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Viking_Mage
2010-04-20, 03:20 PM
NINJA

GAME RULE INFORMATION
Ninja have the following game statistics.
Abilities: Dexterity and Intelligence are the most important scores for ninja, who are almost constantly in a position where they must stay on their toes mentally and physically. Extra skill points foster a ninja’s adaptability to any given situation, and a high Dexterity will aid the ninja in a fight and when the time comes to run.
Honor/Alignment: Any non-lawful, dishonorable
Hit Die: d6
Starting Gold: 4d4*10 gp.

Class Skills: A ninja’s class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int, Exclusive skill), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Jump (Str), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Spot (Wis), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Tumble (Dex), and Use Rope (Dex).
Skill Points at 1st Level: (6 + Int modifier)*4.
Skill Points at Each Additional Level: 6 + Int modifier

Table ?-? The Ninja
Level Base Attack Bonus Fort Save Ref Save Will Save AC Bonus Special
1st +1 +0 +2 +0 +0 Sneak attack +1d6, ninja dodge +1
2nd +2 +0 +3 +0 +0 Poison use
3rd +3 +1 +3 +1 +0 Sneak attack +2d6, uncanny dodge
4th +4 +1 +4 +1 +0 Speed of darkness, great leap
5th +5 +1 +4 +1 +1 Sneak attack +3d6, ninja dodge +2
6th +6/1 +2 +5 +2 +1 Acrobatics +2, uncanny dodge
7th +7/2 +2 +5 +2 +1 Sneak attack +4d6, speed climb
8th +8/3 +2 +6 +2 +1 Shadow run
9th +9/4 +3 +6 +3 +1 Sneak attack +5d6, improved poison use
10th +10/5 +3 +7 +3 +2 Ninja dodge +3
11th +11/6/1 +3 +7 +3 +2 Sneak attack +6d6
12th +12/7/2 +4 +8 +4 +2 Acrobatics +4, deflect arrows
13th +13/8/3 +4 +8 +4 +2 Sneak attack +7d6
14th +14/9/4 +4 +9 +4 +2
15th +15/10/5 +5 +9 +5 +3 Sneak attack +8d6, ninja dodge +4
16th +16/11/6/1 +5 +10 +5 +3
17th +17/12/7/2 +5 +10 +5 +3 Sneak attack +9d6
18th +18/13/8/3 +6 +11 +6 +3 Acrobatics +6
19th +19/14/9/4 +6 +11 +6 +3 Sneak attack +10d6
20th +20/15/10/5 +6 +12 +6 +4 Ninja dodge +5

CLASS FEATURES
All of the following are class features of the ninja.

Weapon and Armor Proficiency: Ninja are proficient with the following weapons: Blowgun, Chain, Dagger, Dart, Katana, Kusari-gama, Nekode, Ninja-to, Shuriken, Spiked Chain, Wakizashi, and War Fan. Though ninja are able fighters, this comes more from their training in hitting pressure points and finding weaknesses in another’s defense than from sheer martial prowess.

Ninja are not proficient in any armor or shields, relying on freedom of movement and highly trained reflexes to keep them from danger. When wearing armor that incurs a penalty check greater than 0, the ninja loses several of her abilities as noted below.

Armor check penalties for armor heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand, Swim, and Tumble.

AC Bonus (Ex): A ninja is highly trained at dodging blows, and even has a sixth sense that lets her avoid even unanticipated attacks. When unarmored and unencumbered, a ninja adds her Wisdom bonus (if any) to her Armor Class. This ability does not stack with the monk’s AC bonus ability. In addition, a ninja gains a +1 bonus to AC at 5th level. This bonus increases by 1 for every five ninja levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th).

These bonuses to AC apply even against touch attacks or when a ninja is flat-footed. The character loses these bonuses when she is immobilized or helpless, when she wears any armor, when she carries a shield, or when she carries a medium or heavy load.

Sneak Attack (Ex): If a ninja attacks an opponent who is unable to defend himself effectively, the ninja can strike a vital spot for extra damage. Any time the ninja’s target would be denied his Dexterity bonus to AC (whether he actually has a Dex bonus or not), or when the ninja flanks the target, the ninja’s attack deals extra damage. The extra damage is +1d6 at 1st level and an additional 1d6 every two levels thereafter. Should the ninja score a critical hit with a sneak attack, this extra damage is not multiplied.

Ranged attacks can only count as sneak attacks if the target is within 30 feet. The ninja can’t strike with deadly accuracy from beyond that range.
With a sap or an unarmed strike, the ninja can make a sneak attack that deals subdual damage instead of normal damage. He cannot use a weapon that deals normal damage to deal subdual damage in a sneak attack, not even with the usual -4 penalty, because she must make optimal use of her weapon in order to execute a sneak attack.

A ninja can only sneak attack a living creature with a discernable anatomy—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is also not vulnerable to sneak attacks. The ninja must be able to see the target well enough to pick out a vital spot and must be able to reach a vital spot. The ninja cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.

Ninja Dodge (Ex): The ninja gains this special variation of the Dodge feat for free at first level. Effectively, this ability has the same effect as Dodge, except that the ninja gains the ability multiple times. At fifth, tenth, fifteenth, and twentieth level, the bonus granted by Ninja Dodge is raised by one. At fifth level, the ninja may choose to use some or all of this bonus to dodge each attacker; a ninja with a +3 dodge may choose to use Ninja Dodge to gain a +2 bonus against one attacker, then a +1 against another in the same round, +3 against a single attacker, or +1 against three attacks in the single round. Unlike the normal Dodge feat, this ability may not be used when wearing armor with a check penalty greater than 0. This ability stacks with the bonus provided by the Dodge feat. A ninja may take feats with Dodge as a prerequisite if she has Ninja Dodge, but may not use these feats when wearing armor with a check penalty greater than 0.

Poison Use (Ex): Ninja are trained in the use of poison and, beginning at 2nd level, never risk accidentally poisoning themselves when applying poison to a blade.

Uncanny Dodge (Ex): At third level, the ninja gains the ability to react to damage before his senses would normally allow him to do so. He retains his Dexterity bonus to AC (if any) despite being caught flat-footed or being struck by an invisible attacker. She still loses her Dexterity bonus is immobilized.

At sixth level, the ninja can no longer be flanked; she can react to opponents on opposite sides of her as easily as she can react to a single attacker. This defense denies other ninja and rogues the ability to use flank attacks to sneak attack her. The exception to this defense is that a rogue at least higher than the character can flank her (and thus sneak attack her).

Great Leap (Su): At 4th level and higher, a ninja always makes Jump checks as if she were running and had the Run feat, enabling her to make long jumps without a running start and granting a +4 bonus on the jump (see the skill description, page 77 of the Player’s Handbook). This ability can be used only if she is wearing no armor and is carrying no more than a light load.

Speed of Darkness (Ex): The strength of a ninja’s attack lies in his ability to strike quickly at exposed areas and fade away. At fourth level and beyond, the ninja adds her Intelligence modifier to her initiative roll.

Acrobatics (Ex): Starting at 6th level, a ninja gains a +2 bonus on
Climb, Jump, and Tumble checks. This bonus increases to +4 at 12th level, and +6 at 18th level.

Speed Climb (Ex): A ninja of 7th level or higher can scramble up or down walls and slopes with great speed. She can climb her speed as a move action with no penalty; however, she must begin and end the round on a horizontal surface (such as the ground or a rooftop). If she does not end her movement on a horizontal surface, she falls, taking damage as appropriate for her distance above the ground.

A ninja needs only one free hand to use this ability. This ability can only be used if a ninja is wearing no armor and is carrying no more than a light load.

Shadow Run (Su): The ninja gains a speed bonus equal to her Intelligence modifier*5 when wearing no or light armor (and not carrying a heavy load). This bonus is to her base speed, before modifiers such as taking a double move action are figured in.

Improved Poison Use (Ex): Starting at 9th level, a ninja can apply poison to a weapon as a move action. (Normally, applying a poison is a standard action, like applying an oil.)

Deflect Arrows (Ex): At 12th level, the ninja gains this feat for free, even if she does not have Improved Unarmed Strike. This ability may not be used when wearing armor with a check penalty above 0.

EX-NINJA
A ninja who becomes lawful or honorable may no longer progress in levels as a ninja, though she retains all class abilities. Note that judicious use of the ninja class abilities should quickly return the character to a state in which she can continue to progress as a ninja.

Djinn_in_Tonic
2010-04-20, 03:52 PM
Bold Text, Paragraph Spacing, and Class Tables. They make things SO much more readable.

For example:


NINJA

To the Empire, ninja do not exist. They are simply peasant superstitions passed down from generation to generation in farmer villages and old women’s tales. Though tales of shadow-walking ninja persist to this day, noble samurai dismiss them as the result of paranoia or as lazy guards’ excuses.

Those who still walk in shadow would have it no other way.

Adventures: Invariably, ninja are spies, assassins, or both. Like rogues, they are masters of subterfuge, stealth, thievery, and lies. Unlike rogues, they understand the deeper mysteries of the shadows, and are far better at misdirection and murder. Because of this, and the Empire’s view of ninja, they generally fit into a samurai party under false pretenses, or into a party of ninja. When a ninja ventures forth, it will always be to cause disorder and confusion among her lord’s enemies. This can range from simple assassination of a minor lord to a more prolonged campaign to disrupt activities in an area. Some ninja are not assassins at all, but merely serve as spies for their lord. More idealistic ninja might seek to thwart a growing evil. Most non-Rat ninja in service to a lord fill the role of a spy, and use their skills for little else than simple information gathering, thievery, and causing confusion.

Characteristics: Highly skilled spies and assassins, ninjas can master a broad range of skills and combat techniques. Nearly every ninja perfects the arts of moving quietly and remaining hidden, and her secondary skills define her role in an adventuring party or a community. Many ninja hone skills that help them become better spies, mastering the arts of social interaction and disguise. Others take on the role of cat burglars, practicing skills that help them find and bypass traps and locks.

Ninjas jump and climb farther and faster than members of most other classes, and they are skilled acrobats as well. Ninja also receive special training in the use of poisons, and many ninjas employ poisonous weapons in combat.

Because every Balfsharian publicly despises them, a ninja must keep her actions secret, or face execution—one of the lowest forms of dishonor. Many ninja in service to a daimyo adopt a public face to hide their activities behind, and are accepted among the samurai caste. Being able to adapt different personas, anticipate the movements of their enemy, and acquit themselves well enough in a fight to survive are the skills that separate the ninja that are feared from the ninja that are dead.

Honor/Alignment: The motivations for a ninja’s action can be anywhere from serving the wishes of her lord to simply working for her own gain. A ninja can be of any non-lawful alignment, though a majority of ninja are evil. The actions of a ninja, however, are nothing short of dishonorable, no matter whom their lord is or why they do their tasks.

Background: Ninja are usually without clan affiliation, except students of the Shosuro Dojo in the Rat lands. Though the Rat take great pains to train their ninja well, Non-Rat ninja are generally as effective as the Shosuro. This usually is due to a natural talent more than effective training—there are many more Rat ninja than ronin ninja. However, every Clan has at least one minor lord who employs the shadowy services of the ninja.

Races: While Shosuro-trained ninja are exclusively human, ninja come from most races of Balfsharia. The nezumi, kenku, and usagi are commonly ninja and have all created their own ninja dojos far from Clan cities. Darfellan and vanara rarely become ninja. Darfellan’s strength lays in straightforward combat, though tales are told of stealthy darfellans assassinating sahuagin leaders. Vanara abhor the underhanded lifestyle of ninja and no one has ever told tales of a vanara ninja.

Other Classes: Ninja must be cautious in their associations with other classes, as one false step could lead to their execution. Ninja also have rather skewed views of honor; though that is no reason they cannot find a place within an adventuring party. Those ninja with a samurai lord see themselves as the daimyo’s worthiest servants, willing to give up their own honor for that of their lord. In any case, ninja tend to multi-class in order to create more complete false identities, or in rare cases become ninja after being dishonored as samurai. Many Rat bushi are actually ninja (or multi-class fighter-ninja) in order to further the goals of their clan. A Rat is not above the law of Balfsharia, however, should she be caught walking the dishonorable path of the ninja.

Current this is difficult to decipher, and you have the class table stuck in the middle of the class features. Clean it up a bit and I'll have a look.

Dirt_Kami
2010-04-22, 10:18 AM
The Ninja
{table=head]Level|BAB|Fort|Ref|Will|AC Bonus|Special
1st|+1|+0|+2|+0|+0|Sneak attack +1d6, ninja dodge +1
2nd|+2|+0|+3|+0|+0|Poison use
3rd|+3|+1|+3|+1|+0|Sneak attack +2d6, uncanny dodge
4th|+4|+1|+4|+1|+0|Speed of darkness, great leap
5th|+5|+1|+4|+1|+1|Sneak attack +3d6, ninja dodge +2
6th|+6/+1|+2|+5|+2|+1|Acrobatics +2, uncanny dodge
7th|+7/+2|+2|+5|+2|+1|Sneak attack +4d6, speed climb
8th|+8/+3|+2|+6|+2|+1|Shadow run
9th|+9/+4|+3|+6|+3|+1|Sneak attack +5d6, improved poison use
10th|+10/+5|+3|+7|+3|+2|Ninja dodge +3
11th|+11/+6/+1|+3|+7|+3|+2|Sneak attack +6d6
12th|+12/+7/+2|+4|+8|+4|+2|Acrobatics +4, deflect arrows
13th|+13/+8/+3|+4|+8|+4|+2|Sneak attack +7d6
14th|+14/+9/+4|+4|+9|+4|+2|
15th|+15/+10/+5|+5|+9|+5|+3|Sneak attack +8d6, ninja dodge +4
16th|+16/+11/+6/+1|+5|+10|+5|+3|
17th|+17/+12/+7/+2|+5|+10|+5|+3|Sneak attack +9d6
18th|+18/+13/+8/+3|+6|+11|+6|+3|Acrobatics +6
19th|+19/+14/+9/+4|+6|+11|+6|+3|Sneak attack +10d6
20th|+20/+15/+10/+5|+6|+12|+6|+4|Ninja dodge +5[/table]

Just trying to help.
As far PEACH goes, I like my ninja class :wink:

Djinn_in_Tonic
2010-04-22, 11:00 AM
Alright.

The cut-off point for this class is 12th level: after 12th level, I gain nothing of value from being a Ninja aside from a few numerical bonuses, and thus am unlikely to continue being a Ninja. 8th is another good cut-off point, especially if I don't use poisons much.

As written, it probably shares to much with a Rogue: after all, it's basically a Rogue + Monk + a few different abilities. I'd much rather see some interesting new mechanics than a reprise of Sneak Attack, some poison use, and some abilities that seem lifted from the Monk.

Aside from Sneak Attack, the abilities it gets are of questionable use: I see some things that I'd like to have in certain situations, but nothing that makes me go "Man, I really want to play a Ninja!"

It's a Rogue/Monk as written, only without valid abilities from level 13 on up. What can you do to fix that?

Spiryt
2010-04-22, 11:02 AM
Damn, I read it as Reversed Ninja Class :smalleek:

I will try to say something sensible after reading trough.

imp_fireball
2010-04-22, 12:42 PM
At fourth level and beyond, the ninja adds her Intelligence modifier to her initiative roll.

Should be Wis to avoid MAD. Also wis represents perception so logically that could indicate that they can perceive that the enemy is going to react in so-and-so amount of time and thus they must react accordingly.

And what happened to ki-abilities? Should ninjas have combat styles? Sample styles could include progression that starts with deflect arrows (which monks can actually receive very early) and moves into snatch arrows and flick of the wrist, and eventually deflect large objects or magic rays, return it upon the opponent as immediate/free action, etc.

The CA ninja was focused entirely on stealth. Maybe you could take that concept and simply expand upon other styles too in a ninja sort of way.

Also, I like the name sudden strike better then sneak attack. Just imo.


The ninja gains a speed bonus equal to her Intelligence modifier*5

Again, make this Wis.

Another suggestion:

Make dodge work like Ki? Sacrifice some dodge bonus for other abilities (like going ethereal at high levels; although that should probably require ki instead whereas dodge bonus would reflect attack options and be per round)?

Final suggestion: Balance out the ninja by giving them even fewer skill points? Maybe 4+intx4?

Should improved unarmed strike be a proficiency option? Maybe a ninja must choose from a list of possible proficiencies, which include certain monk weapons (which could be an expanding list) and asian weapons (like katana, naginata, actual ninja weapons, etc.).

Sample Dodge-sacrifice Ability

Kick off
Dodge Bonus Cost (+1, targeted at the target of this maneuver)

Make a bull rush check against the enemy (provoking AoOs as normal), but use Dex instead of Str. Success indicates that you may move away from the enemy up to your base move speed, while ignoring terrain, ultimately gaining an additional move action for this purpose. Moving out of squares that the enemy threatens do not provoke AoOs but moving out of squares that other enemies threaten requires tumble checks as normal.
NOTE: You must use this ability to distance yourself from the enemy. You cannot move through the victim of such a bullrush in this way.

Darth Stabber
2010-04-27, 02:49 AM
Needs a capstone (make me atleast think about not Prestige classing, maybe time stop one or two times a day), and some more high lvl abilities (SLAs, hide in plain sight, ect)

That being said base classes really don't have lvls beyond 12, the charts have a clever optical illusion that makes it look like they have 20 lvls.

For example Fighter is only a 4 lvl class, wizard caps out at 10, so this class not existing after 12 is a complement.

WildPyre
2010-04-27, 03:27 AM
Damn, I read it as Reversed Ninja Class :smalleek:

I will try to say something sensible after reading trough.

So you were expecting Naruto? Guy that runs around in bright orange clothes and yells at the top of his lungs that he's a ninja?