楊YEUNG 雨夜AMAYA CR 8

XP 4 800

Femelle race bonus language ~ modern human language human (tian-shu) ninja 9

N Medium humanoid (human)

Init +3; Senses Perception +12

DEFENSE

AC 21, touch 14, flat-footed 21 (+7 armor, +1 deflection, +3 Dex)

hp 63 (9d8+15)
Fort +6, Ref +11, Will +5

Defensive Abilities improved uncanny dodge, uncanny dodge;

OFFENSE
Speed 30 ft.
Melee unarmed strike +12/+7  (1d3+6)
Melee masterwork kusarigama (sickle and chain/cold iron;cold iron) +11/+6  (1d3+4/+2/x2/2)
Melee masterwork kusarigama (sickle and chain/cold iron;cold iron/head 1 only) (two handed) +11/+6 ((two handed) 1d3+6)
Melee masterwork kusarigama (sickle and chain/cold iron;cold iron/head 2 only) (two handed) +11/+6 ((two handed) 1d6+6)
Ranged holy water (flask) +9/+4  (2d4-4)
Ranged alchemist's fire (flask) +9/+4  (1d6-4)
Melee wakizashi (cold iron) +10/+5  (1d6+4/18-20)
Ranged shuriken +9/+4  (1d2)
Ranged +1 composite shortbow str (+3) +10/+5  (1d6+4/x3)

Space 5 ft.; Reach 5 ft.

Innate Spell-Like Abilities: prestidigitation ( DC 13, 1/day) Wayfinder Spell-Like Abilities: light (at will)
STATISTICS
Str 18, Dex 16, Con 12, Int 11, Wis 10, Cha 16
Base Atk +6; CMB +10 (+19 grapple); CMD 24 (26 vs. grapple)

Feats Armor Proficiency, Light, Exotic Weapon Proficiency (Katana), Greater Grapple, Improved Grapple, Improved Unarmed Strike, Simple Weapon Proficiency, Snapping Turtle Clutch, Snapping Turtle Shell, Snapping Turtle Style, Two-Weapon Fighting

Skills Acrobatics +10 , Appraise +4 , Bluff +15 , Climb +6 , Diplomacy +7 , Disable Device +6 , Disguise +18 , Escape Artist +1 , Fly +1 , Intimidate +7 , Knowledge (Local) +5 , Linguistics(Elven, Giant, Kelish, Minkaian, Osiriani, Skald, Sylvan, Undercommon, Varisian) +12 , Perception +12 , Perform (Sing) +10 , Ride +1 , Sense Motive +9 , Sleight of Hand +6 , Spellcraft +2 , Stealth +13 , Stealth (Stationary for at least one round) +16 , Swim +7 , Use Magic Device +15

Languages Common, Elven, Giant, Kelish, Minkaian, Osiriani, Skald, Sylvan, Tien, Undercommon, Varisian

SQ bonus feat, forgotten trick, ki pool, light steps, ninja trick, ninja weapon proficiencies, no trace, poison use, shadow clone, skilled, sneak attack, unarmed combat training, vanishing trick

Combat Gear rations (trail/per day), torch, sunrod, potion of darkvision, smoke pellet, smelling salts, holy water (flask), alchemist's fire (flask), oil of bless weapon, potion of remove disease, soul stimulant, scroll (remove fear), scroll (divine favor), scroll (see invisibility), shuriken; Other Gear +1 elven chain (brawling/glamered), masterwork kusarigama (sickle and chain/cold iron;cold iron), holy water (flask), alchemist's fire (flask), wakizashi (cold iron), shuriken, +1 composite shortbow str (+3), amulet of mighty fists (shock), armbands of the brawler, ring of protection +1, gauntlets of the skilled maneuver, belt of giant strength +2, cloak of resistance +2, bodywrap of mighty strikes +1, wand of disguise self, wayfinder, ioun stone, dusty rose prism, wand of cure light wounds, outfit (explorer's), backpack, masterwork, flint and steel, entertainer's outfit, sewing needle, signet ring, soap (per lb.), string (50 ft.), whetstone, disguise kit, courtier's outfit, courtier outfit’s jewelry, ink (1 oz. vial), inkpen, thieves' tools (masterwork), caltrops, signal whistle, parchment (sheet) (2), hot weather outfit (2), rope (silk/50 ft.), scroll case, waterskin (filled), wrist sheath, spring loaded, wrist sheath, spring loaded, belt pouch, grappling arrow, arrow (alchemical silver) (20), arrow (cold iron) (20)

SPECIAL ABILITIES

Attuned to the Citysong Every city has an underlying beat, and you are attuned to the musical cues that change subtly to reflect nearby events. At the start of an adventure, you may select a settlement that has at least 1,000 inhabitants. For the duration of the adventure, you gain a +1 bonus on initiative checks and Knowledge (local), Perception, Stealth, and Survival skill checks while within the limits of the selected settlement. If you select Magnimar as your settlement of choice, increase this bonus to +2. Once you have used this boon, cross it off the Chronicle sheet.

Bonus Feat Humans select one extra feat at 1st level.

Current Prestige Points (7x) The character has 7 current prestige points.

Distrust of Witches Having been exposed to the curses of the jadwiga and winter witches of Irrisen once, you are mentally prepared to resist the hexes of others. You gain a one-time +4 bonus on a saving throw against a single witch hex, curse effect, or spell or effect with the pain descriptor. When this bonus is used, cross it off your Chronicle.

Exemplar of Falcon’s Hollow You have saved the town of Falcon’s Hollow from certain death. As a result, you are now a famed Andoran adventurer and gain a +1 circumstance bonus on any Charisma-based checks with any citizen of Andoran.

Fame (42x) The character has accumulated 42 Fame. He has a +4 to Diplomacy with members of his faction. Maximum Item Cost: 31,000 gp

Five Kings Negotiatior Your numerous interactions with the dwarves of the Five Kings Mountains have trained you in their ways and customs. You gain a +2 circumstance bonus on Diplomacy checks versus dwarves.

Fool Me Once

Forgotten Trick (Ex) A ninja with this ability can recall one trick taught to her by her ancient masters. When she uses this ability, she selects one ninja trick (not a master trick or rogue talent) that she does not know and can use that ninja trick for a number of rounds equal to her level. She must pay any ki costs associated with the trick as normal. Using this ability expends 2 ki point from her ki pool, plus the ki cost of the trick she chooses.

Frozen Fingers The Yagevna family in Irrisen recognize you as a close associate for freeing their daughter, Natalya, from her icy prison. When in Irrisen, you gain a +2 circumstance bonus on all diplomacy rolls when you mention the Yagevna family and how you assisted them.

Fugitive from Numeria You spent time studying the secrets of the Silver Mount and have acquired both a rudimentary understanding of its cosmic technology and the enmity of a dangerous organization. When you would be targeted or affected by an activated magical item, as a free action you gain a +2 bonus to AC and on saving throws against that item’s effects for 1d4 rounds. When this boon is used, cross it off your Chronicle sheet.

Improved Uncanny Dodge (Ex) You can no longer be flanked. This defense denies a rogue the ability to sneak attack you by flanking you, unless the attacker is a rogue of at least level 13.

Ki Pool (Su) A ninja with this ability has a pool of 7 ki points, supernatural energy she can use to accomplish amazing feats. As long as she has at least 1 point in her ki pool, she treats any Acrobatics skill check made to jump as if she had a running start. By spending 1 point from her ki pool, a ninja can make one additional attack at her highest attack bonus, but she can do so only when making a full attack. In addition, she can spend 1 point to increase her speed by 20 feet for 1 round. Finally, a ninja can spend 1 point from her ki pool to give herself a +4 insight bonus on Stealth checks for 1 round. Each of these powers is activated as a swift action. A ninja can gain additional powers that consume points from her ki pool by selecting certain ninja tricks. The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive. The ninja can now use ki points from this pool to power the abilities of every class she possesses that grants a ki pool.

Light Steps (Ex) At 6th level, a ninja learns to move while barely touching the surface underneath her. As a full-round action, she can move up to twice her speed, ignoring difficult terrain. While moving in this way, any surface will support her, no matter how much she weighs. This allows her to move across water, lava, or even the thinnest tree branches. She must end her move on a surface that can support her normally. She cannot move across air in this way, nor can she walk up walls or other vertical surfaces. When moving in this way, she does not take damage from surfaces or hazards that react to being touched, such as lava or caltrops, nor does she need to make Acrobatics checks to avoid falling on slippery or rough surfaces. Finally, when using light steps, the ninja ignores any mechanical traps that use a location-based trigger.

Magical Talent (Spell ~ Prestidigitation) Either from inborn talent, whimsy of the gods, or obsessive study of strange tomes, you have mastered the use of a cantrip. You may cast CATEGORY=Internal|Spell ~ Prestidigitation once per day as a spell-like ability. This spell-like ability is cast at your highest caster level gained; if you have no caster level, it functions at CL 1st. The spell-like ability's save DC is Charisma-based.

Master of the Blade Saved By saving the life of famed adventurer and former Master of Blades Vonran Vilk, you have earned a permanent place in the Pathfinder Chronicles. You gain a +4 circumstance bonus on Diplomacy and Intimidate checks when dealing with members of the Pathfinder Society of your level or lower when you mention this boon.

Nidalese Apostate Years of training in Pangolais have inured you both to Zon-Kuthon’s rituals and to his servants. When you are affected by a magical effect with the pain or shadow descriptor, as a free action you gain a +2 bonus on all saving throws against the effect. When this boon is used, cross it off this Chronicle sheet.

Ninja Trick As a ninja continues her training, she learns a number of tricks that allow her to confuse her foes and grant her supernatural abilities. Starting at 2nd level, a ninja gains one ninja trick. She gains one additional ninja trick for every 2 levels attained after 2nd. Unless otherwise noted, a ninja cannot select an individual ninja trick more than once. Tricks marked with an asterisk (*) add effects to a ninja's sneak attack. Only one of these tricks can be applied to an individual attack and the decision must be made before the attack is made.

Ninja Weapon Proficiencies 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.

No Racial Subtype You have chosen no racial subtype.

No Trace (Ex) The ninja learnt to cover her tracks, remain hidden, and conceal her presence. The DC to track a ninja using the Survival skill increases by +3. In addition, her training gives her a +3 insight bonus on Disguise skill checks and on opposed Stealth checks whenever she is stationary and does not take any action for at least 1 round.

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.

Practiced Artificer Your tinkering with long-forgotten artifacts has granted you considerable insight into how other mysterious devices might work. You gain a +1 insight bonus on Use Magic Device checks—increasing to a +4 bonus when activating an item blindly—lasting until the end of the scenario in which the boon is used. When this boon is used, cross it off your Chronicle sheet.

Free purchase up to 750 gp Free purchase up to 750 gp (2 PP)

Jade A wayfinder casts guidance instead of light.

Raise dead Raise dead

Retraining (15x) The character has spent prestige points to retrain.

Shadow Clone (Su) The ninja can create 1d4 shadowy duplicates of herself that conceal her true location. This ability functions as mirror image, using the ninja's level as her caster level. Using this ability is a standard action that uses up 1 ki point.

Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

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 5d6. 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.

Storyteller (Lantern Lodge Faction) The long travels between the Inner Sea and Tian Xia have exposed you to a wide variety of campfire tales. Once per scenario, you can make a Knowledge skill check with a trait bonus equal to your Intelligence modifier plus 3 (minimum +1). You can make this check even if you do not have ranks in the required Knowledge skill.

The Long Con Your experiences bringing down the Tower of Yath have honed your skills at deceiving those who worship Abyssal forces. You gain a permanent +1 bonus on Bluff checks made against demonic cultists in noncombat situations.

Triumph of the Lantern Lodge (STR) Ex Lantern Lodge member. Allow to keep Lantern Lodge specific prestige awards.

Unarmed Combat Training A ninja who selects this ninja trick gains Improved Unarmed Strike as a bonus feat.

Unarmed Shock

Uncanny Dodge (Ex) You can react to danger before your senses would normally allow you to do so. You cannot be caught flat-footed, nor do you lose your Dexterity bonus to AC if the attacker is invisible. You still lose your Dexterity bonus to AC if immobilized. You can still lose your Dexterity bonus to AC if an opponent successfully uses the feint action against you.

Urban Tenacity Your work is never done, and a near-death experience is never enough to keep you down. As an immediate action when you are reduced to negative hit points and dying, you automatically stabilize. If you use this ability while in the community you chose as part of the Attuned to the Citysong boon, you also receive a +1 morale bonus on attack rolls, saving throws, and skill checks for the remainder of the encounter. Once you use this boon, cross it off the Chronicle sheet.

Vanishing Trick (Su) As a swift action, the ninja can disappear for 9 rounds. This ability functions as invisibility. Using this ability uses up 1 ki point.