**This special
class is transcribed from Dragon Magazine #318.
The ninja’s home
is the shadow. In a lethal flash they deftly strike down their prey, only
to vanish again without a sound or the merest trace. Walking where others
cannot, they blend their training in stealth and assassination with a
disciplined mind. Their rigorous training sharpens their senses and bodies,
giving them supernatural powers of shadow and silence, making them phantoms
to even the keenest eyes. Although ninjas lack the martial prowess of
fighters or barbarians, their battles occur on the treacherous ground of
their choosing, were they appear when their foe is weakest.
Adventures:
Ninjas adventure for a variety of reasons. A loyal ninja might adventure at
his lord’s orders, using his abilities of stealth and subterfuge to ferret
out enemies or to recover powerful treasures. A mercenary ninja might seek
only treasure and fame, selling his blade to any who meet his price and
forging a bloody name men fear to whisper. Or, a more idealistic ninja
might seek to thwart a growing evil, becoming a vigilante hero against
injustice and revealing hidden evils.
Most ninjas
prefer anonymity to fame, and they go out of their way to disguise their
profession and abilities. A rare few, however, revel in the mysterious
reputation that surrounds ninjas and their training, making their abilities
known and their role in an adventuring group clear. As ninjas grow in
wealth and power, their goals often change, and their ability to uncover
secrets and kill stealthily can shape the plans of entire nations. Rulers
both fear and covet the skills of the ninja, and high-level ninjas whose
identities are known often find adventures coming to them rather than the
reverse.
Characteristics: Highly skilled
spies and assassins, ninjas master a broad range of skills and combat
techniques. Nearly every ninja perfects the arts of moving quietly and
remaining hidden, but their secondary skills are often what define their
role. Many ninjas perfect skills that help become better spies, mastering
the arts of social interaction and disguise. Others take on
cat-burglar-like roles, practicing those skills that help them find and
bypass traps and locks. Some even focus on their martial skills to become
the deadliest of killers, able to strike at seemingly any target from
anywhere.
In combat, a
ninja can deal devastating blows to an unsuspecting opponent, but he’s not
as adept as a rogue at delivering such attacks in a prolonged battle.
Ninjas jump and climb farther and faster than members of other classes, and
they are skilled acrobats, but they cannot match the skills of the true
acrobat. They also receive special training in the use of poisons, which
they often employ in the midst of combat.
Even with these
skills, a ninja’s most dangerous and impressive powers involve the ability
to step briefly into the Ethereal Plane. By focusing his ki, the
ninja can vanish from sight, walk through nearly any barrier, and deal
devastating attacks even while not physically present in a room. As a ninja
advances in level, he can even turn this ability to defense, causing
potentially crippling blows to pass harmlessly through his body.
Alignment:
Although ninjas have a reputation as dangerous assassins and deceptive
spies, they follow many different philosophies and ideals, allowing them to
be of any alignment. For every dangerous mercenary who uses his ninja
training to kill for money, an honest and loyal ninja stands guard over a
just lord. Most ninjas follow their own beliefs first, rather than the
dictates of a noble or magistrate, and therefore ninjas are more chaotic
that lawful.
Religion:
A ninja’s religious beliefs follow those of his clan. Ninjas can follow any
god, although most clans devote themselves to gods of stealth or trickery.
Neutral or mercenary ninjas might devote themselves to Olidammara, while
evil ninjas often revere Nerull or Erythnul.
Background:
Many ninjas come from isolated clans that train in secret. They spend many
years perfecting the arts of stealth and subterfuge in distant villages and
hidden training camps. These warriors, whether in the service of an
honorable lord or hired as mercenary assassins, carefully conceal their
identity and origin. These ninjas weave complicated webs of disguises,
strike only from hiding, and deal through intermediaries whenever possible.
Because of their strong ties to their clan, these ninjas must often put
aside personal preferences or goals to serve their lord or clan, but in
return they gain the support of a powerful political force and access to the
clan’s many safehouses and hideouts.
Although most
ninjas come from isolated clans, exceptions exist at every turn. Some
ninjas receive specialized training from a single mentor, perhaps even a
retired adventurer who wishes to pass along his skills. Others learn
alongside monks and other ascetics in peaceful monasteries. In some places,
far-thinking nobles set up ninja training centers of their own, including
anything from a single teacher with a handful of students to full-blown
ninja schools where students endure a rigid series of tests and trails.
Ninjas from such diverse backgrounds often find the life of an adventurer
appealing. Without the ties of clan and honor that keep other ninjas tied
to a lord or mission, these skilled warriors find adventuring puts their
abilities to the test and rewards the skills they hold in highest esteem.
Races:
Humans, halflings, half-elves, and half-orcs often have the combination of
adaptability and ambition necessary to master the techniques of the ninja.
Elves, though both graceful and deadly, rarely become ninjas, but those who
do often achieve great fame or notoriety. Such elven ninjas often attain
the heights of ninja training, shaping the history of many human generations
through their daring expoits. Dwarves and gnomes seldom train as ninjas.
Not only is their clan structure too open to shelter hidden clans of ninjas,
but also their martial instincts run to more straightforward forms of
combat.
Other Classes:
Ninjas work best with rogues and rangers. Although they appreciate the
healing power of clerics, the ability of sorcerers and wizards to kill with
a word, and the sheer offensive might of fighters and barbarians, ninjas
rely too much on stealth to completely embrace the idea of adventuring with
other classes. Conversely, when traveling or not actively adventuring,
ninjas who wish to go unnoticed benefit greatly from the presence of other
classes—the less subtle and more visible their adventuring companions, the
easier it is for the ninja to remain in the background and disguise his own
abilities.
Abilities:
Ninjas benefit from high Dexterity, as many of their abilities require that
they wear no armor, and it affects many of their most important skills. A
high Dexterity also helps a ninja to act first in initiative and take
advantage of his sudden strike ability.
Hit Die:
d6
Restrictions/Requirements: none.
Skill
Points/Level: At first level: (6+INT mod) x4 (+4). Thereafter: 6+INT mod (+1) per
level.
Skills:
Balance, Bluff, Climb, Concentration, Craft, Disable Device, Disguise,
Escape Artist, Gather Information, Hide, Jump, Listen, Move Silently, Open
Lock, Search, Sense Motive, Sleight of Hand, Spot, Swim, Tumble.
Starting Gold:
5d4 x 10. (The magazine article does not give starting gold.)
Armor & Weapon
Proficiency: Ninjas are
proficient with all simple weapons, plus the hand crossbow, kama, nunchaku,
sai, shortbow, short sword, shuriken, and siangham. Ninjas are not
proficient with armor (except the bodywuit) or with shields.
The Ninja’s Table
AC Bonus:
A ninja is highly trained at dodging blows and has sixth sense that lets him
avoid even unanticipated attacks. When unarmored and unencumbered, the
ninja adds his Wisdom bonus (if any) to his Armor Class. In addition, a
ninja gains a bonus to AC at 4th level. This bonus increases by
1 for every four ninja levels thereafter (+2 at 8th, +3 at 12th,
+4 at 16th, and +5 at 20th). These bonuses to AC
apply even against touch attacks or when the ninja is flat-footed. He loses
these bonuses when he is immobilized or helpless, when he wears any armor,
when he carries a shield, or when he carries a medium or heavy load. (This
is slightly improved over the version in the magazine.)
Ki
Power: The ninja can channel his
ki to manifest special powers of stealth and mobility. The ninja may
use his ki powers a total number of times per day equal to one-half
his level plus his Wisdom bonus (if any). Ki powers may only be used
if the ninja is wearing no armor and is unencumbered. As long as the
ninja’s ki pool isn’t empty (that is, as long as he has at least one
daily use remaining), he gains a +2 bonus on his Willpower saves.
Sudden Strike:
If a ninja can catch an opponent when he is unable to defend himself
effectively from the ninja’s attack, he can strike a vital spot for extra
damage. This ability works like the rogue’s sneak attack, with the
exception that ninjas using the sudden strike ability do not deal extra
damage to opponents that they flank, but only to creatures that are denied
their Dexterity bonus to Armor Class (whether the target has a Dexterity
bonus to AC or not). Sudden strike’s extra damage dice stack with those
from sneak attack whenever both would apply to the same target. This extra
damage is +1d6 at 1st level and increases by +1d6 every two
levels (+2d6 at 3rd level, +3d6 at 5th level, etc.). Ranged attacks count
as sudden strikes only if the target is within 30 feet. A ninja can’t
strike with deadly accuracy from beyond that range. A ninja can only use
sudden strike against living creatures with discernable anatomies. As with
sneak attacks, certain creatures are immune to this extra damage.
Trapfinding:
Ninjas can use the Search skill to locate traps with a DC higher than 20.
Ninjas can also 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 the trap, figure out how it works, and bypass it (with his party)
without disarming it.
Ghost Step:
At 2nd level, the ninja can spend one daily use of his ki
power to become invisible for 1 round. Using this ability is a swift
action (see sidebar) that does not provoke an attack of opportunity. At
10th level, the ninja can become ethereal for 1 round when using
ghost Step instead of becoming invisible.
Poison Use:
Beginning at 3rd level, a ninja no longer risks accidentally
poisoning himself when applying poison to a weapon. At 9th
level, he can apply poison to a weapon as a move action, and at 13th
level, he can apply poison to a weapon as a swift action.
Great Leap:
At 4th level and higher, ninjas always make Jump checks as if
they were running. This ability can only be used if the ninja is wearing no
armor and is unencumbered.
Acrobatics:
At 6th level, ninjas gain a +2 bonus to Climb, Jump, and Tumble
checks. This bonus increases to +4 at 12th level and +6 at 18th
level.
Ki
Dodge: At 6th level
and higher, a ninja can spend a daily use of his ki power to cause
attacks against him that might otherwise hit to miss. When he activates
this ability, the ninja’s outline shifts and wavers, causing some attacks to
miss. This distortion grants the ninja concealment (20% miss chance)
against all attacks for 1 round. Using this ability is a swift action.
See invisibility has no effect on the miss chance caused by the ki
dodge ability, but true seeing negates it. The miss chance caused by
this ability does not stack with that caused by concealment or spells like
blink or displacement. This ability can be used only if the
ninja is wearing no armor and is unencumbered.
Speed Climb:
At 7th level and higher, a ninja can scramble up or down walls
and slopes with great speed. He may climb his full base speed as a move
action with no penalty; however, he must begin and end the round on a
horizontal surface. (such as the ground or rooftop). If he does not end his
movement on a horizontal surface, he falls, taking falling damage as
appropriate for his distance above the ground. The ninja also needs only
one free hand to use this ability. When climbing normally, he requires both
hands free. This ability can be used only if the ninja is wearing no armor
and is unencumbered.
Ghost Strike:
At 8th level and higher, a ninja can spend a daily use of his
ki power to strike incorporeal and ethereal creatures as if they were
corporeal. The ninja can also use this ability to strike foes on the
Material Plane normally while he is on the Ethereal Plane (for example,
while using his ghost step ability). Activating the ghost strike ability is
a swift action. It affects the next attack made by the ninja, as long as
that attack is made by the end of the next round.
Evasion:
A ninja of 12th level of higher can avoid even magical and
unusual attacks with great agility. If he makes a successful Reflex saving
throw against an attack that normally deals half damage on a successful save
(such as a red dragon’s fiery breath or a fireball), he instead takes
no damage. Evasion can be used only if a ninja is wearing no armor and is
unencumbered. A helpless ninja (such as one who is unconscious or
paralyzed) does not gain the benefit of evasion.
Ghost Mind:
At 14th level and higher, a ninja gains a special resistance to
spells with the scrying descriptor. To detect or see a ninja with such a
spell, the caster must succeed at a caster level check against a DC of 20 +
the ninja’s class level. In the case of scrying spells that scan the area
that the ninja is in, such as arcane eye, a failed check indicates
that the spell works but the ninja simply isn’t detected. Scrying attempts
targeted specifically at the ninja do not work at all if the check fails.
Ghost Sight:
At 16th level and higher, a ninja can see invisible and ethereal
creatures as easily as he sees material creatures and objects.
Greater Ki
Dodge: At 18th level,
the miss chance caused by the ninja’s ki dodge ability increases to
50%.
Ghost Form:
At 20th level, the ninja can spend two daily uses of his ki power to
enter the Ethereal Plane for an extended period of time. This ability
functions as the ethereal jaunt spell cast by a sorcerer with a level equal
to the ninja’s class level, except that the ninja can use this ability only
on himself.