Skiurid Ninja
CR 4 XP:
1,200
skiurrid rogue 2/ninja 4
NE Tiny magical beast (squirrel)
Init +4; Senses darkvision 60 ft., low-light
vision; Perception +8
AC 19, touch 19, flat-footed 14 (+2 size, +2
deflection, +4 Dex)
HP 24 (2d8+2d10+4)
Fort +1, Ref +10, Will +2
Resist evasion
Speed 30 ft.
Melee katana +1 (1d4-3/18-20), wakizashi +4
(1d3-1/18-20), bite +3 (1d3-1) or bite +8 (1d3-3)
Space 2-1/2 ft.
Special Attacks chill darkness 3/day, sneak attack
+1d6, sudden strike +1d6
Str 4, Dex 18, Con 12, Int 7, Wis 14, Cha 12
Base Atk +2; CMB -3; CMD 13
Feats Dodge, Mobility, Two-Weapon Fighting, Weapon
Finesse
Skills Acrobatics +14, Climb +5, Perception +8,
Stealth +27, Use Magic Device +6
SQ ghost step, ki power, shadow jump, trapfinding
Shadow Jump (Su) As the dimension door spell; up to
3/day; caster level 1st. The magical transport must begin and end in an area
with at least some shadow. A skiurid can jump up to 30 feet each day in this
manner; this can be a single jump or a combination of jumps whose distance
totals 30 feet. This amount can be split among several jumps, but each one, no
matter how small, counts as a 10-foot increment.
Chill Darkness (Su) As the darkness spell; 3/day;
caster level 3rd. A creature within the radius of this effect takes 1d6 points
of damage and also takes 1 point of Strength damage unless it succeeds on a DC
13 Fortitude save. The creature takes no further damage as long as it remains
within the area, but if it leaves and reenters, it is subject to both types of
damage again. The save DC is Charisma-based and includes a +2 racial bonus. At
the end of the effect's duration, if any creature has taken damage within its
area, the shadows coalesce into a small nodule, about the size of a peach pit,
that provides nourishment for the skiurid. This ability has no effect on undead
or creatures native to the Plane of Shadow. The shadowy illumination created by
this ability is sufficient for the skiurid to use its shadow jump ability.
Evasion (Ex) A skiurid ninja can avoid even magical
and unusual attacks with great agility. If it makes a successful Reflex saving
throw against an attack that normally deals half damage on a successful save
(such as a red dragon's fiery breath or a fireball), it instead takes no
damage. Evasion can be used only if the skiurid ninja is wearing light armor or
no armor. A helpless skiurid ninja (such as one who is unconscious or
paralyzed) does not gain the benefit of evasion.
Ghost Step (Su) A skiurid ninja can use one daily
use of its ki power to become invisible for 1 round as a swift action. This
action does not provoke an attack of opportunity.
Ki Power (Su) A skiurid ninja has a pool of ki that
can be used to manifest special powers 3 times per day. See ghost step.
Sneak Attack (Ex) If a skiurid ninja attacks a
living foe that is denied its Dexterity bonus to AC, it does additional damage
as noted above. Ranged attacks can count as sneak attacks only if the target is
within 30 feet. With a sap (blackjack) or an unarmed strike, a skiurid ninja
can make a sneak attack that deals nonlethal damage instead of lethal damage.
Any creature that is immune to critical hits is not vulnerable to sneak
attacks, and if the target has concealment the skiurid ninja cannot make a sneak
attack.
Sudden Strike (Ex) If a skiurid ninja attacks a foe
that is denied its Dexterity bonus to AC, the skiurid ninja can deal extra
damage as noted above. Sudden strike damage works the same as sneak attack
damage except that it can be used only against foes that are denied their
Dexterity bonus to AC. Sudden strike and sneak attack damage stack if they
apply to the same target.
Trapfinding (Ex) Skiurid ninjas can use the Search
skill to locate traps when the task has a Difficulty Class higher than 20.
Skiurid ninjas can use the Disable Device skill to disarm magic traps. A
skiurid ninja who beats a trap's DC by 10 or more with a Disable Device check
can study a trap, figure out how it works, and bypass it without disarming it.
By Robert Wiese
Skiurid Ninja Squad Lieutenant
CR 8 XP:
4,800
skiurid rogue 4/ninja 3/shadowdancer 1
NE Tiny magical beast (squirrel)
Init +4; Senses darkvision 60 ft., low-light
vision; Perception +10
AC 19, touch 19, flat-footed 14 (+2 size, +2
deflection, +4 Dex)
HP 56 (4d8+4d10+16)
Fort +4, Ref +13, Will +4
Resist evasion
Speed 30 ft., climb 20 ft.
Melee katana +6 (1d4-3/18-20), wakizashi +13
(1d3-1/18-20), bite +6 (1d3-1) or bite +11 (1d3-3)
Space 2-1/2 ft.
Special Attacks chill darkness 3/day, sneak attack
+2d6, sudden strike +2d6; Combat Reflexes
During Combat With the shadowdancer ability to hide
in plain sight, this version of the skiurid ninja moves into an opponent's
square and then hides there, attacking from hiding and then hiding again every
round it can do so. It saves its invisibility power to escape a combat or to
attack during the first round. Again, it is more interested in damaging someone
in the chill darkness area than in killing anything, but it will kill to defend
its nest. Because the creature threatens only the square it occupies, it can
make attacks of opportunity only against the foe in the same square with it.
Str 4, Dex 18, Con 14, Int 7, Wis 14, Cha 12
Base Atk +5; CMB +0; CMD 16
Feats Combat Reflexes, Dodge, Mobility, Two-Weapon
Fighting, Weapon Finesse
Skills Acrobatics +14, Climb +5, Perception +10,
Perform (dance) +6, Stealth +30, Use Magic Device +8
SQ ghost step, hide in plain sight, ki power,
poison use, shadow jump, trap sense +1, trapfinding
Organization A skiurid ninja of this level might be
leading a group of 4th-level skiurid ninjas.
Skiurids are kind of silly creatures, really. They
are essentially Negative Energy Plane squirrels that collect shadow
"nuts" by using their powers on living creatures. Very few might find
them terrifying, and most of the time they may appear in a campaign or
adventure more as an infestation nuisance than anything else. But let's look
for some more potential in the little creatures. After all, stirges can pose a
danger to adventurers, and they are small nuisancy creatures too.
Some skiurids, the ones that are smarter than their
brethren, learn skills that are normally associated with character classes. The
skiurids don't have training camps and such as that; they teach themselves to
become more effective so that they can lead others of their kind in collecting
shadow nuggets (nuts). As they gain some real powers, they become potentially
quite lethal (1d3-3 +6d6 is significant damage). These more powerful skiurids
make full use of their abilities to hide, sneak, and attack from surprise to
overcome the limitations of their size in combat.
Shadow Jump (Su) As the dimension door spell; up to
3/day; caster level 1st. The magical transport must begin and end in an area
with at least some shadow. A skiurid can jump up to 30 feet each day in this
manner; this can be a single jump or a combination of jumps whose distance
totals 30 feet. This amount can be split among several jumps, but each one, no
matter how small, counts as a 10-foot increment.
Chill Darkness (Su) As the darkness spell; 3/day;
caster level 3rd. A creature within the radius of this effect takes 1d6 points
of damage and also takes 1 point of Strength damage unless it succeeds on a DC
13 Fortitude save. The creature takes no further damage as long as it remains within
the area, but if it leaves and reenters, it is subject to both types of damage
again. The save DC is Charisma-based and includes a +2 racial bonus. At the end
of the effect's duration, if any creature has taken damage within its area, the
shadows coalesce into a small nodule, about the size of a peach pit, that
provides nourishment for the skiurid. This ability has no effect on undead or
creatures native to the Plane of Shadow. The shadowy illumination created by
this ability is sufficient for the skiurid to use its shadow jump ability.
Evasion (Ex) A skiurid ninja can avoid even magical
and unusual attacks with great agility. If it makes a successful Reflex saving
throw against an attack that normally deals half damage on a successful save
(such as a red dragon's fiery breath or a fireball), it instead takes no
damage. Evasion can be used only if the skiurid ninja is wearing light armor or
no armor. A helpless skiurid ninja (such as one who is unconscious or
paralyzed) does not gain the benefit of evasion.
Ghost Step (Su) A skiurid ninja can use one daily
use of its ki power to become invisible for 1 round as a swift action. This
action does not provoke an attack of opportunity.
Ki Power (Su) A skiurid ninja has a pool of ki that
can be used to manifest special powers 3 times per day. See ghost step.
Sneak Attack (Ex) If a skiurid ninja attacks a
living foe that is denied its Dexterity bonus to AC, it does additional damage
as noted above. Ranged attacks can count as sneak attacks only if the target is
within 30 feet. With a sap (blackjack) or an unarmed strike, a skiurid ninja
can make a sneak attack that deals nonlethal damage instead of lethal damage.
Any creature that is immune to critical hits is not vulnerable to sneak
attacks, and if the target has concealment the skiurid ninja cannot make a
sneak attack.
Sudden Strike (Ex) If a skiurid ninja attacks a foe
that is denied its Dexterity bonus to AC, the skiurid ninja can deal extra
damage as noted above. Sudden strike damage works the same as sneak attack
damage except that it can be used only against foes that are denied their
Dexterity bonus to AC. Sudden strike and sneak attack damage stack if they
apply to the same target.
Trapfinding (Ex) Skiurid ninjas can use the Search
skill to locate traps when the task has a Difficulty Class higher than 20.
Skiurid ninjas can use the Disable Device skill to disarm magic traps. A
skiurid ninja who beats a trap's DC by 10 or more with a Disable Device check
can study a trap, figure out how it works, and bypass it without disarming it.
Hide in Plain Sight (Ex) A skiurid ninja can use
the Hide skill even when being observed or in plain view, as long as it is
within 10 feet of some sort of shadow.
Poison Use (Ex) A skiurid ninja does not risk
poisoning itself when using poison.
Trap Sense (Su) A skiurid ninja gains a bonus noted
above on Reflex saves made to avoid traps and as a dodge bonus to AC against
attacks made by traps.
Uncanny Dodge (Ex) A skiurid ninja retains its
Dexterity bonus to AC (if any) even if caught flat-footed or struck by an
invisible attacker. However, it still loses its Dexterity bonus to AC if
immobilized.
Skiurids are kind of silly creatures, really. They
are essentially Negative Energy Plane squirrels that collect shadow
"nuts" by using their powers on living creatures. Very few might find
them terrifying, and most of the time they may appear in a campaign or
adventure more as an infestation nuisance than anything else. But let's look
for some more potential in the little creatures. After all, stirges can pose a
danger to adventurers, and they are small nuisancy creatures too.
Some skiurids, the ones that are smarter than their
brethren, learn skills that are normally associated with character classes. The
skiurids don't have training camps and such as that; they teach themselves to
become more effective so that they can lead others of their kind in collecting
shadow nuggets (nuts). As they gain some real powers, they become potentially
quite lethal (1d3-3 +6d6 is significant damage). These more powerful skiurids
make full use of their abilities to hide, sneak, and attack from surprise to
overcome the limitations of their size in combat.
By Robert Wiese
Skiurid Ninja Squad Captain
CR 12 XP:
19,200
skiurid rogue 5/ninja 6/shadowdancer 1
NE Tiny magical beast (squirrel)
Init +4; Senses darkvision 60 ft., low-light
vision; Perception +11
AC 20, touch 20, flat-footed 15 (+2 size, +3
deflection, +4 Dex)
HP 77 (5d8+7d10+16)
Fort +4, Ref +13, Will +4
Resist evasion
Speed 30 ft., climb 20 ft.
Melee +2 katana +10/+5 (1d4-1/18-20), mwk wakizashi
+16 (1d3-1/18-20), bite +8 (1d3-1) or bite +13 (1d3-3)
Space 2-1/2 ft.
Special Attacks acrobatics, ghost step, great leap,
hide in plain sight, ki dodge, ki power, poison use, shadow jump, trap sense
+1, trapfinding
During Combat The skiurid ninja really comes into
its own in this version, though its basic tactic is the same: Deny a foe its
Dexterity bonus to AC and then attack for sneak attack and sudden strike
damage. In this version, it can move into opponents' squares without provoking
attacks of opportunity, and it makes full use of its Confound the Big Folk feat
abilities to get sneak attacks.
Str 4, Dex 18, Con 15, Int 7, Wis 14, Cha 12
Base Atk +7; CMB +2; CMD 19
Feats Combat Reflexes, Confound the Big Folk,
Dodge, Mobility, Two-Weapon Fighting, Underfoot Combat, Weapon Finesse
Skills Acrobatics +14, Climb +7, Escape Artist +8,
Perception +11, Perform (sing) +6, Stealth +30, Use Magic Device +9
SQ ghost step, hide in plain sight, ki power,
poison use, shadow jump, trap sense +1, trapfinding
Organization A skiurid ninja of this level might be
leading a group of 8th-level skiurid ninjas.
Shadow Jump (Su) As the dimension door spell; up to
3/day; caster level 1st. The magical transport must begin and end in an area
with at least some shadow. A skiurid can jump up to 30 feet each day in this
manner; this can be a single jump or a combination of jumps whose distance
totals 30 feet. This amount can be split among several jumps, but each one, no
matter how small, counts as a 10-foot increment.
Chill Darkness (Su) As the darkness spell; 3/day;
caster level 3rd. A creature within the radius of this effect takes 1d6 points
of damage and also takes 1 point of Strength damage unless it succeeds on a DC
13 Fortitude save. The creature takes no further damage as long as it remains
within the area, but if it leaves and reenters, it is subject to both types of
damage again. The save DC is Charisma-based and includes a +2 racial bonus. At
the end of the effect's duration, if any creature has taken damage within its
area, the shadows coalesce into a small nodule, about the size of a peach pit,
that provides nourishment for the skiurid. This ability has no effect on undead
or creatures native to the Plane of Shadow. The shadowy illumination created by
this ability is sufficient for the skiurid to use its shadow jump ability.
Evasion (Ex) A skiurid ninja can avoid even magical
and unusual attacks with great agility. If it makes a successful Reflex saving
throw against an attack that normally deals half damage on a successful save
(such as a red dragon's fiery breath or a fireball), it instead takes no
damage. Evasion can be used only if the skiurid ninja is wearing light armor or
no armor. A helpless skiurid ninja (such as one who is unconscious or
paralyzed) does not gain the benefit of evasion.
Ghost Step (Su) A skiurid ninja can use one daily
use of its ki power to become invisible for 1 round as a swift action. This
action does not provoke an attack of opportunity.
Ki Power (Su) A skiurid ninja has a pool of ki that
can be used to manifest special powers 3 times per day. See ghost step and ki
dodge.
Sneak Attack (Ex) If a skiurid ninja attacks a
living foe that is denied its Dexterity bonus to AC, it does additional damage
as noted above. Ranged attacks can count as sneak attacks only if the target is
within 30 feet. With a sap (blackjack) or an unarmed strike, a skiurid ninja
can make a sneak attack that deals nonlethal damage instead of lethal damage.
Any creature that is immune to critical hits is not vulnerable to sneak
attacks, and if the target has concealment the skiurid ninja cannot make a
sneak attack.
Sudden Strike (Ex) If a skiurid ninja attacks a foe
that is denied its Dexterity bonus to AC, the skiurid ninja can deal extra
damage as noted above. Sudden strike damage works the same as sneak attack
damage except that it can be used only against foes that are denied their
Dexterity bonus to AC. Sudden strike and sneak attack damage stack if they
apply to the same target.
Trapfinding (Ex) Skiurid ninjas can use the Search
skill to locate traps when the task has a Difficulty Class higher than 20.
Skiurid ninjas can use the Disable Device skill to disarm magic traps. A
skiurid ninja who beats a trap's DC by 10 or more with a Disable Device check
can study a trap, figure out how it works, and bypass it without disarming it.
Hide in Plain Sight (Ex) A skiurid ninja can use
the Hide skill even when being observed or in plain view, as long as it is
within 10 feet of some sort of shadow.
Poison Use (Ex) A skiurid ninja does not risk
poisoning itself when using poison.
Trap Sense (Su) A skiurid ninja gains a bonus noted
above on Reflex saves made to avoid traps and as a dodge bonus to AC against
attacks made by traps.
Uncanny Dodge (Ex) A skiurid ninja retains its
Dexterity bonus to AC (if any) even if caught flat-footed or struck by an
invisible attacker. However, it still loses its Dexterity bonus to AC if
immobilized.
Acrobatics (Ex) A skiurid ninja has a +2 bonus on
Climb, Jump, and Tumble checks.
Great Leap (Ex) A skiurid ninja always makes Jump
checks as if running and as if it had the Run feat, enabling it to make long
jumps without a running start and granting a +4 bonus on Jump checks.
Ki Dodge (Su) A skiurid ninja can use one daily use
of ki power to grant itself concealment (20% miss chance) against all attacks
for 1 round. This is a swift action that does not provoke an attack of
opportunity.
Skiurids are kind of silly creatures, really. They
are essentially Negative Energy Plane squirrels that collect shadow
"nuts" by using their powers on living creatures. Very few might find
them terrifying, and most of the time they may appear in a campaign or
adventure more as an infestation nuisance than anything else. But let's look
for some more potential in the little creatures. After all, stirges can pose a
danger to adventurers, and they are small nuisancy creatures too.
Some skiurids, the ones that are smarter than their
brethren, learn skills that are normally associated with character classes. The
skiurids don't have training camps and such as that; they teach themselves to
become more effective so that they can lead others of their kind in collecting
shadow nuggets (nuts). As they gain some real powers, they become potentially
quite lethal (1d3-3 +6d6 is significant damage). These more powerful skiurids
make full use of their abilities to hide, sneak, and attack from surprise to
overcome the limitations of their size in combat.
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