Shazman said:
Enoug about modrons,already! Could someone please give me more detailed enough on the variant ninja abilities? It would be greatly appreciated.
This is from the doc that Jasin sent me. Who knows what Bulmarhn, McArtur and their cronies have done with it though?
Fire ninja:
2nd level - Replace ghost step with blinding flash (as swift action create flash of light that blinds creatures within 20' for 1 rd, Ref negates)
8th level - As FRA make sudden strike on blinded creature; if hits, Fort save or be blinded an extra round
10th level - Remain wreathed in flames after blinding flash, enemies take damage on striking you, your weapons are flaming burst
Water ninja:
2nd level - Replace ghost step with deceptive mist (as swift action create solid fog in 20' radius cylinder, you are unaffected)
8th level - Solid fog does 2d6 acid damage/rd
10th level - Fog becomes mind fog (-10 penalty on Will saves and Wis checks, Will negates)
Earth ninja:
2nd level - Replace ghost step with one with the earth (as swift action gain burrow speed equal to land speed, you can pinpoint creatures within 30' while burrowing, you must remain in contact with the surface)
8th level - Can burrow without remaining in contact with surface
10th level - DR 10/adamantine for 1d4 rds after emerging from burrowing