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Chung Po

Julian Itto's page

550 posts. Alias of joerice.

Full Name

Julian Itto


Human AC19 F:+3, R:+9, W: +4


Ninja 8







Special Abilities

Poison Use, Sneak Attack 4d6, Ki Pool, Pressure Points, No Trace +2, Deadly Range, Bleeding Attack 4






Common, Tian, Ulfen

Strength 11
Dexterity 19
Constitution 15
Intelligence 12
Wisdom 12
Charisma 14

About Julian Itto

Male Human Ninja 8
HP 60
BAB +6/+1
Melee: Katana +6/+1 (1d8, deadly for coup de grace)
Ranged: +1 Longbow Savol's Sting +11/+6 (1d8+1 + sneak attack) or +12/+7 and 1d8+2 within 30'
Init: +6
AC: 19 (16 touch, 16 flat)
Feats: Point blank shot, precise shot, Weapon Focus (longbow), Far Shot, Clustered Shots
Traits: Heirloom weapon (his mother's Chelish longbow), Reactionary, Inspired
Racial Traits:
Ability Score Racial Traits: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size.
Base Speed: Humans have a base speed of 30 feet.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.
Bonus Feat: Humans select one extra feat at 1st level.

Class abilities:
Poison Use
Sneak Attack 4d6
Ki Pool (Su)

At 2nd level, a ninja gains a pool of ki points, supernatural energy she can use to accomplish amazing feats. The number of points in the ninja’s ki pool is equal to 1/2 her ninja level + her Charisma modifier. As long as she has at least 1 point in her ki pool, she treats any Acrobatics skill check made to jump as if she had a running start. At 10th level, she also reduces the DC of Acrobatics skill checks made to jump by 1/2 (although she still cannot move farther than her speed allows).

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. In addition, she can spend 1 point to increase her speed by 20 feet for 1 round. Finally, a ninja can spend 1 point from her ki pool to give herself a +4 insight bonus on Stealth checks for 1 round. Each of these powers is activated as a swift action. A ninja can gain additional powers that consume points from her ki pool by selecting certain ninja tricks.

The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive. If the ninja possesses levels in another class that grants points to a ki pool, ninja levels stack with the levels of that class to determine the total number of ki points in the combined pool, but only one ability score modifier is added to the total. The choice of which score to use is made when the second class ability is gained, and once made, the choice is set. The ninja can now use ki points from this pool to power the abilities of every class she possesses that grants a ki pool.

Ninja Tricks:
Pressure Points:A ninja with this trick can strike at an opponent’s vital pressure points, causing weakness and intense pain. Whenever the ninja deals sneak attack damage, she also deals 1 point of Strength or Dexterity damage, decided by the ninja. Unlike normal ability damage, this damage can be healed by a DC 15 Heal check. Each successful check heals 1 point of damage caused by this trick. A ninja with this trick receives a +10 insight bonus on this Heal check.
Deadly Range (Ex): A ninja with this ninja trick increases the range at which she can deal sneak attack damage by 10 feet. A ninja can take this trick more than once. Its effects stack.
Fast Stealth (Ex): A ninja with this trick can move at full speed using the Stealth skill without penalty.
Bleeding Attack* (Ex): A ninja with this trick can cause living opponents to bleed by hitting them with a sneak attack. This attack causes the target to take 1 additional point of damage each round for each die of the ninja's sneak attack. Bleeding creatures take that amount of damage every round at the start of each of their turns. The bleeding can be stopped by a DC 15 Heal check or the application of any effect that heals hit point damage. Bleed damage from this ability does not stack with itself. Bleed damage bypasses any DR the creature might possess.

No Trace (Ex) +2

At 3rd level, a ninja learns to cover her tracks, remain hidden, and conceal her presence. The DC to track a ninja using the Survival skill increases by +1. In addition, her training gives her a +1 insight bonus on Disguise skill checks and on opposed Stealth checks whenever she is stationary and does not take any action for at least 1 round. Every three levels thereafter, the increase to Survival DCs and the bonuses on Disguise and opposed Stealth checks increase by 1.

Uncanny Dodge

Light Steps (Ex)

At 6th level, a ninja learns to move while barely touching the surface underneath her. As a full-round action, she can move up to twice her speed, ignoring difficult terrain. While moving in this way, any surface will support her, no matter how much she weighs. This allows her to move across water, lava, or even the thinnest tree branches. She must end her move on a surface that can support her normally. She cannot move across air in this way, nor can she walk up walls or other vertical surfaces. When moving in this way, she does not take damage from surfaces or hazards that react to being touched, such as lava or caltrops, nor does she need to make Acrobatics checks to avoid falling on slippery or rough surfaces. Finally, when using light steps, the ninja ignores any mechanical traps that use a location-based trigger.

Improved Uncanny Dodge At 8th level, a ninja can no longer be flanked. This defense denies another ninja (or rogue) the ability to sneak attack the ninja by flanking her, unless the attacker has at least four more ninja (or rogue) levels than the target does.

If a character already has uncanny dodge from another class, the levels from the classes that grant uncanny dodge stack when determining the minimum ninja (or rogue) level required to flank the character.

Acrobatics 15 (4+8+3)
Bluff 13 (2+8+3)
Climb 8 (0+5+3)
Craft Alchemy 11 (1+7+3)
Disable Device 15 (4+8+3)
Disguise 14 (2+7+3+2)
Escape Artist 12 (3+6+3)
Perception 12 (1+8+3)
Sense Motive 12 (1+8+3)
Sleight of Hand 15 (4+8+3)
Stealth 18 (20 while unmoving) (4+8+3+3)

+1 Composite Longbow (increases DC of posions with it by 1)
Masterwork Studded Leather armour
Efficient Quiver
20 flight arrows (These arrows have light shafts and special fletchings to give them greater range. A flight arrow's range increment is 20 feet greater with longbows, 10 feet greater with shortbows. They deal damage as if one size category smaller.)
20 blunt arrows These arrows have rounded wooden tips. They deal bludgeoning damage rather than piercing damage. An archer can use a blunt arrow to deal nonlethal damage (at the normal –4 attack penalty for using a lethal weapon to deal nonlethal damage).
20 whistling arrows (These arrows come with specially designed grooves and fletching that cause them to emit a loud keening sound audible within 500 feet of their flight path. They are sold in quantities of 20.)
20 smoke arrows (This arrow is actually a specially-shaped smokestick that can be fired from a bow. It trails smoke as it flies, and creates a 5-foot cube of smoke where it strikes. It otherwise functions like a normal arrow in terms of damage, range, and so on.)
20 shuriken (+8 1d2+sneak attack)
Alchemist kit
Ten doses of BLack Adder venom
Mother's ancestral Longbow
50 arrows
Lamellan Cuirass
Dungeoneering Kit
Thieves Tools
Caltrops (three sets)
Cold Weather clothing
Explorer's clothing
Fay-given blend-in clothes.
Belt of Constitution +2
Adamantine Dagger
+2 Darkleaf Leather Armor
Ring of Mind Shielding

A vest full of ninja gear:
Black silk rope 50
Grappling hook
20 needles
5 masterwork shurikens
Masterwork thieves tools
Sleeping gas bomb x3

Zephyr's Dance:
+1 Katana (may spend 1 ki point to deal sneak attack damage against target with lower initiative than you)
1480.15 gp

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