Fenice
2012-03-29, 06:47 PM
Ninjas from the OotS universe have always intrigued me.
They seem to be different from the ninjas detailed in the Complete Adventurer handbook. They don't seem to have any ki power (they can hide so well to be almost invisible, but this ability doesn't last 1 single round like ghost step) or sudden strike ability (I don't remember any ninja crying SUDDEN STRIKE, like rogues do with their sneak attacks).
Since I never really like the official ninja class (too magical for my taste), I decided to homebrew one myself.
It is inspired by ninjas from the OotS universe, but it's mostly made up. What we know about OotS ninjas:
They strike me as a mostly lawful class. All ninjas seem to be faithful to a master, and according to Haley (http://www.giantitp.com/comics/oots0121.html) they are just as bound to honor as paladins are. They just have different interpretations of honor.
They don't seem to have any form of sneak attack or sudden attack. Usually, when you have such a special attack, you shout its name when using it in the OotS universe. Plus, ninjas often attack in great numbers and they don't seem to be so deadly (despite all the flanking).
Their key ability is their supremacy in hiding.
So here's my ninja class. Enjoy.
NOTE: I think my class is Tier 5. It's not very powerful, just sneaky. :smallbiggrin:
NINJA
Alignment: Any non-chaotic.
Starting gold: As monk.
Starting age: As bard.
Hit Die: d6
{table=head]Level|BAB|Fort|Ref|Will|Special|Unarmed Damage|AC Bonus
1st|+0|+0|+2|+0|Primary target +2, unarmed strike, Weapon Finesse|1d4|+0
2nd|+1|+0|+3|+0|Evasion, poison use|1d4|+0
3rd|+2|+1|+3|+1|Insightful strike, trap sense +1|1d4|+0
4th|+3|+1|+4|+1|Uncanny dodge|1d6|+0
5th|+3|+1|+4|+1|Acrobatic mastery, primary target +4|1d6|+1
6th|+4|+2|+5|+2|Ninja camouflage, trap sense +2|1d6|+1
7th|+5|+2|+5|+2|Flurry of shurikens (1), speed climb|1d6|+1
8th|+6/+1|+2|+6|+2|Improved uncanny dodge|1d8|+1
9th|+6/+1|+3|+6|+3|Improved poison use, trap sense +3|1d8|+1
10th|+7/+2|+3|+7|+3|Primary target +6|1d8|+2
11th|+8/+3|+3|+7|+3|Ninja ability|1d8|+2
12th|+9/+4|+4|+8|+4|Hide in plain sight, trap sense +4|1d10|+2
13th|+9/+4|+4|+8|+4|Flurry of shurikens (2)|1d10|+2
14th|+10/+5|+4|+9|+4|Ninja ability|1d10|+2
15th|+11/+6/+1|+5|+9|+5|Primary target +8, trap sense +5|1d10|+3
16th|+12/+7/+2|+5|+10|+5|Crawl in the shadows|2d6|+3
17th|+12/+7/+2|+5|+10|+5|Ninja ability|2d6|+3
18th|+13/+8/+3|+6|+11|+6|Shadow mind, trap sense +6|2d6|+3
19th|+14/+9/+4|+6|+11|+6|Flurry of shurikens (3)|2d6|+3
20th|+15/+10/+5|+6|+12|+6|Ninja ability, primary target +10|2d8|+4[/table]
Class skills (8 + Int per level): Balance, Bluff, Climb, Concentration, Craft, Decipher Script, Diplomacy, Disable Device, Disguise, Escape Artist, Forgery, Gather Information, Hide, Jump, Listen, Move Silently, Open Lock, Perform, Profession, Search, Sense Motive, Sleight of Hand, Spot, Swim, Tumble, Use Rope.
Weapon and Armor Proficiency: Ninjas are proficient with all simple weapons, plus the hand crossbow, kama, kukri, nunchaku, sai, shortbow, short sword, shuriken, and siangham. Ninjas are not proficient with any type of armor or shield.
AC Bonus (Ex): A ninja is highly trained at dodging blows. When unarmored and unencumbered, a ninja adds her Intelligence bonus (if any) to her Armor Class. This ability does not stack with the monk’s AC bonus ability (a ninja with monk levels adds his Intelligence or Wisdom bonus to AC, whichever is higher). In addition, a ninja gains a +1 bonus to AC at 5th level. This bonus increases by 1 for every five ninja levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level).
These bonuses to AC apply even against touch attacks, but not when a ninja is flat-footed (unlike the monk’s AC bonus ability). The ninja’s AC bonus ability counts as the Dodge feat for the purpose of qualifying for feats and prestige classes. The character loses these bonuses when she is immobilized or helpless, when she wears any armor, when she carries a shield, or when she carries a medium or heavy load.
Kubota, an aristocrat, was able to hit Therkla when she didn't expect it, so I'm guessing ninjas have some disadvantage when they are flat-footed.
Primary Target (Ex): All ninjas work for a master. The master can order the ninja to kill, spy or otherwise work against a single target. The ninja gains a +2 bonus on Bluff, Disguise, Forgery, Gather Information, Listen, Sense Motive, Sleight of Hand and Spot checks when using these skills against this creature. Likewise, she gets a +2 bonus on weapon damage rolls against this creature, and on saving throws against effects generated by this creature.
If a primary target has allies, the ninja can select (on her own) any of these creatures as secondary targets. She can have any number of secondary targets, up to her Intelligence bonus (if any). Against her secondary targets, the ninja gains only half the bonus of her primary target. Each day, the ninja can change her secondary targets.
If a primary target is killed, the ninja keeps the bonuses against her secondary targets (who must be allies of the deceased primary target), until a new primary target is selected by her master. A master can select a new primary target only once per day. If a secondary target is killed, a ninja can immediately select a new one.
At 5th level and every five levels thereafter (10th, 15th, and 20th level), the bonus against a ninja’s primary target increases by 2 (and the bonus against secondary targets increases by 1).
A ninja without a master can’t use this ability. If a ninja disobeys or betrays her master, she can’t use this ability until she is forgiven or she finds a new master.
Unarmed Strike (Ex): At 1st level, a ninja gains Improved Unarmed Strike as a bonus feat. A ninja’s attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that a ninja may even make unarmed strikes with her hands full. There is no such thing as an off-hand attack for a ninja striking unarmed. A ninja may thus apply her full Strength bonus on damage rolls for all her unarmed strikes.
Usually a ninja’s unarmed strikes deal lethal damage, but she can choose to deal nonlethal damage instead with no penalty on her attack roll. She has the same choice to deal lethal or nonlethal damage while grappling.
A ninja’s unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.
A ninja also deals more damage with her unarmed strikes than a normal person would, as shown on the table above. The unarmed damage on the table is for Medium ninjas. A Small ninja deals less damage than the amount given there with her unarmed attacks, while a Large ninja deals more damage; see the table below.
{table=head]Level|Small ninjas|Large ninjas
1st-3rd|1d3|1d6
4th-7th|1d4|1d8
8th-11th|1d6|1d10
12th-15th|1d8|2d6
16th-19th|1d10|2d8
20th|2d6|3d6[/table]
If a ninja has monk levels, she instead adds her ninja levels to her monk levels for the purpose of determining her unarmed damage. Levels in prestige classes that stack with monk levels for the purpose of determining unarmed damage can stack with ninja levels instead.
Weapon Finesse (Ex): A ninja gains Weapon Finesse as a bonus feat at 1st level even if she does not qualify for the feat.
Evasion (Ex): At 2nd level and higher, a ninja can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the ninja is wearing light armor or no armor. A helpless ninja does not gain the benefit of evasion.
Poison Use (Ex): At 2nd level and higher, a ninja never risks accidentally poisoning herself when applying poison to a weapon.
Insightful Strike (Ex): At 3rd level, a ninja becomes able to place her attacks where they deal greater damage. She applies her Intelligence bonus (if any) as a bonus on damage rolls (in addition to any Strength bonus she may have) with any light weapon, plus the hand crossbow, kama, kukri, nunchaku, sai, shortbow, short sword, shuriken, and siangham. Targets immune to sneak attacks or critical hits are immune to the ninja’s insightful strike. A ninja cannot use this ability when wearing medium or heavy armor or when carrying a medium or heavy load.
Trap Sense (Ex): At 3rd level, a ninja gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the ninja reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level.
Trap sense bonuses gained from multiple classes stack.
Uncanny Dodge (Ex): Starting at 4th level, a ninja can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Intelligence bonus and ninja bonus to AC, and she loses her Dexterity bonus to AC if immobilized.
If a ninja already has uncanny dodge from a different class she automatically gains improved uncanny dodge (see below) instead.
Acrobatic Mastery (Su): At 5th level and higher, a ninja always makes Jump checks as if she were running and had the Run feat, enabling her to make long jumps without a running start and granting a +4 bonus on the jump (see the skill description, page 77 of the Player’s Handbook). This ability can be used only if she is wearing no armor and is carrying no more than a light load.
In addition, a ninja becomes so certain in the use of her acrobatic skills that she can use them reliably even under adverse conditions. When making a Balance, Climb, Jump, or Tumble check, a ninja may take 10 even if stress and distractions would normally prevent her from doing so.
Ninja Camouflage (Ex): A ninja of 6th level or higher can use the Hide skill even she doesn’t have cover or concealment, as long as she doesn't move. This ability can be used only if a ninja is wearing a ninja suit and no armor, and is carrying no more than a light load.
Flurry of Shurikens (Ex): When she is unarmored and making a full attack, a ninja of 7th level or higher may make one extra attack in a round at her highest base attack bonus, but she can use this extra attack only to throw a shuriken. At 13th level, and again at 19th level, a ninja can throw one extra shuriken during a full attack.
In addition, every time this feature is gained, the range increment of thrown shurikens increases by 5 feet.
Speed Climb (Ex): A ninja of 7th level or higher can scramble up or down walls and slopes with great speed. She can climb at her speed as a move action with no penalty; however, she must begin and end the round on a horizontal surface (such as the ground or a rooftop). If she does not end her movement on a horizontal surface, she falls, taking falling damage as appropriate for her distance above the ground.
A ninja needs only one free hand to use this ability. This ability can be used only if a ninja is wearing no armor and is carrying no more than a light load.
Improved Uncanny Dodge (Ex): A ninja of 8th level or higher can no longer be flanked. This defense denies a rogue the ability to sneak attack the ninja by flanking her, unless the attacker has at least four more rogue levels than the target has ninja levels. If a character already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum level a rogue must be to flank the character.
Improved Poison Use (Ex): Starting at 9th level, a ninja can apply poison to a weapon as a move action. (Normally, applying a poison is a standard action, like applying an oil.)
In addition, the ninja adds her Intelligence bonus (if any) to the DC of any injury poison she delivers.
Ninja Abilities: On attaining 11th level, and at every three levels thereafter (14th, 17th, and 20th), a ninja gains a ninja ability of her choice from among the following options.
Death Attack (Ex): If a ninja studies her victim for 3 rounds and then makes an attack with a melee weapon that successfully deals lethal damage when he is unable to defend himself effectively from her attack, her attack has the additional effect of possibly either paralyzing or killing the target (ninja's choice).
The ninja can make a death attack any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the ninja flanks her target. While studying the victim, the ninja can undertake other actions so long as her attention stays focused on the target and the target does not detect the ninja or recognize the ninja as an enemy. If the victim of such an attack fails a Fortitude save (DC 10 + half the ninja's class level + the ninja's Int modifier) against the kill effect, he dies. If the saving throw fails against the paralysis effect, the victim is rendered helpless and unable to act for 1d6 rounds plus 1 round per every two class levels of the ninja. If the victim's saving throw succeeds, the attack is just a normal attack. Once the ninja has completed the 3 rounds of study, she must make the death attack within the next 3 rounds.
If a death attack is attempted and fails (the victim makes his save) or if the ninja does not launch the attack within 3 rounds of completing the study, 3 new rounds of study are required before she can attempt another death attack.
A ninja can make death attacks only against living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to death attacks. The ninja must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A ninja cannot make a death attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.
Defensive Roll (Ex): The ninja can roll with a potentially lethal blow to take less damage from it than she otherwise would. Once per day, when she would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), the ninja can attempt to roll with the damage. To use this ability, the ninja must attempt a Reflex saving throw (DC=damage dealt). If the save succeeds, she takes only half damage from the blow; if it fails, she takes full damage. She must be aware of the attack and able to react to it in order to execute her defensive roll—if she is denied her Dexterity bonus to AC, she can’t use this ability. Since this effect would not normally allow a character to make a Reflex save for half damage, the ninja’s evasion ability does not apply to the defensive roll.
Improved Evasion (Ex): This ability works like evasion, except that while the ninja still takes no damage on a successful Reflex saving throw against attacks henceforth she henceforth takes only half damage on a failed save. A helpless ninja does not gain the benefit of improved evasion.
Shadow Dance (Ex): The ninja permanently gains the benefit of a blur spell, if she is not caught flat-footed or unable to move. This is an extraordinary ability, so true seeing has no effect on it.
Shadow Run (Ex): The ninja’s land speed is faster than the norm for his race by +10 feet. This benefit applies only when she is wearing no armor and is carrying no more than a light load. Apply this bonus before modifying the ninja’s speed because of any load carried or armor worn.
A ninja can select this ninja ability multiple times. The effects stack.
Shadow Sight (Ex): The ninja can see ethereal creatures as if they were simply invisible, with a successful Spot check. In addition, she adds her Intelligence bonus to Spot checks to see hidden, invisible, and ethereal creatures.
Skill Mastery (Ex): The ninja becomes so certain in the use of certain skills that she can use them reliably even under adverse conditions. Upon gaining this ability, she selects a number of skills equal to 3 + her Intelligence modifier. When making a skill check with one of these skills, she may take 10 even if stress and distractions would normally prevent her from doing so. A ninja may gain this special ability multiple times, selecting additional skills for it to apply to each time.
Slippery Mind (Ex): This ability represents the ninja’s ability to wriggle free from magical effects that would otherwise control or compel her. If a ninja with slippery mind is affected by an enchantment spell or effect and fails her saving throw, she can attempt it again 1 round later at the same DC. She gets only this one extra chance to succeed on her saving throw.
Speed of Darkness (Ex): The ninja adds his Intelligence modifier to his initiative roll.
Superior Poison Use (Ex): The ninja can apply poison to a weapon as a free action that is part of the attack made with such weapon. The same weapon can be poisoned in this way only once per round.
Unarmed Combat Mastery (Ex): A ninja with this ability is considered a monk of her level to determine her unarmed strike damage. (If she already has one or more monk levels, she already had this benefit.) In addition, she gains Deflect Arrows and Stunning Fist as bonus feats.
Weakening Critical (Ex): If the ninja scores a critical hit against a creature, she also deals 2 points of damage to any one physical ability (Strength, Dexterity, or Constitution, her choice). Creatures immune to critical hits are immune to this effect.
Feat: A ninja may gain a bonus feat in place of a ninja ability.
Hide in Plain Sight (Ex): A ninja of 12th level or higher can use the Hide skill even while being observed. This ability can be used only if a ninja is wearing a ninja suit and no armor, and is carrying no more than a light load.
While hiding in plain sight, a ninja can move up to 10 feet. If after she moved she doesn't have cover or concealment, she needs to use her ninja camouflage ability to stay hidden (so she can no longer move).
Crawl in the Shadows (Ex): Starting at 16th level, a ninja can move while using her camouflage ability. However, she can’t move more than 10 feet per round when she crawls in the shadows. A ninja with the shadow run ability can add 5 feet to this limit for every time she selected this ninja ability.
Shadow Mind (Ex): A ninja of 18th level or higher becomes impossible to detect or be affected by divination spells. All divination spells works as if the ninja did not exist. Shadow mind also prevents location by such magic items as crystal balls. This ability wards the ninja’s gear as well as the ninja herself.
The ninja can voluntarily suppress this protection (a standard action), in order to be affected by a beneficial divination spell.
Ex-Ninjas
A ninja who becomes chaotic cannot gain new levels as a ninja but retains all her class abilities, except for primary target.
They seem to be different from the ninjas detailed in the Complete Adventurer handbook. They don't seem to have any ki power (they can hide so well to be almost invisible, but this ability doesn't last 1 single round like ghost step) or sudden strike ability (I don't remember any ninja crying SUDDEN STRIKE, like rogues do with their sneak attacks).
Since I never really like the official ninja class (too magical for my taste), I decided to homebrew one myself.
It is inspired by ninjas from the OotS universe, but it's mostly made up. What we know about OotS ninjas:
They strike me as a mostly lawful class. All ninjas seem to be faithful to a master, and according to Haley (http://www.giantitp.com/comics/oots0121.html) they are just as bound to honor as paladins are. They just have different interpretations of honor.
They don't seem to have any form of sneak attack or sudden attack. Usually, when you have such a special attack, you shout its name when using it in the OotS universe. Plus, ninjas often attack in great numbers and they don't seem to be so deadly (despite all the flanking).
Their key ability is their supremacy in hiding.
So here's my ninja class. Enjoy.
NOTE: I think my class is Tier 5. It's not very powerful, just sneaky. :smallbiggrin:
NINJA
Alignment: Any non-chaotic.
Starting gold: As monk.
Starting age: As bard.
Hit Die: d6
{table=head]Level|BAB|Fort|Ref|Will|Special|Unarmed Damage|AC Bonus
1st|+0|+0|+2|+0|Primary target +2, unarmed strike, Weapon Finesse|1d4|+0
2nd|+1|+0|+3|+0|Evasion, poison use|1d4|+0
3rd|+2|+1|+3|+1|Insightful strike, trap sense +1|1d4|+0
4th|+3|+1|+4|+1|Uncanny dodge|1d6|+0
5th|+3|+1|+4|+1|Acrobatic mastery, primary target +4|1d6|+1
6th|+4|+2|+5|+2|Ninja camouflage, trap sense +2|1d6|+1
7th|+5|+2|+5|+2|Flurry of shurikens (1), speed climb|1d6|+1
8th|+6/+1|+2|+6|+2|Improved uncanny dodge|1d8|+1
9th|+6/+1|+3|+6|+3|Improved poison use, trap sense +3|1d8|+1
10th|+7/+2|+3|+7|+3|Primary target +6|1d8|+2
11th|+8/+3|+3|+7|+3|Ninja ability|1d8|+2
12th|+9/+4|+4|+8|+4|Hide in plain sight, trap sense +4|1d10|+2
13th|+9/+4|+4|+8|+4|Flurry of shurikens (2)|1d10|+2
14th|+10/+5|+4|+9|+4|Ninja ability|1d10|+2
15th|+11/+6/+1|+5|+9|+5|Primary target +8, trap sense +5|1d10|+3
16th|+12/+7/+2|+5|+10|+5|Crawl in the shadows|2d6|+3
17th|+12/+7/+2|+5|+10|+5|Ninja ability|2d6|+3
18th|+13/+8/+3|+6|+11|+6|Shadow mind, trap sense +6|2d6|+3
19th|+14/+9/+4|+6|+11|+6|Flurry of shurikens (3)|2d6|+3
20th|+15/+10/+5|+6|+12|+6|Ninja ability, primary target +10|2d8|+4[/table]
Class skills (8 + Int per level): Balance, Bluff, Climb, Concentration, Craft, Decipher Script, Diplomacy, Disable Device, Disguise, Escape Artist, Forgery, Gather Information, Hide, Jump, Listen, Move Silently, Open Lock, Perform, Profession, Search, Sense Motive, Sleight of Hand, Spot, Swim, Tumble, Use Rope.
Weapon and Armor Proficiency: Ninjas are proficient with all simple weapons, plus the hand crossbow, kama, kukri, nunchaku, sai, shortbow, short sword, shuriken, and siangham. Ninjas are not proficient with any type of armor or shield.
AC Bonus (Ex): A ninja is highly trained at dodging blows. When unarmored and unencumbered, a ninja adds her Intelligence bonus (if any) to her Armor Class. This ability does not stack with the monk’s AC bonus ability (a ninja with monk levels adds his Intelligence or Wisdom bonus to AC, whichever is higher). In addition, a ninja gains a +1 bonus to AC at 5th level. This bonus increases by 1 for every five ninja levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level).
These bonuses to AC apply even against touch attacks, but not when a ninja is flat-footed (unlike the monk’s AC bonus ability). The ninja’s AC bonus ability counts as the Dodge feat for the purpose of qualifying for feats and prestige classes. The character loses these bonuses when she is immobilized or helpless, when she wears any armor, when she carries a shield, or when she carries a medium or heavy load.
Kubota, an aristocrat, was able to hit Therkla when she didn't expect it, so I'm guessing ninjas have some disadvantage when they are flat-footed.
Primary Target (Ex): All ninjas work for a master. The master can order the ninja to kill, spy or otherwise work against a single target. The ninja gains a +2 bonus on Bluff, Disguise, Forgery, Gather Information, Listen, Sense Motive, Sleight of Hand and Spot checks when using these skills against this creature. Likewise, she gets a +2 bonus on weapon damage rolls against this creature, and on saving throws against effects generated by this creature.
If a primary target has allies, the ninja can select (on her own) any of these creatures as secondary targets. She can have any number of secondary targets, up to her Intelligence bonus (if any). Against her secondary targets, the ninja gains only half the bonus of her primary target. Each day, the ninja can change her secondary targets.
If a primary target is killed, the ninja keeps the bonuses against her secondary targets (who must be allies of the deceased primary target), until a new primary target is selected by her master. A master can select a new primary target only once per day. If a secondary target is killed, a ninja can immediately select a new one.
At 5th level and every five levels thereafter (10th, 15th, and 20th level), the bonus against a ninja’s primary target increases by 2 (and the bonus against secondary targets increases by 1).
A ninja without a master can’t use this ability. If a ninja disobeys or betrays her master, she can’t use this ability until she is forgiven or she finds a new master.
Unarmed Strike (Ex): At 1st level, a ninja gains Improved Unarmed Strike as a bonus feat. A ninja’s attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that a ninja may even make unarmed strikes with her hands full. There is no such thing as an off-hand attack for a ninja striking unarmed. A ninja may thus apply her full Strength bonus on damage rolls for all her unarmed strikes.
Usually a ninja’s unarmed strikes deal lethal damage, but she can choose to deal nonlethal damage instead with no penalty on her attack roll. She has the same choice to deal lethal or nonlethal damage while grappling.
A ninja’s unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.
A ninja also deals more damage with her unarmed strikes than a normal person would, as shown on the table above. The unarmed damage on the table is for Medium ninjas. A Small ninja deals less damage than the amount given there with her unarmed attacks, while a Large ninja deals more damage; see the table below.
{table=head]Level|Small ninjas|Large ninjas
1st-3rd|1d3|1d6
4th-7th|1d4|1d8
8th-11th|1d6|1d10
12th-15th|1d8|2d6
16th-19th|1d10|2d8
20th|2d6|3d6[/table]
If a ninja has monk levels, she instead adds her ninja levels to her monk levels for the purpose of determining her unarmed damage. Levels in prestige classes that stack with monk levels for the purpose of determining unarmed damage can stack with ninja levels instead.
Weapon Finesse (Ex): A ninja gains Weapon Finesse as a bonus feat at 1st level even if she does not qualify for the feat.
Evasion (Ex): At 2nd level and higher, a ninja can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the ninja is wearing light armor or no armor. A helpless ninja does not gain the benefit of evasion.
Poison Use (Ex): At 2nd level and higher, a ninja never risks accidentally poisoning herself when applying poison to a weapon.
Insightful Strike (Ex): At 3rd level, a ninja becomes able to place her attacks where they deal greater damage. She applies her Intelligence bonus (if any) as a bonus on damage rolls (in addition to any Strength bonus she may have) with any light weapon, plus the hand crossbow, kama, kukri, nunchaku, sai, shortbow, short sword, shuriken, and siangham. Targets immune to sneak attacks or critical hits are immune to the ninja’s insightful strike. A ninja cannot use this ability when wearing medium or heavy armor or when carrying a medium or heavy load.
Trap Sense (Ex): At 3rd level, a ninja gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the ninja reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level.
Trap sense bonuses gained from multiple classes stack.
Uncanny Dodge (Ex): Starting at 4th level, a ninja can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Intelligence bonus and ninja bonus to AC, and she loses her Dexterity bonus to AC if immobilized.
If a ninja already has uncanny dodge from a different class she automatically gains improved uncanny dodge (see below) instead.
Acrobatic Mastery (Su): At 5th level and higher, a ninja always makes Jump checks as if she were running and had the Run feat, enabling her to make long jumps without a running start and granting a +4 bonus on the jump (see the skill description, page 77 of the Player’s Handbook). This ability can be used only if she is wearing no armor and is carrying no more than a light load.
In addition, a ninja becomes so certain in the use of her acrobatic skills that she can use them reliably even under adverse conditions. When making a Balance, Climb, Jump, or Tumble check, a ninja may take 10 even if stress and distractions would normally prevent her from doing so.
Ninja Camouflage (Ex): A ninja of 6th level or higher can use the Hide skill even she doesn’t have cover or concealment, as long as she doesn't move. This ability can be used only if a ninja is wearing a ninja suit and no armor, and is carrying no more than a light load.
Flurry of Shurikens (Ex): When she is unarmored and making a full attack, a ninja of 7th level or higher may make one extra attack in a round at her highest base attack bonus, but she can use this extra attack only to throw a shuriken. At 13th level, and again at 19th level, a ninja can throw one extra shuriken during a full attack.
In addition, every time this feature is gained, the range increment of thrown shurikens increases by 5 feet.
Speed Climb (Ex): A ninja of 7th level or higher can scramble up or down walls and slopes with great speed. She can climb at her speed as a move action with no penalty; however, she must begin and end the round on a horizontal surface (such as the ground or a rooftop). If she does not end her movement on a horizontal surface, she falls, taking falling damage as appropriate for her distance above the ground.
A ninja needs only one free hand to use this ability. This ability can be used only if a ninja is wearing no armor and is carrying no more than a light load.
Improved Uncanny Dodge (Ex): A ninja of 8th level or higher can no longer be flanked. This defense denies a rogue the ability to sneak attack the ninja by flanking her, unless the attacker has at least four more rogue levels than the target has ninja levels. If a character already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum level a rogue must be to flank the character.
Improved Poison Use (Ex): Starting at 9th level, a ninja can apply poison to a weapon as a move action. (Normally, applying a poison is a standard action, like applying an oil.)
In addition, the ninja adds her Intelligence bonus (if any) to the DC of any injury poison she delivers.
Ninja Abilities: On attaining 11th level, and at every three levels thereafter (14th, 17th, and 20th), a ninja gains a ninja ability of her choice from among the following options.
Death Attack (Ex): If a ninja studies her victim for 3 rounds and then makes an attack with a melee weapon that successfully deals lethal damage when he is unable to defend himself effectively from her attack, her attack has the additional effect of possibly either paralyzing or killing the target (ninja's choice).
The ninja can make a death attack any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the ninja flanks her target. While studying the victim, the ninja can undertake other actions so long as her attention stays focused on the target and the target does not detect the ninja or recognize the ninja as an enemy. If the victim of such an attack fails a Fortitude save (DC 10 + half the ninja's class level + the ninja's Int modifier) against the kill effect, he dies. If the saving throw fails against the paralysis effect, the victim is rendered helpless and unable to act for 1d6 rounds plus 1 round per every two class levels of the ninja. If the victim's saving throw succeeds, the attack is just a normal attack. Once the ninja has completed the 3 rounds of study, she must make the death attack within the next 3 rounds.
If a death attack is attempted and fails (the victim makes his save) or if the ninja does not launch the attack within 3 rounds of completing the study, 3 new rounds of study are required before she can attempt another death attack.
A ninja can make death attacks only against living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to death attacks. The ninja must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A ninja cannot make a death attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.
Defensive Roll (Ex): The ninja can roll with a potentially lethal blow to take less damage from it than she otherwise would. Once per day, when she would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), the ninja can attempt to roll with the damage. To use this ability, the ninja must attempt a Reflex saving throw (DC=damage dealt). If the save succeeds, she takes only half damage from the blow; if it fails, she takes full damage. She must be aware of the attack and able to react to it in order to execute her defensive roll—if she is denied her Dexterity bonus to AC, she can’t use this ability. Since this effect would not normally allow a character to make a Reflex save for half damage, the ninja’s evasion ability does not apply to the defensive roll.
Improved Evasion (Ex): This ability works like evasion, except that while the ninja still takes no damage on a successful Reflex saving throw against attacks henceforth she henceforth takes only half damage on a failed save. A helpless ninja does not gain the benefit of improved evasion.
Shadow Dance (Ex): The ninja permanently gains the benefit of a blur spell, if she is not caught flat-footed or unable to move. This is an extraordinary ability, so true seeing has no effect on it.
Shadow Run (Ex): The ninja’s land speed is faster than the norm for his race by +10 feet. This benefit applies only when she is wearing no armor and is carrying no more than a light load. Apply this bonus before modifying the ninja’s speed because of any load carried or armor worn.
A ninja can select this ninja ability multiple times. The effects stack.
Shadow Sight (Ex): The ninja can see ethereal creatures as if they were simply invisible, with a successful Spot check. In addition, she adds her Intelligence bonus to Spot checks to see hidden, invisible, and ethereal creatures.
Skill Mastery (Ex): The ninja becomes so certain in the use of certain skills that she can use them reliably even under adverse conditions. Upon gaining this ability, she selects a number of skills equal to 3 + her Intelligence modifier. When making a skill check with one of these skills, she may take 10 even if stress and distractions would normally prevent her from doing so. A ninja may gain this special ability multiple times, selecting additional skills for it to apply to each time.
Slippery Mind (Ex): This ability represents the ninja’s ability to wriggle free from magical effects that would otherwise control or compel her. If a ninja with slippery mind is affected by an enchantment spell or effect and fails her saving throw, she can attempt it again 1 round later at the same DC. She gets only this one extra chance to succeed on her saving throw.
Speed of Darkness (Ex): The ninja adds his Intelligence modifier to his initiative roll.
Superior Poison Use (Ex): The ninja can apply poison to a weapon as a free action that is part of the attack made with such weapon. The same weapon can be poisoned in this way only once per round.
Unarmed Combat Mastery (Ex): A ninja with this ability is considered a monk of her level to determine her unarmed strike damage. (If she already has one or more monk levels, she already had this benefit.) In addition, she gains Deflect Arrows and Stunning Fist as bonus feats.
Weakening Critical (Ex): If the ninja scores a critical hit against a creature, she also deals 2 points of damage to any one physical ability (Strength, Dexterity, or Constitution, her choice). Creatures immune to critical hits are immune to this effect.
Feat: A ninja may gain a bonus feat in place of a ninja ability.
Hide in Plain Sight (Ex): A ninja of 12th level or higher can use the Hide skill even while being observed. This ability can be used only if a ninja is wearing a ninja suit and no armor, and is carrying no more than a light load.
While hiding in plain sight, a ninja can move up to 10 feet. If after she moved she doesn't have cover or concealment, she needs to use her ninja camouflage ability to stay hidden (so she can no longer move).
Crawl in the Shadows (Ex): Starting at 16th level, a ninja can move while using her camouflage ability. However, she can’t move more than 10 feet per round when she crawls in the shadows. A ninja with the shadow run ability can add 5 feet to this limit for every time she selected this ninja ability.
Shadow Mind (Ex): A ninja of 18th level or higher becomes impossible to detect or be affected by divination spells. All divination spells works as if the ninja did not exist. Shadow mind also prevents location by such magic items as crystal balls. This ability wards the ninja’s gear as well as the ninja herself.
The ninja can voluntarily suppress this protection (a standard action), in order to be affected by a beneficial divination spell.
Ex-Ninjas
A ninja who becomes chaotic cannot gain new levels as a ninja but retains all her class abilities, except for primary target.