**INACTIVE(WIP)** Elven Female Adult
STAT: Gestalt | HP: | AC: | T: | FF: | Init: | Perception:+ | F: | R: | W: | CMB: | CMD: | Spd: | Ki Pool: MOST USED SKILLS:
Acrobatics: | Diplomacy | Sense Motive: | Spellcraft: | Stealth: Ah bummer, that's cool. Nothing worse than a DM/GM not into the game = players die fast ... lol. Can you please close game. Sorry it didn't worked out, I was about to get into it. Also, I hope you do both PFS and Homebrew, or just Homebrew.
**INACTIVE(WIP)** Elven Female Adult
STAT: Gestalt | HP: | AC: | T: | FF: | Init: | Perception:+ | F: | R: | W: | CMB: | CMD: | Spd: | Ki Pool: MOST USED SKILLS:
Acrobatics: | Diplomacy | Sense Motive: | Spellcraft: | Stealth: It doesn't bother me to reopen recruitment and tell people magic is all fracked up. I know you are burnt too but I am just trying to save all of us, including you GM, from wasting so much time that we have already spent.
**INACTIVE(WIP)** Elven Female Adult
STAT: Gestalt | HP: | AC: | T: | FF: | Init: | Perception:+ | F: | R: | W: | CMB: | CMD: | Spd: | Ki Pool: MOST USED SKILLS:
Acrobatics: | Diplomacy | Sense Motive: | Spellcraft: | Stealth: GM Archlich is so depressed, he is seeing things ... lol I looked through his aliases, I do not see him pulling out of anything including CT's Monster Mash. You sure it wasn't an alias spelled similarly?
**INACTIVE(WIP)** Elven Female Adult
STAT: Gestalt | HP: | AC: | T: | FF: | Init: | Perception:+ | F: | R: | W: | CMB: | CMD: | Spd: | Ki Pool: MOST USED SKILLS:
Acrobatics: | Diplomacy | Sense Motive: | Spellcraft: | Stealth: Too bad really, I was ready to go but I understand. And if you do change your mind about this campaign, I am still ready to go.
**INACTIVE(WIP)** Elven Female Adult
STAT: Gestalt | HP: | AC: | T: | FF: | Init: | Perception:+ | F: | R: | W: | CMB: | CMD: | Spd: | Ki Pool: MOST USED SKILLS:
Acrobatics: | Diplomacy | Sense Motive: | Spellcraft: | Stealth: I think he meant well not to tell people because they may give away the plot line or take away some of the fun. Back in my early DnD days, people would find these things funny. However, we are in an age where people don't like these kind of surprises. Part of the questing is probably to fix magic. Exactly, how would we navigate without you Kejak?! ... lol
**INACTIVE(WIP)** Elven Female Adult
STAT: Gestalt | HP: | AC: | T: | FF: | Init: | Perception:+ | F: | R: | W: | CMB: | CMD: | Spd: | Ki Pool: MOST USED SKILLS:
Acrobatics: | Diplomacy | Sense Motive: | Spellcraft: | Stealth: I am in no matter what fun magic has in store for us. It reminds me of Wild Magic Surge and Ravenloft both.
**INACTIVE(WIP)** Elven Female Adult
STAT: Gestalt | HP: | AC: | T: | FF: | Init: | Perception:+ | F: | R: | W: | CMB: | CMD: | Spd: | Ki Pool: MOST USED SKILLS:
Acrobatics: | Diplomacy | Sense Motive: | Spellcraft: | Stealth: Hello all! I don't mind you rolling Init as well GM Archlich ... LOL I took Team Feats - Outflank because of my sneak attack, Escape Route, and Look out.
Just in case you don't have a spreadsheet of submissions which I am sure you do, I am re-posting my character to make it easier to find. Race: Elf
Here is the revamped Mladris Genmaris summary and I will post the whole character before close at the end of the month or when necessary. The character is finished as is but I am still proofreading the character and checking everything. CHARACTER SUMMARY Race: Elf
In a sexy woman's voice, "Unseen and Silent defeat is coming to all Evil Spell Casters and Archers, or Equivalent!" Hey all, we should all at least add Outflank Teamwork Feat to our character sheets. This will help everyone who forms flanks and your precision damage folks. Even if all of our foes are made immune to precision damage because certain Rogues/etc are causing too much precision carnage, it is still an extra +2 to hit (+4 total) for flanking and a granted AoO to an ally on a confirmed crit.
Here is Mladris Genmaris... I will continue to work on fixing grammar and polishing up the verbiage but you can see what direction I am taking her. BACKGROUND:
The orphanages in around Kyonin are usually for children whose parents had been killed in combat or other horrible events. However, Greengold's orphanages are the only orphanages that will receive unwanted Elven children with no questions asked and anonymity. Mladris never knew her mother and father for she was dropped off at a Greengold orphanage when she was a newborn. Elves are known to be good parents and family oriented unless they feel their individual honor or the honor of their people is at risk which was the case for Mladris. Every month, monks with exotic strong features from the local Gavir Di Wer Darastrix monastery come through the orphanage looking for children with "special" qualities. And again, Mladris was one out three orphans who the monks took interest in. A monk with an outreached open hand towards Mladris cordially asked what is this girl's name and the orphanage staff woman said, "We named her Mladris Genmaris." and like clockwork the monk replied, "A name she will keep." The children gathered their meager possessions and followed the monks on a long trek to the monastery which was still in Greengold's shire. The Grand Sifu who looks like a medium sized humanoid dragon walks up to them and introduces himself, "Welcome children to Gavir Di Wer Darastrix, I am known as The Grand Sifu. If you do not understand what I am saying, you will soon learn the language of your heritage for all of you have blood of dragons in you." He looks at all the children, "As well as, your brothers and sisters possess those same qualities as you do and you are all equal. The only thing that separates you from your brothers, sisters, and us is you are but a spark. In other words, there is seniority here and we expect you to follow it. My first order to you is to follow your class leaders to your dorm rooms." Mladris graciously obeyed and followed her class leader to the dorm room. She unpacked her meager belongings and started to fit in well with the other children. This dorm was filled with children and young adults who had both dragon blood and longevity. Those without longevity were separated into another dorm for their training was faster because they did not live as long. Faster trained karateka were not as well trained as the longevity karateka, but still dangerous none-the-less. The next day, Mladris' day started a little earlier than when she was at the orphanage to clean up their dorm, eat, and then clean up what essentially is the cafeteria. The morning was filled with classes when the mind was sharper. Classes included Draconic, native language, philosophy, the metaphysical aspects of Kung Fu, and class dependent classes such as Ars Magica (Art of Magic), Ninjitsu non-fighting skill techniques, and others outside Mladris' path. The first two weeks determine what path the children were going to follow, Ars Magica and Ninjitsu was Mladris' path. All students were taught the fighting form of Kung Fu after lunch when the mind was slow from digesting. The children learned fast how much they shouldn't eat before afternoon Kung Fu class for they created a nice mess in which they all had to clean up and unfortunately, Mladris was no exception. Afternoon Kung Fu lasted until dinner, then the karateka ate, cleaned up, and meditated before bed time. This same process repeated for years except the classes became harder but more fun, and more interesting. Normally, this repetition would bore children but the masters made sure to instill both discipline in the children and keep the classes interesting into their adult years. When the masters felt that the students were ready for the final trials, they became final year students which only included extreme mental and physical training which included Kung Fu. At the end of training, the last event was the gauntlet and if the karateka made it through the gauntlet without major injury or worse, they had to pick up large containers full of liquid that would burn tattoos into the insides of their forearms to show the school they have the mental fortitude of a master. The liquid was different for each karateka because their draconic heritage may make them immune to just the default heated containers. When it was Mladris' turn, a blue light held her from continuing than mythical magical fire engulfed her leaving only special tattoos on the inside of her arms. These tattoos were not burned in and crude like the others but perfectly formed images of dragons that glow a dull red. Then the she was freed to go into the next room where the Grand Sifu and the school were waiting for her, "Congratulations Sifu Mladris Genmaris for passing the trials. Irori has chosen you and instead of you being released to spread equality and assistance to all living, you will be a part of our Tiger Dragon team." The Tiger Dragon team is an elite team chosen by Irori and the Monastery's Masters to go forth and retrieve artifacts for the monastery, keep Irori's artifacts preserved, and to run missions for the host kingdom. In other words, run missions for Queen Telandia Edasseril to keep the host country happy with the monastery. All of these missions were extremely dangerous which included fighting demons, devils, and other divine minions which included mythical power. The first Tiger Dragon Mission Mladris was on was a request to assist her special forces in either destroying or pushing the Demon Treerazer back into the Tanglebriar. Queen Edasseril Special Forces and the Tiger Dragon Team were successful in pushing the Demon and his minions back into Tanglebriar. Mladris was injured in this campaign but was successful in your trial to Tier 2. The next mission was for Irori and this team Mladris found themselves in the Nine Hells to recover an important Irorian artifact from the Arch-Devil Nemisis (Spelled wrong on purpose). When they were recovering the artifact, they also found a Godling Child of Irori being detained by the Arch-Devil who had somehow kept the captured Adult child hidden from Irori. During this campaign, Mladris' key role of being a disruptor came to be. She would use her ability to teleport (abundant step) into the middle of the minion devil spell casters and spike throwers to disrupt them from focus firing on any one team member or disrupt spell casting. This mission was also a success and Mladris suffered various injuries but welcomed her to Tier 3 and more experience. The recovered artifact is kept at the monastery and Godling Adult child left on his own recognizance. The next mission involved rescuing the Grand Sifu and a Senior Sifu from the abyss in separate locations. This entailed a great deal of fighting that no normal mortal would survive. During this campaign, Mladris added some new tricks to repertoire which included dropping mythic fireballs around the team or teleporting into a group of demons and doing the same. In this campaign, Mladris did not sustain major injury and were successful welcoming her to Tier 4 and Senior Sifu. One day while she was meditating with the grand and senior masters, they felt a shift in the multi-universe which brought them all of meditation, Mladris stands up, "I must leave the monastery at once and join others to find out what is causing a distortion in the Multi-universe and spread our Monastic code in the process." The other monks stand up, she bows, and they bow back to her. Mladris gathers her belongings and leaves the monastery to find this group and discover the cause of the distortion... THE CHARACTER:
Race: Elf
Mladris is exotically beautiful and knows how to get what she wants which is part of her ninja disguise but she has other ways of disguising herself and getting what she wants. Most of her fighting style and philosophy stems from her Monk training. While her Sorcery is innate because her draconic blood and then refined in the monastery through training. She has elven features mixed in with draconic features making her elven features more sharp. From far away, you cannot see her scales until you get up close because she has soft scales similar to what you would see on a Clown Loach (a freshwater fish). She is not snobbish or abrupt like her elven kin nor filled with an unhealthy ego like her dragon kin. She will assist anyone in need and tries to treat everyone fairly. This does not mean she is naive or will turn her back on a foe unless she is setting them up for an advantage. When fighting she loves to cause chaos by teleporting in the fray, hitting one opponent, teleport again to hit another, and repeat until the end of her teleport kind of like playing checkers but on a visceral scale. In addition, she likes to teleport in the middle of her opponents or waits until they surround her to launch a fireball or other area of effect spell on top of her but select to leave herself out of the blast field. In a fight, she usually first concentrates on spell casters, then archers. When on a mission or quest, she is fully committed to see the end of that quest. She is currently wearing a free flowing monk outfit made from silk that will not interfere with her movement but accentuates her curves. On her hands, she is wearing high quality heavy gloves, on her feet are high quality sandals, and she is wearing some jewelry. She has a high quality backpack on her back and the only weapon she has is a composite longbow. She has bronze colored skin, red hair with white highlights, and steely blue eyes. THE PLAYER:
I have been playing Dungeons and Dragons and many other games off and on since 1981, through elementary school, high school, the military, college, and now. Most of my early playing time was table top. After moving in 2005 and unable to find a good local group, I joined The Only Sheet board, one other board, and ended up here. Since then, this has been my home and it will continue to be. I am currently in a cool Zeitgeist Game, a M6 Game (basically E6 but the M stands for Mythic), on the other end of the spectrum a crazy cool Multistalt game, and a 5e game. THE SHEET:
Elven Female Adult Monk (Unchained) 12/sorcerer 10/Dragon Disciple 2/Ninja 12/Gestalt 12/Trickster 4 (Pathfinder Unchained 14) LN Medium Humanoid (Elf) Init +21; Senses Low-light Vision, Dark Vision 60'; Perception +20 -------------------- Defense -------------------- AC 33, touch 30, flat-footed 23 (+2 deflection, +9 Dex, +1 dodge, +4 monk, +3 natural, +4 Wis)(+6 Mythic Mage Armor of Moderate Fortification, +4 Shield) hp 204 (12d12+60) Fort +14, Ref +20, Will +15; +2 vs. Enchantments Defensive Abilities Hard to Kill, Improved Evasion, Improved Uncanny Dodge; Immune Sleep, Disease, Being Tracked by Scent Resist Fire 10 -------------------- Offense -------------------- Speed 70 ft ***Attunement is on one weapon at a time.*** Melee Amulet of Attuned Mighty Fists - Unarmed Strike +22/+22/+22/+17/+12 (3d8+2) Ranged Composite Longbow of Attunement +2 +23/+18/+13 (1d8+1/x3) Ranged Touch +21 varies Special Attacks Breath Weapon (10d6 fire, 60 ft. line, DC 18, 1/day), Claws (2, 1d6 plus 1d6 fire, treated as magic weapons, 6 rounds/day), Dragon Bite, Flurry of Blows (Unchained), Mythic Power, Sneak Attack +6d6, Stunning Fist (13/day, DC 20), Style strikes (Shattering Punch, Spin Kick) Combat Stamina - 13/13 Pool . . (Default) - Attack Rolls . . (C.Feats) - Boar Ferocity (Combat), Boar Style (Combat, Style), Catch Off-Guard (Combat), Dodge (Combat), Improved Initiative (Combat), Improved Unarmed Strike (Combat), Spring Attack (Combat), Stunning Fist (Combat), Throw Anything (Combat), Sorcerer Spells Known (CL 12th; Concentration +15) . . 5th (4/day, DC 18) — Cloudkill[M], Spell Resistance[BL], Teleport . . 4th (6/day, DC 17) — Fear[BL], Fire Shield [+1 die], Ice Storm[M], Secure Shelter . . 3rd (7/day, DC 16) — Fireball[M, +1 die], Fly, Haste, Lightning Bolt, Water Breathing . . 2nd (7/day, DC 15) — Burst of Radiance, Cat's Grace, Pilfering Hand, Resist Energy[BL], Scorching Ray [+1 die], See Invisibility . . 1st (7/day, DC 14) — Burning Hands [+1 die], Feather Fall[M], Long Arm, Mage Armor[BL, M], Magic Missile[M], Shield . . Ctp (@will, DC 13) — Detect Magic, Detect Poison, Light, Mage Hand, Mending, Message, Open/Close, Prestidigitation, Read Magic . . BL Draconic Bloodline Spell . . M Mythic Spell . . Metamagic Quicken Spell (+4 Levels), Selective Spell (+1 Level) Ninja Spell-Like Abilities (CL 12th; concentration +15) . . Vanishing Trick -> Invisible Blade (Greater Invisibility w/Ki Perks) . . Sudden Disguise (Disguise Self w/Ki Perks) Mythic - Trickster (Mythic Power Points: 11/day, Surge: +1d8) . . Base Mythic Abilities - Hard to Kill, Amazing Initiative, Recuperation, Surge . . Mythic Feats-Campaign Free Feat - Dual Path (Archmage), Mythic Paragon, Mythic Spell Lore (T4+2) . . Mythic Tricks and Arcana - Fleet Charge (Su), Surprise Strike (Su), Arcane Surge (Su) . . Trickster and Archmage Path Abilities - Additional Trick - Fleet Charge(Ex), Transfer Magic (Su), Mirror Dodge (Su), Perfect Lie (Ex) -------------------- Statistics -------------------- Str 12, Dex 28, Con 12, Int 14, Wis 18, Cha 16 Base Atk +12; CMB +13; CMD 43 (45 vs. Grapple, 45 vs. Reposition, 45 vs. trip) Feats Assassinate, Boar Ferocity, Boar Style, Combat Reflexes, Combat Stamina, Dimensional Agility, Dimensional Assault, Dimensional Dervish, Dimensional Maneuvers, Dimensional Savant, Dodge, Eschew Materials, Improved Initiative, Improved Unarmed Strike, Improved Uncanny Dodge, Mythic Paragon[M], Mythic Spell Lore[M], Piranha Strike, Quicken Spell, Selective Spell, Spring Attack, Stunning Fist, Reserved for Team Feats 1-3, Throw Anything, Toughness, Weapon Finesse Traits Magical Knack, Warrior of Old, Spectra of Another Life Skills Acrobatics +20 (+36 to jump), Bluff +15, Diplomacy +15, Disable Device +20, Disguise +15, Escape Artist +15, Fly +15, Intimidate +15 (+17 to demoralize opponents), Knowledge (Arcana) +16, Knowledge (Planes) +14, Knowledge (Religion) +14, Linguistics +7, Perception +20, Ride +15, Sense Motive +15, Sleight of Hand +20, Spellcraft +16 (+18 to identify magic item properties), Stealth +20, Survival +4 (+9 to follow tracks), Use Magic Device +18; Racial Modifiers +2 Perception, +2 Spellcraft to identify magic item properties. Languages Abyssal, Celestial, Common, Draconic, Elven, Infernal SQ Additional Trick (Fleet Charge)[M], Amazing Initiative[M], Bloodline Arcana (Energy spells that match bloodline energy (fire) deal +1 damage per die), Elven Magic, Fast Movement (Unchained), Fleet Charge[M], Light Steps, Monk Ki Pool (10+2 points Cold Iron, Lawful, Magic, Silver), Ninja Pool (9+2 points), Monk Ki Powers (Abundant Step, Diamond Soul, Elemental Fury, One Touch, Wholeness of Body), Ninja Tricks (Ki Powers - Assassinate, Fast Stealth, Invisible Blade, Sudden Disguise, Trap Spotter, Vanishing trick), No Trace +4, Mirror Dodge[M], Perfect Lie[M], Poison Use, Recuperation[M}, Style strikes (Shattering Punch, Spin Kick), Surprise Strike[MA], Transfer Magic[M] Combat Gear Arrows (60), Masterwork Composite Longbow of Attunement (+1 Str), Amulet of Attuned Mighty Fists +1/+1, Sandals of Quick Reaction (Able to take a Move and Standard Action during a surprise round), Stonefist Gloves[M], Wand of Cure Critical Wounds (UMD: 20, 4d8+4 hit points restored); Other Gear Cloak of the Hunt[M], Goggles of Night, Handy Haversack, Headband of Ki Focus, Monk's Robe, Ring of Ki Mastery, Ring of Sustenance, Sleeves of Many Garments, 1,397 gp -------------------- Special Abilities -------------------- Abundant Step (Su) As a move action, use 1 (2-1) ki to Dimension Door (self only). Amazing Initiative (1/round) (Ex) As a free action, use 1 mythic power to gain an extra standard action (can't be used to cast a spell). Arcane Surge (Su) As a swift action, you can expend one use of mythic power to cast any one arcane spell without expending a prepared spell or spell slot. If you prepare spells, this spell must be one of your spells known. Assassinate (DC 19) (Ex) Can kill unaware foe with a prepared sneak attack (Fort neg). Bloodline Arcana: Draconic (Ex) +1 damage per die for [Fire] spells. Boar Ferocity Add piercing damage to unarmed attacks, and demoralize opponents Boar Style Deal bludgeoning or slashing with unarmed, +2d6 if hit with two or more strikes. Breath Weapon (10d6 fire, 60 ft. line, 1/day, Reflex DC 18) (Su) As a standard action, deal energy damage in area (Ref half). Combat Reflexes (10 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed. Diamond Soul (SR 22, 12 rounds) (Ex) As a swift action, use 1 (2-1) ki to gain SR for several rounds. Dimensional Agility May take any additional actions remaining after using dimension door or abundant step Dimensional Assault May use dimension door or abundant step as part of a charge action Dimensional Dervish During full-attack action, you may cast dimension door or use abundant step as a swift action Dimensional Maneuvers Gain +4 on combat maneuver checks while using Dimensional Dervish Dimensional Savant Provide flanking from all squares you attack from when using Dimensional Dervish Dragon Bite (Ex) Bite atacks deal 1d6 damage Dragon Resistances (Ex):At 9th level, your energy resistance [Fire] increases to 10 and natural armor bonus increases to +2. Elemental Fury (1d6 acid, 6 rounds) (Su) As a swift action, use 1 ki to add 1d6 elemental dam to natural attacks for several rounds. Elven Immunities - Sleep You are immune to magic sleep effects. Elven Magic +2 to spellcraft checks to determine the properties of a magic item. Energy Resistance, Fire (10) You have the specified Energy Resistance against Fire attacks. Eschew Materials Cast spells without materials, if component cost is 1 gp or less. Fast Movement (Unchained) (+40 ft.) The Monk adds 10 or more feet to his base speed. Fast Stealth (Ex) Move at full speed while using the Stealth skill at no penalty. Fire Claws (6 rounds/day) (Su) As a free action, gain 2 claw attacks (+1d6 Fire) that bypass DR as magic weapons. Fleet Charge (Ex) As a swift action, use 1 mythic power to move speed & attack (+6 bonus, bypass all DR). Flurry of Blows (Unchained) (Ex) As full-rd action, gain extra attacks with unarmed strike/monk weapons. Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2 (24). Immunity to Disease You are immune to diseases. Improved Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead. If you fail you take half damage. Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal. Improved Uncanny Dodge (Lv >=16) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 16+. Invisible Blade (Su) Whenever a ninja uses the vanishing trick ninja trick, she is treated as if she were under the effects of greater invisibility. The ninja must have the vanishing trick ninja trick before selecting this ninja trick. Light Steps (Ex) When moving up to twice your normal movement, you may ignore difficult terrain and can move over any surface. Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail. Mirror Dodge (Su) When hit by an attack, spend 1 power to teleport 30 ft, leaving behind illusiory duplicate. Monk Ki Pool (10+2/day) (Su) You have a ki pool equal to 1/2 your monk level + your Wisdom modifier, +2 from Ring of Ki Mastery. Mythic Spell Lore [Mythic] Gain mythic spells equal to your mythic tier. Ninja Ki Pool (9+2/day) (Su) You have a ki pool equal to 1/2 your monk level + your Charisma modifier, +2 from Ring of Ki Mastery. No Trace +4 (Ex) Survival DCs to track you are at +4, gain +4 to Stealth when you are stationary and not acting. One Touch (+6 damage, touch attack) (Ex) As a standard action while have 1 ki, make single unarmed strike as touch attack with dam bon. Use 1 ki to double dam bonus. Perfect Lie (Ex) Spend 1 power to make lie indiscernible from truth by Sense Motive and magic. Piranha Strike -4/+8 You make a combination of quick strikes, sacrificing accuracy for multiple, minor wounds that prove exceptionally deadly. Poison Use You do not risk poisoning yourself accidentally while poisoning a weapon. Quicken Spell Cast a spell as a swift action. +4 Levels. Recuperation (Ex) Fully heal after 8 hrs rest, use 1 power and 1 hr to heal half and restore all non-mythic abilities. Selective Spell You can cast a spell that does not affect some targets within its area. Shattering Punch On fist hit, ignore DR and hardness for damage. Sneak Attack +6d6 Attacks deal extra dam if flank foe or if foe is flat-footed. Spin Kick Kick attack targets flat footed AC, unless foe has uncanny dodge. Spring Attack You can move - attack - move when attacking with a melee weapon. Stunning Fist (13/day, DC 20) You can stun an opponent with an unarmed attack. Style Strike (1/round) (Ex) During flurry of blows, one or more unarmed strikes has an extra effect. Sudden Disguise (Su) As a swift action, a ninja can change her appearance for 1 minute per level. This ability functions as disguise self. Each use of this ability uses up 1 ki point. Surge (1d8) (Su) Use 1 power to increase any d20 roll by the listed amount. Surprise Strike (Ex) As a swift action, use 1 power to attack foe in 30 ft. They are flat footed and you bypass all DR. Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons. Transfer Magic (Su) Spend 1 mythic power and make melee touch attack to transfer magic effect from creature to you. Trap Spotter (Ex) Whenever you come within 10' of a trap, the GM secretly rolls for you to find it. 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. See Invisible Blade. Wholeness of Body (1d8+12 hp) (Su) As a standard action, use 1 (2-1) ki to heal damage to self. Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
~Anderlorn |