Created using PCGen 6.07.01-dev on 2 oct. 2016
楊yeung 雨夜amaya Vincent Neutral Irori 0 Click for Bio
Character Name PLAYER ALIGNMENT DEITY POINTS
Ninja9 24 Human (Tian-Shu) Medium / 5 ft. 5' 0" 115 lbs. Normal
CLASS EXPERIENCE RACE SIZE / FACE HEIGHT WEIGHT VISION
9 27 16 Femelle Dark brown Dark, Long
LEVEL NEXT LEVEL AGE GENDER EYES HAIR
ABILITY
NAME
ABILITY
SCORE
ABILITY
MODIFIER
TEMPORARY
SCORE
TEMPORARY
MODIFIER
STR
Strength
16 +3 18 +4
DEX
Dexterity
16 +3 16 +3
CON
Constitution
12 +1 12 +1
INT
Intelligence
11 +0 11 +0
WIS
Wisdom
10 +0 10 +0
CHA
Charisma
16 +3 16 +3

WOUNDS/CURRENT HP

SUBDUAL DAMAGE

DAMAGE
REDUCTION

SPEED
HP
Hit Points
63




  
Walk 30 ft.
AC
Armour Class
21 : 14 : 21 = 10 + 7 + 0 + 3 + 0 + 0 + 0 + 1 + 0
TOTAL TOUCH FLAT BASE ARMOR
BONUS
SHIELD
BONUS
STAT
BONUS
SIZE
BONUS
NATURAL
ARMOR
DODGE
BONUS
DEFLECTION
BONUS
MISC
BONUS
INITIATIVE
Modifier
+3 = +3 + +0
TOTAL DEX MISC
BASE ATTACK
Bonus
+6/+1


20 -2 +4 0  
MISS
CHANCE
ARCANE
FAILURE
ARMOR
CHECK
MAX
DEX
SPELL
RESIST.
TEMP
SAVING THROWS TOTAL BASE ABILITY MAGIC EPIC MISC TEMPORARY
Fortitude
Constitution
+6 = +3 + +1 + +2
+ +0
+ +0
+
Reflex
Dexterity
+11 = +6 + +3 + +2
+ +0
+ +0
+
Will
Wisdom
+5 = +3 + +0 + +2
+ +0
+ +0
+
CONDITIONAL MODIFIERS:
TOTAL BASE ATTACK STAT SIZE EPIC MISC TEMP
MELEE
ATTACK BONUS
+10/+5 = +6/+1
+ +4 + +0
+ 0
+ +0
+
RANGED
ATTACK BONUS
+9/+4 = +6/+1
+ +3 + +0
+ 0
+ +0
+
CMB
ATTACK BONUS
+10 = +6
+ +4 + +0
+ +0
+ +0
+
CMB +19 +10 +10 +10 +10 +10
CMD 26 24 24 24 24 24
GRAPPLE TRIP DISARM SUNDER BULL RUSH OVERRUN

CONDITIONAL MODIFIERS:
UNARMED TOTAL ATTACK BONUS DAMAGE CRITICAL REACH
+12/+7
1d3+6
20/x2
5 ft.

*Unarmed Strike
TOTAL ATTACK BONUS DAMAGE CRITICAL
+12/+7
1d3+6
20/x2
HAND RANGE TYPE SIZE SPECIAL PROPERTIES
Équippé
0 ft.
B
M
 

*Masterwork Kusarigama (Sickle and Chain/Cold Iron;Cold Iron)
TOTAL ATTACK BONUS DAMAGE CRITICAL
+9/+4;+9
1d3+4/+2
20/x2/2
HAND RANGE TYPE SIZE SPECIAL PROPERTIES
deux armes
0 ft.
S/B
M
 Head1: 30 hp/inch, hardness 10, Head2: 30 hp/inch, hardness 10

*Masterwork Kusarigama (Sickle and Chain/Cold Iron;Cold Iron/Head 1 only)
HAND TYPE SIZE CRITICAL REACH
deux armes
S
M
20/x2
5 ft.
1H-P 1H-O 2H 2W-P-(OH) 2W-P-(OL) 2W-OH
 Bonus Indisponible
Indisponible
+11/+6
Indisponible
+9/+4
+9
 Dam 1d3+4
1d3+2
1d3+6
1d3+4
1d3+4
1d3+2
 Special Properties  30 hp/inch, hardness 10

1H-P: One handed, primary hand. 1H-O: One handed, off hand. 2H: Two handed. 2W-P-(OH): 2 weapons, primary hand (off hand weapon is heavy). 2W-P-(OL): 2 weapons, primary hand (off hand weapon is light). 2W-OH:2 weapons, off hand.
*+1 Elven Chain (Brawling/Glamered)
TYPEARMOR BONUSMAX DEX BONUS
Light
+7
+4
CHECK PENALTYSPELL FAILURESPECIAL PROPERTIES
-2
20
30 hp/inch, hardness 15, can appear as normal clothing on command, +2 bonus on unarmed attack and damage rolls, including combat maneuver checks made to grapple. Unarmed strikes bypass magic weapon DR.
SKILLS MAX
RANKS
9/9
SKILL NAME ABILITY SKILL
MODIFIER
ABILITY
MODIFIER
RANKS MISC
MODIFIER
  Acrobatics DEX 10 = 3
+ 6
+ 1
  Appraise INT 4 = 0
+ 1
+ 3
  Bluff CHA 15 = 3
+ 9
+ 3
  Climb STR 6 = 4
+ 1
+ 1
  Craft (Untrained) INT 0 = 0
+ 0
+ 0
  Diplomacy CHA 7 = 3
+ 1
+ 3
  Disable Device DEX 6 = 3
+ 2
+ 1
  Disguise CHA 18 = 3
+ 9
+ 6
  Escape Artist DEX 1 = 3
+ 0
+ -2
  Fly DEX 1 = 3
+ 0
+ -2
  Heal WIS 0 = 0
+ 0
+ 0
  Intimidate CHA 7 = 3
+ 1
+ 3
  Knowledge (Local) INT 5 = 0
+ 2
+ 3
  Linguistics(Elven, Giant, Kelish, Minkaian, Osiriani, Skald, Sylvan, Undercommon, Varisian) INT 12 = 0
+ 9
+ 3
  Perception WIS 12 = 0
+ 9
+ 3
  Perform (Sing) CHA 10 = 3
+ 4
+ 3
  Perform (Untrained) CHA 3 = 3
+ 0
+ 0
  Ride DEX 1 = 3
+ 0
+ -2
  Sense Motive WIS 9 = 0
+ 6
+ 3
  Sleight of Hand DEX 6 = 3
+ 2
+ 1
  Spellcraft INT 2 = 0
+ 2
+ 0
  Stealth DEX 13 = 3
+ 9
+ 1
  Stealth (Stationary for at least one round) DEX 16 = 3
+ 9
+ 4
  Survival WIS 0 = 0
+ 0
+ 0
  Swim STR 7 = 4
+ 2
+ 1
  Use Magic Device CHA 15 = 3
+ 9
+ 3
◆ = Useable Untrained
CONDITIONAL MODIFIERS:
+1 circumstance bonus on any Charisma-based checks with any citizen of Andoran
+4 bonus to Diplomacy with members of the character's faction
+2 circumstance bonus to Diplomacy with Dwarves
+2 to Sense Motive vs current or former Pathfinders
+2 circumstance bonus to Diplomacy in Irrisen
+1 bonus on Bluff checks made against demonic cultists in noncombat situations

PCGen Character Template by ROG, mods/maint by Arcady, Barak & Dimrill. For suggestions please post to pcgen@yahoogroups.com with "OS Suggestion" in the subject line.

Created using PCGen 6.07.01-dev on 2 oct. 2016
Player: Vincent; Character Name: 楊yeung 雨夜amaya
EQUIPMENT
ITEM LOCATION QTY WT. COST
 Amulet of Mighty Fists (Shock)
(unarmed and natural attacks do +1d6 electricity damage)
Equipped
1
0,02
4000
 Unarmed Strike
Equipped
1
0
0
 Armbands of the Brawler
Equipped
1
1
500
 Ring of Protection +1
Equipped
1
0
2000
 Masterwork Kusarigama (Sickle and Chain/Cold Iron;Cold Iron)
(Head1: 30 hp/inch, hardness 10, Head2: 30 hp/inch, hardness 10)
Equipped
1
3
636
 Gauntlets of the Skilled Maneuver
Equipped
1
1
4000
 Outfit (Explorer's)
Equipped
1
8
0
 Belt of Giant Strength +2
Equipped
1
1
4000
 Cloak of Resistance +2
Equipped
1
1
4000
 Bodywrap of Mighty Strikes +1
(Wearer may add a +1 enhancement bonus to a single unarmed strike 21/round)
Equipped
1
1
3000
 +1 Elven Chain (Brawling/Glamered)
(30 hp/inch, hardness 15, can appear as normal clothing on command, +2 bonus on unarmed attack and damage rolls, including combat maneuver checks made to grapple. Unarmed strikes bypass magic weapon DR.)
Equipped
1
20
11850
 Backpack, Masterwork
Equipped
1
4
50
 Flint and Steel
Backpack, Masterwork
1
0
1
 Entertainer's Outfit
Backpack, Masterwork
1
4
3
 Rations (Trail/Per Day)
Backpack, Masterwork
1
1
0.5
 Sewing Needle
Backpack, Masterwork
1
0
0.5
 Signet Ring
Backpack, Masterwork
1
0
5
 Soap (per lb.)
Backpack, Masterwork
1
1
0.5
 String (50 ft.)
Backpack, Masterwork
1
0,5
0.01
 Torch
Backpack, Masterwork
1
1
0.01
 Whetstone
Backpack, Masterwork
1
1
0.02
 Disguise Kit
Backpack, Masterwork
1
8
50
 Courtier's Outfit
Backpack, Masterwork
1
6
30
 Courtier outfit’s jewelry
((Jewelry))
Backpack, Masterwork
1
0
50
 Ink (1 oz. Vial)
Backpack, Masterwork
1
0
8
 Inkpen
Backpack, Masterwork
1
0
0.1
 Sunrod
Backpack, Masterwork
1
1
2
 Potion of Darkvision
(Grants darkvision (60 ft.) for 3 hours)
Backpack, Masterwork
1
0
300
 Thieves' Tools (Masterwork)
Backpack, Masterwork
1
2
100
 Caltrops
Backpack, Masterwork
1
2
1
ITEM LOCATION QTY WT. COST
 Signal Whistle
Backpack, Masterwork
1
0
0.8
 Smoke Pellet
Backpack, Masterwork
1
0
25
 Smelling Salts
(Grants new saving throw against unconscious or staggerd conditions. If dying, become conscious and staggered but still make stabilization checks each round.)
Backpack, Masterwork
1
0
25
 Holy Water (Flask)
(Each undead creature or evil outsider within 5 feet of the point where the flask hits takes 1 point of damage from the splash.)
Backpack, Masterwork
1
1
25
 Alchemist's Fire (Flask)
(Every creature within 5 feet of the point where the flask hits takes 1 point of fire damage from the splash. On the round following a direct hit, the target takes an additional 1d6 points of damage.)
Backpack, Masterwork
1
1
20
 Oil of Bless Weapon
(This transmutation makes a weapon strike true against evil foes. Duration 1 minute.)
Backpack, Masterwork
1
0
50
 Parchment (Sheet)
Backpack, Masterwork
2
0
0.2
 Potion of Remove Disease
(Cures diseases with a caster level check at +5)
Backpack, Masterwork
1
0
750
 Soul Stimulant
(Negates negative level penalties for 12 hours.)
Backpack, Masterwork
1
0
300
 Wand of Disguise Self
(You make yourself--including clothing, armor, weapons, and equipment--look different.)
Wrist Sheath, Spring Loaded
1
0,06
75
 Hot Weather Outfit
Backpack, Masterwork
2
4
8
 Rope (Silk/50 ft.)
(4 hp, DC 24 Strength check to burst)
Equipped
1
5
10
 Scroll Case
(A leather or wooden scroll case easily holds four scrolls; you can cram more inside, but retrieving any of them becomes a full-round action rather than a move action.)
Equipped
1
0,5
1
 Scroll (Remove Fear)
Scroll Case
1
0,01
25
 Scroll (Divine Favor)
Scroll Case
1
0,01
25
 Scroll (See Invisibility)
Scroll Case
1
0,01
150
 Waterskin (Filled)
Equipped
1
4
1
 Wrist Sheath, Spring Loaded
(Holds 1 forearm-length item or five arrows or bolts. Swift action to release 1 or more items (provokes as normal). +2 on Sleight of Hand to hide items in sheath. Can wear one wrist sheath per arm. Full-round action to insert item.)
Equipped
1
1
5
 Wrist Sheath, Spring Loaded
(Holds 1 forearm-length item or five arrows or bolts. Swift action to release 1 or more items (provokes as normal). +2 on Sleight of Hand to hide items in sheath. Can wear one wrist sheath per arm. Full-round action to insert item.)
Equipped
1
1
5
 Wayfinder
(light at will, +2 competence to Survival (avoid becoming lost), can contain an ioun stone)
Equipped
1
1
250
 Ioun Stone, Dusty rose Prism
Wayfinder
1
0
5000
 Belt Pouch
Equipped
1
0,5
1
 Grappling Arrow
(A small grappling hook designed to be tied to a silk rope and fired from a bow. When fired, it has a range increment of 30 feet.)
Equipped
1
0,5
1
 Wand of Cure Light Wounds
(When laying your hand upon a living creature, you channel positive energy that cures 1d8+1/level, max 5 points of damage.)
Wrist Sheath, Spring Loaded
1
0,06
195
 Arrow (Alchemical Silver)
(10 hp/inch, hardness 8)
Equipped
20
0,15
2.05
 Arrow (Cold Iron)
(30 hp/inch, hardness 10)
Equipped
20
0,15
0.1
 Wakizashi (Cold Iron)
(30 hp/inch, hardness 10)
Carried
1
2
70
 Shuriken
(May be used to perform a flurry of blows (pg. 145))
Carried
1
0,1
0.2
 +1 Composite Shortbow STR (+3)
(Strength bonus to damage, 10 hp/inch, hardness 5)
Carried
1
1
2620
TOTAL WEIGHT CARRIED/VALUE   100,27 lbs. 44277.04 gp
WEIGHT ALLOWANCE
Light 116 Medium 233 Heavy 350

ILLUMINATION
Light Source Bright Shadowy Duration
Torch 20 ft. 40 ft. 1 hr.
Sunrod 30 ft. 60 ft. 6 hr.

MONEY
Unspent Funds = 289.0

TEMPLATES
Race Bonus Language ~ Modern Human Language

*Masterwork Kusarigama (Sickle and Chain/Cold Iron;Cold Iron/Head 2 only)
HAND TYPE SIZE CRITICAL REACH
deux armes
B
M
20/x2
5 ft.
1H-P 1H-O 2H 2W-P-(OH) 2W-P-(OL) 2W-OH
 Bonus Indisponible
Indisponible
+11/+6
Indisponible
+9/+4
+9
 Dam 1d6+4
1d6+2
1d6+6
1d6+4
1d6+4
1d6+2
 Special Properties  30 hp/inch, hardness 10

Holy Water (Flask)
HAND TYPE SIZE CRITICAL
Équippé

M
20/x2
  Range 10 ft.'
20 ft.'
30 ft.'
40 ft.'
50 ft.'
 Bonus +9/+4
+7/+2
+5/+0
+3/-2
+1/-4
 Dam 2d4 2d4 2d4 2d4 2d4
 Ammunition Used
☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
 Special Properties
 Each undead creature or evil outsider within 5 feet of the point where the flask hits takes 1 point of damage from the splash.

Alchemist's Fire (Flask)
HAND TYPE SIZE CRITICAL
Équippé
F
M
20/x2
  Range 10 ft.'
20 ft.'
30 ft.'
40 ft.'
50 ft.'
 Bonus +9/+4
+7/+2
+5/+0
+3/-2
+1/-4
 Dam 1d6 1d6 1d6 1d6 1d6
 Ammunition Used
☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
 Special Properties
 Every creature within 5 feet of the point where the flask hits takes 1 point of fire damage from the splash. On the round following a direct hit, the target takes an additional 1d6 points of damage.

Wakizashi (Cold Iron)
HAND TYPE SIZE CRITICAL REACH
Porté
PS
M
18-20/x2
5 ft.
1H-P 1H-O 2H 2W-P-(OH) 2W-P-(OL) 2W-OH
 Bonus +10/+5
+10/+5
+10/+5
+6/+1
+8/+3
+8
 Dam 1d6+4
1d6+2
1d6+4
1d6+4
1d6+4
1d6+2
 Special Properties  30 hp/inch, hardness 10

Shuriken
HAND TYPE SIZE CRITICAL
Porté
P
M
20/x2
  Range 10 ft.'
20 ft.'
30 ft.'
40 ft.'
50 ft.'
 Bonus +9/+4
+7/+2
+5/+0
+3/-2
+1/-4
 Dam 1d2+4 1d2+4 1d2+4 1d2+4 1d2+4
 Ammunition Used
☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
 Special Properties
 May be used to perform a flurry of blows (pg. 145)

+1 Composite Shortbow STR (+3)
HAND TYPE SIZE CRITICAL
Porté
P
M
20/x3
  Range 30 ft.'
70 ft.'
140 ft.'
210 ft.'
280 ft.'
 Bonus +10/+5
+10/+5
+8/+3
+6/+1
+4/-1
 Dam 1d6+4 1d6+4 1d6+4 1d6+4 1d6+4
 Ammunition Used
☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
 Special Properties
 Strength bonus to damage, 10 hp/inch, hardness 5

1H-P: One handed, primary hand. 1H-O: One handed, off hand. 2H: Two handed. 2W-P-(OH): 2 weapons, primary hand (off hand weapon is heavy). 2W-P-(OL): 2 weapons, primary hand (off hand weapon is light). 2W-OH:2 weapons, off hand.
LANGUAGES
Common, Elven, Giant, Kelish, Minkaian, Osiriani, Skald, Sylvan, Tien, Undercommon, Varisian
PROFICIENCIES
Battle Aspergillum, Bayonet, Blowgun, Boar Spear, Boarding Pike, Brass Knife, Brass Knuckles, Cestus, Club, Crossbow (Heavy), Crossbow (Light), Dagger, Dagger (Chain), Dagger (Punching), Dart, Gaff, Gauntlet, Gauntlet (Spiked), Grapple, Hair, Hanbo, Hook Hand, Javelin, Kama, Katana, Kusarigama (Sickle and Chain), Longspear, Mace (Heavy), Mace (Light), Mere Club, Morningstar, Nunchaku, Quarterstaff, Rock, Sai, Shortbow, Shortspear, Shuriken, Siangham, Sickle, Sling, Spear, Spear (Boar), Spells (Ray), Spells (Touch), Splash Weapon, Stake, Sword (Short), Unarmed Strike, Underwater Crossbow (Heavy), Underwater Crossbow (Light), Wakizashi
Traits
Magical Talent (Spell ~ Prestidigitation) [Paizo Inc. - Advanced Player's Guide, p.329]
     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.
Storyteller (Lantern Lodge Faction) [Paizo Inc. - Guide To Pathfinder Society Organized Play, p.11]
     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.
Prestige Awards
Current Prestige Points (7x) [Paizo Inc. - Guide To Pathfinder Society Organized Play]
     The character has 7 current prestige points.
Fame (42x) [Paizo Inc. - Guide To Pathfinder Society Organized Play]
     The character has accumulated 42 Fame. He has a +4 to Diplomacy with members of his faction. Maximum Item Cost: 31,000 gp
Free purchase up to 750 gp [Paizo Inc. - Guide To Pathfinder Society Organized Play, p.3]
     Free purchase up to 750 gp (2 PP)
Jade [Paizo Inc. - Pathfinder Society Field Guide, p.63]
     A wayfinder casts guidance instead of light.
Raise dead [Paizo Inc. - Guide To Pathfinder Society Organized Play, p.3]
     Raise dead
Retraining (15x) [Paizo Inc. - Guide To Pathfinder Society Organized Play]
     The character has spent prestige points to retrain.
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SPECIAL QUALITIES
Bonus Feat [Paizo Inc. - Core Rulebook, p.27]
     Humans select one extra feat at 1st level.
Forgotten Trick (Ex) [Paizo Inc. - Ultimate Combat]
     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.
Improved Uncanny Dodge (Ex) [Paizo Inc. - Core Rulebook]
     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) [Paizo Inc. - Ultimate Combat]
     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) [Paizo Inc. - Ultimate Combat, p.16]
     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.
Ninja Trick [Paizo Inc. - Ultimate Combat]
     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 [Paizo Inc. - Ultimate Combat]
     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 Trace (Ex) [Paizo Inc. - Ultimate Combat, p.16]
     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 [Paizo Inc. - Ultimate Combat]
     At 1st level, a ninja is trained in the use of poison and cannot accidentally poison herself when applying poison to a weapon.
Shadow Clone (Su) [Paizo Inc. - Ultimate Combat]
     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 [Paizo Inc. - Core Rulebook, p.27]
     Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Sneak Attack [Paizo Inc. - Ultimate Combat, p.13]
     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.
Unarmed Combat Training [Paizo Inc. - Ultimate Combat]
     A ninja who selects this ninja trick gains Improved Unarmed Strike as a bonus feat.
Uncanny Dodge (Ex) [Paizo Inc. - Core Rulebook]
     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.
Vanishing Trick (Su) [Paizo Inc. - Ultimate Combat]
     As a swift action, the ninja can disappear for 9 rounds. This ability functions as invisibility. Using this ability uses up 1 ki point.
FEATS
Armor Proficiency, Light [Paizo Inc. - Core Rulebook, p.118]
    You are skilled at wearing light armor.
    When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks.
Exotic Weapon Proficiency (Katana) [Paizo Inc. - Core Rulebook, p.123]
    You understand how to use your chosen exotic weapon in combat, and can utilize any special tricks or qualities that exotic weapon might allow.
    You make attack rolls with the weapon normally.
Greater Grapple [Paizo Inc. - Core Rulebook, p.125]
    Maintaining a grapple is second nature to you.
    You receive a +2 bonus on checks made to grapple a foe. This bonus stacks with the bonus granted by Improved Grapple. Once you have grappled a creature, maintaining the grapple is a move action. This feat allows you to make two grapple checks each round (to move, harm, or pin your opponent), but you are not required to make two checks. You only need to succeed at one of these checks to maintain the grapple.
Improved Grapple [Paizo Inc. - Core Rulebook, p.127]
    You are skilled at grappling opponents.
    You do not provoke an attack of opportunity when performing a grapple combat maneuver. In addition, you receive a +2 bonus on checks made to grapple a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to grapple you.
Improved Unarmed Strike [Paizo Inc. - Core Rulebook, p.128]
    You are skilled while fighting unarmed.
    You are considered to be armed even when unarmed-you do not provoke attacks of opportunity when you attack foes while unarmed. Your unarmed strikes can deal lethal or nonlethal damage, at your choice.
Simple Weapon Proficiency [Paizo Inc. - Core Rulebook, p.133]
    You are trained in the use of basic weapons.
    You make attack rolls with simple weapons without penalty.
Snapping Turtle Clutch [Paizo Inc. - Ultimate Combat, p.120]
    Your unarmed style allows you to turn your opponent's attack into an opportunity.
    While you are using the Snapping Turtle Style feat, the shield bonus the style grants to your AC applies to your CMD and touch AC. Whenever an opponent misses you with a melee attack while you are using the Snapping Turtle Style feat, you can use an immediate action to attempt a grapple combat maneuver against that opponent, but with a -2 penalty.
Snapping Turtle Shell [Paizo Inc. - Ultimate Combat, p.120]
    Your guarding hand is almost magical in its skill at deflecting incoming blows.
    While you are using the Snapping Turtle Style feat, the shield bonus the style grants to your AC increases to +2, and your enemies take a -4 penalty on critical confirmation rolls against you.
Snapping Turtle Style [Paizo Inc. - Ultimate Combat, p.120]
    Your deft unarmed style allows you to shield your body from harm.
    While using the Snapping Turtle Style feat with at least one hand free, you gain a +1 shield bonus to AC.
Two-Weapon Fighting [Paizo Inc. - Core Rulebook, p.136]
    You can fight with a weapon in each of your hands. You can make one extra attack each round with the secondary weapon.
    Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6. See Two-Weapon Fighting in Chapter 8.

Created using PCGen 6.07.01-dev on 2 oct. 2016
Player: Vincent; Character Name: 楊yeung 雨夜amaya
Innate Spell-like Abilities
Prestidigitation
DC: 13
Save: See text
Time: 1 standard action, 1/Day
Duration: 1 hour
Rng: 10 ft.
Comp: V, S
SR: No
School: Universal
Effect:  Prestidigitations are minor tricks that novice spellcasters use for practice. Once cast, a prestidigitation spell enables you to perform simple magical effects for 1 hour. The effects are minor and have severe limitations. A prestidigitation can slowly lift 1 pound of material. It can color, clean, or soil items in a 1-foot cube each round. It can chill, warm, or flavor 1 pound of nonliving material. It cannot deal damage or affect the concentration of spellcasters. Prestidigitation can create small objects, but they look crude and artificial. The materials created by a prestidigitation spell are extremely fragile, and they cannot be used as tools, weapons, or spell components. Finally, prestidigitation lacks the power to duplicate any other spell effects. Any actual change to an object [beyond just moving, cleaning, or soiling it] persists only 1 hour.
Source:  CR p.325
Target Area:   See text
Caster Level:   9


Wayfinder Spell-like Abilities
Light
Save: None
Time: 1 standard action, at will
Duration: 50 minutes
Rng: Touch
Comp: V, M/DF
SR: No
School: Evocation
Effect:  This spell causes a touched object to glow like a torch, shedding normal light in a 20-foot radius, and increasing the light level for an additional 20 feet by one step, up to normal light [darkness becomes dim light, and dim light becomes normal light]. In an area of normal or bright light, this spell has no effect. The effect is immobile, but it can be cast on a movable object. You can only have one light spell active at any one time. If you cast this spell while another casting is still in effect, the previous casting is dispelled. If you make this spell permanent [through permanency or a similar effect], it does not count against this limit. Light can be used to counter or dispel any darkness spell of equal or lower spell level.
Source:  CR p.304
Target Area:   Object touched
Caster Level:   5


Created using PCGen 6.07.01-dev on 2 oct. 2016
Player: Vincent; Character Name: 楊yeung 雨夜amaya

Created using PCGen 6.07.01-dev on 2 oct. 2016
Player: Vincent; Character Name: 楊yeung 雨夜amaya
Racial Innate
Prestidigitation (DC:13)


Wayfinder Spells
At Will Light (DC:)



Created using PCGen 6.07.01-dev on 2 oct. 2016
Player: Vincent; Character Name: 楊yeung 雨夜amaya
Wayfinder
* = Domain/Specialty Spell

Created using PCGen 6.07.01-dev on 2 oct. 2016
Player: Vincent; Character Name: 楊yeung 雨夜amaya
楊yeung 雨夜amaya
楊yeung 雨夜amaya's portrait
Human (Tian-Shu)
RACE
16
AGE
5' 0"
HEIGHT
115 lbs.
WEIGHT
Dark brown
EYE COLOR
Dusky
SKIN COLOR
Dark
HAIR COLOR
Long
HAIR LENGTH

PHOBIAS

PERSONALITY TRAITS

INTERESTS
,
SPOKEN STYLE
Description

A small young female human, with long dark brown hair and a dusky skin.

 

When not expecting combat, she wear an elaborate red and gold kimono (from the Entairtainer Outfit), and wear make up. She likes to have elaborated hair cuts that she spend some time to get right. She usually doesn’t wear any weapon in this case (relying in her martial arts if need be), except for some shuriken hiden on her.

 

When expecting a fight, she wear a nobakama (pants) and kosode (half shirt/kimono) under her leather lamillar armor. She usually does not wear make up and put her hair in a way to avoid having it hinder her in combat: either braided or ponytail. In that case, her weapon, shorbow, kusarigama and shuriken are clearly visible.

If sunny or trying to hide her face, she uses a scarf and a cone-shaped hat.

Home
From Shokuro. ,
Biography

Born in Shokuro’s capital, Mukinami.

 

Her uncle’s family were killed in the revolution, they tried to stop it. That was not the case with her parents, who were not involved.

Nonetheless, her parents died when she was young and had to live on her own. One of the few things she remembers of her mother is her singing.

She managed to live at the house for some time before she had to live in the streets.

One time, she was saved by Pathfinders of the Lantern Lodge. After some time helping the Society, she managed to get accepted in. She was trained a bit as most Pathfinder do.

She was asked to go in Absalom, and it seemed a way to discover the world, learn new thing (Irori is her patron) and maybe gain advancement in the Society. Without much attachment in Shokoru (maybe even having made some enemies there), she took several boats to get to Absolom.

The travel was long, she had to disguise as a men to get on some boats (unless this is not an issue in Golarion), had to Sing at some tavern to get enough to pay her fare. On the boats she shared stories of her land with many and heard many stories, following Irori’s teaching on knowledge (that’s where the Storyteller trait comes from).

 

She can seem to be a naive girl, but she is ready to use her talents for the Society, including killing if asked too. She trusts some of their members, especially the Lantern Lodge members, but she is not sure she should do the same for everyone, having seen some shady characters.


Created using PCGen 6.07.01-dev on 2 oct. 2016
Player: Vincent; Character Name: 楊yeung 雨夜amaya
Notes
Next levels: Magic and Items to acquire one day

++Ring of Ki mastery (not an always available item) 10,000 gp (need 27+ prestige points if in no chronicle sheet)

 

Maybe other outfits. The hat of disguise is more expensive but lighter.

 

+7000 for the adhesive property for more grappling bonuses.

Gauntlets of the Skilled Maneuver +2 to one combat maneuver check (for 4,000 gp). Vampiric Gloves (18 kgp) great with bleed ability.

++Belt, Anaconda’s Coils +2 to Strength, +2 to grapple and Constrict for 1d6+Str! (18,500 gp)

Shirt of Immolation (10 rounds/day of autofire if grappling. 8,000 gp)

 

For vision: Googles of the Night cost 16,000 gp. A potion of Darkvision is 300 gp. Ebon wayfinder 18,000 gp. Darksight Googles are 20,000 gp. A wand of Darkvision cost ? gp for 50 charges, each one last 3 hours.

+The various google from PFS Primer (5,000 gp) seems great for this character.

 

−Ring of Strenght Saping: once per day can steal Strength with unarmed attack. 8,000 gp. (enhancement bonus)

 

Bracers, Longarm (7,200 gp) allow three round of reach to weapon/unarmed (weapon get a −4 to hit, unarmed doesn’t)

 

Potion of spider climb, potion of longshot, touch of the sea, efficiant quiver, handy haversack?

 

At some point: a +1 for the bow

 

Scroll of death ward. Scroll of Plane Shift.

 

Quick Change Mask (ultimate intrigue)

 

Feats:

Sliding Dash

Character Sheet Notes

Various Possible Forgotten Tricks, each lasts 9 rounds

 

For 2 Ki

Bleeding Attack*: add 4 points of bleed on top of sneak damage. Only need Heal DC 15 to remove.

Combat Trick: Blind Fight, Combat Reflexes (2 more AoO), Death From Above (+5? to hit when charging from Above), Defensive Combat Training (for a +2 to CMD), Distance Thrower (reduce distance mod by −2), Opening Volley (after ranged attack, get a +4 to hit on next melee against same target. great with shuriken), Power Attack (−2 to hit, +6 to damage to 2-H, +4 other), Point Blank Shot, Step Up

Shadow Strike: Combat feat to do sneak attack damage to enemy with normal concealment

From cheliax: Bleeding Attack (add 1d4 bleed damage to unarmed strike)

Deadly Range: +10 feet for sneak attack range, stackable.

Deflect Arrows

Fast Stealth: no penalty to Stealth even at full speed.

Ki Block*

Pressure Points*

Slow Metabolism: hold breath×2, poison onset÷2

Style Master (remember, need a swift to enter a style): Dragon Style: Gain +2 bonus against sleep, paralysis, and stun effects, and can ignore difficult terrain. Snake Style: +2 sense motive, piercing on unarmed strike, and immediate for sense motive as ac or touch. Tiger Style: +2 cmd vs bull rush, overrun, trip, slashing damage on unarmed strikes, if unarmed slashing crit, add +d4 bleed.

Undetected Sabotage

Wall Climber

Weapon Training

 

For 3 ki then 1 ki per use:

Acrobatics Master (swift) +20 on one acrobatic check

Darkvision

Feather Fall

Flurry of Stars: +2 attack for full round shuriken attack, but all at −2.

Ki charge: super ki shuriken for 2d6 fire in a 5 foot radius as standard, Reflex DC 16 for half. −2 to save if hit someone.

Smoke Bomb

Sudden Disguise

Ventriloquism

 

(snatch arrows: need dex 15)

 

For 5 ki

High Jumper (need Acrobatic Master)

 

---

Feats

 

Dastardly Finish (coup de grace to cowering or stunned targets),

Treacherous Toxin (Dirty Tactics Toolbox pg. 6; +1 DC to poison if forgo sneak damage)

Chronicle Sheet items available

From the Veteran’s Vault: Potion of cure moderate wounds, Ring of protection +1 (2,000 gp), Scroll of Summon Monster II

From the First Steps, Part 1: Elixir of hiding, Potion of Invisibility, Scroll of remove disease, Wand of disguise self (5 charges, 75 gp), Wand of knock (11 charges, 990 gp)

From the Hydra’s Fang Incident: Scroll of Arcane lock, Oil of invisibility, Potion of blur, Potion of cure moderate wound, Potion of darvision, Scroll of scorching ray, Scroll of touch of idiocy, +1 returning dagger (8,302 gp)

From Thornkeep, The Accursed Hall: potion of lesser restoration, scroll of invisibility, sleep arrow

From Way of the Kirin: Cloak of Resistance +1, nightdrops

From Wrath’s Shadow: Acrimony Veil, Belt of Giant Strength +2, Ring of Protection +1

From The Frozen Fingers of Midnight: Potion of Cure Moderate Wounds

From Rivalry’s End: dust of tracelessness, potion of levitate, potion of cure moderate wounds, potion of invisibility, wand of Irriseni mirror sight (10 charges), ring of spell knowledge II

From Storming the Diamond Gate: +1 seeking arrow (limit 6), Diamond of demon seeking, lesser extend metamagic rod, potion of cure moderate wounds, scroll of dimensional anchor, scroll of magic circle of against chaos, scroll of see invisibility.

 

From the novels: to copy there too.

CS #17: Nothing.

 

TODO: copy the new ones

Boons

(CS #3 The Hydra's Fang Incident)

 

The Cheliax Embassy of Absalom recognize you for your outstanding service to the Empire. You are given a boon that grants you one free use of the divination spell from a Cleric of Asmodeus. You can only use this boon in Egorian, Cheliax’s diabolical capital city.

The Andoren Embassy of Absalom regards you as an upstanding free citizen of the Republic.

 

(CS #4 Thornkeep level 1)

 

Prediction of Future Peril: Your glance into the Pool of Seeing granted you a vision of another level of the dungeons beneath Thornkeep, giving you a unique insight into a future encounter. When adventuring in Thornkeep, you may use this boon to gain the following bonuses, each applied before the associated die is rolled. You may use this boon once per dungeon level in Thornkeep crossing the associated bonus off the Chronicle sheet once applied.

You gain a +5 on a Knowledge check to identify a creature.

You gain a +2 bonus on any single saving throw.

You gain a +2 bonus to AC against a single opponent.

 

(CS #11 Master of Devils)

 

Dragon Empires Expert: Your travels in the Dragon Empires of Tian Xia have provided you with valuable tools when dealing with the lands’ varied natives. You receive a one-time +5 bonus on one of the following skill checks: Diplomacy or Sense Motive against a native of Tian Xia; Knowledge (geography, history, local, or nobility) regarding Tian Xia or its citizens; Linguistics to decipher or translate Dtang, Hon-la, Hwan, Minatan, Minkaian, or Tien. Once you have used this boon, cross it off the Chronicle.

 

Temple Trained: Your brief tenure at Dragon Temple in Quain has made you an expert in hand-to-hand combat. You may, as an immediate action, gain a one-time +4 competence bonus to your CMD. This bonus must be declared before the results of the attack are known. Once you have used this boon, cross it off the Chronicle.

 

(CS #12 Winter Witch)

 

Enemies of the North: Your repeat encounters with the ice trolls and goblins of Irrisen have trained you to handle these foes efficiently in combat. You gain a one-time +4 bonus on a damage roll against an ice troll or snow goblin. When the boon is used, cross it off your Chronicle.

 

(CS #14 Nightglass)

 

Strix-Slayer: Through fighting the strix, you have learned a few tricks for dealing with aerial foes. As a free action, you gain a +2 circumstance bonus to hit on a single melee or ranged attack against a f lying creature. If the attack hits, it deals an additional 1d6 points of damage and increases the Fly check DC needed for the creature to avoid losing altitude by +10. Creatures immune to critical hits are immune to this extra damage. This damage is not multiplied on a critical hit. When this boon is used, cross it off this Chronicle sheet.

 

(CS #15 The Pallid Plague)

 

Hero of the Fey: You have saved the fey of Darkmoon Wood from certain death. As a result, you may automatically succeed on one Charisma-based check when dealing with fey in the future. Fey are chaotic and their memories tend to run short—as a result, you may use this boon only once, after which it is discarded.

 

(CS #17 The Year of the Risen Rune)

 

Gift of the Kirin (Lantern Lodge): Venture-Captain Amara Li realized her goal with your help, and she assists you in securing a necessary tool in the future. You may treat your Fame score as 2 points higher when purchasing any single item. When you use this boon, cross it off of your Chronicle sheet.

 

(CS#20 Thornkeep The Dark Menagerie)

 

?

 

(CS#22 The Sanos Abduction)

 

Faerie Dragon Improved Familiar

 

(CS #23 Bk 1)

 

Nexus Crystal

 

(CS #25)

 

Master of Blades Saved

 

(CS #26)

 

Acquainted with Aslynn

 

Thurl’s Bane (Grand Lodge faction)

 

(CS #28)

 

Master Smith’s Service

 

Oread’s Favor

 

(CS #29)

 

Inubrix’ Ore

Crossed Boons

(CS #19 Year of the Shadow Lodge)

 

Combat Boon: As an immediate action, you may reroll an attack roll before success is determined. You must accept the second roll, even if it’s worse than the first roll. You may only use this ability twice. On using this ability, check one of the boxes. On using this ability the second time, check the final box and line through this boon.