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:
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, unarmed strike, or whip), 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.
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Racial Traits +2 Dex; medium, Normal Speed, Skilled, Bonus Feat.
Traits Campaign trait: Caravan Guard, Killer
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Noncombat gear - a rogue's kit (a backpack, a bedroll, a belt pouch, caltrops, chalk (10), a flint and steel, a grappling hook, an iron pot, a mess kit, a mirror, pitons (10), rope, soap, thieves’ tools, trail rations (5 days), and a waterskin) and a fishing kit (a simple fishing pole and a small box that contains fishing tackle (hooks, lines, sinkers, floats, and lures).)
Combat Gear Katana, Kunai (3), Shortbow w/ 20 arrows, Leather Armor
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Wealth 4 gp, 5 sp
Carrying Capacity - at light, carrying 44 lbs
Light (50 lbs or less) | Medium (51-100 lbs.) | Heavy (101-150 lbs.)
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Description:
Raiyume stands at 5'6", on the tall side of average for a tien female. Her brownish grey eyes betray a sadness that a youth should never have to witness, and probably the reason for her hitting the open road. When excited, her common flows back and forth from tien, and she rarely seems to notice.
Background:
Originally hailing from Tian Xia, Raiyume hails from a long and storied Samurai household. 3 Generations ago, the local lord publicly chastised and removed from power a samurai household. In secret, he ordered them to go into training. From all outward appearances, they would be a Ronin household, yet in truth they took orders directly from the Lord, committing dishonorable yet necessary acts in his name. Most recently, however, what was only disguised became fact; the family line of the local ruler was wiped out in combat. Since the family was no longer beheld to a Lord, the head of the Xiao clan decided to go rogue and become assassins for hire.
This did not sit well with Raiyume. Even at her young age, she idolized the tenants of Shizuru. She was samurai. Why shouldn't she want to ascend to the highest ideals of the honorable combatant? When she spoke to her father about not agreeing to becoming assassins, and wanting to strike out to seek her own path, he set an ultimatum. Either she would become a true ninja and embrace the path that he had chosen for the family, or she would be killed, tossed into an unmarked grave, and be forgotten. Needless to say, neither option suited her, and on the very next mission, she crept away from the group, and fled into the night with nothing but what she carried on her back.
The next morning, knowing that her time was running short and she needed to leave the country, she joined a caravan headed to sandpoint that was in need of guards, and hasn't looked back since.