Traits:
Inspired: 1/day roll twice on skill check and take better
Reactionary: +2 initiative
Feats:
1st: Selective channel
3rd: Extra ki (+2 ki)
5th: Accomplished sneak attacker
7th: Extra ninja trick (Shadow clone = swift action mirror image 1d4+1)
Future feats: greater mercy, extra lay on hands, accomplished sneak attacker2, toughness, Weapon focus, skill focus perception
Fetchling:
Racial Traits: +2 Dexterity, +2 Charisma, and –2 Wisdom.
Type: Fetchlings are outsiders with the native subtype.
Size: Medium
Speed: 30'
Languages: Common
Shadowy Resistance: Cold resistance 5, Electricity resistance 5.
Skilled: +2 Knowledge (planes), +2Stealth
Emissary: 1/day roll twice on Bluff or Diplomacy, take better roll, replaces shadow blending
SLA: 1st: Disguise self 1/day; 9th: Displacement 2/day (alternate racial); 13th: 1/day Plane shift (self only, to the Shadow Plane or the Material Plane only)
Darkvision: 60'
Low-Light Vision: 60'
Paladin Hospitaler special abilities:
1st: Aura of Good
1st: Detect Evil
1st: Smite Evil (Su): 1/day swift action, Cha+ to hit, Pally lvl + damage, bypass DR, Cha+ to AC. If evil outsider, dragon, or undead then +damage is 2x Pally lvl on first attack. 2/day @7th; 3/day @13th
2nd: Lay on Hands: At 2nd level, as swift action, heal 1d6 damage per 2 Pally lvls. 1/2 Pally lvl +Cha bonus times/per day.
2nd: Divine Grace: At 2nd level, Cha bonus to saves.
3rd: Divine Health: Immune to disease.
3rd: Aura of Courage: Immune to fear.
3rd: Mercy: Sickened
4th: Channel: Pally level -3, 3+cha modifier/day
5th: Divine Bond: Angelic Bond: As a standard action, the paladin can call forth an angel spirit that bonds to her, causing her to manifest a resplendent halo. This bond allows the paladin to shine light as per continual flame for 1 minute per paladin level. Additionally, while the halo shines, all allies within 20 feet gain the benefits of protection from evil, except the deflection and resistance bonuses are +3. For every 3 levels she has beyond 5th, the deflection bonus and resistance bonus provided by this effect increases by 1, up to a maximum of +8 at 20th level. The paladin can use this ability once per day at 5th level, and one additional time per day for every 4 levels beyond 5th, up to a total of four times per day at 17th level.
Ninja special abilities:
1st: Finesse training (Dex to hit, one weapon wakizashi)
1st: poison use, replaced with trapfinding
1st: sneak attack +1d6
2nd: Ki pool (1/2 ninja lvl + cha bonus)
2nd: Ninja trick: Vanishing trick (1 ki point for swift action invisibility, lasts 1 round/level)
3rd: Finesse training (Dex to dam)
3rd: no trace +1 (+1 survival to track ninja, +1 disguise, +1 stealth when still)
3rd: sneak attack +2d6
Ki Pool: 1/2 ninja lvl + cha mod = 1+3+2 (extra ki)= 6
As long as ninja 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 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.
Kunoichi wears a tiny drum on a simple chain around her neck, it came from a toy soldier belonging to her little brother, Takauji. Her parents were murdered and her brother taken when she was a teen, she was wounded and left for dead. She doesn’t know exactly why this happened to her family but suspects her father was involved in criminal activity.