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Dirt_Kami
2010-03-13, 02:51 PM
Hobgoblin samurai and their daimyo leaders vie for control of the land, the subjugated human peasants are actually secret ninja clans.

In the Kingyo Province of the Shimaru Empire the ogre mage governor, Dog Bones, is known for his laziness. There are three small villages within a days walk of his shoddy palisade he calls the Lotus Citadel.

Knowledge (local) DC 5
The hobgoblins often hire the ninjas to eliminate rivals.
The hobgoblin priesthood is open to both sexes and worship a lawful neutral death goddess.
The open use of magic or holding a weapon is punishable by death.
The ninja villages vary in training methods and styles and there is a constant rivalry over who is best.
Most of the human ninja villagers are secret worshipers of the death goddess, some villages worship other gods, some more benign, others darker.

There are five styles of Ninjutsu, one for each of the five elements - Wind, Water, Earth, Fire and Void.

Wind - The villagers of Genshirin are wood cutters and vintners.
Water - The villagers of Ryoushi are fishermen and oyster farmers.
Earth - The villagers of Kouzan are miners and blacksmiths.
Fire - The humans of the Yakedo clan live in the province capitol, the Lotus Citadel.
Void - The humans of Hoshizora live in hidden mountain caves, the last of the free humans.

Ninja
Hit Die d10.

Class Skills Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Knowledge (local) (Int), Linguistics (Int), Perception (Wis), Profession (Wis), Sleight of Hand (Dex), Stealth (Dex), Swim (Str).

Skill Ranks Per Level 4 + Int modifier.

Ninja
{table=head]Level|BAB|Fort|Ref|Will|Special
1st|+1|+2|+2|+0|Sneak Attack +1d6, Poison Use, Unarmed Strike
2nd|+2|+3|+3|+0|Ninjutsu +1, Evasion
3rd|+3|+3|+3|+1|Sneak Attack +2d6
4th|+4|+4|+4|+1|Rogue Talent
5th|+5|+4|+4|+1|Sneak Attack +3d6, Improved Unarmed Critical
6th|+6/+1|+5|+5|+2|Ninjutsu +2
7th|+7/+2|+5|+5|+2|Sneak Attack +4d6
8th|+8/+3|+6|+6|+2|Rogue Talent, Hide in Plain Sight
9th|+9/+4|+6|+6|+3|Sneak Attack +5d6
10th|+10/+5|+7|+7|+3|Ninjutsu +3, Penetrating Unarmed Strike
11th|+11/+6/+1|+7|+7|+3|Sneak Attack +6d6
12th|+12/+7/+2|+8|+8|+4|Rogue Talent, Improved Evasion
13th|+13/+8/+3|+8|+8|+4|Sneak Attack +7d6
14th|+14/+9/+4|+9|+9|+4|Ninjutsu +4
15th|+15/+10/+5|+9|+9|+5|Sneak Attack +8d6, Koshijutsu
16th|+16/+11/+6/+1|+10|+10|+5|Rogue Talent
17th|+17/+12/+7/+2|+10|+10|+5|Sneak Attack +9d6
18th|+18/+13/+8/+3|+11|+11|+6|Ninjutsu +5
19th|+19/+14/+9/+4|+11|+11|+6|Sneak Attack +10d6
20th|+20/+15/+10/+5|+12|+12|+6|Rogue Talent, Ninjutsu Master[/table]

Class Features
The following are class features of the ninja.

Weapon and Armor Proficiency
A ninja is proficient with all simple weapons plus the hand crossbow, short sword, shurikan and spiked chain and with no armor or shields.

Poison Use
A ninja never risks accidentally poisoning himself when applying poison to a weapon.

Unarmed Strike
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.
A ninja's unarmed strike does 1d6 blunt or piercing damage (1d4 if size small).

Ninjutsu (Ex) Whenever a ninja is unarmored and unencumbered he gains the listed bonus to his AC and to Acrobatics, Escape Artist, Climb and Stealth checks. The ninja also gains the listed bonus to hit and damage while making sneak attacks.

Rogue Talent
At 4th level, and at every four levels thereafter, a ninja gains a rogue talent.

Improved Unarmed Critical
The unarmed strikes crit range for a ninja is now 19-20.

Hide in Plain Sight
While in shadows or low light conditions a ninja of 8th level or higher can use the Stealth skill even while being observed.

Penetrating Unarmed Strike
A ninja's unarmed strike ignores up to 5 points of damage reduction.

Koshijutsu
The unarmed strikes crit range for a ninja is now 18-20.

Ninjutsu Master (Ex)
At 20th level any unarmed attacks automatically confirm all critical threats and the damage multiplier increases to ◊3.

Dirt_Kami
2010-03-13, 02:55 PM
REGIONAL TRAITS

Genshirin: You are proficient with Great Axes.
Ryoushi: You gain a +1 trait bonus to damage dealt with unarmed strikes and a +1 trait bonus to Swim checks. Swim is always a class skill for you.
Kouzan: You gain a +1 trait bonus on Stealth checks. This trait bonus increases to +2 in hilly or rocky areas.
Yakedo: You gain a +1 trait bonus to Stealth and Escape checks.
Hoshizora: You gain a +2 trait bonus on Initiative checks.

LOCAL NINJA FEATS

Genshirin Ninja Training
You have learned the Genshirin secret of taking a beating and recovering
Prerequisite: Toughness.
Benefit: When you have half your total hit points or fewer, you may heal yourself of 1d4+1 points of damage per level as a move action. You may only use this ability once per day.
Special: You can take this feat more than once. Each time you do, you may heal yourself one additional time per day.

Ryoushi Ninja Training
You have learned the Ryoushi style of fighting.
Prerequisite: Reckless Offense (http://www.d20srd.org/srd/psionic/psionicFeats.htm#recklessOffense).
Benefit: You deal +2 points of damage with unarmed strikes when attacking recklessly.

Kouzan Ninja Training
You have learned the Kouzan style of fighting.
Benefit: Opponents do not gain a +2 bonus on attack rolls for flanking you, although they can still sneak attack you. You also gain a +2 bonus on Sense Motive checks made to resist a foe's feinting in combat Bluff checks.

Yakedo Ninja Training
You have learned the Yakedo style of fighting.
Benefit: When wielding a shortsword, your threat range increases by one, and your critical multiplier is increased by one.

Hoshizora Ninja Training
You have learned the Hoshizora style of meditation.
Prerequisite: Monk Bonus Feat.
Benefit: You gain a bonus on Will saves against mind affecting spells and abilities equal to one-half the number of monk bonus feats you possess.
You gain a reserve of 1 psionic power point for each monk bonus feat you possess.

MORE FEATS

Ninja Monk
Prerequisite: Sneak Attack +1d6.
Your ninja and monk levels stack for determining your sneak attack bonus damage.

Monk Ninja
Prerequisite: Ninja Monk feat
Your ninja and monk levels stack for determining your unarmed strike damage.

Ninja Pirate
Prerequisite: Sneak Attack +1d6.
Your ninja and pirate levels stack for determining your sneak attack bonus damage.

Pirate Ninja
Prerequisite: Ninja Pirate feat
+1 to Acrobatics, Profession (sailor) and Swim checks per d6 of sneak attack, because everyone knows the better you are at backstabbing the better pirate you are.

Ninja Druid
Prerequisite: Dinosaur animal companion
Your ninja and druid levels stack for the purpose of determining your animal companionís statistics if it is a dinosaur.

Shadow Master (or Pirate Monk Druid Paladin Ninja)
Prerequisite: 9th level ninja
You are a legend in your own mind, add a +4 leadership modifier if you take the Leadership feat. In addition you do not recieve a -2 modifier for having a special mount or animal companion if it is a dinosaur.

Zexion
2010-03-13, 03:16 PM
HI-YAH!
It looks like you have almost everything here. Might want to include several Martial Maneuvers, though.

Dirt_Kami
2010-03-14, 01:39 PM
Typical Genshirin Ninja (10 point build)
Human Level 1 Ninja
Neutral
Str 14
Dex 12
Con 14
Int 10
Wis 10
Cha 10

AC 11 HP 16
Unarmed Strike +3 to hit, 1d6+2 damage
Great Axe +3 to hit, 1d12+3 damage (plus poison)

TRAITS
Genshirin: You have spent your entire life chopping down trees for the hobgoblins as a result you are proficient with Great Axes.
Sacred Touch: You were exposed to a potent source of positive energy as a child, the Genshirin elders are gifted healers. As a standard action, you may automatically stabilize a dying creature merely by touching it.

FEATS
Toughness
Genshirin Ninja Training

SKILLS (1 rank in each)
Acrobatics 5
Climb 6
Perception 4
Profession (oenologist) 4
Stealth 5

The villagers of Genshirin are wood cutters and vintners, they turn their axes in at sunset each day when they return to the village. The garrison guards are usually drunk and do not follow the men into the forest. The Genshirin dojo is hidden deep in the forest, high in the branches of the oldest tree. The nine families of Genshirin live in the ruins of a hill fort under the not-to-watchful eyes of the hobgoblin garrison. Beneath the hill fort are dozens of forgotten and hidden passages overrun with centipedes. The villagers use the passages to come and go during the night and the centipedes to poison their weapons. Genshirin has nine rings (1 for each family) of peach, cherry and plum trees surrounding the hill. Most of the fruit is used to make poisoned wine for the hobgoblins. The villagers also hunt small game in the forest.

Genshirin Wine
Type poison, ingested; Save Fortitude DC 13
Frequency 1/minute for 2 minutes
Initial Effect unconsciousness for 1 minute; Secondary Effect unconsciousness for 2d4 hours; Cure 1 save

Small Centipede Poison
Type poison, injury; Save Fortitude DC 11
Frequency 1/round for 4 rounds
Effect 1 Dex damage; Cure 1 save

Genshirin ninjutsu is a brutal style teaching students to resist the daily beatings from their hobgoblin masters.
Strong as an oak, flexible as a willow.

Dirt_Kami
2010-03-14, 01:56 PM
This is the clan the players in my group used, half the party made it to 3rd level to everyones amazement, anyway...

Typical Ryoushi Ninja (10 point build)
Human Level 1 Ninja
Neutral
Str 18
Dex 10
Con 10
Int 10
Wis 10
Cha 10

AC 10 HP 10
Unarmed Strike +5 to hit, 1d6+5 damage
Reckless Strike +7 to hit, 1d6+7 damage (but AC 6, lol, your gonna die)

TRAITS
Ryoushi: You gain a +1 trait bonus to damage dealt with unarmed strikes and a +1 trait bonus to Swim checks. Swim is always a class skill for you.
Bullied: You were bullied often as a child, and you are now constantly ready to defend yourself with your fists when an enemy comes near. You gain a +1 trait bonus on attacks of opportunity attack rolls made with unarmed strikes.

FEATS
Reckless Offense
Ryoushi Ninja Training

SKILLS (1 rank in each)
Acrobatics 4
Climb 8
Perception 4
Profession (fisherman) 4
Stealth 4
Swim 9

The small fishing village of Ryoushi is home to a dozen families and the locals are so polite the hobgoblin garrison long ago grew bored and moved to the road house. A patrol comes each week to collect their tribute of salted fish and pearls. Each extended family lives in a large single roomed wooden house with an average of 12 family members. In addition to fish, the elders of each family maintain a small garden and the young dive for oysters and climb the rocky cliffs for bird eggs during the nesting season. The Ryoushi dojo is hidden in a cliff side cave.

Ryoushi ninjutsu is an overly aggressive style focusing on hard direct strikes and defensive maneuvers being discouraged. Break your opponents before they break you.

Dirt_Kami
2010-03-18, 04:58 PM
Typical Kouzan Ninja (10 point build)
Human Level 1 Ninja
Neutral
Str 14
Dex 14
Con 12
Int 10
Wis 10
Cha 10

AC 12 HP 12
Unarmed Strike +3 to hit, 1d6+2 damage
Shuriken +3 to hit, 1d2 damage plus poison, 10' range

TRAITS
Kouzan: You gain a +1 trait bonus on Stealth checks. This trait bonus increases to +2 in hilly or rocky areas.
Magical Talent: You may cast light once per day as a spell-like ability.

FEATS
Blind-Fight
Kouzan Ninja Training

SKILLS (1 rank in each)
Acrobatics 6
Perception 4
Profession (miner) 4
Sleight of Hand 6
Stealth 7

The villagers of Kouzan are miners and all adult males live in the dungeon beneath a 100' tall stone tower in the hills north of the Lotus Citadel. The dungeon is enormous and runs for miles underground. Most of the dungeon is empty except for large populations of bats, scorpions, fire beetles and rats. Kouzan has triple the garrison of the other two villages. The villagers keep pet rats, harvest poison from the scorpions and dress as rats when on missions. They come and go through the twisting warrens left by giant albino rats that riddle the dungeon.

Kouzan Ninjutsu teaches its students to fight in the dark and mimics the movements of rats.

Scorpion Poison
Type poison, injury; Save Fortitude DC 11
Frequency 1/round for 4 rounds
Effect 1 Str damage; Cure 1 save

Dirt_Kami
2010-03-18, 04:59 PM
Typical Yakedo Ninja (10 point build)
Human Level 2 Rogue
Neutral
Str 10
Dex 16
Con 12
Int 10
Wis 10
Cha 10

AC 13 HP 16
Short Sword +4 to hit, 1d6 damage
Shuriken +4 to hit, 1d2 damage, 10' range

TRAITS
Yakedo: You gain a +1 trait bonus to Stealth and Escape checks.
Vagabond Child: Learning to forage and survive in the Lotus Citadel choose Disable Device or Sleight of Hand. You gain a +1 trait bonus on that skill, and it is always a class skill for you.

FEATS
Skill Focus (stealth)
Stealthy

ROGUE TALENT
Finesse Rogue

SKILLS (2 ranks in each)
Acrobatics 8
Climb 5
Craft (carpentry) 5
Disable Device 9
Escape 11
Linguistics (goblin and tengu)
Perception 5
Sleight of Hand 8
Stealth 14

Dirt_Kami
2010-03-18, 05:09 PM
Typical Hoshizora Ninja (10 point build)
Human Level 3 Monk
Lawful Neutral
Str 14
Dex 14
Con 10
Int 10
Wis 12
Cha 10

AC 14 HP 16
Unarmed Strike +4 to hit, 1d6+2 damage
Flurry +3/+3 1d6+2/1d6+2

TRAITS
Hoshizora: You gain a +2 trait bonus on Initiative checks.
Mountain Born: You gain a +1 trait bonus to Survival checks, and it is always a class skill for you.

FEATS
Stunning Fist
Deflect Arrows
Dodge
Still Mind
Hoshizora Ninja Training
Psionic Fist
Psionic Meditation

SKILLS (3 ranks in each)
Acrobatics 8
Climb 8
Perception 7
Profession (butcher) 7
Survival 8
Stealth 8

Ok then, thats all I wrote up, no background on these free range ninjas. I made up whatever else came up at the game table.

Dirt_Kami
2010-03-18, 10:36 PM
Pirate
Hit Die d10.

Class Skills Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (geography) (Int), Knowledge (local) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Survival (Wis), Swim (Str).

Skill Ranks Per Level 4 + Int modifier.
Pirate
{table=head]Level|BAB|Fort|Ref|Will|Special
1st|+1|+2|+2|+0|Sea Legs +1
2nd|+2|+3|+3|+0|Bonus feat, Run feat
3rd|+3|+3|+3|+1|Sea Legs +2
4th|+4|+4|+4|+1|Bonus feat
5th|+5|+4|+4|+1|Fencing +1
6th|+6/+1|+5|+5|+2|Bonus feat
7th|+7/+2|+5|+5|+2|Sea Legs +3
8th|+8/+3|+6|+6|+2|Bonus feat
9th|+9/+4|+6|+6|+3|Fencing +2
10th|+10/+5|+7|+7|+3|Bonus feat
11th|+11/+6/+1|+7|+7|+3|Sea Legs +4
12th|+12/+7/+2|+8|+8|+4|Bonus feat
13th|+13/+8/+3|+8|+8|+4|Fencing +3
14th|+14/+9/+4|+9|+9|+4|Bonus feat
15th|+15/+10/+5|+9|+9|+5|Sea Legs +5
16th|+16/+11/+6/+1|+10|+10|+5|Bonus feat
17th|+17/+12/+7/+2|+10|+10|+5|Fencing +4
18th|+18/+13/+8/+3|+11|+11|+6|Bonus feat
19th|+19/+14/+9/+4|+11|+11|+6|Sea Legs +6
20th|+20/+15/+10/+5|+12|+12|+6|Bonus feat, Fencing Master +5[/table]

Class Features
The following are class features of the pirate.

Weapon and Armor Proficiency
A pirate is proficient with all simple and martial weapons and with no armor or shields.

Bonus Feats
At 2nd level, and at every even level thereafter, a pirate gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as Combat Feats.

Sea Legs (Ex) Whenever a pirate is unarmored and unencumbered he gains the listed dodge bonus to his AC. And as long as you are aboard a ship you get the listed bonus to Initiative and to Acrobatics and Profession (sailor) checks. On dry land you subtract 5 from your base speed when walking due to your swaying gait, you can, however, run at normal speed.

Fencing (Ex) Whenever a pirate attacks with a cutlass, rapier, short sword or one of those paired with a dagger while wearing no armor he gains the listed bonus on AC, attack and damage rolls.

Fencing Master (Ex)
At 20th level any attacks made with a cutlass automatically confirm all critical threats and the damage multiplier increases to ◊3. In addition, he cannot be disarmed while wielding a cutlass.


I haven't really hammered out the details, we haven't got to the pirate part of the campaign yet. The players are still having fun with their shroomurai warriors (http://www.giantitp.com/forums/showthread.php?t=144427), so it may be a while since we only game twice a month.