AC 15, touch 13, flat-footed 12 (+2 armor, +3 Dex)
hp 61 (5d8+4)
Fort +2,
Ref +9,
Will +5; +2 vs. enchantments
Immune sleep
Offense:
Speed 30 ft. (20 ft. in armor)
Melee nunchaku +7 (1d6+2)
Ranged maldetrin's legacy of sound +10 (1d6+2/×3)
Special Attacks sneak attack +4d6
Statistics:
Str 14,
Dex 16,
Con 11,
Int 14,
Wis 12,
Cha 15
Base Atk +3;
CMB +7;
CMD 20
Feats Elven Battle Training[ARG], Point-Blank Shot, Throw Anything
Traits deft dodger, magic is life
Acrobatics +11 (+4 to jump),
Bluff +9,
Climb +4,
Craft (alchemy) +13,
Disguise +10,
Escape Artist +8,
Fly +1,
Handle Animal +3,
Intimidate +6,
Knowledge (arcana) +4,
Linguistics +6,
Perception +14,
Ride +1,
Sense Motive +11,
Sleight of Hand +11,
Spellcraft +3 (+5 to identify magic item properties),
Stealth +11,
Survival +7,
Swim +2,
Use Magic Device +8;
Racial Modifiers :
Perception +2,
Spellcraft to identify magic item properties +2
Languages :
Common,
Drow Sign Language,
Elven,
Sylvan
Elven Magic :
ki pool (5 points),
ninja tricks:
shadow clone[UC],
vanishing trick[UC],
no trace +1,
poison use
Combat Gear :
feather token (anchor),
potion of fly,
potion of invisibility (2),
acid, black smear (20),
caltrops (4),
caltrops,
paper candle firework[UE] (11),
shard gel[UE],
thistle arrows (5),
thunderstone,
wolfsbane;
Other Gear:
leather armor,
maldetrin's legacy of sound,
arrows (10),
blunt arrows[APG] (10),
flight arrows[APG] (10),
nunchaku,
adamantine wire saw[UE],
alchemy crafting kit[APG],
backpack,
bedroll,
belt pouch,
flint and steel,
ink,
inkpen,
mess kit[UE],
pot,
torch (3),
trail rations (5),
waterskin,
maldetrins's voice (thunderstone necklace: dark 2" opalecent stone in a fine braided wire setting.)
(worth 30 gp, 1 lb), 12 gp, 3 sp, 9 cp
Special Abilities:
Elven Battle Training +2 CMD vs. disarm & sunder with elven weapons, one additional attack of opportunity.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Ki Pool (4/day) (Su) You have a ki pool equal to 1/2 your monk level + your Charisma modifier.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Magic is Life While under the effects of a spell, gain +2 to save vs. death effects, and automatically stabilize bleeding.
No Trace +1 (Ex) Survival DCs to track you are at +1, gain +1 to Stealth when you are stationary and not acting.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Poison Use You do not risk poisoning yourself accidentally while poisoning a weapon.
Shadow Clone (Su) The ninja can create 1d4 shadowy duplicates of herself that conceal her true location. This ability functions as mirror image, using the ninja's level as her caster level. Using this ability is a standard action that uses up 1 ki point.
Sneak Attack +2d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.
Vanishing Trick (Su) 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.