Drinking & Dragons

User:Askewnotion/PCs/Tokin

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Ninja 1 (ECL 1)
Race: Halfling
Alignment: LE | Size: M
Patron Deity:
Abilities Assumes 32 point buy
Str 10 +0 | Dex 16 +3 | Con 12 +1 | Int 12 +1 | Wis 16 +3 | Cha 12 +1

Defense

AC: 17 / Touch: 17, Flatfooted: 14
(+3 Dex, +3 Wis, +1 Size)

HP: 7 / HD: 1d6+1

Initiative: +3 / Speed: 20'

Fort: 2 / Reflex: 6 / Will: 4(6)

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


Attacks

  • Unarmed +1 / 1d2 / 20x2 / b
  • Thrown +5 / XdX / 20x2 / X
  • Touch +1 / Ranged Touch +4

Space/Reach: 5 ft./5 ft. Base Attack: +0

Feats

  • 1st: Point Blank Shot (PHB, p98)
    You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.

Skills

Languages: Common, Goblin, Halfling

Special Abilities

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): 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. 4 Uses

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): 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.

Invocations

None until 3nd level (1st Warlock Level)