Ninja
Hired killers, working either privately for profit or in the name of king and country, have always existed in the nations of the West, but true assassins come from areas east of Lethandria: the hash-eaters (from which the word "assassin" is derived) of Al Quahad, the lin kuei of the T'iang Empire, and the shinobi (better known as ninja) of the Sichisei Islands. Killers such as these all use the ninja class to represent their unique package of skills which combine death-dealing, entry and espionage, and a touch of martial arts and arcane magic.
Hit Die: d8
To qualify to become a ninja, the following requirements must be met:
Base Attack Bonus: +3.
Skills: Disguise 4 ranks, Hide 8 ranks, Move Silently 8 ranks.
Feats: Ambidexterity, Endurance.
Special: Evasion class feature.
Class Skills
The ninjas class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Demolitions (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Investigate (Int), Jump (Str), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Research (Int), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use FX Device (Cha), and Use Rope (Dex).
Skill Points at Each Level: 6 + Int modifier.
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Table 4-6: The Ninja |
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|
Level |
Base Attack Bonus |
AC Bonus |
Fort Save |
Ref Save |
Will Save |
Ninja Special Abilities |
MP Per Day |
Spells Prepared |
Caster Level |
|||
|
1 |
2 |
3 |
4 |
|||||||||
|
1st |
±0 |
±0 |
±0 |
+2 |
±0 |
Sneak Attack +1d6, death attack, fists of fury, brawl, throw |
|
|
|
|
|
|
|
2nd |
+1 |
±0 |
±0 |
+3 |
±0 |
Poison use, poison resistance, arcane spells |
0 |
1 |
|
|
|
2 |
|
3rd |
+2 |
±0 |
+1 |
+3 |
+1 |
Uncanny dodge |
1 |
2 |
|
|
|
3 |
|
4th |
+3 |
±0 |
+1 |
+4 |
+1 |
Sneak attack +2d6, pummel |
5 |
2 |
1 |
|
|
3 |
|
5th |
+3 |
+1 |
+1 |
+4 |
+1 |
Water walk |
6 |
3 |
1 |
|
|
4 |
|
6th |
+4 |
+1 |
+2 |
+5 |
+2 |
Fast sneak |
9 |
3 |
1 |
|
|
4 |
|
7th |
+5 |
+1 |
+2 |
+5 |
+2 |
Sneak Attack +3d6 |
14 |
3 |
2 |
1 |
|
5 |
|
8th |
+6 |
+1 |
+2 |
+6 |
+2 |
Improved evasion |
17 |
3 |
2 |
1 |
|
5 |
|
9th |
+6 |
+1 |
+3 |
+6 |
+3 |
Speed climb |
22 |
3 |
2 |
1 |
|
6 |
|
10th |
+7 |
+2 |
+3 |
+7 |
+3 |
sneak attack +4d6 |
29 |
3 |
3 |
2 |
1 |
6 |
|
11th |
+8 |
+2 |
+3 |
+7 |
+3 |
-- |
34 |
3 |
3 |
2 |
1 |
7 |
|
12th |
+9 |
+2 |
+4 |
+8 |
+4 |
Passwall |
41 |
3 |
3 |
2 |
1 |
7 |
|
13th |
+9 |
+2 |
+4 |
+8 |
+4 |
Sneak attack +5d6 |
50 |
3 |
3 |
3 |
2 |
8 |
|
14th |
+10 |
+2 |
+4 |
+9 |
+4 |
Hide in plain sight |
57 |
3 |
3 |
3 |
2 |
8 |
|
15th |
+11 |
+3 |
+5 |
+9 |
+5 |
Quivering Palm |
67 |
3 |
3 |
3 |
3 |
9 |
All of the following are features of the ninja class:
Starting Feats: Ninjas have Simple Weapons Proficiency, Martial Weapon Proficiency (cutlass, rapier, short bow, short sword), Exotic Weapon Proficiency (hand crossbow), Personal Firearms Proficiency, Light Armor Proficiency, Medium Armor Proficiency, Shield Proficiency, and Improved Unarmed Strike.
While ninjas are able to wear light armor and carry shields without suffering any disruption to their spellcasting, medium and heavy armors and tower shields can still cause ninjas to suffer spell failure. However, even when using this sort of equipment, bards may ignore the first 20% chance of spell failure that these items would normally impose.

Sneak Attack: As the assassin ability of the same name.
Death Attack: As the assassin ability of the same name, but the DC to save against a ninjas death attack is 10 + three-quarters the ninjas class level + the ninjas Intelligence modifier. (The ninja's base attack bonus is also Ύ of his class level, so that can be used to help figure the DC of your death attack.)
Fists of Fury: As the martial artist ability of the same name. Base attack bonuses totaled from ninja, martial artist, and mystic levels iterate at -4 rather than -5 when attacking with unarmed strikes or special martial arts weapons; any additional base attack bonuses from other class levels are then added on and, if possible, iterated at the usual -5. Ninjas fight with unarmed strikes and martial arts weapons as if they had Ambidexterity as well as Two-Weapon Fighting.
Brawl: As the martial artist ability of the same name. Ninja levels stack with martial artist and mystic levels for determining their unarmed brawling damage.
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Table 4-7: Ninja Special Capabilities |
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|
Level |
Fists of Fury Attack Bonus |
Brawl Damage |
Pummel Damage |
|
1st |
±0 |
1d3/1d3 |
|
|
2nd |
+1 |
1d3/1d3 |
|
|
3rd |
+2 |
1d3/1d3 |
|
|
4th |
+3 |
1d4/1d4 |
1d8 |
|
5th |
+3 |
1d4/1d4 |
1d8 |
|
6th |
+4 |
1d4/1d4 |
1d8 |
|
7th |
+5/+1 |
1d4/1d4 |
1d8 |
|
8th |
+6/+2 |
1d6/1d6 |
1d10 |
|
9th |
+6/+2 |
1d6/1d6 |
1d10 |
|
10th |
+7/+3 |
1d6/1d6 |
1d10 |
|
11th |
+8/+4 |
1d6/1d6 |
1d10 |
|
12th |
+9/+5/+1 |
1d8/1d8 |
2d6 |
|
13th |
+9/+5/+1 |
1d8/1d8 |
2d6 |
|
14th |
+10/+6/+2 |
1d8/1d8 |
2d6 |
|
15th |
+11/+7/+3 |
1d8/1d8 |
2d6 |
|
|
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|
Note: The damage given under brawling & pummeling unarmed strikes is for medium-sized characters. Smaller or larger characters shift the damage dice up or down as appropriate. The damage for a chi blast, though, stays the same regardless of the martial artist character's size. |
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Throw: Ninjas can throw any melee weapon as a thrown weapon, without penalty. Unless the weapon already has a range, treat its range as 10 feet. The weapon otherwise deals damage normally.
Poison Use: As the assassin ability of the same name.
Poison Resistance: 2nd-level ninjas add their Intelligence modifier to saving throws vs. poison.
Arcane Spells: Ninjas cast arcane spells from the assassin spell list, in the same manner as magicians (the spellcasting rules are given in Chapter 6).
Uncanny Dodge: As the assassin ability of the same name. If the ninja already has Uncanny Dodge, Improved Uncanny Dodge is earned instead.
Pummel: As the martial artist ability of the same name. Ninja levels stack with martial artist and mystic levels for determining unarmed pummeling damage.
Water Walk: After 5th level, the ninja can use water walk once per day as a spell-like ability, using his ninja level + 3 as the effective caster level. This ability takes the same armor failure chance as a ninja's normal arcane spells.
Fast Sneak: After 6th level, the ninja can Move Silently at his full, normal speed without penalty.
Improved Evasion: As the martial artist ability of the same name.
Speed Climb: A 9th-level ninja can scramble up and down walls and slopes at great speed. He may climb his full base speed as a move action with no penalty; however, he must begin and end the round on a level surface, or else he falls and takes falling damage as appropriate. The ninja needs only one free hand to use this ability. This ability may only be used if the ninja wears light or no armor.
Passwall: At 12th level, the ninja can use water walk once per day as a spell-like ability, using his ninja level + 3 as the effective caster level. This ability takes the same armor failure chance as a ninja's normal arcane spells.
Hide in Plain Sight: As the assassin ability of the same name.
Quivering Palm: As the martial artist ability of the same name, except that it can only be used once per week (since ninjas do not have a chi pool).