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Kojin Ninja (CR 7)
XP 3,200
Kojin Ninja 7
NE Medium Humanoid (Kojin, Reptilian)
Init +7; Senses Water Sense, Low-light vision; Perception +9
DEFENSE
AC 19, touch 16, flat-footed 14 (+2 Wis, +3 Dex, +1 natural, +2 AC Bonus, +1 deflect)
HP 76 [108] (7d8+35)
Fort +5, Reflex +8, Will +4;
Defensive Abilities Hide in Shell, Shell, Uncanny Dodge; Resist Water 5;
OFFENSE
Speed 30 ft., Swim 30 ft.
Melee Katana +9 (1d8+4/18-20)
Ranged Shuriken +8 (1d2+3)
Special Attacks Sneak Attack +4d6
Special Abilities Ki Pool (5 pts), Ninjutsu (Concealment, Ki Blade, Shadow Clone), Poison Use
STATISTICS
Str 16, Dex 17, Con 16, Int 13, Wis 14, Cha 8
Base Atk +5; CMB +8; CMD 24
Feats Combat Expertise, Improved Initiative, Power Attack, Weapon Focus (Katana)
Skills Acrobatics +10, Climb +10, Diplomacy +8, Disable Device +10, Escape Artist +10, Knowledge (local) +8, Perception +9, Sleight of Hand +10, Stealth +10; Racial Modifiers +2 Bluff, +2 Diplomacy;
Languages Common, Kojin, Orc
SQ AC Bonus, Eastern Weapon Familiarity, Light Steps, Natural Swimmers, Ninja Tricks (Bleeding Attack, Palm Throw, Shadow Duplicate), No Trace +2, Skilled Traders
Gear cure potion (3), katana, shuriken (10), ring of protection +1
SPECIAL ABILITIES
Eastern Weapon Familiarity (Ex)
Kojins treat the following weapons as martial weapons: kama, katana, kusarigama, naginata, nunchaku, sai, shuriken, siangham, and wakizashi.
Hide in Shell (Ex)
As a full round action, kojins may retract their body into their shell. This allows them to gain DR/5 Bludgeoning. It also allows for 20% concealment. When they use this ability, they immediately fall prone, drop anything they were holding, and any item that isn’t directly attached to their skin. While they are in this form, they cannot make attacks, use items, or cast spells. They must remain in this form for at least one complete round. To come out of their shell, they must spend another full round action (this does not provoke AoO).
Natural Swimmers (Ex)
Kojins have a swim speed of 30 feet and as such they do not have to make a swim check in order to swim under normal circumstances. They have a +8 racial bonus to swim checks to perform a special action or avoid a hazard. Though kojins cannot breathe water, they are able hold their breath for a number of rounds equal to four times their Constitution score before making drowning checks. Nor do standard or full-round actions reduce this time.
Shell (Ex)
Kojins have a natural armor bonus of +1.
Skilled Traders (Ex)
Kojins gain a +2 bonus on Diplomacy and Bluff checks. In addition, when they use Diplomacy to shift a creature’s attitude, they can do so up to three steps up rather than just two.
Water Sense (Ex)
Kojins can sense vibrations in water, granting them blindsense 30 feet against creatures that are touching the same body of water.