House Rules: Classes - Ninja
Level BAB Fort Save Ref Save Will Save Special
1 +0 +0 +2 +0 Finesse training, ninja trick, poison use, sneak attack +1d6
2 +1 +0 +3 +0 Ki pool, ninja trick
3 +2 +1 +3 +1 Ninja trick, no trace +1, sneak attack +2d6
4 +3 +1 +3 +1 Debilitating injury, ninja trick, uncanny dodge
5 +3 +1 +4 +1 Ninja trick, sneak attack +3d6
6 +4 +2 +5 +2 Finesse training, light steps, ninja trick, no trace +2
7 +5 +2 +5 +2 Ninja trick, sneak attack +4d6
8 +6/+6 +2 +6 +2 Improved uncanny dodge, ninja trick
9 +6/+6 +3 +6 +3 Ninja trick, no trace +3, sneak attack +5d6
10 +7/+7 +3 +7 +3 Master tricks, ninja trick
11 +8/+8 +3 +7 +3 Finesse training, ninja trick, sneak attack +6d6
12 +9/+9 +4 +8 +4 Ninja trick, no trace +4
13 +9/+9 +4 +8 +4 Ninja trick, sneak attack +7d6
14 +10/+10 +4 +9 +4 Ninja trick
15 +11/+11/+11 +5 +9 +5 Ninja trick, no trace +5, sneak attack +8d6
16 +12/+12/+12 +5 +10 +5 Finesse training, ninja trick
17 +12/+12/+12 +5 +10 +5 Ninja trick, sneak attack +9d6
18 +13/+13/+13 +6 +11 +6 Ninja trick, no trace +6
19 +14/+14/+14 +6 +11 +6 Finesse training, ninja trick, sneak attack +10d6
20 +15/+15/+15 +6 +12 +6 Hidden master, ninja trick

Ninja Tricks

As a ninja continues her training, she learns a number of tricks that allow her to confuse her foes and grant her supernatural abilities. Starting at 1st level, a ninja gains one ninja trick. She gains one additional ninja trick for every level thereafter. A ninja may select an individual ninja trick more than once. Unless otherwise noted, the effects do not stack, but the number of uses per day do stack.

Sneak Attack

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.

The ninja’s attacks deal extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the ninja flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two ninja levels thereafter. Bonus damage from sneak attacks is precision damage. Should the ninja score a critical hit with a sneak attack, this precision damage is maximized. Ranged attacks count as sneak attacks if the target is within range of the rogue and they are denied their Dexterity bonus to AC.

With a weapon that deals nonlethal damage (such as a sap, whip, or unarmed strike), a ninja can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, even with the usual –4 penalty.

The ninja must be able to see the target well enough to pick out a vital spot, and must be able to reach this spot. A ninja cannot sneak attack while striking a creature that has concealment.

Ki Pool (Su)

At 2nd level, a ninja gains a pool of ki points, supernatural energy she can use to accomplish amazing feats. The number of points in the ninja’s ki pool is equal to her ninja level + her Charisma modifier. As long as she has at least 1 point in her ki pool, she treats any Acrobatics skill check made to jump as if she had a running start. At 10th level, she also reduces the DC of Acrobatics skill checks made to jump by 1/2 (although she still cannot move farther than her speed allows).

By spending 1 point from her ki pool as a swift action, a ninja can invoke any one of the following options: she can increase her speed by 20 feet for 1 round, she can give herself a +4 dodge bonus to AC for 1 round, she can give herself a +4 insight bonus to Acrobatics, Climbing, and Swimming checks for 1 round, she can give herself a +4 insight bonus to all attacks for 1 round, or she can give herself a +4 insight bonus to her damage for 1 round. Each of these powers is activated as a swift action.

Finesse Training (Ex)

At 1st level, a ninja can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the ninja from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The ninja can select a second weapon at 6th level, a third at 11th level, and a fourth at 16th level.

Debilitating Injury (Ex)

At 4th level, whenever a ninja deals sneak attack damage to a foe, she can also debilitate the target of her attack, causing it to take a penalty for 1 round (this is in addition to any penalty caused by a ninja trick or other special ability). The ninja can choose to apply any one of the following penalties when the damage is dealt.

Bewildered: The target becomes bewildered, taking a –2 penalty to AC. The target takes an additional –2 penalty to AC against all attacks made by the ninja. At 10th level and 16th level, the penalty to AC against attacks made by the ninja increases by –2 (to a total maximum of –8).

Disoriented: The target takes a –2 penalty on attack rolls. In addition, the target takes an additional –2 penalty on all attack rolls it makes against the ninja. At 10th level and 16th level, the penalty on attack rolls made against the ninja increases by –2 (to a total maximum of –8).

Hampered: All of the target's speeds are reduced by half (to a minimum of 5 feet). In addition, the target cannot take a 5-foot step.

These penalties do not stack with themselves, but additional attacks that deal sneak attack damage extend the duration by 1 round. A creature cannot suffer from more than one penalty from this ability at a time. If a new penalty is applied, the old penalty immediately ends. Any form of healing applied to a target suffering from one of these penalties also removes the penalty.

Ninja's Edge (Ex)

At 5th level, a ninja has mastered a single skill beyond that skill's normal boundaries, gaining results that others can only dream about. She gains the skill unlock powers for that skill as appropriate for her number of ranks in that skill. At 10th, 15th, and 20th levels, she chooses an additional skill and gains skill unlock powers for that skill as well.

Archetypes


Jōnin

As Hidden Blade archetype from Path of War: Expanded, except for the following:

The disciplines available to her are Shadow Hand, Steel Serpent, Thrashing Dragon, and Veiled Moon.

A jōnin’s initiation modifier is Charisma, and each jōnin level is counted as a full initiator level.

This ability replaces the ninja trick gained at 4th, 8th, 12th, 16th and 20th levels. This ability does not cause the jōnin archetype to be incompatible with other archetypes that alter the ninja trick class feature, so long as it still has a ninja trick at each of these levels to give up.

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