Fadil Ibn-Kazar

Terrin Rentuck's page

No posts. Organized Play character for jamie noone.


Strength 14
Dexterity 14
Constitution 12
Intelligence 11
Wisdom 14
Charisma 14

About Terrin Rentuck

Terrin Rentuck
PFS # 80181-4
XP 0; Fame 0; Prestige Points 0

Scenarios completed:

none

M Human Ninja
Chaotic Neutral Medium Humanoid
Init +6; Senses Perception +6
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Ninja tricks
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Ki points 0
tbd
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Defense
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AC 14, touch 12, flat-footed 12 (+2 dex +2 armor)
HP 10 (1d8)
Fort +2, Ref +4, Will +2
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Offense
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Speed 30 ft.
Melee +2
Ranged +2
Special Attacks sneak attack +1d6, power attack
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Statistics
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Str 14 (+2 racial), Dex 14, Con 12, Int 11, Wis 14, Cha 14
Base Atk +0; CMB +2; CMD 14
Feats
power attack, improved initiative
Traits
Bad Reputation: The reputation of the Sczarni precedes your arrival. You gain a +2 trait bonus on Intimidate checks, and Intimidate becomes a class skill for you.
Resilient: Growing up in a poor neighborhood or in the unforgiving wilds often forced you to subsist on food and water from doubtful sources. You've built up your mettle as a result, and gain a +1 trait bonus on Fortitude saves.
Skills 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)
Languages
Other Gear
70 GP, 38 SP, 10 CP
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Special Abilities
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.
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Heart of the Slums: Humans who eke out a life in a city's teeming slums must be quick and clever. They gain a +2 racial bonus on Sleight of Hand and Stealth checks, and a +4 racial bonus on Survival checks in urban and underground settings. In addition, they may roll twice when saving against disease, taking the better roll. This racial trait replaces skilled.
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Background:

Skill ranks:

lvl 1 8 pts
Acrobatics (Dex)
Appraise (Int)
Bluff (Cha) 1
Climb (Str)
Craft (Int)
Diplomacy (Cha)
Disable Device (Dex) 1
Disguise (Cha)
Escape Artist (Dex)
Intimidate (Cha) 1
Knowledge (local) (Int) 1
Knowledge (nobility) (Int)
Linguistics (Int)
Perception (Wis) 1
Perform (Cha)
Profession (Wis)
Sense Motive (Wis) 1
Sleight of Hand (Dex) 1
Stealth (Dex) 1
Swim (Str)
Use Magic Device (Cha)

Finance:

Starting gold 150
Beginning gear leather 10 gp, short sword 10 gp, dagger (2) 4 gp, sling, bullets (10) 1 sp, rogue's kit 50 gp, hammer 5 sp, sap 1 gp Total 75 gp, 6 sp