheres are detachable by the wearer (and only by the wearer), who can easily hurl one of them up to 70 feet. When a sphere arrives at the end of its trajectory, it detonates as a fireball spell ( Reflex DC 14 half)..
Necklace of Fireballs
Necklace 10d6 9d6 8d6 7d6 6d6 5d6 4d6 3d6 2d6 Market Price
Type V — 1 — 2 — 2 — 2 — 5,850 gp
Vanishing wayfinders are crafted of ivory chased with gold and silver.
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.
Craft Wondrous Item, invisibility, light; Cost 4,000 gp
19) Clear Spindle Sustains creature without food or water 4,000 gp (socketed in way finder)
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.
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.
Trap finding (1/2 lvl) +3 can disram magical
Sneak attack +3d6
Ki Pool (1/2 ninja +cha)=5
No trace +2
T1:Armor expert: -1 ACP
T2:Reactionary: +2 Ini
T3: Sylph: Born flyer: +1 trait bonus to fly and fly is always a skill
T4: Canter - +5 to decipher secret messages sent to me via bluff. +5 sense motive to intercept secret messages. (effective +10)
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.
+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)
WIl fill in with details when possible.
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.