Ninja

Shadepelt's page

21 posts. Organized Play character for william Nightmoon.


Full Name

Miro "shadepelt" highpaw

Race

Catfolk

Classes/Levels

Ninja 1

Gender

Female

Size

medium

Age

20

Alignment

Lawful Neutral

Languages

Catfolk, common, elven

Occupation

Assassin / thief / Mercenary

Strength 14
Dexterity 16
Constitution 14
Intelligence 12
Wisdom 12
Charisma 16

About Shadepelt

Base stats:

HP:9/9
AC:17=10+(3dex,4armor)
BAB:+0
Fort:+1 Relf:+5 Will:-1
CMB:+2
CMD:16

Racial Traits:

+2 Dexterity, +2 Charisma, –2 Wisdom: Catfolk are sociable and agile, but often lack common sense.

Catfolk: Catfolk are humanoids with the catfolk subtype.

Medium: Catfolk are Medium creatures and have no bonuses or penalties due to their size.

Normal Speed: Catfolk have a base speed of 30 feet.

Scent: Some catfolk favor a keen sense of smell over sensitive sight. Catfolk with this racial trait gain the scent ability. This racial trait replaces the low-light vision racial trait.

Cat's Luck (Ex): Once per day when a catfolk makes a Reflex saving throw, he can roll the saving throw twice and take the better result. He must decide to use this ability before the saving throw is attempted.

Natural Hunter: Catfolk receive a +2 racial bonus on Perception, Stealth, and Survival checks.

Climber: Catfolk hunters excel at hunting prey from trees and other high vantage points. Catfolk with this racial trait possess a climb speed of 20 feet (along with the +8 racial bonus on Climb checks a climb speed affords). This racial trait replaces sprinter.

Languages: Catfolk begin play speaking Common and Catfolk. Catfolk with high Intelligence scores can choose from the following languages: Elven, Gnoll, Gnome, Goblin, Halfling, Orc, and Sylvan.

Class traits:

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: 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.

Ki Pool (Su): At 2nd level, a ninja gains a pool of ki points, supernatural energy she can use to accomplish amazing feats. The number of points in the ninja's ki pool is equal to 1/2 her ninja level + her Charisma modifier. As long as she has at least 1 point in her ki pool, she treats any Acrobatics skill check made to jump as if she had a running start. At 10th level, she also reduces the DC of Acrobatics skill checks made to jump by 1/2 (although she still cannot move farther than her speed allows).

By spending 1 point from her ki pool, a ninja 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, a ninja 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. A ninja can gain additional powers that consume points from her ki pool by selecting certain ninja tricks.

The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive. If the ninja possesses levels in another class that grants points to a ki pool, ninja levels stack with the levels of that class to determine the total number of ki points in the combined pool, but only one ability score modifier is added to the total. The choice of which score to use is made when the second class ability is gained, and once made, the choice is set. The ninja can now use ki points from this pool to power the abilities of every class she possesses that grants a ki pool.

Ninja Tricks: As a ninja continues her training, she learns a number of tricks that allow her to confuse her foes and grant her supernatural abilities. Starting at 2nd level, a ninja gains one ninja trick. She gains one additional ninja trick for every 2 levels attained after 2nd. Unless otherwise noted, a ninja cannot select an individual ninja trick more than once.

Tricks marked with an asterisk (*) add effects to a ninja's sneak attack. Only one of these tricks can be applied to an individual attack and the decision must be made before the attack is made.

No Trace (Ex): At 3rd level, a ninja learns to cover her tracks, remain hidden, and conceal her presence. 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. Every three levels thereafter, the increase to Survival DCs and the bonuses on Disguise and opposed Stealth checks increase by 1.

Uncanny Dodge (Ex): Starting at 4th level, a ninja can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dexterity bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A ninja with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her.

If a ninja already possesses uncanny dodge from a different class, she automatically gains improved uncanny dodge instead.

Light Steps (Ex): At 6th level, a ninja learns to move while barely touching the surface underneath her. As a full-round action, she can move up to twice her speed, ignoring difficult terrain. While moving in this way, any surface will support her, no matter how much she weighs. This allows her to move across water, lava, or even the thinnest tree branches. She must end her move on a surface that can support her normally. She cannot move across air in this way, nor can she walk up walls or other vertical surfaces. When moving in this way, she does not take damage from surfaces or hazards that react to being touched, such as lava or caltrops, nor does she need to make Acrobatics checks to avoid falling on slippery or rough surfaces. Finally, when using light steps, the ninja ignores any mechanical traps that use a location-based trigger.

Improved Uncanny Dodge (Ex): At 8th level, a ninja can no longer be flanked. This defense denies another ninja (or rogue) the ability to sneak attack the ninja by flanking her, unless the attacker has at least four more ninja (or rogue) levels than the target does.

If a character already has uncanny dodge from another class, the levels from the classes that grant uncanny dodge stack when determining the minimum ninja (or rogue) level required to flank the character.

Master Tricks: At 10th level, and every two levels thereafter, a ninja can select one of the following master tricks in place of a ninja trick

Hidden Master (Su): At 20th level, a ninja becomes a true master of her art. She can, as a standard action, cast greater invisibility on herself. While invisible in this way, she cannot be detected by any means, and not even invisibility purge, see invisibility, and true seeing can reveal her. She uses her ninja level as her caster level for this ability. Using this ability consumes 3 ki points from her ki pool. In addition, whenever the ninja deals sneak attack damage, she can sacrifice additional damage dice to apply a penalty to one ability score of the target equal to the number of dice sacrificed for 1 minute. This penalty does not stack with itself and cannot reduce an ability score below 1.

Skills/Feats/Traits:

Skills(rank+class/Ability/other)
Acrobatics (Dex),4/3
Appraise (Int),
Bluff (Cha),
Climb (Str),4/2
Craft (Int)(alchemy),4/1
Diplomacy (Cha),
Disable Device (Dex),4/3
Disguise (Cha),
Escape Artist (Dex),
Intimidate (Cha),
Knowledge (local) (Int),
Knowledge (nobility) (Int),
Linguistics (Int),
Perception (Wis),4/1
Perform (Sinig)(Cha),4/3/1
Profession (Wis),
Sense Motive (Wis),
Sleight of Hand (Dex),4/3
Stealth (Dex),4/3
Survival (Wis),4/1
Swim (Str),
Use Magic Device (Cha),4/3

Feats
Weapon finesse

Traits
Student Survivalist: Although she is seen as something
of a mystery to most of Sandpoint’s citizens, Shalelu has
never really seemed all that mysterious to you. Of course,
that’s probably because she helped raise you. You have
never quite figured out why Shalelu decided to treat you
as a younger sibling, but you certainly appreciated it—
and you eagerly absorbed all of the survivalist tricks that
she showed you over the years. As a result, you gain a +2
trait bonus on all Survival checks, and Survival is a class
skill for you. In addition, you gain a +1 trait bonus on all
attack rolls against foes that threaten your mentor. NPC
Choices: Shalelu.

Talented: You are a virtuoso musician, actor, or storyteller. You gain a +1 trait bonus on checks with a single Perform skill (your choice), and all Perform skills are always class skills for you.Preform(sing)

Inventory:
gold spent:205
Gold:240
Katana, wakizashi, 50 shuiken, leather lamelar, rouge kit(a backpack, a bedroll, a belt pouch, caltrops, chalk (10), a flint and steel, a grappling hook, a mirror, pitons (10), rope, soap, thieves' tools, trail rations (5 days), and a waterskin), softpaw boots

total weight:51

Attacks:

Katana:+2 1d8+2 18-20/×2
Wakizashi:+3 1d6+1 18-20/×2
Shuiken:+3 1d2+2 20/x2 10ft.

Fluff:
Miro, aka "shadepelt", is short for a catfolk(4'6"), and has used her size to her advantage. She is lean and well built. Her fur is a dark grey, almost black. Her eyes are a bright blue.
She has devoted herself to perfecting the arts of stealth, thievery, and assassination. In order to do so she has learned how to extract poisons from several plants, as well as the anatomy of living creatures so that she can deliver the killing blow far more swiftly.

Those who know her say she is quiet, disciplined, and harsh. She is hard to break, and rarely speaks. She has a poor sense of humor. She is known to be strange. She has odd habits and tendencies. She often smells those she first meets in order to learn their sent so that she can recognize them.

She became an adventurer to become better at her arts. She chose the art of the Ninja in admiration from Shalelu's tales of her homeland.

even though her real name is Miro, she has taken on the Title of "Shadepelt" in honor of her ability to blend in so easily to the shadows with only her fur.

Goals: 1)Shadepelt want to perfect her craft, she wants to find the best way to do everything she is good at. she will achieve this by using her skills on her foes, she will sneak attack mostly. when she can't do that she will try to flank her opponents and attempt to get that Sneak attack damage once again. she will be an ambushes, climbing trees, walls, anything to get high and get that charge bonus from falling atop enemies.

2)Shadepelt is a little greedy. she likes having her money all safe... but how she views wealth is different than normal. her view on wealth isn't about gold, but is instead based on the tools being used in her art. she prefers the deadliest weapons and magic, and the best equipment for stealth. another drive for her is to achieve the perfect weapon for killing, as well as acquire the best armor for her stealth.

Secrets: 1) Shadepelt rarely speaks. she made a Vow in honor of her mother, who had a beautiful singing voice, that she would not ruin her own voice with the petty drivel of the common-folk or the endless ranting of nobles and religious zealots. she practices singing in her own voice... though she isn't as good as her mother was.

History: Shadepelt was born to a small family. she was raised by her real parents for the first 5 years of her life, until her mother died of a drug overdose, and her father left her to fend for herself. but rather than dieing alone, Shalelu found her an raised her. even though Shalelu was always more of an older sibling than a mother, Shadepelt has always looked up to her as the nicest person she has ever known.

She always admired Shalelu. Her ability to blend in and disappear has inspired Miro. Miro trains to vanish without a trace, only to appear again, deadly and fast. when she came of age she began training, getting tips and advice from Shalelu. she drew her style from those of monks, but instead of perfecting her mind and body, she perfects her blade and skill.

Miro's mother was a Singer, with a beautiful voice... but the drugs she was addicted to made her into a husk of what she once was. Miro's father was a laborer, working at shipyards, warehouses, and sometimes in the militia. He let Miro's mother take the drugs and destroy herself, and all he cared about was himself. Miro's mother was just a side show. When she died, he left to find another distraction, immediately finding another woman to use every night he came home from his work... leaving Miro alone on the streets.

Now Miro has a distaste for Drugs, those who traffic in them, and she feels pity for those who are under their will. She despises men you use woman, and she finds great pleasure in stopping them.