Homebrew Unchanged Ninja


Homebrew and House Rules


Just wanted to know whether or not this home brew seems fair/okay I basically took a few parts from the unchained rogue and monk and also took out a few things as well resulting in a ninja with a subtype of rogue and monk which they already kinda were but now more so.

Class Features
The following are the class features of the ninja.

Weapon and Armor Proficiency
Ninja are proficient with all simple weapons, plus the kama, katana, kusarigama, nunchaku, sai, shortbow, short sword, shuriken, siangham, and wakizashi.

Ninjas are not proficient with any armor or shields.

When wearing armor, using a shield, or carrying a medium or heavy load, a ninja loses his AC bonus.

Finesse Training (Ex)
At 1st level, a ninja gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she 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 11th level and a third at 19th level.

AC Bonus
When unarmored and unencumbered, the ninja adds his Wisdom bonus (if any) to his AC and CMD. In addition, a ninja gains a +1 bonus to AC and CMDat 4th level. This bonus increases by 1 for every four ninja levels thereafter, up to a maximum of +5 at 20th level.

These bonuses to AC apply even against touch attacks or when the ninja is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.

Sneak Attack
Precision Damage & Critical Hits
Precision damage (such as that dealt by a ninja’s sneak attack ability) applies to more creatures than it did in previous editions of the game.

Some may balk at this but it can easily be imagined or explained as the ninja having found a weak point in the undead’s “body” (such as a zombie’s head) or even finding a crack or flaw in a construct’s “body.”

There is some degree of confusion as to what should separate a “critical hit” from a “precision-based attack” but in any event, in some cases they are treated differently.

Critical Hits

The following creature types (or subtypes) have immunity to critical hits (that is, they do not take any additional damage from critical hits):

Aeon (subtype): “Immunity to cold, poison, and critical hits.“
Elemental (subtype): Elementals are “not subject to critical hits or flanking. Does not take additional damage from precision-based attacks, such as sneak attack.“
Incorporeal (subtype): “An incorporeal creature is immune to critical hits (unless the attacks are made using a weapon with the ghost touch special weapon quality.)“
Ooze (Type): <Oozes are…> “not subject to critical hits or flanking. Does not take additional damage from precision-based attacks (such as sneak attack.)“
Protean (subtype): (50% chance to ignore, see below*)
Swarm (Type): “A swarm has no clear front or back and no discernible anatomy, so it is not subject to critical hits.“
Precision-Based Damage (like Sneak Attack)

The following creature types (or subtypes) do not take additional damage from precision-based attacks (such as sneak attack):

Elemental (subtype): “<An elemental…> does not take additional damage from precision-based attacks (such as sneak attack.)“
Incorporeal (subtype): “An incorporeal creature is immune to precision-based damage (such as sneak attack damage) unless the attacks are made using a weapon with the ghost touch special weapon quality.“
Ooze (Type): “<An ooze is…> does not take additional damage from precision-based attacks (such as sneak attack.)“
Protean (subtype): (50% chance to ignore, see below*)
Creatures Immune to Flanking

Opponents do not gain any special flanking bonuses against the following creature types (or subtypes):

Ooze (Type): “<An ooze is…> not subject to … flanking.“
Swarm (Type): “A swarm has no clear front or back and no discernible anatomy, so it is not subject to flanking.“
Elemental (subtype): “<Elementals are…> not subject to flanking.“
*Special: Proteans have a special ability called “Amorphous Anatomy” which might protect them: “<Amorphous Anatomy> grants <a protean> a 50% chance to ignore additional damage caused by critical hits and sneak attacks,”

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 attack deals 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 2 ninja levels thereafter. Ranged attacks can count as sneak attacks only if the target is within 30 feet. This additional damage is precision damage and is not multiplied on a critical hit.

With a weapon that deals nonlethal damage (such as a sap, unarmed strike, or whip), 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—not 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 such a spot. A ninja cannot sneak attack while striking a creature with total 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 1/2 her ninja level + her Wisdom 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, a ninja can make one additional attack at her highest attack bonus, but she can do so only when making a full attack. In addition, she can spend 1 point to increase her speed by 20 feet for 1 round. Finally, a ninja can spend 1 point from her ki pool to give herself a +4 insight bonus on Stealth checks for 1 round. Each of these powers is activated as a swift action. A ninja can gain additional powers that consume points from her ki pool by selecting certain ninja tricks.

The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive. If the ninja possesses levels in another class that grants points to a ki pool, ninja levels stack with the levels of that class to determine the total number of ki points in the combined pool, but only one ability score modifier is added to the total. The choice of which score to use is made when the second class ability is gained, and once made, the choice is set. The ninja can now use ki points from this pool to power the abilities of every class she possesses that grants a ki pool.

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 2nd level, a ninja gains one ninja trick. She gains one additional ninja trick for every 2 levels attained after 2nd. Unless otherwise noted, a ninja cannot select an individual ninja trick more than once.

Tricks marked with an asterisk (*) add effects to a ninja’s sneak attack. Only one of these tricks can be applied to an individual attack and the decision must be made before the attack is made.

A complete listing of ninja tricks can be found here: Ninja Tricks
Evasion
At 3rd level, a ninja can avoid damage from many area-effect attacks. If a ninja succeeds at a Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if a ninja is wearing light armor or no armor. A helpless ninja does not gain the benefit of evasion.

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 rogue talent 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.

Uncanny Dodge (Ex)
At 4th level, a ninja can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dexterity bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A ninja with this ability can still lose her Dexteritybonus to AC if an opponent successfully uses the feint action against her.

If a ninja already possesses uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead.

Style Strike (Ex)
At 5th level, a ninja can learn one type of style strike, as the monk class feature. Whenever she spends ki from her ki pool to make an additional attack, she can designate that additional attack as a style strike, regardless of the weapon she uses to make the attack. The attack is resolved as normal, but it has a different effect depending upon the type of strike chosen. At 10th level and every 5 levels thereafter, a ninja learns an additional style strike. She must choose which style strike to apply before the attack roll is made. Unlike a monk, a ninja does not gain the ability to designate more than one attack as a style strike per round.

Improved Uncanny Dodge (Ex)
At 8th level, a ninja can no longer be flanked. This defense denies another ninja (or rogue) the ability to sneak attack the ninja by flanking her, unless the attacker has at least four more ninja (or rogue) levels than the target does.

If a character already has uncanny dodge from another class, the levels from the classes that grant uncanny dodge stack when determining the minimum ninja (or rogue) level required to flank the character.

Master Tricks
At 10th level, and every two levels thereafter, a ninja can select a master trick in place of a ninja trick.

A complete listing of ninja master tricks can be found here: Ninja Master Tricks
Hidden Master (Su)
At 20th level, a ninja becomes a true master of her art. She can, as a standard action, cast greater invisibility on herself. While invisible in this way, she cannot be detected by any means, and not even invisibility purge, see invisibility, and true seeing can reveal her. She uses her ninja level as her caster levelfor this ability. Using this ability consumes 3 ki points from her ki pool. In addition, whenever the ninja deals sneak attack damage, she can sacrifice additional damage dice to apply a penalty to one ability score of the target equal to the number of dice sacrificed for 1 minute. This penalty does not stack with itself and cannot reduce an ability score below 1
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OK


I'd recommend ignoring all of that and going with the Unchained Ninja from Everyman Games.

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