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Created By
Kojopo (talk)
Date Created: 1/8/2010
Status: Ask before you change something
Editing: None
Balance: Wizard

{{#set:Summary=the Copy Ninja is a ninja so rouge/monk that can cast a few spells. |Length=20 |Minimum Level=0 |Base Attack Bonus Progression=Medium |Fortitude Save Progression=Good |Reflex Save Progression=Good |Will Save Progression=Good |Class Ability=Alternate Magic |Class Ability=Sneak Attack |Class Ability Progression=Half }} {{#set:Allowed Alignments=Lawful Good}} {{#set:Allowed Alignments=Lawful Neutral}} {{#set:Allowed Alignments=Lawful Evil}} {{#set:Allowed Alignments=Neutral Good}} {{#set:Allowed Alignments=Neutral}} {{#set:Allowed Alignments=Neutral Evil}} {{#set:Allowed Alignments=Chaotic Good}} {{#set:Allowed Alignments=Chaotic Neutral}} {{#set:Allowed Alignments=Chaotic Evil}}

File:Hatake kakashi by sasorisama.jpg

Those in the ninja world who break the rules are scum, that's true....but those who abandon their friends.. are lower than scum.

Copy Ninja

Abilities: Dexterity and Wisdom are the most important abilities for the Copy Ninja dexterity is used to attack and for armor and wisdom is for armor and spells.constitution is the next important for health and spells

Races: Human

Alignment: Any.

Starting Gold: 1d6×100 gp (250 gp).

Starting Age: Simple.

Table: Copy Ninja

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special Unarmed
Damage
AC
Bonus
Unarmoured
Speed Bonus
Chakra
Points
Sharingan
Points
Fort Ref Will
1st +0 +2 +2 +2 Unarmed Strike, E Rank ninjutsu, Extra Shuriken, Sneak Attack +1d6 1d6 +0 +0ft Con + Wis 4
2nd +1 +3 +3 +3 D Rank ninjutsu, Chakra Accumulation 1d6 +0 +0ft Con + Wis 8
3rd +2 +3 +3 +3 Evasion 1d6 +0 +10ft Con + Wis 12
4th +3 +4 +4 +4 C Rank ninjutsu, Extra Shuriken, Sneak Attack +2d6 1d8 +0 +10ft Con + Wis 16
5th +3 +4 +4 +4 Uncanny Dodge 1d8 +1 +10ft Con + Wis 20
6th +4 +5 +5 +5 B Rank ninjutsu 1d8 +1 +20ft Con + Wis 24
7th +5 +5 +5 +5 Extra Shuriken , Sneak Attack +3d6 1d8 +1 +20ft Con + Wis 28
8th +6/+1 +6 +6 +6 A Rank ninjutsu, Sharingan, Sharingan ability 1, Sharingan ability 2 1d10 +1 +20ft Con + Wis 32
9th +6/+1 +6 +6 +6 improved Uncanny Dodge 1d10 +1 +30ft Con + Wis 36
10th +7/+2 +7 +7 +7 Ki Strike (Magic), Extra Shuriken , Sneak Attack +4d6 1d10 +2 +30ft Con + Wis 40
11th +8/+3 +7 +7 +7 1d10 +2 +30ft Con + Wis 44
12th +9/+4 +8 +8 +8 Sharingan ability 3 2d6 +2 +40ft Con + Wis 48
13th +9/+4 +8 +8 +8 Improved evasion, Extra Shuriken , Sneak Attack +5d6 2d6 +2 +40ft Con + Wis 52
14th +10/+5 +9 +9 +9 S Rank ninjutsu 2d6 +2 +40ft Con + Wis 56
15th +11/+6/+1 +9 +9 +9 2d6 +3 +50ft Con + Wis 60
16th +12/+7/+2 +10 +10 +10 Extra Shuriken , Sneak Attack +4d6 2d8 +3 +50ft Con + Wis 64
17th +12/+7/+2 +10 +10 +10 Ki Strike ( Adamite) 2d8 +3 +50ft Con + Wis 68
18th +13/+8/+3 +11 +11 +11 SS Rank ninjutsu 2d8 +3 +60ft Con + Wis 72
19th +14/+9/+4 +11 +11 +11 Sharingan ability 4, Extra Shuriken , Sneak Attack +5d6 2d8 +3 +60ft Con + Wis 76
20th +15/+10/+5 +12 +12 +12 2d10 +4 +60ft Con + Wis 80

Class Skills (6 + Int modifier per level, ×4 at 1st level)
Balance(Dex), Climb(Str), Concentration(Con), Escape Artist(Dex), Jump(Str), Hide(Dex), Move Silently(Dex), Search(Int), Spot(Wis), Listen(Wis), Sleight of Hand(Dex), Disable Device(Int), Heal(Wis), Bluff(Cha), Diplomacy(Cha), Intimidate(Cha), Gather Information(Cha), Sense Motive(Wis), Tumble(Dex), Swim(Str).

Class Features

All of the following are class features of the Copy Ninja.

Weapon & Armor Proficiency: the Copy Ninja is proficient with, shuriken, and all simple and marital weapons. He is proficient with light armor

Chakra (Ex): the Copy Ninja gains an amount of chakra points equal to his Constitution modifier and Wisdom Modifier added together at each level. These points stack at each level. For Example; the Copy Ninja is a level 2 Copy Ninja with an 18 Con and a 16Wis. He currently has 14 chakra points, and gains a level. He gains another 7 chakra points, bringing his total chakra pool to 21 points. The reason it's Con and Wis is because chakra is made from physical and spiritual focus. Should a Copy Ninja need more chakra, he may deal 2 points of temporary Con and Wis damage to himself to gain an amount of chakra equal to one-fourth his normal chakra. This can be used multiple times, even if it would drop the Copy Ninja Constitution score to 0. If this happens, the Copy Ninja does NOT die instantly, but instead dies when he runs out of chakra. the Copy Ninja gains his chakra points back when he sleeps.

AC: When unarmoured and unencumbered, the Copy Ninja adds his Wisdom bonus (if any) to his AC. In addition, the Copy Ninja gains a +1 bonus to AC at 5th level. This bonus increases by 1 for every five Copy Ninja levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level).These bonuses to AC apply even against touch attacks or when the Copy Ninja is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.

Unarmed Strike (Ex): At 1st level, the Copy Ninja gains Improved Unarmed Strike as a bonus feat. the Copy Ninja attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that the Copy Ninja may even make unarmed strikes with his hands full. There is no such thing as an off-hand attack for the Copy Ninja's striking unarmed. the Copy Ninja may thus apply her full Strength bonus on damage rolls for all his unarmed strikes.

Extra Shuriken (Ex): At 1st level, the Copy Ninja gains the ability Extra shuriken. Which enables him to throw one extra shuriken in his attack doing and extra 1d3 damage in his attack. This bonus increases by one shuriken for every three opy Ninja's levels thereafter.

Chakra Accumulation (Su): the Copy Ninja can accumulate chakra at one point in his body to gain amazing gripping power. This can be used to walk on walls, ceilings, otherwise impassable terrain, or to gain a +10 bonus to grapple checks or to gain double his speed or gain the ability to walk/stand on water. This ability uses 2 Chakra per round or 1 chakra per Minute out of combat. . While using this ability in combat the Copy Ninja must make a DC 15 concentration check for each round the ability is active.

Sneak Attack : If the Copy Ninja can catch an opponent when he is unable to defend himself effectively from his attack, he can strike a vital spot for extra damage. the Copy Ninja's attack deals extra damage any time his target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the Copy Ninja flanks his target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every three Copy Ninja levels thereafter. Should the Copy 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.

the Copy Ninja can sneak attack only 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 sneak attacks. the Copy 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. the Copy Ninja cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.

Evasion (Ex): At 3rd level or higher if the Copy Ninja makes a successful Reflex 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 the Copy Ninja is wearing light armor or no armor. A helpless Copy Ninja does not gain the benefit of evasion.

Fast Movement (Ex): At 3rd level, the Copy Ninja gains an enhancement bonus of ten feet to his speed, a Copy Ninja in armor or carrying a medium or heavy load loses this extra speed. This bonus increases by ten feet for every three Copy Ninja levels thereafter.

Ki Strike: At 4th level, the Copy Ninja's unarmed attacks are empowered with ki. His unarmed attacks are treated as magic weapons for the purpose of dealing damage to creatures with damage reduction. Ki strike improves with the character’s Copy Ninja levels.. At 17th level, his unarmed attacks are treated as adamantine weapons for the purpose of dealing damage to creatures with damage reduction and bypassing hardness.

Uncanny Dodge (Ex): Starting at 5th level, the Copy Ninja can react to danger before his senses would normally allow him to do so. He retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized.

Improved Uncanny Dodge (Ex): the Copy Ninja of 9th level or higher can no longer be flanked. This defence denies another rogue the ability to sneak attack the character by flanking him, unless the attacker has at least four more rogue levels than the target does.

Improved Evasion (Ex): At 13th level, the Copy Ninja's evasion ability improves. he still takes no damage on a successful Reflex saving throw against attacks, but henceforth he takes only half damage on a failed save. A helpless Copy Ninja does not gain the benefit of improved evasion.

Sharingan (Su): the Copy Ninja gains 4 Sharingan points per level which are used only for the Sharingan’s abilities. the Copy Ninja can lift up His forehead protector covering one of his Eyes to activate the Sharingan, this is a free action. It gives a natural ability of true sight which also drains 1 Sharingan Point per round that it is active. If the Copy Ninja uses all of his Sharingan points then when he deactivates the Sharingan he will be automatically fatigued, he can choose to keep the Sharingan active for 2x his level in points but after that he is automatically deactivated from Sharingan and is then stunned for one round and then is exhausted. the Copy Ninja gains his Sharingan points back when he sleeps.

Sharingan ability 1 (Su): It gives the natural ability of true sight and Gives a bonus of +4 AC and +4 Attack bonus and drains 2 Sharingan Points per round.

Sharingan ability 2 (Su): Kakashi can copy any movement or ability used by anything that Kakashi can see for 6 Sharingan points.

Sharingan ability 3 (Su): It gives the natural ability of true sight and Gives a bonus of +6 AC and +6 Attack bonus and drains 4 Sharingan Points per round.

Sharingan ability 4 (Su): Makes an object shift to another dimension if used on a creature is must pass a (DC=10 + ½ Character level + Wis modifier) Ref save to jump out of the way or Die, on a successful save it still takes d6/level Damage. The ability uses 20 Sharingan Points.


Ninjutsu

Ninjutsu (Su): Ninjutsu is a spell like ability that the Copy Ninja uses by forming different seals in his hands for each Ninjutsu. Ninjutsu’s are a standard action unless noted otherwise in the ability or spell description. All Ninjutsu DC saves are (DC=10 + ½ Character level + Wis modifier)

Rank E Ninjutsu :

Substitution (2 Chakra)

Level: Rank E
Casting time: Instantaneous
Range: Self.
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

When the Copy Ninja is allowed a Reflex Save, or finds himself the target of an attack of opportunity; he may use this ninjutsu to replace himself with a random scenery object nearby. A concentration check is required to pull this off, either higher than the reflex DC or higher than the enemy's attack roll, whichever situation is applicable.

Transformation (1 Chakra)

Level: Rank E
Casting time: Instantaneous
Range: Self.
Duration: 1hr/level
Saving Throw: None
Spell Resistance: No

You make yourself—including clothing, armour, weapons, and equipment look different. this gives him a +10 on disguise check. Anyone who knows the person as more than a friend can instantly see through the ninjutsu. A creature that interacts with the transformation gets a Will save to recognize it as an illusion.

Rank D Ninjutsu :

Shadow Windmill (4 Chakra)

Level: Rank D
Casting time: 1 standard action
Range: 30 ft.
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

the Copy Ninja throws two shuriken attacks, one shuriken attack hidden in the shadow of the other at the target with a +1 to hit on the first attack and +2 to hit on the second one.

Mist Concealment (6 Chakra):

Level: Rank D
Casting time: 1 standard action
Range: self
Duration: 1 min/level
Saving Throw: None
Spell Resistance: No

A misty vapour arises around you. It is stationary once created. The vapour obscures all sight, including dark vision, beyond 5 feet. A creature 5 feet away has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target). A moderate wind (11+ mph), such as from a gust of wind spell, disperses the fog in 4 rounds. A strong wind (21+ mph) disperses the fog in 1 round. A fireball, flame strike, or similar spell burns away the fog in the explosive or fiery spell’s area. A wall of fire burns away the fog in the area into which it deals damage.

Rank C Ninjutsu :

Water clone (10 Chakra (5 Chakra If Near Water))

Level: Rank C
Casting time: 1 standard action
Range: 10 ft.
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

Creates one copy of the Copy Ninja with 1/10th his hp, this copy cannot sneak attack, use ninjutsu or use the Sharingan.

Shadow Shuriken (8 Chakra)

Level: Rank C
Casting time: 1 standard action
Range: 30 ft.
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

the Copy Ninja throws three shuriken attacks Controlled by strings attached to each shuriken, with +1 to hit to the first attack and +2 to hit on the second attack and +4 to the third attack.

Rank B Ninjutsu :

Earth Wall (11 Chakra)

Level: Rank B
Casting time: 1 standard action
Range: 10 ft.
Duration: 1 min/level
Saving Throw: None
Spell Resistance: No

Creates a 15 foot long 5 foot wide wall of earth, 5 hp/level and 2 hardness/level.

Shadow Clone (2 Chakra Per Round)

Level: Rank B
Casting time: 1 standard action
Range: 10 ft.
Duration: Chakra
Saving Throw: None
Spell Resistance: No

Creates one copy of the Copy Ninja, this copy cannot sneak attack if it uses ninjutsu or the Sharingan it consumes Kakashi’s chakra and Sharingan points. This clone Dissipates when the clone is hit or Kakashi calls off the ninjutsu/runs out of chakra points.

Water Wall (4 Chakra Per Round (2 Chakra per round if near water))

Level: Rank B
Casting time: 1 standard action
Range: self
Duration: Chakra
Saving Throw: None
Spell Resistance: No

This move creates a wall of water around you stoping all attacks from hitting you. But you cannot move or attack.

Blazing Fireball (2 + 1/d6 Chakra):

Level: Rank B
Casting time: 1 standard action
Range: 30ft. Cone
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

You breathe a fireball out of your mouth doing 1d6/level (max10d6) fire damage. Reflex Half

Rank A Ninjutsu :

Chidori (5 + 1/d8 Chakra)

Level: Rank A
Casting time: 1 standard action
Range: 5 ft.
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

You create a ball of electricity in your hand and strike your opponent doing 1d8/level (max20d8) Electricity damage

Great Waterfall (10 + 1/d8 Chakra)

Level: Rank A
Casting time: 1 standard action
Range: 120 ft. line
Duration: Instantaneous
Saving Throw: Reflex
Spell Resistance: yes

the Copy Ninja creates a huge burst of water that shoots out into a 120 ft line that any thing in that line takes 1d8/level (max 15d8) cold damage

Multi Shadow Clone (2 Per Clone per Round Charka)

Level: Rank A
Casting time: 1 standard action
Range: 10 ft.
Duration: Chakra
Saving Throw: None
Spell Resistance: No

Creates two copies of the Copy Ninja, these copies cannot stealth or sneak attack if they use ninjutsu or the Sharingan it consumes the Copy Ninja’s chakra and Sharingan points. This clone Dissipates when the clone is hit or Kakashi calls off the ninjutsu/runs out of chakra points.

Rank S Ninjutsu :

Grand Fireball (20 + 1/d8 Chakra)

Level: Rank S
Casting time: 1 standard action
Range: 60 ft. line
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

the Copy Ninja makes a fireball 20 ft fireball that shoots of f 60 ft in a line. That does 1d8/level (max 15d8) fire damage. Reflex Half.

Water Dragon (20 + 1/d6 Chakra (10 + 1/d6 Chakra If Near Water))

Level: Rank S
Casting time: 1 standard action
Range: 30 ft.
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

the Copy Ninja makes a massive water dragon that attacks anything within a 30 ft radius of Kakashi that he chooses to attack (this mean multiple enemies).Kakashi must succeed on a ranged touch attack with the Water Dragon to deal damage to a target. The Water Dragon deals 1d6/level (max 15d6) cold damage.

Rank SS Ninjutsu :

Lighting Clone (40 + 1/2d8 Chakra)

Level: Rank SS
Casting time: 1 standard action
Range: 10 ft.
Duration: Chakra
Saving Throw: Reflex half
Spell Resistance: Yes

Creates one copy of the Copy Ninja, this copy cannot sneak attack if it uses ninjutsu or the Sharingan it consumes Kakashi’s chakra and Sharingan points. When the Lighting Clone dissipates it explodes in a 20ft radius doing 2d8/level (max 40d8) electricity damage Reflex Half.

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