Kinomen Dragoon
First Post
Oboro Ninja (Running Shadow)
Some in the world would say ninjas don't exist. But some where in the world lies an ancient fortress. Those who don’t know of the Oboro clan will killed if they come within a mile away from the fortress. But they are always looking for the best and only the best to join their ranks. Unlike the Crescent Moon ninja, the Oboro ninjas have a home-base and take jobs no normal adventurer could do. The main weapon of the Oboro ninjas are shrunken. They are willing to do it all and not get caught. It can be for glory, money, or fame but only the Oboro know.
Class Requirements
Alignment: Any non-evil, non-good
Base Attack: +5
Feats: Improved Unarmed Strike, Iron Fists(See Kalamar), Lighting Reflexes, Run, Quick Draw
Skills: Jump 6 ranks, Tumble 6 ranks, Balance 8 ranks, Climb 8 ranks
Special: Must pass a test given by Oboro Clan
Class Skills
Str: Jump, Climb
Dex: Balance, Escape Artist, Hide, Move Silently, Open Lock, Pick Pocket, Tumble, Use Rope
Con: None
Int: Craft, Decipher Script*, Disable Devise, Forgery, Read Lips*, Search
Wis: Innuendo, Intuit Direction, Listen, Profession, Spot
Cha: Bluff, Diplomacy, Disguise, Gather Information, Perform
Skill Points every additional lvl: 4+Int Modifier
* Means exclusive class skill, also see the Rokugan expansion book
Base Attack: As Fighter
Saves: As Monk
HD:d8
Special
1 Evasion, Spring Attack
2 Slow Fall (10 ft), Poison Use
3 Improved Evasion, Shadow Run
4 Whisper of leaves(1/day), Slow Fall (20 ft)
5 Leap of Clouds, Run on Air
6 Slow Fall (30 ft), Walk on Water
7 Acrobatics(+30),Whisper of leaves(3/day)
8 Shadow Dodge, Cling to Walls
9 Impoved Shadow run
10 Red Cloak Of the OboroWhisper of leaves(5/day)
Evasion: Works just the sam as the evasion class ability of the Rouge.
Spring Attack: You gain the feat.
Slow Fall: At the second level the Oboro Ninja falls as if he had not fallen at all. If the Ninja is in arm’s reach of a wall he can use it to slow his fall. This ability makes it so if he dropped 10 ft he takes no damage.
Poison Use: The Oboro Ninja no longer risks poisoning himself when applying poison to a blade.
Improved Evasion: Like Evasion, but if the Ninja fails the reflex save he only takes half damage.
Shadow Run: The Ninja of the Oboro adds his Dex modifyer x 5 to his speed when in light armor.
Improved Shadow Run: The Ninja can now add his Dex modifier to his speed. The Ninja adds his Dex modifier x 10 to his speed.
Whisper of the Leaves: Gives improved invisibility instead (1/day at 4th, with an additional use per day at 7th and 10th levels? (Ninja disappears as leaves swirl around him) As teleport without error spell. Of a sorcerer of the ninjas level + his/her's dex mod.
Leap of the Clouds: The Ninjas jumping distance is not limited (horizontal or vertical) by his height.
Run on Air: The Ninja can now run even on air to escape. In light armor the Oboro Ninja can run his maxamume of less speed in the air. Unlimeted uses each day.
Walk on Water: At 6 level the Oboro Ninja can run on water if it were firm ground. This takes one standard action to begin. He an do this for one round per ninja level. Unlimeted uses per day. Also can only move at a running speed on water. To stay on water at the end of your round requiers a balance cheak(DC 50)
Acrobatics: As the Ninjas learn they are better at get in and out. The Oboro Ninja gains this unnamed bonus to Jump, Tumble, Climb, and Balance checks.
Shadow Dodge: +4 dodge bonus to AC and your opponent loses their Dex bonus to AC due to the confusion. You are able to use this a number of times per day equal to your 1 + your Cha modifier with a duration equal to your ninja level in rounds.
Cling to walls:The Ninja of the Oboro can move on any wall as if he was on the groung. Can stay on the wall all combat of non-combat and attack, defend and all that. First round on the wall requiers the ninja to make a climb DC to climb the wall. You don't have to make this cheak agin this combat.
Red Cloak of the Oboro: This is a claim. The next time you enter the Oboro fortress you gain some magical items. It can be taken every ten levels.
Chose One:
The Mask of Oboro and the the Cloak of the Hitsuji
Or the Sword of Ajuken
Mask of Oboro
This mask is only worn be the best of the Oboro Clan. When the enemy see’s your four colored eyes on the top, they know they are doomed. The mask gives the wielder some abilities. Also when worn it gives the wearer dark vison 200 ft, and can sense the hot and cold areas around him. So if an invisable creature was in the range he would know. So it gives the wearer Blind sight 30 ft. Permantly.
Costto non-Oboro Clan members) 350,000 gp, (to Clan members) 200,000 gp
Cloak of the Hitsuji
This cloak is a tool only the Oboro can master. It can be used as a 200 ft rope. It also gives the wearer a +4 Defection bonus to AC, miss chance 10%, and it does not count to a piece of armor.
Only available at tenth lvl.
Sword of Ajuken
This is a sword that is a remake of the original Ajukio. But crafters can’t seem to get it right. It is a leveled weapon that starts with +2 Vicious. But it permanently has viscous. This doesn’t count against your progress.
Thanks jlhonerer1974
Some in the world would say ninjas don't exist. But some where in the world lies an ancient fortress. Those who don’t know of the Oboro clan will killed if they come within a mile away from the fortress. But they are always looking for the best and only the best to join their ranks. Unlike the Crescent Moon ninja, the Oboro ninjas have a home-base and take jobs no normal adventurer could do. The main weapon of the Oboro ninjas are shrunken. They are willing to do it all and not get caught. It can be for glory, money, or fame but only the Oboro know.
Class Requirements
Alignment: Any non-evil, non-good
Base Attack: +5
Feats: Improved Unarmed Strike, Iron Fists(See Kalamar), Lighting Reflexes, Run, Quick Draw
Skills: Jump 6 ranks, Tumble 6 ranks, Balance 8 ranks, Climb 8 ranks
Special: Must pass a test given by Oboro Clan
Class Skills
Str: Jump, Climb
Dex: Balance, Escape Artist, Hide, Move Silently, Open Lock, Pick Pocket, Tumble, Use Rope
Con: None
Int: Craft, Decipher Script*, Disable Devise, Forgery, Read Lips*, Search
Wis: Innuendo, Intuit Direction, Listen, Profession, Spot
Cha: Bluff, Diplomacy, Disguise, Gather Information, Perform
Skill Points every additional lvl: 4+Int Modifier
* Means exclusive class skill, also see the Rokugan expansion book
Base Attack: As Fighter
Saves: As Monk
HD:d8
Special
1 Evasion, Spring Attack
2 Slow Fall (10 ft), Poison Use
3 Improved Evasion, Shadow Run
4 Whisper of leaves(1/day), Slow Fall (20 ft)
5 Leap of Clouds, Run on Air
6 Slow Fall (30 ft), Walk on Water
7 Acrobatics(+30),Whisper of leaves(3/day)
8 Shadow Dodge, Cling to Walls
9 Impoved Shadow run
10 Red Cloak Of the OboroWhisper of leaves(5/day)
Evasion: Works just the sam as the evasion class ability of the Rouge.
Spring Attack: You gain the feat.
Slow Fall: At the second level the Oboro Ninja falls as if he had not fallen at all. If the Ninja is in arm’s reach of a wall he can use it to slow his fall. This ability makes it so if he dropped 10 ft he takes no damage.
Poison Use: The Oboro Ninja no longer risks poisoning himself when applying poison to a blade.
Improved Evasion: Like Evasion, but if the Ninja fails the reflex save he only takes half damage.
Shadow Run: The Ninja of the Oboro adds his Dex modifyer x 5 to his speed when in light armor.
Improved Shadow Run: The Ninja can now add his Dex modifier to his speed. The Ninja adds his Dex modifier x 10 to his speed.
Whisper of the Leaves: Gives improved invisibility instead (1/day at 4th, with an additional use per day at 7th and 10th levels? (Ninja disappears as leaves swirl around him) As teleport without error spell. Of a sorcerer of the ninjas level + his/her's dex mod.
Leap of the Clouds: The Ninjas jumping distance is not limited (horizontal or vertical) by his height.
Run on Air: The Ninja can now run even on air to escape. In light armor the Oboro Ninja can run his maxamume of less speed in the air. Unlimeted uses each day.
Walk on Water: At 6 level the Oboro Ninja can run on water if it were firm ground. This takes one standard action to begin. He an do this for one round per ninja level. Unlimeted uses per day. Also can only move at a running speed on water. To stay on water at the end of your round requiers a balance cheak(DC 50)
Acrobatics: As the Ninjas learn they are better at get in and out. The Oboro Ninja gains this unnamed bonus to Jump, Tumble, Climb, and Balance checks.
Shadow Dodge: +4 dodge bonus to AC and your opponent loses their Dex bonus to AC due to the confusion. You are able to use this a number of times per day equal to your 1 + your Cha modifier with a duration equal to your ninja level in rounds.
Cling to walls:The Ninja of the Oboro can move on any wall as if he was on the groung. Can stay on the wall all combat of non-combat and attack, defend and all that. First round on the wall requiers the ninja to make a climb DC to climb the wall. You don't have to make this cheak agin this combat.
Red Cloak of the Oboro: This is a claim. The next time you enter the Oboro fortress you gain some magical items. It can be taken every ten levels.
Chose One:
The Mask of Oboro and the the Cloak of the Hitsuji
Or the Sword of Ajuken
Mask of Oboro
This mask is only worn be the best of the Oboro Clan. When the enemy see’s your four colored eyes on the top, they know they are doomed. The mask gives the wielder some abilities. Also when worn it gives the wearer dark vison 200 ft, and can sense the hot and cold areas around him. So if an invisable creature was in the range he would know. So it gives the wearer Blind sight 30 ft. Permantly.
Costto non-Oboro Clan members) 350,000 gp, (to Clan members) 200,000 gp
Cloak of the Hitsuji
This cloak is a tool only the Oboro can master. It can be used as a 200 ft rope. It also gives the wearer a +4 Defection bonus to AC, miss chance 10%, and it does not count to a piece of armor.
Only available at tenth lvl.
Sword of Ajuken
This is a sword that is a remake of the original Ajukio. But crafters can’t seem to get it right. It is a leveled weapon that starts with +2 Vicious. But it permanently has viscous. This doesn’t count against your progress.
Thanks jlhonerer1974
Last edited: