Male Elf Ninja 1
CN Medium Humanoid (Elf)
Init +3 ; Perception +5
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Defense
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AC 15
hp 10
Fort +1, Ref +6, Will -1
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Offense
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Speed 30 ft.
Melee: Longsword +0 (1d8)
Ranged: Longbow +3 (4 w/in 30') (1d8)
Ranged: Dagger +3 (4 w/in 30') (1d6)
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Statistics
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Str 10, Dex 17, Con 12, Int 16, Wis 8, Cha 14
Base Atk ; CMB 0; CMD 13
Feats : Point Blank Shot
Traits: Axe to Grind (+1 damage if only no one else threatens target), Gregarious (reroll diplomacy 1/day), Classically Schooled (+1 Spellcraft)
Drawback: Hedonistic
Skills:
Acrobatics 7 (3+1+3), Bluff 6 (2+1+3), Diplomacy 6 (2+1+3), Disable Device 7 (3+1+3), Disguise 6 (2+1+3), Escape Artist 7 (3+1+3), Intimidate 6 (2+1+3), Knowledge (local) 7 (3+1+3), Perception 5 (-1+1+3+2), Sleight of Hand 7 (3+1+3), Spellcraft 8 (10 to i.d. magic items) (3+1+3+1), Stealth 7 (3+1+3)
Languages: Elven, Common, Orc, Goblin, Draconic
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Racial Traits
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Standard Racial Traits
• Ability Score Racial Traits: Elves are nimble, both in body and mind, but their form is frail. They gain +2 Dexterity, +2 Intelligence, and –2 Constitution.
• Size: Elves are Medium creatures and thus receive no bonuses or penalties due to their size.
• Type: Elves are Humanoids with the elf subtype.
• Base Speed: Elves have a base speed of 30 feet.
• Languages: Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan. See the Linguistics skill page for more information about these languages.
Defense Racial Traits
• Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Feat and Skill Racial Traits
• Keen Senses: Elves receive a +2 racial bonus on Perception checks.
Magical Racial Traits
• 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 Spellcraftskill checks made to identify the properties of magic items.
Offense Racial Traits
• Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.
Senses Racial Traits
• Darkvision: Though uncommon, some groups of elves are born with darkvision, rather than low-light vision. In many cases this is taken as a sign of a drow in the elf's ancestry, and can lead to persecution within the elf's home community. Elves with this racial trait gain darkvision with a range of 60 feet, but also gain sensitivity to light and are dazzled in areas of bright light or within the radius of a daylight spell. This racial trait replaces low-light vision.
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Spells and Special Abilities
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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 aDexterity 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.
Generations upon generations ago, the elves made contact with the worlds outside Golarion, this much is known for fact. In fact, many traveled to another planet to escape the darkest times past. The elves are not ...unsecretive, especially when considering the relative stupidity of most other humanoids. Very little has been said of the continuing contact between the elves and outer space, but the following can be surmised by the very informed: the contact was at least at one time ongoing; both sides benefited from teachings of the other; and there was likely a group or groups of elves with particular roles in this endeavor.
It could very well be that generations upon generations of elves have taught their direct descendants some of these secret knowledges. It could very well be a unique mixing of dark trickery and magic from beyond has served to keep the elven-astro knowledges safe from outsiders.
Could be. Hard to tell. Arthiien didn't pay attention to his father's boring lecture. He didn't have any intention of devoting his life to some alien power in order to protect elven secrets. In fact, the xenophobia of his father rather disgusted him. It was his mother's lessons in acrobatics, stageplay, and archery he truly took to.
When an affair with a half-elven girl led to his expulsion from his father's household, Arthiien didn't even look back. He headed straight for the largest, most diverse city he could find: Magnimar. In Magnimar, he found his own escape: the pure bliss of the true debauch.
The next few, well, decades were a blur. Recently, he woke up in a jail cell with no memory of the crime he supposedly committed. This lack of memory wasn't all that unusual, though. Within just a week of captivity he had nearly lost his will to live. An offer came ...a chance to be a Tear. To do good work for this city he loved so much. To work with all manner of races and sorts. To really, really piss of his dad and use what he knew for someone other than elves. And, most of all, a chance to ...stretch his legs.