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ToB Ninja, stereotypes and all!
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<blockquote data-quote="StreamOfTheSky" data-source="post: 4256051" data-attributes="member: 35909"><p>(Basic intro texts to come later)</p><p></p><p>Ninja of the Sublime Way</p><p>Hit Die: d6</p><p>BAB: Medium</p><p>Saves: Good Reflex, Poor Fortitude and Will</p><p>Skills: 6+ int mod (x4 at first level)</p><p>List: Balance, Bluff, Climb, Disguise, Heal, Hide, Intimidate, Jump, Knowledge (local; nobility and royalty), Listen, Martial Lore, Move Silently, Open Locks, Profession, Sense Motive, Sleight of Hand, Spot, Swim, Tumble</p><p>Proficiencies: No armor or shields, Simple weapons, sai, shortsword (Ninja-to), siangham, shortbow, kama, nunchaku, shuriken, and hand crossbow.</p><p>Disciplines: Desert Wind, Shadow Hand, Setting Sun, Tiger Claw</p><p>Recovery: Run or Withdraw action recovers all readied maneuvers</p><p>Maneuver swapping: At levels 4, 6, 8, 10, 12, etc...</p><p></p><p>Ninja Class Features by level:</p><p>[sblock][CODE]</p><p> Maneuvers</p><p>Lvl K / R / S Special Speed Burst</p><p>1 3 3 1 Quick to Act +1, Weapon Focus (SH), AC Bonus --</p><p>2 4 3 1 Acrobatics, Improved Unarmed Strike --</p><p>3 5 3 1 SS +1d6 +10 ft</p><p>4 5 4 1 Insightful Strikes (SH), Uncanny Dodge +10 ft</p><p>5 6 4 2 Quick to Act +2 +20 ft</p><p>6 6 4 2 SS +2d6 +20 ft</p><p>7 7 4 2 Poison Use +30 ft</p><p>8 7 4 2 Defensive Stance (SH) +30 ft</p><p>9 8 4 2 SS +3d6, Evasion +40 ft</p><p>10 8 4 3 Quick to Act +3 +40 ft</p><p>11 9 5 3 Ninjutsu Focus +50 ft</p><p>12 9 5 3 SS +4d6, Eternal Calm +50 ft</p><p>13 10 5 3 Lethal Cut +60 ft</p><p>14 10 5 3 Ninjutsu Focus +60 ft</p><p>15 11 6 3 Quick to Act +4, SS +5d6 +70 ft</p><p>16 11 6 4 Nondetection +70 ft</p><p>17 12 6 4 Ninjutsu Focus +80 ft</p><p>18 12 6 4 SS +6d6 +80 ft</p><p>19 13 6 4 Silencing Strike +90 ft</p><p>20 13 7 4 Quick to Act +5, Stealth Dash, Ninjutsu Focus +90 ft</p><p>[/CODE][/sblock]</p><p></p><p>Quick to Act: The Ninja recieves a bonus on his initiative checks.</p><p></p><p>Shadow Hand Focus: As a Swordsage's Discipline Focus, the Ninja instead gains these features solely for the Shadow Hand discipline, with new abilities entirely at levels 12 and 16.</p><p></p><p>AC Bonus: Ninja's receive a bonus to armor class as a monk of their level (See Monk). Monk level stack with Ninja levels for determining the level bonus to AC.</p><p></p><p>Acrobatics (Ex): Add wisdom bonus to Balance, Climb, Jump, and Tumble checks. This only functions while unarmored and unencumbered.</p><p></p><p>Improved Unarmed Strike: The Ninja gains Improved Unarmed Strike as a bonus feat.</p><p></p><p>Speed Burst (Su): Initiated as a swift action, this boosts the Ninja's speed by the listed amount until the start of his next turn. Can only be used unarmored and unencumbered.</p><p></p><p>Sudden Strike: As Sneak Attack, with the following exceptions. Flanking does not allow a Ninja of the Sublime Way to use Sudden Strike. Concealment less than total concealment does not prevent a Ninja of the Sublime Way from using Sudden Strike.</p><p></p><p>Uncanny Dodge: As the Rogue class feature.</p><p></p><p>Poison Use: A Ninja of this level no longer risks poisoning himself when applying it to his weapon.</p><p></p><p>Eternal Calm: The Ninja is always focused, never distracted. He may always choose to take ten on Hide and Move Silently checks.</p><p></p><p>Ninjutsu Focus: Choose one of the following.</p><p>∙Crippling Strike (Ex): As the Rogue Special Ability</p><p>∙Defensive Roll (Ex): As the Rogue Special Ability</p><p>∙Opportunist (Ex): As the Rogue Special Ability</p><p>∙Hide in Plain Sight (Su): As the Shadowdancer class feature</p><p>∙Death Attack (Ex): You gain a Death Attack, as the Assassin class feature, except that it can be used at any range you could make a Sudden Strike, and the save DC is equal to 10 +1/2 Ninja level +Wisdom modifier. In addition, whenever you attack with a poisoned weapon, the poison’s save DC increases by 2.</p><p><s>∙Harbinger of Death (Ex): Whenever you drop a foe with Sudden Strike (reducing her to negative hit points or destroying her), all other foes within 30 ft must make a Will save, DC 10 + ½ Ninja level +Wisdom modifier, or become frightened for one round per Ninja level. Those that make the save instead become shaken.</s></p><p>∙Harbinger of Death (Ex): Whenever you drop a foe with Sudden Strike (reducing her to negative hit points or destroying her), all other foes within 30 ft must make a Will save, DC 10 + ½ Ninja level +Wisdom modifier. Creatures with HD equal to or less than the felled target become frightened on a failed save, shaken on a successful save, for one round per Ninja level in either case. Creatures with greater HD than the one you have slain must save or become shaken for one round per Ninja level, with no ill effect on a success.</p><p>Find Pressure Point (Ex): You gain a 25% chance of dealing Sudden Strike damage to creatures immune to it (by any means), and reduce any chance the target has of ignoring your SS damage by -25%. Note: You can take the feat Improved Pressure Point up to 3 times. Each time it is taken, these percentages increase/decrease by 25%.</p><p>∙Running Climb (Ex): Move up a wall as a move action at your full speed. If you do not reach a horizontal surface to stand on after this movement, you immediately fall, unless you catch yourself with the Climb skill. Falling in this way, you may not “jump off” to reduce falling damage, though you may tumble upon landing. One creative use for this could be to set up a falling attack for more damage, at great personal risk.</p><p>∙Sniper’s Eye (Ex): You are so well trained in ranged assassination, “point blank” range is now considered 100 ft for you, modifying the range limit on that feat and any precision-based attack you know. If you succeed in your Hide check after a sniping attempt, you may shift your position up to 5 ft per 5 points your Hide check exceeds 10, up to a maximum of your speed.</p><p>∙Springing Attack (Ex): You gain the benefits of the Spring Attack feat. If you already possess (or later obtain) that feat, you instead gain the ability to take any standard action between your movement. Thus, you could move up, use a standard action strike maneuver, then retreat away, for example.</p><p>∙Untraceable (Su): You are nigh impossible to track down by even the most exotic of methods. Add your Ninja level to the DC for any creature attempting to track you, and if you move at half speed, you can take the time to leave no tracks at all. Against any creature with the Scent ability that would smell your precense, you can make a Hide check at -5 opposed by that creature's Spot check. Against a creature with Tremorsense, you can attempt a Move Silently check at -5 opposed by that creature's Listen check to avoid being detected when you normally would be.</p><p></p><p>Lethal Cut (Ex): Add your wisdom bonus to attack and damage whenever you make a Sudden Strike attack. The wisdom bonus to damage stacks with that from Insightful Strikes if doing a SH strike maneuver.</p><p></p><p>Nondetection (Su): You are constantly under a Nondetection effect, as the spell. This can be suppressed or resumed at will as a free action. Caster level is equal to your Ninja level, and since you are considered to have “cast” it on yourself, caster level check DC to pierce it is DC 15 + your Ninja level.</p><p></p><p>Silencing Strike (Su): Anyone hit by your Sudden Strike must make a Fortitude save (DC 10 + 1/2 Ninja level + Wisdom mod) or become Silenced for the next 1d4 rounds.</p><p></p><p>Stealth Dash (Su): Whenever you initiate your speed burst, you gain partial concealment (20%) for one round, and if you gain partial concealment from another source (Child of Shadow stance, fog, etc...), it stacks with this to give full concealment (50%) while both are active. If you move after initiating the speed burst, you may make a free hide check at the end of the movement, as part of the move action, provided you are in an area you could normally hide in. Finally, 3/day, you may use stealth dash to also grant you an effect similar to Mislead (caster level = ninja level). The greater invisiibility and the major image both last for one round, instead of the normal durations. This is initiated as a free action as part of stealth dash. It is considered a 9th level spell-like ability.</p></blockquote><p></p>
[QUOTE="StreamOfTheSky, post: 4256051, member: 35909"] (Basic intro texts to come later) Ninja of the Sublime Way Hit Die: d6 BAB: Medium Saves: Good Reflex, Poor Fortitude and Will Skills: 6+ int mod (x4 at first level) List: Balance, Bluff, Climb, Disguise, Heal, Hide, Intimidate, Jump, Knowledge (local; nobility and royalty), Listen, Martial Lore, Move Silently, Open Locks, Profession, Sense Motive, Sleight of Hand, Spot, Swim, Tumble Proficiencies: No armor or shields, Simple weapons, sai, shortsword (Ninja-to), siangham, shortbow, kama, nunchaku, shuriken, and hand crossbow. Disciplines: Desert Wind, Shadow Hand, Setting Sun, Tiger Claw Recovery: Run or Withdraw action recovers all readied maneuvers Maneuver swapping: At levels 4, 6, 8, 10, 12, etc... Ninja Class Features by level: [sblock][CODE] Maneuvers Lvl K / R / S Special Speed Burst 1 3 3 1 Quick to Act +1, Weapon Focus (SH), AC Bonus -- 2 4 3 1 Acrobatics, Improved Unarmed Strike -- 3 5 3 1 SS +1d6 +10 ft 4 5 4 1 Insightful Strikes (SH), Uncanny Dodge +10 ft 5 6 4 2 Quick to Act +2 +20 ft 6 6 4 2 SS +2d6 +20 ft 7 7 4 2 Poison Use +30 ft 8 7 4 2 Defensive Stance (SH) +30 ft 9 8 4 2 SS +3d6, Evasion +40 ft 10 8 4 3 Quick to Act +3 +40 ft 11 9 5 3 Ninjutsu Focus +50 ft 12 9 5 3 SS +4d6, Eternal Calm +50 ft 13 10 5 3 Lethal Cut +60 ft 14 10 5 3 Ninjutsu Focus +60 ft 15 11 6 3 Quick to Act +4, SS +5d6 +70 ft 16 11 6 4 Nondetection +70 ft 17 12 6 4 Ninjutsu Focus +80 ft 18 12 6 4 SS +6d6 +80 ft 19 13 6 4 Silencing Strike +90 ft 20 13 7 4 Quick to Act +5, Stealth Dash, Ninjutsu Focus +90 ft [/CODE][/sblock] Quick to Act: The Ninja recieves a bonus on his initiative checks. Shadow Hand Focus: As a Swordsage's Discipline Focus, the Ninja instead gains these features solely for the Shadow Hand discipline, with new abilities entirely at levels 12 and 16. AC Bonus: Ninja's receive a bonus to armor class as a monk of their level (See Monk). Monk level stack with Ninja levels for determining the level bonus to AC. Acrobatics (Ex): Add wisdom bonus to Balance, Climb, Jump, and Tumble checks. This only functions while unarmored and unencumbered. Improved Unarmed Strike: The Ninja gains Improved Unarmed Strike as a bonus feat. Speed Burst (Su): Initiated as a swift action, this boosts the Ninja's speed by the listed amount until the start of his next turn. Can only be used unarmored and unencumbered. Sudden Strike: As Sneak Attack, with the following exceptions. Flanking does not allow a Ninja of the Sublime Way to use Sudden Strike. Concealment less than total concealment does not prevent a Ninja of the Sublime Way from using Sudden Strike. Uncanny Dodge: As the Rogue class feature. Poison Use: A Ninja of this level no longer risks poisoning himself when applying it to his weapon. Eternal Calm: The Ninja is always focused, never distracted. He may always choose to take ten on Hide and Move Silently checks. Ninjutsu Focus: Choose one of the following. ∙Crippling Strike (Ex): As the Rogue Special Ability ∙Defensive Roll (Ex): As the Rogue Special Ability ∙Opportunist (Ex): As the Rogue Special Ability ∙Hide in Plain Sight (Su): As the Shadowdancer class feature ∙Death Attack (Ex): You gain a Death Attack, as the Assassin class feature, except that it can be used at any range you could make a Sudden Strike, and the save DC is equal to 10 +1/2 Ninja level +Wisdom modifier. In addition, whenever you attack with a poisoned weapon, the poison’s save DC increases by 2. [S]∙Harbinger of Death (Ex): Whenever you drop a foe with Sudden Strike (reducing her to negative hit points or destroying her), all other foes within 30 ft must make a Will save, DC 10 + ½ Ninja level +Wisdom modifier, or become frightened for one round per Ninja level. Those that make the save instead become shaken.[/S] ∙Harbinger of Death (Ex): Whenever you drop a foe with Sudden Strike (reducing her to negative hit points or destroying her), all other foes within 30 ft must make a Will save, DC 10 + ½ Ninja level +Wisdom modifier. Creatures with HD equal to or less than the felled target become frightened on a failed save, shaken on a successful save, for one round per Ninja level in either case. Creatures with greater HD than the one you have slain must save or become shaken for one round per Ninja level, with no ill effect on a success. Find Pressure Point (Ex): You gain a 25% chance of dealing Sudden Strike damage to creatures immune to it (by any means), and reduce any chance the target has of ignoring your SS damage by -25%. Note: You can take the feat Improved Pressure Point up to 3 times. Each time it is taken, these percentages increase/decrease by 25%. ∙Running Climb (Ex): Move up a wall as a move action at your full speed. If you do not reach a horizontal surface to stand on after this movement, you immediately fall, unless you catch yourself with the Climb skill. Falling in this way, you may not “jump off” to reduce falling damage, though you may tumble upon landing. One creative use for this could be to set up a falling attack for more damage, at great personal risk. ∙Sniper’s Eye (Ex): You are so well trained in ranged assassination, “point blank” range is now considered 100 ft for you, modifying the range limit on that feat and any precision-based attack you know. If you succeed in your Hide check after a sniping attempt, you may shift your position up to 5 ft per 5 points your Hide check exceeds 10, up to a maximum of your speed. ∙Springing Attack (Ex): You gain the benefits of the Spring Attack feat. If you already possess (or later obtain) that feat, you instead gain the ability to take any standard action between your movement. Thus, you could move up, use a standard action strike maneuver, then retreat away, for example. ∙Untraceable (Su): You are nigh impossible to track down by even the most exotic of methods. Add your Ninja level to the DC for any creature attempting to track you, and if you move at half speed, you can take the time to leave no tracks at all. Against any creature with the Scent ability that would smell your precense, you can make a Hide check at -5 opposed by that creature's Spot check. Against a creature with Tremorsense, you can attempt a Move Silently check at -5 opposed by that creature's Listen check to avoid being detected when you normally would be. Lethal Cut (Ex): Add your wisdom bonus to attack and damage whenever you make a Sudden Strike attack. The wisdom bonus to damage stacks with that from Insightful Strikes if doing a SH strike maneuver. Nondetection (Su): You are constantly under a Nondetection effect, as the spell. This can be suppressed or resumed at will as a free action. Caster level is equal to your Ninja level, and since you are considered to have “cast” it on yourself, caster level check DC to pierce it is DC 15 + your Ninja level. Silencing Strike (Su): Anyone hit by your Sudden Strike must make a Fortitude save (DC 10 + 1/2 Ninja level + Wisdom mod) or become Silenced for the next 1d4 rounds. Stealth Dash (Su): Whenever you initiate your speed burst, you gain partial concealment (20%) for one round, and if you gain partial concealment from another source (Child of Shadow stance, fog, etc...), it stacks with this to give full concealment (50%) while both are active. If you move after initiating the speed burst, you may make a free hide check at the end of the movement, as part of the move action, provided you are in an area you could normally hide in. Finally, 3/day, you may use stealth dash to also grant you an effect similar to Mislead (caster level = ninja level). The greater invisiibility and the major image both last for one round, instead of the normal durations. This is initiated as a free action as part of stealth dash. It is considered a 9th level spell-like ability. [/QUOTE]
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