The Shinobi
Alignment: Any non-Chaotic.
Hit Die: d6.
The
Shinobi’s class skills (and the key ability for each skill) are
Appraise (Int), Balance (Dex),
Bluff (Cha), Climb (Str), Concentration (con),
Craft (Int), Decipher
Script (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather
Information (Cha), Hide (Dex), Intimidate (Cha), Jump
(Str), Knowledge (Local), (Int),
Knowledge (Nobility) (Int),
Listen (Wis), Martial Lore, Move Silently (Dex), Open Lock (Dex), Profession
(Wis), Search (Int), Sense
Motive (Wis), Sleight of Hand (Dex),
Spellcraft (Int), Spot (Wis), Tumble (Dex), and Use Rope (Dex).
Skill Points at 1st Level: (6 + Int modifier) x4.
Skill Points at Each
Additional Level: 6 + Int modifier.
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Table: The Shinobi |
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––—— Spells per Day ——–— |
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Level |
Base Attack Bonus |
|
Ref Save |
Will Save |
Special |
Unarmed Strike
|
0 |
1st |
2nd |
3rd |
4th |
5th |
6th |
Spell Points |
|
1st |
+0 |
+0 |
+2 |
+2 |
Trapfinding, unarmed strike |
1d3 |
1 |
0 |
— |
— |
— |
— |
— |
1 |
|
2nd |
+1 |
+0 |
+3 |
+3 |
Sneak Attack +1d6, Unseen |
1d3 |
2 |
1 |
— |
— |
— |
— |
— |
4 |
|
3rd |
+2 |
+1 |
+3 |
+3 |
Evasion |
1d3 |
2 |
1 |
0 |
— |
— |
— |
— |
4 |
|
4th |
+3 |
+1 |
+4 |
+4 |
Uncanny Dodge, Sneak Attack
+2d6 |
1d3 |
3 |
2 |
1 |
— |
— |
— |
— |
12 |
|
5th |
+3 |
+1 |
+4 |
+4 |
Trap Sense +1 |
1d3 |
3 |
2 |
1 |
— |
— |
— |
— |
12 |
|
6th |
+4 |
+2 |
+5 |
+5 |
Sneak Attack +3d6, Trap
Sense +2 |
1d4 |
3 |
3 |
2 |
0 |
— |
— |
— |
19 |
|
7th |
+5 |
+2 |
+5 |
+5 |
A Trustworthy Voice |
1d4 |
3 |
3 |
2 |
1 |
— |
— |
— |
27 |
|
8th |
+6/+1 |
+2 |
+6 |
+6 |
Sneak Attack +4d6 |
1d4 |
3 |
3 |
3 |
1 |
— |
— |
— |
32 |
|
9th |
+6/+1 |
+3 |
+6 |
+6 |
Improved Uncanny Dodge |
1d4 |
3 |
3 |
3 |
2 |
0 |
— |
— |
40 |
|
10th |
+7/+2 |
+3 |
+7 |
+7 |
Sneak Attack +5d6, Trap
Sense +2 |
1d4 |
3 |
3 |
3 |
2 |
1 |
— |
— |
53 |
|
11th |
+8/+3 |
+3 |
+7 |
+7 |
Good Instincts |
1d4 |
3 |
3 |
3 |
3 |
1 |
— |
— |
61 |
|
12th |
+9/+4 |
+4 |
+8 |
+8 |
Sneak Attack +6d6 |
1d4 |
3 |
3 |
3 |
3 |
2 |
0 |
— |
74 |
|
13th |
+9/+4 |
+4 |
+8 |
+8 |
Improved Evasion |
1d6 |
3 |
3 |
3 |
3 |
2 |
1 |
— |
92 |
|
14th |
+10/+5 |
+4 |
+9 |
+9 |
Sneak Attack +7d6 |
1d6 |
3 |
3 |
3 |
3 |
3 |
1 |
— |
105 |
|
15th |
+11/+6/+1 |
+5 |
+9 |
+9 |
Trap Sense +3 |
1d6 |
3 |
3 |
3 |
3 |
3 |
2 |
0 |
123 |
|
16th |
+12/+7/+2 |
+5 |
+10 |
+10 |
Sneak Attack +8d6 |
1d6 |
3 |
3 |
3 |
3 |
3 |
2 |
1 |
148 |
|
17th |
+12/+7/+2 |
+5 |
+10 |
+10 |
Untouchable |
1d6 |
3 |
3 |
3 |
3 |
3 |
3 |
1 |
166 |
|
18th |
+13/+8/+3 |
+6 |
+11 |
+11 |
Sneak Attack +9d6 |
1d6 |
3 |
3 |
3 |
3 |
3 |
3 |
2 |
191 |
|
19th |
+14/+9/+4 |
+6 |
+11 |
+11 |
|
1d6 |
3 |
3 |
3 |
3 |
3 |
3 |
2 |
191 |
|
20th |
+15/+10/+5 |
+6 |
+12 |
+12 |
Sneak Attack +10d6, Trap
Sense +4 |
1d8 |
3 |
3 |
3 |
3 |
3 |
3 |
3 |
216 |
All of the following are
class features of the Shinobi.
Weapon and Armor
Proficiency: A Shinobi is proficient with all simple and martial weapons, plus the whip. Shinobi are proficient with light armor, but no shields. However, like any other arcane spellcaster, 1 (Spell List)
Characteristics: a Shinobi are expert killers,
able to make deadly strikes from great distances or she may well maneuver to be
right next to the man she intends to kill, with her versatile skills,
supernaturally reflexes, and handful of spells.
He recovers maneuvers like a swordsage.
Alignment: a Shinobi is never Chaotic, they are extremely
loyal to their clans and very loyal to their lords, but the nature of their
work means that they are often more chaotic than their samurai and Shinobi
companions.
Race: because Shinobi are almost unused except by the Vvaellic Empire, they are most often elves, halfling, or humans.
Background: Shinobi are trained within groups
called Clans, to whom they are eternally loyal, most often it is the clan that
determines the missions a Shinobi accepts
Religion: Shinobi often worship dark gods of secrets like Anubis, Trigon Samael, or the Black Emperor of Vord, or if they are among the few good Shinobi they would most likely worship Odin, Raphael, or Raziel.
Class Feature:
Maneuvers: Although Shinobi knows a few maneuvers, they do not rely on them nearly so much as the sword sage or warblade. The Shinobi chooses from the Shadow Hand martial Disciplines plus one more discipline based on the nationality. She recovers maneuvers like a swordsage.
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Nationality |
Second Martial Discipline |
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Luxuria |
White Raven |
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Gula |
Stone Dragon |
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Avaritia |
Desert Wind |
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Accidie |
Iron Heart |
|
Ira |
Tiger Claw |
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Invidia |
Setting Sun |
|
Superbia |
Diamond Mind |
Spells:
Although Shinobi normally call them jutsu, the
Shinobi casts arcane spells. For a Shinobi to use her “ninjujtsu”,
that is to learn, prepare, or cast a spell, the
Shinobi must have an Intelligence score equal to at least 10 + the spell level.
The Difficulty Class for a saving throw against a Shinobi’s
spell is 10 + the spell level + the Shinobi’s
Intelligence modifier.
Like other spellcasters, a Shinobi can cast
only a certain number of spells of each spell level per day. Her base daily
spell allotment is given on Table: The Shinobi. In addition, she receives bonus
spells per day if she has a high Intelligence score.
Unlike a bard or sorcerer, a
Shinobi may know any number of spells. She must choose and prepare her spells
ahead of time by getting a good night’s sleep and spending 1 hour studying her spellbook. While studying, the Shinobi decides which spells
to prepare. The notes for a Shinobi’s spell are very different from those of a wizard
and for either to learn a spell from the other’s notes induces a +5 to the DC. Every level the he can add one spell to his
spell books
Unarmed Strike: At 1st level, a Shinobi gains Improved Unarmed Strike
as a bonus feat. A Shinobi’s attacks may be with
either fist interchangeably or even from elbows, knees, and feet. This means
that a Shinobi may even make unarmed strikes with his hands full. There is no
such thing as an off-hand attack for a Shinobi striking unarmed. A Shinobi may
thus apply his full Strength bonus on damage rolls for all his unarmed strikes.
Usually a Shinobi’s
unarmed strikes deal lethal damage, but she can choose to deal nonlethal damage instead with no penalty on his attack
roll. She has the same choice to deal lethal or nonlethal
damage while grappling.
A Shinobi’s
unarmed strike is treated both as a manufactured weapon and a natural weapon
for the purpose of spells and effects that enhance or improve either
manufactured weapons or natural weapons.
A Shinobi also deals more
damage with his unarmed strikes than a normal person would, as shown on Small
or Large Shinobi Unarmed Damage. The
unarmed damage on Table: The Shinobi is for Medium Shinobis.
A Small Shinobi deals less damage than the amount given there with his unarmed
attacks, while a Large Shinobi deals more damage; see Table: Small or Large
Shinobi Unarmed Damage.
Table: Small or Large Shinobi Unarmed
Damage
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Level |
Damage (Small
Shinobi) |
Damage (Large Shinobi) |
|
1st–5th |
1d2 |
1d4 |
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6th–12th |
1d3 |
1d6 |
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13th–19th |
1d4 |
1d8 |
|
20th |
1d6 |
1d10 |
Trapfinding: Shinobi 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.
Shinobi (and only Shinobi)
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 Shinobi 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.
Trap Sense (Ex): At 1st level, a Shinobi gains an intuitive sense that
alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to
avoid traps and a +1 dodge bonus to AC against attacks made by traps. These
bonuses rise to +2 when the Shinobi reaches 3rd level, to +3 when she reaches
5th level, and so on and so forth.
Trap sense bonuses gained
from multiple classes stack.
Sneak Attack: If a Shinobi
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 Shinobi’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 Shinobi flanks
her target. This extra damage is 1d6 at 1st level, and it increases by 1d6
every two Shinobi levels thereafter.
Should the Shinobi 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 Shinobi 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 Shinobi 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 Shinobi 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 Shinobi cannot sneak attack while striking a creature with
concealment or striking the limbs of a creature whose vitals are beyond reach.
Evasion: At 2nd level
and higher, a Shinobi can avoid even
magical and unusual attacks with great agility. If she makes a successful
Reflex saving throw against an attack that normally deals half damage on a
successful save, she instead takes no damage. Evasion can be used only if the Shinobi is wearing light armor or no armor. A helpless Shinobi does not gain the benefit of evasion.
Improved Uncanny Dodge
(Ex): A Shinobi of 8th level or
higher can no longer be flanked.
This defense denies another
Shinobi the ability to sneak attack the character by flanking her, unless the
attacker has at least four more Shinobi levels than the target does.
Unseen: a Shinobi's life in the shadows has taught her to move unseen
through the world this allows her to gains a competence bonus to jump and hide
checks equal to her Intelligence modifier.
A Trustworthy Voice: at level 7 Shinobi has learned
how to convince people of her trustworthiness.
She gains a competence bonus equal to her Intelligence modifier to her
bluff and disguise checks
Improved Evasion (Ex): At 8th level, a
Shinobi’s evasion ability improves. She still takes
no damage on a successful Reflex saving throw against attacks, but henceforth
she takes only half damage on a failed save. A helpless Shinobi does not gain
the benefit of improved evasion.
Good Instincts: at level 10 a Shinobi gains a
competence bonus to her AC and sense motives Checks equal to her Int Mod. She loses
this bonus to her AC anytime she would lose her Dex
Mod
Untouchable (su): The Shinobi has reached a level of Supernatural speed. She may re-roll failed Reflex Saves a no. of times equal to her Dex Mod per day. However she may only re-roll once per failed rolled.
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Spell Level |
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0 |
Acid Splash: Orb deals 1d3 acid damage. Read Magic: Read
scrolls and spellbooks. Daze: Humanoid creature of 4 HD or
less loses next action. Ghost Sound: Figment sounds. Open/Close:
Opens or closes small or light things. Arcane Mark: Inscribes a
personal rune (visible or invisible). Message: Whispered conversation
at distance. Lullaby: Makes subject drowsy; –5 on Spot and Listen
checks, –2 on Will saves against sleep. Prestidigitation: Performs
minor tricks. |
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1st |
Grease: Makes 10-ft. square or one object slippery. Mage
Armor: Gives subject +4 armor bonus. Obscuring
Mist: Fog surrounds you. Summon Monster I: Calls extraplanar creature to fight for you. Calm Animals:
Calms (2d4 + level) HD of animals Unseen Servant: Invisible force
obeys your commands. Detect Secret Doors: Reveals hidden doors within 60 ft.8 Glitterdust:
Blinds creatures, outlines invisible creatures Entangle: Plants
entangle everyone in 40-ft.-radius.Identify M: Determines
properties of magic item. True
Strike: +20 on your next attack roll. Charm Person: Makes one
person your friend. Hypnotism: Fascinates 2d4 HD of creatures.Sleep: Puts 4 HD of creatures
into magical slumber. Disguise Self: Changes your appearance. Magic
Aura: Alters object’s magic aura.Silent
Image: Creates minor illusion of your design. Ventriloquism:
Throws voice for 1 min./level. Animate Rope: Makes
a rope move at your command. Cat’s Grace: Subject gains +4 to Dex
for 1 min./level.
Darkvision: See 60 ft. in
total darkness. Eagle’s Splendor:
Subject gains +4 to Cha for 1 min./level. Feather Fall: Objects or creatures
fall slowly. Fox’s Cunning:
Subject gains +4 Int for 1 min./level. Jump: Subject gets bonus on Jump checks. Reduce Person: Humanoid creature
halves in size. |
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2nd |
Arcane Lock M: Magically locks a portal or chest. Obscure
Object: Masks object against scrying.
Protection from Arrows: Subject immune to most ranged attacks. Acid
Arrow: Ranged touch attack; 2d4 damage for 1 round +1 round/three levels.
Fog Cloud: Fog obscures vision. Glitterdust:
Blinds creatures, outlines invisible creatures. Summon Monster II:
Calls extraplanar creature to fight for you. Summon
Swarm: Summons swarm of bats, rats, or spiders. Meld into Stone:
You and your gear merge with stone. Web: Fills 20-ft. -radius spread
with sticky spiderwebs. Detect Thoughts:
Allows “listening” to surface thoughts. Locate Object: Senses
direction toward object (specific or type). See Invisibility: Reveals
invisible creatures or objects. Daze Monster: Living creature of 6 HD
or less loses next action. Touch of Idiocy: Subject takes 1d6 points of |
|
3rd |
Explosive Runes: Deals 6d6 damage when read. Magic Circle against
Chaos As protection spells, but 10-ft.
radius and 10 min. /level. Nondetection
M: Hides subject from divination, scrying.
Phantom Steed: Magic horse appears for 1 hour/level. Sleet Storm:
Hampers vision and movement. Stinking Cloud: Nauseating vapors, 1
round/level. Summon Monster |
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4th |
Fire Trap M: Opened object deals 1d4 damage +1/level. Globe
of Invulnerability, Lesser: Stops 1st- through 3rd-level spell effects. Remove
Curse: Frees object or person from curse. Black Tentacles:
Tentacles grapple all within 20 ft. spread. Dimension Door: Teleports you short
distance. Secure Shelter: Creates sturdy cottage. Solid Fog:
Blocks vision and slows movement. Summon Monster IV: Calls extraplanar creature to fight for you. Arcane Eye:
Invisible floating eye moves 30 ft. /round. Charm Monster: Makes
monster believe it is your ally. Confusion: Subjects behave oddly for
1 round/level. Lightning Bolt: Electricity deals 1d6/level damage. Wall
of Fire: Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20
ft. Passing through wall deals 2d6
damage +1/level. Hallucinatory Terrain: Makes one type of terrain
appear like another (field into forest, or the like). Illusory Wall: Wall,
floor, or ceiling looks real, but anything can pass through. Invisibility,
Greater: As invisibility, but subject can attack and stay invisible. Phantasmal
Killer: Fearsome illusion kills subject or deals 3d6
damage. Shadow Conjuration: Mimics conjuration below 4th level,
but only 20% real. Gaseous Form: Subject becomes insubstantial and can
fly slowly. Transport via Plants: Move instantly from one plant to
another of the same kind. Polymorph: Gives one willing subject a new
form. Reduce Person, Mass: Reduces several creatures. Stone Shape:
Sculpts stone into any shape. |
|
5th |
Break Enchantment: Frees subjects from enchantments, alterations,
curses, and petrification. Mage’s Faithful
Hound: Phantom dog can guard, attack. Secret Chest F:
Hides expensive chest on Ethereal Plane; you retrieve it at will. Summon
Monster V: Calls extraplanar creature to fight
for you. Teleport: Instantly transports you as far as 100 miles/level.
Wall of Stone: Creates a stone wall that can be shaped. Prying
Eyes: 1d4 +1/level floating eyes scout for you. Telepathic Bond:
Link lets allies communicate. Dominate Person: Controls humanoid
telepathically. Feeblemind: Subject’s
Int and Spi drop to 1. Hold
Monster: As hold person, but any creature. Mind Fog: Subjects in
fog get –10 to |
|
6th |
Antimagic Field:
Negates magic within 10 ft. Dispel Magic, Greater: As dispel magic,
but +20 on check. Globe of Invulnerability: As
lesser globe of invulnerability, plus 4th-level spell effects. Acid Fog:
Fog deals acid damage. Summon Monster VI: Calls extraplanar
creature to fight for you. Wall of Iron M: 30 hp/four
levels; can topple onto foes. True Seeing M: Lets you see
all things as they really are. Suggestion, Mass: As suggestion, plus
one subject/level. Symbol of Persuasion M: Triggered rune
charms nearby creatures. Chain Lightning: 1d6/level damage; 1
secondary bolt/level each deals half damage. Contingency F:
Sets trigger condition for another spell. Mislead: Turns you invisible
and creates illusory double. Permanent Image: Includes sight, sound,
and smell. Programmed Image M: As major image, plus
triggered by event. Shadow Walk: Step into shadow to travel rapidly. Instant
Summons M: Prepared object appears in your hand. Veil:
Changes appearance of group of creatures. Bull’s Strength, Mass: As
bull’s strength, affects one subject/ level. Cat’s Grace, Mass: As
cat’s grace, affects one subject/level. Disintegrate:Makes
one creature or object vanish. Eagle’s Splendor, Mass: As eagle’s
splendor, affects one subject/level. Flesh to Stone: Turns subject
creature into statue. Fox’s Cunning, Mass: As fox’s cunning, affects
one subject/ level. Mage’s Lucubration: Wizard only. Recalls spell of 5th level or lower. Move
Earth: Digs trenches and build hills. Owl’s Wisdom, Mass: As owl’s
wisdom, affects one subject/ level. Phase Door: Creates an invisible
passage through wood or stone. Stone to Flesh: Restores petrified
creature. Transformation M: You gain combat bonuses. |
Ex-Shinobi: Shinobi who become Chaotic may not continue to train as Shinobi but retains all her class abilities, a Shinobi may freely multiclass with other classes.
Daniel John Malone © 2005-2007