Chasm Guard Ninja (3.5e NPC)

From D&D Wiki

Jump to: navigation, search
Chasm Guard Ninja

CR 5

Male human scout 3CAd/ninja 2CAd
LE Medium humanoid (human)
Init/Senses +5/Listen +7, Spot +7
AC 16(+4 Dex, +2 Wis), touch 12, flat-footed 16
hp 27 (5 HD)
Fort/Ref/Will +6/+7/+3(+5 if ki pool is not empty)
Speed 40 ft. (8 squares)
Melee Unarmed strike +7 (1d3+1) or
Melee Masterwork short sword +8 (1d6+1)
Ranged Shuriken +7 (1d2+1)
Base Atk/Grp +3/+4
Atk Options Skirmish +1d6, sudden strike +1d6
Abilities Str 12, Dex 18, Con 12, Int 12, Wis 14, Cha 11
SQ AC bonus, skirmish, trapfinding, battle fortitude, uncanny dodge, fast movement, trackless step, ki pool, sudden strike, ghost step
Feats Improved Unarmed Strike, Weapon Finesse, Quick Draw
Skills Balance +11, Climb +10, Disguise +5, Hide +10, Jump +11, Listen +7, Move Silently +11, Sense Motive +7, Spot +7, Survival +7, Tumble +12, Use Rope +12
Possessions 20 shuriken, ninja suit, masterwork short sword

CAd=Complete Adventurer

Skirmish (Ex): Chasm guard ninja are trained to "stick-and-move". Their training allows them to deal an extra 1d6 damage and gain a +1 competence bonus to their Armor Class if they move 10 feet or more in a round. The skirmish damage may be applied to ranged attacks, but only if the opponent is within 30 feet.

Sudden Strike (Ex): The ninja master of Bylesia, Haakan, has taught all ninja recruits how and where to strike the body and deal the most damage. Whenever a chasm guard ninja's opponent is denied its Dexterity bonus to its Armor Class(whether it has a Dexterity bonus or not), the chasm ninja may deal an additional 1d6 damage. A chasm guard ninja may not use his sudden strike ability when flanking an opponent unless the opponent is denied its Dexterity bonus to AC. This damage can be applied to ranged attacks, but only if the opponent is within 30 feet. This attack cannot be used on limbs, and any creature that does not have a discernable anatomy is immune to sudden strikes. Because of the lethal nature of their training, chasm guard ninja are unable to deal nonlethal damage using sudden strike nor use sudden strike with weapons capable of only dealing nonlethal damage. On the bright side, the sudden strike ability stacks with the rogue's sneak attack ability.

Battle Fortitude (Ex): Chasm guard ninja undergo a grueling combat training regimen, involving taking the worst of blows and moving fast to counter the worst of blows. Chasm guard ninja gain a +1 competence bonus to Fortitude saves and initiative checks.

Ki Power (Su): Ninja Master Haakan trains every ninja under him how to focus their ki to benefit them in combat. Chasm guard ninja may use their ki powers once per day. If the chasm guard ninja's ki pool is not empty, he gains a +2 bonus to their will saves.

Ghost Step (Su): By using his power over ki, a chasm guard ninja may turn invisible for one round once per day. He may use this ability as a swift action.

Trained by Master Ninja Haakan of Bylesia and his elite ninja, any commoner can be transformed into a student of the stealth. When a mission needs stealth and more than one person, these Chasm Guard ninja are called from their Earthbound Dojo--built into the Great Divide Canyon wall--to complete it without ever being noticed.

Back to Main Page3.5e HomebrewNPCsCR 5

Back to Main Page3.5e HomebrewNPCsECL 5

Home of user-generated,
homebrew pages!