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No such thing. A ninja may stop sneaking in the night and silently slaying people. They may raise children and even grandchildren. But a ninja will ALWAYS be a ninja.
 
No such thing. A ninja may stop sneaking in the night and silently slaying people. They may raise children and even grandchildren. But a ninja will ALWAYS be a ninja.
 
 
====Half-elf Ninja Starting Package====
 
 
'''Weapons:''' <-Weapon selection for starting at 1st level with this class.->.
 
 
'''Skill Selection:''' Pick a number of skills equal to 4 + [[Int]] modifier.
 
 
{| class="zebra d20"
 
|-
 
! class="left" | Skill || Ranks || Ability || Armor<br/>Check<br/>Penalty
 
|- class=
 
| class="left" | <-Skill name-> || <-4 for class skills and 2 for cross-class skills-> || <-Abbrieviated key ability-> || <-armor check penalty based on starting armor. If innapplicable put "&mdash;"->
 
|- class=
 
| class="left" | <-Skill name-> || <-4 for class skills and 2 for cross-class skills-> || <-Abbrieviated key ability-> || <-armor check penalty based on starting armor. If innapplicable put "&mdash;"->
 
<-copy and paste the rows as necessary.->
 
|}
 
   
 
'''Feat:'''
 
'''Feat:'''
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{{quote|"I see you." '''"Damn!"'''|orig=How ninjas greet each other}}
 
{{quote|"I see you." '''"Damn!"'''|orig=How ninjas greet each other}}
 
'''Daily Life:'''
 
 
'''Notables:'''
 
   
 
'''Organizations:''' Ninjas tend to form clans. The clans can be mercenary, or loyal to a ruler or country or noble or similar. Rank tends to be based on experience and ability, and impressing the clan elders will raise your status and get you some sweet perks.
 
'''Organizations:''' Ninjas tend to form clans. The clans can be mercenary, or loyal to a ruler or country or noble or similar. Rank tends to be based on experience and ability, and impressing the clan elders will raise your status and get you some sweet perks.
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Spies, assassins (not assassins. Just people who kill other people when they're told too), thieves, pranksters...
 
Spies, assassins (not assassins. Just people who kill other people when they're told too), thieves, pranksters...
 
'''Adaptation:'''
 
   
   

Revision as of 07:58, 30 March 2010

Adopted By
Genowhirl (talk)
Original Creator: Koumei
Date Created: October
Status: Complete
Editing: Working on it
Balance: Wizard

{{#set:Summary=Speedy, sneaky, and hits hard, it's the Ninja! |Length=20 |Minimum Level=1 |Base Attack Bonus Progression=Good |Fortitude Save Progression=Poor |Reflex Save Progression=Good |Will Save Progression=Good |Class Ability=Other. |Class Ability Progression=Full }}

{{#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}}


Ninja

There is no such thing as a ninja. No matter what people say. Nope. No way. Impossible. P.S.: People who ask too much about ninjas disappear.

Making a Ninja

Abilities: Intelligence and dexterity

Races: It's funny, but bulky and/or heavily-built races don't tend to become ninjas. Elves become ninjas. Humans become ninjas. Dwarves don't. Neither do orcs or gnomes.

Alignment: Totally sweet

Starting Gold: 3d8×10 gp (140 gp).

Starting Age: As fighter

Table: The Ninja

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +0 +2 +2 Armoured in Life, Surprise!, #Too Fast By Half
2nd +2 +0 +3 +3 Wall Jump, Ninja'd
3rd +3 +1 +3 +3 Invisible, Speed of Thought, Cowabunga!
4th +4 +1 +4 +4 Dark Stalker, Seductive Gaze
5th +5 +1 +4 +4 Master of Disguise, Summon Mist, Kidney Punch
6th +6/+1 +2 +5 +5 Double-Jump, Join the Clan
7th +7/+2 +2 +5 +5 Scurry, Anti-Noise Aura, Sexy No Jutsu
8th +8/+3 +2 +6 +6 Log Trick, Go Ninja Go Ninja Go
9th +9/+4 +3 +6 +6 Master of Escape, All Ninjas Fly, Flying Kick
10th +10/+5 +3 +7 +7 Not Visible, Close Combat
11th +11/+6/+6 +3 +7 +7 Shadow Lands, Shadow Clone, Too Fast by 3/4
12th +12/+7/+7 +4 +8 +8 Secret Bedroom Technique, Get Over Here!
13th +13/+8/+8 +4 +8 +8 Trap Setter, Spirit Blade, Time to Death
14th +14/+9/+9 +4 +9 +9 Perfect Disguise, Pirate Killer
15th +15/+10/+10 +5 +9 +9 Spell Stowaway, Secret Scrolls, Perpetual Distraction
16th +16/+11/+11/+11 +5 +10 +10 Honour is Babbies, Disregard Me
17th +17/+12/+12/+12 +5 +10 +10 Murder Punch, Harem No Jutsu, FINISH HIM!
18th +18/+13/+13/+13 +6 +11 +11 Me First!, You Can't See Me!
19th +19/+14/+14/+14 +6 +11 +11 Clan Master, Forbidden Technique, Nightmare Realm
20th +20/+15/+15/+15 +6 +12 +12 Fully Too Fast, Back In Black

Class Skills (Skill Points::6 + Int modifier per level, ×4 at 1st level)

Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Hide (Dex), Jump (Str), Knowledge (Int), Listen (Wis) Move Silently (Dex), Perform (Dance/Stage Theater) (Cha), Profession (Wis), Search (Int), Sleight of Hand (Dex), Spellcraft (Int), Spot (Wis), Swim (Str), Tumble (Dex), Use Rope (Dex).

Class Features

All of the following are class features of the Ninja.

Weapon and Armor Proficiency: Simple and Martial Weapons, 2 Exotic Weapons of choice


Armoured in Life (Ex): The Ninja gains the benefits of Armoured in Life, just like a Monk. Functions when wearing no armour, or Light armour that provides no ACP and has a Max Dex of +8 or more. Does not function if she is more than Lightly encumbered.

Surprise! (Ex): If the Ninja should catch a foe flat-footed, then all successful attacks she makes against that foe are automatic critical hits. I have no idea why ninjas carry scythes. *NOTE: This will need changing*

Too Fast By Half (Ex): The Ninja multiplies her base speed by 1.5 (round down), particularly when doing a "Ninja run" pose. Functions when wearing no armour, or Light armour that provides no ACP and has a Max Dex of +8 or more. Does not function if she is more than Lightly encumbered.

Wall Jump (Ex): Ninja are great at using the walls to propel themselves. Not only does she suffer no falling damage when next to a wall, she may also double her jumping height and distance when starting off next to a wall, and if between two walls, gains a Climb speed equal to her land speed. Functions when wearing no armour, or Light armour that provides no ACP and has a Max Dex of +8 or more. Does not function if she is more than Lightly encumbered.

Ninja'd (Ex): Ninja always seize the initiative at the last moment and do things before anyone else can react. In combat, if there is no Surprise round, the Ninja gains her own Surprise round. If there IS a Surprise round, the Ninja can act in it, going first. The Ninja can only access this ability if she possesses more levels of Ninja than any other class

Invisible (Su): the Ninja may become Invisible at will, as per the spell.

Speed of Thought (Ex): Ninja move so fast they get speed lines when they move. The Ninja may add her Int bonus to her Initiative, and to all melee attack and damage rolls made against flat-footed or flanked opponents. Functions when wearing no armour, or Light armour that provides no ACP and has a Max Dex of +8 or more. Does not function if she is more than Lightly encumbered.

Cowabunga! (Su): Ninja are possibly the best surfers in the world. She may move on water as though it were a solid surface, and is immune to the effects of Grease and similar spells and effects. If she stops on water, she must make a DC 40 Balance check to remain on top. Functions when wearing no armour, or Light armour that provides no ACP and has a Max Dex of +8 or more. Does not function if she is more than Lightly encumbered.

Dark Stalker (Ex): The Ninja can see and hear incorporeal/ethereal creatures normally, so they must make Hide/Move Silently checks to sneak up on her.

Seductive Gaze (Su): The Ninja gains a Charm Monster gaze attack at will, with an Int-based save DC.

Master of Disguise (Su): With a DC 15 Disguise check, a Ninja can effectively cast Disguise Self. With a DC 20 check, she can effectively cast Alter Self.

Summon Mist (Su): Mist is a Ninja's best friend. She can call upon it, as per the spell Obscuring Mist, at will, though only one such effect can be active at a time.

Kidney Punch (Ex): When the Ninja punches someone who is flat-footed or flanked, they are crippled by pain. The foe becomes Staggered and Prone unless they can pass a Fortitude save (Int-based). Staggered lasts for one full round, Prone lasts until they stand up.

Double-Jump (Ex): You would think a Ninja can fly by looking at them jump. Double the Jumping height and distance of the Ninja. This stacks with Wall Jump. Additionally, she gains a Fly speed (half her base speed, Clumsy, flat-footed while flying). Functions when wearing no armour, or Light armour that provides no ACP and has a Max Dex of +8 or more. Does not function if she is more than Lightly encumbered.

Join the Clan (Ex) (see below): The Ninja becomes a member of a very secret Ninja clan. As benefits, she can call upon their assistance for information, and is taught the secret techniques: she may cast Knock, Detect Traps and Identify as Spell-like abilities at will. These only require Swift actions.

Scurry (Ex): The Ninja is great at moving about in all situations. She may move at regular speed while being stealthy, and does not suffer penalties for difficult terrain. Functions when wearing no armour, or Light armour that provides no ACP and has a Max Dex of +8 or more. Does not function if she is more than Lightly encumbered.

Anti-Noise Aura (Su): Have you ever heard a Ninja, as opposed to the short scream of their victim? I didn't think so. But sometimes, a Ninja has to travel with a plate-armoured Cleric, a Dire Bear (Druid) and a Knight on a steam engine. She may, at will, radiate a 20' Aura of silence, masking all noises made.

Sexy No Jutsu (Su): By spending a Full Round Action making indecent gestures, the Ninja may cause a Suggestion or Hold Person effect on a target who can see her and fails a Will save (Int-based). Additionally, if the target passes the save, they still take a -3 penalty on Will saves for one round and suffer 5d6 Non-lethal damage. Functions when wearing no armour, or Light armour that provides no ACP and has a Max Dex of +8 or more. Does not function if she is more than Lightly encumbered.

Log Trick (Ex): Just when you think you have a Ninja, you actually have a log. The Ninja is behind you. As an Immediate action, the Ninja may Dimension Door to any location up to 30' away, leaving a puff of smoke and a wooden log behind. Additionally, she may spend a Standard Action to Dimension Door 30' away, leaving a Mirror Image behind for 4 rounds. When the image ends, a log appears. Functions when wearing no armour, or Light armour that provides no ACP and has a Max Dex of +8 or more. Does not function if she is more than Lightly encumbered.

Go Ninja Go Ninja Go (Ex): The Ninja may make a Full Round action (or two Partial actions) and a Swift action in the Surprise round, as opposed to just one Partial action. Functions when wearing no armour, or Light armour that provides no ACP and has a Max Dex of +8 or more. Does not function if she is more than Lightly encumbered.

Master of Escape (Ex):The swashbuckler can never be pinned down. Any Escape Artist check may be made as a Standard action that does not provoke, and she may make Epic checks at the following DCs: Extremely Tight Space (a chimney, a glass jar, someone's anus) DC 30, Walls of Force DC 40 or Caster Level + 5, whichever is higher. She also gains a +8 bonus to escape a grapple. None of this applies when wearing heavy armour or when heavily encumbered.

All Ninjas Fly (Su): The Ninja gains a Fly speed (Average) equal to her base speed. Functions when wearing no armour, or Light armour that provides no ACP and has a Max Dex of +8 or more. Does not function if she is more than Lightly encumbered.

Flying Kick (Ex): When flying or jumping, the Ninja may make a special charge attack. She moves in a straight line, up to twice her movement speed, and attacks everyone in this line. She gains the charge bonus and penalty, and additionally, anyone struck is Dazed for one round if they fail a Fort save (Dex-based DC). Functions when wearing no armour, or Light armour that provides no ACP and has a Max Dex of +8 or more. Does not function if she is more than Lightly encumbered.

Not Visible (Ex): The Ninja cannot be seen when she doesn't want to be. This is like Invisibility, except that it is (Ex) and True Seeing doesn't cut it. The only way to see her is to know what you're looking for and beat her Hide with a Spot check with no bonuses to the Spot check from equipment, spells or effects - only 1d20 + ranks + ability score + feats. Or if she ends the effect voluntarily or by attacking or passing out. Functions when wearing no armour, or Light armour that provides no ACP and has a Max Dex of +8 or more. Does not function if she is more than Lightly encumbered.

Close Combat (Ex): I bet you think you're really smart for trying to grapple the Ninja. You won't for long. Ninja can act normally while being grappled, even if lifted or pinned - including movement (the grappler can hold on and be moved with her or can let go), and doesn't lose her Dex bonus to AC. Furthermore, her opponent IS flat-footed against her attacks. Functions when wearing no armour, or Light armour that provides no ACP and has a Max Dex of +8 or more. Does not function if she is more than Lightly encumbered.

Shadow Lands (Su): The Ninja can conjure a Hallucinatory Terrain effect at will. Only one such effect can be active at a time.

Shadow Clone (Su): The Ninja can cast Mirror Image at will, however cannot use it while even a single image still remains - she can't even refresh it, having to wait until the final clone vanishes. Additionally, when attacking foes in melee combat, she deals +2d6 damage for every remaining image. Functions when wearing no armour, or Light armour that provides no ACP and has a Max Dex of +8 or more. Does not function if she is more than Lightly encumbered.

Too Fast By 3/4 (Ex): The Ninja becomes even faster. She may make a Move action as an Immediate action, and makes 10' steps of adjustment instead of 5' steps (unless she only wants to move 5'). With a DC 25 Balance check she can instead make 15' steps of adjustment. Functions when wearing no armour, or Light armour that provides no ACP and has a Max Dex of +8 or more. TDoes not function if she is more than Lightly encumbered.

Secret Bedroom Technique (Su): The Ninja learns secret Ninja skills that would be forbidden if Ninjas didn't find them so funny. Firstly she may, with a Standard action, create a magic dust that if inhaled or consumed (it dissolves in liquid) creates an Emotion: Love (or Lust or Trust) effect. The save DC is Int-based, and the powder becomes useless after one hour if not used. Secondly, no sexual encounter with her ever needs to be played out, as the partner(s) automatically have "a very good time" and their attitude changes to Fanatical. Functions when wearing no armour, or Light armour that provides no ACP and has a Max Dex of +8 or more. Does not function if she is more than Lightly encumbered.

Get Over Here! (Ex): With a Swift action, the Ninja may call out to a foe who understands her language and can hear her. The foe must pass a Will save (Int-based DC) or immediately make a Move action directly towards the Ninja, regardless of obstacles or provoking. Alternatively she may force them to, on their next action, attempt to charge her instead of whatever they were going to do, but this must be decided when she uses the ability.

Trap Setter (Ex): If the Ninja has a trap on hand, she can set it in one Standard action, she's that fast. The DC to spot it is equal to a Sleight of Hand check she makes, and the DC to disarm is is that plus five. The DC to avoid being horribly maimed is normal for the trap, however.

Spirit Blade (Su): The Ninja can even cut ghosts. All of her attacks affect incorporeal and ethereal creatures as though they were neither, and ignore Armour and Shield bonuses to AC as well as all kinds of Damage Reduction (including DR X/-).

Time To Death (Ex): Those who would normally be staggered upon failing a save against the Ninja's Kidney Punch instead become Nauseated for 1d4 rounds, although they do still get the save.

Perfect Disguise (Su): The Ninja may, with a DC 35 Disguise check, Polymorph as per the spell. True Seeing does not trump this. Functions when wearing no armour, or Light armour that provides no ACP and has a Max Dex of +8 or more. Does not function if she is more than Lightly encumbered.

Pirate Killer (Ex): Shouting "YARR!" provokes an Attack of Opportunity from the Ninja. Additionally, she gains a +4 bonus to Hit and +4d6+4 Damage against Swashbucklers, Dread Pirates and all ship-owners, and enjoys a doubled critical threat multiplier against them. Functions when wearing no armour, or Light armour that provides no ACP and has a Max Dex of +8 or more. Does not function if she is more than Lightly encumbered.

Spell Stowaway (Su): If someone within 30' casts a spell on himself, the Ninja may elect to, as not an action, gain the effects as well. Note that if the Lich turns out to have been casting Harm, it gets healed whereas she is damaged as normal (unless Negative energy heals her normally).

Secret Scrolls (Ex) (See below) Having risen through the ranks, the Ninja is shown the secret scrolls and gains special abilities. She may cast Disintegrate, Utterdark and Hold Monster once each per minute as spell-like abilities.

Perpetual Distraction (Su): People are always distracted while fighting the Ninja. She always counts as flanking enemies. Functions when wearing no armour, or Light armour that provides no ACP and has a Max Dex of +8 or more. Does not function if she is more than Lightly encumbered.

Honour is Babbies (Ex): The Ninja does not care for honour, and makes a hobby out of putting the boot in when facing an enemy. If a foe has fallen Prone, her attacks automatically hit them. If she focuses all attacks against this fallen foe, they must make a Fort save (Dex-based DC) or become Helpless from pain for 1 round.

Disregard Me (Ex): The Ninja gains the ability to not be noticed. It becomes impossible to detect her with Divinations unless she wants to be, and she never provokes Attacks of Opportunity. Likewise enemies can't use readied actions against her. However, if an enemy has an ability that lets them take Attacks of Opportunity on someone who hasn't provoked, or lets them force foes to provoke, it still works against her.

Murder Punch (Ex): People die when they are killed. All attacks made by the Ninja ignore Fast Healing and Regeneration - the damage is there until healed (such as by magic) or the very long recovery of X per day. Anyone slain by the Ninja can never come back without a True Resurrection or a Wish.

Harem No Jutsu (Su): This ability works like Sexy no Jutsu, except every foe within 50' is affected. If anyone is successfully affected for 3 rounds in a row they must make a Fort save (same DC) or die, but they will die happy. Functions when wearing no armour, or Light armour that provides no ACP and has a Max Dex of +8 or more. Does not function if she is more than Lightly encumbered.

FINISH HIM! (Ex): If the Ninja makes a full attack against a single foe denied their Dex bonus, and every attack hits, then instead of any other effects requiring saving throws, she may force them to make a single Fort save (Int-based DC, +1 for every hit beyond the first) or die, exploding in a shower of gore.

Me First! (Ex): If someone casts a spell within 30' of the Ninja, she may spend an Immediate action to steal the effects. The spell is still cast, but all effects are resolved against the Ninja. She can do this after identifying a spell being cast. Functions when wearing no armour, or Light armour that provides no ACP and has a Max Dex of +8 or more. Does not function if she is more than Lightly encumbered.

You Can't See Me (Su): The Ninja may, as an Immediate action, cause an attack, spell or effect directed at her to instead target the attacker. They must continue to use it at full force with the full bonus used against her and cannot attempt to force the attack to miss or fail. Functions when wearing no armour, or Light armour that provides no ACP and has a Max Dex of +8 or more. Does not function if she is more than Lightly encumbered.

Clan Master (Ex): The Ninja becomes the master of her clan, gaining the final secret arts: she gains Immunity to a single school of magic of her choice, and ceases aging, though bonuses will still accrue. Additionally her Int, Wis and Cha scores all suddenly increase by +4.

Forbidden Technique (Su): The Ninja learns a trick that is forbidden to all but the most experienced Ninjas. Rumour has it the last person who tried it was sent home in a matchbox. She may, as a Full Round action, gaze upon a foe, who is entitled to a Will save (Int-based). If they fail, they cease to exist, permanently wiped from the face of the earth. Only a major quest can bring them back. If they succeed, they still suffer 2d6 negative levels. The Ninja may elect to sacrifice herself with this power, but can never be compelled to do so via magic or trickery: if she does, the foe receives no save and is simply destroyed, but the same applies to her. They are both gone forever, for a given value of "forever".

Nightmare Realm (Su): The Ninja may cast Nightmare Terrain at will, though only one such effect may be in play at a time. Additionally, every round, one target of her choice in the area can be targeted with a Shadow Well effect.

Fully Too Fast (Ex): The speed of the Ninja now increases to double the base speed. Additionally, she may move as though by teleportation, ignoring all barriers and such, and leaves a thunderclap behind when doing this. The thunderclap affects all within 10' of where she previously stood, knocking them Prone and Dazing them for one round if they fail a Fort save (Dex-based DC). Functions when wearing no armour, or Light armour that provides no ACP and has a Max Dex of +8 or more. Does not function if she is more than Lightly encumbered.

Back In Black (Su): If the Ninja is ever killed, as long as the body is not destroyed and the soul is not consumed/bound/destroyed, she simply comes back 24 hours later, none the worse for wear.


Ex-Ninja

No such thing. A ninja may stop sneaking in the night and silently slaying people. They may raise children and even grandchildren. But a ninja will ALWAYS be a ninja.

Feat:

Bonus Feats:

Gear:

Gold:


Campaign Information

Playing a Ninja

Religion: Ninja tend to respect ancestors and ghosts, but would not trust any god claiming to be a god of ninjas. For good reason.

Other Classes: Ninjas live and die by their stealth, so they put up with people wearing heavy armor and shouting battle cries with a certain amount of exasperation.

Combat: Fast-moving, hard-hitting, effect-slinging, sneaky skirmishing.

Ninjas in the World

"I see you." "Damn!"

Organizations: Ninjas tend to form clans. The clans can be mercenary, or loyal to a ruler or country or noble or similar. Rank tends to be based on experience and ability, and impressing the clan elders will raise your status and get you some sweet perks.

NPC Reactions: "Did you hear something? I'm sure I heard--HGURK!"

Ninja Lore

Characters with ranks in Knowledge (History) can research ninjas to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs. Of course, should they be in a place where there are actually ninjas, they are like to find out all sorts of misinformation.

Knowledge (History)
DC Result
5 Ninjas wear bright colors, especially orange, and go into battle screaming like maniacs.
10 You can tell who a Ninja is by how firm their handshake is and if they look you in the eye while shaking hands. Ninjas have clammy hands and weak grips. Yes, that's right, wizards are secretly ninjas!
15 My brother's wife's cousin's girlfriend saw a ninja fly overhead and blast a house with its laser vision!
20 You can tell a Ninja is around if you feel like someone is watching, turn around quickly, and there's nobody there.


Ninja in the Game

Spies, assassins (not assassins. Just people who kill other people when they're told too), thieves, pranksters...




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