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Ninja
Role: The ninja does not have a great number of weapons to use because he believes he is the
weapon. Some ninjas belong to clans or organizations and others work for the highest bidders.
While they do specialize in ninjaation, they also excel in acquiring objects, and bringing down
other organizations by creating distrust and confusion when there should be none. This however
is just a small list of the ninja’s versatile abilities. Most ninjas pretend to be rogues because as
we all know, ninjas don’t really exist.

Role: Ninjas are good at fighting , but they are better at using their skills to enter and leave
unseen to make sure they never have to fight. ninjas, thieves, saboteurs, and more the ninja is
highly valued by allies, and feared by enemies.

Alignment: Any.
Hit Die: d10.

Class Skills
The ninja's class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int),
Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha),
Knowledge (geography) (Int), Knowledge (local) (Int), Knowledge (History) (Int), Knowledge
(Nobility) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense
Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Swim (Str), Survival (Wis),

Skill Ranks per Level: 6 + Int modifier.


Table: The Fighter
Level Base Attack Bonus Fort Save Ref Save Will Special
Save
1st +1 +0 +2 +2 Brilliant Defense
Trap finding
Unarmed Strike 1d4
Social Espionage +1
2nd +2 +0 +3 +3 Sneak Attack 1d6
Uncanny Dodge
Finesse
3rd +3 +1 +3 +3 Poison Use
Evasion
4th +4 +1 +4 +4 Swift of Foot +10
Poison Specialist +1
5th +5 +1 +4 +4 Sneak Attack 2d6
Social Espionage +2
6th +6/+1 +2 +5 +5 Speed of Thought
7th +7/+2 +2 +5 +5 Unarmed Strike 1d6
Hide in Plain Sight
8th +8/+3 +2 +6 +6 Improved Uncanny
Dodge
Sneak Attack 3d6
9th +9/+4 +3 +6 +6 Poison Spec +2
Social Espionage +3

10th +10/+5 +3 +7 +7 Swift of Foot +20


Death Attack
11th +11/+6/+1 +3 +7 +7 Sneak Attack 4d6
12th +12/+7/+2 +4 +8 +8 Master of Motion
13th +13/+8/+3 +4 +7 +8 Social Espionage +4
Unarmed Strike 1d8
14th +14/+9/+4 +4 +9 +9 Poison Spec +3
Sneak attack 5d6
15th +15/+10/+5 +5 +9 +9 Improved Evasion
16th +16/+11/+6/+1 +5 +10 +10 Swift of Foot 30
17th +17/+12/+7/+2 +5 +10 +10 Angel of Death
Sneak Attack 6d6
Social Espionage +5
18th +18/+13/+8/+3 +6 +11 +11 Swift +30
19th +19/+14/+9/+4 +6 +11 +11 Poison Spec +4
Unarmed Strike 2d6
20th +20/+15/+10/+5 +6 +12 +12 Sneak Attack 7d6

Class Features
All of the following are class features of the fighter.
Weapon and Armor Proficiency: A ninja is proficient with all simple weapons, kama, kukri, siangham, ninja-to,
katana(as a martial weapon) , and the short bow to include composite. They are proficient with light armor but not
shields.

Brilliant Defense: (Ex): When unarmored or wearing light armor, the Ninja adds his Intelligence bonus (if any) to
his AC. These bonuses to AC apply even against touch attacks or when the ninja is flat-footed. He loses these
bonuses when he is immobilized or helpless, when he carries a shield, or when he carries a medium or heavy load.

Social Espionage: At 1st level and every 4 levels afterwards the ninja gains a +1 to bluff, diplomacy and intimidate.

Trapfinding: A ninja adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill
checks (minimum +1). A ninja can use Disable Device to disarm magic traps.

Unarmed Strike: At 1st level, a ninja gains Improved Unarmed Strike as a bonus feat. A ninja’s attacks may be
with fist, elbows, knees, and feet. This means that a ninja may make unarmed strikes with his hands full. There is no
such thing as an off-hand attack for a ninja striking unarmed. A ninja may thus apply his full Strength bonus on
damage rolls for all his unarmed strikes.
Usually a ninja’s unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no
penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling.
A ninja’s unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells
and effects that enhance or improve either manufactured weapons or natural weapons.

Sneak Attack: If a ninja can catch an opponent when he is unable to defend himself effectively from her attack, she
can strike a vital spot for extra damage.
The ninja's attack deals extra damage anytime 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. This extra damage is 1d6 at 2nd
level, and increases by 1d6 every three ninja levels thereafter. Should the ninja score a critical hit with a sneak
attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30
feet.
With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a ninja can make a sneak attack
that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal
nonlethal damage in a sneak attack, not even with the usual –4 penalty.
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 sneak attack while striking a creature with concealment.

Finesse: At 2nd level a ninja gains the finesse ability. A ninja’s attacks are based more on precision than power. This
works like weapon finesse except that it allows dexterity to be used with any melee weapons.

Uncanny Dodge (Ex): Starting at 4th level, a ninja can react to danger before her senses would normally allow her
to do so. She cannot be caught flat-footed, even if the attacker is invisible. She still loses her Dexterity bonus to AC
if immobilized. A ninja with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the
feint action (see Combat) against her.
If a ninja already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see
below) instead.
Poison Use: Ninja are trained in the use of poison and cannot accidentally poison themselves when applying poison
to a blade (see Poison).

Evasion: At 3rd level or higher, a ninja can avoid damage from many area-effect attacks. If a ninja makes a
successful Ref lex saving throw against an attack that normally deals half damage on a successful save, he instead
takes no damage. Evasion can be used only if a ninja is wearing light armor or no armor. A helpless ninja does not
gain the benefit of evasion.

Poison Specialist: Any poison crafted by a Ninja gets a bonus to the DC to resist the poison’s affect. At 4th level the
DC is increased by 1, and it goes up by 1 more every 5 levels until level 19.

Swift of Foot: A ninja gets a bonus to his base speed starting at level 4. This increases according to the ninja table
above.
Improved Uncanny Dodge (Ex): A ninja of 8th level or higher can no longer be flanked.
This defense denies another ninja the ability to sneak attack the character by flanking her, unless the attacker has at
least four more ninja levels than the target does. If a character already has uncanny dodge (see above) from another
class, the levels from the classes that grant uncanny dodge stack to determine the minimum ninja level required to
flank the character.
Speed of Thought: A 6th level ninja get to add his intelligence modifier to his initiative.

Hide in Plain Sight (Ex): A ninja can use the Stealth skill even while being observed. As long as she is within 10
feet of an area of dim light, a ninja can hide herself from view in the open without anything to actually hide behind.
She cannot, however, hide in her own shadow.

Death Attack: If a ninja can land a strike when you are flat-footed, not just having lost dex to AC he gets an
opportunity to land a killing blow. The DC of the save is 10 + ½ ninja class levels + dex modifier.
Note: If a ranged weapon is used the ninja must be within 30 feet. Any ability that increases the range on sneak
attack also works with the ability.

Master of Motion- A 12th level ninja can use the stealth and acrobatic skills while moving at normal speed without
any penalties.

Superior Feint- At 13th level a ninja can feint as a swift action.

Angel of Death (Su): At 17th level, the ninja becomes a master of death. Once per day, when the ninja makes a
successful death attack, he can cause the target's body to crumble to dust. This prevents raise dead and resurrection
(although true resurrection works as normal). The ninja must declare the use of this ability before the attack is
made. If the attack misses or the target successfully saves against the death attack, this ability is wasted with no
effect.

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