Friday, October 19, 2012

Fantasy Core RPG--The Ninja

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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