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.
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.