THEME: A cold hard ruthless and uncaring killer. Highly skilled Ninja infiltrator who cares only for her "Craft".
Description Blood socked Ninja Rosa is a tall thin 6'2" with fine oble clothing on,
She dose not seem to be carrying any weapon and has no visible armor on.
Personality
Rosa sees herself as, faster, smarter, quicker, better then sky over land dwellers. She was trained to kill, it is her craft, her art and the center of her being. Rosa is cold, hard, aloft, unfeeling, uncaring, she fully understands that others have emotions, she can even mimic them but she dose not have them in the same way as others. If you meet her, she seems will spoken with impeccable manners, Knowledgeable to a high level, skilled and gifted in many ways.
=-----Statistics----- Init +3; Senses Dark vision 120' Perception +8
DEFENSE:
AC [13] TAC[13] FF[10] 10+0Armor+0Shield+3Dex+0Items+0other+0Size+0NA+0Dodge]
Mage Armor [+4 1 hours]
Str 12 [+1][2Point]
Dex 16 [+3][5Points][+2Race]
Con 10 [+0][0Points]
Int 18 [+4][10Points][+2Race]
Wis 12 [+1][2Points]
Cha 12 [+1][5Points][-2Race]
Feats:
Level feats after 1st:
1:
Race Feats:
1:Weapon Familiarity:
Weapon and Armor Proficiency Ninja are proficient with all simple weapons, plus the kama, katana, kusarigama, nunchaku, sai, shortbow, short sword, shuriken, siangham, and wakizashi, light armor
Investigators are proficient with simple weapons, plus the hand crossbow, rapier, sap, shortbow, short sword, and sword cane. They are proficient in light armors, but not shields.
Traits:
Traits:
1:Bruising Intellect [Social Traits]
Your sharp intellect and rapier-like wit bruise egos.
Benefits: Intimidate is always a class skill for you, and you may use your Intelligence modifier when making Intimidate checks instead of your Charisma modifier.
2:
----------------=Drawbacks=-----------------
Android:
Racial Traits
Ability Score Modifiers: [/b]
Androids have swift reflexes and are very intelligent, but have difficulty relating to others. As a result, androids gain a +2 bonus to Dexterity and Intelligence but suffer a –2 penalty to Charisma.
Size:
Androids are Medium creatures, and they have no bonuses or penalties due to their size.
Base Speed: Androids have a base speed of 30 feet.
Languages:
Androids begin play speaking Common. Androids with high Intelligence can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.
Feat and Skill Racial Traits
Alert:
Androids gain a +2 racial bonus on Perception checks.
Emotionless:
Androids have problems processing emotions properly, and thus take a –4 penalty on Sense Motive checks (-1 RP) (Note: this trait is called Logical in the Book of
Exceptional Senses:
Androids have darkvision and so can see perfectly in the dark to a range of 60 feet and in addition, they possess low-light vision.
Other Racial Traits
Constructed:
For the purposes of effects targeting creatures by type (such as a ranger’s favored enemy and bane weapons), androids count as both humanoids and constructs. Androids gain a +4 racial bonus on all saving throws against mind-affecting effects, paralysis, poison, and stun effects, are not subject to fatigue or exhaustion, and are immune to disease and sleep effects. Androids can never gain morale bonuses, and are immune to fear effects and all emotion-based effects (2 RP.)
Nanite Surge:
An android’s body is infused with nanites. Once per day as an immediate action, an android can cause her nanites to surge, granting a bonus equal to 3 + the android’s character level on any one d20 roll; this ability must be activated before the roll is made. When an android uses this power, her circuitry-tattoos glow with light equivalent to that of a torch in illumination for 1 round (3 RP.)
Skills:
Skill Ranks per Level:
(1x[2+4int])+(2x[8+4Int]) = 30
[+1d6] [6/day]
The investigator can use inspiration on any Knowledge, Linguistics, or Spellcraft skill checks without expending a use of inspiration, provided he's trained in the skill.
HD 1d8
BAB +0
Saves +0/+2/+0
Poison use
Sneak attack +1d6
Alignment: Any.
Ninja trick x0
Class Skills
Skill Ranks per Level: 8 + Int modifier.
The ninja’s class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (local) (Int), Knowledge (nobility) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Swim (Str), and Use Magic Device (Cha).
Weapon and Armor Proficiency
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 [1D6]
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, whip, or unarmed strike), 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.
Nanite Reserve (Ex) [5/5 Day]
At 2nd level, a nanoshade gains a nanite reserve that he uses to augment his abilities. The number of points in the nanoshade’s nanite reserve is equal to 1/2 his level + his Intelligence modifier. As long as he has at least 1 point in his nanite reserve, whenever he uses his nanite surge racial ability, the nanoshade may prevent the illumination of his circuitry-tattoos as a free action. Additionally, while 1 point remains in his reserve, the nanoshade’s nanites enhance his reflexes, increasing his base speed by 10 feet. At 10th level and again at 16th level, his base speed improves by an additional +10 feet so long as he has 1 point in his nanite reserve. By spending 1 point from his nanite reserve as a swift action, a nanoshade 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 from his nanite reserve as an immediate action to cause his nanites to take a rigid formation, bolstering his body against attack and granting him DR 5/— for 1 round. Finally, he can spend 1 point from his nanite reserve as an immediate action to use his nanite surge racial ability, even if he has already used it once per day.
The nanoshade’s nanite reserve replenishes itself through self-repair after 8 hours of rest; these hours need not be consecutive
Ninja Tricks
If a nanoshade chooses a ninja trick or advanced ninja trick that uses or otherwise interacts with a ki pool, he instead uses his nanite reserve for that ability. Additionally, the nanoshade may use his Intelligence modifier in place of his Charisma modifier for any ninja tricks and advanced ninja tricks that require it. Nanoshades can also take the following ninja trick:
Vanishing Trick (Su)
Benefit: As a swift action, the ninja can disappear for 1 round per level. This ability functions as invisibility. Using this ability uses up 1 ki point.
Intrusive Nanites (Ex):
A nanoshade with this trick can spend 1 point from his nanite reserve to coat a weapon with disruptive nanites which infest any inflicted wounds, disrupting an affected creature’s biology. As an immediate action on a successful attack with a weapon coated in disruptive nanites, the nanoshade can spend an additional point from his nanite reserve to increase the save DC of the poison to 10 + 1/2 his class level + his Intelligence modifier or to increase the duration of the poison to 1 round for each class level he possess.
Ninja Code
The eight pillars of the Ninja Code of Honor
-: To go against this Ninja code is to go against all things Ninja and to indicate unfitness to be a Ninja.
1. I will never Divulge any Secrets of all the Ninja knowledge and traditions I know.
2: I will respect at all times the Ninja craft and the art of killing, as well as the elders of my Ninja clan.
3: I will be mindful of my true Ninja self, to do otherwise would be to lose focus in my Ninja craft and art, there is no other way but the way of the Ninja.
4: Emotions are the enemy, Emotions have no use to the Ninja other then to be a mask throw which one can enact ones Ninja craft and art.
5: I will strive to keep order, logic and discipline at all times, the 1st battle is the mind.
6: Have no enemy's but only subjects of one's Ninja art and craft.
7: I will strive for self improvement in my Ninja craft, seeking education and improvement in all Ninja ways.
8. I will never cower from a necessary pain, nor rush to it pointlessly do that which is needed for ones craft and art.
BAB+0
Saves +F0/R+2/W+2
Alignment: Any.
Hit Die: d8.
Parent Classes: Alchemist and rogue.
Starting Wealth: 3d6 × 10 gp (average 105 gp.) In addition, each character begins play with an outfit worth 10 gp or less.
Class Skills
Skill Ranks per Level: 6 + Int modifier.
The investigator's class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Heal (Wis), Intimidate (Cha), Knowledge (all) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Stealth (Dex), and Use Magic Device (Cha).
Weapons
Investigators are proficient with simple weapons, plus the hand crossbow, rapier, sap, shortbow, short sword, and sword cane. They are proficient in light armors, but not shields.
Spell Casting
A psychic detective casts psychic spells drawn from the psychic class spell list and augmented by a select set of additional spells (see Psychic Detective Spells). Only spells from the psychic class spell list of 6th level or lower and psychic detective spells are considered to be part of the psychic detective's spell list. If a spell appears on both the psychic detective and psychic class spell lists, the psychic detective uses the spell level from the psychic detective spell list. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, a psychic detective must have an Intelligence score equal to at least 10 + the spell's level. The saving throw DC against a psychic detective's spell is 10 + the spell's level + the psychic detective's Intelligence modifier.
Like other spellcasters, a psychic detective can cast only a certain number of spells of each spell level per day. She knows the same number of spells and receives the same number of spells slots per day as a bard of her investigator level, and knows and uses 0-level knacks as a bard uses cantrips. In addition, she receives bonus spells per day if she has a high Intelligence score.
At 5th level and every 3 levels thereafter, a psychic detective can choose to learn a new spell in place of one she already knows, using the same rules as a bard.
In effect, the psychic detective loses the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged, and it must be at least 1 level lower than the highest-level spell the psychic detective can cast.
A psychic detective need not prepare her spells in advance. She can cast any psychic detective spell she knows at any time, assuming she has not yet used up her allotment of spells per day for the spell's level.
Psychic Detective Spells: A psychic detective has the following spells on her spell list, in addition to psychic spells of 6th level or lower.
Inspiration (Ex)] [5/day]
An investigator is beyond knowledgeable and skilled—he also possesses keen powers of observation and deduction that far surpass the abilities of others. An investigator typically uses these powers to aid in their investigations, but can also use these flashes of inspiration in other situations.
An investigator has the ability to augment skill checks and ability checks through his brilliant inspiration. The investigator has an inspiration pool equal to 1/2 his investigator level + his Intelligence modifier (minimum 1). An investigator's inspiration pool refreshes each day, typically after he gets a restful night's sleep. As a free action, he can expend one use of inspiration from his pool to add 1d6 to the result of that check, including any on which he takes 10 or 20. This choice is made after the check is rolled and before the results are revealed. An investigator can only use inspiration once per check or roll. The investigator can use inspiration on any Knowledge, Linguistics, or Spellcraft skill checks without expending a use of inspiration, provided he's trained in the skill. Inspiration can also be used on attack rolls and saving throws, at the cost of expending two uses of inspiration each time from the investigator's pool. In the case of saving throws, using inspiration is an immediate action rather than a free action.
Trapfinding [+1]
An investigator adds 1/2 his level to Perception skill checks made to locate traps and to Disable Device checks (minimum 1). An investigator can use Disable Device to disarm magical traps.
Psychic Meddler (Su)
At 2nd level, a psychic detective receives a +1 bonus on saves against psychic spells and spell-like abilities. This bonus increases by 1 at 5th level and every 3 levels thereafter, to a maximum of +6 at 17th level. Starting at 5th level, the psychic investigator adds half this bonus on caster level checks to dispel psychic effects.
This ability replaces poison lore, poison resistance, swift alchemy, and poison immunity.
Phrenic Dabbler (Su)
At 3rd level, a psychic detective gains a small pool of phrenic points equal to 1/2 her psychic detective level, as well as one phrenic amplification, as the psychic class feature. This does not allow the psychic detective to qualify for the Extra Amplification feat.
This ability replaces the investigator talent gained at 3rd level.[ooc]
Investigator Talents
A psychic detective selects investigator talents as normal, except she cannot select the alchemist discovery investigator talent. She can select the Expanded Phrenic Pool* feat as a discovery even though she doesn't meet that feat's prerequisites, and she can select an extra phrenic amplification once as a discovery.
The following investigator talents complement the psychic detective archetype: confusing strike, device talent, effortless aid, hidden agendas, inspired intelligence, item lore, and unconventional inspiration.
[ooc]This ability alters investigator talents.
1/day each [Trait] [extracts]
1:Prestidigitation
2:
[race]
Spell-Like Abilities (Su):
Drow can cast dancing lights, darkness, and faerie fire, once each per day, using their total character level as caster level.
You may use Detect Magic [at will] as a spell-like ability at will, and add feather fall and levitate to the spell-like abilities that you may use once each per day. Your caster level is equal to your character level.
Starting cash 0 starting gold 0 in consumables [^ on sheet]
Armor Lamellar Armor 15lb
--
Weapon
MW Cold Iron Katana [200gp] 18/20 x2
Deadly: When you use this weapon to deliver a coup de grace, it gains a +4 bonus 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. shuriken
--
Items - Back pack, Ninja clothing, katana, kusarigama, shortbow, shuriken, smoke Pellets, healers kit, poisons, drow x 3. Quiver, arrows, bow, alcmist fire, Black powder pouch.
None slotted Items
-=Carrying Capacity=- Light 0-66lb. Medium 67–133lb. Heavy 134–200lb.
-=Current Load Carried=- 7.5 lb.
-=Money=- 0 GP 0 SP 0 CP
Back story:
Origins unknown
She was Noble, she was Drow, but she was the youngest, this meant she had to be of use or her sisters would killer. So she find a calling, she would kill of them, and in doing so plot. Her training was hard, hard, it was meant to be. She was enrolled in training for the family.
Such as the time she killed her 1st slave. Placed in a dark room with a human make. A voice talked to her form the darkness. Its simply said. "Brake his neck" She had looked at the human male trying to find a way out of the room. She had waked over and with two hits from her fist stunned it. Reaching over she twisted its neck, there was a crack. It was still. This was her 1st kill, but by no means her last. The voice form the darkness said. "Wrong, to slow and wasteful of movement. A small door opened and another human, old and female was pressed into the room. "Again!" The voice demanded. So She did as ordered. Over and over and over...
For the art of death
Killers are not hard to find, there is always the thug or evil cult type who will kill for god or coin. But a real professional, One who takes pride in the craft is a little harder, The Assassin, Who will for coin kill a man, his wife, his children even. But then beyond that are the few, the very few with the wit and skills to not just kill and a life, but also destroy that life. To pulling down brick buy brick until there is little left but death. Such a killer is far harder to find.
Rosa is one such, trained from child hood on the art the Ninja. She became a tool for the family. A true killer of things. She was good at it, that was until the fall of her house. Why she would plan, plot and execute to take not just a life, but also destroy everything that life stood for.
After the fall, Her craft is all she has now, all that she thinks she needs for her to make art.
For instance...
The honest merchant who crossed the wrong group. For him, stolen goods planted in his ware house and home. Found by the law and him locked away. After his wife temped in to prostitution then his son found dead from drink. All planed and worked out, all executed.
The pilgrim Inn, so fat from faithful coin. One day tainted food, a few dead, then a string of bad luck. Soon no pilgrim goes to the accused inn and the doors close for good and the pilgrims go to another Inn.
The rich man, whose eye on power upset someone above, A night of drink, then out of wedlock lust, news comes out and shame. Shame that leads him to take his own life and that of his family, so sad. But all again by Rosa's hand.
Then her last contract, the one that had coursed her so much trouble.
Bring down two noble houses, two houses seeking to be linked by marriage. Hard yes, because her employer, a would have been the bride form another noble house, wanted to do more than brake up a love match with a simple sandal. She wanted the two noble houses to fall and fall hard.
Rosa was more than willing to oblige. The execution of the contract was complicated, her plan was simple and elegant. She would use the wedding itself, both families in one place. The wedding was held in an old wood chapel at night. The right amount of black powder change, the wrong amount of stocked holy oil in the cellar. The two door guards drugged with free wedding food. Exits spiked and locked. So simple once completed.
She has sat some way away and watched the fire storm. The few that came out on fire where saved, but by the time the local militia had the fire out. It was all far too late for the happy couple and all but a few of the wedding goers.
It was only after she had discovered that her employer, a rash and stupid girl child with more coin than spine, had succumbed to guilt on hearing of her x-lovers demise. She had confessed all. Used as bait on the night of payment, Rosa, after some struggle was captured.
There was a court case, but Rosa had not really been paying much attention, she had spent her time plotting ways to get away, but it seems when to kill some 130 people form noble stock, one is very well guarded.
Now Rosa is waiting execution, her mind working to find a means to get out and away, there is no hope, but that dose not matter for Rosa never feels hope, nor fear or happiness nor any human feelings at all.