Shinobi, Healer (3.5e Class)

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Shinobi, Healer

This is a class that uses healing spells and stealth.

Making a Shinobi, Healer

This class uses spell slots to cast healing and support spells. It makes up for its low defense stats with high stealth. If played correctly the Shinobi, Healer will only reveal herself to heal her team mates.

Abilities: Wisdom and dexterity are the two most important stats. Wisdom is used to cast the healing and buff spells. Dexterity increases the Shinobi, Healer's stealth and AC.

Races: Any race can learn to be a Shinobi, Healer, but humans are by far the most common.

Alignment: Most Shinobi, Healer's are good, there are a few rogue healers, however most chaotic or evil shinobi are combat based.

Starting Gold: 5d4x10GP.

Starting Age: "Simple".

Table: The Shinobi, Healer

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special Spells per Day
FortRefWill 01st2nd3rd4th5th6th7th8th9th
1st+1+1+2+2 Too Fast By Half, Cure Light Wounds, 1st Level Cleric Spell 0
2nd+1+1+2+2 Wall Jump, Ninja'd, 1st Level Cleric Spell 02
3rd+2+1+3+3 Cure Moderate Wounds, Invisible, 2nd Level Cleric Spell 021
4th+2+2+3+3 Dark Stalker, Summon Slug, 2nd Level Cleric Spell 032
5th+3+2+4+4 Cure Serious Wound, Master of Disguise, Summon Mist, 3rd Level Cleric Spell 0321
6th+3+2+4+4 Double Jump, Join the Clan, 3rd Level Cleric Spell 0432
7th+4+3+5+5 Cure Critical Wound, Scurry, 4th Level Cleric Spell 04321
8th+4+3+5+5 Log Trick, Shinobi Swiftness, 4th Level Cleric Spell 05432
9th+5+3+6+6 Cure Light Wounds, Mass, 2nd Hokage's Forbidden Jutsu: Reanimation, Master of Escape 054321
10th+5+4+6+6 5th Level Cleric Spell 055432
11th+6+4+7+7 Cure Moderate Wounds, Mass, Flying Thunder God Technique 0554321
12th+6+4+7+7 Heal, 6th Level Cleric Spell 0555432
13th+7+5+8+8 Cure Serious Wound, Mass, Regenerate 05554321
14th+7+5+8+8 Orochimaru's Forbidden Jutsu: Reanimation, Transformation Jutsu 05555432
15th+8+5+9+9 Cure Critical Wounds, Mass, Perpetual Distraction, 8th Level Cleric Spell 055554321
16th+8+6+9+9 Disregard Me, 8th Level Cleric Spell 055555432
17th+9+6+10+10 Heal, Mass, Kabuto's Forbidden Jutsu: Edo Tensei 0555554321
18th+9+6+10+10 Time-Space Jutsu, 9th Level Cleric Spell 0555555432
19th+10+7+11+11 Clan Master, Any Level Cleric Spell 0555555543
20th+11+8+12+12 Fully Too Fast, Spirit Transformation Technique, Any Level Cleric Spell 0555555555

Class Skills (6 + Int modifier per level, ×4 at 1st level)
The Shinobi, Healer gets bonus spell slots based on Wisdom Modifier.

Skills

Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Search (Int), Sleight of Hand (Dex), Spellcraft (Int), Spot (Wis), Swim (Str), Tumble (Dex), Use Rope (Dex)

Class Features

All of the following are class features of the Shinobi, Healer:

Weapon and Armor Proficiency: Shinobi Healers are proficient with all light simple and martial melee weapons. They are also proficient with shuriken and kunai.

For a Shinobi, Healer to change what spell she knows, she must train for 24 hours with the appropriate level Shinobi.

1st-4th Level Spells - Any Jonin

1st-8th Level Spells - Elite Jonin or Sanin

1st-9th Level Spells - Any Kage


Too Fast By Half (Ex): The Shinobi multiplies her base speed by 1.5 (round down), particularly when doing a "Ninja run" pose. A Shinobi must be able to move freely to use this ability.

Wall Jump (Ex): Shinobi are great at using the walls to propel themselves. Not only does she suffer no falling damage when next to a wall, she may also double her jumping height and distance when starting off next to a wall, and if between two walls, gains a Climb speed equal to her land speed. A Shinobi must be able to move freely to use this ability.

Ninja'd (Ex): Shinobi always seize the initiative at the last moment and do things before anyone else can react. In combat, if there is no Surprise round, the Shinobi gains her own Surprise round. If there IS a Surprise round, the Shinobi can act in it, following initiative. If there are multiple Shinobi in the fight, they act simultaneously at the beginning of the surprise round. A multiclassed Shinobi can only access this ability if she possesses more levels of Shinobi than any other class.

Invisible (Su): As a standard action, the Shinobi may become Invisible at will, as per the spell.

Dark Stalker (Ex): The Shinobi can see and hear incorporeal/ethereal creatures normally, so they must make Hide/Move Silently checks to sneak up on her.

Summon Slug (Ex): The Shinobi can summon a slug on an ally allowing her to cast touch spells on them up to 50' away. The number of slugs she can summon is increased by 1 every 4 Shinobi levels. If the slugs are sliced, bludgeoned, or pierced they will split into two slugs. This can continue infinitely.

Master of Disguise (Su): With a DC 15 Disguise check, a Shinobi can effectively cast disguise self. With a DC 20 check, she can effectively cast alter self.

Summon Mist (Su): Mist is a Shinobi's best friend. She can call upon it, as per the spell obscuring mist, at will, though only one such effect can be active at a time.

Double Jump (Ex): Shinobi double the height and distance result of any jump check. This stacks with the distance gained from the Wall Jump ability. A Shinobi must be able to move freely to use this ability.

Join the Clan (Ex): The Shinobi becomes a member of a very secret Shinobi clan. As benefits, she can call upon their assistance for information, and is taught the secret techniques: she may cast knock, detect traps, and identify as Spell-like abilities at will. These only require swift actions to cast, however.

Scurry (Ex): The Shinobi is great at moving about in all situations. She may move at regular speed while being stealthy, and does not suffer penalties for difficult terrain. A Shinobi must be able to move freely to use this ability.

Log Trick (Ex): Just when you think you have a Shinobi, you actually have a log. The Shinobi is behind you. As an Immediate action, the Shinobi may Dimension Door to any location up to 30' away, leaving a puff of smoke and a wooden log behind. Additionally, she may spend a Standard Action to Dimension Door 30' away, leaving a Mirror Image behind for 4 rounds. When the image ends, a log appears. A ninja must be able to move freely to use this ability. Limit 1/encounter.

Shinobi Swiftness (Ex): During a surprise round, the Shinobi may perform a full round action instead of just a partial one.

2nd Hokage's Forbidden Jutsu: Reanimation (Sp): The Shinobi can now use the spell Raise Dead.

Master of Escape (Ex): The Shinobi can never be pinned down. Any Escape Artist check may be made as a Standard action that does not provoke, and she may make Epic checks at the following DCs: Extremely Tight Space (a chimney, a glass jar, someone's anus) DC 30, Walls of Force DC 40 or Caster Level + 5, whichever is higher. She also gains a +8 bonus to escape a grapple. None of this applies when wearing heavy armour or when heavily encumbered.

Flying Thunder God Technique (Ex): The Shinobi learns the teleportation technique of the second and fourth hokage. She may place a kunai with an inscription on it anywhere and return to that spot as a move action. Anyone she is touching when she teleports is taken with her. She can also reverse summon the kunai back to her, but if anyone is touching it they will be brought to her location. The Shinobi is only strong enough to support 1 kunai at a time, until at 20th level she gets 2 more.

Orochimaru's Forbidden Jutsu: Reanimation (Sp): You have increased the power of you raise dead spell and can now cast Resurrection.

Transformation Jutsu (Su): The Shinobi may, with a DC 35 Disguise check, Polymorph as per the spell. True Seeing does not trump this. A Shinobi must be able to move freely to use this ability.

Perpetual Distraction (Su): People are always distracted while fighting the Shinobi. She always counts as flanking enemies. This is a mind-affection ability which functions when wearing no armour, or Light armour that provides no ACP and has a Max Dex of +8 or more. Does not function if she is more than Lightly encumbered.

Disregard Me (Ex): The Shinobi gains the ability to not be noticed. It becomes impossible to detect her with Divination unless she wants to be, and she never provokes Attacks of Opportunity. Likewise enemies can't use readied actions against her. However, if an enemy has an ability that lets them take Attacks of Opportunity on someone who hasn't provoked, or lets them force foes to provoke, it still works against her.

Kabuto's Forbidden Jutsu: Edo Tensei (Sp): The Shinobi has mastered her skill of raising the dead. She can now cast the spell True Resurrection, which is Resurrection, but she doesn't need the remains.

Time-Space Jutsu (Sp): The Shinobi learns the spell Gate, which connects two planes for travel or summon.

Clan Master (Ex): The Shinobi becomes the master of her clan, gaining the final secret arts: she gains Immunity to a single school of magic of her choice, and ceases aging, though bonuses will still accrue. Additionally her Int, Wis and Cha scores all increase by +4.

Fully Too Fast (Ex): The speed of the Shinobi now increases to double the base speed. Additionally, she may move as though by teleportation, ignoring all barriers and such, and leaves a thunderclap behind when doing this. The thunderclap affects all within 10' of where she previously stood, knocking them Prone and Dazing them for one round if they fail a Fort save (Dex-based DC). A Shinobi must be able to move freely to use this ability.

Spirit Transformation Technique (Sp): If the Shinobi would die, her soul becomes ethereal and she is able to consciously travel anywhere in the blink of an eye and communicate with anyone. Unless her body is destroyed or her soul is sealed away she will return to her body in 24 hours.


Ex-Shinobi, Healer

Shinobi vows are very serious and anyone who would leave their village or clan could carry secrets with them. These people are known as rogue ninjas and are hunted by an elite squadron of Shinobi that specialize in tracking and assassination.

Shinobi, Healer Starting Package

Weapons: .

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

SkillRanksAbilityArmor
Check
Penalty

Feat: .

Bonus Feats: .

Gear: .

Gold: .

Playing a Shinobi, Healer

Religion: .

Other Classes: .

Combat: .

Advancement: .

Shinobi, Healers in the World

—,


Daily Life: .

Notables: .

Organizations: .

NPC Reactions: .

Shinobi, Healer Lore

Characters with ranks in can research to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

DCResult
5.
10.
15.
20.

Shinobi, Healers in the Game


Adaptation: .

Sample Encounter: .

EL : .


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