Rogue

Ramen's page

121 posts. Organized Play character for Seraphimpunk.


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).