Ninja

Pharnox Shadowstrike's page

81 posts. Alias of Iron Killer.


Full Name

Pharnox Shadowstrike

Race

Drow

Classes/Levels

Ninja 3 | HP 11 / 22 | AC 17; Touch 14; Flat Footed 13 | CMD 17 | Fort +1; Ref +6; Will +1 | Init +4 | Perception +8

Resources:
Arrows (17/20), Trail Rations (5/5), Ki Points (5/5)

Gender

Male

Size

Medium

Alignment

N

Languages

Elven, Uncommon, Common

Occupation

Assassin

Strength 13
Dexterity 18
Constitution 10
Intelligence 10
Wisdom 10
Charisma 16

About Pharnox Shadowstrike

Stat Block:
Pharnox Shadowstrike
Drow Ninja 3
N Medium Humanoid (elf)
Init +4; Senses Darkvision 120ft, Perception +8
--------------------
Defense
--------------------
AC 17, touch 14, flat-footed 13 (+3 armor, +4 Dex)
hp 22 (3d8+3)
Fort +1, Ref +6, Will +1
Spell-Like Abilities Constant-Detect Magic
At will-Dancing Light, Deeper Darkness, Faeries Fire, Levitate, and Feather Fall
--------------------
Offense
--------------------
Speed 30 ft.
Melee Rapier +3 (1d6+1/18-20/x2) and
Dagger +6 (1d4+1/19-20/x2) and
Unarmed strike +6 (1d3+1/x2)
Ranged Shortbow +6 (1d6/x3)
Dagger +6 (1d4/19-20/x2)
--------------------
Statistics
--------------------
Str 13, Dex 18, Con 10, Int 10, Wis 10, Cha 16
Base Atk +2; CMB +3; CMD 17
Feats Drow Nobility, Improved Drow Nobility, Greater Drow Nobility, Weapon Finese
Skills Acrobatics +10, Bluff +7, Diplomacy +7, Disable Device +10, Disguise +7, Escape Artist +8, Intimidate +9, Knowledge Local +4, Knowledge Nobility +4, Perception +8, Slight of Hand +10, Stealth +10
Languages Elven, Uncommon, Common
Combat Gear Leather Armor, Haramaki, Rapier, Shortbow, Arrows (20), Backpack, 2 Wrist Sheaths, 2 Daggers, Bedroll, Beltpouch, Caltrops, Thieve's tools, Trail Rations (5 days), Waterskin; 4 sp, 42 gp
--------------------
TRACKED RESOURCES
--------------------
Arrows (20/20)
Trail Rations (5/5)
Ki Points (5/5)
--------------------
Special Abilities
--------------------
Drow Immunities-Drow are immune to magic sleep effects and gain a +2 racial bonus on saving throws against enchantment spells and effects.
Keen Senses-Drow gain a +2 racial bonus on Perception checks.
Ancestral Grudge-The enmity between the drow and elves and dwarves is long-standing and deeply entrenched. Drow with this racial trait gain a +1 bonus on attack rolls against humanoids with the dwarf or elf subtypes (with the exception of drow) because of their special training against these reviled foes. This racial trait replaces poison use.
Spell Resistance-Drow possess spell resistance equal to 6 plus their class levels.
Light Blindness-Abrupt exposure to bright light blinds drow for 1 round; on subsequent rounds, they are dazzled as long as they remain in the affected area.
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-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 (Su)-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 ki pool, 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.
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.
--------------------
Gear
--------------------
Leather Armor-15 lbs
Haramaki-1 lb
Rapier-2 lbs
Shortbow-2 lbs
Arrows (20)-3 lbs
Backpack-2lbs
2 Wrist Sheaths-1 lb/sheath
2 Daggers-1 lb/dagger
Bedroll-5 lbs
Beltpouch-1/2 lb
Caltrops-2 lbs
Thieve's tools-(1lb)
5 Trail Rations-1 lb/ration
Waterskin-4 lbs


Backstory:
Being raised underground Pharnox was use to the dark and in the lands of the Drow it is kill or be killed. At a young age his father, a nobleman in the high council of their city, had taught him to use the weapons of their people. The rapier being his particular favorite though the fact that he was never particularly strong ment he would have to be sneaky if he was to survive with such a weapon. Pharnox would spend hour practicing the advanced spells his father and the other coucilmen would perform in hopes that one day he may join his father on the council even though the practice of said advancements was forbidden. One night while he was practicing a night watch caught sight of him and he was forced to run from the city.
Now he is trapped in a land that hates him just because he's Drow. Pharnox learns to live in the shadows, stealing what he needs to survive. Soon survival becomes murder, killing the enemies of others for money and shelter. But in the end always striving to once again have a life like the one he was forced to leave behind.

Personality:
Growing up in the house of a noble, Pharnox, has a holier-then-thou attitude ingrained in his very core, but after living on the streets he has definitely been knocked down a peg or two.

Motivation:
Pharnox is motivated by money and finally having a place to call home like the one he lost so many years ago. He will battle till his final breath, but if he must retreat he will make sure he and his comrades make it out under the cover of darkness that has served him so well up until this point.