Flash Ninja (3.5e Class)

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Flash Ninja[edit]

A Flash Ninja is one who refines stealth, intelligence gathering, powerful combat techniques, and mysticism into a deadly science and sophisticated techniques of warfare. Further, Flash Ninjas have honed the ability to slip through the cracks in space to move with incredible speed. When the odds are unfavorable and dishonor threatens, the Flash Ninja can be hired to bring swift victory and restore harmony of society through espionage and masterful assassination.

Making a Flash Ninja[edit]

The Flash Ninja are like the rogue in the fact they rely on quickness and stealth to take out their enemies. However, the Flash Ninja go about it in a much different way. Harnessing the power of their ki, the ninja obtain the ability to disappear from an enemy's sight completely. Combine this with their flash step and various other abilities that border on otherworldly, and people will see how the rogue and Flash Ninja separate themselves.

Abilities: Dexterity is the key ability score for Flash Ninjas, seeing as it grants them AC, high initiative, and good Reflexes, which are all key mechanics for the Flash Ninja. Next in order of importance is Constitution because it determines the daily amount of ki received. Thirdly, Strength so that they can deal decent damage. .

Races: Any Race, but usually not Dwarves or Orcs.

Alignment: Any Alignment.

Starting Gold: 4d4×10 gp.

Starting Age: As rogue

Table: The Flash Ninja

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +0 +2 +1 Ki Power, Sneak Attack, Monk Fighting Style
2nd +2 +0 +3 +1 Flash Step, Disorienting Strike, Poison Specialist
3rd +3 +1 +3 +2 Shadow Step, Uncanny Dodge
4th +4 +1 +4 +2 Ghost Step, Trapfinding
5th +5 +1 +4 +3 Sky Step, Muscle Memory
6th +6/+1 +2 +5 +3 Poison Specialist
7th +7/+2 +2 +5 +4 Two-Weapon Fighting
8th +8/+3 +2 +6 +4 Meditate
9th +9/+4 +3 +6 +5 Poison Specialist
10th +10/+5 +3 +7 +5 Heavy Step
11th +11/+6/+1 +3 +7 +6 Mobile Flash
12th +12/+7/+2 +4 +8 +6 Poison Specialist
13th +13/+8/+3 +4 +8 +7
14th +14/+9/+4 +4 +9 +7
15th +15/+10/+5 +5 +9 +8 Poison Specialist
16th +16/+11/+6/+1 +5 +10 +8 Meditate
17th +17/+12/+7/+2 +5 +10 +9
18th +18/+13/+8/+3 +6 +11 +9
19th +19/+14/+9/+4 +6 +11 +10
20th +20/+15/+10/+5 +6 +12 +10 Poison Specialist

Class Skills (6 + Int modifier per level, ×4 at 1st level)
Balance (Dex), Concentration (Con), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Handle Animal (Cha), Hide (Dex), Intimidate Cha), Listen (Wis), Move Silently (Dex), Ride (Dex), Search (Int), Sleight of Hand (Dex), Use Rope (Dex).

Class Features[edit]

Weapon and Armor Proficiency: The Flash Ninja is proficient with all Simple and Martial weapons as well as the sai, shuriken, kama, nunchaku, shortbow, ninja-to (short sword),katana(bastard sword), kodachi (broadblade short sword), foot spike, and shuko (hand claws). The Flash Ninja is also proficient with all light armor.

Ki Powers(Su): All Flash Ninja have control over a pool of spirit energy called ki. Starting at 1st level, all Flash Ninja have 1/2 class level (Minimum 1) + Constitution modifier + Strength modifier uses of ki per day, and as long as the ninja has one ki point left, he gets a +2 bonus on Will saves. . Flash Ninjas choose their Ki Powers from the following list:

Counter—The flash ninja’s instincts and his sixth sense share a stronger connection. The flash ninja can now reduce the attack roll of assailants by 5 for the cost of 1 Ki point . (multiple uses do stack)

Hardening—The flash ninja’s body clenches up and becomes as hard as stone. The flash ninja can increase his AC by +2 for 10 minutes for the cost of 1 ki point. (multiple uses do stack)

Heal—The flash ninja learns to harness his Ki to increase the healing process in himself or others. The flash ninja can heal others by 3 hit points or himself by 5 hit points for the cost of 1 ki point.

Strike—The flash ninja can flood his hands with ki power. The flash ninja can deal 1d6 unarmed per ki point. (this counts as ki strike)

Qigong awareness—The flash ninja’s sixth sense is immensely refined . The flash ninja now has the ability to evade grappling and flanking for 1 minute per ki point.

Speed— The flash ninja now has the ability to focus ki. The flash ninja can focus ki into his legs allowing him to double his speed for 2 rounds per ki point.

Stunning Blow— The flash ninja now has the ability to force ki into others. The flash ninja can focus ki into his fists allowing him to stun enemies for 2 turns per ki point. (this counts as the stunning fist feat)

Telepathy—The flash ninja can hone his mind with a flood of ki power. The flash ninja can establish telepathic communication with any player for 4 hours per ki point.

Sneak Attack (Ex): If a Flash Ninja can catch an opponent when she is unable to defend herself effectively from his attack, he can strike a vital spot for extra damage. This extra damage does not apply if the assassin wields a shield or armor heavier than light. The Flash Ninja’s attack deals extra damage any time his target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the Flash Ninja flanks his target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every Flash Ninja level divisible by three thereafter. Should the assassin score a critical hit with a sneak attack, this extra damage is not multiplied. The Flash Ninja cannot take a -4 penalty to deal nonlethal damage with a sneak attack. An Flash Ninja can sneak attack only living creatures with discernible anatomies - undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The Flash Ninja must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. An Flash Ninja cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.

Martial Arts (Ex): The Flash Ninja may chose to learn 1 monk fighting style. Which ever style he choses, he will gain all the necessary abilities to use it.

Flash Step (Ex): The signature mark of a Flash Ninja is the ability to seemingly teleport from one place to another without so much as a thought. This ability is actually gained due to the Flash Ninja's inherent ability to move into a fourth spacial dimension. Starting at second level, a Flash Ninja gains the ability to travel between two places instantaneously. The Flash Ninja may teleport to any location, by making a DC 15 Dexterity roll (Reducing by 2 every two levels) as a free action that does not provoke an attack of opportunity; if he fails the DC, the DM may determine how far off he appears accordingly (distance can not exceed maximum teleportation distance). A Flash Ninja can move both before and after the step, provided that his total distance moved is not greater than his speed. A Flash Ninja can move a total of 50ft per level subtracted by their speed. (Level 2 Human can step 20ft and still move 30ft, with total distance of 50ft. Level 3 Flash Ninja can jump 70ft {100-30=70} and then move 30ft for a total of 100ft, etc.) A Flash Ninja can also bring along objects as long as their weight doesn’t exceed his maximum load(maximum load equals the weight he is able to push or drag). A Flash Ninja can bring along other living creatures too, as long as their total weight doesn’t exceed his maximum load. Additionally, a Flash Ninja can step with unwilling creature as long as that creature is in a grapple with the Flash Ninja, though, even then, an unwilling creature is allowed a Reflex saving throw (DC 10 + half the Flash Ninja's HD + the Flash Ninja's Dexterity modifier) to avoid being taken along with the Flash Ninja. A Flash Ninja cannot teleport to a location that is occupied by another creature or an object. The Target for the step still has to be reachable by non-flashstep means (ex;flash step cannot be used to cross cliffs unless the ninja has some way to do so). Step is not hampered by dimensional lock or similar spells. Take note that this ability is not derived from magical or supernatural abilities and therefore works fine in an antimagic field. Also when not in combat, the flash ninja can flash step anywhere he has previously visited or anywhere within his sight.

Disorienting Strike (Su): For the cost of 1 ki point the flash ninja can preform a disorienting strike. A disoriented character cannot effectively focus his mind to cast spells, manifest powers, or perform similar acts. Such acts take twice as long to perform (a swift action becomes a move action [but still counts toward the limit of one swift action per turn], a move action becomes a standard action, and a standard action becomes a full-round action) and any Concentration checks to complete the action automatically fail. The target automatically fails a concentration check to maintain any such action being performed when it becomes disoriented.

Poison Specialist (Ex): The Flash ninja has mastered the use of poisons. At 2nd level and higher, a ninja never risks accidentally poisoning himself when applying poison to a weapon, and can acquire them for the price of 10 gp. The rarity of the poisons acquirable increases with each new level of Poison Specialist. First Poison Specialist level all poison under 100 gp in cost are acquirable. At the second specialist level, all poison under 200 gp are acquirable. At the third specialist level, all poison under 400 gp are acquirable. At the fourth specialist level, all poison under 800 gp are acquirable. At the fifth specialist level, all poison under 4160 gp are acquirable. At the sixth specialist level, all poison under 3200 gp are acquirable. The poisons are able to be placed on weapons and used in combat.

Shadow Step (Su): At 3rd level, by using his inner ki, the flash ninja can fade from sight for a brief time. The ninja can become invisible for 1 minute by expending one ki power. Using this ability is a swift action that does not provoke an attack of opportunity.

Uncanny Dodge (Ex): A Flash Ninja's reaction time is unbelievably fast, and this can be seen during any given battle. Starting at third level, a Flash Ninja can react to danger before his senses would normally allow him to do so. He retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized.

Ghost Step (Su): When the ninja reaches 4th level, his control over his ki becomes more refined, allowing him to become ethereal. By expending 1 using of his ki points, the flash ninja becomes ethereal for 10 minutes, as if under the effect of the ethereal jaunt spell with the exception that you are not invisible. The pc appears as a ghost or spirit when using the ghost step power. Using ghost step is considered a swift action that does not provoke attacks of opportunity.

Trapfinding (Ex): At 4th level, a flash ninja develops a sixth sense about the location of traps. He is able to use Search to find traps that would regularly have DC 20 or higher with only a DC 5.the DC to find magic traps also includes the spell level. The ninja can also use the Disable Device skill to disarm traps with a DC 10.

Sky Step (Ex): At 5th level the flash ninja's Flash Step ability is no longer hampered by normally inaccessible paths (rivers and cliffs). As long as the location is within sight, or the flash ninja has been there previously he can step there (must still be within range of the step). The flash ninja is no longer concerned with walking distance but rather overall distance (going up stairs would have previously counted against the distance but now as long at the destination overall distance what matters.)

Muscle Memory (Ex): A Flash Ninja can impulsively take actions from time to time to the degree that, eventually, his body actually can move of it own volition. At 5th level, a flash ninja gains the ability to take 20 on any skill check that he has succeeded on in the past. As long as the conditions are not radically different from those when the check was previously made, the flash ninja can take 20.

2-Weapon Fighting (Ex): At 7th level, the flash ninja gains the Two-Weapon Fighting feat, even if he does not meet the prerequisites. He loses this benefit if he wields a weapon other than those he is proficient with or armor heavier than light. (If the PC already has 2-weapon fighting, upgrade to three weapon fighting)

Meditate (Su): Beginning at 8th level, the flash ninja uses the comforts and blessings of meditation to bring greater clarity and focus. Once per day, the ninja can spend 1 hour in a meditative state. If he does, he doubles the number of ki points for the day. This ability cannot be used to increase the maximum overall number of points the ninja has. This may not be done for consecutive days. At 16th level, this becomes x3 ki points per day.

Heavy Flash (Ex): At 10th level, the flash ninja may x3 his carrying capacity while flash stepping. ex, a flash ninja can push 1000 lbs. He is now able to flash step with 3000 lbs of weight.

Mobile Flash (Ex): At 11th level, the flash ninja may flash step with any anything including unwilling combatants as long as they are moving (this disregards weight limits of the Flash Ninja.) ex, a flash ninja is fighting on top of a moving cart with a charging orc, he may chose to flash step with the charging orc, the cart or both.

Flash Ninja Starting Package[edit]

Weapons: .

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

Skill Ranks Ability Armor
Check
Penalty

Feat: .

Bonus Feats: .

Gear: .

Gold: .

Ex-Flash Ninjas[edit]

The Flash ninja may never loose their powers. However, if they choose to multiclass, they may never gain another level in the flash ninja class.

Campaign Information[edit]

Playing a Flash Ninja[edit]

Religion: Flash Ninjas are not normally identifiable so they usually have an every day identity. Because of this they may choose any deity they wish to worship.

Other Classes: This class usually gets along well enough with other classes despite flash ninjas being a little withdrawn.

Advancement: There is no multiclass option for this class as doing so involves never gaining another level in the Flash Ninja Class.

Flash Ninjas in the World[edit]

—,


Daily Life: .

Notables: .

Organizations: .

NPC Reactions: .

Flash Ninja Lore[edit]

Characters with ranks in can research to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

DC Result
5 .
10 .
15 .
20 .

Flash Ninjas in the Game[edit]

Adaptation: .

Sample Encounter: .

EL : .


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