Nianju, Child Assassin
Nagaji Assassin 1 Ninja 2
LE Small Undead
Init +11; Senses darkvision, low-light vision; Perception +10
--------------------
Defense
--------------------
AC 22, touch 18, flat-footed 15 (+1 armor, +7 Dex, +1 size, +3 natural)
hp 30 (3d8+12)
Fort +3, Ref +11, Will +2; +4 vs. channel
Defensive Abilities channel resistance +4; DR 5/magic or slashing; Immune cold, electricity, magic missile, undead traits; Resist fire 10
--------------------
Offense
--------------------
Speed 30 ft.
Melee (M) Rat's Tail +8 (1d6+11/18-20/x2) and
Slam (Zombie, Juju) +4 (1d3/x2) and
Dagger +9 (1d3/19-20/x2)
Ranged Hand crossbow +9 (1d3/19-20/x2)
Special Attacks death attack (dc 11), ki attack speed, sneak attack +2d6
--------------------
Statistics
--------------------
Str 10, Dex 24, Con —, Int 10, Wis 14, Cha 16
Base Atk +1; CMB +0; CMD 17
Feats Combat Expertise +/-1, Improved Initiative, Piranha Strike -1/+2, Toughness +3, Weapon Finesse
Skills Acrobatics +13, Bluff +8, Climb +12, Disable Device +13, Disguise +8, Escape Artist +11, Fly +9, Knowledge (local) +4, Linguistics +4, Perception +10, Sleight of Hand +13, Stealth +19, Swim +4 Modifiers ki jump (running start)
Languages Common, Draconic, Tien
SQ ki movement, ki pool, ki stealth, ninja tricks (finesse rogue), poison use, resistant, serpent's sense
Combat Gear Acid (5), Alchemical glue, Alchemical glue accelerant, Alchemical grease (2), Alchemical solvent, Bladeguard, Smelling salts, Spider sac, Star candle firework (2), Tindertwig (5); Other Gear Masterwork Silken ceremonial armor, Rat's Tail, Crossbow bolts (23), Dagger, Dagger, Dagger, Dagger, Hand crossbow, Adventurer's sash (12 @ 9 lbs), Backpack, masterwork (8 @ 14.75 lbs), Belt pouch (21 @ 3.12 lbs), Blanket, Chalk (10), Charcoal stick, Entertainer's kit, Flint and steel, Gear maintenance kit, Grappling hook, Measuring cord (10 ft.), Mirror, Shinobi shozoku, Silk rope, Thieves' tools, masterwork, Wrist sheath (empty), 19 PP, 3 GP
Special Abilities:
--------------------
Special Abilities
--------------------
Channel Resistance +4 +4 bonus to save vs. Channel Energy.
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Damage Reduction (5/magic or slashing) You have Damage Reduction against all except Magic or Slashing attacks.
Damage Resistance, Fire (10) You have the specified Damage Resistance against Fire attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Death Attack (DC 11) (Ex) You can kill or render a target helpless for 1d6+1 rounds with a prepared sneak attack.
Immunity to Cold You are immune to cold damage.
Immunity to Electricity You are immune to electricity damage.
Immunity to Magic Missile You are immune to magic missile.
Ki Attack Speed (Su) 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.
Ki Jump (Running Start) (Su) Jumping is always counted as being at a running start.
Ki Movement A Ninja can spend 1 point to increase her speed by 20 feet for 1 round.
Ki Pool (Su) You have a ki pool equal to 1/2 your monk level + your Charisma modifier.
Ki Stealth A ninja can spend 1 point from her ki pool to give herself a +4 insight bonus on Stealth skill checks for 1 round.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Piranha Strike -1/+2 You can subtract from your attack roll to add to your damage with light weapons.
Poison Use You don't accidentally poison yourself with blades.
Resistant (Ex) +2 racial saving throw bonus against mind-affecting effects and poison.
Serpent's Sense (Ex) +2 racial bonus on Handle Animal checks against reptiles.
Sneak Attack +2d6 +2d6 damage if you flank your target or your target is flat-footed.
Undead Traits Undead are immune to death effects, disease, mind-affecting effects (charms, compulsions, morale effects, phantasms, and patterns), paralysis, poison, sleep, stun, and any effect that requires a Fortitude save (unless the effect also works on objects