Ninja

Poshket's page

4 posts. Alias of sarpadian.


Full Name

Poshket

Race

Gnome

Classes/Levels

Monk (Monk of the 4 Winds) 1/Ninja 4

Gender

Male

Size

Small

Age

95

Alignment

Neutral Good

Deity

Desna

Languages

Common, Draconic, Dwarven, Gnome, Sylvan

Strength 10
Dexterity 16
Constitution 14
Intelligence 10
Wisdom 14
Charisma 17

About Poshket

Init +7; Senses darkvision 60 ft.; Perception +8
DEFENSE
AC 18, touch 18, flat-footed 14 (+1 deflection, +3 Dex, +1 dodge, +1 size, +2 Wis)
hp 46 (1d8+4d8+14);
Fort +5; Ref +10; Will +6; +2 racial vs. poison (+4 if accidentally poisons self while applying or readying the substance)
OFFENSE
Speed 20 ft.
Melee +1 wakizashi +8 (1d4+1/18-20), unarmed strike +7 (1d4), unarmed strike flurry +5/+5 (1d4)
Ranged shuriken +7 (1)
Special Attacks elemental fist (2/day, 1d6), flurry of blows, sneak attack +2d6
Gnome Spell-Like Abilities (CL 5th; concentration +8)
1/day—dancing lights, ghost sound (DC 13), prestidigitation, speak with animals
STATISTICS
Base Atk +3; CMB +2; CMD 15
Feats Adder StrikeB, Bewildering Koan, DodgeB, Elemental FistB, Improved Initiative, Improved Unarmed StrikeB, Weapon Finesse
Traits Knowledgeable (Knowledge [local])

Skills:
Acrobatics +11, Appraise +4, Bluff +11, Climb +4, Craft (alchemy) +8 (+10 to make poison), Diplomacy +9, Disable Device +8, Escape Artist +7, Knowledge (local) +6, Linguistics +4, Perception +8, Sense Motive +6, Stealth +15, Swim +4, UMD +10; Racial Modifiers Bluff +1, +2 Craft (alchemy) to make poisons, Diplomacy +1

SQ:
darkvision, gift of tongues, gnome magic, ki pool (5 points/day), knack with poison, ninja tricks (combat trick [Adder Strike], vanishing trick), no trace +1, poison use, uncanny dodge, weapon familiarity.

Gear:
Combat Gear drow poison (4 doses), shadow essence (4 doses), shuriken (15), violet venom (2 doses), wand of mage armor (50 charges), wand of magic weapon (50 charges); Other Gear alchemist's lab (portable), cloak of resistance +1, handy haversack, ring of protection +1, rogue’s kit [backpack, bedroll, belt pouch, caltrops, chalk (10), flint and steel, grappling hook, iron pot, mess kit (plate, bowl, cup, fork, knife, and spoon), mirror, pitons (10), rope, soap, mwk thieves’ tools, torches (10), trail rations (5 days), waterskin], +1 wakizashi, 17 gp

SPECIAL ABILITIES:

Darkvision
Some gnome strains have lived in the underground depths for so long they have given up on light entirely and gained darkvision with a range of 60 feet. This racial trait replaces low-light vision and keen senses.
Elemental Fist
When you use Elemental Strike pick one of the following energy types: acid, cold, electricity, or fire. On a successful hit, the attack deals damage normally plus 1d6 points of damage of the chosen type. You must declare that you are using this feat before you make your attack roll (thus a failed attack roll ruins the attempt). You may attempt an Elemental Fist attack once per day for every four levels you have attained (see Special), and no more than once per round.
Special: A monk of the four winds receives Elemental Fist as a bonus feat at 1st level, even if he does not meet the prerequisites. A monk may attempt an Elemental Fist attack a number of times per day equal to his monk level, plus one more time per day for every four levels he has in classes other than monk.
Flurry of Blows (Ex)
Starting at 1st level, a monk can make a flurry of blows as a full-attack action.
When doing so, he may make one additional attack, taking a –2 penalty on all of his attack rolls, as if using the Two-Weapon Fighting feat. These attacks can be any combination of unarmed strikes and attacks with a monk special weapon (he does not need to use two weapons to utilize this ability).
For the purpose of these attacks, the monk's base attack bonus from his monk class levels is equal to his monk level. For all other purposes, such as qualifying for a feat or a prestige class, the monk uses his normal base attack bonus.
At 8th level, the monk can make two additional attacks when he uses flurry of blows, as if using Improved Two-Weapon Fighting (even if the monk does not meet the prerequisites for the feat).
At 15th level, the monk can make three additional attacks using flurry of blows, as if using Greater Two-Weapon Fighting (even if the monk does not meet the prerequisites for the feat).
A monk applies his full Strength bonus to his damage rolls for all successful attacks made with flurry of blows, whether the attacks are made with an off-hand or with a weapon wielded in both hands. A monk may substitute disarm, sunder, and trip combat maneuvers for unarmed attacks as part of a flurry of blows. A monk cannot use any weapon other than an unarmed strike or a special monk weapon as part of a flurry of blows. A monk with natural weapons cannot use such weapons as part of a flurry of blows, nor can he make natural attacks in addition to his flurry of blows attacks.
Gift of Tongues
Gnomes love languages and learning about those they meet. Gnomes with this racial trait gain a +1 bonus on Bluff and Diplomacy checks, and they learn one additional language every time they put a rank in the Linguistics skill. This racial trait replaces defensive training and hatred.
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.
Knack with Poison
Some gnomes have an instinctive understanding of poisons and their uses. Gnomes gain a +2 racial bonus on Fortitude saves against poison and a +2 bonus on Craft (alchemy) checks to make poison. The bonus on Fortitude saving throws against poisons increases to +4 if the gnome accidentally poisons himself when applying or readying the substance. This racial trait replaces illusion resistance and obsessive.
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.
Combat Trick: A ninja who selects this ninja trick gains a bonus combat feat.
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.
No Trace +1 (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.
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.
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.
If a ninja already possesses uncanny dodge from a different class, she automatically gains improved uncanny dodge instead.
Weapon Familiarity
Gnomes treat any weapon with the word “gnome” in its name as a martial weapon.