Tome Rogue Tome Ninja [Tome of Fixes]
Posted: Sat Jan 09, 2016 8:02 am
Ninja Rogue
"I'm going to murder you so hard."
Ninjas are masters of murdering people super hard, they have a variety of methods of murdering people super hard. Their primary stat is whatever stats they use to make whatever types of attack roll they want. Because of Ninja versatility in attack forms, that's usually going to be Dex, since you can use Dex for melee and ranged. Though some ninjas choose to use Str and Wisdom.
Alignment: Any
Race: Any
HD: d8
BAB: 3/4
Saving Throws: Good Ref and Will
Skills: 8+Int
Class skills: All of them.
1: Sneak Attack +1d6, Trapfinding, Sneak Attack Modification, So Many Pockets.
2: Evasion, Deception, Extra Murder
3: Sneak Attack +2d6
4: Very Perceptive, Uncanny Dodge
5: Sneak Attack +3d6
6: Smoke Bomb
7: Sneak Attack +4d6, Spiderclimb
8: Blink, Skill Mastery
9: Sneak Attack +5d6
10: Non-Detection, Ninja Special Abilities
11: Sneak Attack +6d6
12: Ninja Special Abilities
13: Sneak Attack +7d6
14: Ninja Special Abilities
15: Sneak Attack +8d6
16: Ninja Special Abilities
17: Sneak Attack +9d6
18: Ninja Special Abilities
19: Sneak Attack +10d6
20: Ninja Ascension
Weapon and Armor Proficiencies: Ninja's are proficient will all simple and martial weapons, also shuriken. Ninja's are proficient with light armor.
Trapfinding (Ex): Ninjas can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. A ninja automatically gets a Search check when it is within 30ft of anything it could detect with this ability. A success results in identifying the effect.
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.
Ninjas 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 ninja 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 its party) without disarming it.
Any non Illusion spell that leaves a specific effect in a single location for a non instantaneous duration is considered a trap and can be detected and disabled.
Sneak Attack (Ex): If a ninja can catch an opponent when he is unable to defend himself effectively from the ninja's attack, it can strike a vital spot for extra damage.
The ninja’s attack deals extra damage any time its target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the ninja flanks its target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every two ninja levels thereafter. Should the ninja score a critical hit with a sneak attack, this extra damage is not multiplied.
Ranged attacks can normally only count as sneak attacks only if the target is within 30 feet.
With a sap (blackjack) or an unarmed strike, a ninja can make a sneak attack that deals nonlethal damage instead of lethal damage. It cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty.
A ninja cannot normally sneak attack any creature that is immune to critical hits. The rogue 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 rogue cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.
Sneak Attack Modification (Ex): At level 1, a Ninja may, as a swift action, activate a single modification that applies to all sneak attacks he makes that round. At level 1 it may choose between the following:
Accuracy Modification: Any attack that would be a Sneak Attack gains a +2 to the attack roll.
Unliving modification: Sneak attack damage may be dealt to an undead.
Clockwork modification: Sneak attack damage may be dealt to constructs.
Biology modification: Sneak attack damage may be applied to plants and oozes.
Elemental modification: Sneak attack damage may be dealt to elementals.
At level 5 the Ninja gains access to three additional augmentations that it may activate with his swift action:
Painful modification: The ninja's sneak attacks do an additional 1d6 sneak attack damage on each attack.
Practiced modification: In place of Sneak attack damage, the Ninja may do one third of its sneak attack dice damage (round up) as bonus damage on all attacks he makes this round against any target. This damage applies even if the target has concealment or total concealment from the ninja. This damage applies even to targets that are immune to critical hits. The target need not be flanked or denied it's dex bonus for this damage to apply. Applying this modification prevent the Rogue from obtaining his regular sneak attack damage on any attacks he makes this round, even if the target would normally take that damage.
Sniping: A Ninja can use Sneak Attack at any range.
So Many Pockets (Ex): A ninja is very practiced at having everything he needs on him at all times, a ninja can carry anything up to a heavy load as a light load because of his talented packing skills. Anything over this limit, he cannot carry.
Furthermore a ninja can draw or stow any object he has on his person as a free action.
Evasion (Ex): At 2nd level and higher, a ninja can avoid even magical and unusual attacks with great agility. If it makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, it instead takes no damage. A helpless ninja does not gain the benefit of evasion.
Deception (Ex): A ninja can, as a standard action, disguise himself as a nonspecific member of a large group. IE, he can disguise himself as a farmer in the village, or a guard in the castle, but not the captain of the guard or a guards partner, or a specific woman's husband. When using this ability to disguise himself, the ninja gains a +10 bonus to disguise.
Extra Murder (Ex): When a ninja fights, he usually likes to stick an extra knife in the other kidney, just to be sure.
A Ninja gets Two Weapon Fighting and Rapid Shot as bonus feats.
At level 8 he gets Greater Two Weapon Fighting as a bonus feat.
At level 15, if he doesn't already have it, he gets Perfect Two Weapon Fighting as a bonus feat.
Very Perceptive (Ex): As a swift action, the Ninja can see Invisible enemies for one round as if under the effect of the See Invisibility spell, and his Trapfinding can now work on Illusion spells as well (and any Illusion spell identified with a Search DC may be disabled at any later time). However, in addition to the swift action to activate this effect, the ninja also loses his swift action on the next round as well.
Uncanny Dodge (Ex): Starting at 4th level, a ninja can react to danger before its senses would normally allow it to do so. It retains its Dexterity bonus to AC (if any) even if it is caught flat-footed or struck by an invisible attacker. However, it still loses its Dexterity bonus to AC if stunned or otherwise denied its dex by limited ability to react, rather than limit knowledge of the attack.
A ninja also can no longer be flanked.
Smoke Bomb (Ex): As a swift action the Rogue may throw down a smoke bomb which creates a 10ft radius sphere of smoke that operates as the Mist in the Obscuring Mist spell. Because of his long practice and knowledge of enemies current location, the Ninja may after activating his smoke bomb, continue to attack enemies with no concealment (or total concealment) miss chance from his smoke for the rest of the round in which he activates the smoke.
This likely allows him to deny the dexterity bonus of enemies on his attacks, and thus likely sneak attack, many enemies.
Spider Climb (Ex): A Rogue gains the ability to climb on walls like a ninja. He can climb any wall, or hang from the ceiling, or anything else, at any time, like the Spider Climb spell.
Blink (Su): A ninja may, as a standard action, begin blinking as the blink spell for a duration of 2 minutes. However, unlike the normal blink spell, the rogue has no miss chance on any of it's attacks.
Skill Mastery (Ex): The ninja becomes so certain in the use of its skills that it can use them reliably even under adverse conditions. When making a skill check, it may take 10 even if stress and distractions would normally prevent it from doing so. All of them. Every skill.
Non-Detection (Ex): A ninja is hard to track with Divinations. A ninja has a permanent Non-Detection ability applied to it, as the spell of the same name. It may lower the ability as a free action and return it as standard action. This ability is non-magical, and cannot be dispelled.
Unlike the spell (or perhaps exactly like, ask your DM) this effect does not apply to the spells True Seeing and See Invisibility.
Ninja Special Abilities (Ex): On attaining 10th level, and at every two levels thereafter except level 20 (12th, 14th, 16th, and 18th), a ninja gains a special ability of its choice from among the following options.
Note, there are some minor changes to the Rogue Special Abilities of the same name. Read the abilities.
Crippling Strike (Ex)
A ninja with this ability can sneak attack opponents with such precision that its blows weaken and hamper them. An opponent damaged by one of its attacks also takes 2 points of Strength damage. Ability points lost to damage return on their own at the rate of 1 point per day for each damaged ability. Note that immunity to critical hits and concealment do not prevent this Strength damage so long as the creature takes damage from a ninja's attack.
Defensive Roll (Ex)
The ninja can roll with a potentially lethal blow to take less damage from it than it otherwise would. Once per day, when it would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), the ninja can attempt to roll with the damage. To use this ability, the ninja must attempt a Reflex saving throw (DC = damage dealt). If the save succeeds, it takes only half damage from the blow; if it fails, it takes full damage. It must be aware of the attack and able to react to it in order to execute it defensive roll—if it is denied it Dexterity bonus to AC, it can’t use this ability. Since this effect would not normally allow a character to make a Reflex save for half damage, the ninja’s evasion ability does not apply to the defensive roll.
Improved Evasion (Ex)
This ability works like evasion, except that while the ninja still takes no damage on a successful Reflex saving throw against attacks henceforth it takes only half damage on a failed save. A helpless ninja does not gain the benefit of improved evasion.
Opportunist (Ex)
Once per round, the ninja can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as the ninja’s attack of opportunity for that round. Even a ninja with the Combat Reflexes feat can’t use the opportunist ability more than once per round.
Slippery Mind (Ex)
This ability represents the ninja’s ability to wriggle free from magical effects that would otherwise control or compel it. If a ninja with slippery mind is affected by an enchantment spell or effect and fails its saving throw, it can delay the spells effect for one round and attempt a second save again 1 round later at the same DC. If both saves fail, the spell takes effect after the second failed save.
Shadow Walk (Su)
A Ninja may use the Shadow Walk spell as a supernatural ability once per day.
Transferred Sight (Sp)
A Ninja can cast Spymasters Coin and Chain of Eyes a total of 20 times per day, divided how he chooses between the two abilities.
Ninja Ascension (Su): A Ninja has mastered the arts of stealth, and can, as a move action, teleport up to it's move speed. Additionally the ninja is permanently under the effect of a Greater Invisibility effect.
EDIT: in case you can't tell, I don't have a lot of out of combat utility, so it mostly comes down to "hey, you have UMD, have at it" which is not ideal. Anyone have any particular out of combat utility that they think a character like this should have?
"I'm going to murder you so hard."
Ninjas are masters of murdering people super hard, they have a variety of methods of murdering people super hard. Their primary stat is whatever stats they use to make whatever types of attack roll they want. Because of Ninja versatility in attack forms, that's usually going to be Dex, since you can use Dex for melee and ranged. Though some ninjas choose to use Str and Wisdom.
Alignment: Any
Race: Any
HD: d8
BAB: 3/4
Saving Throws: Good Ref and Will
Skills: 8+Int
Class skills: All of them.
1: Sneak Attack +1d6, Trapfinding, Sneak Attack Modification, So Many Pockets.
2: Evasion, Deception, Extra Murder
3: Sneak Attack +2d6
4: Very Perceptive, Uncanny Dodge
5: Sneak Attack +3d6
6: Smoke Bomb
7: Sneak Attack +4d6, Spiderclimb
8: Blink, Skill Mastery
9: Sneak Attack +5d6
10: Non-Detection, Ninja Special Abilities
11: Sneak Attack +6d6
12: Ninja Special Abilities
13: Sneak Attack +7d6
14: Ninja Special Abilities
15: Sneak Attack +8d6
16: Ninja Special Abilities
17: Sneak Attack +9d6
18: Ninja Special Abilities
19: Sneak Attack +10d6
20: Ninja Ascension
Weapon and Armor Proficiencies: Ninja's are proficient will all simple and martial weapons, also shuriken. Ninja's are proficient with light armor.
Trapfinding (Ex): Ninjas can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. A ninja automatically gets a Search check when it is within 30ft of anything it could detect with this ability. A success results in identifying the effect.
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.
Ninjas 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 ninja 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 its party) without disarming it.
Any non Illusion spell that leaves a specific effect in a single location for a non instantaneous duration is considered a trap and can be detected and disabled.
Sneak Attack (Ex): If a ninja can catch an opponent when he is unable to defend himself effectively from the ninja's attack, it can strike a vital spot for extra damage.
The ninja’s attack deals extra damage any time its target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the ninja flanks its target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every two ninja levels thereafter. Should the ninja score a critical hit with a sneak attack, this extra damage is not multiplied.
Ranged attacks can normally only count as sneak attacks only if the target is within 30 feet.
With a sap (blackjack) or an unarmed strike, a ninja can make a sneak attack that deals nonlethal damage instead of lethal damage. It cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty.
A ninja cannot normally sneak attack any creature that is immune to critical hits. The rogue 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 rogue cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.
Sneak Attack Modification (Ex): At level 1, a Ninja may, as a swift action, activate a single modification that applies to all sneak attacks he makes that round. At level 1 it may choose between the following:
Accuracy Modification: Any attack that would be a Sneak Attack gains a +2 to the attack roll.
Unliving modification: Sneak attack damage may be dealt to an undead.
Clockwork modification: Sneak attack damage may be dealt to constructs.
Biology modification: Sneak attack damage may be applied to plants and oozes.
Elemental modification: Sneak attack damage may be dealt to elementals.
At level 5 the Ninja gains access to three additional augmentations that it may activate with his swift action:
Painful modification: The ninja's sneak attacks do an additional 1d6 sneak attack damage on each attack.
Practiced modification: In place of Sneak attack damage, the Ninja may do one third of its sneak attack dice damage (round up) as bonus damage on all attacks he makes this round against any target. This damage applies even if the target has concealment or total concealment from the ninja. This damage applies even to targets that are immune to critical hits. The target need not be flanked or denied it's dex bonus for this damage to apply. Applying this modification prevent the Rogue from obtaining his regular sneak attack damage on any attacks he makes this round, even if the target would normally take that damage.
Sniping: A Ninja can use Sneak Attack at any range.
So Many Pockets (Ex): A ninja is very practiced at having everything he needs on him at all times, a ninja can carry anything up to a heavy load as a light load because of his talented packing skills. Anything over this limit, he cannot carry.
Furthermore a ninja can draw or stow any object he has on his person as a free action.
Evasion (Ex): At 2nd level and higher, a ninja can avoid even magical and unusual attacks with great agility. If it makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, it instead takes no damage. A helpless ninja does not gain the benefit of evasion.
Deception (Ex): A ninja can, as a standard action, disguise himself as a nonspecific member of a large group. IE, he can disguise himself as a farmer in the village, or a guard in the castle, but not the captain of the guard or a guards partner, or a specific woman's husband. When using this ability to disguise himself, the ninja gains a +10 bonus to disguise.
Extra Murder (Ex): When a ninja fights, he usually likes to stick an extra knife in the other kidney, just to be sure.
A Ninja gets Two Weapon Fighting and Rapid Shot as bonus feats.
At level 8 he gets Greater Two Weapon Fighting as a bonus feat.
At level 15, if he doesn't already have it, he gets Perfect Two Weapon Fighting as a bonus feat.
Very Perceptive (Ex): As a swift action, the Ninja can see Invisible enemies for one round as if under the effect of the See Invisibility spell, and his Trapfinding can now work on Illusion spells as well (and any Illusion spell identified with a Search DC may be disabled at any later time). However, in addition to the swift action to activate this effect, the ninja also loses his swift action on the next round as well.
Uncanny Dodge (Ex): Starting at 4th level, a ninja can react to danger before its senses would normally allow it to do so. It retains its Dexterity bonus to AC (if any) even if it is caught flat-footed or struck by an invisible attacker. However, it still loses its Dexterity bonus to AC if stunned or otherwise denied its dex by limited ability to react, rather than limit knowledge of the attack.
A ninja also can no longer be flanked.
Smoke Bomb (Ex): As a swift action the Rogue may throw down a smoke bomb which creates a 10ft radius sphere of smoke that operates as the Mist in the Obscuring Mist spell. Because of his long practice and knowledge of enemies current location, the Ninja may after activating his smoke bomb, continue to attack enemies with no concealment (or total concealment) miss chance from his smoke for the rest of the round in which he activates the smoke.
This likely allows him to deny the dexterity bonus of enemies on his attacks, and thus likely sneak attack, many enemies.
Spider Climb (Ex): A Rogue gains the ability to climb on walls like a ninja. He can climb any wall, or hang from the ceiling, or anything else, at any time, like the Spider Climb spell.
Blink (Su): A ninja may, as a standard action, begin blinking as the blink spell for a duration of 2 minutes. However, unlike the normal blink spell, the rogue has no miss chance on any of it's attacks.
Skill Mastery (Ex): The ninja becomes so certain in the use of its skills that it can use them reliably even under adverse conditions. When making a skill check, it may take 10 even if stress and distractions would normally prevent it from doing so. All of them. Every skill.
Non-Detection (Ex): A ninja is hard to track with Divinations. A ninja has a permanent Non-Detection ability applied to it, as the spell of the same name. It may lower the ability as a free action and return it as standard action. This ability is non-magical, and cannot be dispelled.
Unlike the spell (or perhaps exactly like, ask your DM) this effect does not apply to the spells True Seeing and See Invisibility.
Ninja Special Abilities (Ex): On attaining 10th level, and at every two levels thereafter except level 20 (12th, 14th, 16th, and 18th), a ninja gains a special ability of its choice from among the following options.
Note, there are some minor changes to the Rogue Special Abilities of the same name. Read the abilities.
Crippling Strike (Ex)
A ninja with this ability can sneak attack opponents with such precision that its blows weaken and hamper them. An opponent damaged by one of its attacks also takes 2 points of Strength damage. Ability points lost to damage return on their own at the rate of 1 point per day for each damaged ability. Note that immunity to critical hits and concealment do not prevent this Strength damage so long as the creature takes damage from a ninja's attack.
Defensive Roll (Ex)
The ninja can roll with a potentially lethal blow to take less damage from it than it otherwise would. Once per day, when it would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), the ninja can attempt to roll with the damage. To use this ability, the ninja must attempt a Reflex saving throw (DC = damage dealt). If the save succeeds, it takes only half damage from the blow; if it fails, it takes full damage. It must be aware of the attack and able to react to it in order to execute it defensive roll—if it is denied it Dexterity bonus to AC, it can’t use this ability. Since this effect would not normally allow a character to make a Reflex save for half damage, the ninja’s evasion ability does not apply to the defensive roll.
Improved Evasion (Ex)
This ability works like evasion, except that while the ninja still takes no damage on a successful Reflex saving throw against attacks henceforth it takes only half damage on a failed save. A helpless ninja does not gain the benefit of improved evasion.
Opportunist (Ex)
Once per round, the ninja can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as the ninja’s attack of opportunity for that round. Even a ninja with the Combat Reflexes feat can’t use the opportunist ability more than once per round.
Slippery Mind (Ex)
This ability represents the ninja’s ability to wriggle free from magical effects that would otherwise control or compel it. If a ninja with slippery mind is affected by an enchantment spell or effect and fails its saving throw, it can delay the spells effect for one round and attempt a second save again 1 round later at the same DC. If both saves fail, the spell takes effect after the second failed save.
Shadow Walk (Su)
A Ninja may use the Shadow Walk spell as a supernatural ability once per day.
Transferred Sight (Sp)
A Ninja can cast Spymasters Coin and Chain of Eyes a total of 20 times per day, divided how he chooses between the two abilities.
Ninja Ascension (Su): A Ninja has mastered the arts of stealth, and can, as a move action, teleport up to it's move speed. Additionally the ninja is permanently under the effect of a Greater Invisibility effect.
EDIT: in case you can't tell, I don't have a lot of out of combat utility, so it mostly comes down to "hey, you have UMD, have at it" which is not ideal. Anyone have any particular out of combat utility that they think a character like this should have?