Ninja

Reiko Swiftshadow's page

70 posts. Alias of Jolly Roger.


Full Name

Reiko

Race

Attacks:
+1 Wakazashi +8 (1d6+1/18-20, or mwk Kusarigama +4 (1d3/1d6), or shuriken +7 (1d2). Sneak attack +2d6

Classes/Levels

Skills:
Acrobatics +11, Bluff +11, Climb +7, Disguise +11, Escape Artist +11, Knowledge (religion) +5, Perception +8, Sense Motive +8 (+13 to intercept secret messages), Sleight of Hand +11, Stealth +11, Use Magic Device +9

Gender

AC 17 (T 15, FF 12). HP 23, Fort +1, Ref +8, Will +2. Init +4, CMB/CMD 3/18, Speed 30f

Strength 10
Dexterity 19
Constitution 10
Intelligence 13
Wisdom 12
Charisma 14

About Reiko Swiftshadow

Feats: Deceitful*, Dodge*, Mobility, Weapon Finesse

gear:

potions of cure light wounds (3), potion of jump, potion
of pass without trace, potion of protection from evil, caltrops, flash
powder, smoke pellet; Other Gear +1 haramaki, mwk kusarigama,
+1 wakizashi, shuriken (10), hat of disguise, backpack, belt pouch,
grappling hook, silk rope (50 ft.), 3 gp

abilities:

Sneak Attack If Reiko can catch an opponent when it is unable to
defend itself effectively from her attack, she can strike a vital spot for
extra damage. Her attack deals an additional 2d6 points of damage
anytime her target would be denied a Dexterity bonus to AC (whether
the target actually has a Dexterity bonus or not), or when she flanks
her target. Should Reiko score a critical hit with a sneak attack, this
extra damage is not multiplied. Ranged attacks can count as sneak
attacks only if the target is within 30 feet.
Canter Reiko has been trained to read people’s true intentions.
Anyone who attempts to use Bluff to deliver a secret message to
Reiko gains a +5 bonus on his Bluff check. When Reiko attempts to
intercept a secret message using Sense Motive, she gains a +5 trait
bonus on the attempt.
Flash Powder This coarse gray powder ignites and burns almost
instantly if exposed to flame, significant friction, or even a force
such as throwing it against a floor (as a standard action). Creatures
within the 10-foot-radius burst are blinded for 1 round (Fortitude
DC 13 negates).
Ki Pool By spending 1 point from her ki pool, Reiko 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, she 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.
Kusarigama This double weapon has a single sickle held in the off-hand
attached by 10 feet of fine chain to a weighted metal ball, and has
the grapple, monk, reach, and trip weapon qualities.
No Trace 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.
Smoke Pellet This small clay sphere contains two alchemical
substances separated by a thin barrier. When you break the sphere,
the substances mingle and fill a 5-foot square with a cloud of foul
but harmless yellow smoke. The smoke pellet acts as a smokestick,
except the smoke only lasts for 1 round before dispersing. Reiko
may throw a smoke pellet as a ranged touch attack with a range
increment of 10 feet.
Vanishing Trick As a swift action, Reiko can spend 1 point from her ki
pool to disappear (as invisibility) for 4 rounds.
Wakizashi Reiko’s blade has the deadly weapon quality. When
delivering a coup de grace, she adds +4 to damage when calculating
the DC of the Fortitude saving throw to see whether the target of the
coup de grace dies from the attack. The bonus is not added to the
actual damage of the coup de grace attack.