Female Human

Sun Mi's page

22 posts. Alias of Thunderfrog.


Classes/Levels

Human Ninja 5 / Ranger 1 | 52/52 HP | AC 21 |

About Sun Mi

Sun Mi
Halfling Ninja 5/Ranger 1
CG Small humanoid (halfling)
Init +5; Senses Perception +11
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Defense
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AC 21, touch 16, flat-footed 16 (+5 armor, +5 Dex, +1 size)
hp 52 (1d10+5d8+17)
Fort +6, Ref +12, Will +2; +1 trait bonus vs. divine spells, +2 vs. fear
Defensive Abilities uncanny dodge
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Offense
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Speed 20 ft.
Melee +1 wakizashi +6 (1d4+1/18-20)
Ranged masterwork cold iron shuriken +10/+10 (1+1) and
. . shuriken +9/+9 (1+1)
Special Attacks favored enemy (humans +2), ki attack speed, sneak attack +3d6
Spell-Like Abilities (CL 6th; concentration +9)
. . —vanishing trick
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Statistics
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Str 10, Dex 21, Con 14, Int 12, Wis 11, Cha 16
Base Atk +4; CMB +3; CMD 18
Feats Point-Blank Shot, Precise Shot, Rapid Shot
Traits freedom fighter, history of heresy
Skills Acrobatics +16 (+12 jump), Appraise +5, Bluff +7, Climb +6, Diplomacy +7, Disable Device +9, Disguise +8, Escape Artist +14, Handle Animal +7, Heal +4, Intimidate +7, Perception +11, Ride +9, Sense Motive +4, Sleight of Hand +11, Spellcraft +10, Stealth +18, Survival +4 (+5 to track), Swim +4, Use Magic Device +12; Racial Modifiers +2 Acrobatics, +2 Climb, +2 Perception, ki jump (running start), no trace
Languages Abyssal, Common, Halfling
SQ ki movement, ki pool, ki stealth, ninja tricks (flurry of stars, vanishing trick), poison use, track, wild empathy +4
Combat Gear wand of abundant ammunition (50 charges), wand of flame arrow (25 charges); Other Gear +2 studded leather, +1 wakizashi, masterwork cold iron shuriken (50), shuriken (10), belt of incredible dexterity +2, 148 gp
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Special Abilities
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Favored Enemy (Humans +2) (Ex) +2 to rolls vs Favored Enemy (Humans).
Fearless +2 racial bonus vs Fear saves.
Flurry of Stars (Ex) A ninja with this ability can expend 1 ki point from her ki pool as a swift action before she makes a full-attack attack with shuriken. During that attack, she can throw two additional shuriken at her highest attack bonus, but all of he
History of Heresy +1 save vs. divine spells
Ki Attack Speed (Su) 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.
Ki Jump (Running Start) (Su) Jumping is always counted as being at a running start.
Ki Movement A Ninja can spend 1 point to increase her speed by 20 feet for 1 round.
Ki Pool (Su) You have a ki pool equal to 1/2 your monk level + your Charisma modifier.
Ki Stealth A ninja can spend 1 point from her ki pool to give herself a +4 insight bonus on Stealth skill checks for 1 round.
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.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Sneak Attack +3d6 +3d6 damage if you flank your target or your target is flat-footed.
Track +1 Add the listed bonus to survival checks made to track.
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.
Wild Empathy +4 (Ex) Improve the attitude of an animal, as if using Diplomacy.