Ninja (prestige class) a new take...

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Since my Kaidan: a Japanese Ghost Story setting will be under final development next month, I've been finalizing my content for the setting, and though I thought my original Ninja prestige class ideas were set, a new idea has hit me that's in a completely different direction and I need some advice on practically, if the idea is flawed somehow.

I want to introduce a variety of monk for Kaidan called the Shinobi (monk is already represented by the Budoka in the setting.) A Shinobi is a standard PF monk that is born and trained in one of the five Ninja Houses of Kaidan. All Ninja prestige class members begin the game as a 1st level Shinobi Monk.

Prestige class prerequisites: ki pool, ranks in acrobatics: 8, ranks in disguise: 5, ranks in stealth: 8

The prestige class consists of two parts. One is 10 selections of differing ki powers from a list of up to 50 ki powers... The second part is taking a secondary base class to multiclass in to 10 levels. The secondary class must be: fighter, rogue or sorcerer. The multi-class is directly integrated into the prestige class, so is not the same as 'multiclassing'.

Thoughts?

GP
 

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So the question is about the pseudo-multiclass thing, I'm guessing?

I think you might need to further expand on what you mean by "taking a secondary base class".

Are you getting all the things from levels (BAB, HD, skillpoints, Saves, etc) from the Prestige Class, but then are also getting all those benefits doubled when they are "forced" into the secondary base class?
Do you have to alternate levels of this prestige class and of this secondary base class?
Are you meaning you get the features of this secondary class on top of what the prestige class gets, over the 10 levels of the prestige class?
Is this like a gestalt thing... gaining all the features and the "best of" HD, BAB, etc, between the prestige class and the fighter class?

Perhaps it'll help if you had the prestige class written out here, or maybe showed an example character with a few levels into the Prestige Class.

From the tone of your post, I also have to ask: Are characters allowed to freely multiclass in your games, or are you generally only supposed to have one base class, and maybe go into one prestige class, and when you pick a prestige class you have to finish it?
I ask, because typically you can already multiclass something like fighter or rogue in with a prestige class to make your character more focused towards combat or skills.
The Assassin PrC in core can be entered as either Fighter or Rogue, and that will heavily dictate the type Assassin you play.

_
If the ultimate goal was to have three types of Shinobi builds (combat, skilled, or mystical), then it might work better to have three kinds of Prestige Classes, or perhaps make Shinobi archetypes for fighter, rogue and sorcerers, which basically give up something to gain access to a Ki pool and selecting ki powers.
 

All good questions...

All good questions, and lots of it due to me not being clear.

I see going one of four ways, either create:

1. Create a single prestige class with its own HD, Saves, Skills, then attach the multi-class relying on the prestige class for HD, Saves, etc. (I don't think this is the way I want to go.)

2. Create a single base class from 1st to 20th that mixes rogue with ki powers...

3. Allow the chosen second multi-class to determine HD, BAB, Saves, etc., and the prestige class itself has none, using the new base class to determine that aspect.

4. Or create three Shinobi builds, one more martial, one more stealth, one more arcane.

I plan to include 5 if not 10 choices from available Ki powers as part of the prestige class as well. So if I were to build a 'fighter' shinobi theme, I would grant five ki powers instead of five bonus feats, as per standard fighter.

And yes, my ultimate question is whether to allow and if so how to define the alternate 'multi-class' thing. I'm not looking for a monk with a nerfed add-on to what other base classes could do better.

Regarding my fighter build or multi-class, not wanting an 'amored' ninja, perhaps using the APG's stealth fighter would be a better build to go by.

GP

PS: I was never considering some stack HD, Saves between base class, prestige class, and multi-class - who would do that? Sounds quite broken.
 
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A possible build for Ninja

Ninja (prestige class)

Requirements: ki pool, ranks in acrobatics: 8, ranks in disguise: 5, ranks in stealth: 8

HD/BAB: varies, Saves: as Monk, Skills: 4 + INT modifier, same skills as Monk class

Choose one of three ninja builds:

Weapon Master Ninja gains HD: d10 BAB: Full
1st: Dodge as bonus feat
2nd: Ki power, bravery 1
3rd: Movement training 1
4th: Ki power
5th: Ninja weapon training 1
6th: Ki power, bravery 2
7th: Movement training 2
8th: Ki power, advanced ki power
9th: Ninja weapon training 2
10th: Ki power, Bravery 3

Movement Training - I need something to replace Armor Training, as I don't want an armored ninja, (so this is one idea, but its not good enough.)
Movement Training 1: gain Wind Stance as a bonus feat, and +2 deflection bonus to AC
Movement Training 2: gain Lightening Stance as a bonus feat, and add +10' to base movement.
Ninja Weapon Training: as per Fighter weapon training but limited to various categories of Ninja weapons (blades, chain weapons, throwing weapons)

Stealth Master Ninja gains HD: d8, BAB: 3/4
1st: Sneak attack 1d6, trapfinding
2nd: Improved evasion, rogue talent
3rd: Sneak attack 2d6, trapsense 1
4th: Rogue talent, uncanny dodge
5th: Sneak attack 3d6
6th: Rogue talent, trapsense 2
7th: Sneak attack 4d6
8th: Improved uncanny dodge, rogue talent, advanced ki power
9th: Sneak attack 5d6
10th: Rogue talent, advanced talent

Rogue Talent: as per available rogue talents, may opt to take any ki power instead of a rogue talent at any time.

Sorcery Master Ninja gains HD: d6, BAB 1/2
1st: Bloodline power, cantrips, eschew materials, spell
2nd: Ki power
3rd: Bloodline power, bloodline spell
4th: Ki power
5th: Bloodline spell
6th: Ki power
7th: Bloodline feat, bloodline spell
8th: Ki power, advanced ki power
9th: Bloodline power, bloodline spell
10th: Ki power

The sorcery master ninja would have a limited ninja spell list, smaller than the sorceror/wizard list, plus might have five ninja bloodlines that are different from current sorceror bloodlines, perhaps based on mythical creatures: Kami (heavenly spirits), Kirin, Oni (ogre mage), Ryu (sea dragon), Tengu (nature oni)

Ki Powers: see next post below for list...

GP
 
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Here's doing it as a 20 level base class...

Ninja (base class)

HD: d8, BAB: 3/4, Saves: good Reflex, Skills: 6 + INT modifier
SKills: Acrobatics, Bluff, Climb, Craft, Disable Device, Disguise, Escape Artist, Intimidate, Knowledge dungeoneering, Knowledge history, Knowledge local, Linguistics, Perception, Profession, Sense Motive, Sleight of Hand, Stealth, Swim, Use Magic Device.

Ninja are proficient in all simple weapons, plus the kama, katana (bastard sword), kukri, longsword, nunchaku, sai, scimitar, short sword, shuriken, siangham, Ninja are not proficient in any armor or shields.

1st: AC nonus, ki pool, Ki reserve power, sneak attack +1d6, trapfinding
2nd: Evasion, Talent
3rd: Sneak attack +2d6, poison Use
4th: Talent, +1 AC
5th: Sneak attack +3d6
6th: Talent
7th: Sneak attack +4d6
8th: Talent, +2 AC
9th: Sneak attack +5d6, improved poison Use
10th: Advanced talents, talent
11th: Sneak attack +6d6
12th: Talent, +3 AC
13th: Sneak attack +7d6
14th: Talent
15th: Sneak attack +8d6, greater poison Use
16th: Talent, + 4 AC
17th: Sneak attack +9d6
18th: Talent
19th: Sneak attack +10d6
20th: Ultimate talent, talent, +5 AC

AC Bonus. When unarmored and unencumbered, the ninja adds her Wisdom bonus (if any) to her AC and CMD. This applies to her touch AC and when she is flat-footed, but not when she is immobilized. At level 4, and every 4 levels thereafter, this bonus increases by 1.

Ki Pool (Su). The ninja has a reserve of mystical energy called her ki pool. It has a number of points equal to ½ her class level plus her Wisdom bonus. As long as she has at least 1 point in her ki pool, she has access to her Ki Reserve Power. By spending 1 point from her ki pool, a ninja can make 1 additional attack at her highest attack bonus when making a full attack. In addition, she can spend 1 point to increase her speed by 20 feet for round. Finally, a ninja can spend 1 point from her ki pool to give herself a +4 dodge bonus to AC for 1 round. Each of these powers is activated as a swift action. As a ninja gains levels, points from her ki pool can be spent to activate many of her Talents.

Ki Reserve Power (Su). At 1st level, the ninja chooses one of the following Ki Reserve Powers. As long as she has at least 1 point in her Ki Pool, she has access to her selected Ki Reserve Power.

Damage Reduction. The ninja gains DR/magic equal to ½ her level (minimum 1).

Enduring Fortitude. The ninja gains the benefits of the Endurance and Diehard feats. In addition, she adds half of her ninja level to the bonuses provided by the Endurance feat.

Energy Resistance. Choose 1 energy type (acid, cold, electricity, fire, or sonic). The ninja gains resistance 5 to the selected energy type; this increases by 5 at level 4 and every 4 levels thereafter.

Inner Strength. The ninja adds half her level (minimum 1) to her Will Saves.

Inner Fortitude. The ninja adds half her level (minimum 1) to her Fortitude Saves.

Light as Air. The ninja benefits from a constant feather fall effect. At 6th level, she gains a constant water walking effect. At 12th level, she gains a constant air walk effect.

Mystic Celerity. The ninja’s speed increases by 10 feet. This increases to 20 feet at 7th level, 30 feet at 13th level, and 40 feet at 19th level.

Night Vision. The ninja gains lowlight vision (or superior lowlight vision if she already has lowlight vision). At 5th level, she gains dark vision 60 feet (or her existing dark vision increases by 60 feet). At 10th level, she gains the ability to see through magical darkness. At 15th level, she gains blind sense 60 feet. At 20th level, she gains blind sight 60 feet.

Unarmed Damage. The ninja benefits from the Improved Unarmed Strike feat and her unarmed damage equals a monk’s of the same level. Monk and ninja levels stack for the purposes of determining her unarmed damage.

Sneak Attack (Ex) as per rogue class feature.

Trapfinding. The ninja gains the rogue ability of the same name.

Evasion (Ex). The ninja gains the rogue ability of the same name.

Talents. At 2nd level, and every 2 levels there after the ninja chooses one of the following abilities.

Combat Mastery. The ninja can spend 1 point from her Ki Pool as a swift action and for 1 round gain the benefits of a combat feat that she qualifies for but does not have.

Concealment. The ninja can spend 1 point from her Ki Pool as a swift action gain concealment, including benefiting from a 20% miss chance, for a number of rounds equal to her Wisdom bonus.

Extra Class Skill. The ninja may choose 1 cross-class skill and add it to her list of class skills. This talent may be chosen more than once.

Ghost Sight. The ninja can spend 1 point from her Ki Pool as a swift action and benefit from the see invisible spell for a number of rounds equal to her Wisdom bonus.

Ghost Step. The ninja can spend 1 point from her Ki Pool as a swift action and become and remain invisible for 1 round.

Ghost Touch. The ninja can strike incorporeal targets as if they were corporeal.

Improved Uncanny Dodge. The ninja gains the Improved Uncanny Dodge ability. She must have Uncanny Dodge before selecting this ability.

Ki Blast. The ninja can spend 1 point from her Ki Pool as a swift action and for 1 round gain the ability to make ranged touch attacks with a range of 60 feet that cause damage equal to her ninja level plus her Wisdom bonus on a successful hit.

Minor Venom. The ninja can spend 1 point from her Ki Pool as a swift action and poison 1 weapon with a mystic poison for up to 1 minute per level or until the weapon successfully strikes a target. This poison does 1d3 points of ability damage of the ninja’s choice (Strength, Dexterity, Constitution, Intelligence, Wisdom, or Charisma) for a number of rounds equal to the ninja’s Wisdom bonus. The Save DC is 10 + ½ the ninja’s class level + her Wisdom modifier. A successful save prevents further damage from occurring.

Potent Skill. Choose 1 skill you are trained in. The ninja can spend 1 point from her Ki Pool as a swift action and add +20 to the all skill checks of the chosen skill for 1 round. This ability may be selected more than once, each time applying to a different skill.

Puissant Strike. The ninja can spend 1 point from her Ki Pool as a swift action and add her Wisdom bonus to her attack and damage rolls for 1 round.

Rogue Talent. The ninja can select a rogue talent. She can choose this talent more than once, each time selecting a different talent from the list available of rogues.

Second Ki Reserve Power. The ninja may select a second Ki Reserve Power.

Silencing Attack. When the ninja makes a successful critical hit or sneak attack attack, she may spend 1 point from her Ki Pool as an immediate action and cause her opponent to be silenced (as the spell, but only targeting her opponent) for a number of rounds equal to her Wisdom bonus.

Swift Feint. The ninja can spend 1 point from her Ki Pool as a swift action and may make a Bluff check to feint in combat as a free action for 1 round.

Swift Stride. The ninja can spend 1 point from her Ki Pool as a swift action and move up to her speed.

Uncanny Dodge. The ninja gains the Uncanny Dodge ability.

Wholeness of Body. The ninja can spend 1 point from her Ki Pool as a swift action and regain a number of hit points equal to her class level.

Wraithstrike. The ninja can spend 1 point from her Ki Pool as a swift action and resolve all melee attacks for 1 round as melee touch attacks.

Poison Use (Ex). At 3rd level, the ninja never risks accidentally poisoning herself when using poison. At 9th level, she gains Improved Poison Use, which allows her to apply poison to her weapon as a move action. At 15th level, she gains Greater Poison Use, which allows her to apply poison to her weapon as an immediate action.

Advanced Talents (Su). Beginning at 10th level, the following advanced talents become available whenever the ninja may select a new talent.

Abundant Step. The ninja can spend 1 point from her Ki Pool as a swift action and use dimension door with a caster level equal to her ninja level.

Crippling Strike. The ninja gains the rogue ability of the same name.

Defensive Roll. The ninja gains the rogue ability of the same name.

Dispelling Attack. The ninja gains the rogue ability of the same name.

Feat. The ninja may select any feat she qualifies for.

Flicker. The ninja can spend 1 point from her Ki Pool and gain the ability to teleport 5 feet per 2 class levels as an immediate action once per round for a number of rounds equal to her Wisdom bonus. If she teleports away in response to an attack, she gains a 50% miss chance against that attack.

Ghost Mind. The ninja gains Spell Resistance 15 + her class level against divination spells.

Hide in Plain Sight. The ninja gains the ability to use the Stealth skill to hide even while being observed, as if she had the shadow dancer ability of the same name.

Hummingbird’s Dance. The ninja can spend 1 point from her Ki Pool as a swift action and gain the benefit of a Blink spell for a number of rounds equal to her class level.

Improved Concealment. The ninja can spend 1 point from her Ki Pool as a swift action gain full concealment, including benefiting from a 50% miss chance, for a number of rounds equal to her Wisdom bonus. She must have the Concealment talent before selecting this talent.

Improved Ghost Step. The ninja can spend 1 point from her Ki Pool as a swift action and become and remain ethereal for 1 round or invisible for a number of rounds equal to her Wisdom bonus. She must have the Ghost Step talent before selecting the ability.

Improved Ghost Sight. The ninja can spend 1 point from her Ki Pool as a swift action and benefit from True Seeing for a number of rounds equal to her Wisdom bonus. She must have the Ghost Sight talent before selecting this ability.

Improved Ki Blast. When the ninja uses her Ki Blast ability against the target, on a successful hit she may use one of the following abilities as a free action that does not provoke an attack of opportunity: Bull Rush, Disarm, Sunder, or Trip using a CMB equal to the ninja’s class level plus her Wisdom bonus, or Pull the opponent a distance towards the ninja, up to the closest square that is adjacent to the ninja.

Improved Wholeness of Body. The ninja can spend 1 point from her Ki Pool as a swift action and gain Fast Healing equal to ½ her class level for a number of rounds equal to her Wisdom modifier. She must have the Wholeness of Body ability before selecting this ability.

Ki Mastery. The ninja gains the ability to spend points from her Ki Pool as a free action instead of as a swift action.

Ki Strike. The ninja can spend 1 point from her Ki Pool as an immediate action and bypass the damage reduction of her opponent.

Major Venom. The ninja can spend 1 point from her Ki Pool as a swift action and poison 1 weapon with a mystic poison for up to 1 hour per level or until the weapon successfully strikes a target. This poison does 1d6 points of ability damage of the ninja’s choice (Strength, Dexterity, Constitution, Intelligence, Wisdom, or Charisma) for a number of rounds equal to the ninja’s Wisdom bonus. The Save DC is 10 + ½ the ninja’s class level + her Wisdom modifier. Two successful saves prevent further damage from occurring.

Opportunist. The ninja gains the rogue ability of the same name.

Poison Resistance. Whenever the ninja is subjected to ability damage or ability drain from poison, she subtracts her Wisdom bonus from the amount of ability damage or ability drain she suffers.

Potent Poison. If the ninja uses poison on an attack that is also a successful sneak attack, she adds the number of sudden strike dice she has to the Save DC of the poison.

Skill Mastery. The ninja gains the rogue ability of the same name.

Slippery Mind. The ninja gains the rogue ability of the same name.

Third Ki Reserve Power. The ninja may select a third Ki Reserve Power. She must have the Second Ki Reserve Power ability before selecting this talent.

Ultimate Talent (Su). At 20th level, the ninja may select one of the following abilities in addition to the regular Talent or Advanced Talent she gets for being 20th level.

Ghost Walk. The ninja can spend 1 point from her Ki Pool as a swift action and benefit from the Ethereal Jaunt spell.

Quick Killer. The ninja can make a coup de grace as a swift action that does not provoke attacks of opportunity.

Shadow Walk. The ninja can spend 1 point from her Ki Pool as a swift action and benefit from the Shadow Walk spell.

Truly Potent Poison. If the ninja uses poison on an attack that is also a successful sneak attack, she adds her sneak attack damage to the save DC of the poison.

Truly Puissant Strike. When the ninja makes a successful critical hit or sneak attack, she may spend 1 point from her Ki Pool as an immediate action to cause maximum damage.

GP
 
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I don't have time to go through the whole list of Ki powers for comment, but I'll comment on the method.

I think the Prestige Class approach would allow for the easiest way to open things up for different styles of a ninja. Since it's so much more than just "this ability vs that ability", and instead it's the HD, skillpoints, saves and spells per day, it'd probably be easiest to implement it that way.

There's nothing inherently wrong with the 20 level class, just that it focuses more on the skills/rogue side of things, and you might lose out on at least the magical sorcery aspect (rogues can make decent fighter stand-ins already, but no spells is no spells).

I posted a Fighter archetype for a different approach to unarmed combat, here, if you want some ideas on different abilities. A Weapon Master Ninja might like the group fighting idea I tried out, among other things.
That post has over 70 views, but no one commented yet... sooo, not sure on the balance side of things as it's been pretty much only my eyes looking at the rules behind it.

For an alternative take, have you thought of doing Archetypes for the Fighter, Rogue and Sorcerer? Basically, 20 level base class ninjas, but they use most of the rules for each of those base classes with only minor tweaks to take out armor, etc, and give them access to ki powers?
 

I prefer the prestige class approach myself, the long list of powers to a 20 level of a base class ninja was my first iteration, and the direction I do not want to go.

Of the 20 level base class, its long list of ninja talents/ki powers is comparable to the kind of list I want to create for my ninja's ki powers - minor magick abilities that enhance stealth and nvisibility, combat enhancements, bypassing DR, improved movement, minor buffs, extraordinary senses enhancements, special maneuvers, combat maneuvers at distance, etc. I plan to cannibalize this list of powers for a prestige class version.

Yeah, I think my fighter version of the prestige class is weak, perhaps venturing down the 'teamwork' feats that inquisitors gain might be something to look at for comparison. I will take a look at your linked posted architype for comparison as well.

GP
 
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OK, I admit I noticed your thread before, and though I might need a non-mystical, non-monk martial artist someday, I've never sought a bare-handed brawler in D&D so, I didn't comment before, sorry.

I did like how you deliberately replaced specific fighter class features as in your case Weapon Training. While I'd like to limit what consists of ninja weapons, I think I'll stick with the Weapon Training mechanic - this is a prestige class path of 10 levels, so there's only two steps in its progression. So I will keep this fighter feature.

Armor training is what I think I need to replace in my weapon master ninja path, and have the same three steps in a 10 level progression. I still want some kind of AC enhancement, though perhaps a dodge, acrobatics, and deflection enhancment through special movement maneuvers could be such a replacement (as mentioned, I don't need an armored ninja, so armor training needs replaced, though AC shouldn't be overly nerfed.)

I also don't think I need the fighter bravery mechanic either and need to replace it with something else. I'm thinking some kind of teamwork ability, whether through enhanced 'aid another' type action, draw damage otherwise taken by a ninja ally, share partial BAB with adjacent allies or some derivative of the Inquisitor's teamwork feats I am not sure, but the idea of teamwork combat techniques intrigue me for a kind of ninja fighter.

[Note: I've pre-orderd my copy of the APG from Amazon, but have not gotten it yet, so I've yet to really see the variant archetype class rules, which is kind of hampering my class design efforts...]

GP
 

Weapon Master Path Ninja - draft 2

Oh BTW, I need to come up with more mystical sounding names, but for the time being...

Weapon Master Ninja (prestige class)

Requirements: ki pool, ranks in acrobatics: 8, ranks in disguise: 5, ranks in stealth: 8

HD: d10, BAB: Full, Saves as Fighter, 2 + INT modifier for skills, Skills as Monk

1st: Combat Expertise and Dodge (bonus feats)
2nd: Ki power, Improved Combat Maneuver of choice (bonus feat)
3rd: Defensive training 1
4th: Ki power
5th: Ninja weapon training 1
6th: Ki power, Greater Combat Maneuver (bonus feat)
7th: Defensive training 2
8th: Ki power, advanced ki power
9th: Ninja weapon training 2
10th: Ki power, Whirlwind Attack (bonus feat),

Defensive Training 1 - add your WIS bonus to AC, and DR 1/-
Defensive Training 2 - add half your Ninja levels as a dodge bonus to AC, and DR 2/-
Ninja Weapon Training 1 & 2 - as Fighter Weapon Training, but applies to Ninja Weapons list:
Blades: bastard sword (katana), long sword (ninja-to), short sword (wakizashi), scimitar, siangham, and kukri.
Monk weapons: chain-staff, kama, nunchaku, sai, tetsubo (iron club).
Ninja ranged weapons: blow gun, mouth darts, short bow (hankyu), shuriken, grenades.

As an aside all Ninja will have access to a wide variety of specialized equipment: including climbing claws and climbing slippers, smoke grenades, eggshell grenades, portable traps, silk climbing cord and grappling hooks, poisons, thieves tools and more.

GP
 
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Next version...

OK, I've decided to 'nix' the three path base class ninja prestige class (boy, that was a lot to say.), instead building a single ninja prestige class, grant some bonus abilities at lower and upper middle levels, then keep a reciprocating progression of Sudden Strike bonuses, against a Ki power selection, so in a 10 level prestige class, you get Sudden Strike 5d6, and 5 Ki powers, the last one an advanced Ki power.

Using some of the Ki powers list in the 20 level ninja build, a ninja can choose a path from a wide selection of powers to define her uniqueness from other ninja.

Ninja (prestige class)

Requirements: Ki pool, ranks in acrobatics: 8, ranks in disguise: 5 and ranks in stealth: 8, feats: dodge

HD: d8, BAB 3/4, Saves as per monk, skills: 4 + INT modifier, monk skill list.

1st: Improved Evasion, Poison Use, Sudden Strike 1d6
2nd: Ki Power, wind stance as a bonus feat
3rd: Sudden Strike 2d6
4th: Ki Power, mobility as a bonus feat
5th: Sudden Strike 3d6
6th: Ki Power, spring attack as a bonus feat
7th: Sudden Strike 4d6
8th: Ki Power, Hide in Plain Sight
9th: Sudden Strike 5d6
10th: Advanced Ki Power, Ninja Sensei

Ki Powers use 'kujikiri' or finger motions to activate ki power drawn from within yourself. Some powers have singular effects and cost a single point of ki, while others have progressions of power at costs from 1 to 3 ki.

Ghost Step - by spending 1 ki point (as a swift action) a ninja can become invisible for 1 round. By spending 2 ki points (as a swift action) a ninja can become invisible for 1 round + 1 round per WIS bonus.

Ghost Sight - by spending 1 ki point (as a swift action) a ninja can see invisible objects for 1 round. By spending 2 ki points (as a swift action) a ninja can see invisible for 1 round + 1 round per WIS bonus.

Ghost Touch - by spending a ki point (as a swift action) a ninja can strike an incorporeal or ethereal target as if it were corporeal, this effect lasts for a single round.

Ki Armor - by spending a ki point (as a swift action) an unencumbered ninja can add her WIS bonus to AC for a number of rounds equal to her WIS score. This of course stacks with DEX bonus to AC.

Ki Punch - by spending a ki point (as a swift action) a ninja can perform an unarmed strike at distance up to 30' range, and works as natural reach, but do not threaten your opponent's square, this effects lasts for a number of rounds equal to your WIS score.

Ki Maneurver - by spending a ki point (as a swift action) a ninja can perform a combat maneuver at distance up to 30' range. An invisible manifestation of you performs the maneuver and you don not provoke an attack of opportunity, though your combat maneuver could still provoke an attack of opportunity. If you 'miss' your target you are still subject to falling or other event should you fail to make an attack. Damage dealt to your manifestation for opposed checks is psychically applied to you. This effect lasts for a number of rounds equal to your WIS bonus. A ninja can ednd this effect as a swift action.

Ki Step - by spending a ki point (as a swift action) a ninja ignores some aspects of the terrain for a number of rounds equal to your WIS bonus, such as walking on ice or water. By spending 2 ki points (as a swift action)
a ninja can perform this power for the duration of a number of rounds equal to her WIS score. By spending 3 ki points (as a swift action) a ninja can change its relative gravity, allowing you to run up steep inclines, walls, even walk on the ceiling for a number of rounds equal to your WIS score, allowing you to perform acrobats within your psychic 'buffer'.

Ki Stride - by spending a ki point (as a swift action) a ninja can move up to her speed, this does not count as a move action.

Potent Skill - choose one of your skills when you select this power, by spending a ki point (as a swift action) a ninja can add a +20 to all skill checks for the skill you selected for the next round. This ki power can be selected multiple times, but can only be applied to a different skill each time.

Puissant Strike - by spending a ki point (as a swift action) a ninja can add her WIS bonus to all attacks and damage for a single round. By spending 2 ki points (as a swift action) a ninja can extend this duration to a number of rounds equal to her WIS bonus.

Rogue Talent - a ninja can opt to choose from the rogue talent, as per rogue class feature in the Pathfinder RPG Core Handbook.

Wholeness of Body - by spending a ki point (as a swift action) a ninja can heal herself for a number of points equal to your total class level.

Wraithstrike - by spending a ki point (as a swift action) a ninja can resolve all melee attacks as melee touch attacks for a single round.

Advanced Ki Powers:

Abundant Step - by spending a ki point (as a swift action) a ninja can perform a Dimension Door, with her total class level as her caster level.

Advanced Rogue Talent - a ninja can opt to select an advanced rogue talent from the Rogue class feature as per Pathfinder RPG Core Handbook.

Improved Ghost Step - The ninja can spend 1 ki point (as a swift action) and become and remain ethereal for 1 round or invisible for a number of rounds equal to her Wisdom bonus. She must have the Ghost Step power before selecting the ability.

Improved Puissant Strike - by spending a ki point (as a swift action) a ninja can perform the Puissant Strike power for a duration in rounds equal to WIS score. She must have the Puissant Strike power before selecting this.

Ki Mastery - a ninja can spend a ki point as a free action instead of a swift action.

Ninja Sensei - on a successful critical or sudden strike attack, she may spend 1 point from her Ki Pool as an immediate action to cause maximum damage.

GP
 

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