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.
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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