Alara Shinrin's page

159 posts. Alias of Dragoncat.

Full Name

Alara Shinrin




Ninja 2|HP: 7/16|AC: 17/14/13|Saves: +1 Fort, +5 Ref, -1 Will (+2 vs. enchantments, +1 vs. mind-affecting)|Init: +4|Perc: +6


Ki Points: 1/4|Female


6'3", 120 lbs (Medium)



Special Abilities

Doing Ninja Stuff






The Boneyard


Common, Elven, Tien, Draconic



Homepage URL

Alara's Portrait!

Strength 10
Dexterity 18
Constitution 12
Intelligence 14
Wisdom 8
Charisma 16

About Alara Shinrin

Alara Shinrin
Female Elf Ninja 2
CG Medium humanoid (elf)
Init +3; Senses low-light vision; Perception +6
AC 16, touch 13, flat-footed 13 (+3 Armour, +3 DEX)
hp 16 (1d8+1)
Fort +1, Ref +4, Will -1 (+2 vs. Enchantments) (+1 vs. mind-affecting)
Defensive Abilities Immune to magic sleep effects
Speed 35 ft
Melee +4 Nunchaku (1d6/x2)
Ranged +4 Dagger (1d4/19-20/x2)
Special Attacks Sneak Attack +1d6

STR 10, DEX 16, CON 12, INT 14, WIS 8, CHA 16
Base Atk +1; CMB +2; CMD 15
Feats Weapon Finesse
Traits Armour Expert, The Optimist
Skills +8 Acrobatics, +8 Bluff, +8 Diplomacy, +8 Disable Device, +8 Disguise, +8 Escape Artist, +7 Knowledge (Local), +7 Knowledge (Nobility), +6 Perception, +4 Sense Motive, +8 Stealth, +8 Use Magic Device
Languages Common, Elven, Tien, Draconic
SQ Poison Use, Elven Immunities, Elven Magic, Keen Senses, Low-Light Vision, Sneak Attack, Ki Pool, Ninja Tricks (Vanishing Trick)
Combat Gear Nunchaku, Dagger, Studded Leather Armour
Special Abilities

Racial Traits:

Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.

Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.

Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.

Keen Senses: Elves receive a +2 racial bonus on Perception checks.

Long-Limbed: Elves with this racial trait have a base move speed of 35 feet. This racial trait replaces weapon familiarity.

Class Features:
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: 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.

Ninja Tricks!:
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.

Hi! I'm Alara, but some people call me Al. Well, I really prefer Alara because Al kinda sorta sounds like a boy's name, but... if you really wanna call me Al, I guess you can...

Anyway, I suppose it’d be a good idea to start with my Mom and Dad, considering they’re who I came from. Would you believe they didn’t come from Lastwall, originally? Yep—we came all the way from the kingdom of Jinin, far beyond the mountains. Mom and Dad came to Lastwall on a mission to find something after they got married, and… well, they decided they liked it here enough to settle down.

I grew up in the port city of Vellumis—Lastwall’s only port city, in fact. I got to experience so many different cultures and people living there; humans, gnomes, halflings, from near and afar… it stoked my curiosity about the outside world like you wouldn’t believe. It’s safe to say I had more friends among them than I did my own people.

I was raised on stories of my Mom’s daring feats of guile and trickery. See, she was a ninja, serving as an agent of the Shogun of Jinin, keeping His Excellency up-to-date on the doings of the nation's foes. That was before she met my Dad—and as she’s keen to remind me, she’s never really stopped being a ninja, even after meeting him—and I begged her to teach me how to be one like her. She was content to teach me the basics (mostly consisting of me wearing light armour everywhere to get used to its weight), but I felt she was going too slow for my liking. Bit of a disappointment for my Dad, though—he would’ve liked it if I became a scholar like him.

Don't get the wrong idea--Mom didn't take it easy on training me just because I was her daughter. If anything, she pushed me quite hard. I think that if it were someone else's kid she was training, she'd have been more lenient... but I digress. She taught me a whole lot--how to escape from bindings, how to sneak around, how to move like the wind, how to act in front of other people... she even had me learn of the noble families of both Lastwall & Jinin. Mom said it paid off to get into the nobility’s good graces.

We moved to Rostlar’s Coffer only a few years ago. It was quite a change of pace from Vellumis—the winters are a lot colder and there aren’t as many people, but the move seemed to do wonders for Mom and Dad’s peace of mind. Or, at least, that’s what they told me.

See, I’ve been sneaking peeks at Dad’s notes when he and Mom are asleep. From what I’ve read, the reason they came to Rostlar’s Coffer was the same reason we moved to Lastwall in the first place… they were chasing something called ‘the Whispering Way’. Apparently, Rostlar’s Coffer was supposed to be the place where they would strike next…

...they were right. And... and now they're gone.
Description & Personality
Before you stands a tall, slender, tan-skinned elf fully clad in a form-fitting, violet suit of studded leather armour, dark violet pants and brown boots. Alara has chin-length brown hair neatly combed to one side, ears that sweep away from her head, and large green eyes that take in the world around her with a mixture of wonderment, curiosity, and naïveté. A warm smile is on her face as she waves to you. Slung across her body is a brown leather satchel, with various adventuring implements poking out of it. You can see a dagger sticking out of one of her boots.

Alara was almost always happy as a child, and even today is rarely seen without a smile. She constantly runs around, filled with so much energy that one could be forgiven for thinking she has coffee instead of blood flowing through her veins. She speaks quickly, her hands often gesturing as quickly as she can talk.

Alara finds it easy to make friends, but unfortunately, has more trouble keeping them, as many of her former friends were humans that she outlived. She makes sure it never gets her down for long, cherishing the moments she spends with them. She goes out of her way to cheer up those she befriends if they happen to be feeling down, but sometimes comes across as being overbearing, and she sometimes misses subtle social cues that other people would pick up on.

Alara lives her life believing that the day should be seized, no matter who you are. As such, she is open to new experiences, be they mundane, romantic, or daring. She believes, above all else, that every person has a right to be free to do as they wish, as long as no one gets hurt by the experience or its consequences.
Traits & Drawback
(Combat) Armour Expert: Part of my ninja training involved learning how to properly wear a suit of armour so that it didn't interfere with *ahem* covert duties. It took a lot of getting used to, but now I can reduce my Armour Check Penalty of any suit of armour that I wear by 1.

(Campaign) The Optimist: What can I say? I've always tried to look on the bright side of life. Thanks to my boundless optimism, I gain a +1 bonus to saving throws against mind-affecting effects, and can pass that bonus to an ally within 30 feet of me as a Swift Action. It only lasts for a minute, though, and it looks like I can only do it about three times per day.
Skill Breakdown
—2 Acrobatics
—2 Bluff
—2 Diplomacy
—2 Disable Device
—2 Disguise
—2 Escape Artist
—2 Knowledge (Local)
—2 Perception
—2 Sense Motive
—2 Stealth
—2 Use Magic Device

Background Skills
—2 Knowledge (Nobility)
—2 Sleight of Hand

—1 Studded Leather armour (25 GP)
—1 Masterwork backpack (50 GP)
—1 Dagger (2 GP)
—1 Nunchaku (2 GP)
—10 doses of night tea (1 GP)
—Rogue’s kit sans Backpack (48 GP)
—> 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.
—1 Cold-weather outfit (Free) (Violet)
—1 Traveler’s Outfit (1 GP) (Dark Blue)
—1 deep red sphere ioun stone (+2 DEX)
—Her stuffed teddy bear, "Hogo" (PRICELESS)

Money: 21 GP

Carrying Capacity:

Current Load:

Magical Items

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