Ninja

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 all weapons,  light 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.

10 	Backstab(See below)
10	Evasion(See below)
9	Uncanny Dodge(See below)
40	Special Abilities(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]
5	Thieve’s Cant[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(Thief/All weapons)
6	Wizard Spell from the School of Illusion only(See below)
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)

	Backstab: The backstab now works every times the dexterity bonus are denied to the AC of the target (wether he actually has a dexterity bonus or not). Backstabs can be done on creatures who are attack from the rear or the flank. You can now make a range backstab attack but the target must be within 30 feet. The backstab 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 backstab 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 backstab while attacking a creature who is concealed or stricking the limbs of a creature whose vitals are beyond reach. The backstab 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.
		Backstab 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 2nd 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.
	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.

	Wizard Spell from the School of Illusion only: The Ninja is able to learn and cast spells from the school of illusion as do he was a wizard thus gaining bonus spells for a high intelligence score. See below to know the Ninja spell progression table:
Ninja				Spells per Day
Level		1	2	3	4	5	6	7	8
1		-	-	-	-	-	-	-	-
2		1	-	-	-	-	-	-	-
3		2	-	-	-	-	-	-	-
4		2	1	-	-	-	-	-	-
5		3	1	-	-	-	-	-	-
6		3	2	-	-	-	-	-	-
7		3	2	1	-	-	-	-	-
8		3	3	1	-	-	-	-	-
9		3	3	2	-	-	-	-	-
10		3	3	2	1	-	-	-	-
11		3	3	3	1	-	-	-	-
12		3	3	3	2	-	-	-	-
13		3	3	3	2	1	-	-	-
14		3	3	3	3	1	-	-	-
15		3	3	3	3	2	-	-	-
16		4	3	3	3	2	1	-	-
17		4	4	3	3	3	1	-	-
18		4	4	4	3	3	2	-	-
19		4	4	4	4	3	2	-	-
20		4	4	4	4	4	3	-	-
21		4	4	4	4	4	4	1	-
22		4	4	4	4	4	4	2	-
23		4	4	4	4	4	4	3	-
24		4	4	4	4	4	4	4	-
25		5	5	4	4	4	4	4	-
26		5	5	5	5	4	4	4	-
27		5	5	5	5	5	5	4	-
28		6	5	5	5	5	5	5	-
29		6	6	5	5	5	5	5	1
30		6	6	6	6	5	5	5	1

Ninja Spell Point Progression
	Max. Spells
Ninja	Memorize at	Spell
Level	Each Level	Points
1	0		0
2	1		4
3	2		8
4	3		15
5	4		25
6	4		30
7	4		35
8	4		40
9	4		50
10	4		65
11	4		75
12	4		90
13	4		115
14	4		130
15	5		150
16	5		185
17	5		215
18	5		255
19	5		270
20	5		320
21	5		390
22	5		430
23	5		470
24	6		510
25	6		520
26	6		545
27	6		595
28	6		640
29	7		695
30	8		720

Wizard Spell Cost By Level

Spell		Fixed		Free
Level		Magick	Magick
Cantrip	-		1
1st		4		8
2nd		6		12
3rd		10		20
4th		15		30
5th		22		44
6th		30		60
7th		40		80
8th		50		100

	A Ninja who has the same memorize spell than another spellcaster is casting, can swap it in order to cancel the spell effects. In order to do so, a Ninja must have an initiative roll quicker than the opponent but must not have taken any action before the other spellcaster start to cast it’s spell, make a Hold Attack, roll a successful wizardly or priestly spellcraft roll in the same time the other spell is being cast, to identify the spell to cancel it. Remember that in order to succeed, the correct spellcraft proficiency must be chosen since wizardly spellcraft only detect arcane spells and priestly spellcraft only detect divine spells. If he choose to cancel the cast spell, this will be his action for that round. The swap spell is wipe out of the caster’s mind if used in this manner. An unsuccessful spellcraft roll result in an unidentify spell cast and can’t be cancel for that round. The cancel spell effect will only take place when the other spellcaster will finish to cast it’s spell since you will be casting the counter spell.