eftexar
2011-08-06, 08:21 PM
Ninja (3.5)
Abilities: A ninja has no particular score that is more important than another. Strength is useful in dealing damage, while dexterity is useful for accuracy. Meanwhile wisdom helps with kuji-kuri techniques and having a high intelligence not only contributes to your skills, but indirectly affects your ninjutsu. Charisma and constitution are probably the least important, although even constitution may affect your ninjutsus.
Organization: A ninja usually serves a lord of some sort. These ninjas remain in a training compound with other ninjas, who serve the same person, until they are sent on a mission.
Alignment: A ninja may be of any alignment, but chaotic is rare. Ninjas are usually lawful, as their lord gives them a strict code to follow.
Religion: A ninja may be of any religion.
Background: Ninja's usually either were handpicked by other ninjas to be trained or had a background as an assassin before they actually took up the mantle of the ninja.
Races: Any race may be a ninja, although ninja's over medium size are incredibly rare. Humans and halflings are the most likely to be ninjas.
Other Classes: If a ninja does his job correctly, others won't realize what he is (and will think of him as whatever he portrayed himself as). If others do realize however there is usually outright hostility, as most people percieve ninja's as nothing more than cold-blooded assassins.
Role: A ninjas role is similar to a fighter, but he has a few rogue-like tricks.
Class Features
Hit Die: d8
Starting Gold: As Fighter
Skills: Appraise (Int), Balance (Dex), Battōjutsu (Dex)*, Bluff (Cha), Climb (Str), Concentrate (Con), Craft (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Iajutsu (Dex)**, Intimidate (Cha), Intonjutsu (Dex)*, Jump (Str), Kenjutsu (Int)*, Kuji-Kuri (Wis)*, Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Shurikenjutsu (Dex)*, Sleight of Hand (Dex), Spot (Wis), Swim (Str), Taijutsu (Con)*, Tumble (Dex), and Use Rope (Dex).
*New skill described below
**skill that has been redone, it does not have its original function
Skill Points: 6 + int
{table=head] Level | Base Attack Bonus | Fort Save | Refx Save | Will Save | Special | Ninjutsus Known
1st| +0 | +0 | +2 | +0 | Ninja Attack Bonus, Ninjutsu (Beginner) | 3
2nd| +1 | +0 | +3 | +0 | Critical Strike +2/1, Specialized Weapon Focus +1/+0 | 3
3rd| +1 | +1 | +3 | +1 | Finesse | 4
4th| +2 | +1 | +4 | +1 | Minor Special Ability | 4
5th| +2 | +1 | +4 | +1 | Ninjutsu (Apprentice) | 5
6th| +3 | +2 | +5 | +2 | Critical Strike +3/1, Specialized Weapon Focus +1/+1 | 5
7th| +3 | +2 | +5 | +2 | Keen Critical | 6
8th| +4 | +2 | +6 | +2 | Minor Special Ability | 6
9th| +4 | +3 | +6 | +3 | Ninjutsu (Initiate) | 7
10th| +5 | +3 | +7 | +3 | Critical Strike +4/2, Specialized Weapon Focus +2/+1 | 7
11th| +5 | +3 | +7 | +3 | Major Special Ability | 8
12th| +6/+1 | +4 | +8 | +4 | Minor Special Ability | 8
13th| +6/+1 | +4 | +8 | +4 | Ninjutsu (Master) | 9
14th| +7/+2 | +4 | +9 | +4 | Critical Strike +5/2, Specialized Weapon Focus +2/+2 | 9
15th| +7/+2 | +5 | +9 | +5 | Major Special Ability | 10
16th| +8/+3 | +5 | +10 | +5 | Minor Special Ability | 10
17th| +8/+3 | +5 | +10 | +5 | Ninjutsu (Grandmaster) | 11
18th| +9/+4 | +6 | +11 | +6 | Critical Strike +6/3, Specialized Weapon Focus +3/+2 | 11
19th| +9/+4 | +6 | +11 | +6 | Major Special Ability | 12
20th| +10/+5 | +6 | +12 | +6 | Master Special Ability | 12
[/table]
Weapons and Armor Proficiencies: You are proficient with all simple weapons, as well as with the katana, wakazashi, nagamaki, shuriken, sai, kunai*, kakute*, wakibishi*, tessen* and chakram. You are not proficient with armor or with any shields.
*new weapon described below
Class Abilities
Ninjutsu:
As a ninja you have the capability to use ninjutsus. The total number of ninjutsus you know is listed above (see Ninjutsus Known). Ninjutsus are selected from the ninjutsus list and you must have access to the rank listed in order to learn any ninjutsu. Keep in mind that all ninjutsus require skill checks to use.
Ninja Attack Bonus:
You add half your ninja level as an insight bonus to all attack rolls and grapple/pin checks. This bonus does not grant extra attacks or count towards the acquisition or use of abilities or feats, however if it would attribute to a penalty it does so as if it were part of your bab. This bonus is not applied when you substitute skill checks for attack rolls.
Lv2, 6, 10, 14, 18 > Specialized Weapon Focus:
You gain a bonus to attack rolls and damage rolls when using a dart, any simple dagger-weapon, shuriken, sai, kunai, kakute, tessen, charkam, katana, wakazashi, and/or nagamaki. This bonus is listed on the chart, with the first plus being a bonus to attack rolls and the second plus being a bonus to damage.
Lv2, 6, 10, 14, 18 > Critical Strike:
As indicated on the chart you gain a bonus to score critical hits and to critical hit mulitpliers. These bonuses only apply when you catch a foe without their dexterity to AC (whether or not they have a positive dexterity modifier) .
The first plus is a bonus to threaten and confirm critical hits, but does not affect whether the strike hits. For example if you roll an 18 and you need a 20 to threaten a critical the first level of critical strike would cause you to threaten one (and may, if you roll an 18 or higher again, help to confirm it as well). This bonus does not, however, allow your attack roll to actually qualify as a natural 20.
Anytime you roll a natural 20 to threaten a critical you may increase the critical multiplier by the number in the second plus.
Oozes and Undead are immune to Critical Strike. These bonuses only apply to ranged weapons if the target is within 30ft.
Special: You qualify for classes, abilities, and feats as if you had a sneak attack appropraite for a rogue of a level equal to half your ninja levels. Additionally you may sacrifice one level of critical strike in place of a 1d6 die to use an ability or feat.
Lv3 > Finesse:
If you lack the weapon finesse feat you aquire it. If you already have weapon finesse or if you aquire it at any later point you may also apply weapon finesse to the katana, wakazashi, and nagamaki; even though they are not light weapons.
Lv4, 8, 12, 16 > Minor Special Ability:
At each level indicated you may choose a single minor special ability:
Hidden Shadows
Anytime you remain completely still while within an area of shadowy illumination or darker for at least 1 minute you become completely invisible (as the spell except as listed here). If you take any actions or if it becomes lighter than shadowy illumination this invisibility ends.
Anyone with darkvision sees through this effect, although any effect that normally sees through invisibility (such as true seeing) or purges it does not function against this.
Evasion
This ability functions exactly as the ability of the same name that the rogue possesses.
Uncanny Dodge
This ability functions exactly as the ability of the same name that the rogue possesses.
Uncanny Flanker
You count as a rogue of a level equal to your ninja levels for the purposes of overcoming the uncanny dodge ability.
Superb Jumper
You may use the horizontal jump chart for vertical jumps. Additionally you are always considered to have a running start.
Master of Balance
If you succeed on a balance check to move through difficult terrain you may move your full speed at no penalty.
Defensive Roll
This ability functions exactly as the ability of the same name that the rogue possesses, except as noted here. You may use this ability an unlimited number of times per day.
Opportunist
This ability functions exactly as the ability of the same name that the rogue possesses, except as noted here. You may use this ability more than once per round, but may not use it more than once against the same target.
Skill Mastery
This ability functions exactly as the ability of the same name that the rogue possesses, except as noted here. You may change which skills you have in skill mastery in with 1 hour meditation after a full nights rest (or its equivalent for you, or 4 hours of inactivity if you don't need sleep).
Slippery Mind
This ability functions exactly as the ability of the same name that the rogue possesses, except as noted here. You gain a +4 circumstance bonus to the new save.
Tight Fit
You may squeeze through spaces as if you were one size smaller than you actually are.
Unless otherwise noted all minor special abilities are extraordinary abilities.
Lv7 > Keen Critical:
You ignore any immunity, that was granted from a template, type, subtype, or race, to critical hits when you roll a natural 20 to threaten a critical hit (but you needn't necessarily roll a natural 20 to confirm and still gain this effect).
Lv11, 15, 19 > Major Special Ability:
At each level indicated you may choose either a single minor special ability (see above) or a single major special ability:
Shroud of Darkness
Requirements: Hidden Shadows minor special ability
Anytime you remain completely still while within an area of shadowy illumination or darker you become completely invisible (as the spell except as listed here). If you take any actions this ends for 1d4 + 1 rounds. It is also suppressed while you are in lighting that is lighter than shadowy illumination.
Although anyone with darkvision sees through this effect, this ability (while active) allows you to hide from those with darkvision as if they lacked the ability.
Any effect that normally sees through invisibility (such as true seeing) or purges it does not function against this.
This ability replaces Hidden Shadows.
Improved Evasion
Requirements: Evasion or the equivalent minor special ability
This ability functions exactly as the ability of the same name that the rogue possesses.
Improved Uncanny Dodge
Requirements: Uncanny Dodge or the equivalent minor special ability
This ability functions exactly as the ability of the same name that the rogue possesses.
Flankmaster
Requirements: Uncanny Flanker minor special ability
You gain a +2 circumstance bonus to attack rolls (stacking with the normal +2) and a +2 circumstance bonus to damage rolls against flanked foes. Additionally you are treated as if you were 2 levels higher for purposes of overcoming uncanny dodge.
Master Jumper
Requirements: Superb Jumper minor special ability
You may add half your ninja class levels to your jump checks. Additionally you jumping is no longer limited by height.
Trapeze Artist
Requirements: Master of Balance minor special ability
You may attempt to balance on precarious or difficult surfaces that it would be impossible to normally balance on with a DC 35 balance check. For example you could balance on something hair thin (assuming it could support your weight).
Improved Defensive Roll
Requirements: Defensive Roll or the equivalent minor special ability
Once per an encounter when you successfully use defensive roll to half damage, you may instead completely negate the damage as well as any other non-damaging effects tagged on.
Improved Opportunist
Requirements: Opportunist minor special ability
You may strike a target more than once with your opportunist ability in a round.
Skill Mastery
Requirements: Skill Mastery or the equivalent minor special ability
You may, with any skill you have skill mastery with, take 20 once per day.
Void Mind
Requirements: Slippery Mind or the equivalent minor special ability
You may make the save granted by slippery mind against effects that don't grant saves. This save equals 10 + 1/2 the casters/users level + the relevant modifier.
Squeeze through
Requirements: Tight Fit minor special ability
You may squeeze through spaces as if you were two sizes smaller than you actually are, instead of just one size smaller.
Improved Critical Strike
You improve your critical strike as if it were one step higher.
Specialized Weapon Focus
You improve your specialized weapon focus as if it were one step higher.
Perfect Balance
Requirements: Master of Balance minor special ability
You do not take penalties and are not considered flatfooted while balancing or climbing.
Hastened Stealth
When hiding and/or moving silently you may move your full speed at no penalty. Additionally your may run at only a -4 penalty.
Unless otherwise noted all major special abilities are extraordinary abilities.
Lv20 > Master Special Ability:
You may choose either two minor special abilities, a single major special ability (see above), or a single master minor special ability:
Master of Stealth
Requirements: Hastened Stealth major special ability
You are always moving silently and hiding and automatically take 10 for this purpose. You may end or start this effect as a swift action.
Master of Combat
Whenever you use an attack sequence (attack of opportunity, standard action attack, fullround attack, etc) you may choose one of the following three options:
> You may make an additional attack at your highest attack bonus.
> You may make one of your attacks at a +10 to hit.
> You may treat your weapon as if its critical range was 1 more and as if its multiplier were 1 higher for all attacks in the sequence.
Master of Kuji-Kuri
You gain a +4 bonus to all kuji-kuri checks. Additionally you change its original function (that listed in the skill) to this:
As a standard action you may make a kuji-kuri check against a single target within 60ft. Your target must be able to see your hand gestures for this to work. You must have at least one hand free and be able to use it to do this. Your target must make a successful will save DC of 10 less than your kuji-kuri check or they are confused for 1d4 + 1 rounds. Regardless of whether or not your target fails or succeeds on the save they gain a cumulative + 2 bonus to the save against this effect for 24 hours.The kuji-kuri skill is considered a spell-like ability.
Unless otherwise noted all master special abilities are extraordinary abilities.
Design Notes
I looked at the ninja in the complete ninja and felt sort of sad. It's like a rogue with a few less ability, and replacing some with the ki crap. There are times when ki is appropriate for a class (such as a monk build), but I don't think it works with a ninja. My attempt here is to create a character that actually feels like a ninja.
The ninja attack bonus coupled with a low BaB shows how much a ninja relies on finesse for example.
The critical strike is a replacement of sneak attack and is more about finding an opening than anything, and it sort of represents real life. When you catch an opponent off-guard they attempt to dodge it at the last second, so you might or you might not give your opponent a mortal wound. This ability also works against a larger variety of opponents.
Abilities: A ninja has no particular score that is more important than another. Strength is useful in dealing damage, while dexterity is useful for accuracy. Meanwhile wisdom helps with kuji-kuri techniques and having a high intelligence not only contributes to your skills, but indirectly affects your ninjutsu. Charisma and constitution are probably the least important, although even constitution may affect your ninjutsus.
Organization: A ninja usually serves a lord of some sort. These ninjas remain in a training compound with other ninjas, who serve the same person, until they are sent on a mission.
Alignment: A ninja may be of any alignment, but chaotic is rare. Ninjas are usually lawful, as their lord gives them a strict code to follow.
Religion: A ninja may be of any religion.
Background: Ninja's usually either were handpicked by other ninjas to be trained or had a background as an assassin before they actually took up the mantle of the ninja.
Races: Any race may be a ninja, although ninja's over medium size are incredibly rare. Humans and halflings are the most likely to be ninjas.
Other Classes: If a ninja does his job correctly, others won't realize what he is (and will think of him as whatever he portrayed himself as). If others do realize however there is usually outright hostility, as most people percieve ninja's as nothing more than cold-blooded assassins.
Role: A ninjas role is similar to a fighter, but he has a few rogue-like tricks.
Class Features
Hit Die: d8
Starting Gold: As Fighter
Skills: Appraise (Int), Balance (Dex), Battōjutsu (Dex)*, Bluff (Cha), Climb (Str), Concentrate (Con), Craft (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Iajutsu (Dex)**, Intimidate (Cha), Intonjutsu (Dex)*, Jump (Str), Kenjutsu (Int)*, Kuji-Kuri (Wis)*, Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Shurikenjutsu (Dex)*, Sleight of Hand (Dex), Spot (Wis), Swim (Str), Taijutsu (Con)*, Tumble (Dex), and Use Rope (Dex).
*New skill described below
**skill that has been redone, it does not have its original function
Skill Points: 6 + int
{table=head] Level | Base Attack Bonus | Fort Save | Refx Save | Will Save | Special | Ninjutsus Known
1st| +0 | +0 | +2 | +0 | Ninja Attack Bonus, Ninjutsu (Beginner) | 3
2nd| +1 | +0 | +3 | +0 | Critical Strike +2/1, Specialized Weapon Focus +1/+0 | 3
3rd| +1 | +1 | +3 | +1 | Finesse | 4
4th| +2 | +1 | +4 | +1 | Minor Special Ability | 4
5th| +2 | +1 | +4 | +1 | Ninjutsu (Apprentice) | 5
6th| +3 | +2 | +5 | +2 | Critical Strike +3/1, Specialized Weapon Focus +1/+1 | 5
7th| +3 | +2 | +5 | +2 | Keen Critical | 6
8th| +4 | +2 | +6 | +2 | Minor Special Ability | 6
9th| +4 | +3 | +6 | +3 | Ninjutsu (Initiate) | 7
10th| +5 | +3 | +7 | +3 | Critical Strike +4/2, Specialized Weapon Focus +2/+1 | 7
11th| +5 | +3 | +7 | +3 | Major Special Ability | 8
12th| +6/+1 | +4 | +8 | +4 | Minor Special Ability | 8
13th| +6/+1 | +4 | +8 | +4 | Ninjutsu (Master) | 9
14th| +7/+2 | +4 | +9 | +4 | Critical Strike +5/2, Specialized Weapon Focus +2/+2 | 9
15th| +7/+2 | +5 | +9 | +5 | Major Special Ability | 10
16th| +8/+3 | +5 | +10 | +5 | Minor Special Ability | 10
17th| +8/+3 | +5 | +10 | +5 | Ninjutsu (Grandmaster) | 11
18th| +9/+4 | +6 | +11 | +6 | Critical Strike +6/3, Specialized Weapon Focus +3/+2 | 11
19th| +9/+4 | +6 | +11 | +6 | Major Special Ability | 12
20th| +10/+5 | +6 | +12 | +6 | Master Special Ability | 12
[/table]
Weapons and Armor Proficiencies: You are proficient with all simple weapons, as well as with the katana, wakazashi, nagamaki, shuriken, sai, kunai*, kakute*, wakibishi*, tessen* and chakram. You are not proficient with armor or with any shields.
*new weapon described below
Class Abilities
Ninjutsu:
As a ninja you have the capability to use ninjutsus. The total number of ninjutsus you know is listed above (see Ninjutsus Known). Ninjutsus are selected from the ninjutsus list and you must have access to the rank listed in order to learn any ninjutsu. Keep in mind that all ninjutsus require skill checks to use.
Ninja Attack Bonus:
You add half your ninja level as an insight bonus to all attack rolls and grapple/pin checks. This bonus does not grant extra attacks or count towards the acquisition or use of abilities or feats, however if it would attribute to a penalty it does so as if it were part of your bab. This bonus is not applied when you substitute skill checks for attack rolls.
Lv2, 6, 10, 14, 18 > Specialized Weapon Focus:
You gain a bonus to attack rolls and damage rolls when using a dart, any simple dagger-weapon, shuriken, sai, kunai, kakute, tessen, charkam, katana, wakazashi, and/or nagamaki. This bonus is listed on the chart, with the first plus being a bonus to attack rolls and the second plus being a bonus to damage.
Lv2, 6, 10, 14, 18 > Critical Strike:
As indicated on the chart you gain a bonus to score critical hits and to critical hit mulitpliers. These bonuses only apply when you catch a foe without their dexterity to AC (whether or not they have a positive dexterity modifier) .
The first plus is a bonus to threaten and confirm critical hits, but does not affect whether the strike hits. For example if you roll an 18 and you need a 20 to threaten a critical the first level of critical strike would cause you to threaten one (and may, if you roll an 18 or higher again, help to confirm it as well). This bonus does not, however, allow your attack roll to actually qualify as a natural 20.
Anytime you roll a natural 20 to threaten a critical you may increase the critical multiplier by the number in the second plus.
Oozes and Undead are immune to Critical Strike. These bonuses only apply to ranged weapons if the target is within 30ft.
Special: You qualify for classes, abilities, and feats as if you had a sneak attack appropraite for a rogue of a level equal to half your ninja levels. Additionally you may sacrifice one level of critical strike in place of a 1d6 die to use an ability or feat.
Lv3 > Finesse:
If you lack the weapon finesse feat you aquire it. If you already have weapon finesse or if you aquire it at any later point you may also apply weapon finesse to the katana, wakazashi, and nagamaki; even though they are not light weapons.
Lv4, 8, 12, 16 > Minor Special Ability:
At each level indicated you may choose a single minor special ability:
Hidden Shadows
Anytime you remain completely still while within an area of shadowy illumination or darker for at least 1 minute you become completely invisible (as the spell except as listed here). If you take any actions or if it becomes lighter than shadowy illumination this invisibility ends.
Anyone with darkvision sees through this effect, although any effect that normally sees through invisibility (such as true seeing) or purges it does not function against this.
Evasion
This ability functions exactly as the ability of the same name that the rogue possesses.
Uncanny Dodge
This ability functions exactly as the ability of the same name that the rogue possesses.
Uncanny Flanker
You count as a rogue of a level equal to your ninja levels for the purposes of overcoming the uncanny dodge ability.
Superb Jumper
You may use the horizontal jump chart for vertical jumps. Additionally you are always considered to have a running start.
Master of Balance
If you succeed on a balance check to move through difficult terrain you may move your full speed at no penalty.
Defensive Roll
This ability functions exactly as the ability of the same name that the rogue possesses, except as noted here. You may use this ability an unlimited number of times per day.
Opportunist
This ability functions exactly as the ability of the same name that the rogue possesses, except as noted here. You may use this ability more than once per round, but may not use it more than once against the same target.
Skill Mastery
This ability functions exactly as the ability of the same name that the rogue possesses, except as noted here. You may change which skills you have in skill mastery in with 1 hour meditation after a full nights rest (or its equivalent for you, or 4 hours of inactivity if you don't need sleep).
Slippery Mind
This ability functions exactly as the ability of the same name that the rogue possesses, except as noted here. You gain a +4 circumstance bonus to the new save.
Tight Fit
You may squeeze through spaces as if you were one size smaller than you actually are.
Unless otherwise noted all minor special abilities are extraordinary abilities.
Lv7 > Keen Critical:
You ignore any immunity, that was granted from a template, type, subtype, or race, to critical hits when you roll a natural 20 to threaten a critical hit (but you needn't necessarily roll a natural 20 to confirm and still gain this effect).
Lv11, 15, 19 > Major Special Ability:
At each level indicated you may choose either a single minor special ability (see above) or a single major special ability:
Shroud of Darkness
Requirements: Hidden Shadows minor special ability
Anytime you remain completely still while within an area of shadowy illumination or darker you become completely invisible (as the spell except as listed here). If you take any actions this ends for 1d4 + 1 rounds. It is also suppressed while you are in lighting that is lighter than shadowy illumination.
Although anyone with darkvision sees through this effect, this ability (while active) allows you to hide from those with darkvision as if they lacked the ability.
Any effect that normally sees through invisibility (such as true seeing) or purges it does not function against this.
This ability replaces Hidden Shadows.
Improved Evasion
Requirements: Evasion or the equivalent minor special ability
This ability functions exactly as the ability of the same name that the rogue possesses.
Improved Uncanny Dodge
Requirements: Uncanny Dodge or the equivalent minor special ability
This ability functions exactly as the ability of the same name that the rogue possesses.
Flankmaster
Requirements: Uncanny Flanker minor special ability
You gain a +2 circumstance bonus to attack rolls (stacking with the normal +2) and a +2 circumstance bonus to damage rolls against flanked foes. Additionally you are treated as if you were 2 levels higher for purposes of overcoming uncanny dodge.
Master Jumper
Requirements: Superb Jumper minor special ability
You may add half your ninja class levels to your jump checks. Additionally you jumping is no longer limited by height.
Trapeze Artist
Requirements: Master of Balance minor special ability
You may attempt to balance on precarious or difficult surfaces that it would be impossible to normally balance on with a DC 35 balance check. For example you could balance on something hair thin (assuming it could support your weight).
Improved Defensive Roll
Requirements: Defensive Roll or the equivalent minor special ability
Once per an encounter when you successfully use defensive roll to half damage, you may instead completely negate the damage as well as any other non-damaging effects tagged on.
Improved Opportunist
Requirements: Opportunist minor special ability
You may strike a target more than once with your opportunist ability in a round.
Skill Mastery
Requirements: Skill Mastery or the equivalent minor special ability
You may, with any skill you have skill mastery with, take 20 once per day.
Void Mind
Requirements: Slippery Mind or the equivalent minor special ability
You may make the save granted by slippery mind against effects that don't grant saves. This save equals 10 + 1/2 the casters/users level + the relevant modifier.
Squeeze through
Requirements: Tight Fit minor special ability
You may squeeze through spaces as if you were two sizes smaller than you actually are, instead of just one size smaller.
Improved Critical Strike
You improve your critical strike as if it were one step higher.
Specialized Weapon Focus
You improve your specialized weapon focus as if it were one step higher.
Perfect Balance
Requirements: Master of Balance minor special ability
You do not take penalties and are not considered flatfooted while balancing or climbing.
Hastened Stealth
When hiding and/or moving silently you may move your full speed at no penalty. Additionally your may run at only a -4 penalty.
Unless otherwise noted all major special abilities are extraordinary abilities.
Lv20 > Master Special Ability:
You may choose either two minor special abilities, a single major special ability (see above), or a single master minor special ability:
Master of Stealth
Requirements: Hastened Stealth major special ability
You are always moving silently and hiding and automatically take 10 for this purpose. You may end or start this effect as a swift action.
Master of Combat
Whenever you use an attack sequence (attack of opportunity, standard action attack, fullround attack, etc) you may choose one of the following three options:
> You may make an additional attack at your highest attack bonus.
> You may make one of your attacks at a +10 to hit.
> You may treat your weapon as if its critical range was 1 more and as if its multiplier were 1 higher for all attacks in the sequence.
Master of Kuji-Kuri
You gain a +4 bonus to all kuji-kuri checks. Additionally you change its original function (that listed in the skill) to this:
As a standard action you may make a kuji-kuri check against a single target within 60ft. Your target must be able to see your hand gestures for this to work. You must have at least one hand free and be able to use it to do this. Your target must make a successful will save DC of 10 less than your kuji-kuri check or they are confused for 1d4 + 1 rounds. Regardless of whether or not your target fails or succeeds on the save they gain a cumulative + 2 bonus to the save against this effect for 24 hours.The kuji-kuri skill is considered a spell-like ability.
Unless otherwise noted all master special abilities are extraordinary abilities.
Design Notes
I looked at the ninja in the complete ninja and felt sort of sad. It's like a rogue with a few less ability, and replacing some with the ki crap. There are times when ki is appropriate for a class (such as a monk build), but I don't think it works with a ninja. My attempt here is to create a character that actually feels like a ninja.
The ninja attack bonus coupled with a low BaB shows how much a ninja relies on finesse for example.
The critical strike is a replacement of sneak attack and is more about finding an opening than anything, and it sort of represents real life. When you catch an opponent off-guard they attempt to dodge it at the last second, so you might or you might not give your opponent a mortal wound. This ability also works against a larger variety of opponents.