
Anthony Kane |

Ninja: From Complete Adventurer. Updated to Pathfinder RPG
First a thanks to Tom Baumbach and his website Dorkistan from which much of the inspiration for this Ninja class conversion was drawn. Granted I changed a few things to fit my version of what I think this class should be.
Notes
-Updated Hit Die to D8
-Changed sudden strike to Sneak attack
-Some class features are now part of the Ninja Secrets/Advanced Ninja Secrets options.
-Added some new Ninja and Advanced Ninja secrets which allows for further customization between different types of ninja's
Please feel free to leave comments, questions, or concerns.
Thanks
-AK
Hit Die = D8
Alignment Any
Base Attack Bonus Medium (+15/+10/+5 at 20th level)
Saving Throws Fort Poor/Reflex Good/Will Power Poor
Skill Points 6 + Int Mod
Class Skills
The Ninja's class skills are Acrobatics, Bluff, Climb, Craft, Disable Device, Diplomacy, Disguise,Escape Artist, Perception, Sense Motive, Sleight of Hand, Stealth, and Swim.
Level/AC Bonus/Special
1.) +0/ Sneak Attack 1D6, Ki Pool, Ghost Stealth
2.) +0/ Ghost Step (Invisible), Ninja Secret
3.) +0/ Sneak Attack 2D6, Poison Use
4.) +1/ High Jump, Ninja Secret
5.) +1/ Sneak Attack 3D6
6.) +1/ Ki Dodge (25%), Ninja Secret
7.) +1/ Sneak Attack 4D6
8.) +2/ Ghost Strike, Ninja Secret
9.) +2/ Sneak Attack 5D6, Improved Poison Use
10.) +2/ Ghost Step (Ethereal), Advanced Secrets, Ninja Secret
11.) +2/ Sneak Attack 6D6
12.) +3/ Ninja Secret
13.) +3/ Sneak Attack 7D6
14.) +3/ Ninja Secret
15.) +3/ Sneak Attack 8D6, Poison Immunity
16.) +4/ Ninja Secret
17.) +4/ Sneak Attack 9D6
18.) +4/ Greater Ki Dodge (50%), Ninja Secret
19.) +4/ Sneak Attack 10D6
20.) +5/ Ninja Death Strike, Ninja Secret
Class Features
The following are class features of the Ninja.Weapon and Armor Proficiency: Ninja's are proficient with all simple weapons, plus the hand crossbow, kama, kasuri-gama, kukri, ninja-to, nunchacku, sai, shortbow, short sword, shuriken, and siangham. Ninja's are not proficient with any type of armor or shield.
AC/CMD bonus (Ex): A Ninja is highly trained at dodging blows and she has a sixth sense that lets her avoid even unanticipated attacks. When unarmored and unencumbered, a ninja adds her wisdom bonus (if any) to her Armor Class.
In addition the Ninja gains a +1 bonus AC/CMD at 4th level. This bonus increases by +1 every four levels thereafter (+2 at 8th, +3 at 12th, +4 at 16th and so on).
These bonuses apply to AC even against touch attacks or when the Ninja would be caught flat-footed. She looses these bonuses when she is immobilized or helpless, when she wears any armor, carries any shield, or when she is carrying a medium or heavy load.
This Ninja's wisdom bonus to AC/CMD does not stack with the monks Wisdom bonus to AC/CMD ability, although her ninja class levels do stack with any monk levels for the purposes of determining her AC/CMD bonus that is based on character level. The Ninja takes the higher of the two bonuses. Thus a 3rd level Ninja, 5th level monk, is treated as an 8th level character and takes a +2 level bonus to AC/CMD.
Ki Pool (Su): The Ninja can channel an ability called ki to manifest special powers. She receives a number of Ki Points equal to ½ her Ninja class level + her wisdom modifier. Ki powers can only be used if a ninja is wearing no armor and is unencumbered. Ki Points are spend as a swift action unless noted otherwise in an abilities description.
So long as a Ninja's ki pool isn't empty (that is as long as she has 1 ki point) remaining she gains a +2 bonus on her will saves.
A Ninja can spend Ki Points to add a +1 bonus to ability checks, attack rolls, damage rolls, saving throws, or skill checks. Spending Ki Points in this fashion is considered a swift action, but it must be done before the roll is made.
See following entries for different Ki Powers and their individual Ki Point cost.
Sneak Attack (Ex): 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 two ninja levels thereafter. Should the ninja score a critical
hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.
With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), 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 concealment.
Ghost Stealth (Ex): A Ninja adds her class level to any and all stealth checks made when she is not wearing any type of armor, and is unencumbered. By spending 1 Ki Point she can cause a momentary distraction and add a +4 bonus to her stealth check and the check is made as a swift action. Using this ability does not provoke an attack of opportunity.
Ghost Step (Su): At 2nd level, a ninja can spend 1 ki point as a swift action to become invisible for 1 round. At 11th level a ninja can become ethereal instead of becoming invisible. Using either of these abilities does not provoke an attack of opportunity.
Ninja secret: As a ninja gains experience, she learns a number of secrets that aid her and confound her foes. Starting at 2nd level, a ninja gains one ninja secret. She gains an additional ninja secret for every 2 levels of ninja attained after 2nd level. A ninja cannot select an individual secret more than once unless otherwise noted.
Ninja Evasion (Ex): A ninja can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Ninja Evasion differs slightly from the standard form of evasion, and thus classes that also grant the evasion in that case do no improve ninja evasion to improved ninja evasion. Likewise ninja evasion does not improve a class that has the evasion class feature to improved evasion. The two are separate abilities. Evasion can be used only if the ninja is wearing no armor and carrying no more than a light load.
Fast Climb (Ex): A ninja can climb her speed as a move action with no penalty to her Climb check, however, the ninja must end the round on a horizontal surface. If she does not end the round on a horizontal surface, she must succeed an additional Climb check (DC = wall's DC +5) to find a perch or she takes the appropriate amount of falling damage for how high she is off the ground. In addition, a ninja only needs one free hand to climb. This ability can only be used if the ninja is wearing no armor and is carrying no more than a light load.Fast Stealth (Ex): This secret allows the ninja to move at full speed while the stealth skill without penalty.
Ledge Walker (Ex): This ability allows a ninja to move along narrow surfaces at full speed using the Acrobatics skill without penalty. In addition, a ninja with this secret is not flat-footed when using Acrobatics to move along narrow surfaces.
Martial Arts Training: A ninja that selects this secret gains Improved Unarmed Strike as a bonus feat.
Improved Martial Arts Training: A ninja that selects this secret gains deals damage with her unarmed strikes as a monk of half her ninja level. If she has levels in monk they stack with half her levels in ninja for determining her unarmed damage and BAB when executing a flurry of blows.
Advanced Martial Training: A ninja that selects now deals unarmed damage as a monk equal level. If she has levels in monk they stack with all her class levels in ninja for the purpose of determining her unarmed damage, and BAB when executing a flurry of blows. Further more she may spend Ki Points from either her monk or her ninja Ki Pool to activate Ki Powers that are related to her unarmed strikes and flurry of blows.
Minor Ninja Magic (Sp): A ninja with this secret gains the ability to cast a 0-level spell from the Cleric/Favored Soul spell list. This spell can be cast three times a day as a spell-like ability. The caster level for this ability is equal to the ninja's level. The save DC for this spell is 10 + the ninja's Wisdom modifier. The ninja must have an Wisdom of at least 10 to select this secret.
Major Ninja Magic (Sp): A ninja with this secret gains the ability to cast a 1st-level spell from the Cleric/Favored soul spell list two times a day as a spell-like ability. The caster level for this ability is equal to the ninja's level. The save DC for this spell is 11 + the ninja's Wisdom modifier. The ninja must have an Wisdom of at least 11 to select this secret. A ninja must have the minor magic ninja secret before choosing this secret.
Ninja Crawl (Ex): While prone, a ninja with this ability can move at half speed. This movement provokes attacks of opportunity as normal. A ninja with this secret can take a 5-foot step while crawling.
Stand Up (Ex): A ninja with this ability can stand up from the prone position as a free action. This still provokes an attack of opportunity when standing up while being threatened by a foe.
Slow Fall (Ex): A ninja can expend 1 ki point as an immediate action within arm's reach of a wall and use it to slow her descent while falling. The ninja’s ability to slow her fall (that is, to reduce the effective distance of the fall when next to a wall) is equal to the ninja’s level x5 feet. A ninja must have the sure step secret to select this talent.
Surprise Attack (Ex): During the surprise round opponents are always considered flat-footed to a ninja with this ability, even if they've already acted.
Ninja Acrobatics (Ex): A ninja who selects this secret gains a +2 bonus to all acrobatics checks. This talent can be selected multiple times, each time increasing the bonus to acrobatics by an additional +2.
Ninja Weapon Specialist (Ex): With this secret, when wielding a weapon with a special property such as the kama described under the ninja's weapon and armor proficiencies, the ninja may spend 1 ki point as a swift action to gain the appropriate improved combat maneuver feat with that weapon on their next attack. For example a Ninja using a Kama, a weapon that can make trip attacks, who normally doesn't have the Improved trip feat, can spend 1 ki point, and gain the benefit of the improved trip feat on his next attack. If the Ninja does not preform the combat maneuver on his next attack action, the ki point is wasted.
Shuriken Multi-Throw (Ex): A Ninja with this secret can throw multiple Shuriken with one attack roll. The Ninja may throw up to a number of shuriken equal to dexterity modifier. She makes one attack roll for all shuriken thrown vs each individual opponents armor class. Thus it is possible to hit some opponents while missing others completely. She may target as many opponents as she has shuriken to throw, but each target can be no more than 5 feet apart, or she can choose to assign multiple shuriken to individual targets. Thus a Ninja with a dexterity of 17 who is facing three opponents, all who are within 5 feet of each other, can choose to throw 1 shuriken at each of her opponents, making one attack roll vs their individual armor class to see if the shuriken hit, or throw all three at just one of them.
Trapfinding (Ex): A ninja adds ½ her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A ninja can use Disable Device to disarm magic traps.
Trap Sense (Ex): A ninja that selects this secret gains a +1 bonus to reflex saves made to avoid traps and a +1 dodge bonus to AC/CMD to avoid attacks made by traps. A Ninja may select this talent multiple times, each time increasing the bonuses by +1. A ninja must have taken the Trap Finding ninja secret before they can select this ability.
Water Skipper (Ex): A ninja who selects this ability can run across water at her full movement rate. She must begin and end her movement on solid ground. If she cannot complete her movement or is not able to reach solid ground she can make an acrobatics jump check, DC 20 + the distance to solid ground, to try and reach solid ground. If she fails this jump check she immediately falls into the water. She cannot be wearing any form or armor or carrying more than a light load.
Weapon Training (Ex): A Ninja that selects this secret gains Weapon Focus as a bonus feat with any one weapon listed under the Ninja's Weapon and Armor Proficiency entry.
Poison Use (Ex): At 3rd level and higher the Ninja never needs to worry about accidentally poisoning herself when applying poison to a weapon.
High Jump (Ex): At 4th level the ninja adds her level to all Acrobatics checks made to jump, both for vertical jumps and horizontal jumps. In addition, she always counts as having a running start when making jump checks using Acrobatics. By spending 1 ki point from her ki pool as a swift action, a ninja gains a +20 bonus on Acrobatics checks made to jump for 1 round.
Ki Dodge (Su): At 6th level a ninja can spend 1 ki point as an immediate action to cause an attack to miss when it might otherwise hit. When a ninja activates this ability her outline wavers granting her a 25% miss chance due to concealment against all attacks that round. Using this ability does not provoke an attack of opportunity. The spell See Invisibility has no effect on the concealment granted by Ki Dodge, but the spell true seeing negates the miss chance. This concealment does not stack with that cause by other effects that grant concealment or by spells such as blink or displacement.
Ghost Strike (Su): At 8th level, a ninja can spend 1 ki point as a move action to strike incorporeal and ethereal creatures for 1 round. Activating this ability does not provoke attacks of opportunity. It affects the next attack made by the ninja so long as that attack is made before the end of her next turn. She can also use this ability to strike material creatures while ethereal.
Poison Use, Improved (Ex): At 9th level a ninja can apply poison to her weapons as a move action rather than as a standard action.
Advanced Secrets: At 10th level, and every two levels thereafter, a ninja can choose one of the following advanced talents in place of a ninja secret.
Blinding Stealth (Ex): Whenever you use your Ghost Step ability to become invisible or ethereal, you can choose spend 1 additional Ki Point to create a blinding flash of light. Any opponents within 10 feet of you must make a fortitude save with a DC equal to 10 + ½ your Ninja Class level + Wisdom modifier or be blinded for 1 full round. Anyone who makes their saving throw is dazed for 1 full round.Feign Death (Ex): A with this secret has mastered the art of controlling her body to the point where she can appear to be dead. Even powers, spells, or effects that would detect life or thought are incapable of determining whether or not the Ninja is alive. To use this ability the Ninja must spend 1 Ki Point and concentrate for 1 full round, after which their mind and body enter into a catatonic state. While in this state the Ninja is completely aware of her surroundings. If she chose to enter the trance with her eyes open she can see everything that is going on, though her pupils will not
dilate if exposed to light. If someone closes her eyelids then she is considered blind, but otherwise can hear, smell, and feel as normal. The ninja can remain in this state for a number of days equal to her ninja class level + her constitution modifier. Time passes more slowly for the ninja while she is in this state. For the purposes of determining starvation and thirst one day for a ninja in this state is equal to 1 week. To anyone observing the Ninja's body she appears to be lifeless and dead. Her heart beat has slowed to the point where it is all but nonexistent and her skin is cool to the touch. The Ninja can choose to end this effect at any time.Ghost Mind (Su): The ninja with this secret gains a special resistance to spells of the scrying subschool. To detect or see the ninja with a such a spell the caster must make a caster level check (DC 20 + the Ninja's class level). In the case of scrying spells that scan the Ninja's area (such as arcane eye) a failed check indicates the spell works but the ninja is undetected. Scrying attempts targeted directly against the ninja do not work at all if the check fails. You must be a Ninja of at least 14th level to learn this secret.
Ghost Sight (Su): A ninja with this secret with at least 1 ki point remaining in her ki pool can see invisible and ethereal creatures as easily as she sees material creatures. Additionally, the ninja can expend 1 ki point to gain the effects of true seeing for 1 round. You must be a Ninja of at least 16th level to learn this secret.
Ghost Walk (Su): A ninja with this secret can expend 2 ki points to enter the Ethereal Plane. This ability functions as the ethereal jaunt spell with a caster level equal to the ninja's class level. You must be a Ninja of at least 20th level to learn this secret.
Improved Ninja Evasion (Ex): This works like ninja evasion, except that while the ninja still takes no damage on a successful Reflex saving throw against attacks, she henceforth takes only half damage on a failed save. A helpless ninja does not gain the benefit of improved evasion. A ninja must have the Ninja Evasion secret to select improved evasion.
Master Escape Artist (Ex): By spending 1 Ki Point the ninja can slip out of bonds, grapples and even the effects of confining or restraining spells more easily. This effect duplicates a Freedom of Movement spell with the caster level being equal to the Ninja's class level. This can only be done if she is wearing no armor and carrying no more than a heavy load.
Ninja Acrobatic Mastery (Ex): A ninja who selects this secret can spend 1 Ki Point to take 10 on acrobatics checks even when stress or distraction would prevent them from doing so. This can only be done if she is wearing no armor and carrying no more than a heavy load.
Ninja Vanish (Ex): A ninja who selects this secret can spend make stealth checks even while being observed. This can only be done if she is wearing no armor and carrying no more than a heavy load. She can use this ability in combination with her Ghost Stealth ability.
Slippery Mind (Ex): This secret represents the ninja's ability to wriggle free from effects that would otherwise control or compel her. If a ninja with the slippery mind secret is affected by an enchantment spell or effect and fails her saving throw, she can attempt it again 1 round later at the same DC. She only gets this one extra chance to reroll her saving throw.
Bonus Feat: A Ninja may substitute a bonus feat in place of gaining an Advanced Secret. This Advanced Secret can be taken multiple times. Each time the Ninja selects another bonus feat.
Poison Immunity (Ex): Starting at 15th level the ninja becomes immune to any and all poisons. Further more she may carry any contact, ingested, or inhaled poison in her mouth with no risk of poisoning herself. As an attack action she can spit this poison at an opponent. To hit her opponent with this attack he only has to make an attack roll vs. her opponents touch AC.
Greater Ki Dodge (Su): As ki dodge, but the miss chance granted by concealment is now 50%.
Ninja Death Strike (Ex): At 20th level if the Ninja is able to deliver her Sneak Attack while either ethereal or invisible then she can affect the target with her Ninja Death Strike ability and choose to either paralyze the victim for 2D6 rounds or kill them outright. The victim is entitled to a Fortitude saving throw equal to 10 + ½ the Ninja's class level + the Ninja's Wisdom Modifier. If the saving throw succeeds then the Ninja Death strike is treated as just a normal sneak attack. Regardless of if the Ninja Death Strike succeeds, a creature that has been targeted by it cannot be affected by that same Ninja's ninja death strike for 24 hours.

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Thanks for the shout out!
As to your ninja:
- Like:
- Most of your new secrets, the only exceptions are noted below. I especially like water skipper; I'll make sure my game's ninja knows that is available to him. I do sort of question if granting ninjas the monk's unarmed attack damage is ok, but I'd be easy to convince that it's ok.
- I like, but I'm not sure if I agree with, your base ki pool ability (+1 to stuff for 1 ki point). Elaborate on your reasoning why it is needed/deserved/whatever, please.
Dislike and/or Question:
- Even though it is an advanced secret, I think it is just too good an option to be able to take a feat with each secret via bonus feat.
- Why the automatic poison use progression? (I suspect this one of the "what [you] think this class should be" things.) I ask because it looks tacked on, but without the class losing anything for it (like, if you compare this class's progression side-by-side with the rogue, for example).
- Shuriken multi-throw: I think you'd be better off basing this ability around a flurry of blows or rapid shot type mechanic. If you're gung-ho on making sure the ninja can do it as a standard action, I suppose that's fine, but no other attack mechanic (that I know of) allows multiple attacks based on an ability modifier (and even if one exists, well, I'd question if the source knew what they were doing when they made it). To be clear, I like the concept of this secret, just not how it is implemented.
- 25% miss chance is... odd. Odd to the point of "no thanks" for the whole class. Reason: Concealment grants 20% miss chance (and total concealment grants 50%) - and that's it - there are no other miss chances in the game. By inserting one, you're calling attention to a break in the standard rules and at the same time doing nothing to justify this deviation (the result of which is the reader going, "Huh? WTF is this about?" or somesuch).
- Ninja death strike: It's not that this isn't a cool ability, 'cause it is, but by including it you've essentially slated this class as an alternate (and better) rogue. (Which is the only reason you don't find a similar ability in my ninja update.) If you can live with that, with your ninja being superior to the core rogue, then there's no need for a change.

Anthony Kane |

Thanks for the shout out!
-You're more than welcome. Now onto the commentary ;)
As to your ninja:Like:
* Most of your new secrets, the only exceptions are noted below. I especially like water skipper; I'll make sure my game's ninja knows that is available to him. I do sort of question if granting ninjas the monk's unarmed attack damage is ok, but I'd be easy to convince that it's ok.
-Well the water skipper ability was just... classic Ninja BS (you can decide for yourself what BS stands for).
-As for the Monks unarmed attack damage I figure it represents a Ninja who decides to pursue unarmed combat. If a player wants to blow three secrets on the ability to deal equivalent monk damage, my theory is, why not...* I like, but I'm not sure if I agree with, your base ki pool ability (+1 to stuff for 1 ki point). Elaborate on your reasoning why it is needed/deserved/whatever, please.
-To me, this ability represents the Ninja's ability to focus and harness her Ki power to assist her with the most basic of abilities. Its very fitting in that martial arts, mystical focus, ninjutsu sorta way. Not to mention its not broken by anymeans. You gain a +1 bonus to stuff. You can never spend more than one ki point to gain a bigger bonus because its done as a swift action. At level one its a helpful assist, as you go up in levels, it factors in less, but forms the basis for spending Ki points for various other actions.
Dislike and/or Question:
* Even though it is an advanced secret, I think it is just too good an option to be able to take a feat with each secret via bonus feat.
-Oops, my mistake. Errata that. That one should only be selectable once.
* Why the automatic poison use progression? (I suspect this one of the "what [you] think this class should be" things.) I ask because it looks tacked on, but without the class losing anything for it (like, if you compare this class's progression side-by-side with the rogue, for example).
-Actually the poison progression was part of the original Ninja class in complete adventurer. Yes I did add on the 15th level ability. Still there is some historical fact that Ninja's where masters of poison use. It was part of the general base of abilities that I wanted the Ninja to have.
* Shuriken multi-throw: I think you'd be better off basing this ability around a flurry of blows or rapid shot type mechanic. If you're gung-ho on making sure the ninja can do it as a standard action, I suppose that's fine, but no other attack mechanic (that I know of) allows multiple attacks based on an ability modifier (and even if one exists, well, I'd question if the source knew what they were doing when they made it). To be clear, I like the concept of this secret, just not how it is implemented.
I thought of other ways of doing this. Yes flurry of blows and rapid shot did come to mind. The question was how to allow the ninja to throw multiple shuriken, which can be done, with one attack. I really thought a lot about this particular ability and settled on the mechanic I came up with for the following reason. One it accomplished the goal that I set out to achieve. Two, Shuriken, do 1D2 damage, (ie flip a coin heads is 1pt, tails is 2pts) of damage. So a ninja with a dexterity of 20 can throw five shuriken at one opponent or up to 5 and dish out between 10-20 damage to one opponent, or 1-2 pts of damage to five of them.
A Good fighter with a melee weapon still drops more damage when you factor in feats, magical items, ect. This still allows a ninja shuriken thrower to dish out some decent damage. While remaining at a safe range.
(and even if one exists, well, I'd question if the source knew what they were doing when they made it).
**Just a side note. I do like what you come up with. And I appreciate your advice. I'm going to write this off as "thinking aloud" and not take offense to it. That being said, just because someone thinks up a new way of handling the situtation doesn't mean they don't know what they are doing, or are half-assing it. Sometimes you just can't find anything that works, at which point you need to get creative.
* 25% miss chance is... odd. Odd to the point of "no thanks" for the whole class. Reason: Concealment grants 20% miss chance (and total concealment grants 50%) - and that's it - there are no other miss chances in the game. By inserting one, you're calling attention to a break in the standard rules and at the same time doing nothing to justify this deviation (the result of which is the reader going, "Huh? WTF is this about?" or somesuch).
**Errata that: Mistake. reduce to 20%.
* Ninja death strike: It's not that this isn't a cool ability, 'cause it is, but by including it you've essentially slated this class as an alternate (and better) rogue. (Which is the only reason you don't find a similar ability in my ninja update.) If you can live with that, with your ninja being superior to the core rogue, then there's no need for a change.
I guess we're differing on this point here.
-Unlike the rogue who just gets to masterstrike whenever the sneak attack damage would apply, the Ninja can only deliver this ability while ethereal or invisible. Mind you that means if they deliver sneak attack damage when an opponent is flanked, flatfooted, helpless or whatever, yes they get their sneak attack damage but they don't get their capstone ability. Why, because their not invisible or ethereal. In short, there is a restriction that goes above and beyond the rogue's master strike ability, in order for the ninja to apply her Ninja death strike ability.-Unlike the rogue, the Ninja has no option to put the traget to sleep.
As for your point about the ninja being "better" than the rogue, I'm also disagree-ing with that statement. Here's why.
-The rogue gets slightly better skill points but still better than the ninja.
-The rogue gets evasion (and a better stackable version of it) for free, he doesn't have to blow a talent on it.
-The rogue is better at disable device, he gets it at first level for free, and then gains the trap sense ability to boot for free. The Ninja still has to blow secrets if she wants to be as good with disable device as the rogue is naturally.
-The rogue gets certain talents that the ninja doesn't. They do get bleeding attack, slow reactions, quick disable, combat trick, finesse rogue, resilency, trap spotter, and a more flexible weapon focus talent. With regards to their advanced talents the only two the classes share are Slippery mind and a bonus feat.
-These where things that made the rogue different from the ninja. I kept them off the ninja secret list for a reason. those few abilities that they seemed to share I made into secrets for the ninja, so that a ninja could do them, but at the expense of doing other ninja things.
-That being said, a sneaky, stealth rogue vs a sneak stealth ninja, the scales are tipped in the ninja's favor, but then again, that's what they do. The rogue does it well, but the ninja excels at it. In the same token the ninja doesn't automatically have the rogues ability to dodge fire balls (evasion) or avoid being flanked in melee with Uncanny dodge. The evasion set of abilities she actually needs to invest in, and the uncanny dodge ability isn't even available without multiclassing.
-I feel as though the two classes while close cousins, can do each other's roles respectively well when compared to the other, but each has their own unique strengths and weaknesses. Thus with a similar but more restrictive capstone ability I do feel as though the Rogue still stands on its own, and is not sub par with this ninja class.

Anthony Kane |

Class with errata
(sorry about that)
I also retooled the Ninja Death Strike class feature. It is now based off not just landing a sneak attack while ethereal or invisible but also dropping some ki points to do it. The paralysis effect was removed, giving it less flexibility than the rogue's master strike, and effectively making it a straight killing tool.
Hit Die = D8
Alignment Any
Base Attack Bonus Medium (+15/+10/+5 at 20th level)
Saving Throws Fort Poor/Reflex Good/Will Power Poor
Skill Points 6 + Int Mod
Class Skills
The Ninja's class skills are Acrobatics, Bluff, Climb, Craft, Disable Device, Diplomacy, Disguise, Escape Artist, Perception, Sense Motive, Sleight of Hand, Stealth, and Swim.Level/AC Bonus/Special
1.) +0/ Sneak Attack 1D6, Ki Pool, Ghost Stealth
2.) +0/ Ghost Step (Invisible), Ninja Secret
3.) +0/ Sneak Attack 2D6, Poison Use
4.) +1/ High Jump, Ninja Secret
5.) +1/ Sneak Attack 3D6
6.) +1/ Ki Dodge (20%), Ninja Secret
7.) +1/ Sneak Attack 4D6
8.) +2/ Ghost Strike, Ninja Secret
9.) +2/ Sneak Attack 5D6, Improved Poison Use
10.) +2/ Ghost Step (Ethereal), Advanced Talents, Ninja Secret
11.) +2/ Sneak Attack 6D6
12.) +3/ Ninja Secret
13.) +3/ Sneak Attack 7D6
14.) +3/ Ninja Secret
15.) +3/ Sneak Attack 8D6, Poison Immunity
16.) +4/ Ninja Secret
17.) +4/ Sneak Attack 9D6
18.) +4/ Greater Ki Dodge (50%), Ninja Secret
19.) +4/ Sneak Attack 10D6
20.) +5/ Ninja Death Strike, Ninja Secret
Class Features
The following are class features of the Ninja.Weapon and Armor Proficiency: Ninja's are proficient with all simple weapons, plus the hand crossbow, kama, kasuri-gama, kukri, ninja-to, nunchacku, sai, shortbow, short sword, shuriken, and siangham. Ninja's are not proficient with any type of armor or shield.
AC/CMD bonus (Ex): A Ninja is highly trained at dodging blows and she has a sixth sense that lets her avoid even unanticipated attacks. When unarmored and unencumbered, a ninja adds her wisdom bonus (if any) to her Armor Class.
In addition the Ninja gains a +1 bonus AC/CMD at 4th level. This bonus increases by +1 every four levels thereafter (+2 at 8th, +3 at 12th, +4 at 16th and so on).
These bonuses apply to AC even against touch attacks or when the Ninja would be caught flat-footed. She looses these bonuses when she is immobilized or helpless, when she wears any armor, carries any shield, or when she is carrying a medium or heavy load.
This Ninja's wisdom bonus to AC/CMD does not stack with the monks Wisdom bonus to AC/CMD ability, although her ninja class levels do stack with any monk levels for the purposes of determining her AC/CMD bonus that is based on character level. The Ninja takes the higher of the two bonuses. Thus a 3rd level Ninja, 5th level monk, is treated as an 8th level character and takes a +2 level bonus to AC/CMD.
Ki Pool (Su): The Ninja can channel an ability called ki to manifest special powers. She receives a number of Ki Points equal to ½ her Ninja class level + her wisdom modifier. Ki powers can only be used if a ninja is wearing no armor and is unencumbered. Ki Points are spend as a swift action unless noted otherwise in an abilities description.
So long as a Ninja's ki pool isn't empty (that is as long as she has 1 ki point) remaining she gains a +2 bonus on her will saves.
A Ninja can spend Ki Points to add a +1 bonus to ability checks, attack rolls, damage rolls, saving throws, or skill checks. Spending Ki Points in this fashion is considered a swift action, but it must be done before the roll is made.
See following entries for different Ki Powers and their individual Ki Point cost.
Sneak Attack (Ex): 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 two ninja levels thereafter. Should the ninja score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.
With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), 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 concealment.
Ghost Stealth (Ex): A Ninja adds her class level to any and all stealth checks made when she is not wearing any type of armor, and is unencumbered. By spending 1 Ki Point she can cause a momentary distraction and add a +4 bonus to her stealth check and the check is made as a swift action. Using this ability does not provoke an attack of opportunity.
Ghost Step (Su): At 2nd level, a ninja can spend 1 ki point as a swift action to become invisible for 1 round. At 11th level a ninja can become ethereal instead of becoming invisible. Using either of these abilities does not provoke an attack of opportunity.
Ninja secret: As a ninja gains experience, she learns a number of secrets that aid her and confound her foes. Starting at 2nd level, a ninja gains one ninja secret. She gains an additional ninja secret for every 2 levels of ninja attained after 2nd level. A ninja cannot select an individual secret more than once unless otherwise noted.
Ninja Evasion (Ex): A ninja can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Ninja Evasion differs slightly from the standard form of evasion, and thus classes that also grant the evasion in that case do no improve ninja evasion to improved ninja evasion. Likewise ninja evasion does not improve a class that has the evasion class feature to improved evasion. The two are separate abilities. Evasion can be used only if the ninja is wearing no armor and carrying no more than a light load.
Fast Climb (Ex): A ninja can climb her speed as a move action with no penalty to her Climb check, however, the ninja must end the round on a horizontal surface. If she does not end the round on a horizontal surface, she must succeed an additional Climb check (DC = wall's DC +5) to find a perch or she takes the appropriate amount of falling damage for how high she is off the ground. In addition, a ninja only needs one free hand to climb. This ability can only be used if the ninja is wearing no armor and is carrying no more than a light load.Fast Stealth (Ex): This secret allows the ninja to move at full speed while the stealth skill without penalty.
Ledge Walker (Ex): This ability allows a ninja to move along narrow surfaces at full speed using the Acrobatics skill without penalty. In addition, a ninja with this secret is not flat-footed when using Acrobatics to move along narrow surfaces.
Martial Arts Training: A ninja that selects this secret gains Improved Unarmed Strike as a bonus feat.
Improved Martial Arts Training: A ninja that selects this secret gains deals damage with her unarmed strikes as a monk of half her ninja level. If she has levels in monk they stack with half her levels in ninja for determining her unarmed damage and BAB when executing a flurry of blows.
Advanced Martial Training: A ninja that selects now deals unarmed damage as a monk equal level. If she has levels in monk they stack with all her class levels in ninja for the purpose of determining her unarmed damage, and BAB when executing a flurry of blows. Further more she may spend Ki Points from either her monk or her ninja Ki Pool to activate Ki Powers that are related to her unarmed strikes and flurry of blows.
Minor Ninja Magic (Sp): A ninja with this secret gains the ability to cast a 0-level spell from the Cleric/Favored Soul spell list. This spell can be cast three times a day as a spell-like ability. The caster level for this ability is equal to the ninja's level. The save DC for this spell is 10 + the ninja's Wisdom modifier. The ninja must have an Wisdom of at least 10 to select this secret.
Major Ninja Magic (Sp): A ninja with this secret gains the ability to cast a 1st-level spell from the Cleric/Favored soul spell list two times a day as a spell-like ability. The caster level for this ability is equal to the ninja's level. The save DC for this spell is 11 + the ninja's Wisdom modifier. The ninja must have an Wisdom of at least 11 to select this secret. A ninja must have the minor magic ninja secret before choosing this secret.
Ninja Crawl (Ex): While prone, a ninja with this ability can move at half speed. This movement provokes attacks of opportunity as normal. A ninja with this secret can take a 5-foot step while crawling.
Stand Up (Ex): A ninja with this ability can stand up from the prone position as a free action. This still provokes an attack of opportunity when standing up while being threatened by a foe.
Slow Fall (Ex): A ninja can expend 1 ki point as an immediate action within arm's reach of a wall and use it to slow her descent while falling. The ninja’s ability to slow her fall (that is, to reduce the effective distance of the fall when next to a wall) is equal to the ninja’s level x5 feet. A ninja must have the sure step secret to select this talent.
Surprise Attack (Ex): During the surprise round opponents are always considered flat-footed to a ninja with this ability, even if they've already acted.
Ninja Acrobatics (Ex): A ninja who selects this secret gains a +2 bonus to all acrobatics checks. This talent can be selected multiple times, each time increasing the bonus to acrobatics by an additional +2.
Ninja Weapon Specialist (Ex): With this secret, when wielding a weapon with a special property such as the kama described under the ninja's weapon and armor proficiencies, the ninja may spend 1 ki point as a swift action to gain the appropriate improved combat maneuver feat with that weapon on their next attack. For example a Ninja using a Kama, a weapon that can make trip attacks, who normally doesn't have the Improved trip feat, can spend 1 ki point, and gain the benefit of the improved trip feat on his next attack. If the Ninja does not preform the combat maneuver on his next attack action, the ki point is wasted.
Shuriken Multi-Throw (Ex): A Ninja with this secret can throw multiple Shuriken with one attack roll. The Ninja may throw up to a number of shuriken equal to dexterity modifier. She makes one attack roll for all shuriken thrown vs each individual opponents armor class. Thus it is possible to hit some opponents while missing others completely. She may target as many opponents as she has shuriken to throw, but each target can be no more than 5 feet apart, or she can choose to assign multiple shuriken to individual targets. Thus a Ninja with a dexterity of 17 who is facing three opponents, all who are within 5 feet of each other, can choose to throw 1 shuriken at each of her opponents, making one attack roll vs their individual armor class to see if the shuriken hit, or throw all three at just one of them.
**If the Ninja is applying precision based damage to her shuriken multi-throw ability, then she may only apply it once per valid target. Multiple shuriken thrown at one target do not individually gain precision based damage from sneak attack. Thus it could be possible for one target to be considered flatfooted while several others may not.Trapfinding (Ex): A ninja adds ½ her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A ninja can use Disable Device to disarm magic traps.
Trap Sense (Ex): A ninja that selects this secret gains a +1 bonus to reflex saves made to avoid traps and a +1 dodge bonus to AC/CMD to avoid attacks made by traps. A Ninja may select this talent multiple times, each time increasing the bonuses by +1. A ninja must have taken the Trap Finding ninja secret before they can select this ability.
Water Skipper (Ex): A ninja who selects this ability can run across water at her full movement rate. She must begin and end her movement on solid ground. If she cannot complete her movement or is not able to reach solid ground she can make an acrobatics jump check, DC 20 + the distance to solid ground, to try and reach solid ground. If she fails this jump check she immediately falls into the water. She cannot be wearing any form or armor or carrying more than a light load.
Weapon Training (Ex): A Ninja that selects this secret gains Weapon Focus as a bonus feat with any one weapon listed under the Ninja's Weapon and Armor Proficiency entry.
Poison Use (Ex): At 3rd level and higher the Ninja never needs to worry about accidentally poisoning herself when applying poison to a weapon.
High Jump (Ex): At 4th level the ninja adds her level to all Acrobatics checks made to jump, both for vertical jumps and horizontal jumps. In addition, she always counts as having a running start when making jump checks using Acrobatics. By spending 1 ki point from her ki pool as a swift action, a ninja gains a +20 bonus on Acrobatics checks made to jump for 1 round.
Ki Dodge (Su): At 6th level a ninja can spend 1 ki point as an immediate action to cause an attack to miss when it might otherwise hit. When a ninja activates this ability her outline wavers granting her a 20% miss chance due to concealment against all attacks that round. Using this ability does not provoke an attack of opportunity. The spell See Invisibility has no effect on the concealment granted by Ki Dodge, but the spell true seeing negates the miss chance. This concealment does not stack with that cause by other effects that grant concealment or by spells such as blink or displacement.
Ghost Strike (Su): At 8th level, a ninja can spend 1 ki point as a move action to strike incorporeal and ethereal creatures for 1 round. Activating this ability does not provoke attacks of opportunity. It affects the next attack made by the ninja so long as that attack is made before the end of her next turn. She can also use this ability to strike material creatures while ethereal.
Poison Use, Improved (Ex): At 9th level a ninja can apply poison to her weapons as a move action rather than as a standard action.
Advanced Secrets: At 10th level, and every two levels thereafter, a ninja can choose one of the following advanced talents in place of a ninja secret.
Blinding Stealth (Ex): Whenever you use your Ghost Step ability to become invisible or ethereal, you can choose spend 1 additional Ki Point to create a blinding flash of light. Any opponents within 10 feet of you must make a fortitude save with a DC equal to 10 + ½ your Ninja Class level + Wisdom modifier or be blinded for 1 full round. Anyone who makes their saving throw is dazedFeign Death (Ex): A with this secret has mastered the art of controlling her body to the point where she can appear to be dead. Even powers, spells, or effects that would detect life or thought are incapable of determining whether or not the Ninja is alive. To use this ability the Ninja must spend 1 Ki Point and concentrate for 1 full round, after which their mind and body enter into a catatonic state. While in this state the Ninja is completely aware of her surroundings. If she chose to enter the trance with her eyes open she can see everything that is going on, though her pupils will not dilate if exposed to light. If someone closes her eyelids then she is considered blind, but otherwise can hear, smell, and feel as normal. The ninja can remain in this state for a number of days equal to her ninja class level + her constitution modifier. Time passes more slowly for the ninja while she is in this state. For the purposes of determining starvation and thirst one day for a ninja in this state is equal to 1 week. To anyone observing the Ninja's body she appears to be lifeless and dead. Her heart beat has slowed to the point where it is all but nonexistent and her skin is cool to the touch. The Ninja can choose to end this effect at any time.
Ghost Mind (Su): The ninja with this secret gains a special resistance to spells of the scrying subschool. To detect or see the ninja with a such a spell the caster must make a caster level check (DC 20 + the Ninja's class level). In the case of scrying spells that scan the Ninja's area (such as arcane eye) a failed check indicates the spell works but the ninja is undetected. Scrying attempts targeted directly against the ninja do not work at all if the check fails. You must be a Ninja of at least 14th level to learn this secret.
Ghost Sight (Su): A ninja with this secret with at least 1 ki point remaining in her ki pool can see invisible and ethereal creatures as easily as she sees material creatures. Additionally, the ninja can expend 1 ki point to gain the effects of true seeing for 1 round. You must be a Ninja of at least 16th level to learn this secret.
Ghost Walk (Su): A ninja with this secret can expend 2 ki points to enter the Ethereal Plane. This ability functions as the ethereal jaunt spell with a caster level equal to the ninja's class level. You must be a Ninja of at least 20th level to learn this secret.
Improved Ninja Evasion (Ex): This works like ninja evasion, except that while the ninja still takes no damage on a successful Reflex saving throw against attacks, she henceforth takes only half damage on a failed save. A helpless ninja does not gain the benefit of improved evasion. A ninja must have the Ninja Evasion secret to select improved evasion.
Master Escape Artist (Ex): By spending 1 Ki Point the ninja can slip out of bonds, grapples and even the effects of confining or restraining spells more easily. This effect duplicates a Freedom of Movement spell with the caster level being equal to the Ninja's class level. This can only be done if she is wearing no armor and carrying no more than a heavy load.
Ninja Acrobatic Mastery (Ex): A ninja who selects this secret can spend 1 Ki Point to take 10 on acrobatics checks even when stress or distraction would prevent them from doing so. This can only be done if she is wearing no armor and carrying no more than a heavy load.
Ninja Vanish (Ex): A ninja who selects this secret can spend make stealth checks even while being observed. This can only be done if she is wearing no armor and carrying no more than a heavy load. She can use this ability in combination with her Ghost Stealth ability.
Slippery Mind (Ex): This secret represents the ninja's ability to wriggle free from effects that would otherwise control or compel her. If a ninja with the slippery mind secret is affected by an enchantment spell or effect and fails her saving throw, she can attempt it again 1 round later at the same DC. She only gets this one extra chance to reroll her saving throw.
Bonus Feat: A Ninja may substitute a bonus feat in place of gaining an Advanced Secret.
Poison Immunity (Ex): Starting at 15th level the ninja becomes immune to any and all poisons. Further more she may carry any contact, ingested, or inhaled poison in her mouth with no risk of poisoning herself. As an attack action she can spit this poison at an opponent. To hit her opponent with this attack he only has to make an attack roll vs. her opponents touch AC.
Greater Ki Dodge (Su): As ki dodge, but the miss chance granted by concealment is now 50%.
Ninja Death Strike (Ex): At 20th level if the Ninja is able to deliver her Sneak Attack while either ethereal or invisible then she can affect the target with her Ninja Death Strike ability and choose to kill them outright. If the Ninja chooses to kill the victim outright, she must spend 5 ki points, then the victim is entitled to a Fortitude saving throw equal to 10 + ½ the Ninja's class level + the Ninja's Wisdom Modifier. If the saving throw succeeds then the Ninja Death strike is treated as just a normal sneak attack. Regardless of if the Ninja Death Strike succeeds, a creature that has been targeted by it cannot be affected by that same Ninja's ninja death strike for 24 hours.

Anthony Kane |

Regarding the multi-shuriken throw...can the ninja apply precision based damage (including sneak attack) and if yes, how? Once per target, once per attack, or once per shuriken (in the later case, waaaaaaay too powerful ability).
Here's your answer to that question:
**If the Ninja is applying precision based damage to her shuriken multi-throw ability, then she may only apply it once per valid target. Multiple shuriken thrown at one target do not individually gain precision based damage from sneak attack. Thus it could be possible for one target to be considered flatfooted while several others may not.
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And I appreciate your advice. I'm going to write this off as "thinking aloud" and not take offense to it. That being said, just because someone thinks up a new way of handling the situtation doesn't mean they don't know what they are doing, or are half-assing it. Sometimes you just can't find anything that works, at which point you need to get creative.
Your response is most correct, as is your admonition - but that doesn't change the fact that I'm going to raise my eyebrows and look for cracks each and every time some new mechanic comes up. I, we, have to, otherwise things get out of hand quickly!
As to the ability in specific, it's not bad. You do have a fine grasp for the overall balance of the class (even if *I* don't agree on all the specifics) so all you can do is see how it tests. (Also, IIRC, this was the same mechanic used for throwing shuriken in 2e, wuddnit?)
stuff about master strike vs death strike
The thing that really concerned me is that the ninja can death strike any time. All it takes is some ki, and bam, death strike. This is "better" than the rogue because the rogue requires sneak attack, which at least requires some set up that may or may not happen. I don't see a counter-balance (i.e. the same kind of limit) on the ninja's death strike - the only thing that might be considered limiting is the amount of ki required. EDIT: The more I think about this, the more I think the 5 ki points is an appropriate fix for the capstone. So. Thanks for reading!
Ok, that was just to explain what I meant, I'm not trying to beleaguer the point if you just plain don't agree (and really it's a small nitpick, all things considered, as neither class can capstone strike a target more than once). One thing I would like to reiterate though, and I promise to drop it after this:
This class is a clearly better rogue. Yes the rogue has options this ninja doesn't, but on the overall, unless I'm looking for one of those few and specific options, I'm playing a ninja. The solution, as I see it, came from something you mentioned: skill points. Just lower this ninja's skill points to 4+Int and you're good to go by me.
On the whole well done; I don't mind sounding arrogant when I say that it isn't very often that I get excited about amateur stuff, but this is one of those times. (And I hope my ninja player *doesn't* find out about your capstone, 'cause if he does, he'll hate my ninja class ever after!)

Anthony Kane |

Anthony Kane wrote:And I appreciate your advice. I'm going to write this off as "thinking aloud" and not take offense to it. That being said, just because someone thinks up a new way of handling the situtation doesn't mean they don't know what they are doing, or are half-assing it. Sometimes you just can't find anything that works, at which point you need to get creative.Your response is most correct, as is your admonition - but that doesn't change the fact that I'm going to raise my eyebrows and look for cracks each and every time some new mechanic comes up. I, we, have to, otherwise things get out of hand quickly!
Oh I completely agree. Anytime a new mechanice is conceived there is always the potential for something to go horrifyingly wrong. I use to play MTG (not to get off topic) and I remember when the Urza Saga block came out and one card in particular.
Tolarian Academy. And well, the proverbial $H!T hit the fan.
New mechanics need to be examined closely and I'm glad there are people such as yourself who raise questions of balance when a new idea is conceived.
As to the ability in specific, it's not bad. You do have a fine grasp for the overall balance of the class (even if *I* don't agree on all the specifics) so all you can do is see how it tests. (Also, IIRC, this was the same mechanic used for throwing shuriken in 2e, wuddnit?)
;) Lets just say I've been around the block long enough to remember the good old days of THAC0 and Negative AC.
Anthony Kane wrote:stuff about master strike vs death strikeThe thing that really concerned me is that the ninja can death strike any time. All it takes is some ki, and bam, death strike. This is "better" than the rogue because the rogue requires sneak attack, which at least requires some set up that may or may not happen. I don't see a counter-balance (i.e. the same kind of limit) on the ninja's death strike - the only thing that might be considered limiting is the amount of ki required. EDIT: The more I think about this, the more I think the 5 ki points is an appropriate fix for the capstone. So. Thanks for reading!
-I really did consider what you said, and added the 5 Ki Point cost.
Ok, that was just to explain what I meant, I'm not trying to beleaguer the point if you just plain don't agree (and really it's a small nitpick, all things considered, as neither class can capstone strike a target more than once). One thing I would like to reiterate though, and I promise to drop it after this:
This class is a clearly better rogue. Yes the rogue has options this ninja doesn't, but on the overall, unless I'm looking for one of those few and specific options, I'm playing a ninja. The solution, as I see it, came from something you mentioned: skill points. Just lower this ninja's skill points to 4+Int and you're good to go by me.
On the whole well done; I don't mind sounding arrogant when I say that it isn't very often that I get excited about amateur stuff, but this is one of those times. (And I hope my ninja player *doesn't* find out about your capstone, 'cause if he does, he'll hate my ninja class ever after!)
-Its fine, we're just having a difference of opinion.
-I'll have to see if the 6 + Int mod is strong enough deterrent.-As for your player there here is my simple DM advice even if he finds out about the capstone.
(Its my world, you use my classes, and no you can't have that capstone ability) XP
(said in an obviously polite manner to said player)
Feel free to continue commenting and reviewing. And like i borrowed from you feel free to borrow the things you like and leave behind the things you don't.
-AK