Elemental Ninja
Prerequisites:
Weapon Proficiency: Katana (Bastard Sword)
Feats: Dodge, Mobility, Spring Attack
Skills: Balance 4, Climb 4, Jump 6, Hide 6, and Move Silently 6
Alignment Restriction: Any Non-Lawful
Class Abilities:
Hit Die: d6
Weapon and Armor Proficiency: Elemental Ninjas gain proficiency with Shurikens.
Skill Points per level: 4 + Int. Modifier
Class Skills: Balance (Dex), Climb (Str), Escape Artist (Dex), Hide (Dex), Jump (Str), Listen (Wis), Move Silently (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Tumble (Dex), Use Rope (Dex)
Code:
Level Base Attack Fortitude Reflex Will Special
1 + 1 + 0 + 2 + 0 Improved Unarmed Strike, Rapid Shot (Shuriken Only),10’ Step
2 + 2 + 0 + 3 + 0 Wall Run I
3 + 3 + 1 + 3 + 1 Gale Striking Blade
4 + 4 + 1 + 4 + 1 Jitsu 1/ Day
5 + 5 + 1 + 4 + 1 Wall Run II
6 + 6 + 2 + 5 + 2 Jitsu 2/ Day
7 + 7 + 2 + 5 + 2 15’ Step
8 + 8 + 2 + 6 + 2 Jitsu 3/ Day
9 + 9 + 3 + 6 + 3 Evade Attack
10 + 10 + 3 + 7 + 3 Jitsu 4/ Day
Rapid Shot: The Elemental Ninja may use the feat of the same name with shurikens only. If the character already has this feat then no additional benefit is gained.
Improved Unarmed Strike: The Elemental Ninja gains this as a bonus feat.
10’ Step (Ex): Once a round, the Elemental Ninja may move in any direction up to ten feet without provoking an attack of opportunity. The Elemental Ninja must have an clear path to move through, though he can move through a creature’s occupied square if there is an empty square on the other side. This ability replaces the Elemental Ninja’s five-foot step. The Elemental Ninja may 10’ Step as part of any move.
Wall Run (Ex): With a successful balance check (DC = 10 + 1 per five feet traveled), a Elemental Ninja can move in a single direction along a wall’s surface as part of his move action. Unlike normal climbing, the Elemental Ninja retains his Dexterity bonus to AC while moving along a wall in this manner. If the Elemental Ninja ends his movement on a wall, he must make an additional climb check to hang onto the wall as a free action. Use the consequences for Climbing on failed checks.
Gale Striking Blade (Ex): Having mastered the art of the hit-and-run, the Elemental Ninja may now perform a full attack action (melee attacks only) and move up to his speed. This movement provokes Attacks of Opportunities as normal for Spring Attack, but the Elemental Ninja may tumble and 10’ Step as part of his movement.
Jitsu (Sp): As a Elemental Ninja masters his art he gains mastery over the elements. Upon reaching 4th level a Elemental Ninja chooses 1 jitsu from the following list, this is a spell like ability usable 1 /day. At every other level after 4th a Elemental Ninja gains an additional use of the jitsu as well as a second known jitsu as indicated on the table. Activating a Jitsu is a Standard Action unless otherwise noted. The Elemental Ninja may only have one jitsu active at a time, though he may dismiss a jitsu as a free action.
Jitsu of Fire: The Elemental Ninja can draw upon energies from the elemental plane of fire. His katana and shurikens are sheathed in flame and now have the flaming burst property. Furthermore, the Elemental Ninja gains Fire Resistance 10. This effect lasts for one round per class level.
Jitsu of Wind: A Elemental Ninja can use wind to increase his land speed by 10. In addition to this bonus (an Enhancement bonus) he gains a +5 Competence bonus on all Dexterity based skill checks, as well as Climb and Jump. This ability lasts one round per class level
Jitsu of Water: Mastering water enables the Elemental Ninja to move upon the surface of water, breathe freely underwater, move and see at his normal rate while submerged and take 10 on all swim checks. Upon activation of this ability, the Elemental Ninja is affected by the Freedom of Movement spell. The water walking/water breathing effects last for ten minutes per Elemental Ninja level, and the Freedom of Movement lasts for one round per class level.
Jitsu of Lightning: Harnessing the power of lightning, a Elemental Ninja calls a lightning bolt to his katana, which then swirls around his body granting damage reduction 5/- and dealing 1d4 electrical damage to any who attack the Elemental Ninja. Any melee attack the Elemental Ninja makes does an additional 1d4 point of electricity damage on a successful hit. This ability stays in effect for one round class level.
Jitsu of Earth: Channeling the force of earth into his katana, the Elemental Ninja may sacrifice Hit Points to add a bonus to that weapon’s attack and damage rolls. For every 4 hit points sacrificed upon activation of this ability, his katana gains an additional +1 enhancement bonus (which stacks with any other enhancement bonus the katana may have), to a maximum of 20 HP spent. When using this ability, the Elemental Ninja’s weapon deals bludgeoning damage in addition to its normal damage type. This effect only lasts one round per class level.
Jitsu of Ice: A Elemental Ninja that masters ice can focus artic energies into his katana. In addition to becoming an activated Frost weapon, the katana has a 50% chance of slowing the target. The slow effect will last for 1d4 rounds. This enhancement lasts for one round per class level.
Improved Wall Run (Ex): A more experienced Elemental Ninja can change the direction of his wall run after moving a minimum of 10 feet. An additional direction change can be made but requires a Balance check with a +5 DC. The initial change does not require the check.
15’ Step (Ex): The Elemental Ninja may now make a 15’ step.
Evade Attack (Ex): After being attacked in melee, the Elemental Ninja may attempt a Reflex save (DC = opponent’s BAB). If this succeeds the Elemental Ninja can instantaneously move behind the foe avoiding the attack. The Elemental Ninja can then make an attack that denies his target their Dex bonus to AC. This attack counts against the Elemental Ninja’s allotted attacks of opportunity for the round. The Elemental Ninja may use this ability up to two times a day.