Game Rule Information
Abilities: Dexterity is important for Ninjas since they wear no armor. Strength is important because most combat is melee combat.
Hit Die: D8
Class Skills
Balance (Dex) / Climb (Str)
Craft (Int) / Disguise (Cha)
Escape Artist (Dex) / Hide (Dex)
Jump (Str) / Knowledge (Int)
Listen (Wis) / Move Silently (Dex)
Profession (Wis) / Search (Int)
Spot (Wis) / Swim (Str)
Tumble (Dex) / Use Rope (Dex)
Skill Points at first level: (4 + Int mod) x 4
Skill Points at each additional level: 4 + Int mod
Class Features
Weapon and Armor Proficiency: A ninja is proficient with all simple and martial weapons. A Ninja can not use any armor heavier than light.
Unarmed Attack Bonus: A ninja is proficient with his body as a weapon and gains more attacks unarmed than armed. A Ninja also does more damage unarmed and starts out with the improved unarmed attack feat. A ninja’s unarmed damage increases at fourth level and every four levels after that.
Skilled Attack: When fighting with one hand the character may make an unarmed attack at his highest unarmed attack bonus.
Combat Toss: At second level the ninja gains combat toss as a bonus feat.
Improved Grapple: At second level the ninja gains improved grapple as a bonus feat.
Fast as Lightning: At fourth level the ninja may move at fast speeds for a short period of time. The ninja may move at three times normal speed for a number of rounds equal to his ninja level. The rounds may be split up or all at once.
Fighting Style: At fourth level and every four levels after that the character gains the ability to use fighting styles developed over the years by other ninjas. Each style gives the ninja a bonus for a certain number of rounds. The character may use one fighting style an hour but he may not use the same style twice in a row.
Kearan’s Blades: The character may fight with any two weapons with no penalty for up to 4 rounds.
Lesardo’s Defense: The character may sacrifice attacks for one round to gain half of the weapon’s damage to defense for three rounds.
Steel Fists: The character suffers a -2 penalty to defense but gains a +1 bonus to all unarmed attacks for five rounds.
Tiherian Might: The character may gain a +2 bonus to strength but suffers a -2 penalty to intelligence for 5 rounds.
Tanner: The character suffers a -1 penalty to attacks but deals an additional 1D4 fire damage, this power lasts for 5 rounds.
Freezer: The character suffers a -1 penalty to attacks but deals an additional 1D4 ice damage, this power lasts for 5 rounds.
Insane Offense: For every successful attack you make against a target the target suffers a -2 penalty to attacks for that round, this power lasts for 5 rounds.
Charge Fist: At sixth level the ninja may sacrifice all but one attack. The character gains a +1 bonus to attack and deals an additional 1D8 secondary damage of any type (fire, ice, etc.). The attack also does double damage to a target with alignment diametrically opposed to the characters. The character may use this power once per day at sixth level, twice per day at twelfth level, and three times per day at eighteenth level.
Boundless Leap: At seventh level a ninja’s jump distance or height is no longer limited by height.
Dirty Fighting: At seventh level the character gains dirty fighting as a bonus feat.
Sneak Attack: At seventh level the character gains sneak attack as a bonus feat.
Reverse Charge: At eighth level the character gains reverse charge as a bonus feat.
Foresight: Starting at tenth level the character may detect anything within 20’ that is hostile to him.
Circle Kick: At twelfth level the character gains circle kick as a bonus feat.
Eagle Claw Attack: At fourteenth level the character gains Eagle Claw Attack as a bonus feat.
Throw Anything: At fourteenth level the character gains throw anything as a bonus feat.
| Level | Attack | Fortitude | Reflex | Will | Special | Unarmed Attack Bonus |
| 1 | +1 | +2 | +2 | +0 | Skilled Attack, Improved Unarmed Strike | +1 |
| 2 | +2 | +3 | +3 | +0 | Combat Toss, Improved Grapple | +2 |
| 3 | +3 | +3 | +3 | +1 | +3 | |
| 4 | +4 | +4 | +4 | +1 | Fast as Lightning, Fighting Style, Unarmed Damage 1D8 | +4 |
| 5 | +5 | +4 | +4 | +1 | +5/+1 | |
| 6 | +6 | +5 | +5 | +2 | Charge Fist | +6/+2 |
| 7 | +7 | +5 | +5 | +2 | Boundless Leap, Dirty Fighting, Sneak Attack | +7/+3 |
| 8 | +8 | +6 | +6 | +2 | Fighting Style, Reverse Charge, Unarmed Damage 1D10 | +8/+4 |
| 9 | +9 | +6 | +6 | +3 | +9/+5/+1 | |
| 10 | +10 | +7 | +7 | +3 | Foresight | +10/+6/+2 |
| 11 | +11 | +7 | +7 | +3 | +11/+7/+3 | |
| 12 | +12 | +8 | +8 | +4 | Fighting Style, Circle Kick, Unarmed Damage 1D12, Charge Fist 2/day | +12/+8/+4 |
| 13 | +13 | +8 | +8 | +4 | +13/+9/+5/+1 | |
| 14 | +14 | +9 | +9 | +4 | Eagle Claw Attack, Throw Anything | +14/+10/+6/+2 |
| 15 | +15 | +9 | +9 | +5 | +15/+11/+7/+3 | |
| 16 | +16 | +10 | +10 | +5 | Fighting Style, Unarmed Damage 1D20 | +16/+12/+8/+4 |
| 17 | +17 | +10 | +10 | +5 | +17/+13/+9/+5/+1 | |
| 18 | +18 | +11 | +11 | +6 | Charge Fist 3/day | +18/+14/+10/+6/+2 |
| 19 | +19 | +11 | +11 | +6 | +19/+15/+11/+7/+3 | |
| 20 | +20 | +12 | +12 | +6 | Fighting Style | +20/+16/+12/+8/+4 |
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