PDA

View Full Version : Ninja (3.5, Peach)



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.

eftexar
2011-08-06, 08:22 PM
The Art of Ninjutsu
Types of Ninjutsu
Taijutsu techniques may only be made with either unarmed strikes or augmented unarmed strikes. Augmented unarmed strikes include any natural weapon, as well as any weapon that is an extension of a fist such as a gauntlet.

Kenjutsu techniques may only be made with a ‘ninja’ sword weapons. These include the katana, wakazashi, and nagamaki. See oriental adventures for more details on some of these weapons.*
*If you lack the oriental adventures book you may use a bastard sword for this purpose, as long as you have the exotic weapon proficiency for it.

Iajutsu is a subdivision of Kenjutsu and may only be used if you have the capability to draw a weapon as a swift, free, or immediate action.

Intonjutsu techniques may only be used if you are wearing no heavier than light armor and are not carrying over a light load. These techniques focus on escape and concealment.

Shurikenjutsu are techniques focusing on ranged ‘ninja’ weapons. These include the dart, any simple throwable dagger-weapon, kunai, shuriken, sai, and charkam. See oriental adventures for more details on some of these weapons.

Kuji-Kuri is the practice of using hand sings to create spell-like and supernatural effects. You must have either one or two hands free, listed in the ninjutsu, in order to use one.

Untyped Ninjutsus do not usually require skill checks and usually grant minor but permanent benefits.

Ninjutsus

Whenever you use a ninjutsu granted as a class feature you can assume that the skill check is the same as the type of the ability (listed in brackets). If two types are listed, then you use the skill check related to the first. The alternative skill check listed is only for those who have acquired ninjutsu techniques through feats. Unless otherwise noted a ninjutsu is an extraordinary ability.

Beginner

Hayauchi [Untyped]
Alternative Skill Check: N/A
Initiation: N/A
You gain the benefits of the quick draw feat. If you already have quick draw or later obtain it, you instead gain the capability to draw a weapon as an immediate action.

Shiden Ken [Kenjutsu/Iajutsu]
Alternative Skill Check: Sleight of Hand
Initiation: Immediate Action
You draw your weapon creating a flash of light and make a check. Anyone within 5ft, other than you, must make a reflex save DC of 10 less than your check or be blinded for 1 round. If this is used in response to an attack it functions before the attack is made.

Kawasu [Kenjutsu]
Alternative Skill Check: Concentration
Initiation: Free Action whenever you are struck by a ranged or melee attack that possesses an attack roll. This action may be taken out of turn.
You must expend an attack of opportunity to use this. You may not use the normal attack of opportunity that was granted by the attack, that you wish to use this ninjutsu against. Make a check. If your check exceeds your opponents attack roll you may reduce the damage dealt to you by 1 point plus an additional point per 4 you exceed their attack roll. If this would negate all of the damage, this effect also negates any non-damaging effects tagged on.

Hayai Nukihanatsu [Kenjutsu/Iajutsu]
Alternative Skill Check: Sleight of Hand
Initiation: Free Action as part of drawing your weapon
Make a check against any opponents who see you. They oppose this with a kenjutsu, spot, or sense motive check. If successful your opponent remains unaware that you have drawn your weapon for 1 round.

Marugoshi [Taijutsu]
Alternative Skill Check: Concentration
Initiation: Free Action as part of an attack
Upon taking this ninjutsu your unarmed strikes are henceforth considered to be armed strikes. Your unarmed strike deals an additional 1d6 damage, plus 1d6 per 3 levels damage. This may be opposed only by a target who possess the taijutsu skill, who may make an opposed taijutsu check (against yours) to negate this extra damage.

Tsumazuku Keru [Taijutsu]
Alternative Skill Check: Tumble
Initiation: Immediate Action as part of an attack
Make a check. Your target must make a successful opposed tumble, taijutsu, or balance check, or they fall prone. If you exceed the targets check by 5 or more they are also stunned for 1 round.

Ko-Ku Yoko Hando [Taijutsu]
Alternative Skill Check: Jump
Initiation: Standard Action
You must move at least 20ft in a straight line towards your target before using this ninjutsu, making a jump check as part of it. This check must allow you to reach the height of your enemies chest for this to be usable. Once you reach your target you may initiate a single unarmed attack. Your target must make an opposed taijutsu or tumble check. You add damage to your strike equal to the amount you exceed their check.

Suterusu Ritorai [Intonjutsu]
Alternative Skill Check: Hide
Initiation: Immediate action when you fail a hide or intonjutsu check
Make an intonjutsu check with a DC of the hide or intonjutsu check you failed. If successful you may replace your first attempt with this check and add a +4 bonus.

Inchiki Tatakitsukeru [Shurikenjutsu]
Alternative Skill Check: Bluff
Initiation: Immediate Action as part of an attack
You may feint your opponent, but use the shurikenjutsu skill instead. You gain a bonus to this check equal to half your level.

Tabi Tama [Shurikenjutsu]
Alternative Skill Check: Spot
Initiation: Immediate Action as part of an attack
Make a check. Your opponent must make an opposed shurikenjutsu or tumble check, or they are knocked prone.

Hayamaru [Intonjutsu]
Alternative Skill Check: Tumble
Initiation: Immediate Action at the end of movement
Make a check with a DC of the distance you moved. You may move an additional 5ft per every 5 points you exceed this DC.

Endai Hitokoma [Shurikenjutsu]
Alternative Skill Check: Spot
Initiation: Free Action as part of an attack
Make a check with a DC of your range with the weapon. You may extend the range by 5ft per every 5 points you exceed this check.

Tatchi Sho-Ijutsu [Kuji-Kuri] (Sp)
Alternative Skill Check: Heal
Initiation: Standard Action
Hands Free: 2
Make a check. This ability requires a melee touch attack if your target is unwilling. You heal your target a number of hit points equal to half your check.
Special: Additionally you may instead use it to recover ability damage, on a 5 point check per 1 point of damage basis. You may, however, only use it in this manner on any single target once per day.

Fuwafuwa Miburi [Kuji-Kuri] (Sp)
Alternative Skill Check: Spellcraft
Initiation: Standard Action
Hands Free: 2
This functions as the darkness spell, except it requires a caster level or kuji-kuri check to dispel or supress it, even if one normally wouldn't be required. Additionally it remains active only 10 rounds and doesn't move unless you take a swift action during its duration to move it. You may move it up to 30ft in this way.
You must make a check with a DC of 15 to use this. For every 5 you exceed this you may opt to do one of the following: increase radius by 5ft or increase duration by 5 rounds.

Kumori Miburi [Kuji-Kuri] (Sp)
Alternative Skill Check: Spellcraft
Initiation: Standard Action
Hands Free: 2
This functions as the light spell, except it requires a caster level or kuji-kuri check to dispel or supress it, even if one normally wouldn't be required.
Additionally it remains active only 10 rounds and doesn't move unless you take a swift action during its duration to move it. You may move it up to 30ft in this way.
You must make a check with a DC of 15 to use this. For every 5 you exceed this you may opt to do one of the following: increase radius by 5ft or increase duration by 5 rounds.

Shinobiyaka [Untyped]
Alternative Skill Check: N/A
Initiation: N/A
You may use an intonjutsu check in place of any hide or move silently checks you make henceforth. Whenever making such a check you gain a +1 bonus to this check for every 4 points you actually have in the respective skill.


Apprentice

Hyaku Nakami [Kenjutsu]
Alternative Skill Check: Bluff
Initiation: Immediate Action not during your turn
Make a check, opposed by your opponents kenjutsu, spot, or sense motive check. If your check exceeds your opponents you may make a single melee attack against them.

Kusanoha [Kenjutsu]
Alternative Skill Check: Sleight of Hand
Initiation: Immediate Action while making an attack
Make a check. Your opponent may either make a reflex save or an opposed kenjutsu check. If your check is superior your target remains unaware that you have even struck them for 1 round and any damage you dealt is delayed during that time. Even after realizing they have been wounded, nothing gives away that they were actually attacked or that it was you who did it.
This does not prevent them from being affected by status conditions. If the strike would have killed the target their death is delayed for 1 round.

- [Taijutsu]
Alternative Skill Check: Concentration
Initiation: Fullround Action
You may make a single attack as part of this. Your opponent is subject to a bull rush which you do not provoke additional attacks of opportunity from. You make a taijutsu check in place of a strength check. You do not move with your target, but they are nontheless pushed the full distance. A target with ranks taijutsu may make an opposed check using taijutsu instead.

- [Taijutsu]
Alternative Skill Check: N/A; Use Grapple
Initiation: Immediate Action when an opponent attacks you
Make a check. If your opponent successfully strikes you from within reach you may immediately grapple them using your check in place of grapple. This action is taken before hit point damage is taken into account. If successful you grapple your opponent and half the damage you would have taken. If unsuccessful you take full damage and the opponent may continue their attack, if they can make multiple attacks.

- [Intonjutsu]
Alternative Skill Check: Sleight of Hand
Initiation: Immediate Action as part of an attack of opportunity provoked by an attack
If an opponent provokes an attack of opportunity as part of an attack you may give it up to redirect the attack. You may redirect the attack to any space within the attacks original reach as if the attack were made from your space if you make a successful check with a DC of their attack roll (or caster level). For example if an opponent with a reach of 5ft with a sword attacks you and you redirect it, you may strike anyone with their attack as if it had been made from your space.

- [Shurikenjutsu]
Alternative Skill Check: Sleight of Hand
Initiation: Immediate Action after attacking
After making a ranged attack sequence (attack of opportunity, standard action attack, fullround attack, etc) you may make a check to attempt to make an extra attack. If you exceed the combined attack rolls of all the attacks in the attack sequence excluding the d20 rolls involved you may make an extra attack at your highest base attack bonus. Additionally for every 5 you exceed the check you may make an additional attack.
Any attacks granted by this ninjutsu may be made against targets different than your original.

- [Shurikenjutsu]
Alternative Skill Check: Spot
Initiation: Immediate Action as part of a ranged attack
Make a check alongside your attack roll. Your target must make an opposed grapple check or they are treated as being pinned. They may escape this as if it were a normal pin, although the check they must beat remains the same. Additionally a third part may pull the pinning weapon out as a partial action with strength check of a DC equal to 15 + your dexterity modifier.

- [Kuji-Kuri] (Sp)
Alternative Skill Check: Spellcraft
Initiation: Standard Action +
Hands Free: 1
Make a check. Your opponent must make a will save with a DC of 10 less than the check or they become fascinated and do nothing but stare blankly at you. This continues as long as you keep using the hand signs, which takes a swift action to sustain each round. If anyone takes a hostile action against them this effect breaks

- [Kuji-Kuri] (Sp)
Alternative Skill Check: Intimidate
Initiation: Standard Action
Hands Free: 2
Make a check. Your opponent must make a will save with a DC of 10 less than the check or they are affected as if by the fear spell for 1d4 + charisma rounds.

- [Untyped]
Alternative Skill Check: N/A
Initiation: N/A
You gain the benefits of the throw anything feat.


Initiate

Kiben Hakujin [Kenjutsu/Iajutsu]
Alternative Skill Check: Bluff
Initiation: Immediate Action
This functions as Hyaku Nakami, except that you may draw your weapon first and afterwards you may also make an iajutsu check, dealing additional damage with you strike equal to 1/4 your iajutsu check.

Kusaba [Kenjutsu]
Alternative Skill Check: Sleight of Hand
Initiation: Immediate Action while making an attack
This functions as Kusanoha with some additions. Anyone watching must make a successful opposed spot or sense motive check, or they are also unaware of your attack.

- [Taijutsu]
Alternative Skill Check: -
Initiation: Standard Action while grappling
Make a check. Your opponent may make an opposed taijutsu or tumble check. For every 5 you exceed their check you may throw them in any direction (including the ground) 5ft. For every 5ft they have not traveled upon impact they take 1d6 damage and deal 1 damage to anything they collide with. For every 10ft they travel without this propulsion (such as if they are thrown off a cliff) they take damage as normal for collision.

- [Taijutsu]
Alternative Skill Check: Concentration
Initiation: Standard Action
Make a single attack alongside a check. You deal additional damage to any object struck equal to your roll. Additionally you may make a strength check against its break DC, with 1/4 your level as a bonus.

- [Intonjutsu]
Alternative Skill Check: Escape Artist
Initiation: Fullround Action
You may attempt to escape an effect that immobilizes you, but would not normally allow an escape artist check. If a nonmagical trap your DC is twice the craft DC of the effect, if nonmagical (but not a trap) the DC is equal to 10 + 1/2 creators level + their relevant modifier, and if magic in nature is10 + 1/2 creators level + their relevant modifier.

- [Intonjutsu]
Alternative Skill Check: Hide
Initiation: Immediate Action after attack
You may move up to half you speed and, if possible, attempt a check. If you successfully make a check your opponent is unaware of your movement, as you seemingly disappear from his eyes. If unsuccessful your opponent know exactly where you are.

- [Shurikenjutsu]
Alternative Skill Check: Spot
Initiation: Immediate Action in response to being attacked
When an opponent attacks you, you may make a check, with a DC of his attack roll. If successful you may make a ranged attack against your target. If this attack strikes and your opponent still had movement left, he lose his remaining movement.

- [Kuji-Kuri] (Sp)
Alternative Skill Check: Spellcraft
Initiation: Fullround Action
Hands Free: 2
This functions as your use of the kuji-kuri skill would normally, except it affects all targets within range.

- [Kuji-Kuri] (Sp)
Alternative Skill Check: Spellcraft
Initiation: Immediate Action in response to a spell
Hands Free: 1
Make a check against an opponent who used a spell, power, etc. or spell-like ability that targets you. They may make an opposed kuji-kuri check if they have ranks in it, or may make a caster check. Failure results in the effects target changing to them or their space.


Master

Shu Rai [Kenjutsu]
Alternative Skill Check: Weapon Drill*
Initiation: Swift Action while making an attack
Make a check. If you exceed the combined attack rolls of all the attacks in your attack sequence (excluding the d20 rolls involved) you may make an extra attack at your highest base attack bonus. Additionally for every 5 points you exceed your check you may make an additional attack at your highest base attack bonus minus 10.
*basically a perform check with a weapon, not sure which book this was in

Tachikiru [Kenjutsu]
Alternative Skill Check: Concentration
Initiation: Standard Action
Make a check. You may make a single melee strike that ignores DR equal to your check. For every two points you exceed their DR with your check you gain a +1 to your damage roll to a maximum of extra damage equal to half their DR.

- [Taijutsu]
Alternative Skill Check: N/A; Use Grapple
Initiation: Standard Action while pinning an opponent
Make a check. Your opponent may make an opposed grapple or taijutsu check. If you are successful your target may not use an escape artist check to escape and begins to suffocate. They may continue making check to escape this, in which cast they return to being in a normal pin.

Ki Strike [Taijutsu]
Alternative Skill Check: Concentration
Initiation: Standard Action
You may strike a target with a single strike that is up to thrice your normal range away. Your damage from melee is force damage instead of its normal damage.

- [Intonjutsu]
Alternative Skill Check: Tumble
Initiation: Immediate Action
Make a check. For every 10 points of your check you may move to another spot up to 5ft away. Your movement does not provoke attacks of opportunity and opponents who fail a spot check (DC of your check) are unaware there was a path between your movement (and may assume you teleported, simply disappeared, etc).

- [Shurikenjutsu]
Alternative Skill Check: Spot
Initiation: Standard Action as part of a ranged attack
As part of your attack make a check. If your check exceeds your targets AC your attack continues until it hits something else. If your check, with a penalty to it equal to the AC of the creatures or objects it passed through before it, still exceeds the AC of this creature or object it continues again. This process repeats until the check isn't high enough to pierce an object or your attack runs out of range. Full damage is dealt to all targets.

- [Kuji-Kuri] (Sp)
Alternative Skill Check: Open Lock
Initiation: Standard Action
Hands Free: 1
Make a check. If your check exceeds the open lock DC of any lock within 30ft, those locks are unlocked.


Grandmaster

- [Taijutsu]
Alternative Skill Check: N/A, Use an Attack Roll
Initiation: -
Make a check. Your opponent must make a fortitude save DC of 10 less than your check or take 1d6 damage per 4 points of that check. Additionally they must make a will save (same DC) 10 minutes later or die. This ninjutsu has no effect on targets that lack working internal systems (whether that be a human with a vascular system or a clockwork golem made of intricate parts).

Jiseki Nyu-Jaku [Kenjutsu]
Alternative Skill Check: Concentration
Initiation: Free Action after the first attack in an attack sequence.
After making your attack immediately make a check. If your check does not exceed your attack roll you may not use this ability for that attack sequence. If it does you you gain the following benefits. You gain a bonus to the rest of your attack rolls (in that attack sequence) equal to the total you went over the opponent's AC with your first strike.

Rikikan Yaiga [Kenjutsu]
Alternative Skill Check: Concentration
Initiation: Immediate Action as part of an attack
Your weapon damage is converted to force damage. Make a check. Your target must make a will save DC of 10 less than your check or be forced out of all effects that make them incorporeal or ethereal. If they have an ability that is constant or has no limit to duration the ability is instead suppressed for 1d4 + 1 rounds.

- [Intonjutsu] (Su)
Alternative Skill Check: Hide
Initiation: Fullround Action
Make a check. For the next 1d4 + 1 round any effect that targets you and has an attack roll or casting modifier, excluding actions you take, treats you as if you were incorporeal unless their attack roll exceeds your check. If the effect was magic in nature and had no attack roll they must exceed you check with an opposed caster level check instead.

- [Shurikenjutsu]
Alternative Skill Check: Spot
Initiation: Fullround Action
Make a check. For every 10 points of this check you may throw a single ranged throwing weapon up in the air. 1 round later they rain down in squares within half of their range, where-ever you designate. You may not hit a single foe more times than your dexterity modifier in this way.
Anyone who moves through a square where you designated weapons to land without a target treats it as difficult terrain.

- [Kuji-Kuri] (Sp)
Alternative Skill Check: Diplomacy
Initiation: Standard Action
Hands Free: 1
Make a check. your target must make a will save with a DC of 10 less than your check or be affected as if by the suggestion spell.

- [Kuji-Kuri] (Sp)
Alternative Skill Check: Diplomacy
Initiation: Fullround Action
Hands Free: 2
This functions as the normal use of the kuji-kuri check, plus, if your opponent fails the check, your opponent forgets everything about you that they learned, saw, etc within the past 6 hours.


New Skills

Kuji-Kuri (Wis)
This skill may not be used untrained.
As a fullround action you may make a kuji-kuri check against a single target within 30ft. You must have both hands free and be able to use them to do this. Your target must be able to see your hand gestures for this to work. Your target must make a successful will save DC of 10 less than your kuji-kuri check or they are confused for 1 round. Regardless of whether or not your target fails or succeeds on the save they become immune to another use of this effect for 24 hours. The kuji-kuri skill is considered a spell-like ability.

Battōjutsu (Dex)
This skill may be used untrained.
After making a melee attack sequence (attack of opportunity, standard action attack, fullround attack, etc) you may make a Battōjutsu check to attempt to make an extra attack. If you exceed the combined attack rolls of all the attacks in the attack sequence excluding the d20 rolls involved you may make an extra attack at your highest base attack bonus.

Iajutsu (Dex)
This skill may not be used untrained and you must possess the quick draw feat or a similar ability to use it.
If you have at least 1 rank in this skill you are granted a free attack as part of drawing a melee weapon. Additionally, you may make a iajutsu check as part of this dealing extra damage equal to half that check and catching your target flatfooted. Your target may make a reflex save of 10 less than your iajutsu check to half damage and prevent themselves from being caught flatfooted.

Intonjutsu (Dex)
This skill may not be used untrained.
You may attempt to hide while others are observing you. Doing so requires you have at least partial concealment. The actual check functions the same as for hiding. You may not hide in this way while being 'observed' (in this case defined as if the opponent would be able to see you if you weren't hiding this way) for more than dexterity modifier rounds total. Once this skill check is used for this purpose it may not be used again for that purpose for 1 + dexterity modifier rounds.
Special: If you are successfully hiding in either this manner or hiding normally, you may transition between the two types of hiding as a swift action (as long as the other condition applies). If you do this and doing so swaps the skill you would have used, and the other skill has a lower rank, your check drops an amount equal to the difference.

Kenjutsu (Int)
This skill may not be used untrained.
You may make a kenjutsu skill check instead of your normal attack rolls with any sword-like weapon including any 'ninja' sword weapon.* When used for this purpose you may not add any feats that modify attack rolls, although other abilities that modify attack rolls modify them as normal. You retain your normal number of attacks and iterative attacks have penalties as normal.
*defined above in the description of kenjutsu within the Types of Ninjutsu section

Shurikenjutsu (Dex)
This skill may not be used untrained.
You may make a shurikenjutsu skill check instead of your normal attack rolls for thrown weapons. When used for this purpose you may not add any feats that modify attack rolls, although other abilities that modify attack rolls modify them as normal. You retain your normal number of attacks and iterative attacks have penalties as normal.

Taijutsu (Con)
This skill may not be used untrained.
You may make a taijutsu skill check instead of your normal attack rolls for unarmed strikes (including augmented unarmed strikes)*. When used for this purpose you may not add any feats that modify attack rolls, although other abilities that modify attack rolls modify them as normal. You retain your normal number of attacks and iterative attacks have penalties as normal.
*see the description of taijutsu above within the Types of Ninjutsu section

New Weapons
Kakute
These are a series of rings (one for each finger) with metal spikes protruding inward on them. They are easy to hide and are useful for grappling and climbing, as well as to clinging to rope.
A kakute is an exotic weapon that deals 1d4 slashing and 1d4 piercing damage, has a critical of 18-20/x2, and is considered an unarmed attack (as if it were a gauntlet for this purpose). It costs 200 gold.
A kakute is automatically considered hidden on its wielder (as long as it is weld) as if the wielder had taken 10 (even if they normally couldn't) on a sleight of hand check.
Additionally it grants a +1 to grapple and climb checks, as well as preventing yourself from being removed from a surface you are holding onto. This bonus stacks if you have a kakute on both hands.
You may wield other weapons with it (excluding other unarmed weapons), but take a -4 penalty while doing so and lose all benefits and use of the kakute.

Makibishi
These are pronged metal spikes that are used to impede movement.
A makibishi may be thrown or dropped as a standard action into any space within 15ft. It costs 10 gold to make each one.
Anyone who moves through/into such a space takes 1d4 + 1/3 craft check (the one made during its creation) piercing damage and must make a fortitude save DC of 10 + 1/2 the craft check (the one made during their creation) or have their speed cut in half for 1d4 rounds.
This penalty doesn't stack, although another failed save (while their speed is cut in half) immediately ends their movement, and refreshes the duration of the original penalty if it would extend the duration.
Special: If the makibishi is crafted as a masterwork weapon it ignores the benefits of effects such as freedom of movement, although anyone with such an effect gains a +4 circumstance bonus to saves against the makibishi and is never immobilized completely by it.
Proficiency: You do not have to be proficient with a makibishi to use, although if you lack proficiency you must roll as if you missed with a splash weapon every time you use it. The makabishi is considered a marshal weapon.

Kunai
This weapon is reminiscent of a dagger but has an oblong diamond shaped blade with a clothe wrapped bar where the hilt should be, ending with a ring large enough for a finger to fit in at the end. When used with rope it can be used as a grappling hook. It can also be used to rip off locks.
This weapon functions as a dagger except as noted here: It is an exotic weapon and it can be used as a grappling hook, albeit at a -2 penalty to any dice rolls made as part of using it in such a manner. It may be thrown up to 20ft instead of 10. It costs 5 gp to make.
It can also be used to break a lock as a standard action. In doing so you must make a strength check of a DC equal to half the open lock DC. If the lock was hooked up to a trap mechanism you automatically trigger it however. If the lock was magically secured you may still break it, but at a +5 to the DC. You may not open a lock in this way if it doesn't have a 'key-based' or visible mechanical lock.

Tessen
A tessen is a large metal fan with spines along the points it folds. This weapon is used for deflecting.
A tessen is a two-handed exotic weapon of large size that deals 1d4 slashing damage and has a critical of 20/x2. It costs 500 gold.
As an attack of opportunity you may attempt to deflect any attack with an attack roll that is directed at you with a reflex save (DC of the attack roll). If the attack was a ranged attack you may, as an immediate action, redirect it to a new target with 30ft.


New Feats

Way of the Ninja*
You may choose a single ninjutsu from the ninjutsu list. You are limited to the ones you may choose as if you were a ninja of level equal to half your total character levels. You may only use that ninjutsu a number of times per day equal to the relevant modifier (the modifier of the associated skill check of the ninjutsu skill). Instead of using the ninjutsus normal skill check, you use the alternative skill check instead.
Special: If you have a class that grants ninjutsus you may not take this feat. If you later aquire a class that grants ninjutsus you lose the use of this feat, but may take another feat you qualify for in its place.

-
-

*These feats may be taken as fighter/combat feats or as rogue special abilities.

Togath
2011-08-06, 08:57 PM
What style of ninja/shinobi are you going for?, It seems sort of like a 50/50 cross between an anime style one and a wuxia one at the moment, it will help people figure out how well the mechanics are working once you finish the jutsu abilities, and(if you want to) adding a description of the genre of ninja/shinobi would help with advice as well

eftexar
2011-08-06, 09:06 PM
This ninja is my image of a ninja, which is meant to be a cross of the naruto ninja and the real-life ninja. I'm going for a mostly combat oriented class, although the ninjutsus will focus on mobility and supernatural effects, just as much as they do combat.
I guess in the end I'm sort of hoping for a feel sort of along the line of the ninjas from the cheesy kung-fu movies.

Togath
2011-08-06, 09:07 PM
In that case it looks fairly good so far.

eftexar
2011-08-06, 11:21 PM
Thanks togath.
I added in the special abilities, and also added in new skills and weapons.
I still have ninjutsus and feats to do, as well as the tessen.

Cipher Stars
2011-08-06, 11:46 PM
I think the Ninja Attack Bonus could equal its full Ninja class levels.

Other then that I love it thus far, and may love it even more after I see some ninjutsu and feats.

eftexar
2011-08-06, 11:51 PM
Hmm... You don't think having a 30 to hit (or 33 with specialized weapon focus) would be too high? Although I suppose I could add the ninja's dexterity modifier in addition to half class levels instead of just upping it...

Cipher Stars
2011-08-06, 11:58 PM
Hmm... You don't think having a 30 to hit (or 33 with specialized weapon focus) would be too high? Although I suppose I could add the ninja's dexterity modifier in addition to half class levels instead of just upping it...


well it IS only a 10/5 BAB for a class I'm sure many will try to use up close, +20 to that +10 doesn't seem to bad and actually works fine in my eyes;
+30/+25 instead of +20/+15/+10/+5 or even +15/+15/+15/+10/+5

Don't get me wrong, its still a fine bonus and the others may seem lower... but more attacks is more opportunities to land a critical hit.

eftexar
2011-08-07, 12:55 AM
Since I was on the rocks, I sort of half changed it. Ninja attack bonus now adds your ninja levels to your first attack in any attack sequence, but reduces the bonus to iterative attacks. So your attacks would be 30/20 instead.
Changed it back to half level because of the strength of ninjutsus. Additionally you could get a 33 attack bonus by replacing your attack rolls with skill checks (it is just more specific). Even so you have an attack roll of 23 without any feats by level 20.
Cut Ninjutsus known in half, because the class would have constituted over 30 abilities, which I though was too much.
I also upped the hd to 8. I figured with the reduction in abilities, as well as the limitations to bab I could afford to up health for a little more survivability.

eftexar
2011-08-09, 08:02 PM
*bump*
Finished all of the beginner ninjutsus.

Zale
2011-08-09, 08:51 PM
Interesting.

It looks very good right now. :elan:

eftexar
2011-08-12, 07:50 PM
I finished adding ninjutsus. All they need now is names.
Additionally if anyone has suggestions on balance shoot. Balancing abilities with skill checks was difficult for me.