About Masamura YoshirouVital Stats:
Current HP/Total HP: 27/27 (4d8+4) AC: 16 Touch: 12 FF: 14 (Armour +4; Dex +2) CMB: +5 CMD: 17 Fort: +4 Ref: +6 Will: +2 INIT: +2 Speed: 30 ft. (6 Squares) Space: 5 ft. Reach: 5 ft. Offense:
MELEE: Masterwork Katana(1-Handed) +6 (1d8+2; 18-20/x2) MELEE: Masterwork Katana(2-Handed) +6 (1d8+3; 18-20/x2) MELEE: Masterwork Wakizashi +6 (1d6+2; 18-20/x2) MELEE: Cestus(x2) +5 (1d4+2; 19-20/x2) MELEE: Dagger +5 (1d4+2; 19-20/x2) RANGED: Throwing Daggers +5 (1d4+2; 19-20/x2) 10/10 SPECIAL: Sneak Attack(2d6) Skills:
Acrobatics* +7(+8) Appraise +1 Bluff +7 Climb* +5(+6) Craft(Untrained): +1 Diplomacy +8 Disable Device* +7(+8) Disguise +1 Escape Artist* +0(+1) Fly* +0(+1) Heal +1 Intimidate +1 Perception +8 Perform(Untrained): +1 Ride* +0(+1) Sense Motive +8 Sleight of Hand* +7(+8) Stealth* +10(+11) Survival +1 Swim* +8(+9) *: indicates Armour Check Penalty. Parenthesis are without Armour. Class Abilities:
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. 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: +2d6 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. Ki Pool: 3/3 Points 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 kipool, 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 Tricks: 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. [i]
No Trace (Ex): At 3rd level, a ninja learns to cover her tracks, remain hidden, and conceal her presence. The DC to track a ninja using the Survival skill increases by +1. In addition, her training gives her a +1 insight bonus on Disguise skill checks and on opposed Stealth checks whenever she is stationary and does not take any action for at least 1 round. Every three levels thereafter, the increase to Survival DCs and the bonuses on Disguise and opposed Stealth checks increase by 1. 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. Racial Abilities:
Bonus Feat: Receives a Bonus Feat at Level 1. Skilled: +1 Skill Points per Level. Traits:
Brigand: Killer: Feats:
FS01: Skill Focus(Stealth) L01: Great Fortitude L03: Quick Draw Combat Gear:
Magic Gear:
Other Gear:
Background:
A Ronin Ninja who is traveling to hopefully find a way to return home and stop his former master's plan of treason. He suspects his wife, his former master's youngest daughter, was killed to hide the fact that Yoshirou was his subordinate. Yoshirou was ordered to kill a nobleman who learned of his master's plan and framed as another noble's assassin. Both of them learned of his master's plan so Yoshirou was to serve as a “Sacrifice” to protect the plan. He know realizes that his master was, and still is, insane and believes that if he takes the throne he will bring an era of peace. He was trained by his predecessor which was a surprise for most as he wasn't of Noble Birth but instead a street rat. Though that all changed when they seen him during a training run. His first mission was completed flawlessly and to this day only a few even know it was an Assassination and not an accident. The Three Sisters, his Katana, Wakazashi, and Tanto, he keeps with him at all times were presents from his wife and are maintained faithfully as his treasures. His Magic Bracers that allow him to change his clothes to help complete his missions were a gift from his Sensei. The Ioun Torch was the Dowry his lord gave for the Marriage Agreement. His former assassin alias was Onikage. A reference to his abilities and the Mask he wore during his missions.
Description:
He is only around 60 inches tall with pale skin and dark black hair. His basic clothing (Monk's Outfit) is akin to the Iconic Ninja's but only his lower face is normally covered with his hair is normally kept in a small and tight ponytail with his bangs hanging down. He normally keeps The Three Sisters on his waist with numerous Kunai hidden around his body. One on each ankle in a boot sheath, one on each forearm and 6 on his torso. The Three Sisters have thin rectangular tsuba save the tanto with doesn't have anything besides a basic handstop. He normally wears a rough cloak of the same charcoal grey material as his normal outfit alongside a basic straw hat used by farmers of his homeland when travelling. He is also currently wearing slightly longer hair and a very short Goatee and mustache to help hide his face.
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