Ninja, 2nd Variant (3.5e Class)

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Ninja[edit]

A ninja is one who refines stealth, intelligence gathering, powerful combat techniques, and mystical body control into a deadly science of warfare and espionage.

Making a Ninja[edit]

Races: Humans of the oriental sub-races are the most common, however they welcome new blood. Elves are also common, and exceedingly powerful due to their grace and skill in the combat arts. Half-elves, half-lings, and war forged are also accepted.

Alignment: Any.

Starting Gold: 4d4×10 gp (100 gp)

Starting Age: Complex

Table: The Ninja

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special AC Bonus Will Bonus
Fort Ref Will
1st +1 +2 +2 +0 Ki Pool, Stealthy Strike +1d6, Trapfinding, Ninja Special ability +1 +2
2nd +2 +3 +3 +0 Ghost Step (invisible) Evasion +2 +2
3rd +3 +3 +3 +1 Stealthy Strike +2d6, 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, Ninja Special Ability +3 +4
7th +7/+2 +5 +5 +2 Stealthy Strike +4d6 +4 +4
8th +8/+3 +6 +6 +2 Ghost Strike +4 +4
9th +9/+4 +6 +6 +3 Stealthy Strike +5d6, 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 Ninja Special Ability +5 +6
13th +13/+8/+3 +8 +8 +4 Stealthy Strike +7d6 +6 +7
14th +14/+9/+4 +9 +9 +4 Hundred Faces +6 +7
15th +15/+10/+5 +9 +9 +5 Stealthy Strike +8d6, Ninja Special Ability +6 +8
16th +16/+11/+6/+1 +10 +10 +5 Meditation +7 +8
17th +17/+12/+7/+2 +10 +10 +5 Stealthy Strike +9d6 +7 +8
18th +18/+13/+8/+3 +11 +11 +6 Ninja Special Ability +7 +9
19th +19/+14/+9/+4 +11 +11 +6 Stealthy Strike +10d6 +8 +9
20th +20/+15/+10/+5 +12 +12 +6 Ghost Walk +8 +10

Class Skills (8 + Int modifier per level, ×4 at 1st level)
Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (Geography) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex).

Class Features[edit]

Weapon and Armor Proficiency: A 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 ninja uses the foot spikes and shuko for Climb checks, this is treated as a climber's kit. The ninja is not proficient with any armor or shields.

AC Bonus (Ex): A ninja is highly trained at dodging blows, even unanticipated ones. When unarmored and unencumbered, the ninja applies his Wisdom bonus to AC. Also, the ninja gains an additional +1 bonus to AC at 3rd level and every 3 ninja levels thereafter. This AC bonus applies to all attacks unless the ninja is immobilized or helpless, or is armored or encumbered.

Ki Pool (Su): A ninja can channel his ki to manifest special powers of stealth and mobility. He gains a ki pool equal to 1/2 his class level (minimum 1) plus his Wisdom modifier (if any) per day. Ki powers can only be used if the ninja is wearing no armor and is unencumbered. His ki pool can be regenerated after six hours of rest. Starting at 1st level, the 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 ninja can catch an enemy off-guard, he can strike a vital spot for extra damage. When the 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 ninja can also use stealthy strike for ranged attacks as long as the target is within 30 feet. If the ninja makes a critical hit while making a stealthy strike, the extra damage is not multiplied. With a sap, blackjack or unarmed strike, a 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 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 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 ninja can fade from sight for a brief time. He can expend one 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 ninja becomes ethereal instead of invisible when using ghost step.

Evasion (Ex): When a ninja succeeds on a Reflex save that would deal 1/2 damage (such as a fireball spell), he takes no damage instead.

Ninja Special Ability: Starting at 3rd level and every third level thereafter, the ninja can select an ability from the following list: Armor-Ki Synergy (Ex): The 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 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 ninja has spent so much time focusing his Ki, he gains three more ki points per day.

Ghost Sight (Su): The ninja can see invisible creatures as easily as he sees material creatures and objects. This is a standard action, and lasts 10 min/level as the spell. Caster level equals ninja level. Must have at least 2 other Ninja Special Abilities.

Instinct: The ninja’s instincts and his sixth sense share a stronger connection. The ninja can now apply his Wisdom bonus (if any) to initiative, as long as he is unarmored and unencumbered.

Shunshin (Body Flicker): The ninja learns to move more effectively, becoming able to move his body more quickly due to greater leg strength. The ninja’s base land speed increases by 10 feet. This speed bonus is lost if the ninja wears any armor with a check penalty greater than a -1, carries a shield, or carries a medium or heavier load. The ninja can take this ability up to two times. Each time, his speed increases by 10 feet. The ninja must have Dex 15 in order to take shunshin.

Speed Climb: A ninja can climb up walls at his base land speed as a move action. This ability requires one free hand, and the ninja must begin and end the climb on a horizontal surface.

Bleeding Attack (Ex): A ninja with this special ability can cause living opponents to bleed by hitting them with a sneak attack. This attack causes the target to take 1 additional point of damage each round for every 2 die of the ninja’s sneak attack (rounded down). Bleeding creatures take that amount of damage every round at the start of each of their turns. The bleeding can be stopped by a DC 15 Heal check or the application of any effect that heals hit point damage. Bleed damage from this ability does not stack with itself. Bleed damage bypasses any DR the creature might possess.

Combat Trick: A ninja who selects this special ability gains a bonus combat feat.

Darkvision (Su): This special ability allows the ninja to use her ki to enhance her sight, granting darkvision out to a range of 60 feet. Using this special ability is a standard action that costs 1 ki point. The enhanced senses last for 1 hour.

Deadly Range (Ex): A ninja with this ninja special ability increases the range at which she can deal sneak attack damage by 10 feet. A ninja can take this special ability more than once. Its effects stack.

Deflect Arrows: A ninja who selects this ninja special ability gains the Deflect Arrows feat as a bonus feat. The ninja must have the Improved Unarmed Strike combat feat before taking this special ability.

Fast Stealth (Ex): A ninja with this special ability can move at full speed using the Stealth skill without penalty.

Feather Fall (Su): As an immediate action, the ninja can slow her descent as if using feather fall. This special ability uses her ninja level as the caster level. Each use of this ability uses up 1 ki point.

Flurry of Stars (Ex): A ninja with this special ability can expend 1 ki point from her ki pool as a swift action before she makes a full-attack attack with shuriken. During that attack, she can throw two additional shuriken at her highest attack bonus, but all of her shuriken attacks are made at a –2 penalty, including the two extra attacks.

Hidden Weapons (Ex): A ninja with this special ability can easily conceal weapons on her body. The ninja adds her level on opposed Sleight of Hand checks made to conceal a weapon. In addition, she can draw hidden weapons as a move action, instead of as a standard action.

Poison Bomb (Ex): Whenever the ninja throws a smoke bomb, she can decide to include 1 dose of any inhaled poison she possesses. This poison affects all creatures in the smoke and lasts as long as the smoke lasts. She must pay for the poison normally. The ninja must have the smoke bomb ninja special ability before selecting this ability.

Shadow Clone (Su): The ninja can create 1d4 shadowy duplicates of herself that conceal her true location. This ability functions as mirror image, using the ninja’s level as her caster level. Using this ability is a standard action that uses up 1 ki point.

Slow Metabolism (Ex): The ninja has a slower-than-normal metabolism. She can hold her breath for twice as long as normal before needing to make Constitution checks (four times her Constitution score). In addition, whenever the ninja is poisoned, the time between saving throws (the poison’s frequency) is doubled. Thus, a poison that has a frequency of “1/round for 6 rounds” would instead be “1/2 rounds for 12 rounds.”

Slow Reactions (Ex): Opponents that are damaged by the ninja’s sneak attack can’t make attacks of opportunity for 1 round.

Smoke Bomb (Ex): This special ability allows a ninja to throw a smoke bomb that creates a cloud of smoke with a 15-foot radius. This acts like the smoke from a smokestick. The ninja can center this smoke on herself, or throw the bomb as a ranged touch attack with a range of 20 feet. Using this ability is a standard action. Each use of this ability uses up 1 ki point.

Snatch Arrows: A ninja who selects this ninja special ability gains the Snatch Arrows feat as a bonus feat. The ninja must have the Improved Unarmed Strike feat and the Deflect Arrows feat before taking this ability.

Sudden Disguise (Su): As a swift action, a ninja can change her appearance for 1 minute per level. This ability functions as disguise self. Each use of this ability uses up 1 ki point.

Unarmed Combat Training: A ninja who selects this ninja special ability gains Improved Unarmed Strike as a bonus feat.

Undetected Sabotage (Ex): Whenever a ninja with this special ability uses Disable Device to sabotage or disable a device, she can make a Stealth check with a bonus equal to her level. Anyone who inspects the device does not notice the sabotage and assumes the object works unless he beats the ninja’s check with an opposed Perception skill check.

Wall Climber (Su): A ninja with this ability gains a climb speed of 20 feet, but only on vertical surfaces. This ability cannot be used to scale perfectly smooth surfaces or to climb on the underside of horizontal surfaces.

Weapon Training: A ninja who selects this ninja special ability gains Weapon Focus as a bonus feat.


Great Leap (Su): The 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 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 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 ki point 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 ninja's ki dodge ability grants total concealment (50% miss chance).

Ghost Strike (Ex): Beginning at 8th level, the ninja can spend one point 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 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 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 ninja may expend one point 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 ninja uses the comforts and blessings of meditation to bring greater clarity and focus. Once per day, the ninja can spend 1 minute in a meditative state. If he does, he regains a number of points 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 ninja can have.

Ghost Walk (Su): When the ninja reaches 20th level, his control over his inner ki becomes more refined, allowing him to remain ethereal for extended periods. By expending two points of his ki pool, the 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.

Ex-Ninjas[edit]

.

Epic Ninja[edit]

Table: The Epic

Hit Die: d

Level Special
21st
22nd
23rd
24th
25th
26th
27th
28th
29th
30th
+ Int modifier skill points per level.

:

:


Bonus Feats: The epic gains a bonus feat (selected from the list of epic bonus feats) every levels after 20th.

Epic Bonus Feat List: .

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: .

Campaign Information[edit]

Playing a Ninja[edit]

Religion: .

Other Classes: .

Combat: .

Advancement: .

Ninjas in the World[edit]

—,


Daily Life: .

Notables: .

Organizations: .

NPC Reactions: .

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 .

Ninjas in the Game[edit]

Adaptation: .

Sample Encounter: .

EL : .


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