Male Div Spawn Tiefling Ninja 3
CG Medium Outsider(Native)
Init +5; Senses darkvision 60 ft.; Perception +6
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Defense
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AC 18, touch 13, flat-footed 15 (3 armor +3 Dex +2 natural)
hp 27 (3d8+3)
Fort +3, Ref +6, Will +2
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Offense
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Speed 30 ft.
Melee 2 Claws +5/+5 (1d4/20/x2)
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Statistics
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Str 10, Dex 16, Con 14, Int 8, Wis 10, Cha 16
Base Atk +2; CMB +3; CMD 16
Feats: Weapon Finesse, Armor of the Pit
Traits: Reactionary
Skills: Acrobatics +9, Bluff +11, Escape Artist +9, Disable Device +11, Perception +6, Stealth +11, Use Magic Device +9
Languages Abyssal, Common
Other Gear: Masterwork Studded Leather Armor, Masterwork Thieve;s Tools
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Special Abilities
Fiendish Resilience: Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.
Skilled: Tieflings gain a +2 racial bonus on Bluff and Stealth checks.
Maw or Claw(Claw): This Tiefling has 2 dangerous claws that deal 1d4 damage. This racial trait replaces the spell-like ability racial trait.
Darkvision: Tieflings can see perfectly in the dark for up to 60 feet.
Prehensile Tail: l Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action. This racial trait replaces fiendish sorcery.
Sneak Attack +2d6
Poison Use: A Ninja is trained in the use of poison and cannot accidentally poison himself when applying poison to a weapon.
Ki Pool 4/day a ninja gains a pool of ki points, supernatural energy he 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 he has at least 1 point in her ki pool, she treats any Acrobatics skill check made to jump as if he had a running start. At 10th level, he also reduces the DC of Acrobatics skill checks made to jump by 1/2 (although she still cannot move farther than his speed allows). By spending 1 point from her ki pool, a ninja can make one additional attack at his highest attack bonus, but he can do so only when making a full attack. In addition, he can spend 1 point to increase his speed by 20 feet for 1 round. Finally, a ninja can spend 1 point from his ki pool to give himself 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.
Vanishing Trick: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. No Trace: a ninja learns to cover her tracks, remain hidden, and conceal her presence. The DC to track a ninja using the Survival skill increases by +1. In addition, her training gives her a +1 insight bonus on Disguise skill checks and on opposed Stealth checks whenever she is stationary and does not take any action for at least 1 round. Every three levels thereafter, the increase to Survival DCs and the bonuses on Disguise and opposed Stealth checks increase by 1.