Aristrofl
2007-04-16, 06:30 PM
The Ninja
http://www.1337ninj4.org/images/ninja109.gif
Image from http://www.1337ninj4.org/
Adventures: Ninja's make an excellent addition to the light, fast moving party, and mix well with a party that has need of silence and subterfuge.
Characteristics: Dexterity and Wisdom are very important to the ninja. His spell casting ability is based on his wisdom statistic. His skill list is primarily based on dexterity and his skills allow him to catch opponents off guard more often, thus making use of his Shinobi Strike ability.
Religion: Ninja do not focus their arts around religion. Olidammara has his share of ninja worshipers. The church of Vecna has had ninja under its roof.
Background: Ninja are usualy born into the profession as by the time most races become adults, they are to far set in thier ways to be trained the strict mental conditioning that is required to become a ninja.
Races: The Ninja count humans as the most numerous among their ranks. Halflings are also drawn to the art of steath and silence. Half-Orcs lack the patientence that is required to utalize the ninjas skills. Gnomes dislike the classes focus on assassination, but those that can look past that become wise masters and train many young ninja the art of deception and illusion. Elves and half elves are physicly well suited for the class. Dwarves don't like all the pansy sneaking around.
As for gobliniods and other humanoid races, hobgoblins and goblins are the most likley to take on the Ninja class. Orc's and other less intellegent races have a hard time figuring out how to ue the tools essential to the Ninja Class.
Table 1 The Ninja
{table]Level|BaB|Fort|Ref|Will|Special
1|+0|0|2|0|Shinobi Strike (Critical 1 +1d6), Kuji-in, poison use
2|+1|0|3|0|Kiko Meditation 1
3|+2|1|3|1|Shinobi Strike (Critical 2)
4|+3|1|4|1|Kiko Meditation 2
5|+3|1|4|1|Shinobi Strike (Critical 2, Multiplier 1)
6|+4|2|5|2|Kiko Meditation 3
7|+5|2|5|2|Shinobi Strike (Critical 3, Multiplier 1 +2d6)
8|+6/1|2|6|2|Kiko Meditation 4
9|+6/1|3|6|3|Shinobi Strike (Critical 3, Multiplier 2)
10|+7/2|3|7|3|Kiko Meditation 5
11|+8/3|3|7|3|Shinobi Strike (Critical 4, Multiplier 2)
12|+9/4|4|8|4|Kiko Meditation 6
13|+9/4|4|8|4|Shinobi Strike (Critical 4, Multiplier 3 +3d6)
14|+10/5|4|9|4|Kiko Meditation 7
15|+11/6/1|5|9|5|Shinobi Strike (Critical 5, Multiplier 3)
16|+12/7/2|5|10|5|Kiko Meditation 8
17|+12/7/2|5|10|5|Shinobi Strike (Critical 5, Multiplier 4)
18|+13/8/3|6|11|6|Kiko Meditation 9
19|+14/9/4|6|11|6|Shinobi Strike (Critical 6, Multiplier 4 +4d6)
20|+15/10/5|6|12|6|Chery Blossom Strike
[/table]
Game Rule Information
Alignment: Any.
Hit Die: D6
Class Skills
The Ninja class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Craft (Int), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Hide (Dex), Jump (Str), Listen (Wis), Move Silently (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex),and Use Rope (Dex). See Chapter 4 in the Players Handbook 1 for skill descriptions.
Skill Points at 1st Level: 6 + Int modifier x 4
Skill Points at each additional Level: 6 + Int modifier
Class Features
All of the following are class features of the Ninja.
Weapon and Armour Proficiency: A Ninja is proficient with light armor and no shields. The Ninja is proficient with the bastard sword (Katana pg. 145 Dmg), the kama, dagger, short sword (Wakazashi pg. 145 Dmg), singham, shuriken, quaterstaff, sai, shortbow, all crossbows, spiked chain, nunchaku, kukri, punching dagger, Shuko (See Weapons below) and Kunai (See Weapons below).
Shinobi Strike (Ex.): At 1st Level the Ninja gains the ability Shinobi Strike. At any time the ninja's target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not) or the Ninja is flanking his enemy the Ninja is eligable to make a Shinobi strike. (Ranged attacks can count as long as the target is within 30 feet.) The Ninja cannot use a weapon that deals lethal damage to deal nonlethal damage in a Shinobi Strike, not even with the usual -4 penalty. Undead, constructs, oozes, plants, and incorporeal creatures ar immune to this ability. This ability counts as sneak attack for purposes of uncanny dodge. Using this ability is a standard action.
Shinobi Strike Progression
At first level, when making a Shinobi Strikethe Ninja may treat his weapon as though it had a critical range of 1 higher. (ie: 20 becomes 19-20 and 19-20 becomes 18-20.) If a threat is caused the ninja gets a +4 competence bonus to confirm the critical attack (After the threat has been made). He deals an extra +1d6 damage on a Shinobi Strike. This extra damage is not multiplied in a critical hit.
At third level, when making a Shinobi Strikethe Ninja may treat his weapon as though it had a critical range of 1 higher (Total of 2).
At fifth level, when making a Shinobi Strikethe Ninja may treat his weapon as though it had a criticle multiplier of 1 higher (ie: x2 becomes x3, and x3 becomes x4.)
At seventh level, when making a Shinobi Strikethe Ninja may treat his weapon as though it had a critical range of 1 higher (Total of 3). His bonus damage increases to +2d6.
At ninth level, when making a Shinobi Strikethe Ninja may treat his weapon as though it had a criticle multiplier of 1 higher (Total of 2).
At eleventh level, when making a Shinobi Strikethe Ninja may treat his weapon as though it had a critical range of 1 higher (Total of 4).
At thirteenth level, when making a Shinobi Strikethe Ninja may treat his weapon as though it had a criticle multiplier of 1 higher (Total of 3). His bonus damage increases to +3d6.
At fifteenth level, when making a Shinobi Strikethe Ninja may treat his weapon as though it had a critical range of 1 higher (Total of 5).
At seventeeth level, when making a Shinobi Strikethe Ninja may treat his weapon as though it had a criticle multiplier of 1 higher (Total of 4).
At nineteenth level, when making a Shinobi Strikethe Ninja may treat his weapon as though it had a critical range of 1 higher (Total of 6). His bonus damage increases to +4d6.
Poison Use
Ninja are trained in the use of poison and never risk accidentally poisoning themselves when applying poison to a blade.
Kuji-in (Su.): At 1st Level the Ninja is able to cast Kuji-in magic. Kuji-in is the magic of hand symbols. The ninja must have free hands to cast Kuji-in magic. Using a Kuji-in spell while threatened provokes attacks of opportunity. It is possible to make a Concentration check to use a Kuji-in spell defensively and avoid provoking an attack of opportunity. A Kuji-in spell can be disrupted just as a spell can be. Kuji-in spells are subject to spell resistance and to being dispelled by dispel magic. They do not function in areas where magic is suppressed or negated. All Kuji-in spells are swift actions. Only 1 Kuji-in spell effect may be in effect at any given time. Effects may be ended at will with no action required. The spells are wisdom based spells and use the Ninjas wisdom modifier for save DCs and Bonus spells. The Ninja can cast any spell on th Ninja spell list. These are cast like spell-like abilities.
Spell List and Table
The Kuji-in spell list is as follows.
1st: feather fall*, ghost sound, jump*, obscuring mist, true strike, pass without trace*, longstrider*
2nd: invisibility*, cats grace*, blur*, darkvision*, snare, spider climb*
3rd: blink, poison, water breathing*, mislead, Swift fly*
4th: air walk*, nondetection*, freedom of movement*, haste*
* These spells have been changed, the target for all of these spells are self only.
Table 2 The Ninja: Spells Per Day
{table]Level||||
|1st|2nd|3rd|4th
1|2|-|-|-
2|2|-|-|-
3|2|-|-|-
4|2|-|-|-
5|3|2|-|-
6|3|2|-|-
7|3|2|-|-
8|3|2|-|-
9|4|3|-|-
10|4|3|2|-
11|4|3|2|-
12|4|3|2|-
13|5|4|2|-
14|5|4|3|-
15|5|4|3|2
16|5|4|3|2
17|5|5|3|2
18|5|5|4|2
19|5|5|4|3
20|5|5|4|3
[/table]
[/CODE]
Kiko Meditation (Ex.): At second level the Ninja gains the ability to practice Kiko Meditation. Kiko is a kind of exercise that focuses spirit energy to allow the Ninja access to fantastic feats of grace endurance and cunning. Everyday, The Ninja must spend 1 hour practising his Kiko Meditations or he may not recieve benifit from them. When the Ninja gains a Kiko Meditation he chooses to learn one of the following abilities. He gains the benifit of all known Kiko Meditations.
Kiko Meditations
Kumo-Kiko: "Cloud."
The Ninja is capable of focusing his internal strength and his force of will into his ability to jump and leap. The Ninja can take 10 on all jump checks.
Seiyuuki-Kiko: "Monkey."
The Ninja is capable of focusing his internal strength and his force of will into his ability to climb and scale walls. The Ninja can take 10 on all climb checks.
Ha-Kiko: "Leaf"
The Ninja is capable of focusing his internal strength and his force of will into his abilit move as silent as the falling of leaves. You may always take 10 on a Move Silently check.
Mizu-Kiko: "Water."
The Ninja is capable of focusing his internal strength and his force of will into his ability to avoid obsticles and move through rough terrain quickly. The Ninja can take 10 on all tumble checks.
kage-Kiko: "Shadow."
The Ninja is capable of focusing his internal strength and his force of will into his ability to blend in with his surroundings and remain unseen. The Ninja can take 10 on all hide checks.
Nezumi-Kiko: "Rat."
The Ninja may use even the slightest distraction to vanish from sight. When ever the Ninja is capable of making a Shinobi Strike, he may instead make a hide check. This is still a standard action. This check is opposed by the ninja's enemies spot check. If the Ninja succedes, he is considered invisible to that enemy until the end of the Ninja's next turn.
Raikou-Kiko: "Lightning."
The Ninja may sacrifice accuracy to strike faster. You can get one extra attack per round with a melee weapon. The attack is at your highest base attack bonus, but each attack you make in that round (the extra one and the normal ones) takes a -2 penalty. You must use the full attack action to use this ability.
Ishi-Kiko: "Stone."
The Ninja focuses his inner energy to strengthen his physical resistance to poisons, diseases, and other fortitude matters. He gains the benifit of the Mettle feat. (see Complete Warrior pg.7, mettle under hexblade class features).
Kasai-Kiko: "Fire."
The Ninja focuses his inner energy to increase his speed. The Ninja gains +10 to his base speed.
Kaze-Kiko: "Wind."
The Ninja focuses his inner energy to lighten his body and quicken his reflexes. He gains the benifit of the Evaision ability. (see Players Handbook pg.41, Evasion under monk class features).
Suto-mu-Kaze-Kiko: "Storming Wind."
The Ninja focuses his inner energy to sharpen his already amazing reflexes. He gains the benifit of the Improved Evaision ability. The Ninja must have reached level 10 to select this Kiko. Requires Kaze-Kiko meditation.(see Players Handbook pg.42, Improved Evasion under monk class features).
Kumo-Kiko: "Spider."
When you stike with a poisoned weapon, the save DC for the poison is increased by 2.
Konpaku-Kiko: "Ghost."
The Ninja uses this meditation to fight abominations of the natural world. The Ninja may use Shinobi-Strike against Undead, constructs, oozes, and incorporeal creatures. He may use this abilty a number of times per day equal to his wisdom modifier.
Yami-Kiko: "Darkness"
You have honed your ability to strike in darkness. You gain Darkvision out to 30 feet, or your current Darkvision is improved by 30 feet.
Buki-Kiko: "Weapon"
As a Ninja you have trained to use any material that is on hand in a fight. You are considered proficient in all improvised weapons.
Cherry Blossom Strike (Su.)
His right arm sagged useless at his side. The battle had gone on too long. This isn't what he had trained for. Most jobs had him in and out in a minute. The man grinned wickedly. "What's wrong? Don't tell me you're out of tricks already!" Not quite, he thought. He smiled so widely that it could be seen clearly under his mask. The Ninja flicked his wrists and made a flurry of hand motions faster than his enemy could watch. The room fell silent, and a single cherry blossom seemed to appear and then another, and then another, all falling from the air. Soon the supple flower petals began to move faster. Slicing the air as they softly torrented atound the ninja and his foe. Emerging from the beautiful holocost, his mark was bloodied and bruised, but still not down. Blood spraying with evey step, the mad lifted his cleaver and charged the ninja. To bad he didn't see the Ninja's gesture to invite a single dagger to leave the storm and join the fight.
Upon reaching 20th level the ninja learns the most powerful of all Kuji-In magics. In a 30ft burst centered on one of the ninja's enemys, the room fills with cherry blossom petals. Anyone standing in the storm must make a DC (10+ 1 half ninja's level+ Wis modifiier) reflex save, or take 4D6 damage. If the save is successful, the damage is negated. Anyone in the storm is also counted as flanked by the ninja. Cherry Blossom Strike raises the Ninja's Shinobi strike critical threat range by an additional 1, and raises the critical damage multiplier by 1, and can attack from the storm as long as he is flanking with it. The storm also provides the ninja with 50 precent concealment. The effects last for 10 rounds. This ability can be used once a day.
Weapons
Weapon Cost Dmg (S) Dmg (M) Critical Range Weight1 Type2
Kunai 2 gp 1d2 1d3 ×2 20 ft. ½ lb. Piercing
Shuko 10 gp 1d3 1d4 19-20 ×2 - 1 lb. Slashing
Kusari-fundo 10 gp 1d4 1d6 20 ×2 - 1 lb. Bludgeoning
Blowgun 5 gp 1 1d2 20 ×2 30 ft. 1 lb. Piercing
Kunai
http://www.n-i-n.com/images/Kunai.jpg
The blade of the Kunai shaped like a squashed octahedron, a rod for the handle with a ring on the end, extremely simple in design. The handle is wrapped in fabric or cord to act as a grip.
Although they are thrown weapons, Kunai can’t be used as a melee weapon, and Kunai are treated as ammunition for the purposes of drawing them, crafting masterwork or otherwise special versions of them and what happens to them after they are thrown.
Shuko
http://www.josevalter.com.br/shuko.JPG
Shuko are hand-claws usually consisting of a wooden handle with a series of blades afixed to it. This wepon is difficult to disarm. The wielder gets +2 to the opposed disarm check.
Kusari-fundo
http://www.martialartsupply.com/kusarifundo.gif
Kusari-fundo is a weighted short chain weapon. It is a close range weapon, ranging between approximately eighteen and thirty inches (45 to 76 Centimetres) in length.
You can make trip attacks with the Kusari-fundo. If you are tripped during your own trip attempt, you can drop the Kusari-fundo to avoid being tripped.
When using a Kusari-fundo, you get a +2 bonus on opposed attack rolls made to disarm an opponent (including the roll to avoid being disarmed if such an attempt fails).
You can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with a Kusari-fundo sized for you, even though it isn’t a light weapon for you.
Blowgun
A blowgun or blowpipe is a simple weapon consisting of a small tube for firing light projectiles, or darts. The wielder blows into one end, forcing the dart out the other.
The projectiles fired from the blow gun are small fletched darts. They cost 2sp. The do not carry strength damage and can be coated with poison.
ARMOR
Armor Cost Armor Bonus Max Dex Check Pen SpellFail Speed Weight
Koutetsu 100 gp 4 4 -2 20% 30 ft./20 ft. 25 lb.
Koutetsu
http://www.ogmiosproject.org/pics/armor.jpg
Koutetsu is a thick set of armor prized by combatant ninja. It's construction is bulky to provide protection, but sparse to meet for the needs of the ninja's manuverability. This armors check penalty does not apply to hide and move silently checks.
THINGS TO KNOW
Improved Critical: This effect doesn’t stack with any other effect that expands the threat range of a weapon, thus won't stack with Shinobi Strike.
Keen: This benefit doesn’t stack with any other effect that expands the threat range of a weapon (such as the keen edge spell or the Improved Critical feat), thus won't stack with Shinobi Strike.
Burst Weapons: If the weapon’s critical multiplier is ×3, add an extra 2d10 points of elemental damage instead, and if the multiplier is ×4, add an extra 3d10 points of elemental damage. The ability is not designed to go to the lengths that Shinobi Strike is possible of reaching. Depending on DM descresion, the ability can stack. If the weapon’s critical multiplier is ×5, add an extra 4d10 points of elemental damage instead, and if the multiplier is ×6, add an extra 5d10 points of elemental damage, and if the multiplier is ×7, add an extra 6d10 points of elemental damage, and if the multiplier is ×8, add an extra 7d10 points of elemental damage.
http://www.1337ninj4.org/images/ninja109.gif
Image from http://www.1337ninj4.org/
Adventures: Ninja's make an excellent addition to the light, fast moving party, and mix well with a party that has need of silence and subterfuge.
Characteristics: Dexterity and Wisdom are very important to the ninja. His spell casting ability is based on his wisdom statistic. His skill list is primarily based on dexterity and his skills allow him to catch opponents off guard more often, thus making use of his Shinobi Strike ability.
Religion: Ninja do not focus their arts around religion. Olidammara has his share of ninja worshipers. The church of Vecna has had ninja under its roof.
Background: Ninja are usualy born into the profession as by the time most races become adults, they are to far set in thier ways to be trained the strict mental conditioning that is required to become a ninja.
Races: The Ninja count humans as the most numerous among their ranks. Halflings are also drawn to the art of steath and silence. Half-Orcs lack the patientence that is required to utalize the ninjas skills. Gnomes dislike the classes focus on assassination, but those that can look past that become wise masters and train many young ninja the art of deception and illusion. Elves and half elves are physicly well suited for the class. Dwarves don't like all the pansy sneaking around.
As for gobliniods and other humanoid races, hobgoblins and goblins are the most likley to take on the Ninja class. Orc's and other less intellegent races have a hard time figuring out how to ue the tools essential to the Ninja Class.
Table 1 The Ninja
{table]Level|BaB|Fort|Ref|Will|Special
1|+0|0|2|0|Shinobi Strike (Critical 1 +1d6), Kuji-in, poison use
2|+1|0|3|0|Kiko Meditation 1
3|+2|1|3|1|Shinobi Strike (Critical 2)
4|+3|1|4|1|Kiko Meditation 2
5|+3|1|4|1|Shinobi Strike (Critical 2, Multiplier 1)
6|+4|2|5|2|Kiko Meditation 3
7|+5|2|5|2|Shinobi Strike (Critical 3, Multiplier 1 +2d6)
8|+6/1|2|6|2|Kiko Meditation 4
9|+6/1|3|6|3|Shinobi Strike (Critical 3, Multiplier 2)
10|+7/2|3|7|3|Kiko Meditation 5
11|+8/3|3|7|3|Shinobi Strike (Critical 4, Multiplier 2)
12|+9/4|4|8|4|Kiko Meditation 6
13|+9/4|4|8|4|Shinobi Strike (Critical 4, Multiplier 3 +3d6)
14|+10/5|4|9|4|Kiko Meditation 7
15|+11/6/1|5|9|5|Shinobi Strike (Critical 5, Multiplier 3)
16|+12/7/2|5|10|5|Kiko Meditation 8
17|+12/7/2|5|10|5|Shinobi Strike (Critical 5, Multiplier 4)
18|+13/8/3|6|11|6|Kiko Meditation 9
19|+14/9/4|6|11|6|Shinobi Strike (Critical 6, Multiplier 4 +4d6)
20|+15/10/5|6|12|6|Chery Blossom Strike
[/table]
Game Rule Information
Alignment: Any.
Hit Die: D6
Class Skills
The Ninja class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Craft (Int), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Hide (Dex), Jump (Str), Listen (Wis), Move Silently (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex),and Use Rope (Dex). See Chapter 4 in the Players Handbook 1 for skill descriptions.
Skill Points at 1st Level: 6 + Int modifier x 4
Skill Points at each additional Level: 6 + Int modifier
Class Features
All of the following are class features of the Ninja.
Weapon and Armour Proficiency: A Ninja is proficient with light armor and no shields. The Ninja is proficient with the bastard sword (Katana pg. 145 Dmg), the kama, dagger, short sword (Wakazashi pg. 145 Dmg), singham, shuriken, quaterstaff, sai, shortbow, all crossbows, spiked chain, nunchaku, kukri, punching dagger, Shuko (See Weapons below) and Kunai (See Weapons below).
Shinobi Strike (Ex.): At 1st Level the Ninja gains the ability Shinobi Strike. At any time the ninja's target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not) or the Ninja is flanking his enemy the Ninja is eligable to make a Shinobi strike. (Ranged attacks can count as long as the target is within 30 feet.) The Ninja cannot use a weapon that deals lethal damage to deal nonlethal damage in a Shinobi Strike, not even with the usual -4 penalty. Undead, constructs, oozes, plants, and incorporeal creatures ar immune to this ability. This ability counts as sneak attack for purposes of uncanny dodge. Using this ability is a standard action.
Shinobi Strike Progression
At first level, when making a Shinobi Strikethe Ninja may treat his weapon as though it had a critical range of 1 higher. (ie: 20 becomes 19-20 and 19-20 becomes 18-20.) If a threat is caused the ninja gets a +4 competence bonus to confirm the critical attack (After the threat has been made). He deals an extra +1d6 damage on a Shinobi Strike. This extra damage is not multiplied in a critical hit.
At third level, when making a Shinobi Strikethe Ninja may treat his weapon as though it had a critical range of 1 higher (Total of 2).
At fifth level, when making a Shinobi Strikethe Ninja may treat his weapon as though it had a criticle multiplier of 1 higher (ie: x2 becomes x3, and x3 becomes x4.)
At seventh level, when making a Shinobi Strikethe Ninja may treat his weapon as though it had a critical range of 1 higher (Total of 3). His bonus damage increases to +2d6.
At ninth level, when making a Shinobi Strikethe Ninja may treat his weapon as though it had a criticle multiplier of 1 higher (Total of 2).
At eleventh level, when making a Shinobi Strikethe Ninja may treat his weapon as though it had a critical range of 1 higher (Total of 4).
At thirteenth level, when making a Shinobi Strikethe Ninja may treat his weapon as though it had a criticle multiplier of 1 higher (Total of 3). His bonus damage increases to +3d6.
At fifteenth level, when making a Shinobi Strikethe Ninja may treat his weapon as though it had a critical range of 1 higher (Total of 5).
At seventeeth level, when making a Shinobi Strikethe Ninja may treat his weapon as though it had a criticle multiplier of 1 higher (Total of 4).
At nineteenth level, when making a Shinobi Strikethe Ninja may treat his weapon as though it had a critical range of 1 higher (Total of 6). His bonus damage increases to +4d6.
Poison Use
Ninja are trained in the use of poison and never risk accidentally poisoning themselves when applying poison to a blade.
Kuji-in (Su.): At 1st Level the Ninja is able to cast Kuji-in magic. Kuji-in is the magic of hand symbols. The ninja must have free hands to cast Kuji-in magic. Using a Kuji-in spell while threatened provokes attacks of opportunity. It is possible to make a Concentration check to use a Kuji-in spell defensively and avoid provoking an attack of opportunity. A Kuji-in spell can be disrupted just as a spell can be. Kuji-in spells are subject to spell resistance and to being dispelled by dispel magic. They do not function in areas where magic is suppressed or negated. All Kuji-in spells are swift actions. Only 1 Kuji-in spell effect may be in effect at any given time. Effects may be ended at will with no action required. The spells are wisdom based spells and use the Ninjas wisdom modifier for save DCs and Bonus spells. The Ninja can cast any spell on th Ninja spell list. These are cast like spell-like abilities.
Spell List and Table
The Kuji-in spell list is as follows.
1st: feather fall*, ghost sound, jump*, obscuring mist, true strike, pass without trace*, longstrider*
2nd: invisibility*, cats grace*, blur*, darkvision*, snare, spider climb*
3rd: blink, poison, water breathing*, mislead, Swift fly*
4th: air walk*, nondetection*, freedom of movement*, haste*
* These spells have been changed, the target for all of these spells are self only.
Table 2 The Ninja: Spells Per Day
{table]Level||||
|1st|2nd|3rd|4th
1|2|-|-|-
2|2|-|-|-
3|2|-|-|-
4|2|-|-|-
5|3|2|-|-
6|3|2|-|-
7|3|2|-|-
8|3|2|-|-
9|4|3|-|-
10|4|3|2|-
11|4|3|2|-
12|4|3|2|-
13|5|4|2|-
14|5|4|3|-
15|5|4|3|2
16|5|4|3|2
17|5|5|3|2
18|5|5|4|2
19|5|5|4|3
20|5|5|4|3
[/table]
[/CODE]
Kiko Meditation (Ex.): At second level the Ninja gains the ability to practice Kiko Meditation. Kiko is a kind of exercise that focuses spirit energy to allow the Ninja access to fantastic feats of grace endurance and cunning. Everyday, The Ninja must spend 1 hour practising his Kiko Meditations or he may not recieve benifit from them. When the Ninja gains a Kiko Meditation he chooses to learn one of the following abilities. He gains the benifit of all known Kiko Meditations.
Kiko Meditations
Kumo-Kiko: "Cloud."
The Ninja is capable of focusing his internal strength and his force of will into his ability to jump and leap. The Ninja can take 10 on all jump checks.
Seiyuuki-Kiko: "Monkey."
The Ninja is capable of focusing his internal strength and his force of will into his ability to climb and scale walls. The Ninja can take 10 on all climb checks.
Ha-Kiko: "Leaf"
The Ninja is capable of focusing his internal strength and his force of will into his abilit move as silent as the falling of leaves. You may always take 10 on a Move Silently check.
Mizu-Kiko: "Water."
The Ninja is capable of focusing his internal strength and his force of will into his ability to avoid obsticles and move through rough terrain quickly. The Ninja can take 10 on all tumble checks.
kage-Kiko: "Shadow."
The Ninja is capable of focusing his internal strength and his force of will into his ability to blend in with his surroundings and remain unseen. The Ninja can take 10 on all hide checks.
Nezumi-Kiko: "Rat."
The Ninja may use even the slightest distraction to vanish from sight. When ever the Ninja is capable of making a Shinobi Strike, he may instead make a hide check. This is still a standard action. This check is opposed by the ninja's enemies spot check. If the Ninja succedes, he is considered invisible to that enemy until the end of the Ninja's next turn.
Raikou-Kiko: "Lightning."
The Ninja may sacrifice accuracy to strike faster. You can get one extra attack per round with a melee weapon. The attack is at your highest base attack bonus, but each attack you make in that round (the extra one and the normal ones) takes a -2 penalty. You must use the full attack action to use this ability.
Ishi-Kiko: "Stone."
The Ninja focuses his inner energy to strengthen his physical resistance to poisons, diseases, and other fortitude matters. He gains the benifit of the Mettle feat. (see Complete Warrior pg.7, mettle under hexblade class features).
Kasai-Kiko: "Fire."
The Ninja focuses his inner energy to increase his speed. The Ninja gains +10 to his base speed.
Kaze-Kiko: "Wind."
The Ninja focuses his inner energy to lighten his body and quicken his reflexes. He gains the benifit of the Evaision ability. (see Players Handbook pg.41, Evasion under monk class features).
Suto-mu-Kaze-Kiko: "Storming Wind."
The Ninja focuses his inner energy to sharpen his already amazing reflexes. He gains the benifit of the Improved Evaision ability. The Ninja must have reached level 10 to select this Kiko. Requires Kaze-Kiko meditation.(see Players Handbook pg.42, Improved Evasion under monk class features).
Kumo-Kiko: "Spider."
When you stike with a poisoned weapon, the save DC for the poison is increased by 2.
Konpaku-Kiko: "Ghost."
The Ninja uses this meditation to fight abominations of the natural world. The Ninja may use Shinobi-Strike against Undead, constructs, oozes, and incorporeal creatures. He may use this abilty a number of times per day equal to his wisdom modifier.
Yami-Kiko: "Darkness"
You have honed your ability to strike in darkness. You gain Darkvision out to 30 feet, or your current Darkvision is improved by 30 feet.
Buki-Kiko: "Weapon"
As a Ninja you have trained to use any material that is on hand in a fight. You are considered proficient in all improvised weapons.
Cherry Blossom Strike (Su.)
His right arm sagged useless at his side. The battle had gone on too long. This isn't what he had trained for. Most jobs had him in and out in a minute. The man grinned wickedly. "What's wrong? Don't tell me you're out of tricks already!" Not quite, he thought. He smiled so widely that it could be seen clearly under his mask. The Ninja flicked his wrists and made a flurry of hand motions faster than his enemy could watch. The room fell silent, and a single cherry blossom seemed to appear and then another, and then another, all falling from the air. Soon the supple flower petals began to move faster. Slicing the air as they softly torrented atound the ninja and his foe. Emerging from the beautiful holocost, his mark was bloodied and bruised, but still not down. Blood spraying with evey step, the mad lifted his cleaver and charged the ninja. To bad he didn't see the Ninja's gesture to invite a single dagger to leave the storm and join the fight.
Upon reaching 20th level the ninja learns the most powerful of all Kuji-In magics. In a 30ft burst centered on one of the ninja's enemys, the room fills with cherry blossom petals. Anyone standing in the storm must make a DC (10+ 1 half ninja's level+ Wis modifiier) reflex save, or take 4D6 damage. If the save is successful, the damage is negated. Anyone in the storm is also counted as flanked by the ninja. Cherry Blossom Strike raises the Ninja's Shinobi strike critical threat range by an additional 1, and raises the critical damage multiplier by 1, and can attack from the storm as long as he is flanking with it. The storm also provides the ninja with 50 precent concealment. The effects last for 10 rounds. This ability can be used once a day.
Weapons
Weapon Cost Dmg (S) Dmg (M) Critical Range Weight1 Type2
Kunai 2 gp 1d2 1d3 ×2 20 ft. ½ lb. Piercing
Shuko 10 gp 1d3 1d4 19-20 ×2 - 1 lb. Slashing
Kusari-fundo 10 gp 1d4 1d6 20 ×2 - 1 lb. Bludgeoning
Blowgun 5 gp 1 1d2 20 ×2 30 ft. 1 lb. Piercing
Kunai
http://www.n-i-n.com/images/Kunai.jpg
The blade of the Kunai shaped like a squashed octahedron, a rod for the handle with a ring on the end, extremely simple in design. The handle is wrapped in fabric or cord to act as a grip.
Although they are thrown weapons, Kunai can’t be used as a melee weapon, and Kunai are treated as ammunition for the purposes of drawing them, crafting masterwork or otherwise special versions of them and what happens to them after they are thrown.
Shuko
http://www.josevalter.com.br/shuko.JPG
Shuko are hand-claws usually consisting of a wooden handle with a series of blades afixed to it. This wepon is difficult to disarm. The wielder gets +2 to the opposed disarm check.
Kusari-fundo
http://www.martialartsupply.com/kusarifundo.gif
Kusari-fundo is a weighted short chain weapon. It is a close range weapon, ranging between approximately eighteen and thirty inches (45 to 76 Centimetres) in length.
You can make trip attacks with the Kusari-fundo. If you are tripped during your own trip attempt, you can drop the Kusari-fundo to avoid being tripped.
When using a Kusari-fundo, you get a +2 bonus on opposed attack rolls made to disarm an opponent (including the roll to avoid being disarmed if such an attempt fails).
You can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with a Kusari-fundo sized for you, even though it isn’t a light weapon for you.
Blowgun
A blowgun or blowpipe is a simple weapon consisting of a small tube for firing light projectiles, or darts. The wielder blows into one end, forcing the dart out the other.
The projectiles fired from the blow gun are small fletched darts. They cost 2sp. The do not carry strength damage and can be coated with poison.
ARMOR
Armor Cost Armor Bonus Max Dex Check Pen SpellFail Speed Weight
Koutetsu 100 gp 4 4 -2 20% 30 ft./20 ft. 25 lb.
Koutetsu
http://www.ogmiosproject.org/pics/armor.jpg
Koutetsu is a thick set of armor prized by combatant ninja. It's construction is bulky to provide protection, but sparse to meet for the needs of the ninja's manuverability. This armors check penalty does not apply to hide and move silently checks.
THINGS TO KNOW
Improved Critical: This effect doesn’t stack with any other effect that expands the threat range of a weapon, thus won't stack with Shinobi Strike.
Keen: This benefit doesn’t stack with any other effect that expands the threat range of a weapon (such as the keen edge spell or the Improved Critical feat), thus won't stack with Shinobi Strike.
Burst Weapons: If the weapon’s critical multiplier is ×3, add an extra 2d10 points of elemental damage instead, and if the multiplier is ×4, add an extra 3d10 points of elemental damage. The ability is not designed to go to the lengths that Shinobi Strike is possible of reaching. Depending on DM descresion, the ability can stack. If the weapon’s critical multiplier is ×5, add an extra 4d10 points of elemental damage instead, and if the multiplier is ×6, add an extra 5d10 points of elemental damage, and if the multiplier is ×7, add an extra 6d10 points of elemental damage, and if the multiplier is ×8, add an extra 7d10 points of elemental damage.