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Defense
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AC 16,Touch 14,Flat-Footed 12 (+2 AC Armor, +4 Dex)
HP 11 (1d8 +2 Con, +1 Favored Class)
Fort +2,Ref +6,Will +1; +2 vs Enchantment spells/effects
Special Defense
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Offense
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Speed 30 ft
Melee Wakizashi +4 (1d6) 18-20/x2
Melee Scimitar +4 (1d6) 18-20/x2
Ranged Shuriken +4 (1d2) 20/x2 10 ft
Special Attacks Sneak Attack 1d6
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Stats
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Str 11
Dex 18 (+2 Racial)
Con 14
Int 12
Wis 10
Cha 12
Base Attack +0; CMB +1; CMD 15
Feats Weapon Finesse
Language Common
SQ Poison Use
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Traits
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Reactionary - +2 Initiative
Indomitable Faith - +1 Will Save
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Equipment
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Wakizashi (35 gp) 2 lbs
- Deadly ( When you use this weapon to deliver a coup de grace, it gains a +4 bonus to damage when calculating the DC of the Fortitude saving throw to see whether the target of the coup de grace dies from the attack. The bonus is not added to the actual damage of the coup de grace attack. )
Scimitar (15gp) 4 lbs
Shuriken 10x (2 gp) 1 lb
Lamellar Cuirass (15 gp) 8 lbs
- +2 AC, +4 Max Dex, +0 ACP, 5% Spell Fail, 30 ft
Spring Loaded Wrist Sheath (5 gp) 1 lbs
Rogue's Kit (50 gp) 37 lbs
- This kit includes 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.
Cold Weather Outfit (8 gp) 7 lbs
Total Gold 30 gp
Total Weight 53 lbs
Half-Elf Racial Traits:
+2 to One Ability Score: Half-elf characters gain a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Half-elves are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Half-elves have a base speed of 30 feet.
Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light.
Ancestral Arms (Scimitar): Some half-elves receive training in an unusual weapon. Half-elves with this racial trait receive Exotic Weapon Proficiency or Martial Weapon Proficiency with one weapon as a bonus feat at 1st level. This racial trait replaces the adaptability racial trait.
Elf Blood: Half-elves count as both elves and humans for any effect related to race.
Elven Immunities: Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Keen Senses: Half-elves receive a +2 racial bonus on Perception checks.
Multitalented: Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes.
Languages: Half-elves begin play speaking Common and Elven. Half-elves with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
Ninja Class Features:
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.