Monk

Jellena Darkling's page

429 posts. Alias of BloodWolven.


Race

HP: 23/23_ AC: 20_ T: 16 _FF: 14_ Perception +8, Sense Motive +8_Init: +3_Fort: +6_Ref: +10_Will: +9_CMB: +2_CMD: 16_Speed: 30 Active Conditions:

Classes/Levels

Skills:
Acrobatics +9_Bluff +7_Climb +5_Diplomacy +14_DD +9 _ Escape Artist +7 _Heal +9_ Intimidate +7 _ K Rel/Nob/His/Pla/Loc +8/+6/+5/+5+5 _ Ling +5 _ SoH +7 _ Spellcraft +7_ Stealth +9 _Survival +3 _ Swim +5 _ UMD +8

Strength 12
Dexterity 16
Constitution 12
Intelligence 12
Wisdom 16
Charisma 16

About Jellena Darkling

Spells:

Oracle:
Orisons:

create water
enhanced Diplomacy (It lasts for 1 minute or until discharged) +2 Diplomacy
guidance
light
read magic

1st: 5/day
Detect Undead
Cure light wounds
Carrion Compass
Bless
Abundant Ammunition


Bless:

CASTING

Casting Time 1 standard action
Components V, S, DF

EFFECT

Range 50 ft.
Area The caster and all allies within a 50-ft. burst, centered on the caster
Duration 1 min./level
Saving Throw none; Spell Resistance yes (harmless)

DESCRIPTION

Bless fills your allies with courage. Each ally gains a +1 morale bonus on attack rolls and on saving throws against fear effects.


Mistress of Death:
The Mistress is Neutral in nearly all things. Her areas of concern are birth, death, fate, and prophecy.
Her domains are Death, Healing, Knowledge, Repose, and Water. Her favored weapon is the scythe. Her sacred colors are black and white. As the goddess of death and rebirth, she abhors the undead and considers them a perversion. She could even be your matron and grant you your paladin divine powers. You might think it strange but she would use you a divine weapon to destroy undead."

Jellena is a slim athletic woman, her hair glittering with some kind of particles, making the raven black locks look like the sky. She wears a revealing purple tank top, blue denimem shorts frayed at the bottom, and purple knee high boots, all with accents of red beads. Yes she looks well ..., suppose to look that way.

Player Background:

Jessica Smith had always dallied in video games and fantasy.

When she was a girl her parents were in charge of a Buddhist temple in Japan. Those were her best years, she studied, learned, and did what her parents asked her to do. She spent most of her younger years enamored with video games going to arcades whenever she could get away from gymnastics. Her parents kept her regime strict and between home and the gym she would play one or two games.

Then when she turned 18 there was a fire and the temple burned to the ground but even more devastating was her parents died in the fire as well. She was out celebrating with some of her friends her birthday. What a wonderful present. A reason she does not celebrate birthdays anymore.

Then she learned of the loans her dad had accrued through his gambling and the real reason they were in a temple... hiding from the loan sharks. She quickly learned the way of a courtesan, luckily she had the looks to get trained in one of the high end brothels.

Still working her way out of her father's debt she worked at the brothel but she had to get away. Moving out meant half of the debt was paid and with her gaggle of work friends found a small apartment all her own. She heard about a new game called Dungeon Crash and was one of the lucky few who got the first editions. Too bad the game crashed and killed her.

She didn't have much on her. Her work clothes that she just left on, her hand bag with all her personal items including her clutch, cell phone, makeup, a dagger within a fake lipstick, a handful of coins and other misc. ends.

Ninja 3/ Oracle 3
Init +3 (+3 dex)

BAB: +2, CMB: +3 (+1str); CMD: 16 (+1str, +3 dex)

[dice=dagger]1d20+5[/dice] [dice=damage]1d3+1[/dice]19/20 ×2

[dice=lightsaber]1d20+5[/dice] [dice=damage]2d6[/dice]

Fortitude Save: +6, (+1 Class, +1 Con, +1 cloak, +3 Divine Grace)
Reflex Save: +10 (+3 Class, +3 Dex, +1 cloak, +3 Divine Grace)
Will Save: +9 (+3 Class, +2 Wis, +1 cloak, +3 Divine Grace)

HP: 23: 1d8 Life before (Expert)+3d8 (2, 2, 6) +2 (favored bonus), +3 (con)

AC: 20, touch 16, flat-footed 14 (dex +3, natural +0, shield +0, wis +3, armor +4)

STR - 12
DEX - 16, +2 From Youthful Draught
CON - 12, +2 From Youthful Draught, +1 From blessed pool in desert, +1 wish
INT - 12
WIS - 16, +1 wish
CHA - 16
LCK - 18

Skills:
Acrobatics +9_Bluff +7_Climb +5_Diplomacy +12_DD +9 _ Escape Artist +7 _Heal +9_ Intimidate +7 _ K Rel/Nob/His/Pla/Loc +8/+6/+5/+5+5 _ Ling +5 _ _ SoH +7 _ Spellcraft +7_ Stealth +9 _Survival +3 _ Swim +5 _ UMD +8

Expert 1 (7 skill points) + Ninja 3 (27 sp)+ human (3 sp) + Background (6 sp)= 31
Skills:
Acrobatics +9 (3 rank, +3 dex, +3 CS)
Appraise +7 (3 rank, +1 int, +3 CS)
Bluff +7 (1 rank, +3 cha, +3 CS)
Climb +5 (1 rank, +1 str, +3 CS)
Craft (0 rank, +1 int)
Diplomacy* +14 (3 rank, +3 cha, +1 trait, +3 CS, +2 spell, +2 Chosen Skill)
Disable Device +9 (3 rank, +3 dex, +3 CS)
Disguise +7 (1 rank, +3 cha, +3 CS)
Escape Artist +7 (1 rank, +3 dex, +3 CS)
Fly +1 (0 rank, +1 dex)
Handle Animal +5 (0 rank, +3 cha)
Heal* +9 (3 rank, +3 wis, +3 CS)
Intimidate +7 (1 rank, +3 cha, +3 CS)
Knowledge(Religion) +8 (3 rank, +1 int, +3 CS, +1 trait)
Knowledge(Nobility)+6 (1 rank, +1 int, +3 CS, +1 trait)
K (history) +5 (1 rank, +1 int, +3 CS)
K (Planes) +5 (1 rank, +1 int, +3 CS)
K (Local) +5 (1 rank, +1 int, +3 CS)
Linguistics +5 (1 rank, +1 int, +3 CS)
Perception +8 (2 rank, +3 wis, +3 CS)
Perform*(( ) +8 (2 rank, +3 cha, +3 CS)
Profession(Courtesan) +9 (3 rank, +3 wis, +3 CS)
Ride +1 (0 rank, +3 dex)
Sense Motive +8 (1 rank, +3 wis, +1 trait, +3 CS)
Sleight of Hand +7 (1 rank, +3 dex, +3 CS)
Spellcraft* +7 (3 rank, +1 int, +3 CS)
Stealth +9 (3 rank, +3 dex, +3 CS)
Survival +3 (0 rank, +3 wis)
Swim +5 (1 rank, +1 str, +3 CS)
Use Magic Device +8 (2 rank, +3 cha, +3 CS)

Feats:
(1)Weapon Finesse
(3)Selective Channel

Weapon Proficiency: ninja

Specials:
Monk AC ~ no poison use
Sneak attack +2d6
Ki Pool 4/4 (Vanishing Trick - Expend 1 ki point to gain invisibility effect)
Revelation: Channel 4/day 2d6
Spirit Boost (Su): Whenever your healing spells heal a target up to its maximum hit points, any excess points persist for 1 round per level as temporary hit points (up to a maximum number of temporary hit points equal to your oracle level).

Village of New Beginnings:
2 cantrips: detect magic, acid orb
1st level spell 3/day: mage armor
1 orison: detect poison
oracle of Death blessing: Hex of healing, cure light wounds to everyone 1/day, 1d8+cha mod
a resurrection amulet,

Wealth: copper: 5
Silver: 27+2+2
Gold: 4+4+44
Paper: 25 yen bills

Equipment:
Worn: cloak of resistance +1, dagger, Jailer's Dungeon Ring of Communication,

backpack:
a canteen, a waterskin, 3 torches, flint and steel, 2 rations, a wide brimmed hat, a tight black robe.

Loot in backpack:

belt pouch:
potions of cure light wounds, darkvision, invisibility, levitate, protection from arrows, resist energy;

Portable Hole (Robe):
alchemy kit, a wineskins, Glass flask with stopper. Book of Life and Death manuscript of the Mistresses’ faith (It may be brought out of her robe as a move action.)

Original Equipment:Her work clothes that she just left on, her hand bag with all her personal items including her clutch, cell phone, makeup, a dagger within a fake lipstick, a handful of coins and other misc. ends.

Loot in Portable Hole:

notes:

A jailer’s dungeon ring is worked gold, set with carnelians. The ring is magically attuned to one or more iron prisoner’s dungeon rings. When the wearer of a jailer’s ring places a prisoner’s ring on a subject, the prisoner cannot remove the ring without the use of a remove curse, limited wish, miracle, or wish spell. The wearer of the jailer’s ring can also remove a linked prisoner’s ring at any time.

The jailer is aware of any wearer of a linked prisoner’s ring as per a constant status spell. Additionally, all wearers of linked prisoner’s rings count as familiar to the jailer for the purposes of spells such as scrying and teleport.

Mistress of Death:

Oath: “Mistress of Death, empower me as your Chosen, make me part of your Familia, make me a priest of your children of the day and of the night, I will learn and serve you for the rest of my days here and after, I am yours eternally. Let it be by your will this blessing be laid upon me.”
A shroud of pure black and specks of light materializes and rests on her shoulders after she says the oath. She lifts off the ground and is infused with light and darkness. Now she is gestalt with cleric or oracle, blessed with additional abilities per level, a Book of Life and Death manuscript of the Mistresses’ faith, and a portable hole.

Chosen of Death
1st: gain a +2 to one ability. (Wis)
2nd: Gain a bonus on a skill - +2 on ... (diplomacy)
3rd: Gain a special - Divine Grace
4th: +2 to one ability, your choice different than before: (Dex)
5th: gain a bonus feat (extra channel)
6th: (Divine Health)
7th: +2 to one ability, your choice different than before (Cha)
8th: Gain a special
9th: Gain a bonus on a skill - +2 on ...
10th: +2 to one ability, your choice; or +1 to two abilities.

Wish coming into the world: Ring of infinite wishes. Make 1 wish per day after killed something.

Since becoming an Oracle Mistress helps her with the wording of her wishes and has become the matron to the power of the ring.

When she uses the wish that helps others more than herself directly she gains a bonus to her class.
Food container maker gains her an extra spell she can know thus abundant ammunition.

Traits:
Child of the Temple

You have long served at a temple in a city, where you picked up on many of the nobility's customs in addition to spending much time in the temple libraries studying your faith.

Benefits: You gain a +1 trait bonus on Knowledge (nobility) and Knowledge (religion) checks, and one of these skills (your choice) is always a class skill for you.

Courtesan
You worked as a sacred courtesan, and you know how to flatter, please, and (most of all) listen.

Benefits: You gain a +1 trait bonus on Sense Motive checks and Diplomacy checks to gather information, and one of these skills (your choice) is always a class skill for you.

NINJA

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.

Vanishing Trick - Expend 1 ki point to gain invisibility effect

Oracle

Oracle’s Curse - Foretold:

Your life fulfills the predictions of one or more important prophesies. You may choose to embrace, or resist, your foretold fate.

EFFECT

Subtract your curse level from the DC of gather information or Knowledge checks to learn things about you. You suffer a-10 penalty to Will saves versus non-mind-affecting spells and spell-like abilities of the divination school. Once per day, you can “take 10” on a check even you would not normally be able to do so because of distractions or threats.

At 5th level, add either augury to your spells known.

At 10th level, you gain a bonus revelation.

At 15th level, add screen to your spells known.


HP: 11/13_ AC: 19_ T: 15 _FF: 14_ Perception +6, Sense Motive +8_Init: +3_Fort: +0_Ref: +6_Will: +4_CMB: +2_CMD: 15_Speed: 30 Active Conditions:

Skills:
Acrobatics +7_Bluff +7_Climb +7_Diplomacy +8_DD +7 _ Escape Artist +7 _Heal +2_ Intimidate +7 _ K Rel/Lo/Nob +6/+5/+6 _ Ling +5 _ Perform Fiddle +7 _ SoH +7 _ Stealth +7 _Survival +2 _ Swim +5 _ UMD +7

Old Character Sheet:

HP: 10/10_DR 2/evil AC: 20_ T: 16 _FF: 19_ Perception +7_Darkvison 60 ft_Sense Motive +6_Init: +1_Fort: +5_Ref: +6_Will: +10_CMB: +1_CMD: 12_Speed: 30

[spoiler=Skills]Acrobatics +1_Bluff +5 _ Climb +1 _ Diplomacy +8 _ Escape Artist +1 _ Heal +9 _ Intimidate +5 _ Sense Motive +5 _ Stealth +1 _ Survival +6 _ Swim +1 _ Active Conditions:
/spoiler]

Diety: Mistress Death
Location: Sanctuary
Languages: Common, Celestail,
Occupation: Adventurer, Priest of Death

str 12
dex 13
con 10
Int 12
wis 20
cha 20

3 red level up crystals and 6 scales. Another crystal each, and 4 scales each. She traded 6 scales for 4 red crystals. Now she has 8 red level up crystals and 3 scales.

Jellena is a slim athletic woman, her hair glittering with some kind of particles, making the raven black locks look like the sky. She wears a revealing purple tank top, blue denimem shorts frayed at the bottom, and purple knee high boots, all with accents of red beads. Yes she looks well ..., suppose to look that way. She always seems to have a sweet scent.

Hair: turns silver in moonlight

About Jellena Darkling
HP: 10, DR 2/evil
acid resistance 5, cold resistance 5, and electricity resistance 5.

Init +1 (+1dex)

BAB: +0, CMB: +1 (+1str); CMD: 12 (+1str, +1dex)

[dice=scythe]1d20+1[/dice] [dice=damage]2d4+1[/dice] ×4 — 10 lbs. - P or S - trip

Fortitude Save: +5, (+0 Con, +5 Cha)
Reflex Save: +6 (+1 Dex, +5 Cha)
Will Save: +10 (+5 Wis, +5 Cha)

AC: 20, touch 16, flat-footed 19 (armor +4, dex +1, natural +0, shield +0, wis +5)

[dice=Channel]1d6+5[/dice] 9/day
Bardic performance 8 rounds a day - inspire courage (+1 vs. charm & fear, +1 on attack and damage)

Skills:
(*=class skill) 4 ranks (2+1int)
Acrobatics +1 (0 rank, +1 dex)
Appraise +1 (0 rank, +1 int)
Bluff +5 (0 rank, +5 cha)
Climb +1 (0 rank, +1 str)
Craft (0 rank, +1 int)
Diplomacy* +8 (0 rank, +5 cha, +2 racial, +1 trait, + CS)
Disable Device +x (0 rank, +1 dex)
Disguise +5 (0 rank, +5 cha)
Escape Artist +1 (0 rank, +1 dex)
Fly +1 (0 rank, +1 dex)
Handle Animal +5 (0 rank, +5 cha)
Heal* +9 (1 rank, +5 wis, +3 CS)
Intimidate +5 (0 rank, +5 cha)
Knowledge(Religion)* +6 (1 rank, +1 int, +3 CS, +1 trait)
Linguistics +1 (0 rank, +1 int)
Perception +7 (0 rank, +5 wis, +2 racial)
Perform*(fiddle) +9 (1 rank, +5 cha, +3 CS)
Profession(Spider silk farmer) +6 (1 rank, +5 wis)
Ride +1 (0 rank, +1 dex)
Sense Motive +6 (0 rank, +5 wis, +1 trait)
Sleight of Hand +1 (0 rank, +1 dex)
Spellcraft* +5 (1 rank, +1 int, +3 CS)
Stealth +1 (0 rank, +1 dex)
Survival +6 (1 rank, +5 wis)
Swim +1 (0 rank, +1 str)
Use Magic Device +5 (0 rank, +5 cha)

Feats:
Extra channel
Weapon Proficiency Scythe

Specials:
Channel
Bardic performance
Mage armor 3/day
Monk AC (no armor)
Divine Grace (Chosen of Death granted ability)
Hex of healing, cure light wounds to everyone 1/day, 1d8+cha mod (+5) (Priestess of Death granted ability)
Augment channel Charisma boost (Fae Tailbreah Blessing)

Racial:
Aasimar

+2 Charisma, +2 Wisdom

Darkvision: Aasimars can see in the dark up to 60 feet.

Skilled: Aasimars have a +2 racial bonus on Diplomacy and Perception checks.

Spell-Like Ability:You gain DR 2/evil.

Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.

+1 Cha (chosen)

Traits:
Child of the Temple

You have long served at a temple in a city, where you picked up on many of the nobility's customs in addition to spending much time in the temple libraries studying your faith.

Benefits: You gain a +1 trait bonus on Knowledge (nobility) and Knowledge (religion) checks, and one of these skills (your choice) is always a class skill for you.

Courtesan
You worked as a sacred courtesan, and you know how to flatter, please, and (most of all) listen.

Benefits: You gain a +1 trait bonus on Sense Motive checks and Diplomacy checks to gather information, and one of these skills (your choice) is always a class skill for you.

Gear:
Sycthe, Fiddle, HHH Backpack, courtesan dress, black fur blanket, blue pearl of protection (sanctuary)

8 gold
36 silver,
3 flasks of elixir of Taste,
5 rations, 1 ration of boar meat

Player Background:
Jessica Smith had always dallied in video games and fantasy. Her work as a movie prop maker paid the bills but she had always the dream to be in the movies. She always had a boyfriend of one type or another and plenty of so called friends to party with on the weekends. She was willing to get into more serious gaming a little more since her studio was off for a month as a bonus. She heard about a new game called Dungeon Crash and was one of the lucky few who got the first editions.

Character Background:
A devotee of Death. She will do what she can to follow and keep the laws of death. A new player to the game and indoctrinated early on.

She joined up with these other players for safety and from the suggestion of her Goddess. A whelpling hunt, then spider silk training, now up to the forest to hunt for more spider silk. The old witch tracked me down and gave me a bag to transport some webbing back to her, the bag will turn red if it is not the correct webbing. I thanked her for the gift but realized soon enough it was more for the witch than us.

Quests & Event:

Creation:

Growth:
If your body is placed on consecrated ground and prayers to your deity are recited continuously for 24 hours, you return to life as if by a raise dead spell. This ability works 1d4 times in your lifetime.

Your kiss invigorates others. Once per day, you can kiss a creature to change its condition from exhausted to fatigued, or from fatigued to normal.

You gain fire resistance 5.

HP: 10/10_DR 2/evil AC: 20_ T: 16 _FF: 19_ Perception +7_Darkvison 60 ft_Sense Motive +6_Init: +1_Fort: +5_Ref: +6_Will: +10_CMB: +1_CMD: 12_Speed: 30

[spoiler=Skills]Acrobatics +1_Bluff +5 _ Climb +1 _ Diplomacy +8 _ Escape Artist +1 _ Heal +9 _ Intimidate +5 _ Sense Motive +5 _ Stealth +1 _ Survival +6 _ Swim +1 _ Active Conditions:

Borderlands NPC:

Cleric 4/ Ninja 4
Alignment: CN

Hit Points: 27/27 (8, 5, 4, 6)

Saves: Fort +5, Ref +10, Will +7

BAB +3
CMB +5
CMD 24

feats: Bludgeoner(you may deal non-lethal with Bludgeoning weapons at no penalty), Sap Adept,

feats
Sap Adept (Combat)
You know just where to hit to knock the sense out of your foe.

Prerequisite: Sneak attack +1d6.
Benefit: Whenever you use a bludgeoning weapon to deal nonlethal sneak attack damage, you gain a bonus on your damage roll equal to twice the number of sneak attack damage dice you rolled.
Sap Master (Combat)
You knock the sense out of foes with a well-timed surprise attack.

Prerequisites: Sneak attack +3d6, Sap Adept.
Benefit: Whenever you use a bludgeoning weapon to deal nonlethal sneak attack damage to a flat-footed opponent, roll your sneak attack dice twice, totaling the results as your nonlethal sneak attack damage for that attack.

Traits:
Group Fighter(+1 hit while flanking)

Orisions - (4) Detect Magic, create water, guidance, light
Spells - 3/3 cure lights, 2/2 cure mods, domains: 1st Charm person, 2nd Aid
Channels 2d6 - 5/6 - Will DC 15

[Dice=MC baton]1d20+5[/dice]. [dice=damage]1d6+2+2d6+4[/dice] with sneak (non-lethal)

Luck Domain
Granted Powers: You are infused with luck, and your mere presence can spread good fortune.

Bit of Luck (Sp): You can touch a willing creature as a standard action, giving it a bit of luck. For the next round, any time the target rolls a d20, he may roll twice and take the more favorable result. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Good Fortune (Ex): At 6th level, as an immediate action, you can reroll any one d20 roll that you have just made before the results of the roll are revealed. You must take the result of the reroll, even if it's worse than the original roll. You can use this ability once per day at 6th level, and one additional time per day for every six cleric levels beyond 6th.

Domain Spells: 1st—true strike, 2nd—aid, 3rd—protection from energy, 4th—freedom of movement, 5th—break enchantment, 6th—mislead, 7th—spell turning, 8th—moment of prescience, 9th—miracle.

Charm Domain
Granted Powers: You can baffle and befuddle foes with a touch or a smile, and your beauty and grace are divine.

Dazing Touch (Sp): You can cause a living creature to become dazed for 1 round as a melee touch attack. Creatures with more Hit Dice than your cleric level are unaffected. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Charming Smile (Sp): At 8th level, you can cast charm person as a swift action, with a DC of 10 + 1/2 your cleric level + your Wisdom modifier. You can only have one creature charmed in this way at a time. The total number of rounds of this effect per day is equal to your cleric level. The rounds do not need to be consecutive, and you can dismiss the charm at any time as a free action. Each attempt to use this ability consumes 1 round of its duration, whether or not the creature succeeds on its save to resist the effect.

Domain Spells: 1st—charm person, 2nd—calm emotions, 3rd—suggestion, 4th—heroism, 5th—charm monster, 6th—geas/quest, 7th—insanity, 8th—demand, 9th—dominate monster.

Ninja abilities
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.

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.

Acrobatic Master (Su): As a swift action, a ninja with this trick can focus her ki to grant her a +20 bonus on one Acrobatics check of her choice made before the start of her next turn. Using this ability expends 1 ki point from her ki pool.

Skills
Skill Ranks: 36 + 3 class focus
Acrobatics +14, 4 Ranks, CS +3, Dex +5, trait +2
Appraise +5, 1 Rank, CS +3. +1 Int
Bluff (Cha), +8, 3 Rank, +3 CS, +2 Cha
Climb (Str), +8, 3 Rank, +3 CS, +2 str
Diplomacy +6, 1 Rank, CS +3. +2 Cha
Disable Device (Dex) +10, 2 rank, CS +3, Dex +5
Disguise (Cha),
Escape Artist (Dex), +10, 2 rank, CS +3, Dex +5
Heal +10, 3 Ranks, CS +3, Wis +3
Intimidate (Cha),
Knowledge (arcana) (Int), +5, 1 Rank, CS +3. +1 Int
Knowledge (history) (Int),
Knowledge (local) +5, 1 Rank, CS +3. +1 Int
Knowledge (nobility) (Int), +5, 1 Rank, CS +3. +1 Int
Knowledge (planes) (Int), +5, 1 Rank, CS +3. +1 Int
Knowledge (religion) (Int), +5, 1 Rank, CS +3. +1 Int
Linguistics (Int), +5, 1 Rank, CS +3. +1 Int
Perception (Wis), +8, 2 Rank, CS +3, Wis +3
Perform (Cha) Dance, +10, 2 rank, CS +3, Dex +5
Profession - Masseuse (Wis), +8, 2 Rank, CS +3. +3 Wis
Sense Motive (Wis), +7, 1 Rank, CS +3. +3 Wis
Sleight of Hand (Dex), +9, 1 rank, CS +3, Dex +5
Spellcraft (Int) +5, 1 Rank, CS +3. +1 Int
Stealth (Dex) +9, 1 Rank, CS +3, +5 Dex
Swim (Str), +6, 1 rank, CS +3, Str +2
Use Magic Device (Cha). +9, 3 Rank, CS +3, +3 Cha

Gear]
Silk bag of holding II
Belt of healing 3/day 2d8+3
MC baton (2)
Potion of Mage armor, CL 5, (10)

[Loot]
24 gp
+1 cold longsword