Full Name |
Ramen |
Race |
Kitsune |
Classes/Levels |
Male Kitsune Ninja 7 ( hp 5/52; AC 20, t 16, ff 15; F +5, R +11, W +3; Perception +10; Low-light vision ) |
Gender |
Male |
Size |
Medium |
Age |
16 |
Alignment |
CN |
Languages |
Common, Sylvan, Tien, Celestial, Abyssal |
Strength |
10 |
Dexterity |
21 |
Constitution |
14 |
Intelligence |
10 |
Wisdom |
10 |
Charisma |
18 |
About Ramen
Ramen
CN Ninja 7
Male Kitsune
PFS #3583-13 [ Lantern ]
Init +5, Senses Low-light vision; Perception +10
Languages Common, Sylvan, Tien, Celestial, Abyssal
AC 20, touch 16, Flat Footed 15 (+4 armor, +5 Dex, +1 deflection)
hp 52 (7 HD)
Fort +5, Ref +11, Will +3 (+1 vs. demons); Uncanny Dodge
Speed 30 ft.
Melee bite +10 (1d4)
Melee mwk sap +11 (1d6) or mwk saps +9/+9 (1d6)
Melee +1 wakizashi +11 (1d6+1/18-20), bite +5 (1d4)
+1 wakizashi/mwk cold iron wakizashi +9/+9/+3 (1d6+1/18-20) / ( 1d6/18-20 ) / (1d4)
Ranged cold iron shuriken +10 (1d2)
Base Atk +5, CMB +5, CMD 20
Kitsune Spell-like abilities (CL 7th, concentration +11)
2/day - charm person (OO), disguise self (OO), invisibility (XO), misdirection (XO)
3/day - dancing lights (XOO)
Abilities Str 10, Dex 19(21), Con 14, Int 10, WIs 10, Cha 16(18)
SQ Poison Use, Sneak Attack (+4d6), ki pool (7| OOOOO XX ), light steps, no trace +2, uncanny dodge, favored class (ninja) [+1 ninja trick, +1 skill]
Feats 1. magical tail (disguise self), n2. weapon finesse, 3 magical tail (charm person), n4. shadow clone (1d4), 5. magical tail (misdirection), n6. ki charge (2d6 fire, DC 17), n6b. combat trick ( two-weapon fighting ), 7. magical tail (invisibility)
Skills
Acrobatics +22 = 7r +3c +5a +2R +5c
Appraise +4 = 1r +3c
Bluff +8 = 1r +4a + 3c
Climb +5 = 2r +3c
Diplomacy +14 = 7r +4a +3c
Disable Device +13 = 3r +5a +3c + 2e
Disguise +10 = 1r +4a +3c +2
Escape Artist +11 = 3r + 5a + 3c
Intimidate +4 = 4a
Knowledge Local +9 = 6r +3c
Linguistics +6 = 3r +3c
Perception +10 = 7r +3c
Sleight of Hand +15 = 7r +5a +3c
Stealth +9 = 1r +5a +3c
Swim +4 = 1r +3c
Use Magic Device +14 = 7r +4a +3c
Posessions Mithril chain shirt, +1 wakizashi, 15 cold iron shuriken, 15 shuriken, nunchaku, mwk cold iron wakizashi, belt of incredible dexterity +2, headband of alluring charisma +2, campfire bead, oil of bless weapon, oil of align weapon (good), spring loaded sheaths, wand of cure light wounds (28c), potion of touch of the sea, potion of cure light wounds, antiplague, vermin repellant, cold iron dagger, mwk thieves tools, boots of elvenkind, prayer bead (bless) (X), sihedron medallion (X), wand of longstrider (42c), wand of lesser restoration (8c), ring of protection +1, gloves of reconnasaance, mwk backpack, bedroll, caltrops, chalk, belt pouch, flint & steel, grappling hook, iron pot, mess kit, mirror, 10 pitons, soap, whetstone, dagger, waterskin, 5 days rations. muleback cords, 2 mwk saps, 8,162gp
Traits Birthmark, Meridian Strike; Vanities Thieve’s Guild
Ki Pool
(1+) treat all acrobatics skill checks to jump treated as if he had a running start.
1 make one additional attack at his highest bonus on a full attack action.
1 increase his speed by 20 ft. for one round.
1 gain a +4 insight bonus on stealth checks for 1 round.
Meridian Strike Energy flows through channels in the body, like rivers through the land. Once per day when you roll damage on a successful critical hit, reroll any 1s and take the new roll (even if it is another 1).