Complete Ninja (3.5e Class)
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A complete ninja is one who refines stealth, intelligence gathering, powerful combat techniques, and mystical body control into a deadly science of warfare and espionage. When the odds are unfavorable or dishonor threatens, the complete ninja can bring victory and restore a measure of peace.
Making a Complete Ninja
The complete ninja are like rogues or scouts in relying on quickness and stealth to take out their enemies, along with the body-control qualities of monks, due to their dedication to their training. Harnessing the power of their inner ki, they obtain the ability to disappear from their enemies' sight completely. Combine this with various abilities that border on otherworldly, and people will see how the complete ninja have the best of both.
Abilities: Dexterity and Wisdom are the chief skills among complete ninja. Dexterity allows them to get the drop on the enemy, while Wisdom allows them greater ability in harnessing the power of their ki. Despite their bountiful skill points, a high Intelligence can give them even more skill points, something no complete ninja can ever have enough of.
Races: Humans of the oriental subraces are the most common, however they welcome new blood. Elves are rare, but exceedingly powerful due to their grace and skill in the combat arts. Half-elves, halflings, and warforged are also accepted. Some clans even see the occasional shifter or changeling. Half-orcs, with their lack of emotional control, and dwarves, with their desire for money and regard for family, never become complete ninja.
Starting Gold: 4d4×10 gp (100 gp)
Starting Age: Complex.
|1st||+1||+2||+2||+0||Ki Power, Stealthy Strike +1d6, Trapfinding, Complete ninja Special ability||+1||+2|
|2nd||+2||+3||+3||+0||Ghost Step (invisible) Evasion||+2||+2|
|3rd||+3||+3||+3||+1||Stealthy Strike +2d6, Complete Ninja Special Ability||+2||+3|
|4th||+4||+4||+4||+1||Great Leap, Poison Use||+3||+3|
|5th||+5||+4||+4||+1||Stealthy Strike +3d6||+3||+4|
|6th||+6/+1||+5||+5||+2||Ki Dodge, Complete Ninja Special Ability||+3||+4|
|7th||+7/+2||+5||+5||+2||Stealthy Strike +4d6||+4||+4|
|9th||+9/+4||+6||+6||+3||Stealthy Strike +5d6, Complete Ninja Special Ability||+4||+5|
|10th||+10/+5||+7||+7||+3||Ghost Step (ethereal), Improved Poison Use||+5||+5|
|11th||+11/+6/+1||+7||+7||+3||Stealthy Strike +6d6||+5||+6|
|12th||+12/+7/+2||+8||+8||+4||Complete Ninja Special Ability||+5||+6|
|13th||+13/+8/+3||+8||+8||+4||Stealthy Strike +7d6||+6||+7|
|15th||+15/+10/+5||+9||+9||+5||Stealthy Strike +8d6, Complete Ninja Special Ability||+6||+8|
|17th||+17/+12/+7/+2||+10||+10||+5||Stealthy Strike +9d6||+7||+8|
|18th||+18/+13/+8/+3||+11||+11||+6||Complete Ninja Special Ability||+7||+9|
|19th||+19/+14/+9/+4||+11||+11||+6||Stealthy Strike +10d6||+8||+9|
Class Skills (8 + Int modifier per level, ×4 at 1st level)
Weapon and Armor Proficiency: A complete ninja is proficient with simple weapons, as well as the sai, shuriken, kama, nunchaku, shortbow, hand crossbow, ninja-to (shortsword), kodachi (broadblade short sword), kukri, hook-swords, katana, wakizashi (masterwork short sword), foot spike and shuko (hand claws). If the complete ninja uses the foot spikes and shuko for Climb checks, this is treated as a climber's kit.
The complete ninja is not proficient with any armor or shields.
AC Bonus (Ex): A complete ninja is highly trained at dodging blows, even unanticipated ones. When unarmored and unencumbered, the complete ninja applies his Wisdom bonus to AC. Also, the complete ninja gains an additional +1 bonus to AC at 3rd level and every 3 complete ninja levels thereafter.
This AC bonus applies to all attacks unless the complete ninja is immobilized or helpless, or is armored or encumbered.
Ki Power (Su): A complete ninja can channel his ki to manifest special powers of stealth and mobility. He can use his ki powers a number of times per day equal to 1/2 his class level (minimum 1) plus his Wisdom modifier (if any). Ki powers can only be used if the complete ninja is wearing no armor and is unencumbered. His ki pool can be regenerated after six hours of rest.
Starting at 1st level, the complete ninja also gains a +2 bonus to Will saves. This bonus increases by +1 at every seven class levels thereafter (+3 at 8th level, +4 at 15th level, and so on).
Stealthy Strike (Ex): At 1st level and every other class level thereafter, if the complete ninja can catch an enemy off-guard, he can strike a vital spot for extra damage.
When the complete ninja strikes an enemy that is denied its Dexterity bonus (if any) to AC, he can deal an extra +1d6 damage. He can also use stealthy strike against a opponent he is flanking. The complete ninja can also use stealthy strike for ranged attacks as long as the target is within 30 feet. If the complete ninja makes a critical hit while making a stealthy strike, the extra damage is not multiplied.
With a sap, blackjack or unarmed strike, a complete ninja can make a stealthy strike that deals nonlethal damage instead of lethal damage. He cannot use a weapon that deals lethal damage to deal nonlethal damage in a stealthy strike, even with the usual -4 penalty.
Stealthy strike can only be used against creatures with discernible anatomies; constructs, undead, plants, oozes and incorporeal creatures are immune to stealthy strike. Stealthy strike cannot be used against creatures immune to critical hits or against creatures with concealment or whose vitals are out of reach.
Stealthy strike counts as sneak attack for the purpose of qualifying for feats, prestige classes or anything requiring a minimum amount of sneak attack damage die. Also, the bonus damage from stealthy strike and sneak attack stack if they apply to the same target and all other conditions are met.
Trapfinding (Ex): At 1st level, a complete ninja is able use his Search skill to locate traps with a DC higher than 20. He can also use Disable Device to bypass or disarm traps.
A complete ninja who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with his party) without disarming it.
Ghost Step (Su): Starting at 2nd level, by using his inner ki, the complete ninja can fade from sight for a brief time. He can expend one daily use from his ki pool to become invisible for one round. Using this ability is a swift action that does not provoke attacks of opportunity.
Starting at 10th level, the complete ninja becomes ethereal instead of invisible when using ghost step.
Evasion (Ex): When a complete ninja succeeds on a Reflex save that would deal 1/2 damage (such as a fireball spell), he takes no damage instead.
Complete Ninja Special Ability: Starting at 3rd level and every third level thereafter, the complete ninja can select an ability from the following list:
Armor-Ki Synergy (Ex): The complete ninja retains the use of all class features as long as he wears armor or carries a shield that does not incur an armor check penalty greater than zero (before or after being made masterwork). The complete ninja still loses the noted class features if his armor check penalty is greater than zero, or if he is encumbered.
Bonus Ki (Ex): The complete ninja has spent so much time focusing his Ki, he may use it more times per day, adding his wisdom modifier again to his total pool.
Instinct (Ex): The complete ninja's instincts and his sixth sense share a stronger connection. He can now apply his Wisdom bonus (if any) to Initiative, as long as he is unarmored and unencumbered.
Shunshin (Ex): Known as the 'Body Flicker' to bystanders, the complete ninja learns to move more effectively, becoming able to move his body more quickly due to greater leg strength.
The complete ninja's base land speed increases by 10 feet. This bonus only applies if the complete ninja is unarmored and unencumbered.
The complete ninja can take this ability twice, increasing base speed by 10 feet each time. He must have a Dexterity score of 15 to take Shunshin.
Speed Climb (Ex): A complete ninja can scramble up or down walls and slopes with great speed. He can climb at his base land speed as a move action with no penalty; however, the complete ninja must begin and end the round on a horizontal surface (such as the ground or rooftop). If not, he falls, taking the appropriate falling damage. This ability only requires the use of one free hand, but the complete ninja must be unarmored and unencumbered.
Acrobatics (Ex): The complete ninja gains a +3 bonus to Climb, Jump and Tumble checks reflecting the great body control he has acquired through dedicated training.
This ability cannot be taken unless the complete ninja has one Complete Ninja Special Ability.
The complete ninja can take this ability twice, increasing the bonus each time.
Ghost Mind (Su): The complete ninja gains a special resistance to spells of the scrying subschool. To detect or see a complete ninja with such a spell, the caster must make a caster level check (DC20 + the complete ninja's class level). In the case of scrying spells (such as arcane eye) that scan the complete ninja's area, a failed check indicates that the spell works but the complete ninja simply isn't detected. Scrying attempts targeted specifically at the complete ninja don't work at all if the check fails.
Ghost Sight (Su): The complete ninja can see invisible and ethereal creatures as easily as he sees material creatures and objects.
Bonus Feat (Ex): The complete ninja can select a bonus feat from the following list instead of one of these abilities. The complete ninja cannot select a bonus feat unless he has two Complete Ninja Special Abilities. He need not have any of the prerequisites normally required for these feats to select them.
Complete Ninja Bonus Feat List: Improved Grapple, Stunning Fist, Combat Reflexes, Deflect Arrows, Improved Trip, Improved Disarm, agile athlete, jumping climb.
Great Leap (Su): The complete ninja can make all Jump checks as if he already had a running start and the Run feat, effectively gaining a +4 bonus to Jump checks.
Poison Use (Ex): Beginning at 4th level, the complete ninja becomes proficient at applying poison to his weapons. He never risks injuring or poisoning himself while applying poison to a weapon.
Ki Dodge (Su): At 6th level, the complete ninja's body starts to blur and haze, as if his enemies are seeing a mirage.
By accessing his inner ki, the complete ninja can spend one daily use from his ki pool to gain concealment (20% miss chance) for 1 round. The concealment given by ki dodge cannot be used to make Hide checks. Using ki dodge is a swift action that does not provoke an attack of opportunity.
At 18th level, the complete ninja's ki dodge ability grants total concealment (50% miss chance).
Ghost Strike (Ex): Beginning at 8th level, the complete ninja can spend one daily use of his ki pool to strike incorporeal and ethereal creatures as if they were corporeal. He can also strike foes on the Material plane while ethereal or invisible (from using his ghost step ability).
This ability is a move action that doesn't provoke attacks of opportunity. It affects the next attack made by the complete ninja, as long as that attack is made before the end of his next turn. That next attack adds the stealthy strike additional damage die.
Improved Poison Use (Ex): When the complete ninja reaches 10th level, he can use poison with near inhuman quickness. He can apply poison to a weapon as a move action instead of a standard action.
Hundred Faces (Su): Beginning at 14th level, the complete ninja may expend one daily use of his ki pool to transform himself as if under the effect of a disguise self spell for 1 minute. Using hundred faces is a swift action that does provoke an attack of opportunity.
Meditation (Ex): Beginning at 16th level, the complete ninja uses the comforts and blessings of meditation to bring greater clarity and focus.
Once per day, the complete ninja can spend 1 minute in a meditative state. If he does, he regains a number of uses of his ki pool equal to 1/2 his Wisdom bonus (minimum 1). This ability cannot be used to increase the maximum of daily ki pool uses the complete ninja can have.
Ghost Walk (Su): When the complete ninja reaches 20th level, his control over his inner ki becomes more refined, allowing him to remain ethereal for extended periods.
By expending two uses of his ki pool, the complete ninja becomes ethereal, as if under the ethereal jaunt spell. His caster level is equal to his class level. Using ghost walk is considered a swift action that doesn't provoke attacks of opportunity.
The complete ninja may freely multiclass into the monk, rogue or scout classes. However, if he takes levels in any other classes or not maintain some form of neutrality in his alignment, he can no longer take any levels in the complete ninja class, but he retains all class features he has gained.
Epic Complete Ninja
|21st||Stealthy strike +11d6, Complete Ninja Special Ability||+4||+4|
|23rd||Stealthy strike +12d6||+4||+5|
|24th||Bonus Feat, Complete Ninja Special Ability||+4||+5|
|25th||Stealthy strike +13d6||+5||+5|
|27th||Stealthy strike +14d6, Complete Ninja Special Ability||+5||+5|
|29th||Stealthy strike +15d6||+5||+6|
|30th||Bonus Feat, ghost sense, Complete Ninja Special Ability||+6||+6|
8 + Int modifier skill points per level.
AC Bonus (Ex): The epic complete ninja continues to gain a +1 bonus to AC every 5 levels above 20th.
Will Save Bonus (Su): The epic complete ninja continues to gain a +1 bonus to Will saves, as long as he has one use of ki remaining, every 7 levels after 15th.
Stealthy Strike (Ex): The epic complete ninja's stealthy strike increases by +1d6 at every odd-numbered level.
Complete Ninja Special Ability: The complete ninja receives additional special abilities at 21st level and every third level thereafter.
Ghost Sense (Ex): When the epic complete ninja reaches 30th level, his sixth sense achieves a point unimagined. He is able to truly see danger before it occurs, obtaining an almost supernatural clarity of his surroundings.
The complete ninja is always considered to be under the effect of the foresight spell, so long as he is unarmored and unencumbered.
Bonus Feats: The epic complete ninja gains a bonus feat (selected from the list of epic complete ninja bonus feats) at 22nd level and every other level thereafter. He must meet all the prerequisites normally required for these feats to select them.
Epic Complete Ninja Bonus Feat List: Blinding Speed, Distant Shot, Epic Reflexes, Epic Skill Focus, Epic Will, Extended Life Span, Great Dexterity, Great Wisdom, Improved Sneak Attack, Legendary Climber, Legendary Leaper, Self-Concealment, Sneak Attack of Opportunity.
Human Complete Ninja Starting Package
Weapons: Ninja-To (1d6, crit 19-20/x2, 2 lbs, light, piercing)
10 Shuriken (1d2, crit x2, range increment 10 ft, 1 lb, piercing)
Skill Selection: Pick a number of skills equal to 9 + Int modifier.
Feat: Combat Expertise
Bonus Feats: Combat Reflexes
Gear: Waterskin, pouch belt with thieves' tools, flint and steel, and trail rations.
Gold: 2d4 gp