Alt. Ninja

Meatboy

First Post
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. :D I am looking forward to all the C&C I can get on this. Be gentle ;)

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.
 

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Seems cool, not to different from rogue for most part. But like the flavor of it and the history. As far as the Assassin's Death Strike like ability I personaly always thought the fact that nothing happens when the target succeds on the save was not right. Maybe they become shaken or some other effect even if they make the save. Why not just make the skill bonus from the lesser paths +2/+2 per time you take them, making them half your wisdom bonus seems to be kind of weak, compared to say a rogue who is getting 2 more skill points a level.
 

Paraxis said:
Seems cool, not to different from rogue for most part. But like the flavor of it and the history. As far as the Assassin's Death Strike like ability I personaly always thought the fact that nothing happens when the target succeds on the save was not right. Maybe they become shaken or some other effect even if they make the save. Why not just make the skill bonus from the lesser paths +2/+2 per time you take them, making them half your wisdom bonus seems to be kind of weak, compared to say a rogue who is getting 2 more skill points a level.

It is not supposed to be vastly different from a rogue I guess. Mostly I am trying to meld a rogue and a monk together into some kind of stealthy killer.
I am not sure about the death attack because it does becaome a normal sneak attack.
As for the lesser paths if I do anything with them I will make it so that they add their full wisdom modifier to the lesser paths. I didn't do this because I was worried that people would abuse it with the array of magical items normaly available in DnD. Plus they only get 10 lesser paths and there are 13 lesser paths in total. So I'll more than likely throw caution to the wind and make it your full wisdom modifier.

thanks for the advice.
 

I've never posted on a forum before, but after seeing your ninja I completely fell in love with it and had to reply. :D I took the liberty of copying it down and configuring it a bit. Mostly just added some abilities I thought it needed. Whether you like the changes, think their too powerful, or you think I totally destroyed it, as its original creator I'd like to know what you think. :cool:

Code:
The Ninja

Level	BAB	Fort	Ref	Will	Special
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	Mastery of Self
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	Mastery of Self
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	Mastery of Self
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	Mastery of Self
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 (Ex): 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 unarmored, using weapons from the ninja proficiency list, and not using a shield.

Mastery of Self (Ex): At sixth level a ninja begins to gain greater control of himself. A ninja must choose one of three aspects of his body he wishes to master. This choice affects what mastery abilities you get as you gain levels.

Mastery of Mind
A ninja that masters his thoughts learns to conceal himself from the minds of his foes as well as their eyes.
6th level: After rolling a hide check, a ninja may reroll before the result is given. He must keep the new result. He may do this a number of times per day equal to his wisdom modifier (if any), but never more than once per check.
10th level: If a ninja is affected by an enchantment spell or effect and fails his saving throw, he can attempt it again 1 round later at the same DC. He gets only this one extra chance to succeed on his saving throw.
14th level: A ninja gains +2 wisdom.
18th level: A ninja is constantly under the effects of a mind blank spell.

Mastery of Perception
A ninja that masters his eyes and ears learns to precieve hidden threats.
6th level: A ninja gains a +1 bonus on reflex saves to avoid traps and a +1 dodge bonus to AC against attacks made traps. These bonus rise to +2 at 10th level, to +3 at 14th level, and to +4 at 18th level.
10th level: A ninja gains low-light vision.
14th level: A ninja gains darkvision 60 ft.
18th level: A ninja is constantly under the effects of a see invisibility spell.

Mastery of Body
A ninja that masters his every move learns to reach beyond his limits.
6th level: A ninja's land speed increases by 10 ft. as long as he isn't wearing armor, using a shield or carrying a medium or heavy load or is immobile.
10th level: A ninja is considered one size catagory larger than normal when making bull rush, grapple, overrun, or trip checks.
14th level: A ninja gains immunity to all poisons.
18th level: A ninja gains damage reduction 5/-.

Lesser Path (Ex): 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 (Ex): 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 their wisdom modifier, provided that they have one, to both their Hide and Move Silently checks.

Path of Perfect Freedom: By walking this path a ninja learns the twist and turns taken by frog to escape crane. This path allows a ninja to add their wisdom modifier, provided that they have one, to both their Escape Artist and Use Rope checks.

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 their wisdom modifier, provided that they have one, to both their Bluff and Disguise checks.

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 their wisdom modifier, provided that they have one, to both their Jump and Tumble checks.

Path of Knaves: By walking this path a ninja learns that few things bar a ninjas way. This path allows a ninja to add their wisdom modifier, provided that they have one, to both their Open Lock and Slight of Hand checks.

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 their wisdom modifier, provided that they have one, to both their Balance and Climb checks.

Path of Silver Speech: By walking this path a ninja learns to use his words to manipulate others. This path allows a ninja to add their wisdom modifier, provided that they have one, to both their Gather Information and Intimidate checks.

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 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 is immobile.

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 add their wisdom modifier to their unarmed strike damage when this path is taken. This path may be taken twice, the second time giving Stunning Fist as a bonus feat.

Path of Tiger Stalking: By walking this path a ninja learns to follow his prey wherever they run. A ninja following this path is considered to have the Track feat as long as they aren't wearing armor, using a shield or carrying a medium or heavy load.

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.

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 is 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.

Path of the Darting Foot: By walking this path a ninja learns to act quickly before foes can react. This path allows a ninja to add their wisdom modifier (if any) to their initiative rolls.

Path of Eagle Soaring: By walking this path a ninja learns to make his ranged weapons fly through the air on eagle's wings. A ninja following this path is considered to have the Far Shot feat as long as they aren't using a shield or carrying a medium or heavy load.

Path of the Sightless Eye: By walking this path a ninja learns to how to battle unseen foes. A ninja following this path is considered to have the Blind-Fight feat as long as they aren't wearing armor, using a shield or carrying a medium or heavy load.

Path of Serpent Winding: By walking this path a ninja learns to crawl along the ground as a snake. A ninja can move at half his speed while prone, but may not run. A ninja only recieves a -3 penalty to AC from melee strikes while prone. This path may be taken twice. When taken the second time a ninja may move at his full speed while prone, but may not run, and only recieves a -2 penalty to AC from melee strikes while prone.

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.

Path of the Wind Walker: Prerequiste, Tumble 6 ranks, Climb 6 ranks: By walking this path a ninja learns how to spread his body when falling to slow his descent. When a falling ninja is within arm's reach of a wall, he takes damage as if the fall were 10 ft. shorter for every 2 ninja levels than it actually is.

Path of Climbing Clouds: By walking this path a ninja learns atain great hieghts when jumping. A ninja walking this path is always considered to have a running start when jumping. This can be used only if a ninja is not wearing armor, using a shield or carrying a medium or heavy load.

Path of Pouncing Mongoose: Prerequisite, B.A.B +9: By walking this path a ninja learns to strike with the speed of an enraged mongoose. When making a flurry attack, a ninja gains an second extra melee strike at the ninjas highest base attack bonus. This attack still incurs the normal -2 attack penalty.

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.
 
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Actually most of this looks pretty good. I am not sure if the mastery trees are balanced or not. Such things would require some playtesting. The ability bonuses seem over powered especially in a normal magic campaign.

The lesser paths work very well I especially like the winding serpent path.
The Wind Walker and Dancer path might be better presented if they were made into a single path that gives a distance based on your level like 10 feet for every 2 levels or some such.

The Pouncing Mongoose path definately needs a prerequisite of some kind probably B.A.B. +8 or +9 so it fits more with a monk's ability.

Other than that I think the stuff looks good and fits well with the ninja's overall feeling and abilities. Again I am not sure if it is overpowered or not but I am pretty sure it was underpowered, though flavorful, before.

Thanks for your input.
 

Thanks

Your right, the Pouncing Mongoose path does need a prerequisite to prevent him getting it too early. I believe B.A.B. +9 will do just fine. I will combine the Wind Walker and Dancer as you sugest, but should I lessen or remove the Dex. prerequisite? As for the masteries I was kinda stuck for useful powers so I just stuck in some ability score raises. How about poison immunity for the body mastery's 14th lvl. power? I'll have to think some more about the mind mastery. Thank you for your kind words and again thank you for the making the class. I am forever beholden to you. :)
 

Yeah +9 sounds good for mongoose. Yeah the drop the dexterity prereqs. and give it some skill ranks maybe tumble and climb both at +5 so that they can only get it at 2nd level meaning that the falling distance is 10 feet when the can first take it. As for the mastery abilities let me think on that and see if I can't put together some stuff to balance that out a bit.
 

Well, seeing as Wind Walker is a greater path, min. level would be 4th when he gets his first one. As it turns out the monk gets his first slowfall at 4th lvl. and it's at 20 ft. It still might be a good idea to give a tumble and climb prereq. just for flavor. I'll incorporate the changes.
 



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