Ninja

Shadepelt's page

21 posts. Organized Play character for william Nightmoon.


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Dark Archive

I'm working on the suggestions you gave me in that PM :}
I will work on the finer points today, make some major adjustments and such...

Dark Archive

well, all her stats and such are on her page, and here are the answers to your questions:

DM Questions:

-Who are you and how are you doing?
I'm doing fine but otherwise I would like to keep my personal life to a minimum when it comes to sharing.
-How often do you tend to post?
every day every five minutes if i could.
-What kind of tone are you looking for in this game?
well, this is a good question. based on the general appearance of the campaign i expect it to feel like one of those old Kung-fu movies... only without all the cheese.
-What do you expect out of your fellow players?
I expect humans, no robots. simple and pure. have fun interact allot
-What do you expect out of me (the GM)?
I expect a moderator that will have consistent posting and if he is not able to keep posting then he will not completely abandon the group but will give a reason and apologize.
-What is your comfort zone? Where's the line for you in RP terms?
as long as you are good with it I'm good with it... that's to say it has to follow the forum rules, but that's obvious.
-How do you see your character progressing as a character?
as a ruthless killer only bent on perfecting her art... as well as the group's Snake-eyes :)

Dark Archive

Here she is, beginning adjustments... go ahead and read the fluff and such, i'm not changing much there, just some minor details. using the cat-burglar archetype, since it can apply to the ninja.

Dark Archive

Well, have fun :) I really wanted to play but I have so many games that I'm sort of glad I can't...

Dark Archive

Deep... man that is so true!... Deep...

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Shadepelt bows to her master, the DM overlord of all realms... He who is higher than even the gods!...

Then she returns to the group of joke making adventurers

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so a horse walks into a bar, the bartender says," why the long face?"
the Horse doesn't respond because it is an animal. It clambers around the bar before finnaly leaving, knocking a few tables over on his way out.

Dark Archive

Shadepelt just watches, her mouth shut and her eyes expecting... waiting for your jokes to begin... yet they won't come, instead you are left in silence as shadepelt just watches.

oh, you ninja'd the ninja...

Dark Archive

you all have a great chance to join!

hope i get to play with some of you, the synergy is awesome! Owl seems like a really fun character, and i do think him and Shadepelt will have some interesting dialogue... or lack thereof on Shadepelt's part.

oh, and her real name is Miro, but she has taken the title "Shadepelt" in honor of her ability to blend in with the shadows due to her shadowy colored fur.

Dark Archive

Oh, enchant the pot as well, custom enchantment that makes all cooking done with it have a +2!

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Yes I am a fan of that series, but it gets very repetitive later on, and is focusing too much on the mystical side of things... yes my name was inspired... catfolk!

And yes, I'm pretty sure the mythral pot is just some random loot you can pick up in a dungeon. Or better yet, some rich noble's kitchen.

Dark Archive

ah yes, but she rarely kills the one she spoke to, unless the one she spoke to is her target.
just know that when she speaks, she aims to kill.

Edit: working on some in character stuff... will have that up by the deadline :)

Dark Archive

i didn't mean in game, i meant before the game... in fact i just dropped the pot, mess kit, my crossbow, and bolts. i used the gold from that to get some softpaw boots... putting me at 51lbs and making it a light load for me :)

you know a pot weighs 4 lbs, and they have a mythral pot for 1001 gp. it weighs 2 lbs

Dark Archive

okay, thanks for letting us know :)

here is some fluff for everyone to read about Shadepelt if they wish...

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 knows that killing people will only bring people at her heals, so the best way to perfect her skills are to use them on monsters and bandits.

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 ambusher, 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.

3) I plan on probably going assassin.. but unless I am allowed to do that, I will focus instead on improving her ability to fight. she will become a hunter, and her enemies will be her prey.

Secrets: 1) Shadepelt rarely speaks, this is because she has vowed to perfect her art. whenever she speaks, she make a goal to silence one more person. It's a balance for her. she sees the world too full of words, so she will not speak without first silencing another... usually a monster, but she will take any chance to silence a humanoid if she is allowed.

2) Shadepelt is unaware of an outsider that has taken interest in her. the outsider I am allowing to be fully up to the GM, because i don't want to put too powerful a being in a game. But the outsider will likely be lawful something.

Allegiances: 1)The art of Death
2) the code of the assassin
3)the art of stealth
4)Her oath of Silence for Silence

as for carry weight, it's as easy as dropping my 10 torches and my pot, that's 14 pound off, leaving like one pound left for me to drop, like my caltrops or ten of my throwing stars.or my mess kit, then i could just use someone else's

Dark Archive

Well, I can always drop some pots and other cooking suplies. It's usually assumed that you have those on you anyways ;)

Dark Archive

@GM: that's great! it's good to get to know your players before the game.

i just realized i have not calculated my carry weight... BRB!

EDIT: darn, medium load :(

well i can pass the heavier stuff over to someone else when the game starts. We can always buy a mule.

Dark Archive

well one of my favorite characters is an insane kobold shaman who is the reincarnation of a white dragon, and is also completely and utterly obsessed with bones. she's in a dead campaign right now or i would have applied with her... i may drop the dead thing just to have the character available.

Dark Archive

Now I feel my chances flowing down the drain...

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Well, I have a stupid phone that thinks when I spell food thinks I'm saying fiod

Dark Archive

Thanks for the heads up,
Here is my stuff for now... save for traits.

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 and Feats:

Acrobatics (Dex),4
Appraise (Int),
Bluff (Cha),4
Climb (Str),4
Craft (Int)(alchemy),4
Diplomacy (Cha),
Disable Device (Dex),4
Disguise (Cha),4
Escape Artist (Dex),
Intimidate (Cha),
Knowledge (local) (Int),
Knowledge (nobility) (Int),
Linguistics (Int),
Lore (int)(anatomy),4
Perception (Wis),
Perform (Cha),
Profession (Wis),4
Sense Motive (Wis),
Sleight of Hand (Dex),4
Stealth (Dex),4
Swim (Str),
Use Magic Device (Cha),4

Feats
Weapon finesse

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, an iron pot, a mess kit, a mirror, pitons (10), rope, soap, thieves' tools, torches (10), trail rations (5 days), and a waterskin), light crossbow, 10 bolts,

Attacks:

Katana:+2 1d8+2 18-20/×2
Wakizashi:+3 1d6+1 18-20/×2

Fluff:
Miro, aka "shadepelt", is short for a catfolk(4'9"), 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, teivery, 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, disaplined, 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 reconize them.

She became an adventurer to become better at her arts. She knows that killing people will only bring people at her heals, so the best way to perfect her skills are to use them on monsters and bandits.

Edit: darn, just noticed the spelling errors, darn spell check.

Dark Archive

Here's the alias
Working on everything else...