Full Name |
Rikimaru |
Race |
| HP 38/38 (5NL) | AC 20 T 15 FF 15 | CMB +5, CMD 20 | F: +4, R: +11, W: +5 | Init: +6 | Perc: +11 | Ki: 3/5 |
Classes/Levels |
| Speed 30ft | Ranged: shuriken +9 (1d2), Melee: +2 wakizashi +11 (1d6+2/18–20), or mwk kusarigama +6 (1d3/1d6) | Active conditions: None. | Invisibility Round 1 of 7 |
Gender |
Human Ninja 7 |
About Rikimaru-Kasuya
PFS # 112382-1
Experience
Faction Dark Archive
Wealth
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Full Name: Rikimaru
Race: Human
Class/Level: Ninja 7
Gender: Male
Size: N Medium Human
Init +6; Senses Perc +11
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Defense
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AC 20, touch 15, flat-footed 15 (+5 armor, +4 Dex, +1 dodge)
HP 38 (7d8)
Fort +4, Ref +11, Will +5
Defensive Abilities uncanny dodge
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Offense
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Speed: 30 ft.
Melee: +2
wakizashi +11 (1d6+2/18–20), or master work
kusarigama +6 (1d3/1d6)
Ranged: shuriken +9 (1d2)
Space: 5 ft.
Reach: 5 ft.
Special Attacks: sneak attack +4d6
Spell-Like Abilities:
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Statistics
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Str 10, Dex 19, Con 10, Int 13, Wis 12, Cha 14
Base Atk: +5; CMB +5; CMD 20
Feats: Deceitful*, Dodge, Mobility, Spring Attack, Stealthy*, Weapon Finesse
Traits: canter, reactionary*
Languages: Common, Giant, Tien
SQ: ki pool (5), light steps, ninja tricks (combat trick, shadow clone, vanishing trick), no trace +2, poison use
Skills: Acrobatics +14, Bluff +14, Climb +10, Craft (alchemy) +7,Disguise +14, Escape Artist +16, Knowledge (religion) +5, Perception +11, Sense Motive +11 (+16 to intercept secret messages), Sleight of Hand +14, Stealth +21, Use Magic Device +12
Combat Gear:
- potion of cure light wounds
- potions of cure moderate wounds (3)
- potion of pass without trace
- potion of protection from evil
- caltrops
- flash powder
- smoke pellet
Other Gear
- +2 shadow studded leather
- master work kusarigama
- +2 wakizashi
- shuriken (10)
- cloak of resistance +2
- hat of disguise
- backpack
- belt pouch
- grappling hook
- silk rope (50 ft.)
- 3 gp
*The effects of this ability are already included in Rikimaru’s stats.
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Special Abilities
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Sneak Attack If Rikimaru can catch an opponent when it is unable to defend itself effectively, he can strike a vital spot. his attack deals an additional 4d6 points of damage anytime his target would be denied a Dexterity bonus to AC (whether the target has a Dexterity bonus or not), or when he flanks his target. Should Rikimaru 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 Rikimaru has been trained to read people’s true intentions. Anyone who attempts to use Bluff to deliver a secret message to Rikimaru gains a +5 bonus on his Bluff check. When Rikimaru attempts to intercept a secret message using Sense Motive, he 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 his ki pool, Rikimaru can make one additional attack at his highest attack bonus, but he can do so only when making a full attack. In addition, he can spend 1 point to increase his speed by 20 feet for 1 round. Finally, he can spend 1 point from his 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.
Light Steps As a full-round action, Rikimaru can move up to twice his speed across any surface (ignoring difficult terrain), no matter how much he weighs; he must end his move on a surface that can support his normally. When moving in this way, Rikimaru ignores any mechanical traps that use a location-based trigger, does not take damage from surfaces or hazards that react to being touched, nor needs to make Acrobatics checks to avoid falling on slippery or rough surfaces.
No Trace The DC to track a ninja using the Survival skill increases by 2.
In addition, his training gives his a +2 insight bonus on Disguise skill checks and on opposed Stealth checks whenever he is stationary and does not take any action for at least 1 round.
Shadow Clone As a standard action, Rikimaru can spend 1 point from his ki piil to create 1d4 shadowy duplicates of herself, as the mirror image spell (CL 7th).
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. Rikimaru may throw a smoke pellet as a ranged touch attack with a range increment of 10 feet.
Vanishing Trick As a swift action, Rikimaru can spend 1 point from his ki pool to disappear (as invisibility) for 7 rounds.
Wakizashi Rikimaru’s blade has the deadly weapon quality. When delivering a coup de grace, he 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.