Artemis Entreri

Sunishi Teinori's page

104 posts. Alias of Codanous.


Race

HP: 17/17 |AC:15 T:13 FF:12,| CMD: 15 | Fort: +1, Refl: +5, Will: +0 | Ki Pool 3/3 | Init: +5, Speed 30ft

About Sunishi Teinori

HP: 17/17 |AC:15 T:13 FF:12,| CMD: 15 | Fort: +1, Refl: +5, Will: +0 | Ki Pool 3/3 | Init: +5, Speed 30ft

Sunishi Teinori

Sunishi Teinori
Male Human Tien-Min Ninja 2
N Medium(Human)
Init: +5 Senses:
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Defenses:
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AC 15, T13: FF:12 (+2 Armor, +3 Dexterity)
HP: 17 (2d8+4)
Saves: Fort: +1, Reflex +5, Will: +0
Resistances
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Offense
Speed 30 ft
Melee 1.) Cold Iron MWK Wakizashi +6 (1d6)
Ranged 1.) Dagger +4 (1d6)
Special attacks Sneak Attack +1d6
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Statistics
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Str10, Dex16, Con 12, Int12, Wis10, Cha 14
Base Atk +1; CMB+4 CMD 14
Feats Weapon Finesse, Weapon Focus (Wakizashi),
Traits

Reactionary:
You gain a +2 trait bonus on initiative checks.

Rescued(Ameiko):
At some point in the past, you had a terrifyingly close brush with death. Maybe a goblin nearly killed you during an attack on the town, or perhaps a building struck by a giant’s boulder collapsed around you. Whatever the peril was, you would have certainly died if not for the swift actions of your Savior. If it was ShaleluAmeiko who saved you, she did so by pulling you to safety while simultaneously defeating the peril that almost did you in, and as a result, you gain a +1 trait bonus on Acrobatics checks and Acrobatics is a class skill for you. In addition, you gain a +1 trait bonus on all attack rolls against foes that threaten your savior.

Skills 20/Level Acrobatics (2/+9), Bluff (2/+7), Climb (2/+5), Disable Device (2/+8), Disguise (+2/+7), Escape Artist (2/+8), Perception (2/+5), Sleight of Hand (2/+8), Stealth (2/+8), and Use Magic Device (2/+7).

Languages: Common, Tien

Carrying Capacity: 33 lbs or less, medium load: 34-66 lbs, heavy loads 67-100 lbs

Gear: Combat: Cold Iron MWK Wakizashi, Wakizashi, Dagger(3)(6gp), Leather Armor(10gp), +1 Broken wakizashi Other Gear: Rogues Kit(50gp) a backpack, a bedroll, a belt pouch, caltrops, chalk (10), a flint and steel, a grappling hook, an iron pot, a mess kit, a mirror, pitons (10), rope, soap, thieves’ tools, torches (10), trail rations (5 days), and a waterskin, 352 gold pieces, CLW Potion x 5.

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Special Abilities
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Human Features and Favored Class Bonus:
+2 to One Ability Score: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Humans are Medium creatures and receive no bonuses or penalties due to their size.
Normal Speed: Humans have a base speed of 30 feet.
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Favored Class Bonus: +2 Hitpoint

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:
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)::
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:

2nd: 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.

Background:
Sunishi has been in Sandpoint now for a few years, a capable and attractive rogue he arrived under the cover of a storm. The ship he was aboard had shipwrecked during a terrible fall storm and he survived by floating aboard a few pieces of timber. When he washed ashore outside Sandpoint he was clinging to life, bareful alive. Ameiko found him, likely astonished by the fact he was Tien, she helped nurse him back to life. Any of his personal belongings are likely lost at Sea, his only possession was the Katana he had strapped to himself with rope, securing it tightly.

Grateful for being saved he was unable to really explain anything about himself. The experience at Sea had taken something from him, something that the years had yet to restore. His memories. He has his skills which feel almost second nature and his name but really little else. He’s stuck around Sandpoint, not really knowing why he was coming to the Inner Sea in the first place.

Tall, with the lightly tanned skinned of the Tien-Min people, his brown eyes and brown hair make him unassuming enough among his own people. Though his exotic nature and mysterious background has made him something of a favorite among the local girls his age. He hasn’t really expressed interest in any of them making him all the more desired.

What Sunishi doesn’t remember and maybe never will is that he is a Ninja from Tien-Min, stolen at birth and trained to be an assassin. His original mission was to investigate rumors of Kaijitsu’s hiding in the Inner Sea Region. It was to be his first major mission on his own. Now inexplicably drawn to his target he has no idea he has even found what he was looking for. Only a slightly fond feeling for Ameiko that he attributes to being another Tien-Xia in an unfamiliar land.