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  1. - Top - End - #1
    Bugbear in the Playground
     
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    Jul 2010

    Default The Ninja, now with 100% more orange jumpsuits! (3.5 Base Class)

    The Ninja



    Image is “UFS Ninja” by brolo of deviantArt.



    Hit Dice: d6
    Starting Age: Simple
    Starting Gold: 5d4x10

    Class Skills
    The Ninja's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (history) (Int), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Ride (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex)
    Skills Points at Each Level: 8 + int

    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

    1st|
    +0
    |
    +0
    |
    +2
    |
    +0
    |AC Bonus, Improved Unarmed Strike, Ki, Ninja Arts, Swift Strikes +1d6/+0ft, Trapfinding

    2nd|
    +1
    |
    +0
    |
    +3
    |
    +0
    |Flurry, Ghost Step

    3rd|
    +2
    |
    +1
    |
    +3
    |
    +1
    |Evasion, Swift Strikes +1d6/+10ft

    4th|
    +3
    |
    +1
    |
    +4
    |
    +1
    |Disguise self

    5th|
    +3
    |
    +1
    |
    +4
    |
    +1
    |Swift Strikes +2d6/+10ft

    6th|
    +4
    |
    +2
    |
    +5
    |
    +2
    |Improved Ghost Step

    7th|
    +5
    |
    +2
    |
    +5
    |
    +2
    |Swift Strikes +2d6/+20ft

    8th|
    +6/+1
    |
    +2
    |
    +6
    |
    +2
    |Ghost Sight (see invisibility), Walk the Unfettered Path

    9th|
    +6/+1
    |
    +3
    |
    +6
    |
    +3
    |Swift Strikes +3d6/+20ft

    10th|
    +7/+2
    |
    +3
    |
    +7
    |
    +3
    |Superior Ghost Step

    11th|
    +8/+3
    |
    +3
    |
    +7
    |
    +3
    |Improved Evasion, Swift Strikes +3d6/+30ft

    12th|
    +9/+4
    |
    +4
    |
    +8
    |
    +4
    |Hide in Plain Sight

    13th|
    +9/+4
    |
    +4
    |
    +8
    |
    +4
    |Swift Strikes +4d6/+30ft

    14th|
    +10/+5
    |
    +4
    |
    +9
    |
    +4
    |Ghost Mind

    15th|
    +11/+6/+1
    |
    +5
    |
    +9
    |
    +5
    |Swift Strikes +4d6/+40ft

    16th|
    +12/+7/+2
    |
    +5
    |
    +10
    |
    +5
    |Ghost Sight (true seeing)

    17th|
    +12/+7/+2
    |
    +5
    |
    +10
    |
    +5
    |Swift Strikes +5d6/+40ft

    18th|
    +13/+8/+3
    |
    +6
    |
    +11
    |
    +6
    |Stride the Silver River

    19th|
    +14/+9/+4
    |
    +6
    |
    +11
    |
    +6
    |Swift Strikes +5d6/+50ft

    20th|
    +15/+10/+5
    |
    +6
    |
    +12
    |
    +6
    |Conservation of Ninjutsu
    [/table]

    Class Features The following are all class features of the Ninja.

    Weapon and Armor Proficiencies: Ninjas are proficient with the bastard sword, crossbows (both light and heavy), dagger (including the punch dagger), gauntlets, glaive, kama, kusari-gama, longsword, sai, sap, shortbow, short sword, shuriken, spears (including shortspears and longspears), and quarterstaves

    Ninjas are proficient with light armor, but no shields.

    AC Bonus (Ex): While wearing light armor or no armor, a Ninja can surround himself with swirls of ki, turning aside attacks that would otherwise strike true. The Ninja gains a deflection bonus to AC equal to his Wisdom modifier, to a maximum of his class level, which stacks with other forms of deflection bonuses. This deflection bonus cannot exceed the Ninja's maximum Dexterity bonus to AC, and as such may be limited by armor or by carrying a medium or heavy load.

    Improved Unarmed Strike: A Ninja gains Improved Unarmed Strike as a bonus feat at 1st level.

    Ki (Su): A Ninja can channel his ki (a manifestation of his spiritual force or inner energies, as appropriate to the character) to power many of his special abilities. The Ninja gains a pool of ki equal to his class level plus his Wisdom modifier (minimum of 1 point). Effects that require ki to use may only be activated while the Ninja is wearing light armor or no armor and is unencumbered.

    As long as the Ninja's ki pool isn't empty, he gains a +2 bonus to Fortitude saves.

    A Ninja regains his full allotment of ki at the beginning of each day. He need not rest for any particular length of time, though he must spend at least five minutes in quiet meditation to regain his ki.

    Ninja Arts: A Ninja has access to special techniques, known as ninja arts. Ninja arts are divided into two broad categories: Hinjutsu, which encompasses mystical effects such as energy-based attacks and barriers of force; and Ninjutsu, which focuses on extraordinary physical attacks and supernatural movement abilities. Each of these two categories are divided into many subsequent paths, from which the Ninja may learn individual skills and abilities. The exact details of the various ninja arts, as well as the rules for progressing through the paths, are given in the Ninja Arts section below.

    A Ninja begins play with two basic ninja arts. At each level thereafter, he gains knowledge of an additional ninja art of his choice for which he meets the prerequisites. A Ninja may also learn additional ninja arts by taking the Bonus Ninja Art feat (see below).

    Swift Strikes (Ex): In any round in which a Ninja moves 10 feet or further, he deals an additional 1d6 points of damage with melee and thrown weapon attacks. At 5th level and every 4 levels thereafter, this bonus damage increases by an additional 1d6.

    In addition, starting at 3rd level, the Ninja gains a permanent 10-foot increase to all forms of movement he possesses that are not derived wholly from a magical effect. At 7th level and every 4 levels thereafter, this speed boost increases by an additional 10 feet.

    Trapfinding (Ex): A Ninja can use the Search skill to locate traps with a DC higher than 20, and he can use Disable Device to bypass a trap or disarm magic traps. See the Rogue class feature of the same name for further details.

    Flurry (Ex): When attacking with unarmed strikes or with Ninja melee or thrown weapons, a Ninja of 2nd level or higher can make an additional attack at his highest attack bonus as part of a standard or full attack action. This extra granted attack stacks with haste and other, similar effects.

    Ghost Step (Su): Beginning at 2nd level, a Ninja may expend one remaining point of ki to become invisible (as the invisibility spell) for one round as a swift action.

    Evasion (Ex): At 3rd level and higher, a Ninja can avoid even magical and unusual attacks with great agility. If he 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 Ninja is wearing light armor or no armor. A helpless Ninja does not gain the benefit of evasion.

    Disguise Self (Sp): Beginning at 4th level, a Ninja may use disguise self as a spell-like ability at will, with a caster level equal to his class level. The save DC for a creature interacting with this ability is equal to 11 + the Ninja's Wisdom modifier.

    Improved Ghost Step (Su): Beginning at 6th level, the Ninja's Ghost Step ability lasts for a number of rounds equal to his class level or until the effect is broken.

    Ghost Sight (Sp): Beginning at 8th level, the Ninja may replicate the effects of a see invisibility spell as a swift action by expending one point of ki. His caster level for this effect is equal to his class level.

    At 16th level, the Ninja also gains the effects of a true seeing spell when he activates this ability.

    Walk the Unfettered Path (Ex): Beginning at 8th level, a Ninja gains a competence bonus to Open Lock and Escape Artist checks equal to his Wisdom modifier (if positive). In addition, the Ninja may make Open Lock checks as a move action and Disable Device checks in 1 round (as the epic usage of these skills) without applying the +20 modifier to the DC of the check.

    Superior Ghost Step (Su): Beginning at 10th level, the Ninja may choose to become ethereal instead of invisible when using his Ghost Step ability.

    Improved Evasion (Ex): Beginning at 11th level, while a Ninja still takes no damage on a successful Reflex throw against attacks, henceforth he takes only half damage on a failed save. A helpless Ninja does not gain the benefit of improved evasion.

    Hide In Plain Sight (Su): Beginning at 12th level, a Ninja can hide in any sort of terrain, even while being observed, provided he is within 10 feet of a shadow or an area of magical darkness. He cannot, however, use his own shadow to hide via this ability.

    Ghost Mind (Su): At 14th level, a Ninja gains a special resistance to spells of the divination school.

    To detect or see a Ninja with such a spell, the caster must make a caster level check (DC 15 + the Ninja’s class level). In the case of scrying spells (such as arcane eye) that scan the Ninja’s area, a failed check indicates that the spell works but the Ninja simply isn’t detected. Scrying attempts targeted specifically at the Ninja or objects in the Ninja's possession do not work at all if the check fails.

    Stride the Silver River (Su): Beginning at 18th level, a Ninja may transport himself to the astral plane as a full-round action by expending a point of ki, as the greater plane shift spell. Once there, the Ninja may transport himself to any other plane he has previously visited by expending an additional point of ki as a full-round action, again as the greater plane shift spell.

    Conservation of Ninjutsu (Su): Upon reaching 20th level, when facing a number of foes equal to or greater than the number of allies assisting him (the Ninja treats himself as an ally when determining this number) whose combined challenge rating (calculated as normal for determining the challenge rating of a group) equals or exceeds his class level, the Ninja gains a temporary, unlimited pool of ki with which he may fuel his abilities. This ki may be used freely for so long as the requirements of this ability are met. While using this temporary ki pool, the Ninja does not subtract the cost of his abilities from his normal ki pool, and does not automatically fail a saving throw or attack roll on a result of a 1.
    Last edited by Circle of Life; 2011-09-06 at 08:58 PM.
    Dealing with massive extended family DRAMAAAAA, posting slow to nonexistent until issues resolved.

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  2. - Top - End - #2
    Bugbear in the Playground
     
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    Join Date
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    Default Re: The Ninja, now with 100% more orange jumpsuits! (3.5 Base Class)

    Ninja Arts

    Ninja arts, abilities unique to the Ninja class, are techniques that a Ninja learns either through training or unlocking his innate talent. These techniques range from extraordinary to supernatural to spell-like in nature, though they do not follow the normal rules for these ability types. A technique that is spell-like or supernatural in nature possesses a somatic component, a series of hand signs that focuses the Ninja's ki into the appropriate effects.

    Despite not being arcane spells, ninja arts that possess a somatic component are subject to arcane spell failure from most sources. However, due to the relatively simple nature of their somatic components, Ninjas may ignore arcane spell failure from light armor. A Ninja that wears medium or heavy armor or who carries a shield suffers the full normal effects of arcane spell failure when using ninja arts with a somatic component, which may cause his attempts to use these arts to fail.

    Additionally, some ninja arts that are extraordinary in nature mention using latent ki to fuel their effects. If the Ninja enters an area where his ki is suppressed (such as an antimagic field or a plane with the Dead Magic trait), he may not use these ninja arts, despite the fact that extraordinary abilities normally work without hindrance in such areas.

    Ninja arts progress at very specific stages. A Ninja may not jump ahead in a path, although he does not need to complete a path if he does not wish to. In order to learn a ninja art, the Ninja must first possess knowledge of all other arts that come before it in that path, though he may always learn the first art of a basic path.

    Up to 5th level, the Ninja may learn only basic arts. At 6th level, he gains access to intermediate arts, and at 11th level he gains access to master arts. At 16th level, the Ninja gains access to secret ninja arts. Unlike other ninja arts, the Ninja may select any secret ninja art available to a given path upon reaching the appropriate level, provided he has learned all of the former arts in that path (basic through master).

    Hinjutsu Arts


    The Difficulty Class for a saving throw, if any, against a hinjutsu art is equal to 10 + ½ Ninja level + the Ninja's Wisdom modifier, unless the art is a spell-like ability, in which case the DC of the save is equal to 10 + effective spell level + the Ninja's Wisdom modifier.

    Unless otherwise noted, all hinjutsu arts consume one point of ki when activated. Some hinjutsu arts are passive increases to an ability already gained; these passive bonuses do not require an additional point of ki to use.

    Path of the Barrier
    Spoiler
    Show
    Basic Barrier Arts

    1. Portal Seal (Sp): Touch a portal to burn a seal into it, securing it as the hold portal spell, except the duration is 1 hour.
    2. Deflect (Su): Gain a +2 deflection bonus against one attack as an immediate action.
    3. Minor Wall (Su): Cause a flat wall 1 ft thick and up to 10 ft wide and 10ft tall to spring up from the ground within Close (25 ft +5 ft/2 levels) range, constructed from whatever the ground is comprised of in that location. You may double the wall's thickness by halving its height or width. The wall lasts for one round per level or until destroyed, at which point it sinks back into the ground.

      Intermediate Barrier Arts

    4. Reflect (Su): When using your Deflect ability, an attack that misses you is reflected back to your attacker, using the same attack roll.
    5. Perfect Defense Shell (Su): Conjure a short-lived sphere of force around you to grant you total cover against one attack or spell as an immediate action. If used to block an attack in a full attack action, this ability blocks only the first attack made. Unlike most hinjutsu techniques, this ability consumes two points of ki.
    6. Major Wall (Su): As the Minor Wall ability, except up to 50 ft tall and wide.

      Master Barrier Arts

    7. Mirror Sheen (Su): When using your Perfect Defense Shell to block an attack, the attack is reflected back at your attacker using the same attack roll.
    8. Death Seal (Sp): As the Portal Seal ability, except equivalent to a 5th level spell, and a creature attempting to open the sealed portal must succeed on a Fortitude save or take 1d8 points of Constitution damage. Multiple attempts to open the portal may force multiple saves against the seal.
    9. Superior Wall (Su): As the Major Wall ability, except up to 100 ft tall and wide, and you may create bends and curves in the wall.


    Secret Barrier Arts

    Annihilation Wall (Su): As the Superior Wall ability, except that you may opt to create the wall out of force, and any creature coming in contact with the wall is subjected to the effects of a disintegrate spell, save DC 16 + Wisdom modifier, caster level equal to Ninja level.

    Inexorable Hourglass Confinement (Su): As a full-round action, you may create an area roughly in the shape of an hourglass 200 feet in length and 100 feet in height centered on yourself, completely sealed off, as if by the windowless cell version of the forcage spell. (The area of this ability is essentially two 100 ft cones extending in opposite directions from the Ninja.) Each round, all enemies within the confines of the barrier are subjected to the effects of a slow spell, save DC 13 + Wisdom modifier, caster level equal to Ninja level. You may freely pass through this barrier, though allies may be trapped within. The barrier lasts for one minute or until dismissed as a free action.


    Path of the Glacial Soul
    Spoiler
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    Basic Glacial Soul Arts

    1. Arctic Acclimation (Ex): The Ninja gains a +4 bonus on Fortitude saves to resist the effects of exposure to cold weather, such as frostburn or hypothermia.
    2. Frigid Gust (Su): Deal 1d6 cold damage per two Ninja levels to a foe within 60 feet. A successful Fortitude save halves this damage.
    3. Jade Dragon Style: Jade Fire (Su): Imbue a held weapon with the essence of the jade dragon for one minute. Successful attacks with the imbued weapon force a Reflex save against being ignited with jade fire. Jade fire functions like normal flames, except that the damage is 2d6 cold damage, and the flames resist mundane means of extinguishing them (such as being doused with water).

      Intermediate Glacial Soul Arts

    4. Soul of Ice (Su): The Ninja gains cold resistance equal to his level. Additionally, his body exudes an aura of extreme cold, causing liquids to flash freeze beneath his feet and hands to a depth of one foot. He may suppress and resume this aura of cold as a free action.
    5. Iceglide (Su): The Ninja can glide through ice, slush, frostfell terrain, or any other sort of snow or ice as easily as a fish swims through water. This movement leaves behind no tunnel or hole, nor does it create any ripple or other signs of its presence, though the Ninja may still be visible through clear ice.
    6. Jade Dragon Style: Jade Prison (Su): As a standard action, the Ninja may cause an area of water or ice within Close (25 ft +5 ft/2 levels) range to lash out and surround a foe within the same area, immobilizing it for 2d6 rounds if it fails a Reflex save. If a body of water is used, the portion of water reaching from the source to the foe flash freezes for the duration of this effect. A jade prison may be destroyed by dealing 20 points of damage to any section of it, though the ice has hardness 10 that is not bypassed normally by acid or sonic damage; unlike normal hardness, fire damage applies fully to this ice.

      Master Glacial Soul Arts

    7. Treacherous Snowstorm (Sp): Use sleet storm as the spell, except the DC of the Balance check is equal to the Ninja's class level.
    8. Ice Shackles (Su): Summon rapidly melting chains of ice around the limbs of a creature within Close (25 ft +5 ft/2 levels) range, rendering it helpless for one round unless it succeeds on a Reflex save. Even on a successful save, the target is still entangled for one round.
    9. Jade Dragon Style: Jade Mirror (Su): As a standard action, the Ninja may summon three mirrors of ice at points of his choosing within 60 feet. The mirrors are of equal size to the ninja, and provide total cover to creatures of the same size or smaller behind them. The mirrors are supported by flows of ki for their duration, and as such may be suspended in midair or held at whatever angle the Ninja wishes. A mirror may be destroyed by dealing 20 points of damage to it, though the mirrors have hardness 10 that is not bypassed normally by acid or sonic damage; unlike normal hardness, fire damage applies fully to the mirrors.

      The Ninja may enter a mirror with his Iceglide ability, and, without need for the mirrors to be connected, may exit any of the other mirrors without expending additional movement for the intervening distance.


    Secret Glacial Soul Arts

    Jade Dragon Style: Release (Su): As a full-round action, the Ninja may transform himself into the form of the jade dragon, which has the following effects:
    • The Ninja's size changes to Huge, he gains a flight speed of 150 feet with clumsy maneuverability, and he gains natural armor equal to his Wisdom modifier. The Ninja has a natural reach of 10 feet in this form.
    • The Ninja's type changes to Dragon, with the Cold subtype and Augmented subtype of his normal type. He gains all of the traits of these types and subtypes.
    • All of the Ninja's worn gear melds with his form, as a Druid using its Wild Shape ability. Items and effects that permit items to persist through a Wild Shape transformation function identically with this transformation.
    • The Ninja gains the natural attacks of a dragon of his size, with the exception of wing attacks (namely, he gains a primary bite attack, two secondary claw attacks, a tail slap attack, and the crush ability).
    • The Ninja loses the ability to wield weapons, or perform hand signs or cast spells with somatic components, but he retains all other features and abilities of his classes. However, the Ninja may perform any arts from the Path of the Glacial Soul without using hand signs.
    • Finally, he gains the ability to breathe a 60 foot cone of petrifying gas, which transforms any creatures in the area that fail a Fortitude save into jade (as the flesh to stone spell) for 1d4 rounds. This breath weapon may be used every 1d4 rounds.


    These effects persist for one minute, or until the Ninja dismisses the transformation as a free action. Unlike most hinjutsu arts, Jade Dragon Style: Release consumes two points of ki.


    Path of the Rising Phoenix

    Path of the Tormented Sky
    Spoiler
    Show
    Basic Tormented Sky Arts

    1. Scorn Earth (Su): Expend a point of ki as a swift action to gain competence bonus to Jump checks equal to Ninja level for one minute.
    2. Wind Shear (Su): Create a slicing blast of air with flows of ki, dealing 1d6 slashing damage per two Ninja levels to a foe within 60 feet. A successful Reflex save halves the damage.
    3. Puncturing Winds (Su): Summon a pair of punch daggers made of compressed air bound in ki. Attacks with the daggers deal an additional 1d4 piercing damage for every three Ninja levels. The daggers persist for one hour or until dismissed as a free action.

      Intermediate Tormented Sky Arts

    4. Furious Exhalation (Sp): Use gust of wind as the spell, except a cone-shaped emanation released from your mouth.
    5. Skylord (Su): Grant yourself and allies within 60 feet electric resistance equal to your Ninja level for one hour.
    6. Improved Scorn Earth (Su): When using the Scorn Earth ability, the Ninja also gains a flight speed equal to half his land speed with average manueverability.

      Master Tormented Sky Arts

    7. Aerial Superiority (Su): Improve the speed of any flight you possess by 10 feet and the maneuverability by one step.
    8. Arc Lightning (Su): Deal 1d8 electric damage per three Ninja levels to a foe within 60 feet; the lightning then arcs to a second foe within 30 feet of the first, dealing half of the original damage. A successful Reflex save halves the damage dealt.
    9. Master of the Skies (Sp): Use control weather as the spell. Unlike most hinjutsu arts, this ability requires two points of ki to use.


    Secret Tormented Sky Arts

    Lightning Dragon (Su): As a full-round action, you may call a bolt of lightning from the sky, which unerringly strikes a target within medium (100 ft + 10ft/level) range, dealing 1d6 electric damage per two Ninja levels. By expending an additional point of ki, you may cause the bolt of lightning to explode into a thousand smaller bolts, dealing an additional 1d6 electric damage per two Ninja levels to all creatures within 60 feet of the struck foe. A successful Reflex save halves the damage.

    Hurricane Strike (Su): You pull on a massive quantity of air with flows of ki, compressing it and sending it flying at a foe within medium (100 ft +10 ft/level) range. You must succeed on a ranged touch attack to hit with this ability; if successful, you deal 1d6 bludgeoning damage per two Ninja levels, and the struck foe must succeed on a Fortitude save or be stunned for 1d4 rounds. Creatures immune to stunning are instead dazed for the duration on a failed save.


    Ninjutsu Arts


    The Difficulty Class for a saving throw, if any, against a ninjutsu art is equal to 10 + ½ Ninja level + the Ninja's Strength or Dexterity modifier, whichever is used to determine the attack roll.

    Path of the Assassin
    Spoiler
    Show
    Basic Assassin Arts

    1. Poison Use (Ex): You gain the ability to apply poisons to your weapons as a move action instead of a standard action, and you never risk poisoning yourself when applying poison to a weapon.
    2. Assassin's Resolve (Ex): While wielding daggers or daggerlike weapons (such as the eagle's claw Sandstorm) you increase the base damage of the weapons by two steps.
    3. Surprise Strikes (Ex): Whenever you strike a foe denied their dexterity bonus to AC, you deal an additional 1d6 points of damage with the attack. Ranged attacks must be made within 30 feet of your target to apply this extra damage. This bonus damage is precision damage, and as such does not work on creatures immune to sneak attacks.

      Intermediate Assassin Arts

    4. Deadly Brew (Ex): The save DC for poisons used by the Ninja increases by an amount equal to his Wisdom modifier.
    5. Vile Concoctions (Ex): A creature that fails a saving throw against a poison used by the Ninja is also nauseated for one round. (If the poison already applied the nauseated condition, it is extended by one round.)
    6. Improved Surprise Strikes (Ex): As the Surprise Strikes ability, except the damage increases to 2d6 for each qualifying attack.

      Master Assassin Arts

    7. Envenom (Su): By expending one point of ki as a nonaction when a foe fails a save against one of his poisons, the Ninja may cause the poison to deal untyped damage equal to his Swift Strikes bonus damage, in addition to its other effects.
    8. Mosquito Swarm Strikes (Ex): While he has at least one point of ki remaining, the Ninja gains the ability to delay the damage dealt by his attacks for up to two rounds. The delayed damage is not calculated normally; rather, the damage of successful delayed attacks is added together and then applied. As such, the damage is treated as coming from a single source, so damage reduction, energy resistance, and so on apply only once to the total damage dealt.
    9. Greater Suprise Strikes (Ex): As the Improved Surprise Strikes ability, except the damage increases to 3d6 for each qualifying attack.


    Secret Assassin Arts

    Death Strike (Ex): As a standard action, the Ninja may make a single attack against a foe at his highest attack bonus. If it hits, the target must succeed on a Fortitude save or be slain instantly. Once a creature successfully saves against this ability, it is immune to to the effect for 24 hours.

    Superior Surprise Strikes (Ex): As the Greater Surprise Strikes ability, except the damage increases to 4d6 for each qualifying attack.


    Path of the Blademaster
    Spoiler
    Show
    Basic Blademaster Arts

    1. Lightning Blades (Ex): The Ninja may use his Dexterity modifier in place of his Strength modifier to determine his to-hit bonus with melee slashing weapons if his Dexterity score is higher.
    2. Slashing Mastery (Ex): The Ninja gains the Weapon Focus feats for the bastard sword and shortsword.
    3. Thrice as Hard (Ex): When making an attack with a slashing weapon with which he possesses the appropriate Weapon Focus feat, the Ninja ignores up to three points of damage reduction with each attack.

      Intermediate Blademaster Arts

    4. Deft Parry (Ex): Whenever he is the target of a melee attack, the Ninja may expend an attack of opportunity to make an attack roll with a wielded melee weapon. Against that one attack, the Ninja uses the result of his attack roll in place of his normal Armor Class.
    5. Setting Sun (Ex): As a standard action, the Ninja may rain down a series of rapid, off-balancing blows on his foe. The Ninja makes a standard action Flurry attack with a wielded melee weapon; if any of the attacks hit, his opponent must succeed on a Reflex save or be considered flatfooted in regards to the Ninja until the end of the Ninja's next turn.
    6. Thrice as Sharp (Ex): The Ninja increases the critical threat range of slashing weapons with which he possesses the appropriate Weapon Focus feat by 1.

      Master Blademaster Arts

    7. Sheathing the Sword (Ex): As a free action at the start of his turn, the Ninja may elect to take a penalty to his Armor Class up to an amount equal to his Dexterity modifier until the beginning of his next turn. While this penalty is in effect, he gains an additional number of available attacks of opportunity equal to the penalty taken.
    8. Quicksilver Riposte (Ex) When using his Deft Parry ability, if the Ninja successfully parries the attack, he may expend an additional attack of opportunity to make a single melee attack at his highest attack bonus against the attacking foe, provided that foe is within his reach.
    9. Rising Moon (Ex): As a standard action, the Ninja may draw a sheathed weapon and make a single melee attack against an opponent denied their dexterity bonus to AC. If the attack hits, it deals an additional 1d6 damage per two Ninja levels. If he wishes, the Ninja may also re-sheathe his weapon upon conclusion of the attack as a free action.


    Secret Blademaster Arts

    Ki Blade (Su): By expending a point of ki as a swift action, the Ninja may conjure a sword of pure will that takes the form of any slashing weapon with which he is proficient. This sword has an effective enhancement bonus equal to one-third the Ninja's level and strikes as a force effect. The Ninja may select weapon enchantments applicable to the chosen weapon up the value of the enhancement bonus granted by this ability when activating it. He subtracts the value of the enchantments from the enhancement bonus, but gains the effects of the chosen enchantments while this ability is active. The conjured sword lasts for one minute or until dismissed as a free action.

    Twin Moon Slash (Ex):As a standard action, the Ninja may make two rapid, disorienting slashes at a foe with a wielded slashing weapon, both at his highest attack bonus. Both attacks deal bonus damage equal to the Ninja's class level. If the first attack misses, the second is resolved as a touch attack. If the second attack misses, the attacked foe must succeed on a Reflex save or be rendered flatfooted with regards to the Ninja until the end of the Ninja's next turn.


    Path of the Crushing Fist
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    Basic Crushing Fist Arts

    1. Versatile Unarmed Strike: The Ninja gains the Versatile Unarmed Strike feat as a bonus feat.
    2. Crushing Blows (Ex): The Ninja increases the damage dealt by his unarmed strikes by two steps.
    3. Ki Strike (Su): As a swift action, the Ninja may imbue his unarmed strikes with ki for one minute, granting them a +1 enhancement bonus on attack and damage rolls and causing them to strike as magic weapons.

      Intermediate Crushing Fist Arts

    4. Greater Ki Strike (Su): As the Ki Strike ability, except the enhancement bonus increases to one-third the Ninja's class level.
    5. Greater Crushing Blows (Ex): The Ninja increases the damage dealt by his unarmed strikes by an additional two steps.
    6. Stunning Strikes (Ex): As a free action while he has at least one point of ki remaining, the Ninja may declare one unarmed strike each round to be a stunning strike. If it hits, the foe must succeed on a Fortitude save or be stunned for one round. A foe that succumbs to this ability is immune to its effects for 1d6 rounds.

      Master Crushing Fist Arts

    7. Superior Ki Strike (Su): As the Greater Ki Strike ability, except the Ninja may select weapon enchantments applicable to gauntlets up the value of the enhancement bonus granted by this ability when activating it. He subtracts the value of the enchantments from the enhancement bonus to attack and damage from his Ki Strike ability, but gains the effects of the chosen enchantments while this ability is active.
    8. Thunderous Blow (Ex): As a standard action, the Ninja may make a single unarmed strike against a foe. If it hits, the Ninja may make a bull rush attempt against the struck foe as a free action. Unlike ordinary bull rush attempts, the Ninja always forces the struck foe to the maximum distance allowed by the check, and does not follow with the bull rushed creature. If the foe collides with a solid object (such as a wall) during this movement, it takes 1d6 damage for every five feet of distance it would have been moved by the bull rush (including distance already covered).
    9. Bonesplitting Strikes (Ex): Whenever he successfully confirms a critical hit with an unarmed strike, the Ninja also inflicts 1d4 points of constitution damage.


    Secret Crushing Fist Arts

    Resonating Strikes (Su): Whenever he delivers a stunning strike, the Ninja may choose to expend a point of ki and forgo the usual effects of the stunning strike to instead set up vibrations in the body of his foe. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be affected by a resonating strike. Otherwise, if the Ninja strikes successfully and the target takes damage from the blow, the resonating strike attack succeeds. Thereafter the Ninja can try to slay the victim at any later time, as long as the attempt is made within a number of hours equal to his Ninja level. To make such an attempt, the Ninja merely wills the target to die (a free action), and unless the target makes a Fortitude save, it dies. If the saving throw is successful, the target is immune to further resonating strikes from the Ninja for 24 hours.

    Rising Tornado Flurry (Ex): As a standard action, the Ninja may perform a full attack of unarmed strikes against a single foe. For each attack that hits, the struck foe is knocked five feet into the air in a direction of the Ninja's choice. The Ninja may follow along with the struck foe without expending movement if he wishes.


    Path of the Deceiver
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    Basic Deceiver Arts

    1. Stealthy (Ex): The Ninja gains the Stealthy feat as a bonus feat.
    2. Distortion (Su): By expending a point of ki as an immediate action, the Ninja may cause a swirling mass of amorphous shadows to spring up around him, granting him minor (10%) concealment against one attack.
    3. Wallwalker (Ex): While he has at least one point of ki remaining, the Ninja may walk up and across walls or other relatively smooth vertical surfaces as easily as if he were walking along the ground. However, the Ninja must end his movement on a horizontal surface or fall from the wall, landing prone and taking falling damage as appropriate for the distance fallen. Passing from wall to floor or floor to wall consumes no movement.

      Intermediate Deceiver Arts

    4. Improved Distortion (Su): As the Distortion ability, except normal (20%) concealment.
    5. Ki Clones (Su): By expending a point of ki as a swift action, the Ninja may conjure an illusory copy of himself in his square. This copy functions as the copies of a mirror image spell, except that the Ninja may only ever have one clone active at a time.
    6. Vengeful Shadows (Su): Whenever a foe misses the Ninja while he is using his Improved Distortion ability, the shadows lash out at the attacking foe, dealing damage equal to his Swift Strikes bonus damage. The Ninja must succeed on a ranged touch attack to hit with the shadows.

      Master Deceiver Arts

    7. Flash Step (Ex): The Ninja may move ten feet instead of five feet when taking a 5-foot step.
    8. Greater Ki Clones (Su): As the Ki Clones ability, except the Ninja may summon two clones at once.
    9. Draining Shadows (Su): As the Vengeful Shadows ability, except that the Ninja also inflicts 1d4 points of temporary strength damage if he hits with the shadows.


    Secret Deceiver Arts

    Three-Pronged Shadow Assault (Su): By expending a point of ki as a standard action, the Ninja may cause each of his active ki clones to move up to his speed and make a full attack each, striking as if they were the Ninja in all regards, except that the attacks dealt by the clones inflict half damage. After attacking, any remaining clones reappear adjacent to or in the same space as the Ninja, at his discretion.

    Superior Ki Clones (Su): As the Greater Ki Clones ability, except that the clones can move freely within the Ninja's line of sight without need to stay within 5 feet of him, and a slain clone reappears in the Ninja's square at the start of his turn provided at least one clone remains. Additionally, the clones now appear in all ways as if they were the Ninja, even to magical vision modes such as true seeing.


    Path of the Steel Rain
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    Basic Steel Rain Arts

    1. Throwing Master(Ex): The Ninja doubles the range increments of thrown weapons, except for shuriken, which he quadruples.
    2. Deadly Precision (Ex): The Ninja may use his Dexterity modifier in place of his Strength modifier when determining damage dealt with throwing weapons. Additionally, the Ninja does not risk destroying shuriken or other throwing weapons that function as ammunition when throwing them.
    3. Storm of Steel (Ex): When performing a standard action Flurry with thrown weapons, the Ninja may throw a third weapon at his highest attack bonus, but all attacks made as part of the Flurry take a -2 penalty.

      Intermediate Steel Rain Arts

    4. Ki Needles (Su): By expending one point of ki as a swift action, the Ninja may create up to five semisolid needles of pure will. Attacks made with ki needles are resolved as touch attacks, but do not apply a Strength bonus to damage rolls. Ki needles are considered throwing daggers for all purposes, except that they deal only one point of damage regardless of size. Unused ki needles dissipate at the end of the Ninja's turn.
    5. Parting the Silk (Ex): As a standard action, the Ninja may draw and throw a throwing weapon at each square in a line up to 60 feet long, beginning at a distance within the first range increment of the weapon with the shortest range increment to be thrown. The Ninja makes a single attack roll for all of the attacks, which is then applied against all creatures in the line. No creature may be subjected to more than a single attack as a result of this ability, even if it takes up more than one square in the line.
    6. Fan of Knives (Ex): As a standard action, the Ninja may draw and throw a multitude of throwing weapons in all directions. All enemies within 60 feet of the Ninja must succeed on a Reflex save or be struck by a throwing weapon of the Ninja's choice, with no need for an attack roll. As this ability does not require an attack roll, the thrown weapons cannot result in a critical hit. The Ninja must have an adequate number of throwing weapons readily accessible to throw at each foe within range; if he possesses fewer than this number of throwing weapons, he must decide before using this ability which foes will not be attacked.

      Master Steel Rain Arts

    7. Greater Ki Needles (Su): As the Ki Needles ability, except the needles gain an enhancement bonus equal to one-quarter of the Ninja's class level.
    8. Arc of the Moon (Ex): As a standard action, the Ninja may draw and throw a throwing weapon at contiguous squares of his choice in a 60-foot half-circle area, with the closest attacked square beginning at a distance within the first range increment of the weapon with the shortest range increment to be thrown. The Ninja makes a single attack roll for all of the attacks, which is then applied against all creatures in the attacked squares. No creature may be subjected to more than a single attack as a result of this ability, even if it takes up more than one square in the area.
    9. Greater Storm of Steel (Ex): As the Storm of Steel ability, except the Ninja may throw a fourth throwing weapon as part of the Flurry, but all attacks made as part of the flurry take a -4 penalty.


    Secret Steel Rain Arts

    Leaves in the Wind (Ex): When making an attack with a throwing weapon, the Ninja may opt to have the weapon continue on in a straight line to the end of the range increment at which it was thrown or until it encounters an obstruction (such as a wall or the ground), striking all creatures in the line with the same attack roll. Each creature struck by the weapon imposes a stacking -2 penalty to subsequent attacks in the line.



    ---

    Ninja Feats


    Bonus Ninja Art
    Benefit: You gain an additional ninja art for which you meet the prerequisites. Characters without Ninja levels may take this feat to learn a basic ninja art of their choosing, treating their Ninja level as 1 when determining its effects. You may select this feat multiple times.

    Path Focus
    Benefit: Select one ninja art path in which you possess at least one ninja art. Your effective ninja level is treated as being one higher when determining the effects of abilities from this path, as well as the level at which you may select arts from that path.

    You may select this feat multiple times; its effects do not stack. Instead, each instance of this feat applies to a different path.
    Last edited by Circle of Life; 2011-08-27 at 09:24 AM.
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    Default Re: The Ninja, now with 100% more orange jumpsuits! (3.5 Base Class)

    There we have it. The Ninja, now with roughly 300% more role-effectiveness!

    This Ninja is a shameless mashup of historic ninja concepts and ideas from a certain popular anime. Dislike of "magic ninjas" is expected, but try to see past that when commenting on the class.

    Two of the hinjutsu art paths are missing presently while I tweak their abilities. Still, I think the class is finished enough to get some feedback now. Thoughts?
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    Default Re: The Ninja, now with 100% more orange jumpsuits! (3.5 Base Class)

    Considering the title, I am disappointed by the picture.

    That being said, I like that artist.
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    Default Re: The Ninja, now with 100% more orange jumpsuits! (3.5 Base Class)

    Even without the Paths, this is stronger than the crappy "real" Ninja class, which is wonderful.

    With the paths you bring this up to a, in my opinion, solid ToB-level Tier 3. You have a variety of good abilities, you can cover a wide range of potential encounter types without loosing focus on your primary aim, and you can decide whether or not to be an Ex badass or a Su badass.

    This class is a win in my book. I want to play a Steel Rain Ninja pretty badly now.
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    Default Re: The Ninja, now with 100% more orange jumpsuits! (3.5 Base Class)

    Quite interesting, both flavourful and mechanically effective, as previously stated a solid Tier 3. Waiting for the last two paths

    I'd add the competence in two other weapons, namely the Blowgun (which you can find in three flavours, Normal on issue 312 of Dragon, Greater on CWar and CAdv, and Repeating on Dragon 348), and the Fukimi-Bari (from Sword and Fist).

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    Default Re: The Ninja, now with 100% more orange jumpsuits! (3.5 Base Class)

    Agreed. Having read over the class fully now, I have to say I like it a lot. It's a bit of monk, a bit of ninja and a bit of scout with your unique Ninja Arts added. Considering the combo you made out of the three former combine better than the original classes' features, that alone makes it a viable high Tier 4. The Ninja Arts make it a great Tier 3, competing with the ToB classes easily.

    My only gripe is that they do not get longsword proficiency while they DO get short sword and bastard sword proficiency. After thinking about it, I don't mind them having bastard swords (ninja were more likely to not use katanas, but shorter weapons, but hey, if all you got at hand is that...), but them not having longswords to go along with that is just crazy.

    Honestly? I'm going to replace ninjas in my campaigns with this class from now on.
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    Default Re: The Ninja, now with 100% more orange jumpsuits! (3.5 Base Class)

    Well this blows my ninja class out of the water. Great class. No katana or sai proficiency though (from oriental adventures)?
    Oh and if you plan on working on additional paths may I suggest you look at the Book of Roguish Luck for ideas. There's an ability in particular called great escape whose concept goes perfectly with this class.
    Last edited by eftexar; 2011-08-26 at 12:17 PM.

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    Default Re: The Ninja, now with 100% more orange jumpsuits! (3.5 Base Class)

    Quote Originally Posted by eftexar View Post
    Well this blows my ninja class out of the water. Great class. No katana or sai proficiency though (from oriental adventures)?
    Oh and if you plan on working on additional paths may I suggest you look at the Book of Roguish Luck for ideas. There's an ability in particular called great escape whose concept goes perfectly with this class.
    Katana = bastard sword. Sai is also in there.
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    Default Re: The Ninja, now with 100% more orange jumpsuits! (3.5 Base Class)

    Quote Originally Posted by Morph Bark View Post
    Katana = Masterwork bastard sword. Sai is also in there.
    Fixed that for ya :P sorry, had to don't hate me

    On topic: Really solid class imo.

    The class is better than the original Ninja, that's a fact. Even without the Ninja Arts it is still pretty good.

    Maybe I'll use it sometime considering the DM already approved this.

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    Default Re: The Ninja, now with 100% more orange jumpsuits! (3.5 Base Class)

    I am really impressed with this and most of your other homebrew as well, Circle. My only concerns with this so far are, a) the way you've fluffed the Ninja Arts makes all the Ki abilities seem like they actually ought to be parts of Hinjutsu or Ninjutsu paths; and b) the paths of the Barrier and of the Deceiver seem to be far more powerful and useful than any of the other paths. This is likely because they grant spell equivalencies (with new and awesome perks) while the other paths offer what appears to be some subpar blasting and/or modest melee tricks.
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    Default Re: The Ninja, now with 100% more orange jumpsuits! (3.5 Base Class)

    I may have missed it, but it seems you left out how many ninja arts can be learned per-level and exactly how they are learned. You did say to learn one you must know all that come before it, but I did not see wear you stated how you learn your first and what, if any, limits there are on how many you can know. If I missed it I'm sorry, and please, clarify these questions if you can. It would be a big help.

    Other then that this class looks totally awesome. It's just too bad that you did not make a necromancy-themed Hinjutsu path reminiscent of stuff like Edo tensei(Animate Dead?)and Orochimaru's body swap jutsu(Magic Jar?)....still looks awesome, though.
    Last edited by Maho-Tsukai; 2011-08-26 at 02:26 PM.
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    Default Re: The Ninja, now with 100% more orange jumpsuits! (3.5 Base Class)

    Quote Originally Posted by Maho-Tsukai View Post
    I may have missed it, but it seems you left out how many ninja arts can be learned per-level and exactly how they are learned. You did say to learn one you must know all that come before it, but I did not see wear you stated how you learn your first and what, if any, limits there are on how many you can know. If I missed it I'm sorry, and please, clarify these questions if you can. It would be a big help.
    It's right there under the Ninja Arts thing.

    A Ninja begins play with two basic ninja arts. At each level thereafter, he gains knowledge of an additional ninja art of his choice for which he meets the prerequisites. A Ninja may also learn additional ninja arts by taking the Bonus Ninja Art feat (see below).
    So start with 2 at first level, and gain an additional one every time you level up, picking anything you meet the prerequisites with. Only basic arts up to 5th level (meaning you could have two paths maxed at basic, or a smattering of a couple paths), followed by intermediate from 6th to 11th, and so on. You'll have a total of 21 Arts + Whatever you get from the bonus, guaranteeing you being able to get both Secret Arts from two paths if you follow them completely, or just getting halfway through several.

    Great rewrite by the way! Definitely going to see use the next time I get to make a character for another campaign.
    Last edited by Terazul; 2011-08-26 at 02:33 PM.

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    Default Re: The Ninja, now with 100% more orange jumpsuits! (3.5 Base Class)

    Thanks for the heads up. I did miss that(XD). Either way I would love to see other OA classes handled this way. The samurai in particular is calling out for this, and the monk could also be redone in this manner. The idea of "ki" powers like the ninja arts strikes me as a very interesting alternative to TOB for the whole "giving melee options" thing, and a samurai and/or monk with similar abilities would be awesome. Heck, if you wanted I could even work with you on doing a reduxe of all the "OA" classes as I have always wanted to re-write the shaman and shugenja.
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    Default Re: The Ninja, now with 100% more orange jumpsuits! (3.5 Base Class)

    The hinjutsu arts remind me of elemental bending. I love Avatar. :D

    Quote Originally Posted by RoyVG View Post
    Fixed that for ya :P sorry, had to don't hate me
    That's it. I'm sick of all this "Masterwork Bastard Sword" bull**** that's going on in the d20 system right now. Katanas deserve much better than that. Much, much better than that.

    I should know what I'm talking about. I myself commissioned a genuine katana in Japan for 2,400,000 Yen (that's about $20,000) and have been practicing with it for almost 2 years now. I can even cut slabs of solid steel with my katana.

    Japanese smiths spend years working on a single katana and fold it up to a million times to produce the finest blades known to mankind.

    Katanas are thrice as sharp as European swords and thrice as hard for that matter too. Anything a longsword can cut through, a katana can cut through better. I'm pretty sure a katana could easily bisect a knight wearing full plate with a simple vertical slash.

    Ever wonder why medieval Europe never bothered conquering Japan? That's right, they were too scared to fight the disciplined Samurai and their katanas of destruction. Even in World War II, American soldiers targeted the men with the katanas first because their killing power was feared and respected.
    So what am I saying? Katanas are simply the best sword that the world has ever seen, and thus, require better stats in the d20 system. Here is the stat block I propose for Katanas:

    (One-Handed Exotic Weapon)
    1d12 Damage
    19-20 x4 Crit
    +2 to hit and damage
    Counts as Masterwork

    (Two-Handed Exotic Weapon)
    2d10 Damage
    17-20 x4 Crit
    +5 to hit and damage
    Counts as Masterwork
    Now that seems a lot more representative of the cutting power of Katanas in real life, don't you think?

    tl;dr = Katanas need to do more damage in d20, see my new stat block.

    Last edited by Hiro Protagonest; 2011-08-26 at 08:56 PM.
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    Default Re: The Ninja, now with 100% more orange jumpsuits! (3.5 Base Class)

    Oh and I have a major problem with disguise self. Because it is magic and an illusion it can be seen through by any means that pierces illusions (such as true seeing) and simple interaction can break it (among other things including outright immunity to illusions). Why not replace it with a disguise ability that lets say... allows you to take on persona's or mundane disguises really quickly.

    Ah hadn't noticed the sai.
    Katana ≠ Bastard Sword. Just the name screws with the concept (can you imagine a ninja wielding a bastard sword (well anime but...)). Sorry but it annoys me for absolutely no reason other than that (and I'll admit it's a bit silly).

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    Default Re: The Ninja, now with 100% more orange jumpsuits! (3.5 Base Class)

    Quote Originally Posted by Swiftmongoose View Post
    I should know what I'm talking about. I myself commissioned a genuine katana in Japan for 2,400,000 Yen (that's about $25,650) and have been practicing with it for almost 2 years now. I can even cut slabs of solid steel with my katana.
    Fix'd that for you. The joke's kinda old; so I needed to update the conversion cost...
    In any case: mind explaining what "Hinjutsu" is meant to be? Even Naruto sticks to the formula of Ninjutsu for the chakra-based arts, Taijutsu for hand-to-hand battle arts, and Genjutsu for illusions. From what it seems, you're dividing Ninja Arts into Hinjutsu ("art of Hin") and Ninjutsu ("art of the ninja", so you're being a tad redundant), which is basically defensive arts and offensive arts. Most of those defenses are kinda weird, when ninjas usually depend on illusions as a method of defense, instead of physical barriers.

    Also, it is me, or does the explanation of the ninja arts are taken almost verbatim from the shadowcaster? Generally I scorn the use of ki for something that lasts less than 1 round unless the bonus is GOOD, but some of the uses seem a bit off. I'd have liked to see a few art paths based on the actual ninjutsu skills (such as tenmon as the differing paths of controlling weather), just to play a bit more the historical part rather than just going deep into "mystic" ninja territory.
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    Default Re: The Ninja, now with 100% more orange jumpsuits! (3.5 Base Class)

    Quote Originally Posted by eftexar View Post
    Oh and I have a major problem with disguise self. Because it is magic and an illusion it can be seen through by any means that pierces illusions (such as true seeing) and simple interaction can break it (among other things including outright immunity to illusions). Why not replace it with a disguise ability that lets say... allows you to take on persona's or mundane disguises really quickly.
    Because that's what the Disguise and Bluff skills are for.

    Katana ≠ Bastard Sword. Just the name screws with the concept (can you imagine a ninja wielding a bastard sword (well anime but...)). Sorry but it annoys me for absolutely no reason other than that (and I'll admit it's a bit silly).
    Actually, unless you're playing with strictly OA, katanas are bastard swords, just as wakizashi are shortswords, mechanics-wise. You don't call them a bastard sword when you're using them of course, but I'm not going to make people hunt down a copy of OA just to know what their weapons do.

    Quote Originally Posted by T.G. Oskar
    In any case: mind explaining what "Hinjutsu" is meant to be? Even Naruto sticks to the formula of Ninjutsu for the chakra-based arts, Taijutsu for hand-to-hand battle arts, and Genjutsu for illusions. From what it seems, you're dividing Ninja Arts into Hinjutsu ("art of Hin") and Ninjutsu ("art of the ninja", so you're being a tad redundant), which is basically defensive arts and offensive arts. Most of those defenses are kinda weird, when ninjas usually depend on illusions as a method of defense, instead of physical barriers.
    The terminology is completely divorced from Naruto. There are two categories simply because I needed an easy way to differentiate the more blatantly magical (lightning strikes and dragon transformations [part of the Glacial Soul path that isn't posted yet]) from the more mundane or "ordinary" magic, like ki clones, which to me feel no more out there than the Disguise Self ability.

    Basically, Ninjutsu arts will never have magical effects that require saves, which allows the entire classification to use a different save mechanic than the Hinjutsu arts, which in turn have no physical attacks that require saves. The distinction is pretty much as simple as that.

    And while Ninjutsu may be a redundant phrase, it's easily the most recognizable one out there. Taijutsu, as far as I know, specifically pertains only to hand-to-hand combat, and would have been a worse choice overall for the category imo. I hope people will forgive my mangling of the Japanese language to more easily get my intent across in the class.

    Quote Originally Posted by T.G. Oskar
    Also, it is me, or does the explanation of the ninja arts are taken almost verbatim from the shadowcaster? Generally I scorn the use of ki for something that lasts less than 1 round unless the bonus is GOOD, but some of the uses seem a bit off. I'd have liked to see a few art paths based on the actual ninjutsu skills (such as tenmon as the differing paths of controlling weather), just to play a bit more the historical part rather than just going deep into "mystic" ninja territory.
    It's not quite the Shadowcaster, actually. Shadowcasters have the ability to skip portions of their paths if they like, and can use their abilities in different ways (Sp, Su, etc), instead of automatically being locked into one type. While it bears a certain similarity to the leveling system of Mysteries, there's only so many ways you can make a tiered effect like this. The rate of progression in this case is actually identical to a Warlock, not a Shadowcaster, with the requirement of knowing earlier arts to advance.

    As far as making a magic ninja less magical goes, that's not really something I'm looking to do. As I said, hinjutsu arts are intended to be blatantly magical. Your own ninja fix achieves the badass normal ninja quite a bit better than I could have done with this system, so I'm content to go with the "anime ninja" route.
    Last edited by Circle of Life; 2011-08-27 at 04:42 AM.
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    Default Re: The Ninja, now with 100% more orange jumpsuits! (3.5 Base Class)

    Quote Originally Posted by Circle of Life View Post
    As far as making a magic ninja less magical goes, that's not really something I'm looking to do. As I said, hinjutsu arts are intended to be blatantly magical. Your own ninja fix achieves the badass normal ninja quite a bit better than I could have done with this system, so I'm content to go with the "anime ninja" route.
    Well, while I haven't tested it out properly, I'm confident it can do quite a lot of things.

    Still, what I meant was to create supernatural incarnations of actual ninjutsu skills. Note what I said: for example, "Tenmon" could be a way to alter weather, so you could have the first few powers provide stuff like Fog Cloud, then the latter ones a version of Call Lightning, and finally the ability to use a quickened use of Control Weather. Not exactly saying "do that", but being creative with it. Sometimes, a creative reimagining of an ability can be more interesting than creating an entirely new one. Likewise, "Choho" could serve as a method to devise sensors and gather greater knowledge from espionage (such as the ability to spend one point of ki to perfectly remember X amount of minutes of conversation and images, and a point of ki to create an illusion that replicates something you've memorized), and it retains that "mystical" flavor while remaining close to the original ninjutsu.

    Still don't get where the "Hin" comes from, as the only reference I can recall is that of a group of halfling martial artists in Forgotten Realms.
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    Default Re: The Ninja, now with 100% more orange jumpsuits! (3.5 Base Class)

    Perhaps instead of calling it Hinjutsu you could call it Fuuinjutsu, since sealing and barrier techniques fall under that.
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    Default Re: The Ninja, now with 100% more orange jumpsuits! (3.5 Base Class)

    Quote Originally Posted by T.G. Oskar View Post
    Still don't get where the "Hin" comes from, as the only reference I can recall is that of a group of halfling martial artists in Forgotten Realms.
    It comes from me knowing zero Japanese and figuring that borrowing a phrase used with regards to "high magic" ninja arts in Naruto would work out without issue. Silly me.

    Quote Originally Posted by Morph Bark
    Perhaps instead of calling it Hinjutsu you could call it Fuuinjutsu, since sealing and barrier techniques fall under that.
    AFAIK, that's used only in regards to sealing techniques. How about we all just pretend this isn't the Hinjutsu of Naruto, and it instead means "Art of the Magic" or something, eh?
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    Default Re: The Ninja, now with 100% more orange jumpsuits! (3.5 Base Class)

    Quote Originally Posted by Circle of Life View Post
    AFAIK, that's used only in regards to sealing techniques. How about we all just pretend this isn't the Hinjutsu of Naruto, and it instead means "Art of the Magic" or something, eh?
    That'd be "Maho(u)", then. Though, "maho(u)" is generally treated as dark magic, it IS the catch-all term for magic. However, you can define "ninjutsu" as the combination of all arts, then separate them by their traits: genjutsu, fuuinjutsu, and so on. Tenmon could be related to elemental magic (Katon, Hyoton and Raiton as fire, cold and electricity attacks; Suiton, Do[u]ton and Mokuton as water, earth and wood jutsu). Alternatively, you could treat ninjutsu as a non-magical art comprising all classic ninja techniques and ninpo maho(u) as "ninja magic".
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    Default Re: The Ninja, now with 100% more orange jumpsuits! (3.5 Base Class)

    Path of the Glacial Soul added.
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    Default Re: The Ninja, now with 100% more orange jumpsuits! (3.5 Base Class)

    Quote Originally Posted by Circle of Life View Post
    AFAIK, that's used only in regards to sealing techniques. How about we all just pretend this isn't the Hinjutsu of Naruto, and it instead means "Art of the Magic" or something, eh?
    I've never heard of hinjutsu in Naruto though.

    I know of Ninjutsu, Genjutsu, Taijutsu, Fuuinjutsu, Kinjutsu and Doujutsu being used in there, but not Hinjutsu.

    But if you mean to cover non-Naruto ninjas, as I presumed you meant to, then my suggestion stands as I've seen the term fuuinjutsu cover barriers in other anime.
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    Default Re: The Ninja, now with 100% more orange jumpsuits! (3.5 Base Class)

    Huh. I know I've heard it somewhere, but I don't exactly watch Naruto religiously, so I couldn't say where. I want to say it was used in reference to bloodline abilities, but I'm pretty sure that's covered by kekkei genkai...

    Regardless, while I might make it a point to make the categories more linguistically accurate at a later point, that's not a priority right now. So, thanks for all the suggestions, but until I figure out exactly what in the heck I'd actually be trying to say in Japanese if I was to rename them, I'd appreciate if comments were directed toward the actual class, not two words that might as well be Abjuration and Evocation or whatever.
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    Default Re: The Ninja, now with 100% more orange jumpsuits! (3.5 Base Class)

    Majutsu ?

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    Default Re: The Ninja, now with 100% more orange jumpsuits! (3.5 Base Class)

    So, if I read the rules right, you can gain Secret Ninja Arts from at most 2 schools without spending feats? (21 total arts, must have learned all 9 arts from a Path before claiming one of its Secret Arts)?

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    Default Re: The Ninja, now with 100% more orange jumpsuits! (3.5 Base Class)

    Quote Originally Posted by The Glyphstone View Post
    So, if I read the rules right, you can gain Secret Ninja Arts from at most 2 schools without spending feats? (21 total arts, must have learned all 9 arts from a Path before claiming one of its Secret Arts)?
    Yep. Tenletters.
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    Default Re: The Ninja, now with 100% more orange jumpsuits! (3.5 Base Class)

    Nice class, but I do have a few questions.

    Iceglide: Is it a standard action to activate? It's a (su) ability, so it would seem like that, but it doesn't have a duration listed, so I'd guess that it only lasts for one round (or is it passive and always active?), but then you can't use it with the Jade Mirror art. I'd be nice if you could clarify that.

    There's nothing saying (as far as I could see, but I don't have my glasses ) that you need to spend ki to activate Ninjutsu arts by default, as you specified with the Hinjutsu paths. Is that deliberate?
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    Default Re: The Ninja, now with 100% more orange jumpsuits! (3.5 Base Class)

    Iceglide is a passive, always-on ability that does not require ki. Ninjutsu arts that don't mention using charges of ki do not do so, but some require you to have access to a non-empty ki pool to use them.
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