View Full Version : Shinobi - Ninja Warrior (3.5 PrC)

2011-12-14, 05:06 PM
Part 3 of my final fantasy homebrew is based on the Ninja job-class. Traditionally they are the best (if not only) class with two-weapon fighting. They also have a Throw (http://finalfantasy.wikia.com/wiki/Throw) command to hurl unused weapons or objects (sometimes scrolls), and they're generally stealthy-backstabby-warriors.

This is meant to be a Tempest / Dervish type PrC that focuses on TWF while keeping the backstab theme of ninjas / rogues. There are elements in the class from ninja, rogue, monk, ranger, and anything else that makes TWF a viable option.


Feats: Dodge, Improved Initiative, Two-Weapon Fighting.
Skills: Balance 5 ranks, Hide 10 ranks, Move Silently 10 ranks, Tumble 5 ranks.
Base Attack Bonus: +6.
Special: Evasion or Uncanny Dodge class feature.

The Shinobi
1st|+0|+0|+2|+0|Ki pool, sneak attack 1d6, trapfinding
2nd|+1|+0|+3|+0|Evasion, ninja ability
3rd|+2|+1|+3|+1|Improved speed, sneak attack 2d6
4th|+3|+1|+4|+1|Ninja ability, uncanny dodge
5th|+3|+1|+4|+1|Sneak attack 3d6, two-weapon rend
6th|+4|+2|+5|+2|Improved speed, ninja ability
7th|+5|+2|+5|+2|Sneak attack 4d6, piercing strike
8th|+6|+2|+6|+2|Improved reaction, ninja ability
9th|+6|+3|+6|+3|Improved speed, sneak attack 5d6
10th|+7|+3|+7|+3|Master shinobi, ninja ability

Hit Die: d8.
Class Skills: The Shinobi's class skills are Balance, Bluff, Climb, Craft, Decipher Script, Diplomacy, Disable Device, Disguise, Escape Artist, Forgery, Gather Information, Hide, Intimidate, Jump, Knowledge (Local), Knowledge (Nobility and Royalty), Listen, Move Silently, Open Lock, Profession, Ride, Search, Sense Motive, Sleight of Hand, Spot, Swim, Tumble, Use Magic Device, and Use Rope.
Skill Points at each additional level: 6 + Int modifier.

Shinobi Features:
Weapon and Armor Proficiency: Shinobi are proficient with all martial weapons, shuriken, boomerangs, and hand crossbows.

Ki Pool (Su): A Shinobi has a pool of ki points, supernatural energy they can use to accomplish amazing feats.
The number of points in your ki pool is equal to your Shinobi level + your Int modifier. As long as you have at least 1 point in your ki pool, you may treat your base attack bonus as equal to your character level (which may give you additional attacks) whenever you make a full attack action.
By spending 1 point from your ki pool, you can make one attack with each hand as a standard action at your highest attack bonus with a -4 penalty (this is in addition to any penalties for fighting with two weapons). In addition, you can spend 1 point to increase your speed by 20 feet for 1 round. Finally, you can spend 1 point from her ki pool to give any weapons you wield the throwing ability for the duration of the round. Each of these powers is activated as a swift action. You can gain additional powers that consume points from her ki pool by selecting certain Ninja Abilities.
The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive. If you possess levels in another class that grants points to a ki pool, Shinobi levels stack with the levels of that class to determine the total number of ki points in the combined pool, but only one ability score modifier is added to the total. The choice of which score to use is made when the second class ability is gained, and once made, the choice is set. You can then use ki points from this pool to power the abilities of every class you possess that grants a ki pool.

Sneak Attack (Ex): You deal extra damage when flanking an opponent or at any time when the target would be denied its Dexterity bonus to AC. This extra damage is 1d6 at the 1st level, and it increases by 1d6 every two levels thereafter. This stacks with sneak attack or other forms of precision damage (such as a Ninja's Sudden Strike ability) bonuses from other classes.

Sudden Strike and Sneak Attack
For the purpose of applying towards feats, prestige classes, class abilities, and similar options that refer to numbers of sneak attack extra damage dice, treat the Ninja's Sudden Strike ability as the equivalent of sneak attack. This includes the Shinobi's Precise Strike ability and the additional damage per sneak attack die from Master Shinobi.

Trapfinding (Ex): You can use the Search skill to locate traps even when the task has a DC of at least 20. Finding a magic trap has a DC of 25 + the level of the spell used to create it. You can use the Disable Device skill to disarm magic traps. If you beat a trapís DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with their allies) without disarming it.

Evasion (Ex): At 2nd level, you gain the evasion ability. If you already have evasion, you gain improved evasion instead.

Ninja Ability: At every even level of Shinobi, you may choose a Ninja Ability from the list below. The benefits of your Ninja Abilities apply only when you wear light no armor. You lose all benefits of these abilities when wearing medium or heavy armor or wield a shield.

Acrobatic Mastery (Ex): You gain a +2 bonus to Balance, Climb, Escape Artist, Jump, Ride, and Tumble checks. When making any of these checks, you make take 10 even if stress and distractions would normally prevent you from doing so.

Crippling Strike (Ex): You can sneak attack opponents with such precision that your blows weaken and hamper them. An opponent damaged by one of your sneak attacks also takes 2 points of Strength damage.

Death Attack (Ex): You gain the Death Attack ability as an Assassin. If you study a target for 3 rounds and successfully make a sneak attack with a melee weapon against them, the attack has the additional effect of possibly paralyzing or killing the target (your choice). While studying the victim, you can undertake other actions so long as your attention stays focused on the target and the target does not detect you or recognize you as an enemy. If the victim of such an attack fails a Fortitude save (DC 10 + your Shinobi level + your Int modifier) you may decide to paralyze the victim for 1d6 rounds plus 1 round per level or to kill the victim outright. If successful, the attack is a normal sneak attack. Once you have completed the 3 rounds of study, you must make the death attack within the next 3 rounds or study the victim for another 3 rounds before attempting another death attack.

Deceive Item (Ex): You can commandeer magic items made for the use of other characters more easily. When making a Use Magic Device check, you can take 10 even if distracted or threatened. Additionally, you can use scrolls as a Wizard of your Shinobi level.

Diamond Soul (Ex): You gain spell resistance equal to 15 + your Shinobi level.

Feather Fall (Su): As an immediate action, you can slow your descent as if using feather fall, using your Shionbi level as the caster level. Using of this ability uses up 1 ki point.

Hide in Plain Sight (Ex): You are able to use the Hide skill even while being observed as long as you are within 10 feet of some sort of shadow other than your own.

Image (Su): You can create 1d4 duplicates of yourself that conceal your true location. This ability functions as the mirror image spell, using your Shinobi level as your caster level. Using this ability is a standard action that uses up 1 ki point.

Opportunist (Ex): Once per round, you can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as an attack of opportunity for that round. Even if you have additional attacks of opportunity per round, can't use this ability more than once per round.

Masterful Feint (Ex): You may make a Bluff check to feint in combat as a swift action instead of a standard action. Using this ability uses up 1 ki point.

Shadow Strike (Su): You may add 5 feet to the reach of weapons you wield for a single attack made in the same round. The target of any such attack is denied its Dexterity bonus to AC. Using this ability is a swift action that uses up 1 ki point per weapon affected.

Stealth Mastery (Ex): You gain a +2 bonus to Disable Device, Disguise, Hide, Move Silently, Open Lock, and Sleight of Hand checks. When making any of these checks, you make take 10 even if stress and distractions would normally prevent you from doing so.

Slippery Mind (Ex): If you are affected by an enchantment spell or effect and fail your saving throw, you can attempt it again 1 round later at the same DC. You get only this one extra chance to succeed on the saving throw.

Trick Mastery (Ex): You immediately learn up to two skill tricks at no cost, and your limit on skill tricks known increases by one.

Vanish (Su): You may disappear from sight for 1 round per level. This ability functions as the invisibility spell, using your Shinobi level as your caster level. Using this ability is a standard action that uses up 1 ki point.

Feat: You may select an Ambush feat or Fighter feat in place of a Ninja Ability.

Improved Speed (Ex): At 3rd level, your base land speed improves by 10ft. and you gain an +1 dodge bonus to AC, reflex saves, and initiative rolls. At 6th and 9th level, your land speed improves by another 10ft. and the bonuses increase by +1.

Uncanny Dodge (Ex): At 4th level, you gain the uncanny dodge ability. If you already have uncanny dodge, you gain improved uncanny dodge instead.

Two-Weapon Rend: At 5th level, you gain Two-Weapon Rend (http://dndtools.eu/feats/players-handbook-ii--80/two-weapon-rend--3001/) as a bonus feat.

Precise Strike (Ex): Beginning at 7th level, whenever you attack a creature that is flanked or denied its Dexterity bonus to AC which is immune to extra damage from sneak attacks, you may use this ability to deal extra damage equal to half your normal sneak attack dice for the duration of the round. Using this ability is a free action that uses up 1 ki point.

Improved Reaction (Ex): Beginning at 8th level, you may make a number of additional attacks of opportunity equal to your Int modifier. Whenever you make an attack of opportunity, you may make a second attack with your off-hand. This still only counts as a single attack of opportunity. You can even use this ability when making attacks of opportunity using the opportunist ability, but you are still limited to one attack of opportunity when doing so and still receive normal penalties for fighting with two weapons. Using this ability is an immediate action that uses up 1 ki point.

Master Shinobi (Ex): At 10th level, you master the arts of stealth-based combat. The maximum range you may apply precision damage with ranged weapons increases to 60ft, and your penalty for fighting with two weapon is reduced by 2 (to a minimum of -0/-0). Additionally, as a free action, you may spend ki points in place of sneak attack dice when applying an Ambush feat to your attack. Finally, you deal extra damage equal to twice your number of sneak attack dice whenever you make a successful sneak attack.
For example, a 9th level ninja / 10th level shinobi has a total of 10d6 of extra damage dice (5 sudden strike dice and 5 sneak attack dice). On a successful attack in which the target is denied their Dexterity bonus to AC, they deal 10d6+20 extra damage. If they have the Disemboweling Strike (http://dndtools.eu/feats/complete-scoundrel--60/disemboweling-strike--631/) feat, they can spend a combined 4 ki points and extra damage dice to apply the effect, such as spending 3 ki points and 1d6 sneak attack to deal 1d4 Constitution damage and only 9d6+18 extra damage.

So there's my idea. I hope it looks like a fun and balanced PrC for ninjas, rogues, or rangers to jump into. As always, constructive criticism is welcome.

2011-12-16, 12:56 PM
Seems fun. Good ofense, a little deffense. Could see building a fighter/master thrower/shinobi...

Might want to make the sneak attack stack with other persision damage. A ninja(CA)/shinobi would be fun, but the sneak attack dosn't seem to stack with sudden strike...

But yep, fun.

2011-12-16, 04:41 PM
There's actually a blurb in Complete Adventurer that says Sudden Strike stacks with any form of Sneak Attack, as well as one that allows Sudden Strike to actually count as Sneak Attack dice for feats, PrC, etc. However, you brought up a good point that the class focuses on sneak attacks explicitly, neglecting other forms of precision damage even if they stack.
I added a blurb similar to CAd's that allows the class's abilities to apply to both forms as well as explicitly stating that the extra damage dice stack. Now Master Shinobi makes sneak attack dice and sudden strike dice the equivalent of 1d6+2 rather than only sneak attack dice.