Full Name |
Reiko |
Classes/Levels |
|
Gender |
AC 18 T 14 FF 14 | HP 33/33 | F +2 R +11 W +2 | Init +8| Perc +7* |
Size |
M |
Age |
26 |
Alignment |
Neutral |
Deity |
Atheist |
Languages |
Common, Giant, Tien, Minkaian |
Strength |
10 |
Dexterity |
18 |
Constitution |
14 |
Intelligence |
13 |
Wisdom |
10 |
Charisma |
14 |
About Reiko aka Little Sister
Reiko
Female human (Tian-Min) investigator (sleuth) 1/ninja (bandit) 2/swashbuckler 1 (Pathfinder RPG Advanced Class Guide 30, 56, 101, Pathfinder RPG Ultimate Combat 13, 71)
N Medium humanoid (human)
Init +8; Senses Perception +7
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Defense
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AC 18, touch 14, flat-footed 14 (+4 armor, +4 Dex)
hp 33 (4 HD; 3d8+1d10+8)
Fort +2, Ref +11, Will +2
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Offense
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Speed 30 ft.
Melee adamantine wakizashi +8 (1d6+4/18-20) or
. . mwk cold iron wakizashi +8 (1d6+4/18-20)
Ranged shortbow +6 (1d6/×3) or
. . shuriken +6 (1d2)
Special Attacks deeds (derring-do, dodging panache, opportune parry and riposte), panache (4), sneak attack +1d6
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Statistics
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Str 10, Dex 18, Con 14, Int 13, Wis 10, Cha 14
Base Atk +2; CMB +2; CMD 16
Feats Shadow Strike[APG], Slashing Grace[ACG], Weapon Focus (wakizashi)
Traits orphaned, reactionary
Skills Acrobatics +11, Bluff +8, Climb +6, Disable Device +14, Disguise +6, Escape Artist +11, Knowledge (religion) +5, Perception +7, Sense Motive +4, Sleight of Hand +8 (+10 to steal items without being noticed), Stealth +11, Survival +5, Swim +4, Use Magic Device +9
Languages Common, Giant, Minkaian, Tien
SQ deed: daring, deed: opportunist evasion, deed: sleuth's initiative, inspiration (1/day), ki pool (3 points), ninja trick (vanishing trick[UC]), poison use, sleuth's luck, swashbuckler finesse, trapfinding +1
Combat Gear potion of cure light wounds, wand of endure elements (50 charges), acid (2), alchemist's fire (2), flash powder[APG] (4), smoke pellet, smog (3); Other Gear mithral chain shirt, adamantine wakizashi[UC], arrows (20), mwk cold iron wakizashi[UC], shortbow, shuriken (10), handy haversack, grappling arrow[UE], grappling arrow[UE], masterwork backpack[APG], masterwork thieves' tools, masterwork tool, silk rope (50 ft.), waterskin, camel, bedroll, bit and bridle, blanket, feed (per day), riding saddle, saddlebags, trail rations, 666 gp
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Special Abilities
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Deed: Daring (Ex) Spend 1 luck to add 1d6 to Acrobatics, Climb, Escape Artist, Fly, Ride, Swim check.
Deed: Opportunist Evasion (Ex) Spend 1 luck to take no damage after successful Reflex save.
Deed: Sleuth's Initiative (Ex) While have luck, can use a free hand to draw ligt/1-hand melee weap as part of the initiative check.
Deeds
Inspiration (+1d6, 1/day) (Ex) Use 1 point, +1d6 to trained skill or ability check. Use 2 points, to add to attack or save.
Ki Pool (3/day) (Su) You have a ki pool equal to 1/2 your monk level + your Charisma modifier.
Panache (Ex) Gain a pool of points that are spent to fuel deeds, regained on light/piercing crit/killing blow.
Poison Use You do not risk poisoning yourself accidentally while poisoning a weapon.
Shadow Strike You can deal precision damage against targets with some concealment.
Slashing Grace (Wakizashi) Treat chosen weapon as 1-handed piercing weapon and can add Dex instead of Str to dam.
Sleuth's Luck At 1st level, a sleuth gains a fluctuating pool of luck, measuring her ability to get out of scrapes. At the start of each day, a sleuth has a number of luck points equal to her Charisma modifier (minimum 1). Her luck goes up or down throughout the d
Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Swashbuckler Finesse Use Dex for att with light/1-hand pierce wep. Use Cha instead of Int for combat feat pre-reqs.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
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.