About Solniss Darkholme
Growing up as a follower of Calistria won Solniss few friends. Bullied as a child for her parents' beliefs, she learned to hide her own feelings toward her god while retaining her belief in her. She also learned to defend herself, first with a sharp wit and quick thinking, and later with impressive martial skills. However, she discovered her true calling after meeting a fellow worshipper of Calistria, an outcast from the far-away and scarcely-acknowledged lands of Tian Xia.
Trin was an oddity, a human living among the Darklands. He was tolerated because his services as an assassin and spy had proven quite useful to the great Houses over time. He had served them each in turn, never working against his immediate previous employer, and proved extremely effective. One mission went south, however, and he was injured, eventually growing too weak to continue and collapsing as the House guards approached to finish him off. Solniss, who had been nearby practicing, heard the commotion and was intrigued by the strange human in her lands. She surprised the guards and fought them off, then took him to the healer that Trin mentioned prior to passing out.
When Trin awoke, Solniss was still there, asleep upon a chair near his bed in the healer's hut. Solniss asked Trin about his presence and attackers, and learned of Trin's profession. After explaining how she came to be in a position to save him, and discovering their shared faith, Solniss requested to apprentice for Trin, who considered briefly before agreeing.
Solniss proved to be an excellent student, and soon grew to match her tutor's skills in infiltration and combat. After several successful missions together, Solniss learned of a mercenary unit recruiting drow to assist in recapturing the ancient city of Celwynvian. Intrigued with the idea, she took her leave of Trin, but not before he presented her with a pair of enchanted wakizashi, weapons common to his homeland but hardly known among the Darklands.
Female Drow, Noble Ninja 7
NN Medium Humanoid (elf)
Init +8; Senses Darkvision, Low-Light Vision; Perception +13
AC 23, touch 17, flat-footed 17 (+5 armor, +6 Dex, +1 natural, +1 deflection)
hp 52 (7d8+14)
Fort +4, Ref +11, Will +4
Defensive Abilities Uncanny Dodge; Immune sleep; Resist Elven Immunities; SR 18
Weakness Light Blindness
Speed 30 ft., Light Steps
Melee Masterwork Cold Iron Wakizashi +13 (1d6+2/18-20/x2) and
. . Masterwork Katana +8 (1d8+2/18-20/x2) and
. . Masterwork Kusarigama +8 (1d4+3/x2) and
. . Silversheen Wakizashi +13 (1d6+2/18-20/x2)
Ranged Darkwood Shortbow, Composite (Str +2) +12 (1d6+2/x3) and
. . Shuriken +11 (1d2+2/x2) and
. . Shuriken +11 (1d2+2/x2)
Special Attacks Hidden Weapons +7, Ki Attack Speed, Pressure Points, Sneak Attack +4d6
Spell-Like Abilities Dancing Lights (At will), Deeper Darkness (At will), Detect Magic (Constant), Dispel Magic (1/day), Divine Favor (1/day), Faerie Fire (At will), Featherfall (At will), Levitate (At will), Suggestion (1/day), Vanishing Trick
Str 14, Dex 21/23, Con 12/14, Int 12, Wis 12, Cha 15
Base Atk +5; CMB +7; CMD 24
Feats Two-weapon Defense, Two-weapon Fighting, Weapon Finesse, Weapon Focus (Wakizashi)
Traits Fast-Talker, Indomitable Faith, Reactionary
Skills Acrobatics +16, Appraise +1, Bluff +13, Climb +14, Diplomacy +12, Disable Device +18, Disguise +14, Escape Artist +16, Fly +6, Heal +1, Intimidate +2, Perception +13, Ride +6, Sense Motive +1, Sleight of Hand +16, Stealth +21, Survival +1, Swim +2
Modifiers Ki Jump (Running Start), No Trace +2
Languages Common, Elven, Undercommon
SQ Bandages of Rapid Recovery, Ki Movement, Ki Pool, Ki Stealth, Poison Use, Poison Use
Combat Gear +1 Shadow Mithral Chain Shirt, Arrows (20), Arrows, Flight (10), Darkwood Shortbow, Composite (Str +2), Masterwork Cold Iron Wakizashi, Masterwork Katana, Masterwork Kusarigama, Shuriken (10), Shuriken (49), Silversheen Wakizashi; Other Gear Amulet of Natural Armor +1, Bandages of Rapid Recovery, Bedroll, Belt of Physical Might, DEX & CON +2, Caltrops, Candle (2), Chalk, 1 piece, Climber's kit, Disguise kit (10 uses), Everburning torch, Flint and steel, Grappling arrow (5), Grappling hook, Hammer, Handy Haversack (90 @ 66.12 lbs), Mirror, small steel, Piton (4), Poison, Deathblade, Poison, Drow Poison, Pouch, belt (1 @ 3.22 lbs), Rations, trail (per day) (7), Ring of Protection, +1, Rope, silk (50 ft.), Rope, Spider Silk (50'), Sack (empty), Sack (empty), Sunrod (3), Thieves' tools, masterwork, Tindertwig (4), Waterskin, Whetstone
Arrows - 20/20
Arrows, Flight - 10/10
Bandages of Rapid Recovery - 1/1
Dancing Lights (At will) (Sp) - 1/1
Disguise kit (10 uses) - 10/10
Dispel Magic (1/day) (Sp) - 1/1
Divine Favor (1/day) (Sp) - 1/1
Everburning torch - 1/1
Ki Pool (Su) - 4/5
Rations, trail (per day) - 7/7
Shuriken - 10/10
Shuriken - 47/47
Shuriken (drow poison) - 1/1
Shuriken (deathblade poison) - 1/1
Suggestion (1/day) (Sp) - 1/1
Sunrod - 3/3
Bandages of Rapid Recovery These linen bandages have the same color and softness as the feathers of a dove, but their antiseptic smell suggests a less natural origin. Any creature wrapped in these bandages recovers from wounds and ability damage each day as if receiving complete bed rest regardless of activity (Pathfinder RPG Core Rulebook 191). A creature actually receiving long-term care (from the Heal skill) or complete bed rest while wearing the bandages gains a +4 bonus to its effective level or Hit Dice when determining how many hit points it recovers each day. The bandages are destroyed once removed or when the wearer recovers all hit points and ability damage, whichever comes first.
Dancing Lights (At will) (Sp) Cast Dancing Lights at will.
Darkvision (120 feet) You can see in the dark (black and white vision only).
Deeper Darkness (At will) (Sp) Cast Deeper Darkness at will.
Detect Magic (Constant) (Sp) Constant Detect Magic
Dispel Magic (1/day) (Sp) Cast Dispel Magic once per day.
Divine Favor (1/day) (Sp) Cast Divine Favor once per day.
Drow Immunities - Sleep You are immune to magic sleep effects.
Elven Immunities +2 save bonus vs Enchantments.
Faerie Fire (At will) (Sp) Cast Faerie Fire at will.
Featherfall (At will) (Sp) Cast Faerie Fire at will.
Hidden Weapons +7 (Ex) A ninja with this ability can easily conceal weapons on her body. The ninja adds her level on opposed Sleight of Hand checks made to conceal a weapon. In addition, she can draw hidden weapons as a move action, instead of as a standard action.
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.
Levitate (At will) (Sp) Cast Levitate at will.
Light Blindness (Ex) Blinded for 1r in bright light, dazzled as long as they remain in it.
Light Steps (Ex) When moving up to twice your normal movement, you may ignore difficult terrain and can move over any surface.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
No Trace +2 (Ex) Survival DCs to track you are at +2, gain +2 to Disguise and Stealth when you are stationary and not acting.
Poison Use You don't accidentally poison yourself with blades.
Poison Use (Ex) You do not risk poisoning yourself accidentally while poisoning a weapon.
Pressure Points (Su) 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 ab
Sneak Attack +4d6 +4d6 damage if you flank your target or your target is flat-footed.
Spell Resistance (18) You have Spell Resistance.
Suggestion (1/day) (Sp) Cast Suggestion once per day.
Two-weapon Defense +1 to AC while wielding 2 weapons. +2 when doing so defensively.
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.