Monk 2/Ninja 4
Grapple BAB is 4 not 3
About Shinami Genbu
SHINAMI GENBU CR 5
Male Elf Monk (Maneuver Master) 2 Ninja 4
LN Medium Humanoid (Elf)
Hero Points 1
Init +5; Senses Low-Light Vision; Perception +11
AC 23, touch 17, flat-footed 17 (+5 armor, +1 shield, +5 Dex, +1 deflection, +1 dodge)
hp 57 (6d8+12)
Fort +6, Ref +12, Will +5
Defensive Abilities Evasion, Uncanny Dodge; Immune sleep; Resist Elven Immunities
Spd 30 ft.
Melee +1 Flaming Brass Knuckles
Upon command, a flaming weapon is sheathed in fire. The fire does n +11 (1d3+6/20/x2) and
+1 Returning Silver Axe, Throwing
Silver: Affects Silver-vulnerable creatures, reduced damage +6 (1d6+5/20/x2) and
Cold Iron Brass Knuckles
Cold Iron: Effective against the Fey. +10 (1d3+5/20/x2) and
Silver Brass Knuckles
Silver: Affects Silver-vulnerable creatures, reduced damage. +10 (1d3+5/20/x2) and
Unarmed Strike +9 (1d6+5/20/x2)
Ranged Shuriken +9 (1d2+5/20/x2)
Special Attacks Ki Attack Speed, Sneak Attack +2d6
Spell-Like Abilities Shadow Clone, Vanishing Trick
Str 18/20, Dex 18/20, Con 12/14, Int 18, Wis 10, Cha 14/16
Base Atk +4; CMB +10 (+12 Disarming+12 Grappling); CMD 25 (27 vs. Disarm27 vs. Grapple)
Feats Elven Weapon Proficiencies, Improved Disarm, Improved Grapple, Improved Unarmed Strike, Monk Weapon Proficiencies, Snapping Turtle Style +1, Strangler, Stunning Fist (3/day) (DC 13), Weapon Focus: Brass Knuckles
Traits Cautious, Indomitable Faith
Skills Acrobatics +14, Bluff +10, Climb +13, Diplomacy +12, Disable Device +10, Disguise +7, Escape Artist +14, Fly +6, Heal +1, Intimidate +7, Knowledge (Geography) +5, Knowledge (Local) +8, Knowledge (Nature) +5, Knowledge (Nobility) +8, Linguistics +8, Perception +11, Ride +9, Sense Motive +9, Sleight of Hand +9, Stealth +15, Survival +6, Swim +9, Use Magic Device +8 Modifiers Ki Jump (Running Start), No Trace +1
Languages Celestial, Common, Draconic, Elven, Gnome, Goblin, Orc
SQ AC Bonus +0, Desert Runner, Flurry of Maneuvers (1 maneuver, -2) (Ex), Hero Points (1), Ki Movement, Ki Pool (Su), Ki Stealth, Poison Use, Stunning Fist (Stun) (Ex), Unarmed Strike (1d6)
Combat Gear +1 Flaming Brass Knuckles
Upon command, a flaming weapon is sheathed in fire. The fire does n, +1 Mithral Chain Shirt
Mithral: Weighs half as much as normal., +1 Returning Silver Axe, Throwing
Silver: Affects Silver-vulnerable creatures, reduced damage, Cold Iron Brass Knuckles
Cold Iron: Effective against the Fey., Shuriken (40), Silver Brass Knuckles
Silver: Affects Silver-vulnerable creatures, reduced damage.; Other Gear Bag of Holding I (30 @ 41.5 lbs), Bedroll, Belt of Physical Perfection, +2, Climber's kit, Closed Lid container for Smelling Salts, Grappling hook, Headband of Alluring Charisma, +2, Rations, trail (per day) (10), Ring of Protection, +1, Rope, silk (50 ft.), Shinobi shozoku, Smelling Salts, Soap, Bar (50 uses), Sunrod (4), Wandermeal (per serving) (10), Waterskin (2), Wrist sheath (2)
+1 Returning Silver Axe, Throwing
Silver: Affects Silver-vulnerable creatures, reduced damage - 0/1
Ki Pool (Su) - 0/6
Shuriken - 0/40
Stunning Fist (3/day) (DC 13) - 0/3
AC Bonus +0 The Monk adds his Wisdom bonus to AC and CMD, more at higher levels.
Cautious You gain a +1 dodge bonus to AC, but take a -1 penalty on saves vs. fear
Desert Runner +4 Con checks and Fort vs. fatigue, exhaustion, running, forced marches, hot or cold environments.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to Sleep effects.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Flurry of Maneuvers (1 maneuver, -2) (Ex) At 1st level, as part of a full-attack action, a maneuver master can make one additional combat maneuver, regardless of whether the maneuver normally replaces a melee attack or requires a standard action. The maneuver master uses his monk level in pl
Hero Points (1) Hero Points can be spent at any time to grant a variety of bonuses.
Improved Disarm Disarm at +2, without an attack of opportunity.
Improved Grapple You grapple at +2, with no attacks of opportunity allowed.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Ki Attack Speed (Su) 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.
Ki Jump (Running Start) (Su) Jumping is always counted as being at a running start.
Ki Movement A Ninja can spend 1 point to increase her speed by 20 feet for 1 round.
Ki Pool (Su) You have a ki pool equal to 1/2 your monk level + your Charisma modifier.
Ki Stealth A ninja can spend 1 point from her ki pool to give herself a +4 insight bonus on Stealth skill checks for 1 round.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
No Trace +1 (Ex) Survival DCs to track you are at +1, gain +1 to Disguise and Stealth when you are stationary and not acting.
Poison Use You don't accidentally poison yourself with blades.
Shadow Clone (Su) The ninja can create 1d4 shadowy duplicates of herself that conceal her true location. This ability functions as mirror image, using the ninja's level as her caster level. Using this ability is a standard action that uses up 1 ki point.
Snapping Turtle Style +1 Gain +1 shield bonus to AC when at least one hand is free
Sneak Attack +2d6 +2d6 damage if you flank your target or your target is flat-footed.
Strangler Deal sneak damage to grappled opponent
Stunning Fist (3/day) (DC 13) You can stun an opponent with an unarmed attack.
Stunning Fist (Stun) (Ex) At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This conditio
Unarmed Strike (1d6) The Monk does lethal damage with his unarmed strikes.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.
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.
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