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<blockquote data-quote="Overkill_Engine" data-source="post: 2664716" data-attributes="member: 37785"><p>Altered Ninja</p><p>[sblock]Alignment: Any.</p><p>Hit Die: d6</p><p>Class Skills: Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex).</p><p></p><p>Skill Points at 1st Level: (6 + Int modifier) x 4.</p><p>Skill Points at Each Additional Level: 6 + Int modifier.</p><p></p><p>[code]Level BAB Fort Refl Will Special AC Base Speed</p><p>1st +0 +0 +2 +0 Trapfinding, sneak attack +1d6, AC bonus +0 +0 ft.</p><p>2nd +1 +0 +3 +0 Quick Draw +0 +0 ft.</p><p>3rd +2 +1 +3 +1 Sneak attack +2d6, poison use +0 +0 ft.</p><p>4th +3 +1 +4 +1 Death attack +0 +0 ft.</p><p>5th +3 +1 +4 +1 Sneak attack +3d6 +1 +0 ft.</p><p>6th +4 +2 +5 +2 Acrobatics +2 +1 +0 ft.</p><p>7th +5 +2 +5 +2 Sneak attack +4d6, speed climb +1 +0 ft.</p><p>8th +6/+1 +2 +6 +2 Fast movement +1 +10 ft.</p><p>9th +6/+1 +3 +6 +3 Sneak attack +5d6, Improved poison use +1 +10 ft.</p><p>10th +7/+2 +3 +7 +3 Hide in Plain Sight +2 +10 ft.</p><p>11th +8/+3 +3 +7 +3 Sneak attack +6d6 +2 +10 ft.</p><p>12th +9/+4 +4 +8 +4 Acrobatics +4, Stealth Mastery +2 +10 ft.</p><p>13th +9/+4 +4 +8 +4 Sneak attack +7d6 +2 +10 ft.</p><p>14th +10/+5 +4 +9 +4 - +2 +20 ft.</p><p>15th +11/+6/+1 +5 +9 +5 Sneak attack +8d6 +3 +20 ft.</p><p>16th +12/+7/+2 +5 +10 +5 - +3 +20 ft.</p><p>17th +12/+7/+2 +5 +10 +5 Sneak attack +9d6 +3 +20 ft.</p><p>18th +13/+8/+3 +6 +11 +6 Acrobatics +6 +3 +20 ft.</p><p>19th +14/+9/+4 +6 +11 +6 Sneak attack +10d6 +3 +20 ft.</p><p>20th +15/+10/+5 +6 +12 +6 - +4 +30 ft.[/code]</p><p></p><p>Class Features</p><p></p><p>All of the following are class features of the ninja.</p><p></p><p>Weapon and Armor Proficiency: Ninjas are proficient with all simple weapons, plus the hand crossbow, kama, kukri, nunchacku, sai, shortbow, short sword, shuriken, and siangham. Ninjas are not proficient with any type of armor or shields.</p><p></p><p>Trapfinding: Ninjas can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.</p><p></p><p>Ninjas can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.</p><p></p><p>A ninja who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.</p><p></p><p>Sneak Attack: If a ninja can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. The ninja’s attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the ninja flanks her target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every two ninja levels thereafter. Should the ninja score a critical hit with a sneak attack, this extra damage is not multiplied.</p><p></p><p>Ranged attacks can count as sneak attacks only if the target is within 30 feet.</p><p></p><p>With a sap (blackjack) or an unarmed strike, a ninja can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.</p><p></p><p>A ninja can sneak attack only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The ninja must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A ninja cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.</p><p></p><p>AC Bonus (Ex): When unarmored and unencumbered, the ninja adds her Wisdom bonus (if any) to her AC. In addition, a ninja gains a +1 bonus to AC at 5th level. This bonus increases by 1 for every five ninja levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level).</p><p></p><p>These bonuses to AC apply even against touch attacks or when the ninja is flat-footed. She loses these bonuses when she is immobilized or helpless, when she wears any armor, when she carries a shield, or when she carries a medium or heavy load.</p><p></p><p>Quick Draw (Ex): At 2nd level, a ninja can draw a weapon as a free action instead of as a move action. A ninja can also draw a hidden weapon (see the Sleight of Hand skill) as a move action. A ninja may also throw weapons at his full normal rate of attacks (much like a character with a bow).</p><p></p><p>Poison Use: Ninja are trained in the use of poison and never risk accidentally poisoning themselves when applying poison to a weapon.</p><p></p><p>Death Attack: If a ninja studies his victim for 3 rounds and then makes a sneak attack with a melee weapon that successfully deals damage, the sneak attack has the additional effect of possibly either paralyzing or killing the target (ninja's choice). While studying the victim, the ninja can undertake other actions so long as his attention stays focused on the target and the target does not detect the ninja or recognize the ninja as an enemy. If the victim of such an attack fails a Fortitude save (DC 10 + the ninja's class level + the ninja's Int modifier) against the kill effect, she dies. If the saving throw fails against the paralysis effect, the victim is rendered helpless and unable to act for 1d6 rounds plus 1 round per level of the ninja. If the victim’s saving throw succeeds, the attack is just a normal sneak attack. Once the ninja has completed the 3 rounds of study, he must make the death attack within the next 3 rounds.</p><p></p><p>If a death attack is attempted and fails (the victim makes her save) or if the ninja does not launch the attack within 3 rounds of completing the study, 3 new rounds of study are required before he can attempt another death attack.</p><p></p><p>Acrobatics (Ex): Starting at 6th level, a ninja gains a +2 competance bonus to Climb, Jump, and Tumble checks. This bonus increases to +4 at 12th level, and to +6 at 18th level.</p><p></p><p>Speed Climb (Ex): A ninja of 7th level or higher can scramble up and down walls and slopes at great speed. She can climb at her speed as a move action without penalty; however she must begin and end her round on a horizontal surface (such as the ground or a rooftop). If she does not end her movement on a horizontal surface, she falls, taking falling damage as appropriate for the distance she fell.</p><p></p><p>A ninja needs only one free hand to use this ability. This ability can only be used while wearing no armor, and carrying no more than a light load.</p><p> </p><p>Fast Movement (Ex): At 8th level, a ninja gains an enhancement bonus to her speed, as shown on Table: The Ninja. A ninja in armor or carrying a medium or heavy load loses this extra speed.</p><p></p><p>Improved Poison Use: Starting at 9th level, a ninja can apply poison to a weapon as a move action. (Normally, this is a standard action.)</p><p></p><p>Hide in Plain Sight (Ex): At 10th level, ninja can use the Hide skill even while being observed, and does not need anything to actually hide behind. </p><p></p><p>Stealth Mastery (Ex): At 12th level or higher a ninja can take 10 on Hide and Move Silently checks even during condition that would normally prevent the ninja from doing so.[/sblock]</p></blockquote><p></p>
[QUOTE="Overkill_Engine, post: 2664716, member: 37785"] Altered Ninja [sblock]Alignment: Any. Hit Die: d6 Class Skills: Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex). Skill Points at 1st Level: (6 + Int modifier) x 4. Skill Points at Each Additional Level: 6 + Int modifier. [code]Level BAB Fort Refl Will Special AC Base Speed 1st +0 +0 +2 +0 Trapfinding, sneak attack +1d6, AC bonus +0 +0 ft. 2nd +1 +0 +3 +0 Quick Draw +0 +0 ft. 3rd +2 +1 +3 +1 Sneak attack +2d6, poison use +0 +0 ft. 4th +3 +1 +4 +1 Death attack +0 +0 ft. 5th +3 +1 +4 +1 Sneak attack +3d6 +1 +0 ft. 6th +4 +2 +5 +2 Acrobatics +2 +1 +0 ft. 7th +5 +2 +5 +2 Sneak attack +4d6, speed climb +1 +0 ft. 8th +6/+1 +2 +6 +2 Fast movement +1 +10 ft. 9th +6/+1 +3 +6 +3 Sneak attack +5d6, Improved poison use +1 +10 ft. 10th +7/+2 +3 +7 +3 Hide in Plain Sight +2 +10 ft. 11th +8/+3 +3 +7 +3 Sneak attack +6d6 +2 +10 ft. 12th +9/+4 +4 +8 +4 Acrobatics +4, Stealth Mastery +2 +10 ft. 13th +9/+4 +4 +8 +4 Sneak attack +7d6 +2 +10 ft. 14th +10/+5 +4 +9 +4 - +2 +20 ft. 15th +11/+6/+1 +5 +9 +5 Sneak attack +8d6 +3 +20 ft. 16th +12/+7/+2 +5 +10 +5 - +3 +20 ft. 17th +12/+7/+2 +5 +10 +5 Sneak attack +9d6 +3 +20 ft. 18th +13/+8/+3 +6 +11 +6 Acrobatics +6 +3 +20 ft. 19th +14/+9/+4 +6 +11 +6 Sneak attack +10d6 +3 +20 ft. 20th +15/+10/+5 +6 +12 +6 - +4 +30 ft.[/code] Class Features All of the following are class features of the ninja. Weapon and Armor Proficiency: Ninjas are proficient with all simple weapons, plus the hand crossbow, kama, kukri, nunchacku, sai, shortbow, short sword, shuriken, and siangham. Ninjas are not proficient with any type of armor or shields. Trapfinding: Ninjas can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it. Ninjas can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it. A ninja who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it. Sneak Attack: If a ninja can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. The ninja’s attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the ninja flanks her target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every two ninja levels thereafter. Should the ninja score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a sap (blackjack) or an unarmed strike, a ninja can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty. A ninja can sneak attack only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The ninja must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A ninja cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach. AC Bonus (Ex): When unarmored and unencumbered, the ninja adds her Wisdom bonus (if any) to her AC. In addition, a ninja gains a +1 bonus to AC at 5th level. This bonus increases by 1 for every five ninja levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level). These bonuses to AC apply even against touch attacks or when the ninja is flat-footed. She loses these bonuses when she is immobilized or helpless, when she wears any armor, when she carries a shield, or when she carries a medium or heavy load. Quick Draw (Ex): At 2nd level, a ninja can draw a weapon as a free action instead of as a move action. A ninja can also draw a hidden weapon (see the Sleight of Hand skill) as a move action. A ninja may also throw weapons at his full normal rate of attacks (much like a character with a bow). Poison Use: Ninja are trained in the use of poison and never risk accidentally poisoning themselves when applying poison to a weapon. Death Attack: If a ninja studies his victim for 3 rounds and then makes a sneak attack with a melee weapon that successfully deals damage, the sneak attack has the additional effect of possibly either paralyzing or killing the target (ninja's choice). While studying the victim, the ninja can undertake other actions so long as his attention stays focused on the target and the target does not detect the ninja or recognize the ninja as an enemy. If the victim of such an attack fails a Fortitude save (DC 10 + the ninja's class level + the ninja's Int modifier) against the kill effect, she dies. If the saving throw fails against the paralysis effect, the victim is rendered helpless and unable to act for 1d6 rounds plus 1 round per level of the ninja. If the victim’s saving throw succeeds, the attack is just a normal sneak attack. Once the ninja has completed the 3 rounds of study, he must make the death attack within the next 3 rounds. If a death attack is attempted and fails (the victim makes her save) or if the ninja does not launch the attack within 3 rounds of completing the study, 3 new rounds of study are required before he can attempt another death attack. Acrobatics (Ex): Starting at 6th level, a ninja gains a +2 competance bonus to Climb, Jump, and Tumble checks. This bonus increases to +4 at 12th level, and to +6 at 18th level. Speed Climb (Ex): A ninja of 7th level or higher can scramble up and down walls and slopes at great speed. She can climb at her speed as a move action without penalty; however she must begin and end her round on a horizontal surface (such as the ground or a rooftop). If she does not end her movement on a horizontal surface, she falls, taking falling damage as appropriate for the distance she fell. A ninja needs only one free hand to use this ability. This ability can only be used while wearing no armor, and carrying no more than a light load. Fast Movement (Ex): At 8th level, a ninja gains an enhancement bonus to her speed, as shown on Table: The Ninja. A ninja in armor or carrying a medium or heavy load loses this extra speed. Improved Poison Use: Starting at 9th level, a ninja can apply poison to a weapon as a move action. (Normally, this is a standard action.) Hide in Plain Sight (Ex): At 10th level, ninja can use the Hide skill even while being observed, and does not need anything to actually hide behind. Stealth Mastery (Ex): At 12th level or higher a ninja can take 10 on Hide and Move Silently checks even during condition that would normally prevent the ninja from doing so.[/sblock] [/QUOTE]
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