madock345
2011-09-25, 03:23 PM
The Ninja
The Discussion for this class now takes place Here (http://www.giantitp.com/forums/showthread.php?p=13409901)
http://mymindsink.com/wp-content/uploads/2012/03/Ninja-crouch.jpg
I Always Expect Ninja, that way they can't ever show up.
The Ninja is a highly versatile Character, possessing a mutable pool of energy capable of shifting to the needed areas. Ninja Travel across the land, sometimes on orders of a powerful noble, sometimes under the orders of a senior Ninja of their Dojo, or rarely on their own. A Ninja’s power comes from his Ki, his own pool of energy composed of physical power built from training combined with metaphysical energies from meditation and focus.
Adventures: the Ninja tends to be a very focused individual, no matter what their personal inclinations may be they are not taken to wandering aimlessly, and can be uncomfortable without a specific goal in mind. A Ninja adventures to gain Honor or renown for his Master or Dojo. Some freelance ninja (called Ronin) travel the world trying to learn new styles of the ninja art. Ronin have no masters and may adventure for any of the reasons someone else might (fame, money, land etc…)
Characteristics: The Ninja has some of the skills and combat ability of the rogue although his focus on mastering his Ki energies prevents him from reaching the level of skill mastery the rogue exhibits.
Alignment: Ninja can come in any sort of alignment, but tend to favor Neutrality over Good or Evil, as the life of a career Ninja tends to strip one of Ideals, leaving most rather Cynical. Wandering Ninja tend slightly toward Chaos over law, but dojo and especially Clan Ninja are more likely to be lawful.
Religion: Ninja are often silent on the matter of religion, but when they do speak it is often about many spirits and gods great and small, similar to a Wu Jen.
Background:Ninja come from a few distinct backgrounds. Some Ninja are trained by a single wandering master. This master may be their parent, or they may have been handpicked for training. Such relationships usually only contain a single master and student, and always involve a powerful emotional bond between master and student.
Other Ninja come from great hidden clans. These clans are great Criminal enterprises, hiring themselves out as spies, thieves, and Assassins, as well as undertaking Mafia style criminal activities. Such clans are highly competitive and vie with each other over honor and wealth, and powerful clients. Almost any nobles will at least know how to contact a clan for a Job, and powerful or corrupt Nobles may for much more permanent relationships, where the noble will harbor and protect the clan in exchange for services. Some relationships of this kind have gone on for generations.
Finaly, some Ninja learn their skills in a dojo. Taught by many instructors and a single Master who founded the dojo or inherited it, such Ninja sometimes form close attachments to their Dojo and stay on as an instructor and possibly eventually become a Master, or leave and found a Dojo of their own or maybe become a Wandering Master themselves. Unlike clans or master-student relationships students may join Dojos for any variety of reasons, from improving health, to picking up a hobby, to gaining honor for their family by following a traditional path. Such casual students rarely gain enough skill to actually take a level of ninja, but are not perfectly harmless. Out of those who take it all the way, some will join their local militia, some will become message runners or similar professions, and Some will even seek admittance to one of the Ninja clans, However, acceptance is extreamly rare, given only to the most renowned or Honorable Ninja.
Other Classes: Ninja work best with other stealthy Classes, and best of all with other Ninja. Because of this, they often work in small elite squads Composed mostly of ninja with perhaps a rogue or monk.
Role: the Ninja is a very versatile class capable of filling many roles depending of skill selection and especially Jutsu selection. However almost all Ninja can make good scouts and those with the Sense and Read Ki Jutsu are excellent spies. A Ninja’s main weakness is in protracted fights, for if they run out of Ki, most of their abilities become useless.
Game Rule Information
Ninja have the following game statistics.
Abilities: Ninja benefit from a high wisdom score since it grants more Ki points per day and improves their armor class and helps them locate their foes with skills such as listen and spot. Ninja also benefit from a high Dexterity score since they rarely wear armor.
Alignment: Any
Hit die: d8
Starting Gold: 4d4X10
Ninja class skills (and the key ability for each skill) are Balance (dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Wis), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Dungeoneering, architecture, Religion, Local, History)(Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Preform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device and Use Rope
Skill points at first level: (6+Int modifier)X4
Skill points at each additional Level: 8+Int Modifier
Ninja
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special| AC Bonus| Jutsu Known|Ki Pool
1st|
+0|
+0|
+2|
+2| Ki, AC Bonus, Jutsu (least) Trapfinding|
+0|
1|
2|
2nd|
+1|
+0|
+3|
+3| Evasion, Slow Fall, Weapon Finesse|
+0|
2 |
3|
3rd|
+2|
+1|
+3|
+3| Ki Strike |
+0|
2|
5|
4th|
+3|
+1|
+4|
+4| , Uncanny Dodge |
+0|
3|
6|
5th|
+3|
+1|
+4|
+4| Ki Focus, Focused Striking |
+1|
4|
8|
6th|
+4|
+2|
+5|
+5| Jutsu (least or lesser) |
+1|
5|
9|
7th|
+5|
+2|
+5|
+5| |
+1|
5|
11|
8th|
+6/+1|
+2|
+6|
+6| Channel Ki, Improved Uncanny Dodge |
+1|
6|
12|
9th|
+6/+1|
+3|
+6|
+6| Improved Evasion |
+1|
6|
14|
10th|
+7/+2|
+3|
+7|
+7| |
+2|
7|
15|
11th|
+8/+3|
+x3|
+7|
+7| Jutsu (least, lesser, or Greater)|
+2|
7 |
17|
12th|
+9/+4|
+4|
+8|
+8| Ki Healing |
+2|
8|
18|
13th|
+9/+4|
+4|
+8|
+8| |
+2|
9|
20|
14th|
+10/5|
+4|
+9|
+9| |
+2|
9|
21|
15th|
+11/+6/+1|
+5|
+9|
+9| |
+3|
10|
23|
16th|
+12/+7/+2|
+5|
+10|
+10|Jutsu (Least, Lesser, Greater, or Dark)|
+3|
10 |
24|
17th|
+12/+7/+2|
+5|
10|
+10|Timeless body|
+3|
11|
26|
18th|
+13/+7/+2|
+6|
+11|
+11| |
+3|
11|
27|
19th|
+14/+9/+3|
+6|
+11|
+11| |
+3|
12|
29|
20th|
+15/+10/+5|
+6|
+12|
+12| |
+4|
12|
35|
[/table]
Class Features
All of the following are class features of the Ninja.
Weapon and Armor Proficiency: Ninja are proficient with all simple weapons, plus the Bolas, Kama, Kukri, Nunchaku, Sai, Short Bow, Short Sword, long sword, bastard sword, Shuriken, Spiked Chain, and Saingham. Ninja are not proficient with any shield but are proficiant with light armor.
(Tantos, Wakizashis, and Katanas are considered masterwork short swords, long swords, and Bastard swords respectively)
AC Bonus (Ex) A Ninja is highly trained at dodging blows, and has a sixth sense that allows him to avoid even unanticipated attacks. when wearing light or no armor and carrying no more than a light load, a ninja adds her wisdom bonus (if any) to her Armor Class. This ability does not stack with the monk’s AC bonus ability. In addition, a ninja gains a +1 bonus to armor class at 5th level. This bonus increases by 1 for every five ninja levels thereafter.
These bonuses to AC apply even against touch attacks or when the ninja is flat-footed. The Character loses these bonuses when he is immobilized or helpless, when he wears medium or heavy armor, carries a shield, or when he carries a medium or heavy load.
Ki Points: A ninja can control and focus his own physical and metaphysical energies into a force called Ki, measured in Ki points. A ninja must expend Ki points to use many of his class features and special abilities. A Ninja gains a set amount of Ki at each level to which he may add his Wisdom modifier times his Ninja level. As long as a ninja’s Ki pool isn’t empty he gains a +2 bonus on all saves.To fully recover his Ki energies, a ninja must rest the full normal time for his race to recover his physical energies, and meditate for at least 15 minutes while he recovers his mental energies and combines the two. a ninja may recover partial amounts of Ki with less sleep, but the Meditation is required to regain any at all.
A ninja may meditate for fifteen minutes at any time in order to regain Ki equal to his base ki pool (Ki pool listed on the table for his level) he must make concentration checks to resist distractions as if casting a spell although if he is damaged the meditation ends automaticaly and the ninja gains no Ki. A ninja may never raise his Ki higher than his base Ki pool in this manner.
Jutsu: Jutsu are special techniques a ninja learns to shape their Ki in ways that would normally not be possible. Everyone has Ki energy, it moves through the bodies of every living creature, but while most techniques of the ninja merely focus or direct their Ki energies, A Jutsu shapes that energy into a form it would not naturally take, giving it form and direction beyond the ninja’s own body. Unless stated otherwise Jutsu are swift actions that do not provoke attacks of opportunity.
Ninja Style:
There are several sub-styles within the path of the Ninja, at first level a ninja selects the one he plans to advance in, according to the following table:
{table=head]Level |Sudden Strike| Sneak Attack| Skirmish
1|+1d6|+1d6|+1d6
2||
3|+2d6, Poison Use|+2d6 Combat Reflexes| Fast Movement +10 Mobility, +1d6 +1AC
4||
5|+3d6||+2d6 +1AC
6||+3d6
7|+4d6||+2d6 +2AC
8||
9|+5d6|+4d6|+3d6 +2AC
10|Improved Initiative| Opportunist | Spring Attack, Fast Movement +20
11|+6d6|| +3d6 +3AC
12||+5d6
13|+7d6|| +4d6 +3AC
14||
15|+8d6|+6d6|+4d6 +4AC
16||
17|+9d6|| +5d6 +4AC
18||+7d6
19|+10d6|| +5d6 +4AC
20||
[/table]
Sudden Strike:
A Sudden Strike ninja can potentially do the most damage in a single attack, but he is more limited in the ways he may do so, sudden strike damage only applies when a target is denied his dexterity bonus to armor class.
At third level, a Sudden Strike Ninja gains the Poison Use ability. He no longer risks poisoning himself when applying poison to a weapon, and can apply poison as a swift action.
At tenth level, a Sudden Strike Ninja gains the Improved Initiative ability, he applies a +4 bonus to initiative checks, this stacks with the Improved Initiative Feat.
Favored Tactic:
Strike fast and hard from the shadows, with heavy Ki investment and a poisoned weapon. If the enemy survives, retreat, and watch from hiding until the poisons secondary damage takes effect, then strike again.
Sneak Attack:
A Sneak Attack Ninja cannot do as much damage at once as a Sudden Strike Ninja, but they can do so more easily. The damage bonus from Sneak Attack applies anytime the target is denied their dexterity bonus to armor class And whenever the rouge is flanking them.
At third level, A sneak Attack Ninja gains the Combat Reflexes Feat. He can now perform attacks of opportunity a number of times per round equal to 1+his dexterity modifier.
At tenth level, A sneak Attack Ninja gains the Opportunist ability, once per round, he may make an attack of opportunity against an opponent who has just taken damage.
Favored Tactic:
Move into the center of combat, where you can flank the most people simultaneously, and fight defensively while taking every Attack of Opportunity that presents itself.
Skirmish:
A Skirmish Ninja can do the least damage out of the lot and cannot wear armor, but has the most ability to deal it, and is better at avoiding his enemies attacks. the bonus damage and AC from Skirmish only applies in turns where the ninja moves at least ten feat, and last until the beginning of the Skirmish Ninja's next turn. the AC bonus from the Skirmish Class Feature stacks with the Bonus AC from the Ninja Class, but only applies when wearing no Armor.
at third Level, the Skirmish Ninja adds +10 to his movement speed and gains the Mobility Feat, giving him +4 to AC against attacks of opportunity made when moving into, or out of a threatened square.
Favored Tactic:
Before he gains the Spring Attack Feat, the Skirmish Ninja will stick to the edge of the combat zone, striking along the edges. After he has the Spring Attack feat, the Skirmish Ninja will charge straight through the middle of the battlefield, attack, and then use the rest of his movement to retreat behind friendly lines.
Trapfinding: A Ninja can use the Search skill to find traps with a DC higher than 20, and he can use the Disable Device skill to bypass a trap or disarm magical traps. See the rouge class feature, (PhB Pg.50)
Jutsu: A Ninja learns various Ki manipulation techniques known as Jutsu as he progresses through his career, using a Jutsu always requires expending at least one point of Ki energy, but may require more depending upon the Jutsu used.
Evasion: Beginning at 2nd level, a Ninja can avoid taking damage from certain attacks with a successful reflex save (see the monk class feature, PhB Pg. 41)
Weapon Finesse: starting at 2nd level a ninja gains Weapon Finesse as a bonus feat.
Slow Fall: starting at 2nd level a ninja may reduce or eliminate the damage he takes from falling by expending 1 Ki per ten feet of falling damage to be reduced.
Ki strike: starting at third level as a free action a ninja may expend Ki points to add an equivalent number to his attack or damage roll for one attack; he may enhance both his attack and damage for the attack so long as the total bonus is no greater than his ninja level.
Uncanny Dodge: starting at 4th level a ninja can react to danger before his senses would normally allow him to. A Ninja retains his Dexterity bonus to armor class even when caught flat-footed or struck by an invisible attacker.
Ki Focus: starting at 5th level a ninja may expend a number of Ki points as a standard action to grant himself an equivalent bonus to a single skill, this bonus lasts for one minute and a ninja may have only one score so enhanced at a time plus an additional skill per every five levels above 5th (2 at 10th, 3 at 15th, 4 at 20th and so on) the only skills a Ninja may enhance in this manner are: Balance, Climb, Concentration, Hide, Jump, Listen, Move silently, Search, Sleight of Hand, Spot, Swim, and Tumble.
Focused Striking: Starting at 5th Level, A Ninja may use his Wisdom score in place of his Strength score for determining weapon damage rolls.
Improved Uncanny Dodge: Starting at 8th level a ninja can no longer be flanked; he can react to opponents on opposite sides of himself as easily as he can react to a single opponent. This denies others the ability to sneak attack the ninja unless they have at least four more levels in a class that grants the ability to sneak attack.
Channel Ki: starting at 8th level as a swift action a ninja may expend a number of Ki points to grant himself an equivalent bonus in a single physical ability score (Str, Con, and Dex) as a swift action, this bonus lasts for one round only, and the ninja must expend twice the stated amount of Ki to continue enhancing the same score in consecutive rounds with the ammount increasing by every consecutive round he continues the effect (x2 on the second round x3 on the third round x4 on the fourth round and so on) although he may switch to enhancing a different ability score with no penalty.
A ninja may increase his ability score by as much as he has Ki to expend, however, if he increases his ability score by an amount greater than his class level, he takes one point of ability damage to that score and an additional point of ability damage for every five points by which he exceeds his class level.
Improved Evasion: starting at 9th level a ninja takes only half damage on a failed reflex save.
Ki Healing: starting at level 12, If a ninja drops below -10 hit points his Ki begins reflexively flooding his body, Healing him of an amount of hit points equal to one half the Ki points he has remaining, saving him if the amount of Ki points he has remaining is sufficient to restore him to greater than -10 hit points. However this is a reflexive action not under the Ninja’s control, and doing so will automatically drain all his remaining Ki points.
Timeless body: at level 17 a ninja stops aging, and no longer takes penalties for age, bonuses still accrue, and the ninja still dies when his time is up.
The Discussion for this class now takes place Here (http://www.giantitp.com/forums/showthread.php?p=13409901)
http://mymindsink.com/wp-content/uploads/2012/03/Ninja-crouch.jpg
I Always Expect Ninja, that way they can't ever show up.
The Ninja is a highly versatile Character, possessing a mutable pool of energy capable of shifting to the needed areas. Ninja Travel across the land, sometimes on orders of a powerful noble, sometimes under the orders of a senior Ninja of their Dojo, or rarely on their own. A Ninja’s power comes from his Ki, his own pool of energy composed of physical power built from training combined with metaphysical energies from meditation and focus.
Adventures: the Ninja tends to be a very focused individual, no matter what their personal inclinations may be they are not taken to wandering aimlessly, and can be uncomfortable without a specific goal in mind. A Ninja adventures to gain Honor or renown for his Master or Dojo. Some freelance ninja (called Ronin) travel the world trying to learn new styles of the ninja art. Ronin have no masters and may adventure for any of the reasons someone else might (fame, money, land etc…)
Characteristics: The Ninja has some of the skills and combat ability of the rogue although his focus on mastering his Ki energies prevents him from reaching the level of skill mastery the rogue exhibits.
Alignment: Ninja can come in any sort of alignment, but tend to favor Neutrality over Good or Evil, as the life of a career Ninja tends to strip one of Ideals, leaving most rather Cynical. Wandering Ninja tend slightly toward Chaos over law, but dojo and especially Clan Ninja are more likely to be lawful.
Religion: Ninja are often silent on the matter of religion, but when they do speak it is often about many spirits and gods great and small, similar to a Wu Jen.
Background:Ninja come from a few distinct backgrounds. Some Ninja are trained by a single wandering master. This master may be their parent, or they may have been handpicked for training. Such relationships usually only contain a single master and student, and always involve a powerful emotional bond between master and student.
Other Ninja come from great hidden clans. These clans are great Criminal enterprises, hiring themselves out as spies, thieves, and Assassins, as well as undertaking Mafia style criminal activities. Such clans are highly competitive and vie with each other over honor and wealth, and powerful clients. Almost any nobles will at least know how to contact a clan for a Job, and powerful or corrupt Nobles may for much more permanent relationships, where the noble will harbor and protect the clan in exchange for services. Some relationships of this kind have gone on for generations.
Finaly, some Ninja learn their skills in a dojo. Taught by many instructors and a single Master who founded the dojo or inherited it, such Ninja sometimes form close attachments to their Dojo and stay on as an instructor and possibly eventually become a Master, or leave and found a Dojo of their own or maybe become a Wandering Master themselves. Unlike clans or master-student relationships students may join Dojos for any variety of reasons, from improving health, to picking up a hobby, to gaining honor for their family by following a traditional path. Such casual students rarely gain enough skill to actually take a level of ninja, but are not perfectly harmless. Out of those who take it all the way, some will join their local militia, some will become message runners or similar professions, and Some will even seek admittance to one of the Ninja clans, However, acceptance is extreamly rare, given only to the most renowned or Honorable Ninja.
Other Classes: Ninja work best with other stealthy Classes, and best of all with other Ninja. Because of this, they often work in small elite squads Composed mostly of ninja with perhaps a rogue or monk.
Role: the Ninja is a very versatile class capable of filling many roles depending of skill selection and especially Jutsu selection. However almost all Ninja can make good scouts and those with the Sense and Read Ki Jutsu are excellent spies. A Ninja’s main weakness is in protracted fights, for if they run out of Ki, most of their abilities become useless.
Game Rule Information
Ninja have the following game statistics.
Abilities: Ninja benefit from a high wisdom score since it grants more Ki points per day and improves their armor class and helps them locate their foes with skills such as listen and spot. Ninja also benefit from a high Dexterity score since they rarely wear armor.
Alignment: Any
Hit die: d8
Starting Gold: 4d4X10
Ninja class skills (and the key ability for each skill) are Balance (dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Wis), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Dungeoneering, architecture, Religion, Local, History)(Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Preform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device and Use Rope
Skill points at first level: (6+Int modifier)X4
Skill points at each additional Level: 8+Int Modifier
Ninja
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special| AC Bonus| Jutsu Known|Ki Pool
1st|
+0|
+0|
+2|
+2| Ki, AC Bonus, Jutsu (least) Trapfinding|
+0|
1|
2|
2nd|
+1|
+0|
+3|
+3| Evasion, Slow Fall, Weapon Finesse|
+0|
2 |
3|
3rd|
+2|
+1|
+3|
+3| Ki Strike |
+0|
2|
5|
4th|
+3|
+1|
+4|
+4| , Uncanny Dodge |
+0|
3|
6|
5th|
+3|
+1|
+4|
+4| Ki Focus, Focused Striking |
+1|
4|
8|
6th|
+4|
+2|
+5|
+5| Jutsu (least or lesser) |
+1|
5|
9|
7th|
+5|
+2|
+5|
+5| |
+1|
5|
11|
8th|
+6/+1|
+2|
+6|
+6| Channel Ki, Improved Uncanny Dodge |
+1|
6|
12|
9th|
+6/+1|
+3|
+6|
+6| Improved Evasion |
+1|
6|
14|
10th|
+7/+2|
+3|
+7|
+7| |
+2|
7|
15|
11th|
+8/+3|
+x3|
+7|
+7| Jutsu (least, lesser, or Greater)|
+2|
7 |
17|
12th|
+9/+4|
+4|
+8|
+8| Ki Healing |
+2|
8|
18|
13th|
+9/+4|
+4|
+8|
+8| |
+2|
9|
20|
14th|
+10/5|
+4|
+9|
+9| |
+2|
9|
21|
15th|
+11/+6/+1|
+5|
+9|
+9| |
+3|
10|
23|
16th|
+12/+7/+2|
+5|
+10|
+10|Jutsu (Least, Lesser, Greater, or Dark)|
+3|
10 |
24|
17th|
+12/+7/+2|
+5|
10|
+10|Timeless body|
+3|
11|
26|
18th|
+13/+7/+2|
+6|
+11|
+11| |
+3|
11|
27|
19th|
+14/+9/+3|
+6|
+11|
+11| |
+3|
12|
29|
20th|
+15/+10/+5|
+6|
+12|
+12| |
+4|
12|
35|
[/table]
Class Features
All of the following are class features of the Ninja.
Weapon and Armor Proficiency: Ninja are proficient with all simple weapons, plus the Bolas, Kama, Kukri, Nunchaku, Sai, Short Bow, Short Sword, long sword, bastard sword, Shuriken, Spiked Chain, and Saingham. Ninja are not proficient with any shield but are proficiant with light armor.
(Tantos, Wakizashis, and Katanas are considered masterwork short swords, long swords, and Bastard swords respectively)
AC Bonus (Ex) A Ninja is highly trained at dodging blows, and has a sixth sense that allows him to avoid even unanticipated attacks. when wearing light or no armor and carrying no more than a light load, a ninja adds her wisdom bonus (if any) to her Armor Class. This ability does not stack with the monk’s AC bonus ability. In addition, a ninja gains a +1 bonus to armor class at 5th level. This bonus increases by 1 for every five ninja levels thereafter.
These bonuses to AC apply even against touch attacks or when the ninja is flat-footed. The Character loses these bonuses when he is immobilized or helpless, when he wears medium or heavy armor, carries a shield, or when he carries a medium or heavy load.
Ki Points: A ninja can control and focus his own physical and metaphysical energies into a force called Ki, measured in Ki points. A ninja must expend Ki points to use many of his class features and special abilities. A Ninja gains a set amount of Ki at each level to which he may add his Wisdom modifier times his Ninja level. As long as a ninja’s Ki pool isn’t empty he gains a +2 bonus on all saves.To fully recover his Ki energies, a ninja must rest the full normal time for his race to recover his physical energies, and meditate for at least 15 minutes while he recovers his mental energies and combines the two. a ninja may recover partial amounts of Ki with less sleep, but the Meditation is required to regain any at all.
A ninja may meditate for fifteen minutes at any time in order to regain Ki equal to his base ki pool (Ki pool listed on the table for his level) he must make concentration checks to resist distractions as if casting a spell although if he is damaged the meditation ends automaticaly and the ninja gains no Ki. A ninja may never raise his Ki higher than his base Ki pool in this manner.
Jutsu: Jutsu are special techniques a ninja learns to shape their Ki in ways that would normally not be possible. Everyone has Ki energy, it moves through the bodies of every living creature, but while most techniques of the ninja merely focus or direct their Ki energies, A Jutsu shapes that energy into a form it would not naturally take, giving it form and direction beyond the ninja’s own body. Unless stated otherwise Jutsu are swift actions that do not provoke attacks of opportunity.
Ninja Style:
There are several sub-styles within the path of the Ninja, at first level a ninja selects the one he plans to advance in, according to the following table:
{table=head]Level |Sudden Strike| Sneak Attack| Skirmish
1|+1d6|+1d6|+1d6
2||
3|+2d6, Poison Use|+2d6 Combat Reflexes| Fast Movement +10 Mobility, +1d6 +1AC
4||
5|+3d6||+2d6 +1AC
6||+3d6
7|+4d6||+2d6 +2AC
8||
9|+5d6|+4d6|+3d6 +2AC
10|Improved Initiative| Opportunist | Spring Attack, Fast Movement +20
11|+6d6|| +3d6 +3AC
12||+5d6
13|+7d6|| +4d6 +3AC
14||
15|+8d6|+6d6|+4d6 +4AC
16||
17|+9d6|| +5d6 +4AC
18||+7d6
19|+10d6|| +5d6 +4AC
20||
[/table]
Sudden Strike:
A Sudden Strike ninja can potentially do the most damage in a single attack, but he is more limited in the ways he may do so, sudden strike damage only applies when a target is denied his dexterity bonus to armor class.
At third level, a Sudden Strike Ninja gains the Poison Use ability. He no longer risks poisoning himself when applying poison to a weapon, and can apply poison as a swift action.
At tenth level, a Sudden Strike Ninja gains the Improved Initiative ability, he applies a +4 bonus to initiative checks, this stacks with the Improved Initiative Feat.
Favored Tactic:
Strike fast and hard from the shadows, with heavy Ki investment and a poisoned weapon. If the enemy survives, retreat, and watch from hiding until the poisons secondary damage takes effect, then strike again.
Sneak Attack:
A Sneak Attack Ninja cannot do as much damage at once as a Sudden Strike Ninja, but they can do so more easily. The damage bonus from Sneak Attack applies anytime the target is denied their dexterity bonus to armor class And whenever the rouge is flanking them.
At third level, A sneak Attack Ninja gains the Combat Reflexes Feat. He can now perform attacks of opportunity a number of times per round equal to 1+his dexterity modifier.
At tenth level, A sneak Attack Ninja gains the Opportunist ability, once per round, he may make an attack of opportunity against an opponent who has just taken damage.
Favored Tactic:
Move into the center of combat, where you can flank the most people simultaneously, and fight defensively while taking every Attack of Opportunity that presents itself.
Skirmish:
A Skirmish Ninja can do the least damage out of the lot and cannot wear armor, but has the most ability to deal it, and is better at avoiding his enemies attacks. the bonus damage and AC from Skirmish only applies in turns where the ninja moves at least ten feat, and last until the beginning of the Skirmish Ninja's next turn. the AC bonus from the Skirmish Class Feature stacks with the Bonus AC from the Ninja Class, but only applies when wearing no Armor.
at third Level, the Skirmish Ninja adds +10 to his movement speed and gains the Mobility Feat, giving him +4 to AC against attacks of opportunity made when moving into, or out of a threatened square.
Favored Tactic:
Before he gains the Spring Attack Feat, the Skirmish Ninja will stick to the edge of the combat zone, striking along the edges. After he has the Spring Attack feat, the Skirmish Ninja will charge straight through the middle of the battlefield, attack, and then use the rest of his movement to retreat behind friendly lines.
Trapfinding: A Ninja can use the Search skill to find traps with a DC higher than 20, and he can use the Disable Device skill to bypass a trap or disarm magical traps. See the rouge class feature, (PhB Pg.50)
Jutsu: A Ninja learns various Ki manipulation techniques known as Jutsu as he progresses through his career, using a Jutsu always requires expending at least one point of Ki energy, but may require more depending upon the Jutsu used.
Evasion: Beginning at 2nd level, a Ninja can avoid taking damage from certain attacks with a successful reflex save (see the monk class feature, PhB Pg. 41)
Weapon Finesse: starting at 2nd level a ninja gains Weapon Finesse as a bonus feat.
Slow Fall: starting at 2nd level a ninja may reduce or eliminate the damage he takes from falling by expending 1 Ki per ten feet of falling damage to be reduced.
Ki strike: starting at third level as a free action a ninja may expend Ki points to add an equivalent number to his attack or damage roll for one attack; he may enhance both his attack and damage for the attack so long as the total bonus is no greater than his ninja level.
Uncanny Dodge: starting at 4th level a ninja can react to danger before his senses would normally allow him to. A Ninja retains his Dexterity bonus to armor class even when caught flat-footed or struck by an invisible attacker.
Ki Focus: starting at 5th level a ninja may expend a number of Ki points as a standard action to grant himself an equivalent bonus to a single skill, this bonus lasts for one minute and a ninja may have only one score so enhanced at a time plus an additional skill per every five levels above 5th (2 at 10th, 3 at 15th, 4 at 20th and so on) the only skills a Ninja may enhance in this manner are: Balance, Climb, Concentration, Hide, Jump, Listen, Move silently, Search, Sleight of Hand, Spot, Swim, and Tumble.
Focused Striking: Starting at 5th Level, A Ninja may use his Wisdom score in place of his Strength score for determining weapon damage rolls.
Improved Uncanny Dodge: Starting at 8th level a ninja can no longer be flanked; he can react to opponents on opposite sides of himself as easily as he can react to a single opponent. This denies others the ability to sneak attack the ninja unless they have at least four more levels in a class that grants the ability to sneak attack.
Channel Ki: starting at 8th level as a swift action a ninja may expend a number of Ki points to grant himself an equivalent bonus in a single physical ability score (Str, Con, and Dex) as a swift action, this bonus lasts for one round only, and the ninja must expend twice the stated amount of Ki to continue enhancing the same score in consecutive rounds with the ammount increasing by every consecutive round he continues the effect (x2 on the second round x3 on the third round x4 on the fourth round and so on) although he may switch to enhancing a different ability score with no penalty.
A ninja may increase his ability score by as much as he has Ki to expend, however, if he increases his ability score by an amount greater than his class level, he takes one point of ability damage to that score and an additional point of ability damage for every five points by which he exceeds his class level.
Improved Evasion: starting at 9th level a ninja takes only half damage on a failed reflex save.
Ki Healing: starting at level 12, If a ninja drops below -10 hit points his Ki begins reflexively flooding his body, Healing him of an amount of hit points equal to one half the Ki points he has remaining, saving him if the amount of Ki points he has remaining is sufficient to restore him to greater than -10 hit points. However this is a reflexive action not under the Ninja’s control, and doing so will automatically drain all his remaining Ki points.
Timeless body: at level 17 a ninja stops aging, and no longer takes penalties for age, bonuses still accrue, and the ninja still dies when his time is up.