Rumel
2010-12-21, 04:37 AM
Guard 1: "Look at all this treasure!"
Guard 2: "I know, do you think anyone would notice if we take a few peices?"
Guard 1: "Hmm... maybe. Let's try it out" *grabs a handfull of gold*
*Whish... pop!* *Whish... pop!* *Whish... pop!*
Guard 1: "What happened to the lights?"
*Whish!*... *plop*
Guard 1: "AHHH!!! MY HAND!!!
*Whish! Whish! Whish!*... *Thud*
Guard 2: "PAUL!!! I GOTTA GET OUT OF HERE!!!" *runs down hall*
*Twirl! Twirl! Twirl!... Whish*
Guard 2: "Ugh..." *Thud!* "What? Somethings got my leg!!!"
*man being dragged into shadows*... *CHING...*
Guard 2: Wh... Who are you?"
*SLICE!*... *footsteps towards the chest... Man runs away, leaping from roof to roof...*
__________________________________________________ _______________
Here is my version of what I believe the ninja should be... and a new weapon!
Hit Die: d6
Class:
{table=head] Level|BaB|Fort|Ref|Will|AC Bonus|Speed Bonus|Special
1st|+0|+0|+2|+0|+0|+0ft|Sudden Strike 1d6, Ki Power, Trapfinding
2nd|+1|+0|+3|+0|+0|+0ft|Shuriken Mastery, Ghost Step (Invisible)
3rd|+2|+1|+3|+1|+0|+0ft|Sudden Strike 2d6, Poison Use, Speed Climb
4th|+3|+1|+4|+1|+1|+10ft|Great Leap, Hide in Partial Sight
5th|+3|+2|+4|+2|+1|+10ft|Sudden Strike 3d6, Spring Attack
6th|+4|+2|+5|+2|+1|+10ft|Acrobatics +2, Ki Dodge, Snatch Arrows
7th|+5|+3|+5|+3|+1|+10ft|Sudden Strike 4d6, Cling
8th|+6/+1|+3|+6|+3|+2|+20ft|Ghost Strike, Manyshot
9th|+6/+1|+4|+6|+4|+2|+20ft|Sudden Strike 5d6, Improved Poison Use
10th|+7/+2|+4|+7|+4|+2|+20ft|Ghost Step (Ethereal), Hide in Plain Sight
11th|+8/+3|+5|+7|+5|+2|+20ft|Sudden Strike 6d6, Shadow Attack
12th|+9/+4|+5|+8|+5|+3|+30ft|Acrobatics +4, Evasion
13th|+9/+4|+6|+8|+6|+3|+30ft|Sudden Strike 7d6, Speed of the Shadows
14th|+10/+5|+6|+9|+6|+3|+30ft|Ghost Mind, Counter-Block
15th|+11/+6/+1|+7|+9|+7|+3|+30ft|Sudden Strike 8d6, Silence
16th|+12/+7/+2|+7|+10|+7|+4|+40ft|Ghost Sight, Sneaky Counter
17th|+12/+7/+2|+8|+10|+8|+4|+40ft|Sudden Strike 9d6, Deadly Accuracy
18th|+13/+8/+3|+8|+11|+8|+4|+40ft|Acrobatics +6, Greater Ki Dodge
19th|+14/+9/+4|+9|+11|+9|+4|+40ft|Sudden Strike 10d6, Improved Evasion
20th|+15/+10/+5|+9|+12|+9|+5|+50ft|Ghost Walk, Unseen
[/table]
Skill Points:8+Int mod (*4 at 1st level)
Class Skills: The Ninja's class skills (and the key ability for each) are... Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Disable Device (Int), Disquise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Search (Int), Sense Motive (Wis), Slieght of Hand (Dex), Spot (Wis), Swim (Str) and Tumble (Dex)
Class Features: The Ninja's class features are...
Weapon and Armor Proficiency: The Ninja is proficient with all Simple weapons plus the Hand Crossbow, Kama, Kukri, Nunchaku, Sai, Shortbow, Shortsword, Shuriken and Siangham. Ninjas are not proficient with any types of armor or shields.
AC Bonus: A ninja gains a bonus to his AC equal to 1/4 it's class levels rounded down. It also gains a bonus to AC equal to his Wis mod. Both apply to touch AC and are retained even when flat-footed. This ability is stopped if the Ninja is wearing any armor or holding more than a Medium load
Sudden Strike: Read the Sneak attack ability of the Rogue in the SRD.
Ki Power (SU): The Ninja gains a number of Ki uses a day equal to 1/2 his class levels + his Wis mod. They may be used on any of his Ki abilities (explained later). If the Ninja has any Ki uses left in his supply at any time, he gains a +2 on Will saves. This ability is lost if the Ninja wears any armor or carries more than a medium load.
Trapfinding: A Ninja may use his Search skill to find traps with a DC of over 20, and may also disable the trap.
Shuriken Mastery: The Ninja is more skilled with the shuriken then most. When used by the Ninja, the damage becomes equal to a dagger of appropriate size. It has a 50% chance to not be destroyed after hitting it's target and a bonus on the roll equal to his class levels in ninja (they are never destroyed if they miss their target). Its Threat range and Crit multiplier goes up by one step (19-20 to 18-20, x2 to x3). The Ninja may make a number of attacks as if it were a melee weapon (so at +7 BaB it has 2 attacks, if two weapon fighting, 3 attacks).
Ghost Step (Invisible): A Ninja may use one use of his Ki abilities to become invisible. This is a Standard action that does not provoke an AoO. It lasts for one round.
Poison Use: A Ninja may apply poison to a weapon without risking poisoning himself in the process.
Speed Climb: The Ninja may climb any surface as long as he ends on a surface he could normally stand on. He may go up any wall up to his Base Land Speed, and may transition from land to wall with ease (so a Ninja with a BLS of 50ft may start 10ft from a wall, climb 30ft and go 10ft on the roof without a problem). He cannot climb a wall slicked or icy in any way to prevent others from climbing on it. A Ninja loses this ability if he wears any armor or carries more than a medium load.
Great Leap: The Ninja may jump after standing still as if he had a running start with the run feat (effectivly a +4 bonus). A Ninja loses this ability if he wears any armor or carries more than a medium load
Hide in Plain Sight: See the SRD ability of the same name... A Ninja loses this ability if wearing any armor or carries more than a medium load.
Spring Attack: The Ninja gains Spring Attack as a bonus feat, even if he doesn't meet the preresiquites.
Acrobatics +2: A Ninja gains a +2 bonus to Jump, Tumble, and Climb checks, and may also automatically succeeds on all non-epic uses of the Balance Skill. The Ninja loses this ability if he wears any armor or carries more than a medium load
Ki Dodge: A Ninja may choose to use on use of it's Ki powers to grant him Concealment (a 20% miss chance) against all attacks. This is a Swift action that does not provoke an AoO and lasts for 1 round after activated.
Snatch Arrows: A Ninja gains Snatch Arrows as a bonus feat, even if he does not meet the preresiquites.
Cling: A Ninja may now stick to any wall he may climb up useing his Speed Climb ability. While on the wall the Ninja may do anything he could while standing (including throw his shurikens). Though he may cling to walls, he may not cling to cielings, but he may hide in corners in the room. He may now run on the wall with ease. A Ninja loses this ability if he wears any armor or carries more than a Medium load.
Ghost Strike: A Ninja may use one of his Ki powers to hit Ethereal creatures. Activating this ability is a Swift acion that lasts for 1 round.
Manyshot: The Ninja gains Manyshot as a bonus feat even if he doesn't meet the preresiquites.
Improved Poison Use: A Ninja may apply poison to a weapon as a Standered action instead of a Full-Round action.
Ghost Step (Ethereal): A Ninja becomes ethereal instead of invisible, while useing his Ghost Step Ki power.
Snatch Blade: A Ninja may snatch an enemy's blade in mid-swing as if it were an arrow, and that enemy's turn then ends. When your turn begins, you must let go of the weapon and move to the side or the enemy gains an AoO against the Ninja. A Ninja loses this ability if he wears any armor or carries more than a medium load.
Shadow Attack: When a Ninja attacks from a shadow and attempts to hide after, he does not take the regular -10 penalty, and may use the Full-Attack option during the attack. Also, he may leap from the shadows to melee attack an enemy useing the Spring attack feat and may leap into the same or a different shadow. A Ninja loses this ability if he wears any armor or carries more than a medium load.
Acrobatics +4: A Ninja now gains a +4 bonus to Climb, Tumble and Jump check, and takes less falling damage equal to 1/2 his class level x 10ft. A Ninja loses this ability if he wears any armor or carries more than a medium load.
Evasion: A Ninja gains the Evasion ability from the SRD... A Ninja loses this ability if he wears any armor or carries more than a medium load.
Speed of Shadows: A Ninja may move up to his normal speed without a penalty to his hide check, while in the shadows. A Ninja loses this ability if he wears any armor or carries more than a medium load.
Ghost Mind: Any Scrying spells cast upon the Ninja must succeed on a Caster Level check equal to 20+the Ninja's class levels. Any Scrying spell that scans an area that fails the check works on the area, but simply does not detect the Ninja.
Counter-Block: A Ninja that Snatches an arrow or blade may make an AoO against the enemy. If he snatched an arrow, he may either shoot it back, or throw his own projectile. If he catches a blade, he may use it against his foe, or use his own weapons in the attack. A Ninja loses this ability if he wears any armor or carries more than a medium load.
Silince: A Ninja automatically succeeds on all Move Silently checks, unless the creature is speccifically listening for you (or simply listening hard), but you gain a bonus equal to your class level on your Move Silently check. A Ninja loses this ability if he wears any armor or carries more than a medium load.
Ghost Sight: A Ninja can see Invisible or Ethereal creatures as easily as he can material plane creatures.
Sneaky-Counter: A Ninja deals Sudden Strike damage on his Counter-Block attempts. A Ninja loses this ability if he wears any armor or carries more than a medium load.
Deadly Accuracy: Any time a Ninja attacks a creature unaware of his presence (not flat-footed) he automatically threatens a Critical. A Ninja loses this ability if he wears any armor or carries more than a medium load.
Acrobatics +6: A Ninja now gains a +6 bonus to Tumble, Jump and Climb checks and may take 10 on all Str & Dex checks, that are class sklls of the Ninja. A Ninja loses this ability if he wears any armor or carries more than a medium load.
Greater Ki Dodge: Now the Ki Dodge ability grants total concealment
(50% miss chance)
Improved Evasion: A Ninja gains Improves Evasion as the SRD ability... A Ninja loses this ability if he wears any armor or carries more than a medium load.
Ghost Walk: By spending two uses of the Ki power an Ninja may stay in the Ethereal plane for an extended period of time. It effectivly casts the Ethereal Jount spell with a Caster Level equal to the Ninja's class levels.
Unseen: A Ninja automatically succeeds on all Hide checks on creatures unaware of the ninja, but if a creature is specifically looking for a person (such as a guard on duty) the Ninja only gains a bonus on his Hide check equal to his class level.
Comments:
Realised how horribly underpowered the Ninja class was. I included abilities for the shadow stalking type.
Guard 2: "I know, do you think anyone would notice if we take a few peices?"
Guard 1: "Hmm... maybe. Let's try it out" *grabs a handfull of gold*
*Whish... pop!* *Whish... pop!* *Whish... pop!*
Guard 1: "What happened to the lights?"
*Whish!*... *plop*
Guard 1: "AHHH!!! MY HAND!!!
*Whish! Whish! Whish!*... *Thud*
Guard 2: "PAUL!!! I GOTTA GET OUT OF HERE!!!" *runs down hall*
*Twirl! Twirl! Twirl!... Whish*
Guard 2: "Ugh..." *Thud!* "What? Somethings got my leg!!!"
*man being dragged into shadows*... *CHING...*
Guard 2: Wh... Who are you?"
*SLICE!*... *footsteps towards the chest... Man runs away, leaping from roof to roof...*
__________________________________________________ _______________
Here is my version of what I believe the ninja should be... and a new weapon!
Hit Die: d6
Class:
{table=head] Level|BaB|Fort|Ref|Will|AC Bonus|Speed Bonus|Special
1st|+0|+0|+2|+0|+0|+0ft|Sudden Strike 1d6, Ki Power, Trapfinding
2nd|+1|+0|+3|+0|+0|+0ft|Shuriken Mastery, Ghost Step (Invisible)
3rd|+2|+1|+3|+1|+0|+0ft|Sudden Strike 2d6, Poison Use, Speed Climb
4th|+3|+1|+4|+1|+1|+10ft|Great Leap, Hide in Partial Sight
5th|+3|+2|+4|+2|+1|+10ft|Sudden Strike 3d6, Spring Attack
6th|+4|+2|+5|+2|+1|+10ft|Acrobatics +2, Ki Dodge, Snatch Arrows
7th|+5|+3|+5|+3|+1|+10ft|Sudden Strike 4d6, Cling
8th|+6/+1|+3|+6|+3|+2|+20ft|Ghost Strike, Manyshot
9th|+6/+1|+4|+6|+4|+2|+20ft|Sudden Strike 5d6, Improved Poison Use
10th|+7/+2|+4|+7|+4|+2|+20ft|Ghost Step (Ethereal), Hide in Plain Sight
11th|+8/+3|+5|+7|+5|+2|+20ft|Sudden Strike 6d6, Shadow Attack
12th|+9/+4|+5|+8|+5|+3|+30ft|Acrobatics +4, Evasion
13th|+9/+4|+6|+8|+6|+3|+30ft|Sudden Strike 7d6, Speed of the Shadows
14th|+10/+5|+6|+9|+6|+3|+30ft|Ghost Mind, Counter-Block
15th|+11/+6/+1|+7|+9|+7|+3|+30ft|Sudden Strike 8d6, Silence
16th|+12/+7/+2|+7|+10|+7|+4|+40ft|Ghost Sight, Sneaky Counter
17th|+12/+7/+2|+8|+10|+8|+4|+40ft|Sudden Strike 9d6, Deadly Accuracy
18th|+13/+8/+3|+8|+11|+8|+4|+40ft|Acrobatics +6, Greater Ki Dodge
19th|+14/+9/+4|+9|+11|+9|+4|+40ft|Sudden Strike 10d6, Improved Evasion
20th|+15/+10/+5|+9|+12|+9|+5|+50ft|Ghost Walk, Unseen
[/table]
Skill Points:8+Int mod (*4 at 1st level)
Class Skills: The Ninja's class skills (and the key ability for each) are... Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Disable Device (Int), Disquise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Search (Int), Sense Motive (Wis), Slieght of Hand (Dex), Spot (Wis), Swim (Str) and Tumble (Dex)
Class Features: The Ninja's class features are...
Weapon and Armor Proficiency: The Ninja is proficient with all Simple weapons plus the Hand Crossbow, Kama, Kukri, Nunchaku, Sai, Shortbow, Shortsword, Shuriken and Siangham. Ninjas are not proficient with any types of armor or shields.
AC Bonus: A ninja gains a bonus to his AC equal to 1/4 it's class levels rounded down. It also gains a bonus to AC equal to his Wis mod. Both apply to touch AC and are retained even when flat-footed. This ability is stopped if the Ninja is wearing any armor or holding more than a Medium load
Sudden Strike: Read the Sneak attack ability of the Rogue in the SRD.
Ki Power (SU): The Ninja gains a number of Ki uses a day equal to 1/2 his class levels + his Wis mod. They may be used on any of his Ki abilities (explained later). If the Ninja has any Ki uses left in his supply at any time, he gains a +2 on Will saves. This ability is lost if the Ninja wears any armor or carries more than a medium load.
Trapfinding: A Ninja may use his Search skill to find traps with a DC of over 20, and may also disable the trap.
Shuriken Mastery: The Ninja is more skilled with the shuriken then most. When used by the Ninja, the damage becomes equal to a dagger of appropriate size. It has a 50% chance to not be destroyed after hitting it's target and a bonus on the roll equal to his class levels in ninja (they are never destroyed if they miss their target). Its Threat range and Crit multiplier goes up by one step (19-20 to 18-20, x2 to x3). The Ninja may make a number of attacks as if it were a melee weapon (so at +7 BaB it has 2 attacks, if two weapon fighting, 3 attacks).
Ghost Step (Invisible): A Ninja may use one use of his Ki abilities to become invisible. This is a Standard action that does not provoke an AoO. It lasts for one round.
Poison Use: A Ninja may apply poison to a weapon without risking poisoning himself in the process.
Speed Climb: The Ninja may climb any surface as long as he ends on a surface he could normally stand on. He may go up any wall up to his Base Land Speed, and may transition from land to wall with ease (so a Ninja with a BLS of 50ft may start 10ft from a wall, climb 30ft and go 10ft on the roof without a problem). He cannot climb a wall slicked or icy in any way to prevent others from climbing on it. A Ninja loses this ability if he wears any armor or carries more than a medium load.
Great Leap: The Ninja may jump after standing still as if he had a running start with the run feat (effectivly a +4 bonus). A Ninja loses this ability if he wears any armor or carries more than a medium load
Hide in Plain Sight: See the SRD ability of the same name... A Ninja loses this ability if wearing any armor or carries more than a medium load.
Spring Attack: The Ninja gains Spring Attack as a bonus feat, even if he doesn't meet the preresiquites.
Acrobatics +2: A Ninja gains a +2 bonus to Jump, Tumble, and Climb checks, and may also automatically succeeds on all non-epic uses of the Balance Skill. The Ninja loses this ability if he wears any armor or carries more than a medium load
Ki Dodge: A Ninja may choose to use on use of it's Ki powers to grant him Concealment (a 20% miss chance) against all attacks. This is a Swift action that does not provoke an AoO and lasts for 1 round after activated.
Snatch Arrows: A Ninja gains Snatch Arrows as a bonus feat, even if he does not meet the preresiquites.
Cling: A Ninja may now stick to any wall he may climb up useing his Speed Climb ability. While on the wall the Ninja may do anything he could while standing (including throw his shurikens). Though he may cling to walls, he may not cling to cielings, but he may hide in corners in the room. He may now run on the wall with ease. A Ninja loses this ability if he wears any armor or carries more than a Medium load.
Ghost Strike: A Ninja may use one of his Ki powers to hit Ethereal creatures. Activating this ability is a Swift acion that lasts for 1 round.
Manyshot: The Ninja gains Manyshot as a bonus feat even if he doesn't meet the preresiquites.
Improved Poison Use: A Ninja may apply poison to a weapon as a Standered action instead of a Full-Round action.
Ghost Step (Ethereal): A Ninja becomes ethereal instead of invisible, while useing his Ghost Step Ki power.
Snatch Blade: A Ninja may snatch an enemy's blade in mid-swing as if it were an arrow, and that enemy's turn then ends. When your turn begins, you must let go of the weapon and move to the side or the enemy gains an AoO against the Ninja. A Ninja loses this ability if he wears any armor or carries more than a medium load.
Shadow Attack: When a Ninja attacks from a shadow and attempts to hide after, he does not take the regular -10 penalty, and may use the Full-Attack option during the attack. Also, he may leap from the shadows to melee attack an enemy useing the Spring attack feat and may leap into the same or a different shadow. A Ninja loses this ability if he wears any armor or carries more than a medium load.
Acrobatics +4: A Ninja now gains a +4 bonus to Climb, Tumble and Jump check, and takes less falling damage equal to 1/2 his class level x 10ft. A Ninja loses this ability if he wears any armor or carries more than a medium load.
Evasion: A Ninja gains the Evasion ability from the SRD... A Ninja loses this ability if he wears any armor or carries more than a medium load.
Speed of Shadows: A Ninja may move up to his normal speed without a penalty to his hide check, while in the shadows. A Ninja loses this ability if he wears any armor or carries more than a medium load.
Ghost Mind: Any Scrying spells cast upon the Ninja must succeed on a Caster Level check equal to 20+the Ninja's class levels. Any Scrying spell that scans an area that fails the check works on the area, but simply does not detect the Ninja.
Counter-Block: A Ninja that Snatches an arrow or blade may make an AoO against the enemy. If he snatched an arrow, he may either shoot it back, or throw his own projectile. If he catches a blade, he may use it against his foe, or use his own weapons in the attack. A Ninja loses this ability if he wears any armor or carries more than a medium load.
Silince: A Ninja automatically succeeds on all Move Silently checks, unless the creature is speccifically listening for you (or simply listening hard), but you gain a bonus equal to your class level on your Move Silently check. A Ninja loses this ability if he wears any armor or carries more than a medium load.
Ghost Sight: A Ninja can see Invisible or Ethereal creatures as easily as he can material plane creatures.
Sneaky-Counter: A Ninja deals Sudden Strike damage on his Counter-Block attempts. A Ninja loses this ability if he wears any armor or carries more than a medium load.
Deadly Accuracy: Any time a Ninja attacks a creature unaware of his presence (not flat-footed) he automatically threatens a Critical. A Ninja loses this ability if he wears any armor or carries more than a medium load.
Acrobatics +6: A Ninja now gains a +6 bonus to Tumble, Jump and Climb checks and may take 10 on all Str & Dex checks, that are class sklls of the Ninja. A Ninja loses this ability if he wears any armor or carries more than a medium load.
Greater Ki Dodge: Now the Ki Dodge ability grants total concealment
(50% miss chance)
Improved Evasion: A Ninja gains Improves Evasion as the SRD ability... A Ninja loses this ability if he wears any armor or carries more than a medium load.
Ghost Walk: By spending two uses of the Ki power an Ninja may stay in the Ethereal plane for an extended period of time. It effectivly casts the Ethereal Jount spell with a Caster Level equal to the Ninja's class levels.
Unseen: A Ninja automatically succeeds on all Hide checks on creatures unaware of the ninja, but if a creature is specifically looking for a person (such as a guard on duty) the Ninja only gains a bonus on his Hide check equal to his class level.
Comments:
Realised how horribly underpowered the Ninja class was. I included abilities for the shadow stalking type.