The Shinobi

Alignment: Any non-Chaotic.

Hit Die: d6.

 

Class Skills

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.

 

Table: The Shinobi

 

 

 

 

 

 

 

––—— Spells per Day ——–—

Level

Base Attack Bonus

Fort Save

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

Class Features

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.

 

Nationality

Second Martial Discipline

Luxuria

White Raven

Gula

Stone Dragon

Avaritia

Desert Wind

Accidie

Iron Heart

Ira

Tiger Claw

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

Level

Damage

 (Small Shinobi)

Damage

(Large Shinobi)

1st–5th

1d2

1d4

6th–12th

1d3

1d6

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.

Spell Level

 

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.

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. 

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 Int, Wis, and Cha damage. Enthrall: Captivates all within 100 ft.  + 10 ft. /level. Scorching Ray: Ranged touch attack deals 4d6 fire damage, +1 ray/four levels (max 3). Shatter: Sonic vibration damages objects or crystalline creatures. Blur: Attacks miss subject 20% of the time. Invisibility: Subject is invisible for 1 min. /level or until it attacks. Minor Image: As silent image, plus some sound. Mirror Image: Creates decoy duplicates of you (1d4 +1 per three levels, max 8). Misdirection: Misleads divinations for one creature or object. Phantom Trap M: Makes item seem trapped. Alter Self: Assume form of a similar creature. Knock: Opens locked or magically sealed door. Levitate: Subject moves up and down at your direction. Pyrotechnics: Turns fire into blinding light or choking smoke. Rope Trick: As many as eight creatures hide in extradimensional space. Spider Climb: Grants ability to walk on walls and ceilings.

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 III: Calls extraplanar creature to fight for you. Arcane Sight: Magical auras become visible to you. Clairaudience/Clairvoyance: Hear or see at a distance for 1 min. /level. Deep Slumber: Puts 10 HD of creatures to sleep. Hold Person: Paralyzes one humanoid for 1 round/level. Suggestion: Compels subject to follow stated course of action. Fireball: 1d6 damage per level, 20-ft.  radius. Displacement: Attacks miss subject 50%. Illusory Script M: Only intended reader can decipher. Invisibility Sphere: Makes everyone within 10 ft.  invisible. Major Image: As silent image, plus sound, smell and thermal effects. Vampiric Touch: Touch deals 1d6/two levels damage; caster gains damage as hp. Blink: You randomly vanish and reappear for 1 round/level. Flame Arrow: Arrows deal +1d6 fire damage. Haste: One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves. Keen Edge: Doubles normal weapon’s threat range. Magic Weapon, Greater: +1/four levels (max +5). Shrink Item: Object shrinks to one-sixteenth size. Slow: One subject/level takes only one action/round, –1 to AC, reflex saves, and attack rolls. Water Breathing: Subjects can breathe underwater.

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 Wis and Will checks. Symbol of Sleep M: Triggered rune puts nearby creatures into catatonic slumber. Sending: Delivers short message anywhere, instantly. Mirage Arcana: As hallucinatory terrain, plus structures. Nightmare: Sends vision dealing 1d10 damage, fatigue. Persistent Image: As major image, but no concentration required. Seeming: Changes appearance of one person per two levels. Shadow Evocation: Mimics evocation below 5th level, but only 20% real. Passwall: Creates passage through wood or stone wall. Telekinesis: Moves object, attacks creature, or hurls object or creature.

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

 

 

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