Ninja (D20 Modern Advanced Class)

Ninja

Background

Ninjas excel at stealth, hand to hand combat, and guerrilla style warfare, especially including ambushes and assassination. At their very best, Ninjas begin to display nearly supernatural abilities to infiltrate and disappear. Thus, Ninjas focus upon the skills necessary to accomplish a mission and abilities to do so quickly, efficiently, and silently. The fastest past into this advanced class is from the fast hero basic class, though other paths are possible; Infiltrator advanced class goes well too.

Requirements

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Class Information

Hit Die: d8

Action Points: 6 + one-half of current level rounded down, every time the ninja attains a new level in this class.

Class Skills

The Ninja’s class skills (and the key ability for each skill) are: Balance (Dex), Climb (Str), Disguise (Cha), Drive (Dex), Escape Artist (Dex), Hide (Dex), Jump (Str), Move Silently (Dex), Tumble (Dex).

Skill Points at Each Level: 5 + Int modifier.

Class Table

Table: The Ninja
LevelBABFortRefWillSpecialDefRep
1+1+1+2+1Evasion+1+0
2+2+1+3+1Infiltration Skills +2+2+0
3+3+1+3+1Sneak Attack +1d4+2+0
4+4+2+4+2Bonus Feat+3+0
5+5+2+4+2Infiltration Skills +2+4+1
6+6/+1+2+5+2Sneak +1d4+4+1
7+7/+2+3+5+3Bonus Feat+5+1
8+8/+3+3+6+3Infiltration Skills +2+6+1
9+9/+4+3+6+3Improved Evasion, Sneak Attack +1d4+6+2
10+10/+5+4+7+4Supernatural Infiltration+7+2

Bonus Feats

Every fourth level, the Ninja chooses one feat from the following list. She must still meet the prerequisites:
Acrobatic, Armor Proficiency (Light), Athletic, Combat Throw, Deceptive, Defensive Martial Arts, Dodge, Elusive Target, Improved Combat Martial Arts, Improved Combat Throw, Nimble, Stealthy.

Evasion

Evasion (Ex.): This ability functions just as the Fast Hero ability of the same name.

Skills

At second, fifth, and eighth levels, the Ninja receives a cumulative competency bonus upon key infiltration skills, as follows:

Infiltration Skill Increases
HideClimbJumpDisguiseMove Silently
2nd +2+2+2
5th +2+2+2+2
8th +2+2+2

Sneak Attack

At 3rd level, the Ninja gains the ability to sneak attack an enemy for an additional +1d4 points of damage. This increases by an addition +1d4 every three levels thereafter. The Ninja gains the bonus damage whenever she strikes an opponent who she flanks or who is flat-footed (has, for whatever reason, been denied his dexterity bonus to defense). This ability only works against creatures with discernible anatomies who are also subject to critical hits, and thus creatures such as undead, oozes, plants, etc. are not valid targets for a sneak attack. Otherwise, this ability works according to the standard d20 rules for sneak attacks.

Improved Evasion

Improved Evasion (Ex): This ability functions just as the Infiltrator ability of the same name.

Supernatural Infiltration

Supernatural Infiltration (Sp): At 10th level, the Ninja gains the ability to use the following as spell-like abilities: Spider Climb (1/Day), Obscuring Mist (1/Day), Invisibility (1/Day), Hold Person (2/Week).


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