So, for a while I've been been tossing around the idea of making a ninja class in the style of APG class archtypes. I rather liked the idea of having a ninja use Chakra (in this case, ki for consistency) to use spell like abilities, and I figured it'd be easier to modify a monk than a rogue. Feedback?
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Ninja: Monk Archtype
Class Skills: Remove Knowledge (religion). Add Disguise, Sleight of Hand, Knowledge (dungeoneering)
Skill Ranks per Level: 6 + Int modifier
Saving Throws: A ninja's Fort Save is a "poor save." Reflex and Will remain "good saves."
Alignment: No alignment requirement.
Bonus Feat: Identical, except replace Improved Grapple with Quick Draw. At 6th level, Replace Improved Bull Rush with Improved Dirty Trick, Gorgon's Fist with Spider Step. At 10th level, replace Medusa's Wrath with Cloud Step.
Ki Pool (Su): At 1st level, a ninja gains a pool of ki points, a supernatural energy he can use to accomplish amazing feats. The number of points in a ninja's ki pool is equal to 1/2 his ninja level + his Wisdom modifier.
The ninja may use his ki to use ninjutsu, powerful techniques which control the elements. The ninja must choose one of the following four elements: Fuuton, or air techniques; Doton, or earth techniques; Katon, or fire techniques; Suiton, or water techniques, to become his primary element. As a standard action, the ninja may use his ki to "cast" spells from the Elementalist Wizard spell lists as a Supernatural, Spell-like ability, at the cost of one point of ki per spell level. The ninja must have at least 1 point in his ki pool to use level 0 spells. Using ninjutsu requires verbal and somatic components, but does not require material components for spells with material components worth less than 1 gp, and has a chance of arcane failure if wearing armor or shilds.
The caster level for spells "cast" through ninjutsu are equal to his ninja level, and his wisdom modifier is used to determine the DC of his spells. The ninja is not considered to have a caster level for the purposes of feats, nor is he considered to have spells known or memorized; he knows ninjutsu, not spells. He may not apply metamagic to his ninjutsu.
The ninja's selection of spell is extremely limited. A ninja begins play knowing four 0-level spell and two 1-st level spell of the ninja's choice. A ninja may only learn spells from his primary element as his highest spell levels. A ninja may only learn spells from his opposition school (air opposes earth, fire opposes water) at least three levels lower than his highest-level spells, and spells from the remaining two school at least one level lower than his highest-level spells. At each new ninja level, he gains one or more new spell, using the Bard Spells Known table (PHB, Table 3-4, page 37).
Upon reaching 5th level, and every third ninja level after that (8th, 11th, and so on), a ninja can choose to learn a new spell in place of one he already knows. In effect the ninja "loses" the old spell in exchange for the new one. The spell's level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level spell the ninja can use. A ninja may swap only a single spell at any given level and must choose whether or not to swap the spell at the same time that he gains new spell for the level.
The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive. This replaces the standard monk's ki Pool ability.
Hidden Strike: This ability functions as the rogue's Sneak Attack, with the exception that flanking does not qualify the ninja to use Hidden Strike, and he cannot use Hidden Strick while wearing armor, using a shield, or carrying a medium or heavy load, and he must be using a monk weapon. Hidden strike stacks with Sneak Attack otherwise, and counts as Sneak Attack for the purposes of meeting requirements for feats or Prestige Classes. Abilities that modify Sneak Attacks also modify Hidden Strike.
This ability adds 1d6 extra damage at level 1. At 5th level, and every 4 levels thereafter, the damage increases by an additional 1d6, to a maximum of 5d6 at level 17. This ability replaces Stunning Fist.
Bonus Spells: At third level, and every 3 levels thereafter, the ninja learns a bonus spell (from the wizard spell list):
3rd - Vanish, 6th - Invisibility, 9th - Displacement, 12th - Invisibility, Greater, 15th - Suffocation, 18th - Shadow Walk
This ability replaces Purity of Body, Wholeness of Body, Diamond Body, Diamond Soul, Timeless Body, Tongue of the Sun and Moon, and Empty Body.
Improved ki Pool (Su): At 4th level or above, by spending 1 point of ki from his ki pool, a ninja can make one additional attack at his highest attack bonus when making a flurry of blows attack. In addition, he can spend 1 point to increase his speed by 20 feet for 1 round. Finally, a ninja can spend 1 point from his ki pool to give himself a +4 dodge bonus to AC for 1 round. Each of these powers is activated as a swift action.
Master Strike (Ex): This ability is identical to the Rogue's ability Master Strike. This ability replaces Perfect Self.
Unchanged abilities are: AC Bonus, Flurry of Blows, Evasion, Fast Movement, Maneuver Training, Still Mind, Slow Fall, High Jump, Improved Evasion, Abundant Step, and Quivering Palm (Note that quivering palm does not say it has to be made with an unarmed attack).
I think this looks like a fairly reasonable modification.
I'm not quite sure how spell casting compares to unarmed strike. A level 20 ninja with 26 Wis (16 + 6 equipment + 4 level/inherent) only grants 18 ki pool, enough to "cast" 3 level 6 spells, selected from one element, 3 times per day, with no other ki usage, against unarmed strikes of 2d10.