ShadowyFigure
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Shinobi
Primary Ability Scores: Dexterity, Intelligence, Charisma
Role – With the correct choices a shinobi could be one of the following Defender, Controller or Striker
Power Source – "Chakra" ((Martial / Arcane / Shadow Hybrid))
Defensive Bonus – Determined by chosen Shinobi Tactic
Starting HP – 12 + Con Score
HP per Level – 6
Trained Skills – 4 chosen from: Acrobatics (Dex), Arcana (int), Athletics (Str), Diplomacy (Cha), Endurance (Con), Insight (Wis), Perception (Wis), Stealth (Dex) and Thievery (Dex)
Shinobi Tactic – At 1st level a Shinobi may choose one of the following abbilities.
Master of Ninjutsu- Some Shinobis prefer the explosive and controlling powers of Ninjutsu techniques and so specialize in them, A Shinobi who chooses the Master of Ninjutsu Tactic receives a +2 Bonus to attack rolls made with powers of the Ninjutsu subtype and gains the Elemental Fury ability listed below. Masters of Ninjutsu gains a +2 Reflex Defense at 1st level.
Master of Taijutsu- Some Shinobis prefer to kick there opponent in the teeth or slice there stomach open with a katana and so specialize in Taijutsu techniques. A shinobi who chooses the Master of Taijutsu receives a +2 Bonus to attack rolls with powers of the Taijutsu subtype and gains the master of combat ability listed below. Masters of Taijutsu gain +2 Fortitude Defense at 1st level.
Master of Genjutsu- Some Shinobis prefer to use Genjutsu so that they make confuse and bewilder there foes before quickly striking out so that they made dissapear out of reach once again. A Shinobi who chooses the Master of Genjutsu Tactic receives a +2 bonus to attack rolls with Genjutsu and gains the sneak attack ability listed below. Masters of Genjutsu gain +2 Will Defense at first level.
True Grit- Some Shinobis Master no specific Jutsu type but instead are moderately skilled in Ninjutsu, Genjutsu and Taijutsu but you don't let that stop you as you are capable of out fighting other shinobi when it comes to Jutsu and plain endurance. A Shinobi who choose True Grit receives +2 Healing Surges and the Chakra reserves ability given below. A shinobi with true gains +1 Will Defense and +1 Fortitude Defense at first level.
Elemental Fury – Only Shinobi who choose the Master of Ninjutsu tactic gain this ability at 1st level. A shinobi adds one point of damage per die of damage a Ninjutsu power she uses does. (This damage deals the same energy damage as the power used)
Master of Combat – Only Shinobi who choose the Master of Taijutsu tactic gain this ability at 1st level. A shinobi gains a +2 attack bonus at 1st level.
Sneak Attack – Only Shinobi who choose the Master of Genjutsu tactic gain this ability at 1st level.
Sneak Attack
Once per round, when you have combat advantage
against an enemy and are using a light blade, a
crossbow, or a sling, your attacks against that enemy
deal extra damage. As you advance in level, your extra
damage increases.
Level Sneak Attack Damage
1st–10th +2d6
11th–20th +3d6
21st–30th +5d6
Chakra Reserves: You may spend an action point to recover a Healing Surge or Encounter Power you have used.
Teaching of the Ninja: A Shinobi always has the following At-Will Powers for free.
Primary Ability Scores: Dexterity, Intelligence, Charisma
Role – With the correct choices a shinobi could be one of the following Defender, Controller or Striker
Power Source – "Chakra" ((Martial / Arcane / Shadow Hybrid))
Defensive Bonus – Determined by chosen Shinobi Tactic
Starting HP – 12 + Con Score
HP per Level – 6
Trained Skills – 4 chosen from: Acrobatics (Dex), Arcana (int), Athletics (Str), Diplomacy (Cha), Endurance (Con), Insight (Wis), Perception (Wis), Stealth (Dex) and Thievery (Dex)
Shinobi Tactic – At 1st level a Shinobi may choose one of the following abbilities.
Master of Ninjutsu- Some Shinobis prefer the explosive and controlling powers of Ninjutsu techniques and so specialize in them, A Shinobi who chooses the Master of Ninjutsu Tactic receives a +2 Bonus to attack rolls made with powers of the Ninjutsu subtype and gains the Elemental Fury ability listed below. Masters of Ninjutsu gains a +2 Reflex Defense at 1st level.
Master of Taijutsu- Some Shinobis prefer to kick there opponent in the teeth or slice there stomach open with a katana and so specialize in Taijutsu techniques. A shinobi who chooses the Master of Taijutsu receives a +2 Bonus to attack rolls with powers of the Taijutsu subtype and gains the master of combat ability listed below. Masters of Taijutsu gain +2 Fortitude Defense at 1st level.
Master of Genjutsu- Some Shinobis prefer to use Genjutsu so that they make confuse and bewilder there foes before quickly striking out so that they made dissapear out of reach once again. A Shinobi who chooses the Master of Genjutsu Tactic receives a +2 bonus to attack rolls with Genjutsu and gains the sneak attack ability listed below. Masters of Genjutsu gain +2 Will Defense at first level.
True Grit- Some Shinobis Master no specific Jutsu type but instead are moderately skilled in Ninjutsu, Genjutsu and Taijutsu but you don't let that stop you as you are capable of out fighting other shinobi when it comes to Jutsu and plain endurance. A Shinobi who choose True Grit receives +2 Healing Surges and the Chakra reserves ability given below. A shinobi with true gains +1 Will Defense and +1 Fortitude Defense at first level.
Elemental Fury – Only Shinobi who choose the Master of Ninjutsu tactic gain this ability at 1st level. A shinobi adds one point of damage per die of damage a Ninjutsu power she uses does. (This damage deals the same energy damage as the power used)
Master of Combat – Only Shinobi who choose the Master of Taijutsu tactic gain this ability at 1st level. A shinobi gains a +2 attack bonus at 1st level.
Sneak Attack – Only Shinobi who choose the Master of Genjutsu tactic gain this ability at 1st level.
Sneak Attack
Once per round, when you have combat advantage
against an enemy and are using a light blade, a
crossbow, or a sling, your attacks against that enemy
deal extra damage. As you advance in level, your extra
damage increases.
Level Sneak Attack Damage
1st–10th +2d6
11th–20th +3d6
21st–30th +5d6
Chakra Reserves: You may spend an action point to recover a Healing Surge or Encounter Power you have used.
Teaching of the Ninja: A Shinobi always has the following At-Will Powers for free.
Body Substitution Jutsu
Shinobi Class Feature 1
With a puff of smoke the man disappears your blade slicing clean through the chunk of wood that replaced him.
At Will – Chakra (Ninjutsu), Teleportation
Immediate Interrupt
Target: Self
Attack: Stealth Vs Passive Perception
Hit: You are invisible until the end of your next turn. You may shift up to your Dexterity bonus squares.
Special: A Shinobi using this power must have somewhere to shift to so that they can hide such as in a tree, long grass, water ect... ect
Duplication Jutsu
Shinobi Class Feature 1
The man smiles at you placing his hands into a complex gesture there is a small burst of smoke as two clones appear by his side. Attacking you soon relies he is no longer standing where he seemed to have been as your arrow flies straight through him turning the image to smoke.
Encounter – Chakra (Ninjutsu), Illusion
Standard Action
Target: Self
Effect: Creates 1d4 clones (see below)
Special: The duplicates are replicas of the user only they do not have a physical body and so cannot speak or perform any action that requires having a body, like lifting an object or attacking a creature. Once touched by another create or a object, such as a weapon a clone disappears in a puff of smoke. If the user stands among his clones he gains concealment and an attack that misses him destroys one of his clones instead.
A opponent targeting the user of this power may make a perception check DC 15 to spot which ones are the clones there for getting rid of the users concealment and granting the attacker a +2 to there attack roll.
Transformation Jutsu
Shinobi Class Feature 1
You blink, as you stand before a complete replicate of yourself.
Encounter – Chakra (Ninjutsu), Illusion
Standard Action
Target: Self
Effect: You may change your form to match that of a creature familiar to you, this does not effect your hp, ability scores, healing surges or powers and you may perform normally if the form you have taken has the required limbs to use your powers and weapons, armor and clothing adapts to your new form. This transformation lasts 1+Int Modifier Rounds.
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