The
Ninja
Level
|
Base
Attack Bonus
|
Fort
Save
|
Ref
Save
|
Will
Save
|
1st
|
+1
|
+0
|
+2
|
+2
|
2nd
|
+2
|
+0
|
+3
|
+3
|
3rd
|
+3
|
+1
|
+3
|
+3
|
4th
|
+4
|
+1
|
+4
|
+4
|
5th
|
+5
|
+1
|
+4
|
+4
|
6th
|
+6
|
+2
|
+5
|
+5
|
7th
|
+7
|
+2
|
+5
|
+5
|
8th
|
+8
|
+2
|
+6
|
+6
|
9th
|
+9
|
+3
|
+6
|
+6
|
10th
|
+10
|
+3
|
+7
|
+7
|
Description: A shadowy warrior specializing in
assassination. Honor demands success in carrying out a contract or their own
life in forfeit. A Ninja’s ultimate
loyalty is to their clan. The character
Ninja has likely somehow been rendered clanless and is a freelancer with their
own motivations. 10th level example:
Jubei Kibagami from Ninja Scroll.
Hit
Die: d6
Prime
Abilities:
Dex, Int, Wis
Weapon
and Armor Proficiency: The Ninjas are proficient with the Wakizashi (equivalent to a long
sword, 1d8), dagger, staff, spiked chain, light crossbow, sap, shortbow,
nunchaku, paired sai, short bow, and shuriken. Ninjas must pick one melee
weapon type as their preferred weapon. Ninjas may not wear any armor or use
shields.
Standard Starting Gear: 5+1d10
GP, pack, 3 days rations, waterskin, 2 useful items, their preferred weapon, 4
smoke bombs, 6 shuriken, bag of caltrops
Kill
Shot
● Ninjas are able to outright
assassinate some opponents. The Ninja must be using their Preferred weapon for this attack.
They must make a successful Stealth Check and a successful melee attack
roll on an unaware foe. Failing the
Stealth Check means that the attack is only a normal attack.
● In general, the DC for the Stealth maneuver is DC 12 vs foes of equal or less HD than the Ninja, DC 18 for higher HD.
However, a lower HD creature with enhanced, all-around senses might instead be
DC 18. A higher HD person fighting three other combatants or otherwise
disadvantaged might be DC 12. The Kill Shot can be attempted on an opponent once per encounter.
● With a successful attack, the
victim must make a DC 18 Fort Sv. A
failed Save for a equal or lesser victim reduces them to 0 hp. A higher HD victim takes 2
x maximum damage + ½ level. Even on
a successful Save, the victim still takes normal damage from the attack. Take
note that 0 hp might not mean immediate death for some creatures (like
important NPC’s or other Characters).
● Refs are allowed to rule certain
creatures immune to 0 hp Kill Shots. Anything over 10 HD or having no
discernible anatomy would be good candidates. In these cases, a successful Kill
Shot automatically still causes 2 x
maximum damage + ½ level.
Saving
Throws: A
Ninja never takes full damage from a failed Save (Fort, Ref, Will), only ½
damage (if applicable). If a successful save gives ½ damage, the Ninja takes no
damage.
Shadowy: Ninjas are hard to hit. Ninjas
may make a special Ref Sv to avoid taking a hit from any melee
or ranged attack (not spells or environmental damage). DC 12
on the first hit in a rd, DC 18
afterward. If the Shadowy Sv is failed,
the Ninja will take full damage, and they may not attempt the Save again that
rd.
Vanish: A Ninja may use a smoke bomb or
ambient darkness to disappear for 1 rd once per encounter/turn. Thereafter a
Stealth check is required to escape detection. Alternately, the Ninja has a 1
rd, running headstart.
Poison
● Ninjas are skilled in the safe use
of poison. They can brew 4 doses of
lethal (DC 18) or sleep (DC 12) poison in one hr with an Int Bonus + ½ level check and proper materials (100 gp lethal/50 gp
stun at least). Roll for the actual
effectiveness when used. Takes 1 rd to
apply a poison and must be used with a turn/encounter.
● Lethal Poison DC 18 Con Sv or death
in 1 + Victim Con Bonus hrs. Note that
an ineffective lethal poison still must be Saved against. Failure sickens the individual and drops all
stats to 0 Bonuses for 1 turn. Sleep
Poison: DC 18 Con Sv or Knocked Out 1 hr when used. Other effects can be created. Ninjas can also identify poison (DC 12) and
treat poisoning (DC 18).
Ninja
Skills: The
Ninja adds ½ level + ability bonuses
to attempts.
● (Int + Wis)/2: Detection (Traps, ambushes)
● (Dex + Int + Wis)/3: Stealth (Hiding, sneaking), Pick
Locks, Escape Artist, Disarm Traps
● (Dex + Str)/2: Acrobatics (Balancing, jumping), Climb
● (Cha + Wis)/2: Intimidate (Psychologically), Disguise
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