Ninja of the Hidden Waters (3.5e Class)
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- 1 Ninja of the Hidden Waters
- 1.1 Making a Ninja of the Hidden Waters
- 1.2 Campaign Information
Ninja of the Hidden Waters
Most is unknown of these special class of Ninja as they keep to themselves and strike in the obscure mist of ocean voyages. Although this is true, legends find themselves into the light describing groups of men and women that use powerful abilities drawn from the coldness of water. With razor-like power they have been called upon more often then not as skillful assassins.
Making a Ninja of the Hidden Waters
One must thoroughly understand that This path of the ninja is unforgiving. they are cold, heartless and show no mercy for none was given to them. At a young age they were taken from home or their homes were lost to them in a most horrific way. All those insisting on taking the Ninja of the Hidden Waters class must have come from a town or village near the water. More often than not this was a hidden and well shrouded in heavy mist hergo the name Ninja of the Hidden Waters.
<-Ninja of the Hidden Waters rely solely on their dexterity and their constitution, all other abilities are nearly forgotten.->.
Abilities: Races taking this class must devote their strongest ability to their dexterity or forfeit the abilities of this class, their next highest should be their constitution seeing how they have survived through what would be considered emotionally destructive incidents as a child. Races: Humans, Elves and half-elves are counted among the primary races for this class. half-orcs are never Ninja of the Hidden Waters, as well as gnomes.
Alignment: Ninja of the Hidden Waters should be neutral. Most often than not, they are chaotic Neutral and most become Neutral evil. However, some have been known to be good aligned.
Starting Gold: None. All their possessions were destroyed or taken when their homes were destroyed. They only have their armor and their mask.
Starting Age: "Moderate"
Races: Any, most common Ancient Arcane Elves
|Saving Throws||Special|| Power
| Maximum Power|
|1st||+1||+0||+2||+0||emotionally scarred, water evasion, Water shape||25||2||1|
|2nd||+2||+0||+3||+0||obcuring mist sneak attack (1d6), jump speed (same as base speed)||30||2||1|
|3rd||+3||+1||+4||+1||speed increase +10ft, walk on water||35||3||2|
|4th||+4||+1||+5||+1||jump speed +10ft||40||3||2|
|5th||+5||+1||+6||+1||sneak attack (2d6)||45||4||3|
|6th||+6/+1||+2||+7||+2||speed increase +10ft||50||5||3|
|7th||+7/+2||+2||+8||+2||jump speed +10ft||55||5||4|
|8th||+8/+3||+2||+9||+2||sneak attack (3d6)||60||5||4|
|9th||+9/+4||+3||+10||+3||speed increase +10||65||6||4|
|10th||+10/+5||+3||+11||+3||jump speed +10ft||70||6||5|
|11th||+11/+6/+1||+3||+12||+3||sneak attack (4d6)||75||7||5|
|12th||+12/+7/+2||+4||+13||+4||speed increase +10ft||80||7||5|
|13th||+13/+8/+3||+4||+14||+4||jump speed +10ft||85||7||5|
|14th||+14/+9/+4||+4||+15||+4||demon of the hidden mist, sneak attack (5d6)||90||7||5|
|15th||+15/+10/+5||+5||+16||+5||speed increase +10ft||95||7||5|
|16th||+16/+11/+6/+1||+5||+17||+5||jump speed +10ft||100||8||6|
|17th||+17/+12/+7/+2||+5||+18||+5||sneak attack (6d6)||110||8||6|
|18th||+18/+13/+8/+3||+6||+19||+6||Speed increase +10ft||120||8||6|
|19th||+19/+14/+9/+4||+6||+21||+6||jump speed +10ft||110||8||6|
|20th||+20/+15/+10/+5||+6||+22||+6||speed increase +10ft, sneak attack (7d6)||110||8||6|
Class Skills 7 + Int modifier per level, ×4 at 1st level)
All of the following are class features of the Ninja of the Hidden Waters.
Weapon and Armor Proficiency: Ninja of the Hidden Waters are only proficient with light armor and are proficient with simple and exotic weapons: namely a special brand of needles. They use these needles with three needles per hand each doing 1 point of damage totaling 6 point for each attack
Power Points/Day: A Ninja of the Hidden Waters’ ability to manifest powers is limited by the power points he has available. His base daily allotment of power points is given on Table:Ninja of the Hidden Waters. In addition, he receives bonus power points per day if he has a high dexterity score (see Table: Ability Modifiers and Bonus Power Points). His race may also provide bonus power points per day, as may certain feats and items.
Powers Known: Ninja of the Hidden Waters choose their powers from the following list:
0— obscuring mist
1st— water style: a thousand needles of death, water style: healing pulse, water style: water alteration
2nd— ice style: spear of frozen death, water breathing
3rd— water style: water shpere of immobility, water style: Trace of water
4th— water style: water dragon barriage
5th— ice style: Winter Queen's grasp, ice style: Stalagmite trail
6th— ice style: Crystal Ice Mirrors
Maximum Power Level Known: This column determines the highest level power he can learn at this level.
To learn or manifest a power, a Ninja of the Hidden Waters must have an dexterity score of at least 12 + the power’s level.
emotionally scarred (Ex): Because of the childhood of a Ninja of the Hidden waters, he is forever emotionally scarred. As such he - or she - suffers from vivid flash backs of the death of their family, their friends and their entire village each day giving the ninja a -2 to intelligence every day before noon. Also because of this they always cover their face with a oriental mask to shield themselves and cover their emotional state to those who would use it against them
water evasion (Ex): a Ninja of the Hidden Water uses his dexterity for attacks and grapple rather than strength due to heavy training. in addition he can double his dexterity modifier on his AC and intiative scores.
water shape (Ps): by overcoming the slaughter of their village, Ninjas of the Hidden Waters have mastered the art of controlling the waters around their villages with their hatred and need for vengeance, this allows for many of their extraordinary powers.
obscuring mist (Ex): this ability manifests in the Ninja and allows him to use it as an at will ability but only at night or in non sunny environments. jump speed (Ex):After years of training ninjas of the hidden waters have pushed their bodies to the limit developing almost near flight. As described on the table they can jump certain heights and the distance. When doing this jump, Ninjas of the Hidden Waters don't take falling damage short of three times their their jump speed.
water style: a thousand needles of death (Su): One of the first major powers any Ninja of the Hidden Water could ever have, water style: a thousand neddles of death acts just like the spell cloud of daggers but taking water on the ground. in a near by lake or river or from the air itself. Needles from water on the ground or from the moisture in the air deal d4, needles from a lake or ocean deal d8. 2 powerpoints
water style: healing pulse (Su): Healing pulse acts just like heal minor wounds (d8) and is a touch spell. 3 power points
water style:water alteration (Su): gains the ability to change minor features as the spell "diguise self".
ice style:spear of frozen death (Su): From large bodies of water, ponds, lakes, seas and oceans a Ninja of the Hidden Waters can call forth a spear the same size of that from a bastilla, such spear can be thrown at ships, such as boats, carriages and can be used on walls and doors with the same damage as arrows fired from a Bastilla. 3 power points
water style:water breathing (Su): water breathing acts just like the spell. 1 power point
water style:water sphere of immobility (Su): Water sphere of immobility acts like that of a hold person spell. the Ninja of the Hidden Waters must use water draw from a body of water the size of a pond at least and maintain connection to the sphere with one hand. 4 power points.
water style:water style: Trace of water (Su): Water style: Trace of water is a ability that allows Ninja of the Hidden Waters to sense lifeforms in a 200 ft area. it only tells them however how many people there are and in what GENERAL area. This does not allow them to see through walls or see those with total concealment. 3 power points
water style:water style: Water Dragon Barriage (Su): Water style: Water Dragon Barriage summons forth a powerful shape of a seaserpent that is 5ft wide, 30ft long that charges in one direction doing 4d8 points of damage to anyone in it's way. 6 power points
water style:ice style: Winter Queen's grasp (Su): Just like water style: water sphere of immobility, acts a hold person spell although you no longer need a large body of water. Instead you draw traces of water inside of the targets body are literally freeze it in its traces. This deals 1d6 points of damage for every character level (maximum 6d6). 5 power points
ice style: Stalagmite trail (Su): Ice style stalagmite trail calls forth a set of crystal ice stalagmites that traces themselves to follow the target in any direction or any path. These stalagmites last for 2 rounds plus the dexterity modifier of the Ninja of the Hidden Waters dealing 1d6 points of damage. 6 power points
water style:ice style: Crystal Ice Mirrors (Su): The most legendary attack of any Ninja of the Hidden Waters, Crystal Ice Mirrors act as the ultimate attack and defence. Crystal ice walls form in a 20ft radius of the target on all sides - even above and below him - blocking him off from the outside world. Each Mirror has a hardness of 50 and a AC of 20. The Ninja of the Hidden Waters melds inside of the Mirror and becomes one with the object, while inside he gains the hardness and ac bonus of the mirror and can shoot traces of ice shards from all sides of the target. Each individual shard deals 1d8 point of damage. 60 power points
water walking(Ex): The ninja gains the supernatural ability to walk on water. they can suppress this ability if they want.
speed increase +10ft(Ex): With intense training and through their mastery of water Ninja of the Hidden Waters have pushed their body to the limits and beyond, they can move faster than every before and just this to attack their enemies.
demon of the Hidden Mist(Ex): Ninja of the Hidden Waters are beyond any level of ninja in the mist that they cling to, at this point whenever they are in mist specifically - natural or the one that they call themselves - they gain absolute concealment while being award of everyone else inside the mist. they gain a plus 10 attack bonus on those inside the mist.
Ex-Ninja of the Hidden Waters
Ninja of the Hidden Waters are driven by their need for vengeance on the one that destroyed their village. If they should ever meet that person, or people and are to forgive them or let them go when they had a chance to kill them, all their training is for not and they lose their class powers yet retain their skill.
Elf Ninja of the Hidden Waters Starting Package
A tall slender elf stands knee deep in the pool before you. His face is covered with a white and red mask blocking his eyes from your own but you sense he is staring at you. He raises his finger at you and you freeze in horror as the water around him floats into the air, each drop forming into a thin razor-like needle. You scream as they shoot towards you.
Weapons: Shurikens (50)
Skill Selection: Pick a number of skills equal to 7 + Int modifier.
Feat: point blank shot.
Gear: Leather armor, oriental mask,
Playing a Ninja of the Hidden Waters
Religion: Ninjas of the Hidden Waters often blame the fate of their destroyed village on that of the gods, even those who are against mindless slaughter and therefore forsake them
Other Classes: Ninjas of the Hidden Waters are the quiet type, often being reluctant to open up to others who work with them, although it is common for bonds to grow if other races prove themselves to care and show compassion. The easiest way to win over the Ninja of the Hidden Waters is to share their vengeance for a certain enemy.
Combat: They take the role of secondary magic caster, and striker
Advancement: Ninja of the Hidden Waters cannot take other classes because of their sole diversion to eradicating those who destroyed their childhood.
Ninja of the Hidden Waters in the World
|“||I need someone well skilled and ready to shed blood without a second thought. I hear you're good and you don't ask questions, but something I don't get is why you are here in this measly old tavern in the middle of nowhere||”|
|—Garthald, Town mayor of Shimmerstreak,npc talking to a Ninja of the Hidden Water|
|“||I'm good alright... I'm here because I'm looking for someone. Do you remember where you were ten years ago. Don't answer that because i know you were on Paradise Island. I've been practicing and looking to run into you.||”|
|—Dammian, Elf, Ninja of the Hidden Waters|
Ninja of the Hidden Waters are the silent avengers of their forgotten and killed people. They wander in and out of societies never truly settling down or standing out. Only those who look for them ever find them... and only if they actually want to be found.
Daily Life: Ninja of the Hidden Waters spend most of their days training and perparing for their fateful meeting with their prey
Organizations: Ninja of the Hidden Waters hardly ever meet in public or at all for that matter. most ignore each other while others tend to stay away because of their past run ins with groups that for solely to eradicate all the other of their class
NPC Reactions: Most people ignore, don't even know or attempt to avoid Ninja of the Hidden Waters. Others who are rich and willing to spend a little money buy their muscle for killing.
Ninja of the Hidden Waters Lore
Characters with ranks in local can research Ninjas of the Hidden Waters to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
|5||Ninja of the Hidden Waters are from ocean or lake villages|
|10||Ninja of the Hidden Waters had their village wipped out when they were children.|
|20||Ninja of the Hidden Waters are called upon as assassins for nobles and lords and cut down their target with water.|
|25||Ninja of the Hidden Waters are heavily emotionally scarred over the loss of their loved ones and lust after vengeance on the people who killed them - mostly pirates, barbarians, or rich land-grubbing nobles.|