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About Jobasha "The Jaguar"
HP: 36
SAVES
COMBAT
Sneak Attack +1d8
Signature Move: Bloodclaw:
Acrobatic move 10ft (+13), Feint (+16) then slash with a claw (ATK +14, DMG 1d6+1 + 5 backstab + 1d8 SA) BAB +4
+1 all non-damaging Combat Maneuvers
Racial Abilities:
Class 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: 1d6 (1d8 with claws) Ki Pool (Su): [3 Ki] 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).
Ninja Trick: 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.
Combat Expertise: The gladiator receives Combat Expertise as a bonus feat. Exotic Armor Proficiency (Partial): The gladiator receives Exotic Armor Proficiency (Partial) as a bonus feat. Switched for Agile Defense Gladiator Style: The gladiator selects one of the following styles, representing his formal style. The gladiator may ignore prerequisites when selecting a bonus feat from his style, whether through this ability or chosen as a general bonus feat.
Gladiator Training: A gladiator counts as a fighter of his level -2 for the purpose of qualifying for combat feats. Additionally, a gladiator can ignore the usual prerequisites for the following feats: Improved Disarm, Improved Feint, Improved Trip, Improved Grapple, Stunning Fist. Improved Gladiator Style: At 2nd level, the gladiator gains an additional ability, based on his style. The gladiator may ignore prerequisites when selecting a bonus feat from his style, whether through this ability or chosen as a general bonus feat.
Uncanny Dodge (Ex): Starting at 2nd level, a gladiator can react to danger before his senses would normally allow him to do so. He cannot be caught flatfooted, even if the attacker is invisible. He still loses his Dexterity bonus to AC if immobilized. A gladiator with this ability can still lose his Dexterity bonus to AC if an opponent successfully uses the feint action against him.
Physical Development: At 2nd level, the gladiator receives one of the following feats as a bonus feat: Acrobatic, Agile Maneuvers, Endurance, Fleet, Intimidating Prowess, Toughness, or Weapon Finesse. Bravery (Ex): Starting at 2nd level, a gladiator gains a +1 bonus on Will saves against fear. This bonus increases by +1 every four levels beyond 2nd. Gladiator Defense: At 2nd level, the gladiator gains, as a bonus feat, Dodge, Two-Weapon Defense, or Shield Focus. Shake It Off: A gladiator of at least 2nd level gains a +2 bonus to save versus any condition transmitted by an attack. This ability has no effect on afflictions, spell-like abilities, or supernatural abilities.
Feats and Traits:
Improved Unarmed Strike Combat Expertise Weapon Focus Feral Combat Training Agile Defense Dazzling Display Weapon Finesse Dodge Martial Strike GM Bonus: Outflank Heel: A heel is the villain, the “bad guy”. He is the one the crowd loves to hate, and they boo the heel loudly every time. The heel is often is a backstabber and/or a berserker. The heel trait gives a gladiator a +2 bonus to his Charisma, but suffers a -2 penalty to his reputation score.
Skills:
Acrobatics (Dex) +12 =5 +3 +4
Equipment:
Battle Mask Parade Armor Healing Belt (3 charges/day, 1=2d8, 2=3d8, 3=4d8) |