Ninja! (Blood and Fists/Blood and Vigilance NPC)

Vigilance

Explorer
I mean really, who doesn't love ninja? Since I just wrote up two versions of a ninja, and since I love to share, I thought I could combine my love of ninja with my love of sharing.

Ninja, Blood and Fists Style

Ninja (Fast Hero 3/Ninja 6): CR 9; Medium-size humanoid; HD 3d8+6 plus 6d6+12; HP 53; Mas 14; Init +3; Spd 40 ft; Defense 21, touch 21, flatfooted 18 (+0 size, +3 Dex, +8 class); BAB +6; Grap +8; Atk +8 melee (1d4+2, Sai), or +9 ranged (1d4+0, Shuriken); FS 5 ft by 5 ft; Reach 5 ft; SQ ; AL Clan; SV Fort +5, Ref +10, Will +2; AP 4; Rep +2; Str 14, Dex 16, Con 14, Int 10, Wis 8, Cha 12.
Occupation: Criminal (Disable Device, Disguise)
Skills: Balance +11, Bluff +12, Climb +7, Disable Device +7, Disguise +11, Escape Artist +9, Hide +20, Intimidate +6, Move Silently +20
Feats: Archaic Weapons - Japanese, Defensive Martial Arts, Improved Two-Weapon Fighting, Ninjutsu, Personal Firearms Proficiency, Shadow, Simple Weapons Proficiency, Two-Weapon Fighting
Talents (Fast Hero): Increased Speed, Improved Increased Speed
Talents (Ninja): Shinobi-jutsu, Silent kill +1d6, Shichi-ho-de, Silent kill +2d6, Goton-no-jutsu, Silent kill +3d6
Possessions: 2 Sai, 10 Shuriken
Chuck Says: Not really a combat monster, still dangerous when dual-wielding Sai and attacking from surprise.

Ninja, Blood and Vigilance Style

Ninja (Mystic Encounter Fast Hero 3/Ninja 6): CR 9; Medium-size humanoid; HD 3d8+6 plus 6d6+12; HP 53; Mas 14; Init +12; Spd 40 ft; Defense 29, touch 29, flatfooted 18 (+0 size, +9 Dex, +8 class, +4 Danger Sense); BAB +6; Grap +8; Atk +8 melee (1d4+4, Combat Martial Arts), or +15 ranged (1d4+0, Shuriken); FS 5 ft by 5 ft; Reach 5 ft; SQ ; AL Clan; SV Fort +5, Ref +16, Will +2; AP 4; Rep +2; Str 14, Dex 28, Con 14, Int 10, Wis 8, Cha 12.
Occupation: Criminal (Disable Device, Disguise)
Skills: Balance +17, Bluff +12, Climb +7, Disable Device +7, Disguise +11, Escape Artist +15, Hide +26, Intimidate +6, Move Silently +26
Feats: Archaic Weapons - Japanese, Combat Martial Arts, Hyperdodge, Hyperreflexes, Ninjutsu, Personal Firearms Proficiency, Shadow, Simple Weapons Proficiency
Powers: Danger Sense +12, Invisibility +6, Super Leap +6, Superhuman Dexterity +12
Power Stunts: Danger Sense: +3 Initiative, Super Leap: +2 kick damage
Talents (Fast Hero): Increased Speed, Improved Increased Speed
Talents (Ninja): Shinobi-jutsu, Silent kill +1d6, Shichi-ho-de, Silent kill +2d6, Goton-no-jutsu, Silent kill +3d6
Possessions: 2 Sai, 10 Shuriken
Chuck says: Based on the previous incarnation, except this guy doesn't really rely on his Sai. Between being wicked fast and able to turn invisible, he gets his sneak attack damage a LOT. Also he just uses his feat for damage thanks to a switch to CMA and the bonus damage to kicking thanks to super leap.
 

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They both have Personal Firearms Proficiency but neither of them owns a firearm? What's up with that?

Also, maybe this is just my personal preference, but I would have gone with Fast hero talents from the Defensive tree, rather than making them run real fast. But I guess that's handy too.

Anyway, they're looking good and ready to kick some pirate butt.



Cheers,
Roger
 

Roger said:
They both have Personal Firearms Proficiency but neither of them owns a firearm? What's up with that?

Also, maybe this is just my personal preference, but I would have gone with Fast hero talents from the Defensive tree, rather than making them run real fast. But I guess that's handy too.

Anyway, they're looking good and ready to kick some pirate butt.



Cheers,
Roger

If it was a ninja designed for confrontation I would have gone with Evasion and Uncanny Dodge most likely.

However since in the adventure they were designed for, the ninja will run if he is spotted, the enhanced movement should be a big help in getting away.

And when you shift to the B&V version, that movement will let the ninja cover a LOT of ground pretty quietly (40 ft. standard move plus a 120' running leap).

As for why they have Personal Firearms, it came with the Criminal occupation. It was either that or Brawl. I had no plans to use either but picked Personal Firearms. I took the Criminal occupation so he could work on Disable Device and Disguise with his Fast Hero skill points.

Thanks for the feedback :)

Chuck
 

Vigilance said:
It was either that or Brawl.

Hmmm. You know, there's probably a place for something that would make Brawl and the various Martial Arts feats work together with some synergy.



Cheers,
Roger
 


Vigilance said:
I mean really, who doesn't love ninja? Since I just wrote up two versions of a ninja, and since I love to share, I thought I could combine my love of ninja with my love of sharing.
Maybe you could do a third one, of equal level, using Legends of Samurai's ninja as a basis. Since you also wrote that class, would be cool to make comparisons.
 

Sounds good

Ninja (Outcast Ninja 9) CR 9; medium-size humanoid; HD 9d6+18; HP 49; Init +4; Spd 40 ft.; AC 17, touch 16, flatfooted 11 (+1 armor, +2 Footwork, +4 Dex); BAB +6; Grap +8; Atk +8 melee (1d6+2 Kusari-Gama) or +10 ranged (1d4+2 Shuriken); Full Atk +8/+3 melee (1d6+2 Kusari-Gama) or +10/+5 ranged (1d4+2 Shuriken); Space/Reach 5 ft./5ft.; SQ Ninjutsu, Silent Kill +5d6, Trap Finding, Shinobi-jutsu (yoko aruki), Endurance, Ki 1/day (Rin, Kyo), Shichi-ho-de, +10’ move, Goton-no-jutsu, Chunin; Nobility 0; AL; SV Fort +8, Ref +10, Will +2; Str 14, Dex 18, Con 14, Int 10, Wis 8, Cha 10.
Skills: Balance +12, Bluff +8, Climb +15, Craft (ninja alchemy) +8, Disguise +12, Escape Artist +12, Hide +27, Intimidate +8, Move Silently +27, Survival +8, Tumble +8
Feats: Endurance, Footwork, Heel Kick, Hip Throw, Ninjutsu, Shurikenjutsu, Stealthy, Superior Footwork
Possessions: Kusari-Gama, Kote, Shuriken (9)
Chuck says: Those who like their ninja super-manly are likely to be disappointed. This ninja will get dusted in about 2-3 rounds of combat against a Samurai of equal level, which is why is stupidly high stealth skills and extra 10 feet of movement come in way handy.
 

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