He strikes from the shadows to stalk forums once again...
Anyway this little guy has been sitting on my HD for more than a year now and I thought it might be good time to show him to the public. This is a ninja base class made for my on going HB project titled The Four Words. I have never really liked any of the ninja classes or PrCs put out by WoTC they ended up being more "fantastic" than I liked and had very little in the way of customization. So I went ahead and made up something more to my liking. I have removed the fluff because I'm pretty sure most people have a rough idea what a ninja is and what they do, and I haven't finished writing it all.
I am looking forward to all the C&C I can get on this. Be gentle
Thanks in advance.
The Ninja
Game Rule Information
Ninja have the following game statistics.
Abilities: Wisdom is paramount to the ninja and nearly all of their class abilities require it in some way. Wisdom also effects some of the ninja's skills. Ninjas are silent killers of the night and also need a high dexterity and many of their skills and class features rely on a ninja's ability to stay hidden an undetected and a clumsy ninja is neither. Being armorless also means that dexterity is needed to keep them safe from harm. skills. If a ninja has hopes of withstanding a long battle then strength and constitution are good tertiary choices.
Alignment: Any non good, non chaotic.
Hit Dice: d6
Class Skills
The Ninja's class skills (and the key ability for each) are Balance (Dex.), Bluff (Cha.), Climb (Str.), Craft (Int.), Disguise (Cha.), Escape Artist (Dex.), Gather Information (Cha.), Hide (Dex.), Intimidate (Cha.), Jump (Str.), Knowledge; Nobility and Royalty (Int.), Listen (Wis.), Move Silently (Dex.), Open Lock (Dex.), Profession (Wis.), Sleight of Hand (Dex.), Spot (Wis.), Swim (Str.), Tumble (Dex.) and Use Rope (Dex.)
Skill Points at 1st Level: (6 + Int. modifier) x4.
Skill Points at Each Additional Level: 6 + Int. modifier.
Class Features
All the following are class features of the Ninja.
Weapon and armor proficiency: Ninja are given training with a few select weapons which emphasize their reliance on stealth. The weapons a ninja are proficient with are Dagger, Punch Dagger, Club, Shortspear, Quarterstaff, Dart, Pick light, Short sword, Light Crossbow, Kama, Nunchaku, Sai, Bolas, Hand Crossbow, Blowgun and Shuriken. Ninja are not proficient with armor or shields.
Unarmed Strike (EX): Ninjas are trained to be able to use their bodies as weapon if need be. As such they have many advantages over most others when attacking unarmed. A ninja may attack interchangeably with fist, feet, knees, elbows or any other feasible body part, so they may make attacks even with both hands full.
They are considered to have the improved unarmed strike feet and as such do not provoke attacks of opportunity from armed opponents and they do not have an “off hand” with their unarmed attacks and deal full strength damage on all unarmed attacks.
A ninja can also choose to deal either lethal or non-lethal damage with their unarmed strikes, even in a grapple.
A ninja's unarmed strike is treated as both a natural or manufactured weapon for purposes of spells and effects that improve or enhance either manufactured or natural weapons.
They also deal more damage than a normal character would. A ninja deals 1d4 damage with their unarmed attacks.
Flurry: At second level a ninja's training allows them to make an extra melee attack. This attack is made at the ninjas highest base attack bonus. This attack and all other attacks this round have a -2 penalty however. A ninja may only flurry when using weapons from the ninja proficiency list.
Lesser Path: The key to a ninja's training lies in examing and studying the Scrolls of Hei Long Fei. They tell the tale of the journey of the first ninja as he learns his skills while undertaking a perilous task given by his lord to assinate the emperor. As a ninja studies the scrolls they find many hidden paths to power within its text. The simplest of these are known as the lesser paths. They give ninja many small abilities that aid them in the completion of their tasks. Ninja learn lesser paths at 1st level and every odd level after. Some paths may be learned only once while others can be improved with further study.
Greater Path: Like the lesser paths the greater paths are key to a ninja's training. Unlike the lesser paths however, greater paths are only understood by those who truly master ninja arts. Greater paths allow a ninja to perform a myriad of techniques that help them in their appointed duties. Greater paths are learned at 4th level and every four levels after (8th,12th etc.). Most greater paths can only be learnt once.
Lesser Paths
In the scrolls of Hei Long Fei are all the secrets that a ninja will ever need to know. Only a few however, study hard enough to learn many of the techniques and none will ever know them all. The lesser paths are the techniques that make up the basic abilities of the ninja. With proper study a ninja can become a master of many things, but one must remember that when you start down a single path it makes other paths harder to walk.
Path of Shadows and Silence: By walking this path a ninja learns to creep and skulk as a cat through reeds. This path allows a ninja to add part of their wisdom modifier, provided that they have one, to both their Hide and Move Silently checks.
They may add half of their wisdom modifier (rounded down to a minimum of one) to these skills when this path is taken. This path may be taken twice, the second time adding the full wisdom modifier to the skills.
Path of Perfect Freedom: By walking this path a ninja learns to the twist and turns taken by frog to escape crane. This path allows a ninja to add part of their wisdom modifier, provided that they have one, to both their Escape Artist and Use Rope checks.They may adds half of their wisdom modifier (rounded down to a minimum of one) to these skills when this path is taken. This path may be taken twice, the second time adding the full wisdom modifier to the skills.
Path of the Fool's Face: By walking this path a ninja learns to emulate the look and thought of fools. This path allows a ninja to add part of their wisdom modifier, provided that they have one, to both their Bluff and Disguise checks.
They may adds half of their wisdom modifier (rounded down to a minimum of one) to these skills when this path is taken. This path may be taken twice, the second time adding the full wisdom modifier to the skills.
Path of Heavenly Flight: By walking this path a ninja learns to take to the air as readily as a sparrow. This path allows a ninja to add part of their wisdom modifier, provided that they have one, to both their Jump and Tumble checks.
They may adds half of their wisdom modifier (rounded down to a minimum of one) to these skills when this path is taken. This path may be taken twice, the second time adding the full wisdom modifier to the skills.
Path of Knaves: By walking this path a ninja learns that few things bar a ninjas way. This path allows a ninja to add part of their wisdom modifier, provided that they have one, to both their Open Lock and Slight of Hand checks.
They may adds half of their wisdom modifier (rounded down to a minimum of one) to these skills when this path is taken. This path may be taken twice, the second time adding the full wisdom modifier to the skills.
Path of the Rising Crane: By walking this path a ninja learns to rise and stand as a crane on morning waters. This path allows a ninja to add part of their wisdom modifier, provided that they have one, to both their Balance and Climb checks.
They may adds half of their wisdom modifier (rounded down to a minimum of one) to these skills when this path is taken. This path may be taken twice, the second time adding the full wisdom modifier to the skills.
Path of Stone Fastness: By walking this path a ninja learns to deflect the slings and arrows of agressors. This path allows a ninja to add part of their wisdom modifier, provided that they have one, as a dodge bonus to AC as long as they aren't wearing armor, using a shield or carrying a medium or heavy load or immobile.
They may adds half of their wisdom modifier (rounded down to a minimum of one) to their AC when this path is taken. This path may be taken twice, the second time adding the full wisdom modifier to their AC.
Path of Tiger Striking: By walking this path a ninja learns that their body can act readily as a weapon. This path allows a ninja to improve their unarmed strike damage.They may adds half of their wisdom modifier (rounded down to a minimum of one) to their unarmed strike damage when this path is taken. This path may be taken twice, the second time adding the full wisdom modifier to their unarmed strike damage.
Path of the Darkened Blade: Prerequisite, B.A.B +3. By walking this path a ninja learns to use the tools of snakes and scorpions. This path allows a ninja to use poison with no risk of accidentally poisoning themselves when applying poison to a blade as a standard action. This path may only be taken once.
Path of Fortuitous Alacrity: By walking this path a ninja learns to move with speed and purpose. This path allows a ninja to add 5 feet of movement to their base movement as long as they aren't wearing armor, using a shield or carrying a medium or heavy load or immobile. This path may be taken mulitple times each time adding an additional 5 feet to the land speed.
Path of Hidden Cuts: By walking this path a ninja learns to strike when and where opponents are most vulnerable. This path allows a ninja to make sneak attacks just like a rogue. Every time this path is walked a ninja adds 1d6 to their sneak attack. This path may be taken multiple times.
Path of Silent Tongues: By walking this path a ninja learns how to silence the screams of their victims. When a ninja strikes a target with a sneak attack they may sacrifice 1d6 worth of damage to silence their target for 1 round.
Path of Fleeting Palms: By walking this path a ninja learns to be ready for battle with not but a moments warning. A ninja is considered to have the quick draw feat as long as they aren't wearing armor, using a shield or carrying a medium or heavy load.
Greater Paths
In the scrolls of Hei Long Fei the greater paths are the techniques that make up the most powerfull abilities of a ninja's repetoir. As with lesser paths, to walk a single path often precludes taking others.
Path of Hummingbird's Flight: By walking this path a ninja learns how to move through life as a hummingbird flits through roses. This path grants a ninja evasion. This allows them to take no damage on a successfull saving throw against attacks where they would normaly take half damage (suh as a dragon's breath weapon or fireball). This can be used only if a ninja is not wearing armor, using a shield or carrying a medium or heavy load. If the ninja already has evasion from a different class. They gain improved evasion instead.
Path of Hummingbird's Dance: Prerequisite, Hummingbird's flight. By walking this path a ninja learns how to move through life as a hummingbird flits through roses. This path grants a ninja improved evasion. This allows them to take no damage on a successfull saving throw against attacks where they would normaly take half damage (suh as a dragon's breath weapon or fireball) and take only half damage on failed saves. This effect does not work if the ninja is helpless. This can be used only if a ninja is not wearing armor, using a shield or carrying a medium or heavy load.
Path of Shunned Blows: By walking this path a ninja learns how to avoid the unseen strikes of cowardly opponents. This path grants a ninja uncanny dodge allowing a ninja to retain their Dexterity bonus to AC (if any) even if caught flat footed or struck by an invisible attacker. However the ninja still loses their Dexterity bonus if immobilized. If the ninja already has uncanny dodge from a different class. They gain improved uncanny dodge instead.This can be used only if a ninja is not wearing armor, using a shield or carrying a medium or heavy load.
Path of Shunned Foes: Prerequisite, Path of Shunned Blows: By walking this path a ninja learns how to avoid the unseen strikes of cowardly opponents. This path grants a ninja improved uncanny dodge. Meaning a ninja can no longer be flanked and can react to opponents on either side themselves as if reacting to a single attacker. This defense denies rogues the ability to use sneak attacks while flanking unless the attacker is 4 levels higher than the ninja is. If the character already has uncanny dodge from a second class they automatically gain improved uncanny dodge instead and the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level needed to flank the character. This can be used only if a ninja is not wearing armor, using a shield or carrying a medium or heavy load.
Path of Calmed Pacing: By walking this path a ninja learns how to move quickly while remaining quiet and unseen. This allows a ninja to move at their full base speed and take no penalties, for moving quickly, when attempting to move silently. They also take only a -5 modifier to move silently checks when running or charging. This can be used only if a ninja is not wearing armor, using a shield or carrying a medium or heavy load.
Path of the Monkey's Way: By walking this a path a ninja learns to cavort over trees and walls as naturaly as a monkey might. This allows a ninja to move at their land speed (instead of half speed) when climbing vertical surfaces. This only works when a ninja begins and ends their turn on a horizontal surface.This can be used only if a ninja is not wearing armor, using a shield or carrying a medium or heavy load.
Path of Shorouded Vision: Prerequiste, B.A.B +9. By walking this path a ninja learns how to hide quickly. As long as a ninja is within 5 feet of some kind of reasonable cover or shadow they may make hide checks even while being observed.
Path of the Embracing Lotus: Prerequisite, Sneak Attack +2d6, B.A.B +4: By walking this path a ninja learns to study their foe and deliver a killing blow, in effect a Death Attack. If a ninja studies his victim for 3 rounds and then makes a sneak attack with a melee weapon that successfully deals damage, the sneak attack has the additional effect of possibly either paralyzing or killing the target (ninja's choice). While studying the victim, the ninja can undertake other actions so long as their attention stays focused on the target and the target does not detect the ninja or recognize the ninja as an enemy. If the victim fails a Fortitude save (DC = 10 + the ninja's class level + the ninja's wisdom modifier) against the kill effect, they die. If the saving throw fails against the paralysis effect the, the victim's mind and body become enervated, rendering them helpless and unable to act for 1d6 rounds + 1 round per 2 level of ninja. If the victims saving throw succeeds then the attack is a normal sneak attack. once the ninja has completed the 3 rounds of study, they must make the death attack within the next three rounds . If the death attack is attempted and fails (the victim makes their save) or if the ninja does not launch the attack within 3 rounds of comleting the study, 3 new rounds of study are required before they can attempt another death attack.
Ex-Ninjas
Any ninja whose alignment changes to either a good or chaotic alignment or whose non ninja multi class levels exceed their ninja levels may no longer gain levels in the ninja class. They are also hunted by their former comrades.
Anyway this little guy has been sitting on my HD for more than a year now and I thought it might be good time to show him to the public. This is a ninja base class made for my on going HB project titled The Four Words. I have never really liked any of the ninja classes or PrCs put out by WoTC they ended up being more "fantastic" than I liked and had very little in the way of customization. So I went ahead and made up something more to my liking. I have removed the fluff because I'm pretty sure most people have a rough idea what a ninja is and what they do, and I haven't finished writing it all.


Thanks in advance.
The Ninja
Code:
[B]
Level BAB Fort Ref Will Special[/B]
1 +0 0 2 0 Lesser Path/ Unarmed Strike
2 +1 0 3 0 Flurry
3 +2 1 3 1 Lesser Path
4 +3 1 4 1 Greater Path
5 +3 1 4 1 Lesser Path
6 +4 2 5 2 ---
7 +5 2 5 2 Lesser Path
8 +6 2 6 2 Greater Path
9 +6 3 6 3 Lesser Path
10 +7 3 7 3 ---
11 +8 3 7 3 Lesser Path
12 +9 4 8 4 Greater Path
13 +9 4 8 4 Lesser Path
14 +10 4 9 4 ---
15 +11 5 9 5 Lesser Path
16 +12 5 10 5 Greater Path
17 +12 5 10 5 Lesser Path
18 +13 6 11 6 ---
19 +14 6 11 6 Lesser Path
20 +15 6 12 6 Greater Path
Game Rule Information
Ninja have the following game statistics.
Abilities: Wisdom is paramount to the ninja and nearly all of their class abilities require it in some way. Wisdom also effects some of the ninja's skills. Ninjas are silent killers of the night and also need a high dexterity and many of their skills and class features rely on a ninja's ability to stay hidden an undetected and a clumsy ninja is neither. Being armorless also means that dexterity is needed to keep them safe from harm. skills. If a ninja has hopes of withstanding a long battle then strength and constitution are good tertiary choices.
Alignment: Any non good, non chaotic.
Hit Dice: d6
Class Skills
The Ninja's class skills (and the key ability for each) are Balance (Dex.), Bluff (Cha.), Climb (Str.), Craft (Int.), Disguise (Cha.), Escape Artist (Dex.), Gather Information (Cha.), Hide (Dex.), Intimidate (Cha.), Jump (Str.), Knowledge; Nobility and Royalty (Int.), Listen (Wis.), Move Silently (Dex.), Open Lock (Dex.), Profession (Wis.), Sleight of Hand (Dex.), Spot (Wis.), Swim (Str.), Tumble (Dex.) and Use Rope (Dex.)
Skill Points at 1st Level: (6 + Int. modifier) x4.
Skill Points at Each Additional Level: 6 + Int. modifier.
Class Features
All the following are class features of the Ninja.
Weapon and armor proficiency: Ninja are given training with a few select weapons which emphasize their reliance on stealth. The weapons a ninja are proficient with are Dagger, Punch Dagger, Club, Shortspear, Quarterstaff, Dart, Pick light, Short sword, Light Crossbow, Kama, Nunchaku, Sai, Bolas, Hand Crossbow, Blowgun and Shuriken. Ninja are not proficient with armor or shields.
Unarmed Strike (EX): Ninjas are trained to be able to use their bodies as weapon if need be. As such they have many advantages over most others when attacking unarmed. A ninja may attack interchangeably with fist, feet, knees, elbows or any other feasible body part, so they may make attacks even with both hands full.
They are considered to have the improved unarmed strike feet and as such do not provoke attacks of opportunity from armed opponents and they do not have an “off hand” with their unarmed attacks and deal full strength damage on all unarmed attacks.
A ninja can also choose to deal either lethal or non-lethal damage with their unarmed strikes, even in a grapple.
A ninja's unarmed strike is treated as both a natural or manufactured weapon for purposes of spells and effects that improve or enhance either manufactured or natural weapons.
They also deal more damage than a normal character would. A ninja deals 1d4 damage with their unarmed attacks.
Flurry: At second level a ninja's training allows them to make an extra melee attack. This attack is made at the ninjas highest base attack bonus. This attack and all other attacks this round have a -2 penalty however. A ninja may only flurry when using weapons from the ninja proficiency list.
Lesser Path: The key to a ninja's training lies in examing and studying the Scrolls of Hei Long Fei. They tell the tale of the journey of the first ninja as he learns his skills while undertaking a perilous task given by his lord to assinate the emperor. As a ninja studies the scrolls they find many hidden paths to power within its text. The simplest of these are known as the lesser paths. They give ninja many small abilities that aid them in the completion of their tasks. Ninja learn lesser paths at 1st level and every odd level after. Some paths may be learned only once while others can be improved with further study.
Greater Path: Like the lesser paths the greater paths are key to a ninja's training. Unlike the lesser paths however, greater paths are only understood by those who truly master ninja arts. Greater paths allow a ninja to perform a myriad of techniques that help them in their appointed duties. Greater paths are learned at 4th level and every four levels after (8th,12th etc.). Most greater paths can only be learnt once.
Lesser Paths
In the scrolls of Hei Long Fei are all the secrets that a ninja will ever need to know. Only a few however, study hard enough to learn many of the techniques and none will ever know them all. The lesser paths are the techniques that make up the basic abilities of the ninja. With proper study a ninja can become a master of many things, but one must remember that when you start down a single path it makes other paths harder to walk.
Path of Shadows and Silence: By walking this path a ninja learns to creep and skulk as a cat through reeds. This path allows a ninja to add part of their wisdom modifier, provided that they have one, to both their Hide and Move Silently checks.
They may add half of their wisdom modifier (rounded down to a minimum of one) to these skills when this path is taken. This path may be taken twice, the second time adding the full wisdom modifier to the skills.
Path of Perfect Freedom: By walking this path a ninja learns to the twist and turns taken by frog to escape crane. This path allows a ninja to add part of their wisdom modifier, provided that they have one, to both their Escape Artist and Use Rope checks.They may adds half of their wisdom modifier (rounded down to a minimum of one) to these skills when this path is taken. This path may be taken twice, the second time adding the full wisdom modifier to the skills.
Path of the Fool's Face: By walking this path a ninja learns to emulate the look and thought of fools. This path allows a ninja to add part of their wisdom modifier, provided that they have one, to both their Bluff and Disguise checks.
They may adds half of their wisdom modifier (rounded down to a minimum of one) to these skills when this path is taken. This path may be taken twice, the second time adding the full wisdom modifier to the skills.
Path of Heavenly Flight: By walking this path a ninja learns to take to the air as readily as a sparrow. This path allows a ninja to add part of their wisdom modifier, provided that they have one, to both their Jump and Tumble checks.
They may adds half of their wisdom modifier (rounded down to a minimum of one) to these skills when this path is taken. This path may be taken twice, the second time adding the full wisdom modifier to the skills.
Path of Knaves: By walking this path a ninja learns that few things bar a ninjas way. This path allows a ninja to add part of their wisdom modifier, provided that they have one, to both their Open Lock and Slight of Hand checks.
They may adds half of their wisdom modifier (rounded down to a minimum of one) to these skills when this path is taken. This path may be taken twice, the second time adding the full wisdom modifier to the skills.
Path of the Rising Crane: By walking this path a ninja learns to rise and stand as a crane on morning waters. This path allows a ninja to add part of their wisdom modifier, provided that they have one, to both their Balance and Climb checks.
They may adds half of their wisdom modifier (rounded down to a minimum of one) to these skills when this path is taken. This path may be taken twice, the second time adding the full wisdom modifier to the skills.
Path of Stone Fastness: By walking this path a ninja learns to deflect the slings and arrows of agressors. This path allows a ninja to add part of their wisdom modifier, provided that they have one, as a dodge bonus to AC as long as they aren't wearing armor, using a shield or carrying a medium or heavy load or immobile.
They may adds half of their wisdom modifier (rounded down to a minimum of one) to their AC when this path is taken. This path may be taken twice, the second time adding the full wisdom modifier to their AC.
Path of Tiger Striking: By walking this path a ninja learns that their body can act readily as a weapon. This path allows a ninja to improve their unarmed strike damage.They may adds half of their wisdom modifier (rounded down to a minimum of one) to their unarmed strike damage when this path is taken. This path may be taken twice, the second time adding the full wisdom modifier to their unarmed strike damage.
Path of the Darkened Blade: Prerequisite, B.A.B +3. By walking this path a ninja learns to use the tools of snakes and scorpions. This path allows a ninja to use poison with no risk of accidentally poisoning themselves when applying poison to a blade as a standard action. This path may only be taken once.
Path of Fortuitous Alacrity: By walking this path a ninja learns to move with speed and purpose. This path allows a ninja to add 5 feet of movement to their base movement as long as they aren't wearing armor, using a shield or carrying a medium or heavy load or immobile. This path may be taken mulitple times each time adding an additional 5 feet to the land speed.
Path of Hidden Cuts: By walking this path a ninja learns to strike when and where opponents are most vulnerable. This path allows a ninja to make sneak attacks just like a rogue. Every time this path is walked a ninja adds 1d6 to their sneak attack. This path may be taken multiple times.
Path of Silent Tongues: By walking this path a ninja learns how to silence the screams of their victims. When a ninja strikes a target with a sneak attack they may sacrifice 1d6 worth of damage to silence their target for 1 round.
Path of Fleeting Palms: By walking this path a ninja learns to be ready for battle with not but a moments warning. A ninja is considered to have the quick draw feat as long as they aren't wearing armor, using a shield or carrying a medium or heavy load.
Greater Paths
In the scrolls of Hei Long Fei the greater paths are the techniques that make up the most powerfull abilities of a ninja's repetoir. As with lesser paths, to walk a single path often precludes taking others.
Path of Hummingbird's Flight: By walking this path a ninja learns how to move through life as a hummingbird flits through roses. This path grants a ninja evasion. This allows them to take no damage on a successfull saving throw against attacks where they would normaly take half damage (suh as a dragon's breath weapon or fireball). This can be used only if a ninja is not wearing armor, using a shield or carrying a medium or heavy load. If the ninja already has evasion from a different class. They gain improved evasion instead.
Path of Hummingbird's Dance: Prerequisite, Hummingbird's flight. By walking this path a ninja learns how to move through life as a hummingbird flits through roses. This path grants a ninja improved evasion. This allows them to take no damage on a successfull saving throw against attacks where they would normaly take half damage (suh as a dragon's breath weapon or fireball) and take only half damage on failed saves. This effect does not work if the ninja is helpless. This can be used only if a ninja is not wearing armor, using a shield or carrying a medium or heavy load.
Path of Shunned Blows: By walking this path a ninja learns how to avoid the unseen strikes of cowardly opponents. This path grants a ninja uncanny dodge allowing a ninja to retain their Dexterity bonus to AC (if any) even if caught flat footed or struck by an invisible attacker. However the ninja still loses their Dexterity bonus if immobilized. If the ninja already has uncanny dodge from a different class. They gain improved uncanny dodge instead.This can be used only if a ninja is not wearing armor, using a shield or carrying a medium or heavy load.
Path of Shunned Foes: Prerequisite, Path of Shunned Blows: By walking this path a ninja learns how to avoid the unseen strikes of cowardly opponents. This path grants a ninja improved uncanny dodge. Meaning a ninja can no longer be flanked and can react to opponents on either side themselves as if reacting to a single attacker. This defense denies rogues the ability to use sneak attacks while flanking unless the attacker is 4 levels higher than the ninja is. If the character already has uncanny dodge from a second class they automatically gain improved uncanny dodge instead and the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level needed to flank the character. This can be used only if a ninja is not wearing armor, using a shield or carrying a medium or heavy load.
Path of Calmed Pacing: By walking this path a ninja learns how to move quickly while remaining quiet and unseen. This allows a ninja to move at their full base speed and take no penalties, for moving quickly, when attempting to move silently. They also take only a -5 modifier to move silently checks when running or charging. This can be used only if a ninja is not wearing armor, using a shield or carrying a medium or heavy load.
Path of the Monkey's Way: By walking this a path a ninja learns to cavort over trees and walls as naturaly as a monkey might. This allows a ninja to move at their land speed (instead of half speed) when climbing vertical surfaces. This only works when a ninja begins and ends their turn on a horizontal surface.This can be used only if a ninja is not wearing armor, using a shield or carrying a medium or heavy load.
Path of Shorouded Vision: Prerequiste, B.A.B +9. By walking this path a ninja learns how to hide quickly. As long as a ninja is within 5 feet of some kind of reasonable cover or shadow they may make hide checks even while being observed.
Path of the Embracing Lotus: Prerequisite, Sneak Attack +2d6, B.A.B +4: By walking this path a ninja learns to study their foe and deliver a killing blow, in effect a Death Attack. If a ninja studies his victim for 3 rounds and then makes a sneak attack with a melee weapon that successfully deals damage, the sneak attack has the additional effect of possibly either paralyzing or killing the target (ninja's choice). While studying the victim, the ninja can undertake other actions so long as their attention stays focused on the target and the target does not detect the ninja or recognize the ninja as an enemy. If the victim fails a Fortitude save (DC = 10 + the ninja's class level + the ninja's wisdom modifier) against the kill effect, they die. If the saving throw fails against the paralysis effect the, the victim's mind and body become enervated, rendering them helpless and unable to act for 1d6 rounds + 1 round per 2 level of ninja. If the victims saving throw succeeds then the attack is a normal sneak attack. once the ninja has completed the 3 rounds of study, they must make the death attack within the next three rounds . If the death attack is attempted and fails (the victim makes their save) or if the ninja does not launch the attack within 3 rounds of comleting the study, 3 new rounds of study are required before they can attempt another death attack.
Ex-Ninjas
Any ninja whose alignment changes to either a good or chaotic alignment or whose non ninja multi class levels exceed their ninja levels may no longer gain levels in the ninja class. They are also hunted by their former comrades.