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Chung Po

Julian Itto's page

301 posts. Alias of joerice.


Full Name

Julian Itto

Race

Human AC17 F:+2, R:+8, W: +3

Classes/Levels

Ninja 4

Gender

M

Size

M

Age

18

Special Abilities

Poison Use, Sneak Attack 2d6, Ki Pool, Pressure Points, No Trace +1, Deadly Range

Alignment

N

Deity

Irori

Languages

Common, Tian, Ulfen

Strength 11
Dexterity 18
Constitution 13
Intelligence 12
Wisdom 12
Charisma 14

About Julian Itto

Male Human Ninja 4
HP 15/23
BAB +3
Melee: Katana +3 (1d8, deadly for coup de grace)
Ranged: +1 Longbow Savol's Sting +9 (1d8+1 + sneak attack) or +10 and 1d8+2 within 30'
Init: +6
Fort:+2
Refl:+8
Will:+3
AC: 17 (14 touch, 14 flat)
Feats: Point blank shot, precise shot, Weapon Focus (longbow)
Traits: Heirloom weapon (his mother's Chelaxian 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.
Skilled

Class abilities:
Poison Use
Sneak Attack 2d6
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.

No Trace (Ex)

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

Skills:
Acrobatics 11 (4+4+3)
Bluff 9 (2+4+3)
Climb 6 (0+3+3)
Craft Alchemy 7 (1+3+3)
Disable Device 11 (4+4+3)
Disguise 8 (2+3+3)
Escape Artist 8 (3+2+3)
Perception 8 (1+4+3)
Sense Motive 8 (1+4+3)
Sleight of Hand 11 (4+4+3)
Stealth 14 (15 while unmoving) (4+4+3+3)

Equipment:
+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
Katana
Lamellan Cuirass
Dungeoneering Kit
Thieves Tools
Caltrops (three sets)
Cold Weather clothing
Explorer's clothing
Fay-given blend-in clothes.
980.15 gp



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