Shadow_Elf
2008-08-11, 07:12 PM
Here's another homebrew Paragon Path. I thought that shurikens and the Ninja in general were not very prominent or even viable options in 4e, so I made one. Enjoy! :smallbiggrin:
Ninja Master
“I am as silent as a whisper and as deadly as a dragon!”
Prerequisite: Rogue Class, trained in Stealth, weapon proficiency Rapier or Sickle or Spiked Chain
You are a master of both secrecy and destruction, using unconventional weapons to thwart the most common of battle tactics and defeat foes quickly and with ease.
Ninja Master Path Features
Unconventional Weaponry (11th level):
Choose one of the following that you are proficient with: spiked chains, scimitars or katanas. You get a +1 bonus to attack rolls with your weapon of choice, as well as with shurikens. You may use your weapon of choice in place of a light blade for the purpose of meeting the requirements of Rogue powers.
Ninjutsu Action (11th level):
When you spend an action point to take an extra move action, you do not provoke attacks of opportunity until the end of your next turn.
Unconventional Weapon Mastery (16th level):
Increase the size of the damage dice when using your unconventional weapon of choice or a shuriken. Your rogue weapon talent bonus stacks with this class feature.
Shot From The Shadows Ninja Master Attack 12
“You strike a foe with a surprise attack out of nowhere, catching them off guard”“
Encounter * Martial, Weapon
Standard Action Melee or Ranged Weapon
Requirement: You must have combat advantage against the target and be wielding a shuriken or your weapon of choice.
Attack: Dexterity vs. Reflex
Hit: 1[W] + Dexterity modifier damage. Increase the dice size of your sneak attack damage by one until the end of your next turn (including this attack) when attacking this target.
Effect: You gain combat advantage against the target until the end of your next turn, regardless of whether or not you hit.
Disappearing Act Ninja Master Utility 12
“You vanish in a puff of smoke, either to make an escape or to attack by surprise later”
Daily * Martial, Illusion
Standard Action Personal
Effect: You become invisible until the end of your next turn and may shift up to 3 squares. If you make an attack, you gain combat advantage against the target of the attack for that attack and you are no longer invisible.
Sustain Standard: You remain invisible
Double Feint Flurry Ninja Master Attack 20
“You attack with your weapon twice, using the first as a diversion so they will take the second in full. Failing that, you strike with all your might.”
Daily * Martial, Weapon
Requirement: You must be wielding your weapon of choice or a shuriken
Standard Action Melee Weapon
Attack: Dexterity vs. AC
Hit: 1[W] + Dexterity modifier Damage. Shift to a square adjacent to the enemy and make a secondary attack.
Miss: 3[W] + Dexterity modifier damage
Secondary Attack: Dexterity +2 vs. AC
Secondary Hit: 4[W] + Dexterity modifier damage and you slide the target 1 square.
Ninja Master
“I am as silent as a whisper and as deadly as a dragon!”
Prerequisite: Rogue Class, trained in Stealth, weapon proficiency Rapier or Sickle or Spiked Chain
You are a master of both secrecy and destruction, using unconventional weapons to thwart the most common of battle tactics and defeat foes quickly and with ease.
Ninja Master Path Features
Unconventional Weaponry (11th level):
Choose one of the following that you are proficient with: spiked chains, scimitars or katanas. You get a +1 bonus to attack rolls with your weapon of choice, as well as with shurikens. You may use your weapon of choice in place of a light blade for the purpose of meeting the requirements of Rogue powers.
Ninjutsu Action (11th level):
When you spend an action point to take an extra move action, you do not provoke attacks of opportunity until the end of your next turn.
Unconventional Weapon Mastery (16th level):
Increase the size of the damage dice when using your unconventional weapon of choice or a shuriken. Your rogue weapon talent bonus stacks with this class feature.
Shot From The Shadows Ninja Master Attack 12
“You strike a foe with a surprise attack out of nowhere, catching them off guard”“
Encounter * Martial, Weapon
Standard Action Melee or Ranged Weapon
Requirement: You must have combat advantage against the target and be wielding a shuriken or your weapon of choice.
Attack: Dexterity vs. Reflex
Hit: 1[W] + Dexterity modifier damage. Increase the dice size of your sneak attack damage by one until the end of your next turn (including this attack) when attacking this target.
Effect: You gain combat advantage against the target until the end of your next turn, regardless of whether or not you hit.
Disappearing Act Ninja Master Utility 12
“You vanish in a puff of smoke, either to make an escape or to attack by surprise later”
Daily * Martial, Illusion
Standard Action Personal
Effect: You become invisible until the end of your next turn and may shift up to 3 squares. If you make an attack, you gain combat advantage against the target of the attack for that attack and you are no longer invisible.
Sustain Standard: You remain invisible
Double Feint Flurry Ninja Master Attack 20
“You attack with your weapon twice, using the first as a diversion so they will take the second in full. Failing that, you strike with all your might.”
Daily * Martial, Weapon
Requirement: You must be wielding your weapon of choice or a shuriken
Standard Action Melee Weapon
Attack: Dexterity vs. AC
Hit: 1[W] + Dexterity modifier Damage. Shift to a square adjacent to the enemy and make a secondary attack.
Miss: 3[W] + Dexterity modifier damage
Secondary Attack: Dexterity +2 vs. AC
Secondary Hit: 4[W] + Dexterity modifier damage and you slide the target 1 square.