randomhero00
2011-03-08, 04:54 PM
3.x/Pathfinder (more pathfinder, but it wouldn't be hard to convert)
The Shadow Shinobi is a master at blending in. He or she does not wear black clothes except in the most extreme of situations (and why should they? They have power over night.) They often carry concealed blades so that you can't even tell they're dangerous. Women make especially good Shadow Shinobi as they are simply less likely to be searched or spotted by guards.
Shadowlands: Shadow Shinobi are souls somehow lost in the shadowlands. They found their way back to the material realm to find redemption or find their way to the plane of their choice.
D8
SKill points: 4 + int
Special: Wisdom replaces strength for fighting with kukris, katans, syycles, throwing knives as well as CMD and CMA whilst wielding the former.
Shinobi
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+1|
+0|
+2|
+2|Shadow Attack 1d6
2nd|
+2|
+0|
+3|
+3|Evasion, Shadow Fall
3rd|
+3|
+1|
+3|
+3|2d6 shadow Attack, Shadow Travel
4th|
+4|
+1|
+4|
+4|Uncanny Dodge, Hide in plain sight
5th|
+5|
+2|
+4|
+4| Shadow Attack 3d6, Shadow Grab
6th|
+6|
+2|
+5|
+5| Shadow bomb
7th|
+7|
+3|
+5|
+5|4d6 Shadow Attack,
8th|
+8|
+3|
+6|
+6| Shadow Arms
9th|
+9|
+4|
+6|
+6|5d6 Shadow Attack
10th|
+10|
+4|
+7|
+7|Shadow misdirection
11th|
+11|
+5|
+7|
+7|6d6 Shadow Attack, Shadow Wings
12th|
+12|
+5|
+8|
+8| Secret Poison
13th|
+13|
+6|
+8|
+8|7d6 Shadow Attack
14th|
+14|
+6|
+9|
+9|Betwixt Shadows
15th|
+15|
+7|
+9|
+9|8d6 Shadow Attack
16th|
+16|
+7|
+10|
+10|Final blow
17th|
+17|
+8|
+10|
+10|9d6 Shadow Attack
18th|
+18|
+8|
+11|
+11| Shadow Information
19th|
+19|
+9|
+11|
+11|10d6 Shadow Attack, Call and sculpt Shadows at will
20th|
+20|
+9|
+12|
+12|Piercing Strikes, Blindsight 120', Shunpo
[/table]
Weapon and Armor Prof:
Wisdom mod replaces armor for the Shadow Shinobi. They lose it if they put armor on, and does not stack with buffs that give armor. They are proficient in all simple and martial weapons but no armor or shields.
Class skills:
Acrobatics, Bluff, Climb, Craft, Escape Artist, Disguise, Intimidate, Perception, Sense Motive, Sleight of Hand, Stealth, Swim
Features:
Shadow Attack: Must be near shadowy or dark environment. The shadows seem to attack with you as you swing your weapon. Normal damage.
Shadow Fall Shadows cushion your fall if dropped from more than 10', divide distance by 4 (before acrobatics are taken into account).
Shadow Travel As a move action you may teleport your current move speed between shadows, you can even take 1 willing person with you.
Shadow Grab You must be out of range of the creature (so at least 10') you can attack with the shadows and attempt a grapple as a standard action. You get a +4 bonus, plus any other bonuses. If you fail, nothing happens and you lose your standard action.
Shadow bomb Creates an opaque shield around you (a 20'x20' square). Enemies can't target you. You get a free stealth check. Standard action. Hangs around (and creates shadows) for 1 round per level.
Shadow Arms Tentacle like arms burst from your back, they let you climb over walls and ceilings. As movespeed.
Shadow Misdirection: Your form flickers with shadows so that it is difficult for you to get hit. Like blur but you receive no miss chance. Can be used 1 round a level, not necessarily consecutively (can be announced out of turn as an immediate action. At 20th you also get shadow mirror images, move action, as you yourself turn completely black you 1d4+1 mirror images that last 20 minutes and can be done 1/day.
Shadow Wings Wings of shadow burst forth from your back, slightly ethereal. You can fly 1 minute a level, not consecutively.
Secret Poison You know the most secretive of poisons. You can make any kind without looking for ingredients. You become immune to poisons you apply and immune to mundane poisons.
Betwixt Shadows You can teleport long ranges through shadows, even bringing up to 6 people with you. Unlimited range, so long there are shadows there. 3/day
Final Blow When an enemy is near death your blade simply kills them. Primarily up to DM discretion, but once they're near 1-40 (depending on level) hps near death, they just automatically die once its the Shadow Shinobi's turn (assuming he decides to attack). So once the Shinobi declares the attack the DM can say, 'you destroy it in a single stroke.'
Shadow Information
You can whisper to shadows to find out any information that has transpired in the area recently (hour per level).
Call and sculpt Shadows at will
You've gotten so good at shadow manipulation you can create a great darkness spell and sculpt it so precisely that only your enemies are affected (CL = class lvl) It remains as long as you'd like so long as you are within 10 miles of it.
Shunpo
You gain an extra standard action 3/day. Can't use it more than once every 5 minutes.
Piercing Strikes
When a Shinobi strikes he has a 50% chance or an additional chance to bypass magical defenses. So if he struck a mirror image, then his shadows would target at random the other image(s) (xd6 dmg). If he struck a blurred target and missed because of the spell he'd get to reroll and try again. If he strikes someone that would normally absorb damage, then he has a 50% chance to ignore it on each attack.
The Shadow Shinobi is a master at blending in. He or she does not wear black clothes except in the most extreme of situations (and why should they? They have power over night.) They often carry concealed blades so that you can't even tell they're dangerous. Women make especially good Shadow Shinobi as they are simply less likely to be searched or spotted by guards.
Shadowlands: Shadow Shinobi are souls somehow lost in the shadowlands. They found their way back to the material realm to find redemption or find their way to the plane of their choice.
D8
SKill points: 4 + int
Special: Wisdom replaces strength for fighting with kukris, katans, syycles, throwing knives as well as CMD and CMA whilst wielding the former.
Shinobi
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+1|
+0|
+2|
+2|Shadow Attack 1d6
2nd|
+2|
+0|
+3|
+3|Evasion, Shadow Fall
3rd|
+3|
+1|
+3|
+3|2d6 shadow Attack, Shadow Travel
4th|
+4|
+1|
+4|
+4|Uncanny Dodge, Hide in plain sight
5th|
+5|
+2|
+4|
+4| Shadow Attack 3d6, Shadow Grab
6th|
+6|
+2|
+5|
+5| Shadow bomb
7th|
+7|
+3|
+5|
+5|4d6 Shadow Attack,
8th|
+8|
+3|
+6|
+6| Shadow Arms
9th|
+9|
+4|
+6|
+6|5d6 Shadow Attack
10th|
+10|
+4|
+7|
+7|Shadow misdirection
11th|
+11|
+5|
+7|
+7|6d6 Shadow Attack, Shadow Wings
12th|
+12|
+5|
+8|
+8| Secret Poison
13th|
+13|
+6|
+8|
+8|7d6 Shadow Attack
14th|
+14|
+6|
+9|
+9|Betwixt Shadows
15th|
+15|
+7|
+9|
+9|8d6 Shadow Attack
16th|
+16|
+7|
+10|
+10|Final blow
17th|
+17|
+8|
+10|
+10|9d6 Shadow Attack
18th|
+18|
+8|
+11|
+11| Shadow Information
19th|
+19|
+9|
+11|
+11|10d6 Shadow Attack, Call and sculpt Shadows at will
20th|
+20|
+9|
+12|
+12|Piercing Strikes, Blindsight 120', Shunpo
[/table]
Weapon and Armor Prof:
Wisdom mod replaces armor for the Shadow Shinobi. They lose it if they put armor on, and does not stack with buffs that give armor. They are proficient in all simple and martial weapons but no armor or shields.
Class skills:
Acrobatics, Bluff, Climb, Craft, Escape Artist, Disguise, Intimidate, Perception, Sense Motive, Sleight of Hand, Stealth, Swim
Features:
Shadow Attack: Must be near shadowy or dark environment. The shadows seem to attack with you as you swing your weapon. Normal damage.
Shadow Fall Shadows cushion your fall if dropped from more than 10', divide distance by 4 (before acrobatics are taken into account).
Shadow Travel As a move action you may teleport your current move speed between shadows, you can even take 1 willing person with you.
Shadow Grab You must be out of range of the creature (so at least 10') you can attack with the shadows and attempt a grapple as a standard action. You get a +4 bonus, plus any other bonuses. If you fail, nothing happens and you lose your standard action.
Shadow bomb Creates an opaque shield around you (a 20'x20' square). Enemies can't target you. You get a free stealth check. Standard action. Hangs around (and creates shadows) for 1 round per level.
Shadow Arms Tentacle like arms burst from your back, they let you climb over walls and ceilings. As movespeed.
Shadow Misdirection: Your form flickers with shadows so that it is difficult for you to get hit. Like blur but you receive no miss chance. Can be used 1 round a level, not necessarily consecutively (can be announced out of turn as an immediate action. At 20th you also get shadow mirror images, move action, as you yourself turn completely black you 1d4+1 mirror images that last 20 minutes and can be done 1/day.
Shadow Wings Wings of shadow burst forth from your back, slightly ethereal. You can fly 1 minute a level, not consecutively.
Secret Poison You know the most secretive of poisons. You can make any kind without looking for ingredients. You become immune to poisons you apply and immune to mundane poisons.
Betwixt Shadows You can teleport long ranges through shadows, even bringing up to 6 people with you. Unlimited range, so long there are shadows there. 3/day
Final Blow When an enemy is near death your blade simply kills them. Primarily up to DM discretion, but once they're near 1-40 (depending on level) hps near death, they just automatically die once its the Shadow Shinobi's turn (assuming he decides to attack). So once the Shinobi declares the attack the DM can say, 'you destroy it in a single stroke.'
Shadow Information
You can whisper to shadows to find out any information that has transpired in the area recently (hour per level).
Call and sculpt Shadows at will
You've gotten so good at shadow manipulation you can create a great darkness spell and sculpt it so precisely that only your enemies are affected (CL = class lvl) It remains as long as you'd like so long as you are within 10 miles of it.
Shunpo
You gain an extra standard action 3/day. Can't use it more than once every 5 minutes.
Piercing Strikes
When a Shinobi strikes he has a 50% chance or an additional chance to bypass magical defenses. So if he struck a mirror image, then his shadows would target at random the other image(s) (xd6 dmg). If he struck a blurred target and missed because of the spell he'd get to reroll and try again. If he strikes someone that would normally absorb damage, then he has a 50% chance to ignore it on each attack.