Ninja Core Class for Review (High-ish Fantasy)
Posted: Fri Jul 14, 2006 2:17 am
I would love to hear any feedback for this class. Since the Frank/K ninja class is a little ways off, and i'm joining a 1st level campaign in the near future, I figure i'd build the ninja I always envisioned. A combat oriented, minor magic user, sorta rogue, mostly spy.
I won't deny that it's almost blatantly ripped from The dungeonomicon's rogue classes, core book class mechanics, the rokugan ninja, final fantasy XI and various other nebulous sources of Ninja 'knowledge'. Just know that I have no intent on trying to bring the class into what would be historically "accurate".
My main intent was to build something interesting to play, that doesn't get shit on by spellcasters, has a very distinct flavor and would sneak past a GM veto. I feel the inclusion of the inferior sudden strike, no use magic device or trap skills, nerfed list and casting would be a step in the right direction. But I am a relatively inexperienced 3.5 player...
Ninja
"A ninja's strength is inversely proportional to the number of ninjas present: If there are more than 3 ninjas, they're probably cannon fodder. A lone ninja is death incarnate.."
[Insert Flavor Text]
Alignment: A Ninja may be any alignment.
Races:Any
Starting Gold: 3d4x10 gp (60 gold)
Starting Age: As Rogue.
Hit Die: d6
Class Skills: The Ninja’s skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Disguise (Cha), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (all) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex)
Skills/Level: 6 + Intelligence Bonus
BAB Medium (3/4), Saves: Fort: poor; Reflex: Good; Will: poor
Level, Benefit
1 Sudden Strike +1d6, Shadow Run, Ninjutsu, Ninja Dodge
2 Uncanny Dodge, Combat Style
3 Sudden Strike +2d6
4 Speed of Darkness
5 Hide in plain sight, Sudden Strike +3d6
6 Speed Climb, Improved Combat Style
7 Sudden Strike +4d6
8 Art of Evasion
9 Improved Uncanny Dodge, Sudden Strike +5d6
10 Skill Mastery
11 Sudden Strike +6d6, Combat Style Mastery
12 Shadow Aura
13 Sudden Strike +7d6
14 Ninja Vanish!
15 Sudden Strike +8d6
16 Improved Shadow Aura
17 Sudden Strike +9d6
18 -----------------------------
19 Sudden Strike +10d6
20 Greater Shadow Aura
All of the following are Class Features of the Ninja class:
Weapon and Armor Proficiency: Ninjas are proficient with all Light Weapons, as well as simple weapons, shortbows, shurikens and hand crossbows. At first level, a Ninja gains proficiency with one Exotic Weapon of her choice. Ninjas are not proficient with any type of armor or shield. If the Ninja wears any form of armor, supernatural class features cease to work.
Sudden Strike (Ex): If a Ninja can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. Whenever a Ninja’s target is denied a Dexterity bonus to Armor Class (whether the target actually has a Dexterity bonus or not), the ninja deals an extra 1d6 points of damage with her attack. This extra damage increases by 1d6 points for every two Ninja levels thereafter. A Ninja can’t use sudden strike when flanking an opponent unless that opponent is denied its Dexterity bonus to AC.
This damage also applies to ranged attacks against targets up to 30 feet away. Creatures with concealment, creatures without discernible anatomies, and creatures immune to extra damage from critical hits are all immune to sudden strikes.
A Ninja can’t make a sudden strike while striking the limbs of a creature whose vitals are out of reach. A ninja can’t use sudden strike to deliver nonlethal damage. Weapons capable of dealing only nonlethal damage don’t deal extra damage when used as part of a sudden strike.
The extra damage from sudden strike ability stacks with the extra damage from sneak attack whenever both would apply to the same target.
Ninjutsu: (SPELLS) Beginning at 4th level, a Ninja gains the ability to spontaneously cast a small number of arcane spells, as per ranger/paladin spells per day, which are drawn from the Ninja spell list. To cast a Ninja spell, she must have an Intelligence at least equal to 10 + the Spell level. The DC of the Ninja's spells is Intelligence based and the bonus spells are also Intelligence based. Through 3rd level, a Ninja has no caster level. At 4th level and higher, her caster level is one-half her Ninja level.
Ninja Spell List:
Ninjas can choose their spells from the following list:
1st Level: Disguise self, Feather fall, Ghost sound, Jump, Obscuring mist, true Strike, Magic weapon, Expeditious Retreat, Sleep
2nd Level: Cat’s Grace, Invisibility, Pass without a trace, Spider Climb, Darkness, Mirror Image, See invisibility, Darkvision
3rd Level: Nondetection, Suggestion, Displacement, Haste, Keen edge, Water breathing
4th Level: Freedom of movement, Greater Invisibility, Clairaudience/clairvoyance, Solid Fog, Air walk
Ninja spells that have positive effects only target the caster.
Instinctive Magic (Ex): The ninja's magic comes with no training or even comprehension of what exactly the ninja is doing to create these effects. Because of this, the ninja's beneficial spells may only target the ninja, and ninja may not use spell completion or spell trigger items based on spells gained from ninja class levels.
Shadow Run (Su): At first level, a Ninja gains a speed bonus equal to 10 feet. This bonus increases by 5 feet at 5th level, and for every five ninja levels thereafter.
Ninja Dodge (Ex): A Ninja is highly trained at dodging blows, and she has an almost supernatural ability to anticipate attacks through sheer focus and awareness. This Armor Bonus applies against Touch Attacks and Incorporeal Touch Attacks, and has a value of +4. This bonus increased by 2 at 5th level and for every five ninja levels thereafter (+4 at 10th, +6 at 15th, and +8 at 20th level). The character loses these bonuses when she is immobilized or helpless, when she wears any armor, when she carries a shield, or when she carries a medium or heavy load.
Uncanny Dodge (Ex): Starting at 2nd level, a Ninja can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.
If a Ninja already has uncanny dodge from a different class she automatically gains improved uncanny dodge (see below) instead.
Combat Style (Ex): At 2nd level, a Ninja must select one of two combat styles to pursue: ranged or two-weapon combat. This choice affects the character’s class features but does not restrict his selection of feats or special abilities in any way.
If the Ninja selects the ranged weapons combat style, she is treated as having the Rapid Shot feat, even if she does not have the normal prerequisites for that feat.
If the Ninja selects two-weapon combat, she is treated as having the Two-Weapon Fighting feat, even if she does not have the normal prerequisites for that feat.
The benefits of the Ninja’s chosen style apply only when she wears no armor. She loses all benefits of her combat style when wearing light, medium or heavy armor.
Improved Combat Style (Ex): At 6th level, a Ninja’s aptitude in her chosen combat style (ranged or two-weapon combat) improves. If she selected the ranged combat style at 2nd level, she is treated as having the Manyshot feat, even if she does not have the normal prerequisites for that feat.
If the Ninja selected the two-weapon fighting style at 2nd level, she is treated as having the Ambidexterity class feature (two weapon fighting penalties are lessened by 1 (from -4 to -3, or from -2 to -1 if the off-hand weapon is a light weapon).
Combat Style Mastery (Ex): At 11th level, a Ninja’s aptitude with her chosen combat style (ranged or two-weapon combat) improves again. If she selected the ranged combat style at 2nd level, she is treated as having the Improved Precise Shot feat even if she does not have the normal prerequisites for that feat.
If the Ninja selected the two-weapon fighting style at 2nd level, her Ambidexterity class feature improves. (Two weapon fighting penalties are lessened by another 1 from -3 to -2, or from -1 to +0 if the off-hand weapon is a light weapon)
Speed of Darkness (Su): The strength of a ninja’s attack lies in his ability to strike quickly at exposed areas and fade away. At fourth level and beyond, the ninja adds her intelligence modifier to his initiative roll.
Hide in Plain Sight (Ex): A 5th level Ninja can hide in unusual locations, and may hide in areas without cover or concealment without penalty. A Ninja may even hide while being observed. This ability does not remove the -10 penalty for moving at full speed, or the -20 penalty for running or fighting.
Speed Climb (Ex): A Ninja of 6th level or higher can scramble up or down walls and slopes with great speed. She can climb at her speed as a move action with no penalty; however, she must begin and end the round on a horizontal surface (such as the ground or a rooftop). If she does not end her movement on a horizontal surface, she falls, taking falling damage as appropriate for her distance above the ground.
A Ninja needs only one hand free to use this ability. This ability can be used only if a Ninja is wearing no armor and is carrying no more than a light load.
Art of Evasion (Su): A ninja of 8th level can, as an immediate action, shift herself onto the shadow plane in the corresponding coplanar location to her own, for no less than the duration of the action she shifted during and no more than one full round. She may make a hide check with a DC equal to the damage inflicted and if she succeeds, she suffers half damage. If the check fails, she is dazed until the end of her next turn.
Improved Uncanny Dodge (Ex): A Ninja of 9th level or higher can no longer be flanked. This defense denies another character the ability to sneak attack the character by flanking her, unless the attacker has at least four more levels in a class that provides sneak attack than the target. If a character already has uncanny dodge (see above) from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum level required to flank the character.
Skill Mastery (Ex): At 10th level, a Ninja becomes so certain in the use of certain skills that she can use them reliably even under adverse conditions. When making a skill check with Climb, bluff, Jump, Hide, Move Silently, Search or Swim, she may take 10 even if stress and distractions would normally prevent her from doing so.
Shadow Aura (Su): Once per day, a Ninja of 12th level or higher can partially step into the plane of shadow, causing blows to harmlessly pass through her. Any melee/ranged attacks or spells cast against the Ninja while this aura is active have a 50% miss chance. Activating this aura is a free action, and the aura lasts for a number of rounds equal to 3 + the Ninja’s Intelligence bonus (if any).
Effects which penetrate invisibility (blindsight, See Invisibility, Invisibility Purge, etc), effects which negate concealment (True Strike, Improved Precise Shot, etc.), and effects which effect creatures on the plane of Shadow bypass the aura.
Starting at 16th level, effects which negate concealment no longer bypass the aura.
At 20th level, effects which penetrate invisibility no longer bypass the aura.
Ninja Vanish! (Su): "If on your journey you should meet God, God will be cut.” Once per day as a free action, you may use Dimension Strike as a spell-like ability with a caster level equal to half your Ninja level.
-------------------------------------------------------------
So if anything is busted, stupid, under-powered, illogical or poorly formatted please point it out!
Edit - Minor changes, fixed omissions.
I won't deny that it's almost blatantly ripped from The dungeonomicon's rogue classes, core book class mechanics, the rokugan ninja, final fantasy XI and various other nebulous sources of Ninja 'knowledge'. Just know that I have no intent on trying to bring the class into what would be historically "accurate".
My main intent was to build something interesting to play, that doesn't get shit on by spellcasters, has a very distinct flavor and would sneak past a GM veto. I feel the inclusion of the inferior sudden strike, no use magic device or trap skills, nerfed list and casting would be a step in the right direction. But I am a relatively inexperienced 3.5 player...
Ninja
"A ninja's strength is inversely proportional to the number of ninjas present: If there are more than 3 ninjas, they're probably cannon fodder. A lone ninja is death incarnate.."
[Insert Flavor Text]
Alignment: A Ninja may be any alignment.
Races:Any
Starting Gold: 3d4x10 gp (60 gold)
Starting Age: As Rogue.
Hit Die: d6
Class Skills: The Ninja’s skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Disguise (Cha), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (all) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex)
Skills/Level: 6 + Intelligence Bonus
BAB Medium (3/4), Saves: Fort: poor; Reflex: Good; Will: poor
Level, Benefit
1 Sudden Strike +1d6, Shadow Run, Ninjutsu, Ninja Dodge
2 Uncanny Dodge, Combat Style
3 Sudden Strike +2d6
4 Speed of Darkness
5 Hide in plain sight, Sudden Strike +3d6
6 Speed Climb, Improved Combat Style
7 Sudden Strike +4d6
8 Art of Evasion
9 Improved Uncanny Dodge, Sudden Strike +5d6
10 Skill Mastery
11 Sudden Strike +6d6, Combat Style Mastery
12 Shadow Aura
13 Sudden Strike +7d6
14 Ninja Vanish!
15 Sudden Strike +8d6
16 Improved Shadow Aura
17 Sudden Strike +9d6
18 -----------------------------
19 Sudden Strike +10d6
20 Greater Shadow Aura
All of the following are Class Features of the Ninja class:
Weapon and Armor Proficiency: Ninjas are proficient with all Light Weapons, as well as simple weapons, shortbows, shurikens and hand crossbows. At first level, a Ninja gains proficiency with one Exotic Weapon of her choice. Ninjas are not proficient with any type of armor or shield. If the Ninja wears any form of armor, supernatural class features cease to work.
Sudden Strike (Ex): If a Ninja can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. Whenever a Ninja’s target is denied a Dexterity bonus to Armor Class (whether the target actually has a Dexterity bonus or not), the ninja deals an extra 1d6 points of damage with her attack. This extra damage increases by 1d6 points for every two Ninja levels thereafter. A Ninja can’t use sudden strike when flanking an opponent unless that opponent is denied its Dexterity bonus to AC.
This damage also applies to ranged attacks against targets up to 30 feet away. Creatures with concealment, creatures without discernible anatomies, and creatures immune to extra damage from critical hits are all immune to sudden strikes.
A Ninja can’t make a sudden strike while striking the limbs of a creature whose vitals are out of reach. A ninja can’t use sudden strike to deliver nonlethal damage. Weapons capable of dealing only nonlethal damage don’t deal extra damage when used as part of a sudden strike.
The extra damage from sudden strike ability stacks with the extra damage from sneak attack whenever both would apply to the same target.
Ninjutsu: (SPELLS) Beginning at 4th level, a Ninja gains the ability to spontaneously cast a small number of arcane spells, as per ranger/paladin spells per day, which are drawn from the Ninja spell list. To cast a Ninja spell, she must have an Intelligence at least equal to 10 + the Spell level. The DC of the Ninja's spells is Intelligence based and the bonus spells are also Intelligence based. Through 3rd level, a Ninja has no caster level. At 4th level and higher, her caster level is one-half her Ninja level.
Ninja Spell List:
Ninjas can choose their spells from the following list:
1st Level: Disguise self, Feather fall, Ghost sound, Jump, Obscuring mist, true Strike, Magic weapon, Expeditious Retreat, Sleep
2nd Level: Cat’s Grace, Invisibility, Pass without a trace, Spider Climb, Darkness, Mirror Image, See invisibility, Darkvision
3rd Level: Nondetection, Suggestion, Displacement, Haste, Keen edge, Water breathing
4th Level: Freedom of movement, Greater Invisibility, Clairaudience/clairvoyance, Solid Fog, Air walk
Ninja spells that have positive effects only target the caster.
Instinctive Magic (Ex): The ninja's magic comes with no training or even comprehension of what exactly the ninja is doing to create these effects. Because of this, the ninja's beneficial spells may only target the ninja, and ninja may not use spell completion or spell trigger items based on spells gained from ninja class levels.
Shadow Run (Su): At first level, a Ninja gains a speed bonus equal to 10 feet. This bonus increases by 5 feet at 5th level, and for every five ninja levels thereafter.
Ninja Dodge (Ex): A Ninja is highly trained at dodging blows, and she has an almost supernatural ability to anticipate attacks through sheer focus and awareness. This Armor Bonus applies against Touch Attacks and Incorporeal Touch Attacks, and has a value of +4. This bonus increased by 2 at 5th level and for every five ninja levels thereafter (+4 at 10th, +6 at 15th, and +8 at 20th level). The character loses these bonuses when she is immobilized or helpless, when she wears any armor, when she carries a shield, or when she carries a medium or heavy load.
Uncanny Dodge (Ex): Starting at 2nd level, a Ninja can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.
If a Ninja already has uncanny dodge from a different class she automatically gains improved uncanny dodge (see below) instead.
Combat Style (Ex): At 2nd level, a Ninja must select one of two combat styles to pursue: ranged or two-weapon combat. This choice affects the character’s class features but does not restrict his selection of feats or special abilities in any way.
If the Ninja selects the ranged weapons combat style, she is treated as having the Rapid Shot feat, even if she does not have the normal prerequisites for that feat.
If the Ninja selects two-weapon combat, she is treated as having the Two-Weapon Fighting feat, even if she does not have the normal prerequisites for that feat.
The benefits of the Ninja’s chosen style apply only when she wears no armor. She loses all benefits of her combat style when wearing light, medium or heavy armor.
Improved Combat Style (Ex): At 6th level, a Ninja’s aptitude in her chosen combat style (ranged or two-weapon combat) improves. If she selected the ranged combat style at 2nd level, she is treated as having the Manyshot feat, even if she does not have the normal prerequisites for that feat.
If the Ninja selected the two-weapon fighting style at 2nd level, she is treated as having the Ambidexterity class feature (two weapon fighting penalties are lessened by 1 (from -4 to -3, or from -2 to -1 if the off-hand weapon is a light weapon).
Combat Style Mastery (Ex): At 11th level, a Ninja’s aptitude with her chosen combat style (ranged or two-weapon combat) improves again. If she selected the ranged combat style at 2nd level, she is treated as having the Improved Precise Shot feat even if she does not have the normal prerequisites for that feat.
If the Ninja selected the two-weapon fighting style at 2nd level, her Ambidexterity class feature improves. (Two weapon fighting penalties are lessened by another 1 from -3 to -2, or from -1 to +0 if the off-hand weapon is a light weapon)
Speed of Darkness (Su): The strength of a ninja’s attack lies in his ability to strike quickly at exposed areas and fade away. At fourth level and beyond, the ninja adds her intelligence modifier to his initiative roll.
Hide in Plain Sight (Ex): A 5th level Ninja can hide in unusual locations, and may hide in areas without cover or concealment without penalty. A Ninja may even hide while being observed. This ability does not remove the -10 penalty for moving at full speed, or the -20 penalty for running or fighting.
Speed Climb (Ex): A Ninja of 6th level or higher can scramble up or down walls and slopes with great speed. She can climb at her speed as a move action with no penalty; however, she must begin and end the round on a horizontal surface (such as the ground or a rooftop). If she does not end her movement on a horizontal surface, she falls, taking falling damage as appropriate for her distance above the ground.
A Ninja needs only one hand free to use this ability. This ability can be used only if a Ninja is wearing no armor and is carrying no more than a light load.
Art of Evasion (Su): A ninja of 8th level can, as an immediate action, shift herself onto the shadow plane in the corresponding coplanar location to her own, for no less than the duration of the action she shifted during and no more than one full round. She may make a hide check with a DC equal to the damage inflicted and if she succeeds, she suffers half damage. If the check fails, she is dazed until the end of her next turn.
Improved Uncanny Dodge (Ex): A Ninja of 9th level or higher can no longer be flanked. This defense denies another character the ability to sneak attack the character by flanking her, unless the attacker has at least four more levels in a class that provides sneak attack than the target. If a character already has uncanny dodge (see above) from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum level required to flank the character.
Skill Mastery (Ex): At 10th level, a Ninja becomes so certain in the use of certain skills that she can use them reliably even under adverse conditions. When making a skill check with Climb, bluff, Jump, Hide, Move Silently, Search or Swim, she may take 10 even if stress and distractions would normally prevent her from doing so.
Shadow Aura (Su): Once per day, a Ninja of 12th level or higher can partially step into the plane of shadow, causing blows to harmlessly pass through her. Any melee/ranged attacks or spells cast against the Ninja while this aura is active have a 50% miss chance. Activating this aura is a free action, and the aura lasts for a number of rounds equal to 3 + the Ninja’s Intelligence bonus (if any).
Effects which penetrate invisibility (blindsight, See Invisibility, Invisibility Purge, etc), effects which negate concealment (True Strike, Improved Precise Shot, etc.), and effects which effect creatures on the plane of Shadow bypass the aura.
Starting at 16th level, effects which negate concealment no longer bypass the aura.
At 20th level, effects which penetrate invisibility no longer bypass the aura.
Ninja Vanish! (Su): "If on your journey you should meet God, God will be cut.” Once per day as a free action, you may use Dimension Strike as a spell-like ability with a caster level equal to half your Ninja level.
-------------------------------------------------------------
So if anything is busted, stupid, under-powered, illogical or poorly formatted please point it out!
Edit - Minor changes, fixed omissions.