Ninja

| Level | B.A. | Fort | Ref | Will | Special Abilities |
|---|---|---|---|---|---|
| 1st | +0 | +0 | +2 | +0 | ki pool, sneak attack +1d6, AC bonus |
| 2nd | +1 | +0 | +3 | +0 | vanish (invisible), ninja secret |
| 3rd | +2 | +1 | +3 | +1 | sneak attack +2d6 |
| 4th | +3 | +1 | +4 | +1 | ninja secret |
| 5th | +3 | +1 | +4 | +1 | sneak attack +3d6, ki dodge |
| 6th | +4 | +2 | +5 | +2 | ninja secret |
| 7th | +5 | +2 | +5 | +2 | sneak attack +4d6 |
| 8th | +6/+1 | +2 | +6 | +2 | ki strike, ninja secret |
| 9th | +6/+1 | +3 | +6 | +3 | sneak attack +5d6 |
| 10th | +7/+2 | +3 | +7 | +3 | advanced secrets, ninja secret |
| 11th | +8/+3 | +3 | +7 | +3 | sneak attack +6d6, vanish (ethereal) |
| 12th | +9/+4 | +4 | +8 | +4 | ninja secret |
| 13th | +9/+4 | +4 | +8 | +4 | sneak attack +7d6 |
| 14th | +10/+4 | +4 | +9 | +4 | shadow mind, ninja secret |
| 15th | +11/+6/+1 | +5 | +9 | +5 | sneak attack +8d6 |
| 16th | +12/+7/+2 | +5 | +10 | +5 | ki sight, ninja secret |
| 17th | +12/+7/+2 | +5 | +10 | +5 | sneak attack +9d6, greater ki dodge |
| 18th | +13/+8/+3 | +6 | +11 | +6 | ninja secret |
| 19th | +14/+9/+4 | +6 | +11 | +6 | sneak attack +10d6 |
| 20th | +15/+10/+5 | +6 | +12 | +6 | ether walk, ninja secret |
Many of the ninja's abilities are identical to those of other classes. Levels in ninja stack with other classes to determine the character's full level for using these abilities (e.g. sneak attack, slow fall, ki pool, etc.). Ninja secrets and rogue talents do not stack, but levels in ninja and rogue stack to determine when the character has access advanced secrets and talents.
Alignment: Any.
Hit Die: d8.
Class Skills
The ninja's class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Perception (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), and Swim (Str).
Skill Ranks per Level: 6 + Int modifier.
The ninja's class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Perception (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), and Swim (Str).
Skill Ranks per Level: 6 + Int modifier.
Class Features
The following are class features of the ninja.
Weapon and Armor Proficiency: Ninjas are proficient with all simple weaons, plus the hand crossbow, kama, katana, kukri, nunchaku, sai, shortbow, short sword, shuriken, and siangham. Ninjas are not proficient with any type of armor or shield.
A ninja wearing armor, using a shield, or carrying more than a light load loses access to her ki pool (and all related abilities), AC bonus, fast climb, and sure step abilities.
A ninja wearing armor, using a shield, or carrying more than a light load loses access to her ki pool (and all related abilities), AC bonus, fast climb, and sure step abilities.
AC Bonus: When unarmored and unencumbered, the ninja adds her Wisdom bonus (if any) to her AC and her CMD. In addition, a ninja gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four ninja levels thereafter, up to a maximum of +5 at 20th level.
These bonuses to AC apply even against touch attacks or when the ninja is flat-footed. She loses these bonuses when she is immobilized or helpless.
These bonuses to AC apply even against touch attacks or when the ninja is flat-footed. She loses these bonuses when she is immobilized or helpless.
Ki Pool (Su): A ninja gains a pool of ki points, supernatural energy she can use to accomplish amazing feats. The number of points in a ninja's ki pool is equal to her ninja level + her Wisdom modifier. As long as she has at least 1 point in her ki pool, she gains a +2 bonus on her Will saves.
Sneak Attack (Ex): If a ninja can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
The ninja's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the ninja flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two ninja levels thereafter. Should the ninja score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.
With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a ninja can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty.
The 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. A ninja cannot sneak attack while striking a creature with concealment.
The ninja's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the ninja flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two ninja levels thereafter. Should the ninja score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.
With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a ninja can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty.
The 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. A ninja cannot sneak attack while striking a creature with concealment.
Ninja secret: As a ninja gains experience, she learns a number of secrets that aid her and confound her foes. Starting at 2nd level, a ninja gains one ninja secret. She gains an additional ninja secret for every 2 levels of ninja attained after 2nd level. A ninja cannot select an individual secret more than once.
Secrets marked with an asterisk add effects to a ninja's sneak attack. Only one of these talents can be applied to an individual attack and the decision must be made before the attack roll is made.
Secrets marked with an asterisk add effects to a ninja's sneak attack. Only one of these talents can be applied to an individual attack and the decision must be made before the attack roll is made.
Evasion (Ex): A ninja can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the ninja is wearing light armor or no armor. A helpless ninja does not gain the benefit of evasion. A ninja must have the sure step secret to select this secret.
Fast Climb (Ex): A ninja can climb her speed as a move action with no penalty to her Climb check, however, the ninja must end the round on a horizontal surface. If she does not end the round on a horizontal surface, she must succeed an additional Climb check (DC = wall's DC +5) to find purchase. In addition, a ninja only needs one free hand to climb.
Ledge Walker (Ex): This ability allows a ninja to move along narrow surfaces at full speed using the Acrobatics skill without penalty. In addition, a ninja with this secret is not flat-footed when using Acrobatics to move along narrow surfaces.
Major Magic (Sp): A ninja with this secret gains the ability to cast a 1st-level spell from the sorcerer/wizard spell list two times a day as a spell-like ability. The caster level for this ability is equal to the ninja's level. The save DC for this spell is 11 + the ninja's Intelligence modifier. The ninja must have an Intelligence of at least 11 to select this secret. A ninja must have the minor magic ninja secret before choosing this secret.
Martial Training: A ninja that selects this secret gains Improved Unarmed Strike as a bonus feat.
Martial Training, Improved: A ninja that selects this secret gains any monk bonus feat. Use the total of the ninja's levels in monk and ninja to determine which feats she is eligible for. A ninja need not have any of the prerequisites normally required for these feats to select them, but the ninja must have the martial training secret to select this secret.
Minor Magic (Sp): A ninja with this secret gains the ability to cast a 0-level spell from the sorcerer/wizard spell list. This spell can be cast three times a day as a spell-like ability. The caster level for this ability is equal to the ninja's level. The save DC for this spell is 10 + the ninja's Intelligence modifier. The ninja must have an Intelligence of at least 10 to select this secret.
Poison Use (Ex): As ninja ability.
Poison Use, Improved (Ex): As ninja ability.
Ninja Crawl (Ex): While prone, a ninja with this ability can move at half speed. This movement provokes attacks of opportunity as normal. A ninja with this secret can take a 5-foot step while crawling.
Ninja Flight (Ex): A ninja adds her level to all Acrobatics checks made to jump, both for vertical jumps and horizontal jumps. In addition, she always counts as having a running start when making jump checks using Acrobatics. By spending 1 point from her ki pool as a swift action, a ninja gains a +20 bonus on Acrobatics checks made to jump for 1 round.
Slow Fall (Ex): A ninja can expend 1 ki point as an immediate action within arm's reach of a wall and use it to slow her descent while falling. The ninja's ability to slow her fall (that is, to reduce the effective distance of the fall when next to a wall) is equal to the ninja's level x5 feet. A ninja must have the sure step secret to select this talent.
Sure Step (Ex): A ninja can take 10 on Acrobatics checks, even when she otherwise couldn't.
Trapfinding (Ex): A ninja adds her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A ninja can use Disable Device to disarm magic traps.
Vanish (invisible) (Su): At 2nd level, a ninja can spend 1 ki point as a swift action to become invisible for 1 round. At 11th level a ninja can become ethereal instead of becoming invisible.
Ki Dodge (Su): At 6th level a ninja can spend 1 ki point as an immediate action to gain concealment until the start of her next turn. If this ability is used in response to an attack, the attacker must roll for concealment prior to dealing damage, even if damage has already been rolled.
ki Strike (Su): At 8th level, a ninja can spend 1 ki point to strike incorporeal and ethereal creatures for 1 round. She can use this ability to strike material creatures while ethereal.
Advanced Talents: At 10th level, and every two levels thereafter, a ninja can choose one of the following advanced talents in place of a ninja secret.
Defensive Roll (Ex): With this advanced secret, the ninja can roll with a potentially lethal blow to take less damage from it than she otherwise would. Once per day, when she would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), the ninja can attempt to roll with the damage. To use this ability, the ninja must attempt a Reflex saving throw (DC = damage dealt). If the save succeeds, she takes only half damage from the blow; if it fails, she takes full damage. She must be aware of the attack and able to react to it in order to execute her defensive roll-if she is denied her Dexterity bonus to AC, she can't use this ability. Since this effect would not normally allow a character to make a Reflex save for half damage, the ninja's evasion ability does not apply to the defensive roll.
Ghost Dash (Ex): A ninja who selects this secret can use Stealth in any round which she begins while hiding. This allows the ninja to use Stealh even without cover or concealment or while being observed, but only if she starts her turn hidden because of cover or concealment.
Improved Evasion (Ex): This works like evasion, except that while the ninja still takes no damage on a successful Reflex saving throw against attacks, she henceforth takes only half damage on a failed save. A helpless ninja does not gain the benefit of improved evasion. A ninja must have the Evasion secret to select improved evasion.
Improved Sniping (Ex): A ninja who attempts to snipe using the Stealth skill does not suffer the -20 penalty to Stealth for doing so.
Martial Training, Advanced: A ninja that selects this secret gains any monk bonus feat. Use the totals of the ninja's levels in monk and ninja to determine which feats she is eligible for. A ninja need not have any of the prerequisites normally required for these feats to select them, but the ninja must have the improved martial training secret to select this secret.
Martial Training, Supreme: A ninja that selects this secret gains any monk bonus feat. Use the totals of the ninja's levels in monk and ninja to determine which feats she is eligible for. A ninja need not have any of the prerequisites normally required for these feats to select them, but the ninja must have the advanced martial training secret to select this secret.
Master Strike (Ex): The ninja becomes incredibly deadly when dealing sneak attack damage. Each time the ninja deals sneak attack damage, she can choose one of the following three effects: the target can be put to sleep for 1d4 hours, paralyzed for 2d6 rounds, or slain. Regardless of the effect chosen, the target receives a Fortitude save to negate the additional effect. The DC of this save is equal to 10 + ½ the ninja's level + the ninja's Intelligence modifier. Once a creature has been the target of a master strike, regardless of whether or not the save is made, that creature is immune to that ninja's master strike for 24 hours. Creatures that are immune to sneak attack damage are also immune to this ability. The ninja must be 20th level and have the trick attack ninja secret to select this secret.
Opportunist (Ex): Once per round, the ninja can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as an attack of opportunity for that round. Even a ninja with the Combat Reflexes feat can't use the opportunist ability more than once per round.
Trick Attack (Ex): A ninja can select one of the following ninja tricks as a ninja secret: bleeding attack, crippling strike, dispelling attack, or slow reactions.
Shadow Mind (Su): A ninja gains a +4 bonus on Will saves to resist scrying. A successful save indicates that the scry spell works, but simply does not detect the ninja. Additionally, the ninja can expend 1 ki point to gain spell reistance equal to 10 + ½ the ninja's level for 1 round.
Ki Sight (Su): A ninja with at least 1 ki point remaining can see invisible and ethereal creatures as easily as she sees material creatures. Additionally, the ninja can expend 1 ki point to gain the effects of true seeing for 1 round.
Greater Ki Dodge (Su): As ki dodge, but the ninja can turn invisible rather than gain concealment as an immediate action.
Ether Walk (Su): A ninja can expend 2 ki points to enter the Ethereal Plane. This ability functions as the ethereal jaunt spell with a caster level equal to the ninjas. Additionally, the ninja can use her vanish ability without expending a ki point as long as she has at least one ki point remaining.
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