Ninja 3E
Ability Requirements :     Dexterity 13
			      Intelligence 10

Prime Requisites:	Dexterity

Allowed Races:	All

	A Ninja can have the following alignment: Lawful good, Lawful neutral, Lawful evil, Neutral good, True Neutral, and Neutral Evil. The “Lawful” aspect of the alignment applies to the rules of conduct of the clan, not 
those of the society or the nation.
          A Ninja with a score of 16 or more in dexterity receive a 10% bonus to their		
character experience points.
	A Ninja may use the following weapons: Club, Dagger, Dart, Hand Crossbow, Knife, Dirk, Lasso, Short Bow, Sling, Broad Sword, Long Sword, Short Sword, Staff, Kama, Nunchaku, Sai, Shuriken, and Siangham. They can’t use any armors and shields.
A Ninja has a hit dice of d6, the thaco of rogues, the saving throws of rogues, and the thief/bard experience table.
	Ninja can use all magical items allowed to rogues.
	A Ninja who is unencombred and wearing no armors receive a +2 dexterity bonus to his Armor Class.
Ninja’ may buy the following nonweapon proficiency at half their cost: Hide in Shadows, Move Silently, Bribe, Climb Walls, Detect Illusion, Detect Magic, Detect Noise, Escaping Bonds, Find/Remove Traps, Open Locks, Pick Pockets, Read Languages, Tunnelling, Appraisal, Forge Document, Sign Languages.

Proficiency Group Crossovers: Warrior, Rogue, General.
	Weapon Proficiency			Non Weapon Proficiency
Initial		# Level	Penalty	Initial		#Level
2		4		-3		3		4

Ninja can specialize in only one of the following fighting style: One handed, Two handed, two weapon; but can use all of them.
Wealth Option: 2d6 x 10 GP

# of Attack per Round
Ninja
Level		# Att/rnd
1-10	1/1
11-20	3/2
21+		2/1

Ninja Receive 90 character points to purchase their abilities.

8 	Sudden Strike(See below)
5	Evasion(See below)
16+	Ki Power(See below for more information)
5	Ghost Step
5	Great Leap
5	Ki Dodge
5	Vertical Run
5	Ghost Strike
5	Ghost Step
5	Ghost Mind
5	Ghost Sight
5	Greater Ki Dodge
5	Ghost Form
10	AC Bonus (See below)
5	Poison Use (See below)
5	Acrobatic (See below)
40	Special Abilities(See below)
9	Uncanny Dodge(See below)
1	Find/Remove Traps Nonweapon Proficiency[See the New General Proficiencies{Thieving Skills} for more information]
5/10/15Hit Point Bonus(d8/d10/d12)
5/15/20Combat Bonus(Priest/Warrior/Monster thaco)
15/20	Warrior Ability Bonus[See the Priest section in Spells & Magic]
15	Weapon Specialization
5/10	Followers(See below)
10	Defense Bonus[See the Fighter section in Skills & Powers]
5	Bribe(See below)[See the Thief section in Skills & Powers]
3	Climb Walls(See below)[See the Thief section in Skills & Powers]
11	Detect Illusion(See below)[See the Thief section in Skills & Powers]
10	Detect Magic(See below)[See the Thief section in Skills & Powers]
4	Detect Noise(See below)[See the Thief section in Skills & Powers]
10	Escaping Bonds(See below)[See the Thief section in Skills & Powers]
9	Find/Remove Traps(See below)[See the Thief section in Skills & Powers]
7	Hide In Shadows(See below)[See the Thief section in Skills & Powers]
6	Move Silently(See below)[See the Thief section in Skills & Powers]
9	Open Locks(See below)[See the Thief section in Skills & Powers]
8	Pick Pockets(See below)[See the Thief section in Skills & Powers]
5	Read Languages(See below)[See the Thief section in Skills & Powers]
5/10	Scroll Use[See the Thief section in Skills & Powers]
10	Tunnelling(See below)[See the Thief section in Skills & Powers]
5	Appraisal(See below)[See the New General Proficiencies{Thieving Skills} for more information]
5	Forge Document(See below)[See the New General Proficiencies{Thieving Skills} for more information]
5	Sign Languages(See below)[See the New General Proficiencies{Thieving Skills} for more information]
9	Identify Runes(See below)[See the New General Proficiencies{Thieving Skills} for more information]
5+	Nonweapon Proficiency Group Crossovers(Warrior)
10+	Weapon Proficiency Group Crossovers(10 character points per new class)
0/10	Weapon Selection(Ninja/All weapons)
3/5	Weapon Proficiency Bonus: +1/5 level for 3 points, 1/4 level for 5 points
3/5	Nonweapon Proficiency Bonus: +1 initial, +1/level after 1st level for 3 points, +2 initial, +2/odd level, +1/even level for 5 points
1	One Nonweapon Proficiency Bonus
2	One Weapon Proficiency Bonus
2	Able to Use the Fighting Style Weapon & Shield

Restriction
5/10/15	Limited Armor(Medium/Light/None)
5/10		Limited Weapon Selection(Wizard/None)
5+		Limited Magical Item Use[See the Fighter section in Skills & Powers]
5		Reduced Hit Dice(d4)
5		Reduced Combat Ability(Wizard thaco)

	Sudden Strike: The Sudden Strike now works every times the dexterity bonus are denied to the AC of the target (wether he actually has a dexterity bonus or not). Backstab Sudden Strikes can be done on creatures who are attack from the rear. You can now make a range Sudden Strike attack but the target must be within 30 feet. The Sudden Strike only applies to living creatures with a discernible anatomy – Undead, Constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is also invulnerable to Sudden Strike attacks. The ninja must be able to see the target well enough to pick out a vital spot and must be able to reach that spot. The ninja cannot Sudden Strike while attacking a creature who is concealed or stricking the limbs of a creature whose vitals are beyond reach. The Sudden Strike doesn’t gain any attack roll bonus, the character only use it’s normal attack roll, with any other bonuses from attacking from behind or a prone opponent.
		Sudden Strike Damage Multipliers
		Ninja’s		Damage Multiplier
		Level		Normal				Or DM’s choice
1-4	                  x2 times the weapon’s dice(s)	+1d6
5-8	                  x3 times the weapon’s dice(s)	+2d6
9-12	                x4 times the weapon’s dice(s)	+3d6
13+		x5 times the weapon’s dice(s)	+4d6
	Evasion: at 12th level, a ninja gains evasion. If exposed to any effect that normally allows the character to use his dexterity/defense adjustment for a saving throw for half damage (such as a fireball), she takes no damage with a successful saving throw. Evasion can only be used if the ninja is wearing light or no armor.
	Uncanny Dodge: Starting at 3rd level, the ninja gains the extraordinary ability to react to danger before his senses would normally allow him to do so. At 3rd level and above, he retains his Dexterity bonus to AC (if any) regardless of being caught flat-footed or struck by an invisible attacker. (He still loses his Dexterity bonus to AC if immobilized.)
At 6th level, the ninja can no longer be flanked; he can react to opponents on opposite sides of him as easily as he can react to a single attacker. This defense denies a ninja the ability to use a flank attack to backstab another rogue with the same ability. The exception to this defense is that a rogue at least four levels higher than the ninja can flank him (and thus can backstab him).
At 11th level, the ninja gains an intuitive sense that alerts him to danger from traps, giving him a bonus of +1 to saving throws and to AC against attacks by traps. At 14th level, these bonus rise to +2. At 17th level, these bonus rise to +3. At 20th level, these bonus rise to +4.
	Special Abilities: On achieving 10th level and every three leves thereafter (13th, 16th, 19th, etc.), a ninja gets a special ability of her choice from among the following:
		Crippling Strike: A ninja with this ability can backstab opponents with such precision that the blows weaken and hamper them. When the ninja damages an opponent with a backstab, that character also take 1 point of strength damage. Ability points lost to damage return on their own at a rate of 1 point per day.
		Defensive Roll: The ninja can roll with potentially lethal blow to take less damage from it. Once per day, when a ninja would be reduce to 0 hit points or less by damage in combat (from a weapon or other blow, not a spell or special ability), the ninja can attempt to roll with the damage. She makes a saving throw vs. paralization (dexterity bonus applies) and, if she’s successful, she takes only half damage from the blow. She must be aware of the attack and able to react to it in order to execute her defensive roll – if she is denied her dexterity bonus to AC, she can’t roll. This ability can’t be use in conjonction with the evasion or improved evasion ability.
		Improved Evasion: This ability works like evasion, except that while the ninja still takes no damage on a successful save, she now takes only half damage on a failed save (the ninja’s reflexes allow her to get out of harm’s way with incredible speed).
		Opportunist: Once per round, the ninja can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. The opponent must be within the ninja’s melee reach in order to perfom that action. This attack counts as the ninja’s attacks of opportunity for that round. Even a ninja with the combat reflexes weapon proficiency can’t use the opportunist ability more than once per round.
		Skill Mastery: The ninja selects a number of nonweapon proficiencies equal to 3 + her intelligence/# of language bonus. When making a check from the choosen proficiencies, the ninja doesn’t receive any penalty and can use them even if stress or distractions would normally prevent her from doing so. She becomes so certain in her skill that she can use her skill reliably even under adverse condition. The ninja may gain this special ability multiple times, selecting additional skills for it to apply to each time.
		Slippery Mind: This ability represents the ninja’s ability to wriggle free from magical effects that would otherwise control or compel her. If the ninja with slippery mind is affected by an enchantment and fails her saving throws, 1 round later she can attempt her saving throw again. She only gets this one extra chance to succeed at her saving throw.
		Weapon Proficiency: A ninja may gain a weapon proficiency slot in place of a special ability.
	AC Bonus: A Ninja is highly trained at dodging blows and has a sixth sense that lets her avoid even unanticipated attacks. When unarmored and unencumbered, the ninja adds her Wisdom/Magical Defence Adjustment (if any) to her Armor Class. In addition, a ninja gains a bonus to Armor Class at 5th level as shown below:
Ninja		AC		Ninja		AC		Ninja		AC
Level		Bonus		Level		Bonus		Level		Bonus
1		0		11		+2		21		+4
2		0		12		+2		22		+4
3		0		13		+2		23		+4
4		0		14		+2		24		+4
5		+1		15		+3		25		+5
6		+1		16		+3		26		+5
7		+1		17		+3		27		+5
8		+1		18		+3		28		+5
9		+1		19		+3		29		+5
10		+2		20		+4		30		+6
	Poison Use: Beginning at 3rd level, a ninja no longer risks accidentally poisoning herself when applying poison to a weapon. At 9th level, a ninja can apply poison to a weapon as a move action, and at 13th level, she can apply poison to a weapon as a swift action.
	Acrobatic: At 6th level, ninjas gain a +1/+5% bonus to Climb Walls, Jump, and Tumble checks. This bonus increases to +2/10% at 12th level and +3/15% at 18th level.
	Ki Power: The ninja can channel her ki to manifest special powers of stealth and mobility. The ninja may use her ki powers a total number of times per day equal to one-half her level plus his Wisdom/Magical Defense Adjustment bonus (if any).
		Ki powers may only be used if the ninja is wearing no armor and is unencumbered.
		As long as the ninja’s ki pool isn’t  empty (that is, as long as she as at least one daily use remaining), she gains a +2 bonus on any saving throws vs. mental attacks.
		Each ki power is described under a separate entry, below:
			Ghost Step: At 2nd level, the ninja can spend one daily use of her ki power to become invisible for 1 round. Using this ability is a swift action that does not provoke an attack of opportunity.
			Great Leap: At 4th level and higher, ninjas always make Jump checks as if they were running. This ability can only be used if the ninja is wearing no armor and is unencumbered.
			Ki Dodge: At 6th level and higher, a ninja can spend a daily use of her ki power to cause attacks against her that might otherwise hit to miss. When she activates this ability, the ninja’s outline shifts and wavers, causing some attacks to miss. This distortion grants the ninja concealement (20% niss chance) against all attacks for one round. Using this ability is a swift action.
				Detect Invisibility has no effect on the miss chance caused by the ki dodge ability, but True Seeing negates it. The miss chance caused by this ability does not stack with that caused by concealement or spells like Blink or Blur.
				This ability can be used only if the ninja is wearing no armor and is unencumbered.
			Vertical Run: At 7th level and higher, a ninja can scramble up or down walls and slopes with great speed. She may climb her full movement rate as a move action with no penalty; however, she must begin and end the 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 her distance above the ground.
				The ninja also needs only one hand to use this ability. When climbing normally, the ninja requires both hands free. This ability can be used only if the ninja is wearing no armor and is unencumbered.
			Ghost Strike: At 8th level and higher, a ninja can spend a daily use of her ki power to strike incorporeal and ethereal creatures as if they were corporeal. The ninja can also use this ability to strike foes on the Material Plane normally while on the Ethereal Plane.
				Activating the ghost strike ability is a swift action. It affects the next attack made by the ninja, as long as that attack is made by the end of the next round.
			Ghost Mind: At 14th level and higher, a ninja gains a special resistance to spells with the scrying descriptor. To detect or see a ninja with such a spell, the caster must succeed a saving throw vs. spells with a penalty equal to the ninja’s level. A failed save indicates that the spell works but the ninja simply isn’t detected. Scrying attempts targeted specifically at the ninja do not work at all if the save fails.
			Ghost Sight: At 16th level and higher, a ninja can see invisible and ethereal creatures as easily as she sees material creatures and objects.
			Greater Ki Dodge: At 18th level, the miss chance caused by the ninja’s ki dodge ability increses to 50%.
			Ghost Form: at 20th level, the ninja can spend two daily uses of her ki power to enter the Ethereal Plane for an extended period of time. This ability functions as the Ethereal Jaunt spell cast by a sorcerer with a level equal to the ninja’s class level, except that the ninja can use this ability only on herself.
	Followers: The ninja attracts 2d6 of the following followers:
			D100					Level
			Roll	Follower			Range
			01-03	Dwarf fighter/Ninja		1-4/1-6
			04-08	Dwarf Ninja			1-6
			09-13	Elf Ninja			1-6
			14-15	Elf Ninja/fighter/mage	1-4/1-3/1-2
			16-18	Elf Ninja/mage		1-5/1-3
			19-24	Gnome Ninja			1-6
			25-27	Gnome Ninja/fighter		1-5/1-4
28-30	Gnome Ninja/illusionist	1-5/1-3
31-35	Half-elf Ninja			1-6
36-38	Half-elf Ninja/fighter		1-5/1-4
39-41	Half-elf Ninja/fighter/mage	1-4/1-3/1-2
42-46	Halfling Ninja			1-8
47-50	Halfling Ninja/fighter		1-6/1-5
51-98	Human Ninja			1-8
99	Human Ninja/any class	1-6/1-5
00	Other(DM selection)		-
	If the followers of the Ninja dies while obeying his orders, the clan lord will gather information and the estimony of witnesses. A clan lord who determines that the ninja was unnecessarily careless with his followers’s life may punish th ninja by taking all followers away until the ninja demonstrate more sense. If the ninja has been grievously negligent, demotion and permanent loss of all followers is likely punishment. Whenever a followers dies, the DM should make a reaction rolls for all followers present. If the PC was careless with the life of his followers, the DM should apply a +4 modifier to the roll and use the Threatening column. A roll of hostile indicates that the followers thinks that the ninja sent them to certain death, thus offending the family honor and attack the ninja on the spot to the death. If the followers survives, he will be the ninja’s enemy forever.

	When Purchasing a thieving skill as a class ability when first creating a Ninja, the Ninja’s thieving skills will advance each time the Ninja advance in level. To determine the initial thieving skill percentage see below:
				Initial Percentage
Skills					Ninja
Pick Pockets				0
Open Locks				0
Find/Remove Traps			0
Move Silently				20
Hide In Shadows				20
Detect Noise				10
Climb Walls				40
Read Languages				0
Detect Magic				5
Detect Illusion				15
Bribe					5
Tunnelling				15
Escape Bonds				15
Appraisal				10
Forge Documents			5
Sign Language				15
Identify Runes				5

The Ninja will receive 8% of discretionary percentage point per thieving skills, up to a maximum of 60%,  at 1st level that he can add to their base scores. No more than 30% can be assigned to any single skill. Each time the ninja advance in level, he will receive 4% of discretionary percentage point per thieving skills, up to a maximum of 30%,  that he can add to their base scores. No more than 15% can be assigned to any single skill.