THEME: Highly skilled Ninja infiltrator who has gained with other skills to aid her "Craft". Sneaky and stealthy type, with a big blast that can do real harm. She can blend in so you never even knew she was there, She is just as home in a city as she is in the wild lands.
Description A girl has no name
A skilled Ninja Kyoko wares no mask. A child that has leaned to change her looks at a whim dose not need one. She can look like anyone she has meet. She is, who she is mascaraing as when you meet her. Most often a Human Nobel called Lady Kyoko Sakuro, but she could be anyone. A simple Servant, a merchant looking for a good deal, a small black fox, A Rouge seeking work. No one ever sees her true form, that is her most guarded secret. So a description is heard. But if you where to pin her down to one look, one view of how she sees herself it would be this a Blood socked Ninja
Str 10 [+0][10][2p][-2Race]
Dex 16 [+3][14][5p][+2Race]
Con 10 [+0][10][0p]
Int 16 [+3][14][10p]
Wis 12 [+1][12][2p]
Cha 16 [+3][12][5p][+2Race]
Feats:
5 Free Feats 1st level
Level feats after 1st:
1:Realistic Likeness (Kitsune)
Prerequisites: Kitsune.
You can precisely mimic the physical features of any individual you have encountered. When you use your racial change shape ability, you can attempt to take the form of an individual, granting you a +10 circumstance bonus on Disguise checks made to fool others with your impersonation. [Humanoids only]
Race Feats:
Class Feats Ninja Weapon and Armor Proficiency
Ninja are proficient with all simple weapons, plus the kama, katana, kusarigama, nunchaku, sai, shortbow, short sword, shuriken, siangham, and wakizashi, light armor
-:Weapon Finesse [Ninja Unchained]
Benefit: With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.
Special: Natural weapons are considered light weapons.
-: Fast Stealth [Full speed in Stealth]
-:Uncanny Dodge (Ex)
Starting at 4th level, a ninja can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dexterity bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A ninja with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her.
Weapon and Armor Proficiency
All simple weapons, plus the kama, katana, kusarigama, nunchaku, sai, shortbow, short sword, shuriken, siangham, and wakizashi. Ninjas are proficient with light armor.
Class Feats Kineticist - Overwhelming Soul Weapon and Armor Proficiency
All simple weapons and light armor.
Traits:
Traits:
1:
2:
----------------=Drawbacks=-----------------
Race Kitsune:
Kitsune [9RP]
Standard Racial Traits
Ability Score Racial Traits:
Kitsune are agile and companionable, but tend to be physically weak.
+2 Dexterity, +2 Charisma, and –2 Strength.
Size
Kitsune are Medium creatures and thus have no bonuses or penalties due to their size.
Type
Kitsune are humanoids with the kitsune and shapechanger subtypes.
Base Speed
Kitsune have a base speed of 30 feet.
Languages:
Kitsune begin play speaking Common and Sylvan.
Kitsune with high Intelligence scores can choose from the following: any human language, Aklo, Celestial, Elven, Gnome, and Tengu. See the Linguistics skill page for more information about these languages.
Feat and Skill Racial Traits
Agile (Ex)
Kitsune receive a +2 racial bonus on Acrobatics checks.
Magical Racial Traits
Change Shape (Su)
A kitsune can assume the appearance of a specific single human form of the same sex. The kitsune always takes this specific form when she uses this ability. A kitsune in human form cannot use her bite attack, but gains a +10 racial bonus on Disguise checks made to appear human. Changing shape is a standard action. This ability otherwise functions as alter self, except that the kitsune does not adjust her ability scores and can remain in this form indefinitely.
Fast Shifter (Su)
You were born with an innate talent for switching between your natural forms. Using your racial change shape ability is a move action instead of a standard action.
Natural Weapons (Ex)
In her natural form, a kitsune has a bite attack that deals 1d4 points of damage.
Senses Racial Traits
Low-Light Vision:
Kitsune can see twice as far as humans in conditions of dim light.
Skills:
-=Skills=- [12 points] [8Levels +3Int +1FC]
[spoiler=Skills]
Skill Ranks per Level: +8Class + 3Int +1fc [+12]
[+1d6] [5/day]
The investigator can use inspiration on any Knowledge, Linguistics, or Spellcraft skill checks without expending a use of inspiration, provided he's trained in the skill.
-=Non-Standard Skill Bonuses=-
Race Skills
Kitsune receive a +2 racial bonus on Acrobatics checks.
-=Languages=-
Languages Common, Sylvan.
Special Abilities:
SPECIAL/CLASS ABILITIES
Shape Change.
Human [Any observed]
Ki pool
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.
-: Increase her speed by 20 feet for 1 round.
-: Gain a +4 insight bonus on Stealth checks for 1 round.
2: Vanishing Trick (Su) 4r/1ki point.
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.
Daze 3/day
[+1CL Enchantments]
HD 1d8
BAB +0
Saves +0/+2/+0
Poison use
Sneak attack +1d6
Alignment: Any.
Ninja trick x1
Class Skills
Skill Ranks per Level: 8 + Int modifier.
The ninja’s class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (local) (Int), Knowledge (nobility) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Swim (Str), and Use Magic Device (Cha).
Weapon and Armor Proficiency
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.
Finesse Training (Ex) [Ninja] [Force Blade]
At 1st level, a ninja gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the ninja from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The ninja can select a second weapon at 11th level and a third at 19th
Espionage Expert (Ex)
At 1st level, an oniwaban adds 1/2 her level to Diplomacy skill checks made to gather information and to Disguise skill checks (minimum +1). In addition, she gains the quick disguise rogue talent. This ability replaces poison use.
-:Quick Disguise (Ex)
Benefit: A rogue with this talent can use the items at hand and seemingly innocuous material hidden on her person to create startlingly effective disguises, reducing the amount of time it takes to create a disguise using the Disguise skill. The time needed for the rogue to alter her appearance in this manner is based on the complexity of the disguise, as noted on the following table. The times are cumulative, so if a female rogue wants to disguise herself as a male of a different race, that takes 2 minutes.
Disguise + Time [Cumlative]
Minor details only = full-round action
Disguise as a different gender = 1 minute
Disguise as a different race = 1 minute
Disguise as a different age category = 1 minute
Disguise as a different size category = 1 minute
Sneak Attack [1D6]
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.
Ninja Code
Lady Kyoko Sakuro - The eight pillars of her Ninja Code of Honor
She swear to this Code. To go against this code is to go against all things Ninja and to indicate unfitness to be a Ninja.
1. I will honor the sanctity of all Ninja Secrets I am blessed with knowing and the traditions of my Clan.
2: I shall Respect the subjects of your craft, in this way I will show respect for my craft.
3: I will never act from strong emotion, I must be mindful of my true Ninja self, to be otherwise would be to lose focus in my craft.
4: I have no enemy's but only subjects of my craft.
5: I will strive for self improvement in my craft, seeking education and improvement in all Ninja art.
6: I will never kill or hurt needlessly.
7. I will never cower from a necessary pain, nor will I rush to it pointlessly.
8: I will never fall pray to Good or evil, law or chaos, but strive to have balance in all things.
Class Investigator L1:
BAB+0
Saves +F0/R+2/W+2
Alignment: Any.
Hit Die: d8.
Parent Classes: Alchemist and rogue.
Starting Wealth: 3d6 × 10 gp (average 105 gp.) In addition, each character begins play with an outfit worth 10 gp or less.
Class Skills
Skill Ranks per Level: 6 + Int modifier.
The investigator's class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Heal (Wis), Intimidate (Cha), Knowledge (all) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Stealth (Dex), and Use Magic Device (Cha).
Table: Psychic Detective [Investigator]
Weapon and Armor Proficiency
Investigators are proficient with simple weapons, plus the hand crossbow, rapier, sap, shortbow, short sword, and sword cane. They are proficient in light armors, but not shields.
Spell Casting
A psychic detective casts psychic spells drawn from the psychic class spell list and augmented by a select set of additional spells (see Psychic Detective Spells). Only spells from the psychic class spell list of 6th level or lower and psychic detective spells are considered to be part of the psychic detective's spell list. If a spell appears on both the psychic detective and psychic class spell lists, the psychic detective uses the spell level from the psychic detective spell list. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, a psychic detective must have an Intelligence score equal to at least 10 + the spell's level. The saving throw DC against a psychic detective's spell is 10 + the spell's level + the psychic detective's Intelligence modifier.
Like other spellcasters, a psychic detective can cast only a certain number of spells of each spell level per day. She knows the same number of spells and receives the same number of spells slots per day as a bard of her investigator level, and knows and uses 0-level knacks as a bard uses cantrips. In addition, she receives bonus spells per day if she has a high Intelligence score.
At 5th level and every 3 levels thereafter, a psychic detective can choose to learn a new spell in place of one she already knows, using the same rules as a bard.
In effect, the psychic detective loses the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged, and it must be at least 1 level lower than the highest-level spell the psychic detective can cast.
A psychic detective need not prepare her spells in advance. She can cast any psychic detective spell she knows at any time, assuming she has not yet used up her allotment of spells per day for the spell's level.
Psychic Detective Spells: A psychic detective has the following spells on her spell list, in addition to psychic spells of 6th level or lower.
[Inspiration (Ex)] [5/day]
An investigator is beyond knowledgeable and skilled—he also possesses keen powers of observation and deduction that far surpass the abilities of others. An investigator typically uses these powers to aid in their investigations, but can also use these flashes of inspiration in other situations.
An investigator has the ability to augment skill checks and ability checks through his brilliant inspiration. The investigator has an inspiration pool equal to 1/2 his investigator level + his Intelligence modifier (minimum 1). An investigator's inspiration pool refreshes each day, typically after he gets a restful night's sleep. As a free action, he can expend one use of inspiration from his pool to add 1d6 to the result of that check, including any on which he takes 10 or 20. This choice is made after the check is rolled and before the results are revealed. An investigator can only use inspiration once per check or roll. The investigator can use inspiration on any Knowledge, Linguistics, or Spellcraft skill checks without expending a use of inspiration, provided he's trained in the skill. Inspiration can also be used on attack rolls and saving throws, at the cost of expending two uses of inspiration each time from the investigator's pool. In the case of saving throws, using inspiration is an immediate action rather than a free action.
Trapfinding [+1]
An investigator adds 1/2 his level to Perception skill checks made to locate traps and to Disable Device checks (minimum 1). An investigator can use Disable Device to disarm magical traps.
Poison Lore (Ex)
An investigator has a deep understanding and appreciation for poisons. At 2nd level, he cannot accidentally poison himself when applying poison to a weapon. If the investigator spends 1 minute physically examining the poison, he can attempt a Knowledge (nature) check to identify any natural poison or Knowledge (arcana) check to identify any magical poison (DC = the poison's saving throw DC). Lastly, once a poison is identified, he can spend 1 minute and attempt a Craft (alchemy) check (DC = the poison's saving throw DC) to neutralize 1 dose of the poison. Success renders the dose harmless. The investigator has no chance of accidentally poisoning himself when examining or attempting to neutralize a poison.
Appearance and Personality
Sex - Female
Race - Kitsune [Human Forms]
Classes/Levels - Ninja [1L]
Alignment - TN
Age - looks 30
Hight - 5'10"
Wight - 58lb
Personality
A demure will spoken female Kitsune with impeccable manners, educated to a highest level, her semi-noble upbringing mixing with her Ninja crafts and coldness at times. She can have a light smile and gentile touch. Happy to hear what others say. Caring to her friends and family. However do not be fooled she may take other forms and act in other ways.