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


Martial Ninja

Level Maneuvers Known Maneuvers Readied Stances
1st 5 2 1
2nd 6 2 2
3rd 7 3 2
4th 7 3 2
5th 8 4 3
6th 8 4 3
7th 9 5 3
8th 9 5 4
9th 10 6 4
10th 10 6 4
11th 11 7 5
12th 11 7 5
13th 12 8 5
14th 12 8 5
15th 13 9 6
16th 13 9 6
17th 14 10 6
18th 14 10 6
19th 15 11 7
20th 16 11 7

Maneuvers (Ex)

The martial ninja begins play with knowledge of five maneuvers from the following disciplines: Broken Blade, Scarlet Throne, Shadow Hand, Solar Wind, Steel Serpent, Thrashing Dragon, Tiger Claw. Once she knows a maneuver, she must ready it before she can use it (see Maneuvers Readied, below). A maneuver usable by a martial ninja is considered an extraordinary ability unless otherwise noted in its description. Her maneuvers are not affected by spell resistance, and she does not provoke attacks of opportunity when she initiates one. She learns additional maneuvers at higher levels, as shown above. The martial ninja must meet a maneuver's prerequisite to learn it.

Upon reaching 4th level, and at every even numbered class level after that, she can choose to learn a new maneuver in place of one she already knows. In effect, the martial ninja loses the old maneuver in exchange for the new one. The martial ninja need not replace the old maneuver with a maneuver of the same level. She can choose a new maneuver of any level she likes, as long as she observes her restriction on the highest-level maneuvers she knows. The martial ninja can swap only a single maneuver at any given level. A martial ninja's primary initiator attribute is Charisma, and each class level is counted as a full initiator level.

This replaces the ninja trick gained at 1st, 3rd, 5th, 7th, 9th, 11th, 13th, 15th, 17th, and 19th level.

Maneuvers Readied (Ex)

A martial ninja can ready two of her five starting maneuvers, but as she advances in level and learns more maneuvers, she must choose which maneuvers to ready. She readies her maneuvers by warm-up and stretching exercises for 10 minutes. The maneuvers she chooses remain readied until she decides to repeat this again and change them. The martial ninja does not need to sleep or be well rested to ready her maneuvers; any time she spends 10 minutes warming up and stretching, she can change his readied maneuvers. She begins an encounter with all readied maneuvers unexpended, regardless of how many times she may have already used them since she chose them. When the martial ninja initiates a maneuver, she expends it for the current encounter, so each of her readied maneuvers can be used once per encounter (until they are recovered, see below).

A martial ninja may recover her maneuvers in one of two ways. The martial ninja may take a breath and recover one maneuver as a standard action. Alternatively, the martial ninja may spend a full round action to blend into the shadows and position herself to strike. The martial ninja gains the Hide In Plain Sight class feature for the round and can make a free stealth check to gain concealment, then move up to her speed. If the martial ninja does so, she recovers maneuvers equal to her initiating modifier (minimum 2).

Stances Known (Ex)

The martial ninja begins play with knowledge of one stance from any of her available disciplines. At the indicated levels (see class table), the martial ninja selects an additional new stance. Unlike maneuvers, stances are not expended and she does not have to ready them. All the stances she knows are available to her at all times, and she can change the stance she is currently using as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance description. Unlike with maneuvers, the martial ninja cannot learn a new stance at higher levels in place of one she already knows.

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