Drinking & Dragons

Disposable:Arctic Exploration/PCs/Frank-Coal

From Drinking and Dragons

Coal (ECL10)

Ninja 8
N Medium drow
Init +2; Senses: Darkvision 120'; Listen +13; Spot +13


AC: d20+11; Touch: d20+9; Flat-footed: d20+4
(+2 dex; +5 Wis; +2 natural; +2 deflection)
HP: 50 (8d6+16)
Fort: +6, Ref +11, Will +8
+2 Will vs spells and spell-likes; +2 vs enchantment spells and effects
Spell Resistance 19
Immune Sleep spells and effects


Speed: 30'
Melee: Unarmed +10/5 (1d6 / 20x2)

+1 if not in sunlight

Ranged: Touch +8

Sudden Strike +4d6 (Whenever a ninja's target is denied a Dexterity bonus to Armor Class)

Space: 5'; Reach: 5'; BAB: +6/1; Grapple: +6


Abilities Str 10 +0 | Dex 14 +2 | Con 14 +2 | Int 12 +1 | Wis 18 +4 | Cha 10 +0

  • Feats
    • 1: Improved Unarmed Strike
    • 3: Inituitive AttackBoED
    • 6: Weapon Focus (Unarmed)
  • Skills
    • Listen +13
    • Spot +13
    • Move Silently +14
    • Hide +14
    • Tumble +9
    • Balance +9
    • Search +10

Items Amulet of Protection +2 (8,000); Ring of Protection +2 (8,000); Vest of Resistance +2 (4,000); Pwifwai (Cloak of Elvenkind plus silent; 7,500); Still need to purchase consumables


Ki Power (Su) 8/day; A ninja can channel her ki to manifest special powers of stealth and mobility. She can use her ki powers a number of times per day equal to one-half her class level (minimum 1) plus her Wisdom bonus (if any). Ki powers can be used only if a ninja is wearing no armor and is unencumbered.

As long as a ninjas ki pool isn't empty (that is, as long as she has at least one daily use remaining), she gains a +2 bonus on her Will saves.

Ghost Step (Su): Starting at 2nd level, a ninja can spend one daily use of her ki power to become invisible for 1 round. Using this ability is a swift action (see Swift Actions and Immediate Actions. page 137) that does not provoke attacks of opportunity.
Ki Dodge (Su): At 6th level and higher, a ninja can spend one daily use of her ki power to cause an attack against her to miss when it might otherwise hit. When a ninja activates this ability, her outline shifts and wavers, granting her concealment (20% miss chance) against all attacks for 1 round. Using this ability is a swift action that does not provoke attacks of opportunity. See invisibility has no effect on concealment granted by the he dodge ability but true seeing negates the miss chance. This concealment does not stack with that caused by other effects that grant concealment or by spells such as blink or displacement.
Ghost Strike (Su): At 8th level and higher, a ninja can spend one daily use of her power to strike incorporeal and ethereal creatures as if they were corporeal. She also can use this ability to strike foes on the Material Plane normally while ethereal (for example, while using her ghost step ability). Activating the ghost strike ability is a move action that does not provoke attacks of opportunity. It affects the next attack made by the ninja. as long as that attack is made before the end of her next turn.

Trapfinding (Ex) Ninjas can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it. Ninjas can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it. A ninja who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.

Poison Use (Ex) At 3rd level and higher, a ninja never risks accidentally poisoning herself when applying poison to a weapon.

Great Leap (Su) At 4th level and higher, a ninja always makes jump checks as if she were running and had the Run feat, enabling her to make long jumps without a running start and granting a +4 bonus on the jump. This ability can be used only if she is wearing no armor and is carrying no more than a light load.

Acrobatics (Ex) Starting at 6th level, a ninja gains a +2 bonus on Climb, Jump, and Tumble checks.

Speed Climb (Ex) A ninja of 7th level or higher can scramble up or down walls and slopes with great speed. She can climb at her speed as a move action with no penalty; however, she must begin and end the round on a horizontal surface (such as the ground or a rooftop). If she does not end her movement on a horizontal surface, she falls, taking falling damage as appropriate for her distance above the ground. A ninja needs only one free hand to use this ability. This ability can be used only if a ninja is wearing no armor and is carrying no more than a light load.

Drow Traits (Ex) These traits are in addition to the high elf traits, except where noted.

  • +2 Intelligence, +2 Charisma.
  • An elf’s base land speed is 30 feet.
  • Darkvision out to 120 feet. This trait replaces the high elf’s low-light vision.
  • Spell resistance equal to 11 + class levels.
  • +2 racial bonus on Will saves against spells and spell-like abilities.
  • Immunity to sleep spells and effects, and a +2 racial saving throw bonus against enchantment spells or effects.
  • Spell-Like Abilities: Drow can use the following spell-like abilities once per day: dancing lights, darkness, faerie fire. Caster level equals the drow’s class levels.
  • Weapon Proficiency: A drow is automatically proficient with the hand crossbow, the rapier, and the short sword. This trait replaces the high elf’s weapon proficiency.
  • +2 racial bonus on Listen, Search, and Spot checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.
  • Automatic Languages: Common, Elven, Undercommon. Bonus Languages: Abyssal, Aquan, Draconic, Drow Sign Language, Gnome, Goblin. This trait replaces the high elf’s automatic and bonus languages.
  • Light Blindness: Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds drow for 1 round. On subsequent rounds, they are dazzled as long as they remain in the affected area.
  • Favored Class: Wizard (male) or cleric (female). This trait replaces the high elf’s favored class.
  • Level adjustment +2.