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Lanaya
2013-11-13, 01:59 AM
Ninja

Alignment: Any.

Starting Gold: 6d4x10 gp (150 gp).

{table=head]Level|BAB|Fort|Ref|Will|Special
1st|+1|+0|+2|+2|Sudden strike +1d6, ki power, trapfinding, serene grace
2nd|+2|+0|+3|+3|Poison use, evasion
3rd|+3|+1|+3|+3|Ghost walk, uncanny dodge, sudden strike +2d6
4th|+4|+1|+4|+4|Acrobatics +6
5th|+5|+1|+4|+4|Ki dodge, sudden strike +3d6
6th|+6/+1|+2|+5|+5|Ghost strike
7th|+7/+2|+2|+5|+5|Improved uncanny dodge, sudden strike +4d6
8th|+8/+3|+2|+6|+6|Ghost mind
9th|+9/+4|+3|+6|+6|Sudden strike +5d6
10th|+10/+5|+3|+7|+7|Greater ghost step, acrobatics +12
11th|+11/+6/+1|+3|+7|+7|Improved evasion, sudden strike +6d6
12th|+12/+7/+2|+4|+8|+8|Greater ki dodge
13th|+13/+8/+3|+4|+8|+8|All-sight, sudden strike +7d6
14th|+14/+9/+4|+4|+9|+9|Dance of blades
15th|+15/+10/+5|+5|+9|+9|Fleet of foot, sudden strike +8d6
16th|+16/+11/+6/+1|+5|+10|+10|Multiform, acrobatics +18
17th|+17/+12/+7/+2|+5|+10|+10|Unimpeded, sudden strike +9d6
18th|+18/+13/+8/+3|+6|+11|+11|Ultimate swiftness
19th|+19/+14/+9/+4|+6|+11|+11|Sudden strike +10d6
20th|+20/+15/+10/+5|+6|+12|+12|Phantom
[/table]

Hit Die: d8

Class Skills:
The ninja’s class skills (and the key ability for each skill) are Autohypnosis (Wis), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Dex), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (architecture and engineering) (Int), Knowledge (geography) (Int), Knowledge (history) (Int), Knowledge (local) (Int), Knowledge (nobility and royalty) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex) and Use Rope (Dex).
Skill Points at 1st Level: (8 + Int modifier) × 4
Skill Points at Each Additional Level: 8 + Int modifier

Weapon and Armor Proficiency
Ninjas are proficient with all simple and martial weapons and with the hand crossbow, kama, katana (bastard sword), nunchaku, sai, shuriken and siangham.

Sudden Strike (Ex)
Ninjas excel at striking from the shadows, cutting down their target before the unfortunate victim is aware they are in danger. When a ninja hits with an attack against a target who is denied their Dexterity bonus to AC against that attack, she deals 1d6 bonus damage. This extra damage increases by 1d6 points for every two ninja levels after 1st.

Against targets who are immune to precision damage, a ninja’s sudden strike is weakened but not entirely negated, as the advantage of surprise and the ninja’s extensive training allow her to deliver devastating blows even if she cannot target a vulnerable spot. The number of sudden strike dice dealt by a ninja against such an opponent is halved, rounding up.

Ki Power (Su)
A ninja can channel her ki to perform supernatural feats. Each day she can use a number of ki powers equal to half her class level (rounded down) plus her Wisdom modifier.

At 1st level, a ninja can use the ki power alacritous step. As a move action, she may move up to twice her speed. During this movement she does not provoke attacks of opportunity and can walk on any surface, including along walls and on water, although if she ends that movement without having reached a flat, solid surface she will immediately fall.

Trapfinding (Ex)
A ninja can use the Search skill to locate traps with a DC higher than 20, and she can use Disable Device to bypass a trap or disarm magical traps.

Serene Grace (Ex)
A ninja can use her Wisdom modifier in place of her Strength modifier when determining damage dealt by an attack with a melee or thrown weapon or a composite bow. She adds her Wisdom modifier to damage rolls with ranged weapons other than thrown weapons or composite bows. As long as she wears no armour and is not helpless, she adds her Wisdom modifier to her Armour Class.

Poison Use (Ex)
A ninja of 2nd level or higher never risks accidentally poisoning herself when applying poison to a weapon.

Evasion (Ex)
At 2nd level, a ninja gains the ability to dodge attacks that allow a Reflex save entirely. If she makes a successful Reflex save against an attack that would normally deal half damage on a successful save, she instead takes no damage. A helpless ninja, or one who is wearing armour, does not gain the benefit of evasion.

Ghost Walk (Su)
A 3rd level ninja can spend one of her daily ki power uses as a swift action to become invisible for one minute. If she attacks a creature, she becomes visible again at the end of the current round.

Uncanny Dodge (Ex)
A ninja of 4th level retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.

If a ninja already has uncanny dodge from a different class she automatically gains improved uncanny dodge instead.

Acrobatics (Ex)
A 4th level ninja always makes Jump checks as though we were running. She also gains a +6 competence bonus on Balance, Jump, Climb and Tumble checks. This bonus increases to +12 at 10th level and +18 at 16th level.

Ki Dodge (Su)
A 5th level ninja can spend one of her daily ki power uses as a swift action to begin dodging faster than the eye can see. Attacks seem to pass straight through her, leaving her unharmed. She gains concealment (20% miss chance) against all attacks for one round. True seeing and similar effects do not negate this miss chance – it’s not an illusion, she really is moving that fast.

Ghost Strike (Su)
A ninja of 6th level can spend one of her daily ki power uses as a swift action to strike through the barrier between worlds. For one round, she can attack corporeal, incorporeal and ethereal opponents without penalties, regardless of which plane she is on and whether she is corporeal or not. Additionally, any attack she makes that round is an incorporeal touch attack.

Improved Uncanny Dodge (Ex)
A 7th level ninja can no longer be flanked. This defense denies a rogue the ability to sneak attack the ninja by flanking her, unless the rogue has at least four more rogue levels than the ninja does ninja levels.

If a ninja already has uncanny dodge from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank her.

Ghost Mind (Ex)
An 8th level ninja is exceptionally difficult to track down by magical means. The caster of any spell which attempts to locate her, detect her or gather information about her in any way (including alarm spells, spells of the scrying subschool, or a detect magic spell which might spot magical auras on her person) must pass a caster level check (DC 20 + the ninja’s class level). If this check is failed, they gather no information on the ninja. Sometimes it may be obvious that the spell failed (for instance, a scrying spell targeting the ninja would fail completely), but in other cases, such as a scrying spell targeting the ninja’s companion, the ninja would not be seen but the spell would otherwise function unimpeded.

A ninja may elect to allow certain individuals to detect her with magic, in which case they are unaffected by this ability.

Greater Ghost Step (Su)
A 10th level ninja who uses the ghost step ability may choose to become ethereal, in addition to or instead of becoming invisible. Unlike the invisibility granted by ghost step, this etherealness does not end when the ninja makes an attack. It may be dismissed as a free action. Additionally, her ghost step now lasts for one hour instead of one minute.

Improved Evasion (Ex)
When an 11th level ninja makes a Reflex save against an attack that would normally deal half damage on a successful save, she takes no damage on a successful save and only half damage even on a failed save.

Greater Ki Dodge (Su)
A 12th level ninja’s ki dodge ability improves. It now grants total concealment (50% miss chance) instead of only concealment.

All-Sight (Ex)
A ninja of 13th level gains blindsight out to 60 feet.

Dance of Blades (Su)
Whenever a 14th level ninja uses her alacritous step ability, she may make a single attack at any point during her movement. So quickly does she move that the target of this attack does not gain their Dexterity bonus to Armour Class against the attack, and consequently the ninja deals her sudden strike damage with it.

Fleet of Foot (Su)
As an immediate action, 15th level ninja can expend a daily use of her ki power in order to take a move action.

Multiform (Su)
A 16th level ninja gains the multiform ki power. As a move action she may create a number of duplicates of herself, as the spell mirror image, at a caster level equal to her class level. In addition, whenever the ninja attacks, each of her duplicates launches their own illusory attack, making it all but impossible for her target to defend herself unless they know which ninja is the real one. Against an opponent who does not have true sight or a similar effect which allows them to see the real ninja active, she gains a +2 bonus on attack rolls for each mirror image remaining.

Unimpeded (Ex)
A 17th level ninja is constantly under the effects of the spell freedom of movement.

Ultimate Swiftness (Su)
As an immediate action, an 18th level ninja can expend a three daily uses of her ki power in order to take a full round action or a move action and a standard action.

Phantom (Ex)
A 20th level ninja walks unnoticed through the world. Not even the most skilled tracker could locate her – if they even knew of her existance. She is constantly under the effect of the spell mind blank. She leaves no trail as she moves, and cannot be tracked. Finally, each other creature must succeed on a Will save (DC 10 + ½ her class level + her Wisdom modifier) to even notice her presence. Any creature who fails this save is not only incapable of seeing, hearing or otherwise detecting the ninja (even by touch), but any knowledge of her is scrubbed from their mind. Even if told about the ninja, the creature will immediately forget about her, and the ninja can attack and kill other nearby creatures without those affected noticing. This effect lasts for 24 hours after the ninja leaves the creature’s presence, or until the ninja attacks the affected creature, and any creature who succeeds on the save is immune for 24 hours.

A ninja may elect to allow certain individuals to detect her, in which case they are unaffected by this ability.

~Corvus~
2013-11-13, 04:21 AM
Everyone's got to do a ninja class at some time... It's cool that there are so many different builds on the boards here. This looks good! I have some wording nitpicks, though, and a few suggestions.

The mechanics of Serene Grace are awkward: check those first two sentences.

Ultimate Swiftness is probably best worded by modifying "in order to gain an extra full round action..." Same goes with Fleet of Foot.

Otherwise, looks great to me