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Ninja

Liu Na's page

201 posts. Alias of Max Hellspont.


Full Name

Liu Na Pei

Race

Half-Elf (Tian)

Classes/Levels

Ninja 2 {HP 14/14; AC 16, T 13, FF 13; F+1 R+6 W+1/+3 vs. enchantment spells-effects, immune to sleep effects; Init+3; Perc+8} {Effects: none}

Gender

Female

Size

M

Age

26

Special Abilities

Low-Light Vision, Keen Senses, Elf Blood, Elven Immunities, Ki Pool

Alignment

LN

Location

Sandpoint

Languages

Common, Elven, Tian

Occupation

Tavern Waitress

Strength 12
Dexterity 17
Constitution 12
Intelligence 12
Wisdom 12
Charisma 14

About Liu Na

BACKGROUND:
Liu Na Pei, or “Luna” as the folks of Sandpoint call her, currently works as a waitress at the Rusty Dragon.

Luna wasn’t always a tavern waitress. Luna’s mother, Kasuri Pei, was a servant of the Kaijitsu family, one of the noble families of Sandpoint. Kasuri’s ancestors were servants of the Kaijitus, and immigrated with them to Sandpoint. Luna resulted from an affair Kasuri had with a visiting elf glass merchant from Magnimar - Kasuri never told Luna his name, nor would anyone else in the Kaijitsu household.

Two years after Luna’s birth, the Kaijitsus gave birth to their daughter Ameiko. As children Luna and Ameiko played together and were as close as sisters, even though Luna was destined to be Ameiko’s servant when they both grew to maturity. Luna was quite upset when Ameiko ran away to become an adventurer with Sandru Vhiski, blaming the Varisian for taking her near-sister away from Sandpoint while she was left behind to lead the life of a servant. She was even more upset with Sandru when Ameiko came back a year later changed - purchasing the Rusty Dragon and living in the tavern instead of the Kaijitsu manor, and refusing to talk about what happened to her or her companions during their adventures. Still, when Luna’s mother was killed in a goblin raid on the town and Ameiko’s father was murdered a few days later, Ameiko quickly offered Luna a job as a waitress and a place to live at the Rusty Dragon. Since that time the two young women have become good friends again, although Luna still holds a grudge against Sandru Vhiski and refuses to serve the man or even speak to him whenever his travels bring him back to Sandpoint and the Rusty Dragon. To Luna, Sandru is little better than his Sczarni older brother Jubrayl.

What no one living today other than Luna knows is that her ancestors, the Pei family, were more than just servants for the Kaijitsus. For centuries the Pei family were a clan of ninja, serving as secret bodyguards and protectors of the Kaijitsu family. Prior to Luna’s birth, her mother Kasuri was the last of the line. Kasuri taught Luna some of the secrets of the clan, disabling locks and hidden traps throughout the Kaijitsu manor, moving silently across Sandpoint’s rooftops at night, and practicing the beautiful yet deadly combat techniques of the clan’s ancestral fighting fans. With her mother dead, Luna now bears the mantle of secret protector of the last of the Kaijitsus.

DESCRIPTION:
Age: 26
Height: 5'-4"
Weight: 110 lbs
Despite her elven heritage, Luna bears more resemblance to her Tian mother than her unknown elven father. Like her mother, Luna is smaller and slighter in stature than most of the residents of Sandpoint, with yellowish skin and almond-shaped, violet eyes. Unlike her mother, Luna has pointed ears and silvery-white hair, which her mother always said was an omen of greatness.

GAME STATISTICS
(Note: Ability Scores generated using 20-point buy)
XP: 4,154/5,000 (following caravan ambush)
Initiative: +3 [+3 Dex]
Senses: Perception +8
Speed: 30 ft.

AC: 16 (10 + 3 armor + 3 Dex)
Touch: 13 (10 + 3 Dex)
Flat-footed: 13 (10 + 3 armor)
Hit Points: 14 [2x(d8+Con) + 2x(favored class Lvl 1-2)]
Current hp = 14
Fort: +1 Ref: +6 Will: +1
• +2 racial bonus vs. enchantment spells and effects
• Immune to magical sleep effects

COMBAT:
Base Atk: +1; CMB: +2; CMD: 15
Melee
Whispering Shrike (+1 Wakizashi): + 5 to Hit; Dmg 1d6+2 (P or S); crit 18-20/x2; Deadly
or
Masterwork Mithral Fighting Fan: +5 to Hit; Dmg 1d4+1 (P or S); crit 20/x3; Distracting, Monk
or
Masterwork Cold Iron Fighting Fan: +5 to Hit; Dmg 1d4+1 (P or S); crit 20/x3; Distracting, Monk
or
Hanbo: +4 to Hit; Dmg 1d6+1 (B); crit 20/x2; Trip, Monk
Ranged
Mwk Composite Shortbow (+1 Str): +5 to Hit; Dmg 1d6+1 (P); crit 20/x3; range 70 ft.
or
Masterwork Shuriken: +5 to Hit; Dmg 1d2+1 (P); crit 20/x2; range 10 ft.; Monk

Combat Modifiers:
Sneak Attack: +1d6. Whenever flanking or target is denied Dex bonus to AC.
Weapon Finesse: Use Dex instead of Str on attack rolls with light weapons. Per Paizo Pathfinder FAQ, if you're attempting a disarm, sunder, or trip maneuver, you can apply your Dex bonus instead of your Str mod on the combat maneuver check (assuming you're using a finessable weapon, of course). For other combat maneuvers, you use the normal rule for determining CMB (Str instead of Dex).
Deadly Weapon: When you use this weapon to deliver a coup de grace, it gains a +4 bonus to damage when calculating the DC of the Fortitude saving throw to see whether the target of the coup de grace dies from the attack. The bonus is not added to the actual damage of the coup de grace attack.
Distracting Weapon: +2 bonus on Bluff skill checks to feint in combat while wielding this weapon.
Trip Weapon: You can use a trip weapon to make trip attacks. If you are tripped during your own trip attempt, you can drop the weapon to avoid being tripped.
Monk Weapon: A monk weapon can be used by a monk to perform a flurry of blows.
Best Friend (Ameiko): +1 trait bonus on all attack rolls vs. foes that threaten Ameiko.

SKILLS:
Skill Ranks Per Ninja Level: 8 + 1 (Int)
• Acrobatics +8 (2 ranks + 3 class + 3 Dex)
• Appraise +1 (0 ranks + 1 Int)
• Bluff +7 (2 ranks + 3 class + 2 Cha)
• Climb +10 (1 rank + 3 class + 1 Str + 5 competence [ring])
• Craft +1 (0 ranks + 1 Int)
• Diplomacy +4 (0 ranks + 2 Cha + 2 trait)
• Disable Device +10 (2 ranks + 3 class + 3 Dex + 2 mwk tools)
• Disguise +2 (0 ranks + 2 Cha)
• Escape Artist +7 (1 rank + 3 class + 3 Dex)
• Heal +1 (0 ranks + 1 Wis)
• Intimidate +2 (0 ranks + 2 Cha)
• Knowledge (local) +5 (1 rank + 3 class + 1 Int)
• Knowledge (nobility) +5 (1 rank + 3 class + 1 Int)
• Linguistics T (0 ranks + 1 Int)
• Perception +8 (2 ranks + 3 class + 1 Wis + 2 racial)
• Perform (dance) +6 (1 rank + 3 class + 2 Cha)
• Ride +3 (0 ranks + 3 Dex)
• Sense Motive +5 (1 rank + 3 class + 1 Wis)
• Sleight of Hand +7 (1 rank + 3 class + 3 Dex)
• Stealth +8 (2 ranks + 3 class + 3 Dex)
• Survival +1 (0 ranks + 1 Wis)
• Swim +5 (1 rank + 3 class + 1 Str)
• Use Magic Device T (0 ranks + 2 Cha)

T: Skill can only be used if Trained.
Languages: Common, Elven, Tien

FEATS:
Exotic Weapon Proficiency – Fighting Fan: Choose one type of exotic weapon, such as the spiked chain or whip. You understand how to use that type of exotic weapon in combat, and can utilize any special tricks or qualities that exotic weapon might allow. Benefit: You make attack rolls with the weapon normally. (Half-Elf 1st level bonus feat)
Weapon Finesse: Use Dex instead of Str on attack rolls with light weapons. (1st level feat)

TRAITS:
Best Friend (Ameiko): You are best friends with one of the NPCs; you’ve grown up together, and while your friend has had a much more exciting life than you so far, you hope one day to follow in your friend’s footsteps and see the world - or perhaps even become an adventurer yourself. You’ve picked up a lot from your friend, but particularly his or her skill in interacting with others. If Ameiko is your best friend, you gain a +2 trait bonus on Diplomacy checks. If Sandru is your best friend, you gain a +2 trait bonus on Bluff checks. Whichever skill you gain a trait bonus on, that skill is always considered a class skill for you. In addition, in situations where your best friend is in danger, you gain a +1 trait bonus on all attack rolls against foes that threaten your friend. [Campaign Trait]
Rich Parents: NOTE: For Luna, use of the Rich Parents trait is not intended to mean that she was born into a rich family; rather, it reflects her inheritance of her family’s ancestral fighting fans and her mother’s masterwork thieves’ tools. Benefit: Your starting cash increases to 900 gp. [Basic (Social) Trait]

RACIAL ABILITIES:
+2 to one ability score: Half-elf characters get a +2 bonus on one ability score of their choice at creation, to represent their varied nature. Luna’s bonus is to Dexterity.
Medium: Half-elves are Medium creatures, and have no bonuses or penalties due to their size.
Normal Speed: Half-elves have a base speed of 30 feet.
Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light.
Ancestral Arms: Some half-elves receive training in an unusual weapon. Half-elves with this racial trait receive Exotic Weapon Proficiency or Martial Weapon Proficiency with one weapon as a bonus feat at 1st level (Luna has chosen Exotic Weapon Proficiency - Fighting Fan). This racial trait replaces the Adaptability racial trait.
Elf Blood: Half-elves count as both elves and humans for any effect related to race.
Elven Immunities: Half-elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
Keen Senses: Half-elves receive a +2 racial bonus on Perception skill checks.
Multitalented: Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes. Luna’s favored classes are Ninja and Monk.
Languages: Half-elves begin play speaking Common and Elven. Half-elves with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

NINJA CLASS FEATURES:

Class Skills: The ninja’s class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (local) (Int), Knowledge (nobility) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Swim (Str), and Use Magic Device (Cha).

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.

Poison Use: At 1st level, a ninja is trained in the use of poison and cannot accidentally poison herself when applying poison to a weapon.

Sneak Attack: +1d6:
If a ninja can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
--The ninja’s attacks deal extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the ninja flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two ninja levels thereafter. Bonus damage from sneak attacks is precision damage. Should the ninja score a critical hit with a sneak attack, this precision damage is not multiplied. Ranged attacks count as sneak attacks only if the target is within 30 feet.
--With a weapon that deals nonlethal damage (such as a sap, whip, or unarmed strike), a ninja can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, even with the usual -4 penalty.
--The ninja must be able to see the target well enough to pick out a vital spot, and must be able to reach this spot. A ninja cannot sneak attack while striking a creature that has concealment.

Ki Pool (Su): 3 pts/day
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:
As a ninja continues her training, she learns a number of tricks that allow her to confuse her foes and grant her supernatural abilities. Starting at 2nd level, a ninja gains one ninja trick. She gains one additional ninja trick for every 2 levels attained after 2nd. Unless otherwise noted, a ninja cannot select an individual ninja trick more than once.
--Vanishing Trick (Su): As a swift action, the ninja can disappear for 1 round per level. This ability functions as invisibility. Using this ability uses up 1 ki point.

EQUIPMENT:
Starting Wealth = 1140 gp equivalent (140 gp Ninja average plus 900 gp Rich Parents trait)
Ring of Climbing (party treasure; on loan)
Traveler’s Outfit (free) [5 lb]
Masterwork Studded Leather Armor (175 gp) [20 lb]
Whispering Shrike, +1 Wakizashi [2 lb]
Spring Loaded Wrist Sheath (5 gp) [1 lb]
-- Masterwork Mithral Fighting Fan (505 gp) [- lb]
Spring Loaded Wrist Sheath (5 gp) [1 lb]
-- Masterwork Cold Iron Fighting Fan (310 gp) [- lb]
Hanbo (1 gp) [2 lb] - a hanbo is a staff less than a yard long, often carved to look like a walking stick
Masterwork Composite Shortbow (+1 Str) (450 gp) [2 lb]
-- Arrows, 20 (1 gp) [3 lb] (-7 used)
Masterwork Shuriken, 6 [0.5 lb] (-0 used)
Backpack (2 gp) [2 lb]
-- Trail Rations, 2 days (1 gp) [2 lb]
Belt Pouch (1 gp) [0.5 lb]
-- Masterwork Thieves Tools (100 gp) [2 lb]
-- Harpy Musk, 2 jars (4 gp) [- lb] [x][]
-- Potion: Cure Light Wounds (USED)
-- Vial: Spider Venom (poison)
-- Vial: Rattlesnake Venom (poison)

Total Weight carried: 43 lb (Light)
Carrying Capacities: 43 lb / 44-86 lb / 87-130 lb

Whispering Shrike: +1 wakizashi, etched with images of
seven shrikes perched on a coiling branch that runs the length
of the blade. Once per day, Whispering Shrike may be used to
cast Shield Other on any creature touched by the blade while it is being wielded.

500 gp reward from Ameiko. Used 400 gp to repair Whispering Shrike. 100 gp remaining.
436 gp, 9 sp share from sale of loot from marsh expedition; sell shortbow (15 gp) with remaining funds from Ameiko's reward = 551 gp, 9sp; spent 450 on masterwork composite shortbow (+1 Str bonus); remaining funds = 101 gp, 9 sp.

Relationships status:
Trait Friend - Ameiko Score: 7 (4 trait friend + 2 Cha + 1 letter/chest recovery)
Friendly - Koya Score: 3 (2 Cha + 1 Megus letter)
Friendly - Shalelu Score: 3 (2 Cha + 1 for killing >10 goblins)
Primary Enemy - Sandru Score: 0



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