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Sip the Swift

Basic Info

Character Name
Sip the Swift
Race
Kecuala Poison Dusk Lizardfolk
Class
Ninja
Level
1
Experience
0
Malus Exp
0
Gender
Male
Age
29
Height
4'4
Weight
45,2lb
Skin
Pale Green
Eyes
Yellow
Hair
None
Hand
Right
Origin
Region of Saltmarsh
Alignment
Neutral
Faith
Semuanya
Fav. Class
Ranger
Background
Raised by an Innkeeper to becoma an Thieve

Attributes

Strength
12 +1
Dexterity
16 +3
Constitution
10 +0
Intelligence
14 +2
Wisdom
14 +2
Charisma
10 +0
Movement Speed
Walking
40ft
Loaded
30ft
Running
80ft
Travel
Forced March

Armor Class
Total
14
Flat-footed
12
Contact
14
Arcane spell fail

Attack Bonus
Base
1
CC
3
Ranged
5

Saving Throws
Fortitude
2
Reflex
5
Willpower
4

Skills

Skill
Rank
Total

Appraise
+2
Balance
4
+7
Bluff
+0
Climb
2
+3
Concentration
+0
Decipher Script
+2
Diplomacy
+0
Disable Device
+2
Disguise
3
+3
Escape Artiste
2
+5
Forgery
+2
Skill
Rank
Total

Gather Info
1
+1
Handle Animal
+0
Heal
+2
Hide
+3
Intimidate
+2
Jump
5
+6
Listen
2
+4
Move Silently
2
+5
Open Lock
2
+5
Profession
+2
Ride
+3
Skill
Rank
Total

Search
2
+4
Sens Motive
2
+4
Sleight of Hand
2
+5
Spellcraft
+2
Spot
2
+4
Survival
+2
Swim
4
+5
Tumble
2
+5
Use Magic Device
+0
Use Rope
1
+4
Craft
Poisonmaking3 1d20+5
Trapmaking0 1d20+2
Alchemy0 1d20+2
Knowledge
Perform

Personal Info

Equipment

Copper
0
Silver
0
Gold
100
Platinium
0

Proficiencies and Languages

Weapon and Armor Proficiency: Ninjas are proficient
with all simple weapons, plus the hand crossbow,
kama, kukri, nunchaku, sai, shortbow, short sword,
shuriken, and siangham. Ninja's are not proficient with
any type of armor or shield.

LANGUAGES:
Draconic, Common, Thieves' Cant

Features & Traits

Low-light vision
POINT BLANK SHOT [GENERAL]
You are skilled at making well-placed shots with ranged weapons at close range.
Benefit: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
Special: A fighter may select Point Blank Shot as one of his fighter bonus feats (see page 38).

Race Features


Chameleon Skin (Ex): Poison dusks can adjust the colors of their scales to blend in with their surroundings. When it is not wearing armor, robes or other covering clothing, a poison dusk lizardfolk gains a +5 racial bonus on Hide checks.

Hold Breath (Ex): A poison dusk lizardfolk can hold its breath for a number of rounds equal to 4 × its Constitution score before it risks drowning (see page 304 of the Dungeon
Master’s Guide).

Skills: Because of their tails, lizardfolk have a +4 racial bonus on Jump, Swim, and Balance checks. The skill modifiers given in the statistics block include a –1 armor check
penalty (–2 on Swim checks) for carrying a buckler. The poison dusk ranger presented here had the following ability scores before racial adjustments: Str 12, Dex 13, Con 10, Int 8, Wis 11, Cha 9.

Special Qualities (see above): Chameleon skin, hold breath

Weapon Familiarity: Poison dusk lizardfolk treat bolas and nets as martial weapons rather than exotic weapons.

Class Features


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. 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. A ninja’s ki powers are ghost step, ki dodge, ghost strike, greater ki dodge, and ghost walk. Each power is described under a separate entry below.

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.

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.

Ghost Sight (Su): At 16th level and higher, a ninja can see invisible and ethereal creatures as easily as she sees material creatures and objects.

Greater Ki Dodge (Su): Starting at 18th level, a ninja’s ki dodge ability grants total concealment (50% misschance).

Ghost Walk (Su): A 20th-level ninja can spend two daily uses of her ki power to enter the Ethereal Plane for an extended period of time. This ability functions as the ethereal jaunt spell with a caster level equal to the ninja’s class level.

Traits


Quick

Combat

Attacks

NameTo HitDamageType
Blowgun[1d20+1]1Piercing

Name|To Hit|Damage|Type


Created by

Trick0909.

Statblock Type

Character Sheet

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