Ninja

Kayla - Black scorpion's page

758 posts. Alias of Edward Sobel.


Full Name

Kayla

Race

| HP: 50/50 | AC: 19 (T: 15, F: 15) | CMB: +6, CMD: 20| F: +4, R: +10, W: +3 | Init: +4 | Perc: +16, Stealth +22

Classes/Levels

| Speed 20ft | Climb 20ft Active conditions: none. | Ki points used 0/7

Gender

Female TN Dread Gnome Ninja 8 / Slayer 4 (modified butterfly blade) (gestalt 1.5)

Size

Small

Languages

Common, Draconic, Elven, Gnome, Sylvan, Tien

Strength 12
Dexterity 18
Constitution 10
Intelligence 16
Wisdom 12
Charisma 18

About Kayla - Black scorpion

Kayla aka Black Scorpion

Catchphrase: I put the "cute" in execute

Female dread gnome ninja 8/slayer 4 (Gestalt 1.5) (Pathfinder RPG Advanced Class Guide 53, Pathfinder RPG Ultimate Combat 13)
N Small humanoid (gnome)
Init +4; Senses low-light vision, Darkvision 60' (1 ki point); Perception +16
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Defense
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AC 19, touch 15, flat-footed 15 (+4 armor, +4 Dex, +1 size)
hp 50 (8d10)
Fort +4 (+6 vs. poison (+8 vs. accidentally poisoning yourself)), Ref +10, Will +3
Defensive Abilities defensive training, uncanny dodge
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Offense
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Speed 20 ft.
Melee sneak attack = 4d6
. . mwk wakizashi +14/+9 (1d6+4/18-20)
. . mwk wakizashi +14/+9 (1d6+4/18-20)
. . two-weapon fighting +12/+7/+12 (1d6+4/1d6+4/1d6+2 / 18-20)
Ranged
. . mwk shuriken +12/+7 (2 / Rng 10’ / x2)
. . prying star +12 (3 / Rng 10’ / x2)
. . Kunai +11/+6 (1d3+1 / Rng 10’ / x2)
. . Shortbow +11/+6 (1d4 / Rng 60’ / x3) 20 arows
Special Attacks hatred, sneak attack +4d6, studied target +1 (move action)
Spell-Like Abilities (CL 7th; concentration +8)
. . 1/day—bleed (DC 12), chill touch (DC 13), detect poison, touch of fatigue (DC 12)
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Statistics
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Str 12 (14, -2 race)
Dex 18 (18)
Con 10 (8, +2 race)
Int 16 (15)
Wis 12 (11, +1 level 4)
Cha 18 (16, +2 race)

Base Atk +6/+1; CMB +6; CMD 20
Feats
Two-weapon Fighting slayer bonus
Weapon Finesse level 1
Weapon Focus (wakizashi) level 3
Deadly Agility level 5
Extra Ninja Trick level 7

Traits hard to kill, uskwood hunter (nidal)
Drawback Paranoid

Skills moved 1 skill points from adventuring to background
Acrobatics +15 (+10 to jump) (8 ranks, +3 class, +4 dex)
*Appraise +7 (1 ranks, +3 class, +3 Int)
Bluff +9 (2 ranks, +3 class, +4 Cha)
Climb +18 (6 ranks, +3 class, +1 Str, +8 climb speed)
*Craft (alchemy) +14 (+16 when crafting poison} (8 ranks, +3 class, +3 Int)
Diplomacy +8 (1 rank, +3 class, +4 Cha)
Disable Device +17 (8 ranks, +3 class, +4 dex, +2 Mwk Tools)
Disguise +11 (2 rank, +3 class, +2 insight, +4 Cha)
Escape Artist +15 (8 ranks, +3 class, +4 dex)
Heal +6 (2 ranks, +3 class, +1 Wis)
Knowledge (Arcana) +4 (1 rank, +3 int)
Knowledge (dungeoneering) +10 (4 ranks, +3 class, +3 int)
Knowledge (local) +8 (2 ranks, +3 class, +3 Int)
Knowledge (planes) +5 (2 ranks, +3 Int)
Knowledge (religion) +4 (1 ranks, +3 Int)
*Linguistics +7 (1 ranks, +3 class, +3 Int)
Perception +16 (8 ranks, +3 class, +1 Wis, +2 Race, +2 competence)
Sense Motive +8 (4 ranks, +3 class, +1 Wis)
*Sleight of Hand +14 (7 ranks, +3 class, +4 dex)
Stealth +22 (8 ranks, +3 class, +4 dex, +4 size, +1 trait, +2 circumstance (outfit))
Survival +12 (+13 when tracking) (8 ranks, +3 class, +1 Wis)
Use Magic Device +13 (6 ranks, +3 class, +4 Cha)
* = background skills with ranks
Racial Modifiers +2 Perception

Languages Common, Draconic, Elven, Gnome, Sylvan, Tien
SQ combat style (two-weapon combat), ki pool (7 points), knack with poison[ARG], ninja tricks (fast stealth, vanishing trick[UC], Wall Climber, Darkvision), no trace +2, poison use, slayer talent (ranger combat style[ACG], Shadow Duplicate), track +1

Gear
oil of magic weapon (1)
potion of cure light wounds (2)
suffocating powder (3)
poison, huge scorpion venom (5)
poison, red tears (3)
poison Emperor cobra (2)
poison, Black Adder Venom (3)
poison, Large Spider (27)
smoke pellet[APG] (3)
smoke pellet, smog (3)
Alshemist Fire (2)
Shortbow
Arrows (x20)
mwk mithral chain shirt ABP +1
mwk wakizashi[UC]
mwk shuriken (20)
mwk wakizashi[UC]
prying star[UI]
cracked magenta prism ioun stone (perception)
ioun torch ioun stone [APG]
belt pouch (x2)
ceremonial tea (per cup) [UE] (10)
chocolate (per bar) [UE] (5)
fortune cookies[UE] (10)
taiyaki pastries (10)
Trail Rations (5)
hollow-heeled boot
ink
ink pen
masterwork thieves' tools
paper (10)
poison pill ring[UE]
poisoning sheath[UE]
poisoning sheath[UE]
scroll case
sealing wax
shinobi shozoku
signet ring
tea ceremony set[UE]
waterproof bag[UE]
wrist sheath, spring loaded (x2)
Kunai knives (x10)
941 gp, 11 sp, 3 cp
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Special Abilities
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(modified) Butterfly’s Kiss (Ex) Butterfly blades train to inflict painful cuts rather than lethal ones. A butterfly blade can deal nonlethal damage with wakizashi swords without taking a penalty on attack rolls. At 3rd level, a butterfly blade gets a +1 bonus on attack rolls with wakizashi swords, and the damage die of any wakizashi sword she wields increases by one step; at 9th level and again at 15th level, the attack bonus increases by 1 and the damage die increases by an additional step.

At 6th level, the butterfly blade gains the knockout class feature, as per a brawler of his class level – 2.
Cracked magenta prism ioun stone This stone grants you a +2 competence bonus on checks with any one skill you choose, and you can change the skill modified once per day (at sunrise), as a normal magenta prism ioun stone.
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Fast Stealth (Ex) Move at full speed while using the Stealth skill at no penalty.
Hard to Kill When you are attempting a Constitution check to stabilize when dying, the penalty on the check is only half your negative hit point total instead of your full negative hit point total.
Hatred +1 Gain a bonus to attack vs. goblinoid/reptilian humanoids.
Ki Pool (8/day) (Su) You have a ki pool equal to 1/2 your ninja level + your Charisma modifier.
Knack with Poison (Ex) +2 Craft (alchemy) to make poison, +2 save vs. poison (+4 if accidentally expose yourself).
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
No Trace +2 (Ex) Survival DCs to track you are at +1, gain +1 to Stealth when you are stationary and not acting.
Paranoid Anyone who attempts an aid another action of any type to assist you must succeed at a DC 15 check instead of the normal DC 10 check.
Poison Use You do not risk poisoning yourself accidentally while poisoning a weapon.
Prying Star Eight sharp points jut from the circumference of this eye-shaped +1 shuriken. Once thrown, as long as the target cannot see the user or detect her through other senses, the weapon is completely imperceptible to the target creature (except via true seeing). If a prying star strikes a target and would normally deal damage, it instead embeds itself in the target and functions as a magical sensor that can see 30 feet (normal vision only) in all directions.
The sensor is invisible and has no discernible magical aura. If the attack misses or the damage is entirely negated by damage reduction, the target becomes aware of the attack as normal.
When the character who threw the prying star closes her eyes, she can view what the sensor can see, provided the sensor remains on the same plane of existence. The sensor remains active for 9 minutes, after which the prying star vanishes without a trace.
Deadly Agility You may add your Dexterity modifier in place of your Strength modifier when wielding a light weapon or a weapon that gains the benefits of the Weapon Finesse feat (such as the rapier) when determining additional damage inflicted upon a successful attack.

When wielding a weapon in your off-hand, Deadly Agility will add the same fraction of Dexterity as you normally would for Strength.
Light Steps At 6th level, a ninja learns to move while barely touching the surface underneath her. As a full-round action, she can move up to twice her speed, ignoring difficult terrain. While moving in this way, any surface will support her, no matter how much she weighs. This allows her to move across water, lava, or even the thinnest tree branches. She must end her move on a surface that can support her normally. She cannot move across air in this way, nor can she walk up walls or other vertical surfaces. When moving in this way, she does not take damage from surfaces or hazards that react to being touched, such as lava or caltrops, nor does she need to make Acrobatics checks to avoid falling on slippery or rough surfaces. Finally, when using light steps, the ninja ignores any mechanical traps that use a location-based trigger.
Sneak Attack +4d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Studied Target +1 (move action) (Ex) A slayer can study an opponent he can see as a move action. The slayer then gains a +1 bonus on Bluff, Perception, Disguise, intimidate, stealth, and Sense Motive checks attempted against that opponent, and a +1 bonus on weapon attack and damage rolls against it. The DCs of slayer class abilities against that opponent increase by 1. A slayer can only maintain these bonuses against one opponent at a time; these bonuses remain in effect until either the opponent is dead or the slayer studies a new target.

If a slayer deals sneak attack damage to a target, he can study that target as an immediate action, allowing him to apply his studied target bonuses against that target (including to the normal weapon damage roll).

At 5th, 10th, 15th, and 20th levels, the bonuses on weapon attack, damage rolls, and skill checks and to slayer DCs against a studied target increase by 1. In addition, at each such interval, the slayer is able to maintain these bonuses against an additional studied target at the same time. The slayer may discard this connection to a studied target as a free action, allowing him to study another target in its place.

At 7th level, a slayer can study an opponent as a move or swift action.
Studied Stalker (Ex) A butterfly blade gains the stalker class feature at 1st level, rather than at 7th level. The butterfly blade doesn’t add his studied target bonus on Knowledge or Survival checks.
Suffocating Powder This small sack of green-gray powder is thrown as a splash weapon with a range increment of 10 feet. A creature struck by a direct hit must succeed at a DC 18 Fortitude save or begin choking and gasping for air as if suffocating (DC 12 for creatures in the splash radius). Affected creatures cannot breathe or speak for 1 round.
Uncanny Dodge (Ex) Retain DEX bonus to AC when flat-footed.
Improved Uncanny Dodge (Ex) can no longer be flanked. This defense denies another ninja (or rogue) the ability to sneak attack the ninja by flanking her, unless the attacker has at least four more ninja (or rogue) levels than the target does.
Vanishing Trick (Su) (4 rounds) 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.
Wall Climber trick (Su) A ninja with this ability gains a climb speed of 20 feet, but only on vertical surfaces. This ability cannot be used to scale perfectly smooth surfaces or to climb on the underside of horizontal surfaces.
Shadow Duplicate (Sp) Once per day as an immediate action when the rogue is hit, the rogue can create a single shadow duplicate of herself, as per mirror image. The GM randomly determines whether the attack hit the rogue or the shadow duplicate. The shadow duplicate lasts for a number of rounds equal to the rogue’s level, or until the shadow duplicate is dispelled or destroyed. This ability does not stack with the mirror image spell. The caster level for this ability is equal to the rogue’s level. A rogue can use this ability one additional time per day for every 5 rogue levels she has.
Ki Venom (Ex) A ninja with this trick knows how to make poisons from innocuous herbs or minerals. Creating ki venom is a full-round action that costs 1 ki point. The poison lasts for 24 hours before becoming inert. The poison deals either Strength or Dexterity damage, chosen when the venom is created. The ninja can spend additional ki as part of the process of creating the ki venom to improve the venom in one or more of the following ways: spend 1 ki point to increase the damage die to a d6, spend 1 ki point to change the ability damage dealt to Intelligence, Wisdom, or Charisma damage, or spend 1 ki point to increase the number of saves required to cure the poison by 1.
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backstory:

Deep in the heart of Nidal, the lands of shadows, there exists a Ninja clan. Calling themselves “The shadowhand Assassins” Formed centuries ago by an offshoot of gnomes known as dread gnomes. These miniature killers would conduct numerous “jobs” to protect the Umbral court.

This was the world that Kayla was born into. A place of shadow and mystery. Kayla began her journey as a Shadowhand almost as soon as she was able to walk. She trained hard and learned many of the secrets of theses shadowy lands.

Kayla fist began her journey into the world of assassination by being nothing more than a spy, a scout for the more skilled assassins. She would tail intended marks and report their locations.

Eventually she was accepted and began her training as a “sword sage” the sword arm of the Shadow Hand assassins. She became very adept at her use of the blade as well as ways to bring down larger foes.

Over the years the Shadowhand expanded throughout Golarion but they always managed to stay low key enough to avoid making any enemies. Until they had a run in with The Red Mantis.

The Red Mantis were out to take care of some business in Korvosa when by happenstance, a group of Shadowhands had a similar mission. A well to do Noble apparently set the shadowhand up in an effort to save his own skin.

The Red mantis proved their superiority and the Shadowhand group was killed.

Kayla was among the group to clean up the mess and protect the secrecy of the shadow hands. It was there she got a glimpse of a member of the infamous Red Mantis. She was intrigued but continued on her duties.

Her Master, White Tiger, then asked for one among them to infiltrate the Red mantis. Try and become one of them. Learn their secrets so the Shadow hand could eventually seize control.

Kayla stepped forward. She had learned of a way in from someone in Korvosa and thought it a good way to garner her master’s favor.

Kayla’s informant introduced her to a Red Mantis “recruiter” and she managed to become an initiate. Following the rules as best she could and learning the skills they had to teach, Kayla did all she could to avoid detection. But the Red Mantis did not come to be so influential and deadly without being vigilant. She was discovered and was to be executed.

But one man stepped forward. He presented a case in her defense before the Blood Mistress. If Kayla swore loyalty to the Red Mantis she would be allowed to remain. Kayla never knew his true name, she only knew him as Talon.

Knowing that to return to the Shadowhand now would mean her death. And to refuse the offer would mean her death, Kayla had little choice. Still she weighed her options carefully.

After some thought, Kayla agreed to swear allegiance to the Red Mantis. Though she would never become a true Red Mantis, she knew that she could still prove useful.

The Blood Mistress was not exactly pleased with Kayla’s choice but she honored the agreement. But Kayla would have to prove her loyalty. To bring back the head of her former master and destroy the Shadowhand clan.

Kayla agreed and returned to her clan. She was welcomed as she did bring information for her master. She was brought before him, and in secret she was to share all that she had learned. Instead, while the two were alone, Kayla managed to find an opening and ran her sword through her master’s chest. As he lay there bleeding out, in his dying breath, managed to summon his Ki to start to close the wounds. With a wave of Kayla’s hand her innate magic re-opened the wound and soon her master was dead.

She removed his head and slipped away back to the Red Mantis.

The Blood Mistress was pleased and Kayla was allowed to remain with the Red mantis. Though she knew the Shadowhand were still out there. And now she was marked for death by them. But unlike their other targets, Kayla knew their tricks, she knows how they hunt. She was once one of them.

Kayla accepted Talon, the one who stood for her before the Blood Mistress, as her new master; she is indebted to him for life. but despite this, she wanted her freedom, it would just be a matter of time.

It soon was clear what Talon wanted, He turned to Kayla giving her, her first mission. Something has come to our attention in the Shackles, a mysterious dungeon that may hold the secret to enormous power, a place known as Rappan Athuk.

what does this have to do with me? Kayla asked.

Simple, Talon answered, The Red Mantis cannot be seen to be directly involved with anything going on there. That is where you come in. infiltrate a group entering this Rappan Athuk. Find out what you can about the place and keep it from getting into the hands of our enemies.

But Why me? her questions continued.

You are not Red Mantis, However, you will be able to ensure Plausible deniability. We will work to provide you a contact in the nearby port town of Mistthorne. Talon tosses Kayla a pouch of coin, This will cover your cost of travel. And remember, who you work for and do not betray us.

Kayla took the coin and headed out. If this power will help me escape, then I intend to make use of it myself. she thought to herself. Perhaps Talon realizes this and that is the real reason for assigning her to this mission.

parts of backstory for player knowledge not character knowledge:

Her thoughts are correct, Talon hopes that Kayla will find her freedom.

Talon is helping her because he is undercover for the Umbral Court from Nidal and recognizes Kayla and the Shadowhand.

link to Talon’s character sheet and a little backstory for him

images and rules:

Rules
1 no laughing at her
2 no patting her on the head or tussling the hair!
3 no grabbing or trying to put her into sexy outfits
4 she is not your maid
5 no comments on the size of her ... never mind
6 she gets first dibs whenever sweets are served
7 to be her friend, learn to make curry

image 1
image 2
image 3
image 4

Her tag line: “you have never been assassinated by anyone as cute as me”

poisons:

Large Spider Venom
Type poison injury; Save Fortitude DC 14
Frequency 1/round for 4 rounds
Effect 1d2 Str damage; Cure 1 save.

Huge Scorpion Venom
Type poison (injury); Save Fortitude DC 20
Frequency 1/round for 6 rounds
Effect 1d4 Str damage; Cure 2 consecutive saves

Red Tears
Type poison (injury); Save Fortitude DC 15
Frequency 1/round for 10 rounds
Effect 1d6 damage (Creatures immune to bleed damage are immune to this damage); Cure 1 save

Snake, Cobra (Emperor)
Type poison (injury); Save Fort DC 17
Frequency 1/round for 6 rounds
Effect 1d3 Con; cure 2 consecutive saves

Black Adder Venom
Type poison (injury); save Fort DC 11
Frequency 1/round for 6 rounds
Effect 1d2 Con damage; cure 1 save.

Ki Venom
Type poison (injury); save Fort DC 18
Frequency 1/round for 4 rounds
Effect 1d4 str or Dex damage; cure 1 save. (see Ki Venom above)

theme song: