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Disposable:The Hunting of the Crimson Lord/PCs/Carrie

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Ninja 15 (ECL 15)
Race: Gnome
Alignment: LN | Size: S
Patron Deity: Shar
Abilities
Str 8 -1 | Dex 16 +3 (22 +6)| Con 16 +3 | Int 14 +2 | Wis 18 +4 (24 +7)| Cha 8 -1

Defense

AC: 27 / Touch: 27, Flatfooted: 21
(+6 Dex, +7 Wis, +3 Ninja, +1 Size)

HP: 107 / HD: 15d6 + 45

Initiative: +6 / Speed: 20'

Fort: 10 / Reflex: 17 / Will: 15(17)

+2 to will saves while having at least 1 point of ki left.
+2 vs illusions


Attacks

  • +1 Cold Iron Spiked Chain +19/+14/+9 / 1d6 / 20x2 / 10' reach / bp
  • +1 Silver Spiked Chain +19/+14/+9 / 1d6-1 / 20x2 / 10' reach / bp
  • +1 Adamantine Ghost Touch, Ghost Strike, Deadly Precision Spiked Chain +19/+14/+9 / 1d6 / 20x2 / 10' reach / bp
  • +1d6 sudden strike damage
  • Hit incorporal creatures normally
  • May use sudden strike and get critical hits against undead
  • Shuriken (20) +18/+13/+8 / 1d1-1 / 20x2 / 10' range / p
  • Touch +11 / Ranged Touch +18
When invisible, you are +2 to hit and opponents that can't see you are flat-footed.

Space/Reach: 5 ft./5 ft. Base Attack: +11

Feats

  • 1st: Combat Reflexes (PHB, p92)
    You are able to make 7 attacks of opportunity per round. You can still make only one attack of opportunity per opportunity. With this feat, you may also make attacks of opportunity while flat-footed.
  • 3rd: Exotic Weapon Proficiency: Spiked Chain (PHB, p94)
    You make attack rolls with the weapon normally.
  • 6th: Weapon Finesse (PHB, p102)
    With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.
  • 9th: Mage Slayer (CA, p81)
    You gain a +1 bonus on Will saving throws. Spellcasters you threaten may not cast defensively (they automatically fail their Concentration checks to do so), but they are aware that they cannot cast defensively while being threatened by a character with this feat.
  • 12th: Expand ki Pool (CS, p77)
    Gain 3 additional uses of ki each day.
  • 15th: Spectral Skirmisher (PHB2, p83)
    When you are invisible, those that try to detect you get a -5 penalty to listen checks. Also, when an opponent attacks the square that you are in, they draw an attack of opportunity. If you take this attack of opportunity and hit, your opponent automaticly finds you in your square.

Skills

Languages: Common, Gnome, Draconic, Sylvan

Special Abilities

Racial

  • Low Light (Ex): A gnome can see twice as far as a human in conditions of low light.
  • Weapon Familiarity: Gnomes may treat gnome hooked hammers (PhB p118) as martial weapons rather than exotic weapons.
  • +2 racial bonus on saving throws against illusions: Gnomes are innately familiar with illusions of all kinds.
  • Add +1 to the Difficulty Class for all saving throws against illusion spells cast by gnomes. Their innate familiarity with these effects make their illusions more difficult to see through. This adjustment stacks with those from similar effects, such as the Spell Focus feat. Surprisingly, I have no illusion masteries. No idea how that happened, since about 35% of the masteries are illusion based...
  • +1 racial bonus on attack rolls against kobolds and goblinoids (including goblins, hobgoblins, and bugbears): Gnomes battle these creatures frequently and practice special techniques for fighting them.
  • +4 dodge bonus to Armor Class against monsters of the giant type (such as ogres, trolls, and hill giants): This bonus represents special training that gnomes undergo, during which they learn tricks that previous generations developed in their battles with giants. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too.
  • Spell-Like Abilities: 1/day—speak with animals (burrowing mammal only, duration 1 minute).

Ninja

  • AC Bonus (Ex): A ninja is highly trained at dodging blows, and she has a sixth sense that lets her avoid even unanticipated attacks. When unarmored and unencumbered, a ninja adds her Wisdom bonus (if any) to her Armor Class. This ability does not stack with the monk’s AC bonus ability (a ninja with levels of monk does not add the bonus twice). In addition, a ninja gains a +1 bonus to AC at 5th level. This bonus increases by 1 for every five ninja levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level).

These bonuses to AC apply even against touch attacks or when a ninja is flat-footed. The character loses these bonuses when she is immobilized or helpless, when she wears any armor, when she carries a shield, or when she carries a medium or heavy load.

  • Ki Power (Su): 17 uses 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 ninja’s 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.

  • Sudden Strike (Ex): +8d6 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. Whenever a ninja’s target is denied a Dexterity bonus to Armor Class (whether the target actually has a Dexterity bonus or not), the ninja deals an extra 1d6 points of damage with her attack. This extra damage increases by 1d6 points for every two ninja levels thereafter. A ninja can’t use sudden strike when flanking an opponent unless that opponent is denied its Dexterity bonus to AC.

This damage also applies to ranged attacks against targets up to 30 feet away. Creatures with concealment, creatures without discernible anatomies, and creatures immune to extra damage from critical hits are all immune to sudden strikes. A ninja can’t make a sudden strike while striking the limbs of a creature whose vitals are out of reach.

A ninja can’t use sudden strike to deliver nonlethal damage. Weapons capable of dealing only nonlethal damage don’t deal extra damage when used as part of a sudden strike.

The extra damage from the sudden strike ability stacks with the extra damage from sneak attack whenever both would apply to the same target.

  • Trapfinding (Ex): A ninja can use the Search skill to locate traps with a DC higher than 20, and she can use Disable Device to bypass a trap or disarm magic traps. See the rogue class feature, page 50 of the Player’s Handbook.
  • 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. At 10th level, a ninja can become ethereal when using ghost step instead of becoming invisible.
  • 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 (see the skill description, page 77 of the Player’s Handbook). 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. This bonus increases to +4 at 12th level and +6 at 18th level.
  • 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 ki 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.

  • 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.
  • Ghost Strike (Su): At 8th level and higher, a ninja can spend one daily use of her ki 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.
  • Improved Poison Use (Ex): Starting at 9th level, a ninja can apply poison to a weapon as a move action. (Normally, applying a poison is a standard action, like applying an oil.)
  • Evasion (Ex): Beginning at 12th level, a ninja can avoid damage from certain attacks with a successful Reflex save. (See the monk class feature, page 41 of the Player’s Handbook.) A ninja’s use of evasion differs slightly from a monk’s use in that a ninja can use evasion only if she is wearing no armor and is carrying no more than a light load.
  • Ghost Mind (Su): At 14th level, a ninja gains a special resistance to spells of the scrying subschool. To detect or see a ninja with such a spell, the caster must make a caster level check (DC 20 + the ninja’s class level). In the case of scrying spells (such as arcane eye) that scan the ninja’s area, a failed check indicates that the spell works but the ninja simply isn’t detected. Scrying attempts targeted specifically at the ninja do not work at all if the check fails.