Ninja Master prestige class

JPL

Adventurer
Little something I've been kicking around....

THE NINJA MASTER
Class B. Att. Fort Ref Will Defense Reputation
Level Bonus Save Save Save Special Bonus Bonus

1st +1 +1 +2 +1 Swift and Silent +1 +0
2nd +2 +2 +3 +2 Bonus feat, +1 +0
Living Shadow +2
3rd +3 +2 +3 +2 Silent death +2 +0
4th +4 +2 +4 +2 Bonus feat, +2 +0
Living Shadow +4
5th +5 +3 +4 +3 Efficient Killer +3 +1


Requirements
To qualify as a Ninja Master, a character must fulfill the following
criteria.
Base Attack Bonus: +5.
Skill: Hide 10 ranks, Move Silently 10 ranks.
Feats: Archaic Weapons Proficiency, Stealthy.
Special: Authentic ninja training is hard to come by, and individual ninja masters make impose additional requirements upon prospective students, typically including 10 ranks in one or more of the Ninja Master class skills, proficiency in Japanese (or another language appropriate to the instructor’s region of origin), and/or an allegiance to a particular ninja clan, school, or master.


Class Information
The following information pertains to the Ninja Master prestige
class.
Hit Die: The Ninja Master gains 1d8 hit points per level. The character’s
Constitution modifier applies.
Action Points: A Ninja Master gains a number of action points equal to 7 plus one-half his character level, rounded down, every time he advances a level in this class.

Class Skills
The Ninja Master’s class skills are as follows.
Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Disguise (Cha), Disable Device (Int), Escape Artist (Dex), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (arcana, history, tactics, streetwise, theology and philosophy) (Int), Listen (Wis), Move Silently (Dex), Perform (dance) (Cha), Profession (Wis), Read/Write Language (none), Search (Int), Sleight of Hand (Dex), Speak Language (none), Spot (Wis), Tumble (Dex).



Skill Points at Each Level: 7 + Int modifier.

Class Features
The following features pertain to the Ninja Master prestige class.

Swift and Silent
A Ninja Master combines speed and stealth. At 1st level, a Ninja Master can move up to his full normal speed with no penalty to his Move Silently check. He takes only a -10 (instead of the normal -20) to Move Silently checks while attacking, running, or charging.

Living Shadow
Ninja Masters are legendary for their mastery of stealth and concealment. At 2nd level, the Ninja Master gains a +2 bonus to all Hide and Move Silently checks. This increased to +4 at 4th level.

Bonus Feat
At 2nd level and again at 4th level, the Ninja Master gets a bonus feat. He must meet all the prerequisites for the selected feat, and it must be chosen from the following list:
Acrobatic, Advanced Combat Martial Arts, Alertness, Athletic, Combat Reflexes, Combat Throw, Dodge, Elusive Target, Exotic Melee Weapon Proficiency, Improved Combat Martial Arts, Improved Combat Throw, Low Profile, Mobility, Nimble, Run, Spring Attack, Unbalance Opponent.

Silent Death
The Ninja Master is a master at taking out unsuspecting enemies. At 3rd level, he gains the ability to make silent, deadly melee attacks against unprepared opponents.

As his first attack against a flat-footed opponent, the Ninja Master may attempt a special grapple check. Because the target is flat-footed, this action does not provoke an attack of opportunity. If successful, the Ninja Master begins a grapple normally,
but the opponent may not speak or otherwise vocalize until his or her next turn. In addition, the Ninja Master may immediately make an unarmed attack or an attack with a light melee weapon against the grappled foe. If this attack is successful, it deals triple damage (or normal damage against a target that is immune to critical hits). This ability can be used only against targets that are the same size category as the Ninja Master or smaller.

Efficient Killer
The Ninja Master is exceptionally skilled at dispatching surprised or fallen foes. The Ninja Master does an additional 1d6 damage against flatfooted opponents (as sneak attack, but does not affect flanked opponents). In addition, Ninja Master can perform a coup de grace against a helpless opponent as a standard action instead of a full-round action.
 
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Thanks, Chuck. Praise from the sensei of d20 Modern martial arts.

"Ninja" covers an awful lot of ground...they are supposed to be an invisible cross between Kwai Chang Kaine and a Navy SEAL. I wanted to focus on the "silent killers" aspect of the job description, and also have abilities that would complement some of the other ninja-type advanced classes (Martial Artist, Infiltrator, and Archaic Weapon Master, among others).

I might be running a ninjacentric one-shot in January, and I'm mixing and matching from "Blood and Fists" and "Marital Arts Mayhem" for the character options. Very tentatively, the PCs...

- Master of choho (espionage).
- Smart 3 / Charismatic 3 / Martial Art. 3 / Ninja Master 5
- Intelligence officer in Vietnam. Retired CIA field op, now private security consultant.

- Master of shinobi-iri (stealth and entering) and intonjutsu (escaping and concealment).
- Fast Hero 3 / Infiltrator 4 / Ninja Master 3
- On leave after two tours in Afghanistan leading a long range reconnaissance team.

- Master of seishin-teki kyoyo (spiritual refinement).
- Dedicated Hero 5 / Martial Artist 2 / Ninja Master 3
- Maxed out in Autohypnosis, Concentration

- Master of ninja-ken (ninja swordsmanship).
- Strong Hero 3 / Warrior* 4 / Ninja Master 3
- Kendo instructor.

- Master of taijustu (unarmed combat).
- Strong Hero 3 / Martial Artist 4 / Ninja Master 3
- Competes on the mixed martial arts circuit.

I'm actually thinking about riffing on "The Octagon" --- the PCs are a Japanese-American extended family / ninja clan, on the trail of a hidden camp where terrorists and mercenaries are receiving ninja training.

The master of choho will be an older character...lower physical stats will balance out the difference in class level.


* "Warrior" is like Soldier, but has Archaic Weapon Proficiency as a prereq instead of Personal Firearms Proficiency, and a modified bonus feat list. Seems to work a little better than Archaic Weapons Master for my purposes. At second level, instead of taking Weapon Specialization, they can opt to take Weapon Focus (Group), expanding the benefits of Weapon Focus to include a whole group of weapons (usually a culturally related group).

[Off-topic, Chuck...I just read the bit in your blog about "The Commitments." I saw that movie in high school and was inspired to learn saxophone, and spent about eight years playing in a soul / R&B band.]
 
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You can never EVER go wrong with any game inspired by the following movies: Octagon, Aliens, Best of the Best, Bloodsport.

Chuck
 

JPL said:
I might be running a ninjacentric one-shot in January, and I'm mixing and matching from "Blood and Fists" and "Marital Arts Mayhem" for the character options.

Where can one pick up Marital Arts Mayhem? Sounds like my wife and I might enjoy that one! (gawd I LOVE typos! too much fun!)
 

beverson, Martial Arts Mayhem is available in PDF at RPGNow and in print by Green Ronin (not sure if the print version is still available).

JPL: The Commitments is just an awesome awesome movie. Funny and with some great music.

Chuck
 


Still trying to get a handle on the master of seishin-teki kyoyo (spiritual refinement). I might use the Wise One advanced class from "Iron Lords of Jupiter" (sort of a folk healer / shaman), or I might take another look at the ki feats from "Blood and Fists" and see what looks good.

I'm refining the family relationships...I'm thinking an older clan leader, two nephews who run a dojo, a godson (son of the leader's old Green Beret buddy) just back from the war, and a mysterious distant cousin visiting from the old country.
 

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