zr Noe Phace

Skold (Shield) of the Seikonur

Description:

Ninja (2) Summoner (4, Synthesist Archetype)
Medium Sylph 6
Init +3, Darkvision 60ft, Perception +20 (6 ranks, 3 Wis, 8 eidolon, 3 class)

DEFENSE
AC24 (AC26 with Shield spell, AC26/28 vs nonmagical ranged attacks; eidolon AC = 4 armor, 2 shield, 4 nat armor; 3 Dex, 1 deflection)
HP 54 (24 Eidolon – temporary, base 30)
Fort 7, Ref 11 (12 vs falling, trait), Will 11
Defensive Abilities:
Breeze Kissed. A sylph with this racial trait surrounds herself with swirling winds, gaining a +2 racial bonus to AC against nonmagical ranged attacks. The sylph can calm or renew these winds as a swift action. Once per day, the sylph can channel this wind into a single gust, making a bull rush or trip combat maneuver attempt against one creature within 30 feet. Whether or not the attempt succeeds, the winds are exhausted and no longer provide a bonus to the sylph’s AC for 24 hours. This is a supernatural ability.
Shielded Meld At 4th level, whenever the synthesist is fused with his eidolon, he gains a +2 shield bonus to his Armor Class and a +2 circumstance bonus on his saving throws.
Evasion If subjected to an attack that normally allows a Reflex save for half damage, it takes no damage if it makes a successful saving throw.
Fused Link Whenever the temporary hit points from his eidolon would be reduced to 0, the summoner can, as a free action, sacrifice any number of his own hit points. Each hit point sacrificed this way prevents 1 point of damage done to the eidolon (thus preventing the loss of the summoner’s temporary hit points), preventing the eidolon from being killed and sent back to its home plane.

OFFENSE
Like the Wind. A sylph with this racial trait gains a 5 foot bonus to her base speed.
Speed 35 ft
Melee:
Katana (mstwk) +9 (Deadly, 18-20 x2) 1d8 +6 +1d6 (sneak)
Daggers (6, mstwk, poisoned) +9 (19-20 x2), thrown 10 ft, 1d4 +4 +1dd6 (sneak), poison = blue whinnis (injury; Save Fortitude DC 14, Frequency 1/round for 2 rounds, Initial Effect 1 Con damage; Secondary Effect unconsciousness for 1d3 hours; Cure 1 save)
Ranged:
Shortbow (
4 Str), +7 (x3), range 30 ft, 1d6 +4 +1d6 (sneak)

STATISTICS (Sylph/Eidolon)
Str 7/18 (4), Dex 9/16 (3, ability evolution), Con 9/13 (-1/1), Int 18/7 (4), Wis 16/10 (3), Cha 18/11 (4, Headband)
BAB 4 (3 summoner, 1 ninja), CMB 8, CMD 20
Feats:
Extra Ninja Trick (Acrobatics Master), Extra Ninja Trick (Vanishing Trick), Extra Ninja Trick (Forgotten Trick)
Skills: Acrobatics (21, half jump DC with Forgotten Ninja Trick 3 ki), Appraise (7), Bluff (7), Climb (14, or +40 feet climb speed with Evolution Surge-Climb, or +20 ft climb speed with Forgotten Ninja Trick 3 ki-Wall Climber), Diplomacy (8), Disable Device (7), Disguise (7, or 17 with Forgotten Ninja Trick 3 ki-Sudden Disguise), Escape Artist (10), Intimidate (8), Knowledge Local (11), Knowledge Nobility (11), Linguistics (10), Perception (20), Sense Motive (10), Stealth (20), Swim (7, or +40 swim speed with Evolution Surge-Swim, or breathe underwater indefinitely with Evolution Surge-Gills)
Languages: Common, Auran, Aquan, Elven, Ignan, Terran, Gnome, Draconic, Sylvan
Traits: Resilient, Cliff Jumper

EIDOLON EVOLUTION POOL (7 PTS)
Improved Natural Armor (1)
Skilled (Acrobatics – 1)
Skilled (Stealth – 1)
Skilled (Perception – 1)
Ability (Dexterity +2 – 1)
Scent (1)

SPELLS KNOWN
Orisons (6) – Message, Open/Close, Resistance, Mage Hand, Daze, Detect Magic
Level 1 (4 known, 4 per day) – Rejuvenate Eidolon, Shield, Expeditious Retreat, Alarm
Level 2 (2 known, 2 per day) – Invisibility, Evolution Surge (Climb, Skilled, Swim, Gills)

SPECIAL ABILITIES
Feather fall 1/day (caster level equals the sylph’s total level = 6).
Ki Pool (5 points, Su)
At 2nd level, a ninja gains a pool of ki points, supernatural energy she can use to accomplish amazing feats. The number of points in the ninja’s ki pool is equal to 1/2 her ninja level + her Charisma modifier. 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. At 10th level, she also reduces the DC of Acrobatics skill checks made to jump by 1/2 (although she still cannot move farther than her speed allows).

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. If the ninja possesses levels in another class that grants points to a ki pool, ninja levels stack with the levels of that class to determine the total number of ki points in the combined pool, but only one ability score modifier is added to the total. The choice of which score to use is made when the second class ability is gained, and once made, the choice is set. The ninja can now use ki points from this pool to power the abilities of every class she possesses that grants a ki pool.

Acrobatic Master (Su): As a swift action, a ninja with this trick can focus her ki to grant her a +20 bonus on one Acrobatics check of her choice made before the start of her next turn. Using this ability expends 1 ki point from her ki pool.

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.
- Fast Stealth (1 ki)
- High Jumper (1 ki)
- Sudden Disguise (1 ki)
- Undetected Sabotage (1 ki)
- Wall Climber (1 ki)

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.

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

EQUIPMENT
Cloak of Resistance 2
Headband of Alluring Charisma (
4) 2
Aegis of Recovery – Should the wearer ever drop below 0 hit points, the aegis heals the wearer for 2d8
3 points of damage and then crumbles to dust.

Lesser Rod of Silence
Elemental Breath (2 doses)
Ring of Protection +1
Blue Whinnis poison, poison sheaths

Bio:

zr Noe Phace

Until Thy Kingdom Come ineluki corpopolis