Exemplar Ninja (3.5e Class)
Exemplar Ninja
This is quite possibly the most accurate depiction of a Ninja from the history of Japan and Japanese Cinema. Ninja's also hail from the original horse-archer Bushi that protected in the lands in eons past but unlike the Samurai they gravitated to skirmishing and guerrilla warfare. They wear light to medium armor and fight with strange, non conventional weapons. Many of them are recruited from poor mountain peasant families and live in secluded mountain fortress or hideouts that house their ancient ninja clans. They also frequently send agents into the great citadels and prosperous cities throughout the Shogunate and Empires of the world.
Forewarning This Ninja might be considered over powered by some DM's and or players and a simple way to fix that solution is to reduce the number of Ninja Class feats learned exactly by half or reduce the number of Ki points by half. Talk to your DM and ask for their approval of Ninja in their campaign.
Making a Exemplar Ninja
The Ninja specializes in asymetrical warfare, they can look like simple workers, they will spread lies, poison food and spy on their enemies... while the enemy thinks he is speaking to a loyal servant or freind. They have the abilities to wear people's faces as in the courts of great Shoguns, Samas and Daimyos. The Ninja also specializes in dirty tactics on the battlefield, hiding in the mountains and forest, submerged in the swamps and marshes... they set up deadly traps and ambush soft targets like artillery trains and archers/gunners.
Abilities: dexterity and Constitution are the most important aspects of the ninja; dexterity provides a bonus to attack and damage as well as being able to done meanwhile constitution provides more health. Intelligence is a tertiary ability that helps Ninja use their Ninjutsu School of combat, confuse enemies and regain Qi.
Races: Ninja will accept anyone and anything with talent.
Alignment: "non Lawful". Ninja are loyal only to their clan and even then only if the clan generally has some pragmatic value to them, generally speaking most clans offer resources, money, family and sanctuary so most ninja are generally extremely hard pressed to betray their own clan. Ninja can be very loyal to daiymos or shoguns who employ them but they are still not so honorable to pinch a bit of gold from the treasury or food from the strongroom. Generally speaking if your not a ninja clan member or a faithful employer then robbery is but one tool of trade in the ninja's arsenal. Good ninja's actually can find ways to protect the untouchables and peasants in sanctuaries and mountain villages but evil Ninjas will be happy to murder anyone who could be a witness. Some Ninja can definetely show respect for the rules of their employers but they themselves have no internal respect for laws, property and order outside of their Ninja Clan's or Patron's Strongholds.
Starting Gold: 5d4x10gp.
Starting Age: "As fighter".
Level | Base Attack Bonus | Saving Throws | Special | KI Ppoints /Day |
Shinobi Spells per Day | ||||||||||||||||||||||||||||||||||||
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Fort | Ref | Will | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |||||||||||||||||||||||||||||
1st | +1 | +2 | +2 | +0 | Ninja Clan Hierloom, Ninja Class Feat, Ninja Class Feat | 1+Int | 2 | 1 | - | - | - | - | |||||||||||||||||||||||||||||
2nd | +2 | +2 | +2 | +0 | Ninja Class Feat (Kishu Ninja), Spell Strike | 2+Int | 3 | 2 | 1 | - | - | - | |||||||||||||||||||||||||||||
3rd | +3 | +3 | +3 | +0 | Ninja Class Feat, Ku-Jin Mastery (Shinobi) | 3+Int | 4 | 3 | 2 | - | - | - | |||||||||||||||||||||||||||||
4th | +4 | +4 | +4 | +1 | Ninja Class Feat (Kishu Ninja) | 4+Int | 4 | 3 | 2 | - | - | - | |||||||||||||||||||||||||||||
5th | +5/+1 | +4 | +4 | +1 | Ninja Class Feat, Ki Regeneration=(2xInt/Turn), Ku-Jin Mastery (Shinobi) | 5+Int | 5 | 3 | 2 | - | - | - | |||||||||||||||||||||||||||||
6th | +6/+2 | +5 | +5 | +1 | Ninja Class Feat (Kishu Ninja) | 6+Int | 5 | 4 | 2 | - | - | - | |||||||||||||||||||||||||||||
7th | +7/+3 | +5 | +5 | +2 | Ninja Class Feat, Ku-Jin Mastery (Shinobi) | 7+Int | 5 | 4 | 3 | - | - | - | |||||||||||||||||||||||||||||
8th | +8/+4 | +6 | +6 | +2 | Ninja Class Feat (Kishu Ninja) | 8+Int | 5 | 4 | 3 | 1 | - | - | |||||||||||||||||||||||||||||
9th | +9/+5 | +6 | +6 | +2 | Ninja Class Feat, Ku-Jin Mastery (Shinobi) | 9+Int | 5 | 5 | 3 | 1 | - | - | |||||||||||||||||||||||||||||
10th | +10/+5/+1 | +7 | +7 | +3 | Ninja Class Feat (Kishu Ninja), | 10+Int | 5 | 5 | 4 | 1 | - | - | |||||||||||||||||||||||||||||
11th | +11/+6/+2 | +7 | +7 | +3 | Ninja Class Feat, Greater Ki Regeneration=2x(Int+Con)/Turn, Ku-Jin Mastery (Shinobi) | 11+Int | 5 | 5 | 4 | 2 | - | - | |||||||||||||||||||||||||||||
12th | +12/+7/+3 | +8 | +8 | +3 | Ninja Class Feat (Kishu Ninja) | 12+Int | 5 | 5 | 5 | 2 | - | - | |||||||||||||||||||||||||||||
13th | +13/+8/+4 | +8 | +8 | +4 | Ninja Class feat, Ku-Jin Mastery (Shinobi) | 13+Int | 5 | 5 | 5 | 3 | - | - | |||||||||||||||||||||||||||||
14th | +14/+9/+5 | +9 | +9 | +4 | Ninja Class Feat (Kishu Ninja) | 14+Int | 5 | 5 | 5 | 3 | 1 | - | |||||||||||||||||||||||||||||
15th | +15/+10/+5/+1 | +9 | +9 | +4 | Ninja Class Feat, Ku-Jin Mastery (Shinobi) | 15+Int | 5 | 5 | 5 | 3 | 2 | 1 | - | ||||||||||||||||||||||||||||
16th | +16/+11/+6/+2 | +10 | +10 | +5 | Ninja Class Feat (Kishu Ninja) | 16+Int | 5 | 5 | 5 | 4 | 3 | 2 | 1 | ||||||||||||||||||||||||||||
17th | +17/+12/+7/+3 | +10 | +10 | +5 | Ninja Class Feat, Ku-Jin Mastery (Shinobi) | 17+Int | 5 | 5 | 5 | 5 | 4 | 3 | 2 | ||||||||||||||||||||||||||||
18th | +18/+13/+8/+4 | +11 | +11 | +6 | Ninja Class Feat (Kishu Ninja) | 18+Int | 5 | 5 | 5 | 5 | 5 | 4 | 3 | ||||||||||||||||||||||||||||
19th | +19/+14/+9/+5 | +11 | +11 | +6 | Ninja Class Feat | 19+Int | 5 | 5 | 5 | 5 | 5 | 5 | 4 | ||||||||||||||||||||||||||||
20th | +20/+15/+10/+5 | +12 | +12 | +6 | Ninja Class Feat (Kishu Ninja) | 20+Int | 5 | 5 | 5 | 5 | 5 | 5 | 5 | ||||||||||||||||||||||||||||
Class Skills (8 + Int modifier per level, ×4 at 1st level) |
Class Features
The Exemplar Ninja is the Shadow of the Samurai, the inverse reflection. Where the Samurai is bold and attacks from the front, the Ninja is cunning and attacks from the back. Where the Samurai is honorable the ninja is treacherous to his foes, Where the Samurai is Elitist to the Common folk the Ninja can actually be their guardian and beneficiary. The Ninja uses his high intelligence to great effect, being quite skillful as well as generating Qi from his intellect. The Ninja uses strange and exotic weapons like chain Kunai, Shruikens, Ninjato swords that look like simple walking canes and even Tekko-Kage claws and rooster talons attached to their feet. They also burrow from their distant Yamabushi brethren or the eccentric Dragon Monk's elemental Kung fu and can learn the art of Kyodo (Archery) or Bojutsu (Staff fighting). Ninja are masters of using bombs and poisons and so even a foolhardy Samurai will realize that Ninja are a foe not to be taken lightly.
There are two "Archetypes" of Ninjas.
The ruthless Assassin Ninja fall into the Kishu Ninja are more like assassins who are skilled in Combat and learn a variety of Combat Techniques that utilize Ki and they can emulate spells if the learn the Yamabushi's Five Dragons Techniques. Kishu Ninja cannot cast spells they can wear medium armor and their health dice upgrade to d8.
While the Shinobi is more of an adept spy and trickster who sacrifices half his combat skills to cast spells as a half caster from the Wizard/Sorcerer Spell list... but they can only cast Divination, Illusion, Enchantment, Transmutation and Conjuration (Teleportation only) schools of magic.
Weapon and Armor Proficiency: All Martial and Simple Weapons, with a handful of exotic weapons as well as Light or medium Armor.
Spell strike: Ninja are capable of casting spells while attacking foes they can perform this once a turn from lvl 1-10 and twice a turn from lvl 11-20.
Ki Points/Day: A Ninja’s ability to manifest Ki abilities is limited by the Ki Points he has available. His base daily allotment of Qi points is given on Table: Exemplar Ninja. In addition, he receives bonus Ki points per day if he has a high Intelligence score (see Table: Ability Modifiers and Bonus Power Points). His class level may also provide bonus Ki points per day, as may certain feats and items.
Ninja Ki Styles of Combat (Ps): Ninja Ki Styles of Combat
These SUPERNATURAL WEAPON STYLES utilize Ki to awaken the spirits and special powers of the Weapons that Ninja's use. The Ninja can also learn Ki styles of Combat from the Samurai that are considered Universal. These Styles are the classic abilities of Ninjas mixed in with some Universal abilities like Bojutsu, Kenjutsu, Karate, Kyudo, Jujutsu and so forth.
A.) Kunai School: generally a dagger attached to a chain. (Primarily Ninja skill)
Ninja Class Feats: Novice Kunai Ability: Poison Kunai: Hurl one Kunai without a chain as a bonus action to an attack that can be performed once a turn. 2 Ki. Roll highest standard attack versus Ac and deal 1d4+dex damage, enemy must roll Fortitude (Dc. 10+(1/2 lvl)+Int) and if they fail they are poisoned and suffer 1d6 poison damage a turn for encounter or rerolled fail save. Poison Damage is cumulative with other attacks.
Ninja Class Feats: Greater Kunai Ability: Spinning Death: 2 Ki each Roll highest standard Attack versus AC in area immediately around Ninja and dealing Kunai damage to all foes. This can be used as a replacement for a standard attack and if dual wielded can be done a maximum of eight times in one round which would cost 16 Ki in total.
Ninja Class Feats: Greater Kunai Ability: Harpoon of pain: 4 Ki. hurl Kunai at foe and pull them towards you Roll highest Standard Action dealing double Kunai damage. Once foe in impaled by Kunai they are subject to a grappiling check and if they fail they can be pulled by the Ninja in any direction he is facing. This is a reaction.
B.) Shruiken School: hurled in swarms. Various kinds of shruikens. Kunai not attached to chains can even act as Shruikens. (Primarily Ninja skill)
Ninja Class Feats: Novice Shruiken Ability: Shruiken Caltrops: As a Standard Attack the Ninja hurls 5d4 Shurikens down on the ground and the Shruikens acts as Caltrops in an area. 2 Ki.
Ninja Class Feats: Master Shruiken Ability: Impaling Shruikens: The Ninja hurls a swarm of Shruikens that impale the hands, arms, feet and body of a enemy to a surface. this replaces standard Attacks and roll highest attack versus enemy Ac, all shruikens deal double damage and enemy is "entangled". 1 Ki per shruiken.
Ninja Class Feats: Master Shruiken Ability: Storm of Shruikens: as a reaction to an attack the Ninja quickly leaps away from danger (double movement) and throws an unlimited number of Shruikens at a target(s). 1 Ki per shruiken.
C.) Tekko Kage School: martial arts moves augmented by claws and talons. Various other weapons can act as Tekko-Kage substitutes like Kusurigama, Nunchaku and the Sai (Primarily Ninja skill but Yamabushi can also use this skill)
Ninja Class Feats: Novice Tekko-Kage Ability: Claws to the Face: Deal two standard attacks to the face and Blind your enemy for 2 turns. One Reaction. 1 Ki
Ninja Class Feats: Greater Tekko-Kage Ability: Claw Dance: While performing full series of Standard attacks the Ninja can perform a series of rolls and leap moving a full move to one or more foes. 2 Ki.
Ninja Class Feats: Master Tekko-Kage Ability: Countering Claws: every attack can be countered with a two standard attacks from the tekko cage. Unlimited Reaction 2 Ki / Counter
D.) Renkinjutsu School: This is the infamous school that allows Ninjas to learn how to make poisons and bombs, This is a crude form of Alchemy.
Ninja Class Feats: Novice Renkinjutsu Ability: "Web" Bomb: basically casts "Darkness" in an Area. cast once as a reaction a turn. 4 Ki
Ninja Class Feats: Greater Renkinjutsu Ability: "Fireball" Bomb: basically casts "Fireball" in an area. Cast once a turn as a Reaction and also releases "Darkness" after the Fireball explosion. 6 Ki
Ninja Class Feats: Master Renkinjutsu Ability: "Acid Fog" Bomb: basically casts "Acid Fog" in an Area. cast once as a reaction a turn. 8 Ki
E.) Kenjutsu School: Technique generally revolves around using one sword with two hands like a Katana, Odachi, Nodachi, Ono or Nagamaki. Using a Naginata or any of the previously mentioned swords one handed can also utilize the Kenjutsu Abilities but with either Ki penalties or without the bonuses. All Samurai School feats must be learned first as novice then greater and finally master.
Universal Class Feat; Novice Kenjutsu Technique; Rending Blade: Roll highest standard attack versus enemies AC and deal double Weapon damage with double strength modifier combined with all other modifiers for damage. When using a sword with two hands this ability can be used as a Reaction instead. This ability costs 1 Ki and can only be performed twice a turn replacing a standard attack.
Universal Class Feat; Greater Kenjutsu Technique; Deadly Slash: perform the same attack as rending blade but in a straight 20 foot line or four squares and move the Ninja with the attack. This attack can go in any direction. This is done as a reaction and only once a turn costs 2 Ki (4 ki with Naginata or one handed Odachi, Katana).
Universal Class Feat; Master Kenjutsu Technique; Executioner's Blade: This is a full round action, perform an attack identical to "Rending Blade" but then the Samurai can infuse the attack with unlimited Ki dealing Initial cost is 1 Ki. +1d6 extra damage per 2 Ki. The attack can be rerolled once if it missed. Also if an enemy or character is Killed by this attack their body is partially ruined and either must be sewn together and resurrected or caster must use True Resurrection.
F.) Kyudo School: Archery. (Universal) Generally using any crossbows, short bows or longbows. Arrows can be coated with poison or set aflame. (Universal Combat Skill)
Universal Class Feat; Novice Kyudo Technique; Impaling shot: 2 Ki and replaces one standard attack deals double weapon damage and modifier damage. Enemy has either arm or leg impaled to surface unless they roll Reflex Save (Dc. 10+(1/2 lvl)+Wis) if target is impaled, they are immobilized and must spend a action move to remove the arrow from their impaled limb.
Universal Class Feat; Novice Kyudo Technique; Rain of Arrows: Replaces standard attack deals Ranged Weapon damage in a 3x3 area. Each Rain of Arrows costs 3 Ki.
Universal Class Feat; Novice Kyudo Technique; Heart Piercer: This is a full round action, perform an attack identical to "Impaling Shot" but then the Samurai can infuse the attack with unlimited Ki dealing Initial cost is 2 Ki. +1d6 extra damage per 2 Ki. The attack can be rerolled once if it missed. Also if an enemy or character is Killed by this attack The Arrow immediately rips through the enemy (With cleave and greater cleave feats) and strikes any foe in it's immediate trajectory (like if the foe is behind, in front, to the left or right, whatever direction the arrow was heading it keeps going) dealing full damage and so on and so forth if that opponent dies. Basically this Attack can tear a bloody path through swarms of lesser foes but is still powerful enough to slay a fully armored Warlord or Dragon in battle.
G.) Bojotsu School: (Universal) the art of the staff, saber staffs, cicada wing swords, Bo-Nunchaku and Monk Spades as well as spears and Naginata can also use those technique but suffer a Ki penalty. (Universal Skill)
Samurai Class Feat; Novice Bojutsu Technique; Staff push : 1 Ki charge in a straight line and Knock several targets back and possibly knock them over. Replace a standard attack action and only deal 1d4+damage (1d6+dex if cicada wing blade) damage to all foes in a straight line but enemies must roll against a bullrush with disadvantage, if enemy fails bullrush they are knockbacked equal to Monk's movement speed. This ability is great for knocking enemies in mass off cliffs and into spike pits. can only be performed once a turn.
Samurai Class Feat; Greater Bojutsu Technique; Staff Counterattack This ability is performed as a reaction and can only be done a number of times equal to the Samurai's Constitution Modifier. The Samurai uses their staff or pole weapon as a defensive object to parry incoming attacks and gets +3 to Ac and after an incoming attack the Samurai can perform an immediate counter attack which functions just like a standard attack with a standard damage roll. Each counter attack is 1 Ki.
Samurai Class Feat; Greater Bojutsu Technique; Staff Whirlwind : This ability can only be performed as a full round action, The Samurai literally spins his Staff in circles rolling his highest attack modifier for each spinning rotation and dealing both weapon damage to all foes in his immediate area (meaning the 3x3 square surronding the Samurai). Enemies who suffer who fail are Reflex save are also knocked back by 10 feet and this ability can even block arrows. Each Rotation of the Staff Whirlwind costs for 4 Ki and the Samurai can only move one square or five feet for each Rotation.
Yamabushi "Five Dragon Styles" of Combat: These are Yamabushi Class feats that the Samurai can learn but a Samurai can only learn two of these Schools of class feats.
H. )Kaze the Wind Dragon:
Yamabushi Class Feat: Novice Kaze: Wind Wings. The Character can move at triple their ordinary distance, leap at triple the distance and immitate the spell "feather fall" or "levitate" as a bonus action. 1 Ki.
Yamabushi Class Feat: Greater Kaze: Wind Mastery. 4 Ki and as a bonus action Character can cast either "flight" or "Wind Wall".
Yamabushi Class Feat: Master Kaze: Storm God's Blessing. 8 Ki With this ability the Character can either surge forwards as a Lightning bolt and finishing his journey with a an Attack that is considered a Charge, so this ability would be considered a mix of lightning bolt and Dimension door, passing through multiple foes dealing electric damage. They can also simply apply this benefit to their weapon and it courses through the battlefield as a "Lightning bolt" only to appear for it's last foe and deliver a powerful attack to then suddenly vanish with a peal of thunder and return to the owner's hand. This ability can only be done once a round.
I.) Nami The Sea Dragon:
Yamabushi Class Feat: Novice Nami: Glyph of Ice: 1 Ki, strike a foe with a normal attack but dealing 1d6 extra cold damage and that foe must roll Strength check or they are Entangled because of large icicles weighting down their arms and or legs. This can be applied to as many normal attack actions as possible in a round.
Yamabushi Class Feat: Greater Nami: Artic Blast: 3 Ki this spell is similar to a combination of "burning hands" but dealing cold damage and "entangle" but the legs and arms of the enemies are bogged down with heavy Ice. This spell can act as a reaction when the Character is struck in combat by enemies and is released from the body like a nova in a 3x3 immediate area. Can only be used once a turn.
Yamabushi Class Feat: Master Nami: Ice Prison 6 Ki Similar to "Glyph of Ice" but the enemy takes 4d6 Cold damage and if they fail a Fortitude save they are completely frozen and cannot move or make actions. There is 10hp per Wisdom modifier of HP the Ice has and someone could take a turn or two to free them.
J.) Yama the Mountain Dragon:
Yamabushi Class Feat: Novice Yama: Warstomp: 2 Ki release a small localized earthquake that forces enemies to make a reflex save or suffer knockback by 10 feet in a 3x3 square area around caster No Damage. can only be done once as a reaction.
Yamabushi Class Feat: Greater Yama: Stone Spikes: 4 Ki cover any plant or stone surface with Stone Spikes as per spell. If the Character is using the spell stoneskin and or weilding a wooden or stone weapon they can now cover themselves with spikes. this ability is a bonus action.
Yamabushi Class Feat: Master Yama: Stone Skin: 6 Ki as the spell and can be cast on ally. this ability is a bonus action. as a reversal this ability can petrify an enemy versus Fortitude save.
K.) Kazan The Volcanoe Dragon:
Yamabushi Class Feat: Novice Kazan:Fire Glyph 1 Ki this is cast on a weapon and when given 1 Ki gives an attack 2d4 extra fire damage. cast as a reaction.
Yamabushi Class Feat: Greater Kazan:Roaring Flame 5 Ki Character can leap a great distance (Triple total movement distance) and when they land they release an explosion of Fire that is half as strong as fireball (5d6) and in 3x3 area where they land. cast as a bonus action to one standard attack only once a turn.
Yamabushi Class Feat: Master Kazan: Flame Cloak 8 Ki just like "Fire Shield" and "Wind wall" combined. Takes a full turn to cast this spell.
L.) Seishin The Spirit Dragon: (Ronin, Yamabushi and Ninjas can learn this school)
Yamabushi Class Feat: Novice Seishin: Shadow and Light 2 Ki and Yamabushi can Duplicate effect of Invisibility or Mirror Image. cast as a bonus action during an attack and only once a turn.
Yamabushi Class Feat: Greater Seishin: Sun and Moon 4 Ki and Yamabushi can duplicate one of these spells Darkvision, Light, Darkness and Faerie Fire. cast as a bonus action during a standard attack and only once.
Yamabushi Class Feat: Master Seishin: Dragon of the Void 6 Ki as and Yamabushi can now replicate spells Scry, True seeing or Dimension Door. cast as a bonus action during an attack and only once.
M.) Karate School (Universal): is focused on kicking and punching foes into submission.
Ninja Class Feat: Novice Karate Technique: Stunning Blow Generally this attack is performed as a Kick but a headbutt or punch can be performed as well. This ability works as a bonus action that can be applied to a Standard Attack. Roll standard attack modifier and deal 1d6+str damage and knockback and daze a foe, enemy must roll versus fortitude (Dc. 10+(1/2 lvl)+str) If they make the fortitude save they can still suffer knockback to ten feet if they fail a contested strength check. costs 1 Ki and can be used twice in combat to modify an attack.
Ninja Class Feat: Greater Karate Technique: Spinning Kick This is the Same as "Stunning Blow" but in the immediate area around the Samurai can only be performed once a turn and as a reaction to being swarmed. costs 3 Ki.
Ninja Class Feat: Greater Karate Technique: Dragon Tail Kick As a Bonus action that can be used with a Standard attack, the Samurai can launch into the air (moving full movement speed) and kick a target in the face, roll highest attack bonus, dealing 2d6+Str bludgeoning damage and sending the foe flying back equivalent to full move action of Samurai and be stunned. (enemy must first roll reflex Dc. (10+(1/2 lvl)+Str) and then Fortitude (same)). Can only be performed once a turn 5 Ki.
N.) Jujutsu School (Universal); is a soft style focused on trips, arm locks and strangulation and both techniques can be used with two or one open hands.
Ninja Class Feat: Novice Jujutsu Technique: Leg sweep This ability works as a bonus action that can be applied to a Standard Attack, deal no damage but trip an opponent if they fail a Reflex Save (Dc. 10+(1/2 lvl)+str) . The opponent is now prone. costs 2 Ki and can only be used once a turn.
Ninja Class Feat: Greater Jujutsu Technique: Disarm armlock: Catch an opponents arm, enemy must roll reflex Dc. (10+(1/2 lvl)+Str) and if Samurai catches enemies' arm they can then disarm any object that was being held in their hand(s). This can be performed once a turn as a reaction. 3 Ki.
Ninja Class Feat: Master Jujutsu Technique: Choke hold: The Choke hold must be a full round action. First the Samurai must engage a foe in Contested grapple and if the Samurai Wins (Hence a Samurai really should invest in Improved Grapple and other feats) he can apply the chokehold. Each round the enemy must roll to break free from the chokehold or they will roll fortitude (Dc. 10+(1/2 of Samurai lvl)+Str) and first round suffer Daze, next round suffer Stun and last round suffer Unconscious. If held for three more rounds the enemy must make a fortitude save or die. This attack only works with living targets who have one head. Generally this ability is used to subdue dangerous targets who the players don't want killed. 3 Ki per round.
Shinobi Spell list
Spells: Ninja can choose their spells from the following list; the Ninja can select spells from the Wizard/Sorceror Spell list but their selection is mostly focused around Divination, Illusion, Enchantment, Conjuration (primarily focused on Teleport and Dimension Door type spells). The DM has the choice to limit the amount of spells a Shinobi can learn from Abjuration, Conjuration, Evocation and Necromancy for Balance or Immersion issues.
0—:
Div Detect Poison: Detects poison in one creature or small object. Detect Magic: Detects spells and magic items within 60 ft. Read Magic: Read scrolls and spellbooks.
Ench Daze: Humanoid creature of 4 HD or less loses next action.
Evoc Dancing Lights: Creates torches or other lights. Flare: Dazzles one creature (–1 on attack rolls). Light: Object shines like a torch. Ray of Frost: Ray deals 1d3 cold damage.
Illus Ghost Sound: Figment sounds.
Trans Mage Hand: 5-pound telekinesis. Mending: Makes minor repairs on an object. Message: Whispered conversation at distance. Open/Close: Opens or closes small or light things.
Univ Arcane Mark: Inscribes a personal rune (visible or invisible). Prestidigitation: Performs minor tricks.
1st—:
Div Comprehend Languages: You understand all spoken and written languages. Detect Secret Doors: Reveals hidden doors within 60 ft. Detect Undead: Reveals undead within 60 ft. IdentifyM: Determines properties of magic item. True Strike: +20 on your next attack roll.
Ench Charm Person: Makes one person your friend. Hypnotism: Fascinates 2d4 HD of creatures. Sleep: Puts 4 HD of creatures into magical slumber.
Evoc Burning Hands: 1d4/level fire damage (max 5d4). Floating Disk: Creates 3-ft.-diameter horizontal disk that holds 100 lb./level. Magic Missile: 1d4+1 damage; +1 missile per two levels above 1st (max 5). Shocking Grasp: Touch delivers 1d6/level electricity damage (max 5d6).
Illus Color Spray: Knocks unconscious, blinds, and/or stuns weak creatures. Disguise Self: Changes your appearance. Magic Aura: Alters object’s magic aura. Silent Image: Creates minor illusion of your design. Ventriloquism: Throws voice for 1 min./level.
Necro Cause Fear: One creature of 5 HD or less flees for 1d4 rounds. Ray of Enfeeblement: Ray deals 1d6 +1 per two levels Str damage.
Trans Animate Rope: Makes a rope move at your command. Erase: Mundane or magical writing vanishes. Expeditious Retreat: Your speed increases by 30 ft. Feather Fall: Objects or creatures fall slowly. Jump: Subject gets bonus on Jump checks. Magic Weapon: Weapon gains +1 bonus.
2nd—
Abjur Protection from Arrows: Subject immune to most ranged attacks. Resist Energy: Ignores first 10 (or more) points of damage/attack from specified energy type.
Conj Acid Arrow: Ranged touch attack; 2d4 damage for 1 round +1 round/three levels. Fog Cloud: Fog obscures vision. Glitterdust: Blinds creatures, outlines invisible creatures. Web: Fills 20-ft.-radius spread with sticky spiderwebs.
Div Detect Thoughts: Allows “listening” to surface thoughts. Locate Object: Senses direction toward object (specific or type). See Invisibility: Reveals invisible creatures or objects.
Ench Daze Monster: Living creature of 6 HD or less loses next action. Touch of Idiocy: Subject takes 1d6 points of Int, Wis, and Cha damage.
Evoc Continual Flame: Makes a permanent, heatless torch. Darkness: 20-ft. radius of supernatural shadow. Gust of Wind: Blows away or knocks down smaller creatures. Shatter: Sonic vibration damages objects or crystalline creatures.
Illus Blur: Attacks miss subject 20% of the time. Hypnotic Pattern: Fascinates (2d4 + level) HD of creatures. Invisibility: Subject is invisible for 1 min./level or until it attacks. Magic MouthM: Speaks once when triggered. Minor Image: As silent image, plus some sound. Mirror Image: Creates decoy duplicates of you (1d4 +1 per three levels, max 8). Misdirection: Misleads divinations for one creature or object. Phantom Trap: Makes item seem trapped.
Necro Blindness/Deafness: Makes subject blinded or deafened. Ghoul Touch: Paralyzes one subject, which exudes stench that makes those nearby sickened. Scare: Panics creatures of less than 6 HD. Spectral Hand: Creates disembodied glowing hand to deliver touch attacks.
Trans Alter Self: Assume form of a similar creature. Bear's Endurance: Subject gains +4 to Con for 1 min./level. Bull's Strength: Subject gains +4 to Str for 1 min./level. Cat's Grace: Subject gains +4 to Dex for 1 min./level. Darkvision: See 60 ft. in total darkness. Eagle's Splendor: Subject gains +4 to Cha for 1 min./level. Fox's Cunning: Subject gains +4 Int for 1 min./level. Knock: Opens locked or magically sealed door. Levitate: Subject moves up and down at your direction. Owl's Wisdom: Subject gains +4 to Wis for 1 min./level. Pyrotechnics: Turns fire into blinding light or choking smoke. Rope Trick: As many as eight creatures hide in extradimensional space. Spider Climb: Grants ability to walk on walls and ceilings. Whispering Wind: Sends a short message 1 mile/level.
3rd—
Abjur Dispel Magic: Cancels magical spells and effects. Explosive Runes: Deals 6d6 damage when read. NondetectionM: Hides subject from divination, scrying. Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
Conj Phantom Steed: Magic horse appears for 1 hour/level. Sepia Snake SigilM: Creates text symbol that immobilizes reader. Sleet Storm: Hampers vision and movement. Stinking Cloud: Nauseating vapors, 1 round/level. Summon Monster III: Calls extraplanar creature to fight for you.
Div Arcane Sight: Magical auras become visible to you. Clairaudience/Clairvoyance: Hear or see at a distance for 1 min./level. Telepathic Bond, Lesser: As telepathic bond, but you and one other creature. Tongues: Speak any language.
Ench Deep Slumber: Puts 10 HD of creatures to sleep. Hold Person: Paralyzes one humanoid for 1 round/level. Rage: Subjects gains +2 to Str and Con, +1 on Will saves, –2 to AC. Suggestion: Compels subject to follow stated course of action.
Evoc Daylight: 60-ft. radius of bright light. Fireball: 1d6 damage per level, 20-ft. radius. Lightning Bolt: Electricity deals 1d6/level damage. Wind Wall: Deflects arrows, smaller creatures, and gases.
Illus Displacement: Attacks miss subject 50%. Illusory ScriptM: Only intended reader can decipher. Invisibility Sphere: Makes everyone within 10 ft. invisible. Major Image: As silent image, plus sound, smell and thermal effects.
Necro Ray of Exhaustion: Ray makes subject exhausted. Vampiric Touch: Touch deals 1d6/two levels damage; caster gains damage as hp.
Trans Blink: You randomly vanish and reappear for 1 round/level. Flame Arrow: Arrows deal +1d6 fire damage. Fly: Subject flies at speed of 60 ft. Gaseous Form: Subject becomes insubstantial and can fly slowly. Haste: One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves. Keen Edge: Doubles normal weapon’s threat range. Magic Weapon, Greater: +1/four levels (max +5). Secret Page: Changes one page to hide its real content. Shrink Item: Object shrinks to one-sixteenth size. Slow: One subject/level takes only one action/round, –1 to AC, reflex saves, and attack rolls. Water Breathing: Subjects can breathe underwater.
4th—
Abjur Dimensional Anchor: Bars extradimensional movement. Remove Curse: Frees object or person from curse. StoneskinM: Ignore 10 points of damage per attack.
Conj Black Tentacles: Tentacles grapple all within 20 ft. spread. Dimension Door: Teleports you short distance. Solid Fog: Blocks vision and slows movement.
Div Arcane Eye: Invisible floating eye moves 30 ft./round. Detect Scrying: Alerts you of magical eavesdropping. Locate Creature: Indicates direction to familiar creature. ScryingF: Spies on subject from a distance.
Ench Charm Monster: Makes monster believe it is your ally. Confusion: Subjects behave oddly for 1 round/level. Crushing Despair: Subjects take –2 on attack rolls, damage rolls, saves, and checks. Geas, Lesser: Commands subject of 7 HD or less.
Evoc. Fire Shield: Creatures attacking you take fire damage; you’re protected from heat or cold. Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across. Shout: Deafens all within cone and deals 5d6 sonic damage. Wall of Fire: Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall deals 2d6 damage +1/level. Wall of Ice: Ice plane creates wall with 15 hp +1/level, or hemisphere can trap creatures inside.
Illus Hallucinatory Terrain: Makes one type of terrain appear like another (field into forest, or the like). Illusory Wall: Wall, floor, or ceiling looks real, but anything can pass through. Invisibility, Greater: As invisibility, but subject can attack and stay invisible. Phantasmal Killer: Fearsome illusion kills subject or deals 3d6 damage. Rainbow Pattern: Lights fascinate 24 HD of creatures.
Necro Bestow Curse: –6 to an ability score; –4 on attack rolls, saves, and checks; or 50% chance of losing each action. Contagion: Infects subject with chosen disease. Enervation: Subject gains 1d4 negative levels. Fear: Subjects within cone flee for 1 round/level.
Trans Polymorph: Gives one willing subject a new form.
5th—
Abjur
Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification. Dismissal: Forces a creature to return to native plane. Mage's Private Sanctum: Prevents anyone from viewing or scrying an area for 24 hours. Psychic Turmoil: Invisible field leeches psionic power points away.
Conj Cloudkill: Kills 3 HD or less; 4–6 HD save or die, 6+ HD take Con damage. Secret ChestF: Hides expensive chest on Ethereal Plane; you retrieve it at will. Teleport: Instantly transports you as far as 100 miles/level.
Div
Contact Other Plane: Lets you ask question of extraplanar entity.
Prying Eyes: 1d4 +1/level floating eyes scout for you.
Telepathic Bond: Link lets allies communicate.
Ench Dominate Person: Controls humanoid telepathically. Feeblemind: Subject’s Int and Cha drop to 1. Hold Monster: As hold person, but any creature. Mind Fog: Subjects in fog get –10 to Wis and Will checks. Symbol of SleepM: Triggered rune puts nearby creatures into catatonic slumber.
Evoc Cone of Cold: 1d6/level cold damage. Interposing Hand: Hand provides cover against one opponent. Sending: Delivers short message anywhere, instantly. Wall of Force: Wall is immune to damage.
Illus Dream: Sends message to anyone sleeping. False VisionM: Fools scrying with an illusion. Mirage Arcana: As hallucinatory terrain, plus structures. Nightmare: Sends vision dealing 1d10 damage, fatigue. Persistent Image: As major image, but no concentration required. Seeming: Changes appearance of one person per two levels. Shadow Evocation: Mimics evocation below 5th level, but only 20% real.
Necro Blight: Withers one plant or deals 1d6/level damage to plant creature. Magic JarF: Enables possession of another creature. Symbol of PainM: Triggered rune wracks nearby creatures with pain. Waves of Fatigue: Several targets become fatigued.
Trans Baleful Polymorph: Transforms subject into harmless animal. Overland Flight: You fly at a speed of 40 ft. and can hustle over long distances. Passwall: Creates passage through wood or stone wall. Telekinesis: Moves object, attacks creature, or hurls object or creature. Transmute Mud to Rock: Transforms two 10-ft. cubes per level. Transmute Rock to Mud: Transforms two 10-ft. cubes per level. Univ
PermanencyX: Makes certain spells permanent.
6th—
Abjur Antimagic Field: Negates magic within 10 ft. Dispel Magic, Greater: As dispel magic, but +20 on check. Repulsion: Creatures can’t approach you.
Conj Acid Fog: Fog deals acid damage.
Div Analyze Dweomer: Reveals magical aspects of subject. Legend Lore: Lets You learn tales about a person, place, or thing. Probe Thoughts: Read subject’s memories, one question/ round. True SeeingM: Lets you see all things as they really are.
Ench Geas/Quest: As lesser geas, plus it affects any creature. Heroism, Greater: Gives +4 bonus on attack rolls, saves, skill checks; immunity to fear; temporary hp. Suggestion, Mass: As suggestion, plus one subject/level. Symbol of PersuasionM: Triggered rune charms nearby creatures.
Evoc Chain Lightning: 1d6/level damage; 1 secondary bolt/level each deals half damage. ContingencyF: Sets trigger condition for another spell. Forceful Hand: Hand pushes creatures away. Freezing Sphere: Freezes water or deals cold damage.
Illus Mislead: Turns you invisible and creates illusory double. Permanent Image: Includes sight, sound, and smell. Programmed ImageM: As major image, plus triggered by event. Shadow Walk: Step into shadow to travel rapidly. Veil: Changes appearance of group of creatures.
Necro Eyebite: Target becomes panicked, sickened, and comatose. Symbol of FearM: Triggered rune panics nearby creatures.
Trans Control Water: Raises or lowers bodies of water. Flesh to Stone: Turns subject creature into statue. Mage's Lucubration: Wizard only. Recalls spell of 5th level or lower. Mental PinnacleM: You gain the mental powers of a psion. Move Earth: Digs trenches and build hills. Stone to Flesh: Restores petrified creature.
Kuji-In: Ninja Magic of the Shinobi. Mastery of unity, time, space, elements, body, mind and spirit. A mystical enlightenment of accepting the savage and dark nature of the physical world and not letting it control one’s inner emotions and thoughts. THESE ABILITIES CAN BE MIXED WITH ATTACKS (Spell strike) AND EACH OTHER!. (Seperated as Yin and Yang)
To harmony: pacifying foes and allies. Calm or confuse and possibly lull foes to sleep. Ninja's can pick two enchantment spells and cast them spontaneously and are able to combine the effects of these spells with another spell. The Qi cost to cast these spells is equal to combined spells levels.
Sha: Healing. Able to heal oneself or steal another's life force or others using Qi. Using 1 qi can cure 1d4 hp. (Yin).
Jin: Being able to bend dimensions. The Ninja can select two Conjuration spells that are now permanently memorized and the spells can be cast spontaneously and or combined with other spells. The Qi cost to cast is equal to combined spells levels. (Yin).
Hyo: channeling energy and Invisibility, Generating great orbs of darkness able to change appearance. The Ninja can select two Illusion spells that are now permanently memorized, can be cast spontaneously and can be combined with other spells. The Qi cost to cast these spells is equal to combined spell levels.
Kai: sensing danger and being able to see through darkness, read auras, remote viewing, detect invisible. The Ninja can select two Divination that are now permanently memorized and the spells can be cast spontaneously and or combined with other spells. The Qi cost to cast is equal to combined spells levels. (Yin).
Rin: mental and physical strength. Leaping and running incredible fast, becoming amphibious, limited telekinesis.The Ninja can select two Transmutation spells that are now permanently memorized and the spells can be cast spontaneously and or combined with other spells. The Qi cost to cast is equal to combined spells levels. (Yang).
Zai: controlling the elements of nature. The Ninja can select two Evocation spells and have them memorized permanently, These spells can be cast spontaneously and or combined with another spells. The Qi cost to cast these spells is equal to the combined spells levels. (Yang).
Retsu: The Ability to destroy magic and defend oneself with with magic. The Ninja can select two Abjuration spells and have them memorized permanently, These spells can be cast spontaneously and or combined with another spells. The Qi cost to cast these spells is equal to the combined spells levels.
Zen: enlightenment. If sneaking or hiding and not committing to combat the Ninja can regenerate Qi at double rate. Qi (balance)
Ex-Ninja
The only way a Ninja becomes an ex Ninja is if he betrays his Clan to the Authorities and becomes a law abiding citizen. The Ninja could switch over to becoming a Samurai if this happens. Ninja have left their clans at times and exiled themselves but completely betraying their clan and leading to their arrest of butchery in battle no longer grants the ninja his abilities. Also if the Ninja renounces his powers and abilities and vows to live a life of honor and order... then his powers fade from him.
Human Ninja Starting Package
Weapons: Ninja-Tou, Nunchaku, Tekko-Kage, Kusurigama, Bo, Cicada Wing Staff, Monk Spade, Kunai, Shruiken, Yumi, Double Yari, Bo-Naginata, Bo-Nunchaku, Katana and Wakisashi... a Ninja can pick from two to three of these weapons starting out. They Ninja can also pick light armor or medium armor.
Skill Selection: Pick a number of skills equal to 8 + Int modifier.
Feat: Improved Initiative.
Bonus Feats: Weapon Finesse. Improved critical.
Gear: Ninja-Tou (Katana), Ninja-scale armor, Chain Kunai
Gold: 300gp.
Playing a Ninja
Religion: Ninja can be non-religious but they can also worship certain Dark Kami like Yuki-Onna, Kumo-Kami, Inzanami and Orochi
Other Classes: Ninja are seen as the underclass but they are still very valuable to all the Heroes of Shimazu.
Combat: Ninja serve the same functions as Rangers and Rogues, they are primarily scouts who can also dismantle traps and doors as well as kill vulnerable enemies. They utilize magic for trickery and confusion as well.
Advancement: Generally there is no need to multiclass because a Ninja can learn various abilities from other Shimazu Heroes.
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