Greenhorn

Barley 川から流木's page

481 posts. Organized Play character for Pathmaker.


Classes/Levels

Ninja 5

About Barley 川から流木

BOT MODE

For this group, Barley will frontline with erratic technique, using Forgotten Trick to flank and sneak as much as possible with adamantine katana; uses Acrobatics +11 to manuever. He'll check all obstacles for traps.

Barley 5.0
Male human ninja 5 (Pathfinder RPG Ultimate Combat 13)
LG Medium humanoid (human)
Init +2; Senses Perception +6
--------------------
Defense
--------------------
AC 19, touch 14, flat-footed 16 (+4 armor, +1 deflection, +2 Dex, +1 dodge, +1 natural)
hp 43 (5d8+15)
Fort +3, Ref +6, Will +3
Defensive Abilities uncanny dodge
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 adamantine katana +6 (1d8+3/18-20) or
. . kusarigama +5 (1d3+3) or
. . mwk silver wakizashi +6 (1d6+1/18-20) or
. . nunchaku +5 (1d6+2) or
. . sai +5 (1d4+2) or
. . unarmed strike +5 (1d3+2 nonlethal)
Ranged shortbow +5 (1d6/×3) or
. . shuriken +5 (1d2+2)
Space 5 ft.; Reach 5 ft. (10 ft. with kusarigama)
Special Attacks sneak attack +3d6
--------------------
Statistics
--------------------
Str 14, Dex 14, Con 14, Int 10, Wis 14, Cha 14
Base Atk +3; CMB +5; CMD 19
Feats Dodge, Extra Ki, Extra Ki, Mobility
Traits fast-talker, unorthodox strategy
Skills Acrobatics +9 (+11 to move through an enemy's threatened squares), Bluff +9, Climb +9, Diplomacy +6, Disable Device +7, Disguise +9, Escape Artist +9, Knowledge (arcana) +1, Knowledge (dungeoneering) +1, Knowledge (engineering) +1, Knowledge (geography) +1, Knowledge (history) +1, Knowledge (local) +4, Knowledge (nature) +1, Knowledge (nobility) +4, Knowledge (planes) +1, Knowledge (religion) +1, Linguistics +4, Perception +6, Perform (dance) +6, Profession (fisherman) +6, Sleight of Hand +5, Stealth +9, Swim +5, Use Magic Device +8
Languages Common, Tien
SQ ki pool (8 points), ninja tricks (forgotten trick[UC], resiliency), no trace +1, poison use
Combat Gear cold iron arrows (50), potion of cure light wounds (2), wand of cure light wounds, alkali flask[APG], antiplague[APG], smokestick; Other Gear mwk lamellar (leather) armor[UC], +1 adamantine katana[UC], kusarigama[UC], mwk silver wakizashi[UC], nunchaku, sai, shortbow, shuriken (6), amulet of natural armor +1, elixir of love, ring of protection +1, tourmaline sphere ioun stone, disguise kit, grappling hook, masterwork backpack[APG], masterwork thieves' tools, silk rope (50 ft.), 1,810 gp, 8 sp
--------------------
Special Abilities
--------------------
Forgotten Trick (5 rounds) (Ex) 2 Ki: learn one ninja trick for 5 rounds.
Ki Pool (8/day) (Su) You have a ki pool equal to 1/2 your monk level + your Charisma modifier.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
No Trace +1 (Ex) Survival DCs to track you are at +1, gain +1 to Stealth when you are stationary and not acting.
Poison Use You do not risk poisoning yourself accidentally while poisoning a weapon.
Resiliency (1/day) (Ex) When brought to 0 Hp or less, gain 5 temporary Hp for 1 min.
Sneak Attack +3d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Uncanny Dodge (Ex) Retain DEX bonus to AC when flat-footed.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.