Female tiefling ninja 2
CN Medium outsider (native)
Init +4; Senses darkvision 60 ft., Perception -1
DEFENSE
AC 16, touch 14, flat-footed 12 (+2 armor, +4 Dex)
hp 17 (2d8+1)
Fort +0, Ref +7, Will -1
Resist cold 5 , electricity 5 , fire 5
OFFENSE
Speed 30 ft.
Melee wakizashi +5 (1d6/18-20)
Ranged acid (flask) +5 (1d6)
Melee dagger +5 (1d4/19-20)
Ranged dagger (thrown) +5 (1d4/19-20)
Ranged dart +5 (1d4)
Ranged paper candle (firework) +5 (/none/x0)
Innate Spell-Like Abilities: darkness ( 1/day)
STATISTICS
Str 10, Dex 18, Con 10, Int 14, Wis 8, Cha 14
Base Atk +1; CMB +1; CMD 15
Feats Armor Proficiency, Light, Exotic Weapon Proficiency (Katana), Simple Weapon Proficiency, Weapon Finesse
Skills Acrobatics +9 , Bluff +9 , Climb +4 , Craft (Alchemy) +6 , Disable Device +9 , Disguise +7 , Escape Artist +10 , Knowledge (Local) +6 , Linguistics(Aklo) +6 , Sense Motive +4 , Sleight of Hand +9 , Stealth +11 , Survival +4
Languages Aklo, Common, Draconic, Elven, Infernal
SQ fiendish language, fiendish resistance, ki pool, ninja trick, ninja weapon proficiencies, poison use, prehensile tail, resistance to cold 5, resistance to electricity 5, resistance to fire 5, skilled, sneak attack, spell-like ability, vanishing trick
Gear leather, wakizashi, dagger (2), dart (4), bandolier, wrist sheath, pouch (belt), outfit (pickpocket's), thieves' tools ,10gp(pickpocketed)
Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.
Darkvision
Fiendish Language (Ex) Tieflings speak either Abyssal or Infernal.
Fiendish Resistance (Ex) Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.
Infernal
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.
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. Tricks marked with an asterisk (*) add effects to a ninja's sneak attack. Only one of these tricks can be applied to an individual attack and the decision must be made before the attack is made.
Ninja Weapon Proficiencies Ninja are proficient with all simple weapons, plus the kama, katana, kusarigama, nunchaku, sai, shortbow, short sword, shuriken, siangham, and wakizashi. They are proficient with light armor but not with shields.
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.
Poverty-Stricken Your childhood was tough, and your parents had to make every copper piece count. Hunger was your constant companion, and you often had to live off the land or sleep in the wild.
Prehensile Tail 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.
Resistance to Cold (Ex) You may ignore 5 points of Cold damage each time you take cold damage.
Resistance to Electricity (Ex) You may ignore 5 points of Electricity damage each time you take electricity damage.
Resistance to Fire (Ex) You may ignore 5 points of Fire damage each time you take fire damage.
Skilled (Ex) Tieflings have a +2 racial bonus on Bluff and Stealth checks.
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.
Spell-Like Ability (Sp) Tieflings can use darkness 1/day as a spell-like ability.
Tiefling
Vagabond Child (urban) (Escape Artist) You grew up among the outcasts and outlaws of your society, learning to forage and survive in an urban environment. Select one of the following skills - Disable Device, Escape Artist, or Sleight of Hand. You gain a +1 trait bonus on that skill, and it is always a class skill for you.
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.
crunch old:
Female tiefling ninja 1
CN Medium outsider (native)
Init +4; Senses darkvision 60 ft., Perception +3
DEFENSE
AC 16, touch 14, flat-footed 12 (+2 armor, +4 Dex)
hp 8 (1d8)
Fort +0, Ref +6, Will -1
Resist cold 5 , electricity 5 , fire 5
OFFENSE
Speed 30 ft.
Melee wakizashi +4 (1d6/18-20)
Melee dagger +4 (1d4/19-20)
Ranged dagger (thrown) +4 (1d4/19-20)
Ranged dart +4 (1d4)
Innate Spell-Like Abilities: darkness ( 1/day)
STATISTICS
Str 10, Dex 18, Con 10, Int 14, Wis 8, Cha 14
Base Atk +0; CMB +0; CMD 14
Feats Armor Proficiency, Light, Exotic Weapon Proficiency (Katana), Simple Weapon Proficiency, Weapon Finesse
Skills Acrobatics +8 , Bluff +8 , Craft (Alchemy) +6 , Disable Device +8 , Disguise +6 , Escape Artist +9 , Perception +3 , Sense Motive +3 , Sleight of Hand +8 , Stealth +10 , Survival +4
Languages Common, Draconic, Elven, Infernal
SQ fiendish language, fiendish resistance, ninja weapon proficiencies, poison use, prehensile tail, resistance to cold 5, resistance to electricity 5, resistance to fire 5, skilled, sneak attack, spell-like ability
Gear leather, wakizashi, dagger (2), dart (4), bandolier, wrist sheath, pouch (belt), outfit (pickpocket's), thieves' tools ,10gp(pickpocketed)
SPECIAL ABILITIES
Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.
Darkvision
Fiendish Language (Ex) Tieflings speak either Abyssal or Infernal.
Fiendish Resistance (Ex) Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.
Infernal
Ninja Weapon Proficiencies Ninja are proficient with all simple weapons, plus the kama, katana, kusarigama, nunchaku, sai, shortbow, short sword, shuriken, siangham, and wakizashi. They are proficient with light armor but not with shields.
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.
Poverty-Stricken Your childhood was tough, and your parents had to make every copper piece count. Hunger was your constant companion, and you often had to live off the land or sleep in the wild.
Prehensile Tail 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.
Resistance to Cold (Ex) You may ignore 5 points of Cold damage each time you take cold damage.
Resistance to Electricity (Ex) You may ignore 5 points of Electricity damage each time you take electricity damage.
Resistance to Fire (Ex) You may ignore 5 points of Fire damage each time you take fire damage.
Skilled (Ex) Tieflings have a +2 racial bonus on Bluff and Stealth checks.
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.
Spell-Like Ability (Sp) Tieflings can use darkness 1/day as a spell-like ability.
Tiefling
Vagabond Child (urban) (Escape Artist) You grew up among the outcasts and outlaws of your society, learning to forage and survive in an urban environment. Select one of the following skills - Disable Device, Escape Artist, or Sleight of Hand. You gain a +1 trait bonus on that skill, and it is always a class skill for you.
Backstory:
Kiriko was born as the only child of a exiled Ninja. She has never met her Father, whom her Mother only described as a Stranger with a „beautiful fire“ in his eyes. Once she was old enough her mother started to train her in the secret arts of her clan.
As a teenager tragedy befall the small family, Kirikos mother did not return from Work. All alone in the world Kiriko was forced to life on the Street, surviving (barely) with the skills her mother taught her. After long years of living hand to mouth she was blessed with a chance, while getting caught stealing from a unscrupelous merchant, who was impressed with her skills, she was offered Work, getting rid of a rivaling merchant.
After realizing just how much money her skills are worth, she now lives by selling her skills to those she isn't moraly opposed to( and able to pay). Even having enough money to by good food, witch she relishes having starved for so long, Kiriko is unsatisfied by her current lifestyle. The quiet, young woman, seeks answers and a live that is more fulfilling than killing just for money, which lead her to bastion, aiming for the money put on the heads of the bandit leaders.
Description:
Kirikos skin is slightly darker than the pale Chelish skin-tone. Her eyes of the color of sunlit amber (glowing slightly when in bright light) watch her environment closely. Her black Hair is probably her most unsettling feature, being too black, almost swallowing the light. Her sinuous tail, ending in an arrowhead, is of a dark red color with black arrow-like marks and always in movement.
personality:
Strenth and Weaknesses
quiet, doesn't mind waiting
good at planing and thinking on her feat
ressourcefull
distrustive, not used to work with others
not good with people
tends to overprepare
can't resist good food