Two new Advanced Classes.
THE NINJA
Pre-Vanishing and Post-Vanishing definitions of 'Ninja' are as far apart as the Grand Canyon. The Post-Vanishing view of the Ninja is defines by the Hidden Villages and countless amounts of mystical clans spread all over.
Those from before The Vanishing (and an astonishingly large number of Post-Vanishing Humans and even Fictions) see them as poseurs, depending greatly upon their Chakra (or Ki, or whatever) powers to achieve victory.
A Ninja specializes on stealth and ambushes. A Ninja is a skilled infiltrator and silent assassin, saboteur and spy. A Ninja uses deception and theatrics.
A Ninja, by Pre-Vanishing definition, is that who practices Ninjitsu. Post-Vanishing, this is the name that some take, but don't flaunt-a True Ninja does not has to.
Requirements
Skills: Hide 6 ranks, Move Silently 6 ranks.
Feats: Archaic Weapons Proficiency, Combat Martial Arts
Class Information
Hit Die
The ninja gains 1d6 hit points per level. The character’s Constitution modifier applies.
Action Points
The ninja gains a number of action points equal to 6 + half character level, rounded down every time she attains a new level in this class.
Class Skills
The ninja’s class skills are as follows.
Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Chemical) (Int), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (Earth and Life Sciences, Tactics, Theology and Philosophy) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Read/Write Language (none), Sleight of Hand (Dex), Speak Language (none), Swim (Str), Tumble (Dex)
Skill Points at Each Level: 7 + Int modifier.
Class Features
The following features pertain to the Ninja Advanced Class.
Living Weapon
The ninja attacks with either fist interchangeably, or even with elbows, knees, and feet. This means that the ninja may even make unarmed strikes when his or her hands are full, and there is no such thing as an off-hand attack for a ninja striking unarmed.
The ninja also deals more damage with unarmed strikes. At 1st level, the ninja deals 1d6 points of damage with an unarmed strike.
This is an increase to Combat Martial Arts damage; this has no effect on Brawl.
Atemi Strike
When an opponent is denied their Dex modifier to their AC, the ninja may make an attack with a light melee weapon, or any weapon which you could use with Weapon Finesse, including unarmed strike to a vital area to deal extra damage. This extra damage is +1d6 at 2nd level, it increases to +2d6 at 5th level and +3d6 at 8th level. Should the ninja score a critical hit with an atemi strike, this extra damage is not multiplied.
The ninja can not use this ability merely by flanking an opponent, they must either be flat-footed (unaware/unready for the attack), or otherwise unable to effectively defend themselves.
A ninja can not make an atemi strike that deals nonlethal damage with a weapon that normally deals lethal damage. If a weapon normally deals nonlethal damage (such as a Sap), then the atemi strike also deals nonlethal damage. A ninja may use his Combat Martial Arts/Living Weapon ability to make either lethal or nonlethal atemi strikes. The ninja must be considered "armed" to gain the benefits of this technique.
Uncanny Stealth
Ninjas learn to move quickly yet quietly.
At 4th level, a ninja no longer suffers the –5 penalty on Hide and Move Silently checks while moving at full speed.
At 7th level, a ninja suffers only a –10 penalty on Hide and Move Silently checks while running or charging (instead of the normal –20 penalty).
Camouflage
A ninja of 10th level or higher can use the Hide skill even if the terrain doesn’t grant cover or concealment as long as he is within 10 feet of some sort of shadow.
He cannot however, hide in his own shadow.
Bonus Feats
At 3rd, 6th, and 9th level, the ninja gets a bonus feat. The bonus feat must be selected from the following list, and the ninja must meet all the prerequisites of the feat to select it.
Acrobatic, Advanced Combat Martial Arts, Alertness, Athletic, Blind-Fight, Combat Expertise, Combat Reflexes, Deceptive, Defensive Martial Arts, Exotic Weapon Proficiency, Improved Bluff, Improved Combat Martial Arts, Improved Combat Throw, Improved Disarm, Improved Initiative, Improved Trip, Low Profile, Nimble, Quick Draw, Spring Attack, Weapon Finesse;
TABLE 1-1: THE NINJA
Code:
Level BAB Fort Ref Will Special Def Rep
1st +0 +0 +2 +1 L. Weapon 1d6 +1 +0
2nd +1 +0 +3 +2 AtemiStrike+1d6 +2 +0
3rd +2 +1 +3 +2 Bonus Feat +2 +0
4th +3 +1 +4 +2 Un. St.(full) +3 +0
5th +3 +1 +4 +3 AtemiStrike+2d6 +4 +1
6th +4 +2 +5 +3 Bonus Feat +4 +1
7th +5 +2 +5 +4 Un. St.(charge) +5 +1
8th +6 +2 +6 +4 AtemiStrike+3d6 +6 +1
9th +6 +3 +6 +4 Bonus Feat +6 +2
10th +7 +3 +7 +5 Camouflage +7 +2
(Like the description says, this AdvC represents Pre-Vanishing Ninjitsu practicioners. Technically, anybody who is a Ninja could take this Class-but if he starts getting Narutoverse Chakra abilities (Frankto Vinetti's 'Naruto D20' being a good resource), this Class might look moot next to them).
Otaku-
The obsessed. The passionate. The completely wacked-out fanboys/ fangirls. The Otaku is, put simply, a specialist, an expert, on all things fictional. Be it an Otaku who's specialty is Japanese Fiction, or the reclusive gun-nut who can name every firearm ever made by Colt by caliber and year made since 1875, an Otaku is your best friend...or worst nightmare, depending.
Requirements:
Pre-Vanishing Human Only
Skills: Knowledge, Fiction- 8 ranks
Class Information
Hit Die: The Otaku gains 1d6 HP per level.
Action Points: 4+ half the Otaku's level, per level, rounded down.
Class Skills: Concentration (Con), Craft (Writing) (Int), Disable Device (Int), Knowledge (Fiction, Popular Culture, Tactics, Technology) (Int), Listen (Wis), Profession (Wis), Read/Write Language (none), Speak Language (none), Tumble (Dex)
Skill Points at Each Level: 15 + Int modifier.
Class Features:
Favorite Subject- At 1st level, the Otaku chooses one genre out of the following:
Japanese Culture (Anime, manga, etc.)
Millitary History (Weapons, Tactics, etc.)
Anything else the GM deems appropriate.
The Otaku gains a +5 bonus when dealing with this category (attack, defense, etc.)
Gandalf's Aprrentice- At 2nd level, the Otaku no longer suffers the -4 racial penalty to using magic. However, they keep their resistance to magic.
A Genius to Themself- At 4th level, the Otaku gains a +5 bonus to Knowledge, Fiction.
Weak Spots- At 5th level, the Otaku is able to spen two action points and a full-round action to determine the weakness of a particular Fiction.
Keep Your Friends Close...- At 7th level, the Otaku gets the "Judge Opponent" feat free.
I'm Learning as I Go- At 8th level, the Otaku gains the Feat "Weapon Focus" free, even if they do not meet the prerequisite Proficiency for the selected weapon.
Killing Blow- At 10th level, the Otaku may, when quipped with the weapon they have specialized in (see above) for 5 Action Points, once per encounter, may treat a successful attack as a Critical Hit.
Bonus Feats- At 3rd, 6th, and 9th level, the Otaku may select a Bonus Feat.
The bonus feat must be selected from the following list, and the Otaku must meet all the prerequisites of the feat to select it.
Alertness, Alien Technology Proficiency, Athletic, Archaic Weapons Proficeincy, Educated, Deceptive, Defensive Martial Arts, Exotic Weapon Proficiency, Gearhead, Improved Initiative, Low Profile, Quick Draw, Personal Firearms Proficiency, Renown, Weapon Finesse.
Code:
Level BAB Fort Ref Will Special Def Rep
1 0 0 0 +3 Fav. Subject +0 0
2 +1 0 0 +3 Gan. Aprr. +1 +1
3 +1 0 +1 +2 Bonus Feat +1 +1
4 +1 0 +1 +2 Genius to Th. +2 +1
5 +2 0 +1 +2 Weak Spots +2 +2
6 +2 0 +1 +2 Bonus Feat +3 +2
7 +2 0 +1 +2 Keep your... +3 +2
8 +3 0 +1 +2 Learning... +4 +3
9 +3 0 +1 +2 Bonus Feat +4 +3
10 +3 0 +1 +2 Killing Blow +5 +3