Old (New) class: Pathfinder Ninja


Homebrew and House Rules


I've seen alot of hate on the 3.5 ninja, and I do have to agree. My friends and I have taken a liking to -pathfindering- up 3.5 classes for use in pathfinder. So I figured I'd take on the ninja. Since my friends are currently asleep at the moment, I'd love feedback on it now. Its not fully fleshed out. But I do have the general outline for it.

BaB: Medium Progression
Saves: Good Reflex
Alignment: Any
Hit die: d8
Starting gold 4d4x10gp

Class skills-
Acrobatics(Dex), Bluff(Cha), Climb(str), Craft(int), Disable device(int), Disguise(Cha), Escape artist(dex), Diplomacy(cha), Jump(str), Perception(Wis), Sense motice(Wis), Sleight of hand(Dex), Stealth(dex), Swim(Str) 6+Int modifier

Class features

Weapon and armor proficiency: Ninjas are proficient with all simple weapons, plus the hand crossbow, kama, kukri, nunchaku, sai, shortbow(Composite too), short sword, shuriken, and siangham. Ninjas are not proficient with any type of armor or shield.

AC Bonus: When unarmored and unencumbered, a ninja adds her wisdom bonus (if any) to her armor class. The ability does not stack with the monk’s AC bonus ability( a ninja with levels of monk does not add the bonus twice). In addition, a ninja gains a +1 bonus to her AC at 5th level. This bonus increases by 1 for every five levels thereafter.
These bonuses to AC apply even against touch attacks or when the ninja is flat footed. The character loses these bonuses when she is immobilized or helpless, when she wears any armor, when she carries a shield, or when she carries a medium or heavy load.

Ki Pool (Su): A ninja receives a ki pool equal to one-half her class level (minimum 1) plus her wisdom bonus (if any). Ki pool powers can only e used if a ninja is wearing no armor and is unencumbered.

As long as a ninja’s ki pool isn’t empty, she gains a +2 bonus on her will saves.

At level 5, she gains a +10 bonus to her movement speed.
At level 10, she gains Slippery mind. If affected by an enchantment spell or effect and fails her saving throw. She may attempt it again one round later at the same DC. She gets only this one extra chance to succeed on her saving throw.
At level 20, she can act as if hasted for ten rounds per day. These rounds need not be consecutive, and the haste can be activated as a free action.

Sneak Attack: Operates just like the rogue ability by the same name. Progresses the same way.

Trapfinding: A ninja adds ½ her level to perception skill checks made to locate traps and to disable device checks (Minimum +1). A ninja can use Disable device to disarm magic traps.

Ghost Step (Su): Starting at second level, a ninja can spend one ki point to become invisible for one round. Using this ability is a swift action that does not provoke attacks of opportunity. At level 10, a ninja can become ethereal when using ghost step instead of becoming invisible.

Evasion (Ex): If a ninja makes a successful reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can only be used if the ninja is wearing no armor and if she is carrying a light load.

Poison Use (Ex): At 3rd level and higher, a ninja never risks accidentally poisoning herself when applying poison to a weapon.

Great Leap (Su): At fourth level and higher, a ninja always makes jump checks as if she were running and had the Run feat. This ability can only be used if she is wearing no armor and is carrying no more than a light load.

Defensive Maneuver Training (Ex): The ninja receives the benefit of having the defensive maneuver training feat as long as she is wearing no armor, and is carrying no more than a light load.

Bonus Feat: At 5th, 10th, 15th, and 20th levels, the ninja gains a bonus feat selected from the following list. To be determined. Includes Extra Ki at least. Perhaps other monk feats, and rogue feats.

Acrobatics (Ex): Starting at 6th level, a ninja gains a +2 bonus on acrobatics, climb, and jump checks. This bonus increases to +4 at 12th level, and +6 at 18th level.

Ki Dodge (Su): At 6th level and higher, a ninja can spend a ki point to gain concealment (20% miss chance) against all attacks for 1 round. Using this ability is a swift action that does not provoke attacks of opportunity.
Speed Climb (Ex): At 7th level or higher, a ninja can climb at her speed as a move action with no penalty; however, she must begin and end the round on a horizontal service. IF she does not end her movement on a horizontal surface, she falls, taking falling damage as appropriate for her distance above the ground. A ninja needs only one free hand to use this ability. This ability can be used only if a ninja is wearing no armor and is carrying no more than a light load.

Ghost Strike (Su): At 8th level or higher, a ninja can use one ki point to strike incorporeal and ethereal creatures as if they were corporeal. She can also use this ability to strike foes on the material plane normally while ethereal. Activating the ghost strike ability is a move action that does not provoke attacks of opportunity.

Improved Poison Use (Ex): Starting at 9th level, a ninja can apply poison to a weapon as a move action.

Improved Evasion (Ex): Beginning at 12th level, a ninja’s evasion improves. She still takes no damage on a successful reflex saving throw against such attacks, but henceforth takes only half damage on a failed save. A helpless ninja does not gain benefit of improved evasion, and this ability only function if she is wearing no armor and is carrying no more than a light load.

Ki Blast (Su): You can expend one ki point as a move action to create an orb of raw ki energy. You can throw the seething orb as a standard action with a range of 60 feet. This ranged touch attack deals damage equal to 3d6+ your wisdom modifier. The ki orb is a force effect. This attack can be held for a number of minutes equal to your modifier, but must stay in contact with at least one hand.

Ghost Mind (Non-detection) (Su): At 14th level, you are treated as though being under a non-detection effect constantly with a caster level equal to your ninja level.

Ghost Sight (Su): At 16th level, a ninja can see invisible and ethereal creates as easily as she can see material creatures and objects. Also, while ethereal, your sight increases to 120 feet.

Greater Ki Dodge (Su): Starting at 18th level, a ninja’s ki dodge ability grants total concealment (50% miss chance).

Ghost Warrior (Su): At level 20, a ninja can spend two ki points to enter the Ethereal Plane for an extended period of time. This acts as the ethereal jaunt spell with a caster level equal to the ninja’s class level. Also, a ninja’s ghost strike ability is always active. Finally, the Ki Blast ability can create the orb as a swift action. Spending additional ki points, with each point spent adding an additional 3d6+wis modifier to damage, can boost the blast.


Really if you want to make a ninja, start with the rogue, then add some additional rogue talents to make him more like a ninja. There, you are done. Making the entire ninja class doesn't really provide any benefit here except the ability to call the class "ninja". The great thing about pathfinder is that you can make many different characters by picking various abilities from the base classes, and you just made a class that is railroaded into a specific niche. The only reason to take it is to just want the ninja label, otherwise a rogue can do almost as well, and some home rule talents for flavor would make it superior.

Also: The class feature "use poison" is currently only available from the Assassin PRC, or by playing a drow depending on your DM. I suggest making it available at level 6 so that it doesn't bump up it's availability too much. I am not implying that it is overpowered or anything, simply a rare ability in the world and shouldn't be made easier to access.

Other than that your class isn't overly powerful or anything. I think it is kind of generic and lacking options, but that is about it. So should be a functional class as is.

Shadow Lodge

Yeah, if you really want a ninja, just play a rogue. Maybe a few levels of assassin for fun and poison use.


Not so much want ninja, as I see what they wanted to accomplish with the ninja. They technically did so, but they didn't make it as playable as it could be. I'm asking for critiques please. Not for what I could do instead of playing a ninja. Now, if you will. Please?

*edit*

The poison use point is a good one.

Sovereign Court

I don't know, people didn't really hate on the 3.5 ninja because they didn't like the class, a lot of it was due to the fact that a lot of people saw it as rather unnecessary when rogue fits the bill so well to what you'd want a ninja to be a majority of the time.

Sure people will argue, but it's not a concept that needs it's own class.


The ninja was a fix to the only existent in optimization land (Or whatever you call the hallucination where high level wizards have time to scry every day) idea that the rouge was "useless" due to not being able to flank sometimes, and not, say whenever the DM threw out a monster from a good third of the book. That wasn't fixed until PF. Why? I have no clue.

I guess the main thing is you didn't do much that was new with it. I mean every other class has choices to make but this one. It's a good start, but I can't see myself rolling this class, and I loved playing a 3.5 ninja. You could try building on some ninja tropes. Say give them specialized class features based on the ninja tools. Exotic weapons? Sure, why not. Hell, give their poison a save DC increase option. Show these guys that the specialist isn't a dead end!

RPG Superstar 2012 Top 32

I currently play a dark whisper gnome ninja that has been pathfinderized only by changing the skills and hit die. One thing I would like to see would be "Ninja Talents" that rely on the ki pool so different kinds of ninja could be made.

The Dark creature template is from Tome of Magic; the whisper gnome is from Races of Stone.

EDIT: And it DOES use Sudden Strike instead of Sneak Attack. Sneak Attack often relies on flanking, and a single ninja doesn't need that. You know how it is: If there is one ninja, then he is super powerful. If there are several ninja, then they are weak cannon fodder. ;-)

Shadow Lodge

The Genius Guide to the Shadow Assassin
Looks rather ninja-ish. I haven't actually bought it, but it's gotten decent reviews.

Super Genius Games

Kthulhu wrote:

The Genius Guide to the Shadow Assassin

Looks rather ninja-ish. I haven't actually bought it, but it's gotten decent reviews.

I will admit that we got the idea for the class after watching Ninja Assassin. :)

Hyrum.
Super Genius Games
"We err on the side of awesome."


HyrumOWC wrote:
Kthulhu wrote:

The Genius Guide to the Shadow Assassin

Looks rather ninja-ish. I haven't actually bought it, but it's gotten decent reviews.

I will admit that we got the idea for the class after watching Ninja Assassin. :)

Hyrum.
Super Genius Games
"We err on the side of awesome."

Hrm. What did you think of my version of the ninja?


VictorCrackus wrote:
HyrumOWC wrote:
Kthulhu wrote:

The Genius Guide to the Shadow Assassin

Looks rather ninja-ish. I haven't actually bought it, but it's gotten decent reviews.

I will admit that we got the idea for the class after watching Ninja Assassin. :)

Hyrum.
Super Genius Games
"We err on the side of awesome."

Hrm. What did you think of my version of the ninja?

Okay, first of all, it largely looks quite good. Doesn't look broken. Next...

1. Loved that you switched Sudden Strike for Sneak Attack. While I agree that a lone ninja doesn't always have someone to flank with, I don't see any reason why a Rogue can take advantage of an opponent's distraction but a Ninja can't...

2. I think there is some merit to offering alternative features to specialize, but I think that can also be done just as easily with a five level prestige class (Poison-focused Ninja, Spy-focused ninja, Combat focused Ninja, etc.). That said, some options, whether based on ki powers or not, would be nice. Maybe use a ki point to increase poison DC as was suggested, or use a point to give you feather fall for one round (great for leaping off a really tall wall), to give you the ability to water walk for several rounds/minutes (also works for running on light tree branches or not leaving tracks in the snow), etc.

Personally, I used to recommend customizing ninja (before the 3.5 class was introduced) by starting with a Rogue (or another OGL base class / occassionally making tweaks to certain powers), then adding levels in the Assassin prestige class - their death attack fit wonderfully, and their list of spells they can cast was obviously lifted right from ninja mythology).

Basically, I think things are fine, but more options are always good.

3. Death Attack - I personally think the Ninja should have it, probably at high levels.

4. I liked the suggestion of giving Ninja a bonus to poison save DCs, but I think it should be more of talent option or a five level prestige class thing.

5. The Orb - this seems to run right out of traditional ninja myth and right into an episode of DragonBall Z. If that's you're cup of tea, great. Personally, I really don't care for it at all. I don't think ninja should be "blasters." I think the slot would be far better used for the Death Attack option, or other traditional options for ninja's, such as shapeshifting into a cat or bird, or any of the other options I listed in point number 2 or any of the spells from the Assassin prestige class.

6. Weapons - I think your list is good - simple weapons, short sword, hand or light crossbows, short bow, and monk weapons. I would also make it a point to include OGL materials, materials from previous 3.5 eastern-themed supplements, etc. that include more traditional ninja weapons.

Also, you might, in addition to Poison Use, include a notation that the ninja might be better at implementing or creating alchemical objects, such as tanglefoot bags, or "black eggs" (you'd have to write up what those did, but they're certainly appropriate).

7. "At level 5, she gains a +10 bonus to her movement speed.
At level 10, she gains Slippery mind. If affected by an enchantment spell or effect and fails her saving throw. She may attempt it again one round later at the same DC. She gets only this one extra chance to succeed on her saving throw.
At level 20, she can act as if hasted for ten rounds per day. These rounds need not be consecutive, and the haste can be activated as a free action."

Were these options dependent upon you having ki points left? Do they require spending ki points?

All I have for now...


Sunaj Janus wrote:

Really if you want to make a ninja, start with the rogue, then add some additional rogue talents to make him more like a ninja. There, you are done. Making the entire ninja class doesn't really provide any benefit here except the ability to call the class "ninja". The great thing about pathfinder is that you can make many different characters by picking various abilities from the base classes, and you just made a class that is railroaded into a specific niche. The only reason to take it is to just want the ninja label, otherwise a rogue can do almost as well, and some home rule talents for flavor would make it superior.

Also: The class feature "use poison" is currently only available from the Assassin PRC, or by playing a drow depending on your DM. I suggest making it available at level 6 so that it doesn't bump up it's availability too much. I am not implying that it is overpowered or anything, simply a rare ability in the world and shouldn't be made easier to access.

Other than that your class isn't overly powerful or anything. I think it is kind of generic and lacking options, but that is about it. So should be a functional class as is.

That does not give you the monk or asian fealing to the class, the dealing with Ki and giving AC when not wearing armor does that.

IMHO the class was too focused around their ghost step ability. It was an easy way of making it unique, but it really was a short cut. The class could have been made more interesting, but that would have made it probably too complex for their interests.


Captain Sir Hexen Ineptus wrote:


That does not give you the monk or asian fealing to the class, the dealing with Ki and giving AC when not wearing armor does that.

IMHO the class was too focused around their ghost step ability. It was an easy way of making it unique, but it really was a short cut. The class could have been made more interesting, but that would have made it probably too complex for their interests.

Interesting comments. My players like the idea of it as it is now, but the comment on it being shoved into a niche really made me think. That is one thing I noticed in Pathfinder, was that alot of classes offer greater variety when it comes to sub versions of the class. Like, the fighter is offered a ton of options, obviously the casters are too. Rogues have a ton of talents to offer them. EVEN Barbarians are given so many options. Then, when you look at the playtest classes, with the exclusion of the summoner, I find that every class offers a wealth of options. ESPECIALLY the oracle, and even the cavalier.

Hrm. Not sure what to name them. But perhaps each ninja has a different, lets call it.. house. Perhaps one would be focused more on its ki abilities. Another focuses on aspects of the -classic- ninja. While another may be focused on various charm/disguise/confusion type techniques. While yet another, focuses on the ghost step styles.

The comments have REALLY opened my mind to making the ninja more than just something that can be done with a mixture of monk, rogue, and assassin. No, I think it would be possible to make the ninja more than what I originally imagined it should be.

Now, comments on ideas for "houses" for the ninja would be wonderful. I definately want a house for ki-based skills, and a house for the ghost warrior concept, but more ideas would be much appreciated.

And again, thank you very much for the comments, they really brought me more insight than I had hoped for.


My main concern with the class, that if played RAW and RAI it actually gets too powerful one you can go ethereal.

So I came up with a similar set of powers, but granting them other powers instead to spread abilities out a little.


Captain Sir Hexen Ineptus wrote:

My main concern with the class, that if played RAW and RAI it actually gets too powerful one you can go ethereal.

So I came up with a similar set of powers, but granting them other powers instead to spread abilities out a little.

The one round etherealness? Or the jaunt spell at level 20?


VictorCrackus wrote:
Captain Sir Hexen Ineptus wrote:


That does not give you the monk or asian fealing to the class, the dealing with Ki and giving AC when not wearing armor does that.

IMHO the class was too focused around their ghost step ability. It was an easy way of making it unique, but it really was a short cut. The class could have been made more interesting, but that would have made it probably too complex for their interests.

Interesting comments. My players like the idea of it as it is now, but the comment on it being shoved into a niche really made me think. That is one thing I noticed in Pathfinder, was that alot of classes offer greater variety when it comes to sub versions of the class. Like, the fighter is offered a ton of options, obviously the casters are too. Rogues have a ton of talents to offer them. EVEN Barbarians are given so many options. Then, when you look at the playtest classes, with the exclusion of the summoner, I find that every class offers a wealth of options. ESPECIALLY the oracle, and even the cavalier.

Hrm. Not sure what to name them. But perhaps each ninja has a different, lets call it.. house. Perhaps one would be focused more on its ki abilities. Another focuses on aspects of the -classic- ninja. While another may be focused on various charm/disguise/confusion type techniques. While yet another, focuses on the ghost step styles.

The comments have REALLY opened my mind to making the ninja more than just something that can be done with a mixture of monk, rogue, and assassin. No, I think it would be possible to make the ninja more than what I originally imagined it should be.

Now, comments on ideas for "houses" for the ninja would be wonderful. I definately want a house for ki-based skills, and a house for the ghost warrior concept, but more ideas would be much appreciated.

And again, thank you very much for the comments, they really brought me more insight than I had hoped for.

Some more food for thought. The monk and the rogue are the two classes that have what you want. Monk feats and rogue talents are somewhat close in power scale, and are the "customization" aspects of both classes. You might consider taking the monk as the chassis of the class, and adding rogue talents to the bonus feats.

A monks flurry and a rogue's sneak attack are their damage contributions to combat. What you might do is say that this ninja/monk starts off with unarmed strike, but does not get flurry or improved unarmed damage, but rather gets sneak attack instead. That would allow him to do somewhat comparable damage to that of a monk, whether using a ninja weapon, or their own fists/feet. This encourages the ninja to fight dirty, using stealth, feints, maybe even ki points to treat their opponent as flatfooted, when they get high enough level.

Swap some monk abilities for more apropos ninja themed ones and see how it goes.


VictorCrackus wrote:
Captain Sir Hexen Ineptus wrote:

My main concern with the class, that if played RAW and RAI it actually gets too powerful one you can go ethereal.

So I came up with a similar set of powers, but granting them other powers instead to spread abilities out a little.

The one round etherealness? Or the jaunt spell at level 20?

Well when worked with the feats meant for the class, in the complete scoundrel, yes it is one round, and it costs a lot more, you can go ethereal for an extended period of time.


HyrumOWC wrote:
Kthulhu wrote:

The Genius Guide to the Shadow Assassin

Looks rather ninja-ish. I haven't actually bought it, but it's gotten decent reviews.

I will admit that we got the idea for the class after watching Ninja Assassin. :)

Hyrum.
Super Genius Games
"We err on the side of awesome."

That class definitely is awesome. Ever since I bought it I've been trying to integrate it into my campaign setting. Suffice to say that the next Drow strike force sent at the PCs on Sundays will have some powers they've never seen before. Would you be OK with talking about how the class performs for NPCs and whatnot in this forum or would you prefer I didn't (Or at least didn't give too much away)?


After reading up on ninjas a bit, as well as giving it some decent thought. Five elements for that society. Earth, Air Fire, Water, and void/sky/heaven. Now. I didn't initially set up to have the houses like this. But I ended up with it being as such..

Katana/Combat focused- Earth.
Ghost warrior- Air.
Ki Powers- Fire.
Shadow Ninja- Water.
Elemental Ninja- Void/Sky/Heaven.

Yes, I did it without realizing it until just recently. All ninjas would have the AC bonus, as well as the sneak attack, poison use, evasion, acrobatics, climb and jump things. Skills may change up a bit. Capstone will obviously depend upon the house you choose. The idea to give all ninjas improved unarmed strike at first level is a very excellant idea and I will use that for sure.

Working on the abilites for each will be fun. I'll be sure to post each house's abilities as I finish them.

RPG Superstar 2012 Top 32

The five elements thing reminded me of a PrC I made up that is semi-ninja-esque (but more monkish).

Master of the Five Winds

Requirements:

Alignment: Any non-chaotic.
BAB: +5,
Base Will +5
Endurance, Improved Unarmed Strike
5 ranks in Knowledge religion or Knowledge nature

Class Features:
BAB: +¾
Good Prestige Saves: Fortitude, Medium, Will
Hit Dice: 1d8

Class Skills: Acrobatics, Climb, Craft, Diplomacy, Escape Artist, Heal, Knowledge arcane, Knowledge history, Knowledge nature, Knowledge planes, Knowledge religion, Linguistics, Perception, Perform, Profession, Sense Motive, Stealth, Survival, Swim.

Skill Ranks per Level: 4 + Int modifier.

Masters of the Five Winds do not gain any armor or weapon proficiencies.

Level Ability
1. First Breathing Style, Monastic Traditions
2. Enduring Breath
3. Second Breathing Style
4. Improved Breathing Styles
5. Third Breathing Style
6. Steady Breathing
7. Fourth Breathing Style
8. Advanced Breathing Styles
9. Fifth Breathing Style
10. Harmonious Breaths

Breathing Styles (Su) Beginning at first level, the Master of the Five Winds learns to meditate and control his breathing to gain inner peace and focus. This allows him to manifest powers and abilities based on the five elements of earth, fire, metal, water, and wood. The Master of the Five Winds learns one Breathing Style at first level and an additional one every odd level thereafter (3rd, 5th, 7th, and 9th). He can learn them in any order of his choice.

It takes the Master of the Five Winds a full round action to enter a state of meditation that allows him access to the abilities of one of his Breathing Styles; the Master of the Five Winds can only enter one such meditative state at a time, and he can maintain it for as long as he can hold his breath (typically a number of rounds equal to twice his Constitution score, after that period, he must make a DC 10 Constitution check each round, with the DC increasing by +1 each round after the first). The Save DC, if any, of any Master of the Five Winds abilities is 10 + the Master of the Five Wind’s class level + his Constitution modifier.

At 4th level, the Master of the Five Winds gains access to the Improved abilities of the Breathing Styles he knows. At 8th level, the Master of the Five Winds gains access to the Advanced abilities of the Breathing Styles he knows.

Breath of the Hammer of the Forge.

Metal is the element of the Breath of the Hammer of the Forge. While in this meditative state, the Master of the Five Winds gains DR/- equal to the Constitution bonus; this damage reduction is doubled if the Master of the Five Winds take a full round action concentrating on this meditative state. While in this meditative state, his unarmed strikes strike as slashing weapons and have a critical threat range of 19-20/x2.

The Improved Ability of this breathing technique is the Sundering Skin, while in this meditative state, he causes damage equal to his character level plus his Constitution modifier to any weapon that strikes him; if this causes enough damage to destroy the opponent’s weapon, the attack does no damage. The Master of the Five Winds’ unarmed strikes improve to have a critical threat range of 18-20/x3.

The Advanced Ability of the Breath of the Hammer of the Forge is an Iron Body effect with a duration equal to the length of his meditative state. His unarmed strike improves again, with a critical threat range of 17-20/x4.

Breath of the Pulse of the Earth.

Earth is the element of the Breath of the Pulse of the Earth. Masters of the Five Winds that learn this breathing technique gain a sacred bonus to all Saving Throws equal to ½ the Master of the Five Winds’ class level (minimum +1) while in the meditative state; this bonus is doubled if the Master of the Five Winds takes a full round action to concentrate on this breathing technique. The Master of the Five Winds also gains a bonus equal to his class level on his CMB and CMD affecting Bull Rush, Overrun, and Trip attempts while in his meditative state.

The Improved Ability of this breathing technique is called Bound to the Earth. The Master of the Five Winds gains the ability to ignore all penalties to speed because of difficult terrain and emit an aura that causes opponents within 5 feet per Constitution bonus of the Master of the Five Winds to treat any terrain they travel through as difficult terrain; if the Master of the Five Winds takes a full round action to concentrate on this power, the penalty of moving through his aura of difficult terrain is doubled. The Master of the Five Winds can cause the earth to tremor, causing all opponents within his Bound to the Earth that fail a Reflex Saving throw to become prone and take 1d6 points of non-lethal damage for every 2 levels of the Master of the Five Winds; using this ability reduces the duration of the state by 10 rounds.

The Advanced Ability of this breathing technique allows the Master of the Five Winds to use the Statue spell on himself, with a duration equal to his held breath. He can also use Earthquake as a full round action, but doing so reduces the duration of his breathing technique by 20 rounds.

Breath of the Rolling Waves.

Water is the element of the Breath of the Rolling Waves. The Master of the Five Winds gains a swim speed equal to his land speed and a +8 racial bonus on Swim skill checks. While in the meditative state of the Breath of the Rolling Waves, the Master of the Five Winds gains Fast Healing 1; this improves to Fast Healing 2 if the Master of the Five Winds concentrates on his meditative state as a full round action.

The Improved Ability of this breathing technique increases the rate of Fast Healing to 2, which improves to Fast Healing 5 if the Master of the Five Winds takes a full round action. He also gains Freedom of Movement and Water Walking while in this meditative state.

The Advanced Ability of this breathing technique increases the rate of Fast Healing to 5, which improves to Fast Healing 10 if the Master of the Five Winds takes a full round action. He can also transform himself and his companions into rushing water; this is identical to the spell Windwalk except the subjects must travel through a watery medium.

Breath of the Stirring Embers

Fire is the element of the Breath of Stirring Embers. While in this meditative state, the Master of the Five Winds benefits from Endure Elements and Haste. As a full round action, he gains Cold Resistance 10 and Fire Resistance 10, but loses the benefits of Haste for the round.

The Improved Ability of this breathing technique grants the Master of the Five Winds Cold Resistance and Fire Resistance equal to his Constitution bonus multiplied by 5; this increases to immunity to cold and fire if he takes a full round action concentrating on his meditative state. His unarmed strikes gain the Flaming Burst weapon special quality while in this meditative state.

The Advanced Ability of this breathing technique grants the Master of the Five Winds with the benefits of the Fire Shield spell for the duration of the meditative state. The Master of the Five Winds can also breathe out a cone of fire as a standard action; this reduces the duration of the meditative state by 10 rounds. Treat this as a cone of cold spell that causes fire damage and has a caster level equal to the Master of the Five Wind’s class level.

Breath of the Trees Growing

Wood is the element of the Breath of Trees Growing. While in this meditative state, the Master of the Five Winds gains a Natural Armor bonus to AC equal to his Constitution bonus; this is doubled if the Master of the Five Winds takes a full round action concentrating on this breathing technique. He can also use Enlarge Person on himself while in this meditative state, but doing so reduces the duration by 10 rounds.

The Improved Ability of this breathing technique grants the Master of the Five Winds the Shadow of the Forest. He gains a +8 competence bonus to Stealth, Hide in Plain Sight, and Lesser Fortification against critical hits. He can sustain himself on sunshine while in this state, and in fact is healed instead of harmed by damage from light-based spells and effects.

The Advanced Ability of this breathing technique allows the Master of the Five Winds to use a version of Giant Form II that also grants him the benefits of the Plant type.

Monastic Traditions (Ex). Master of the Five Winds levels stack with monk levels for the purposes of any monk ability the Master of the Five Winds has already gained from the following list: AC bonus, fast movement, flurry of blows, ki pool, slow fall, unarmed damage, and wholeness of body.

Enduring Breath (Ex). Beginning at second level, the Master of the Five Winds adds ½ his class level to his Constitution score when determining how long he can hold his breath. He adds ½ his class level to his Constitution checks to hold his breath.

Steady Breathing (Ex). The Master of the Five Winds never reduces the duration he can hold his breath due to strenuous activity, such as combat.

Harmonious Breaths (Ex). The Master of the Five Winds can enter a number of meditative states based on his Breathing Styles equal to his Constitution bonus (minimum 2, up to a maximum of all 5). Each meditative state requires a full round action, and they must be performed consecutively with no interruptions.

Super Genius Games

Madcap Storm King wrote:
That class definitely is awesome. Ever since I bought it I've been trying to integrate it into my campaign setting. Suffice to say that the next Drow strike force sent at the PCs on Sundays will have some powers they've never seen before. Would you be OK with talking about how the class performs for NPCs and whatnot in this forum or would you prefer I didn't (Or at least didn't give too much away)?

Thanks Madcap!

Talk about the class all you want. :) We'd love to hear how it performs in people's campaigns.

Hyrum.
Super Genius Games
"We err on the side of awesome."


HyrumOWC wrote:


Talk about the class all you want. :) We'd love to hear how it performs in people's campaigns.

Hyrum.
Super Genius Games
"We err on the side of awesome."

Perhaps some critism of my idea for the ninja?


If you ever get this to a final state, feel free to add it to the Pathfinder Database!


I must confess, to my mind a ninja is a combination of monk and rogue.

Grand Lodge

Dabbler wrote:
I must confess, to my mind a ninja is a combination of monk and rogue.

And there is nothing wrong with having a class for that, unless having a wizard/rogue class is bad...

Edit: And I might as well link my own work-in-progress so anyone here can get ideas from it. Mostly stolen from the boards here and combined with some of Kirth Gersen's work. It's not balanced with PF in mind tho.

RPG Superstar 2012 Top 32

Ninja

BAB: +¾
Good Saves: Reflex
Hit Dice: 1d8

Class Skills: Acrobatics, Bluff, Climb, Craft, Disable Device, Disguise, Escape Artist, Intimidate, Knowledge dungeoneering, Knowledge history, Knowledge local, Linguistics, Perception, Profession, Sense Motive, Sleight of Hand, Stealth, Swim, Use Magic Device.

Skill Ranks per Level: 6 + Intelligence modifier.

Ninja are proficient in all simple weapons, plus the kama, katana (bastard sword), kukri, longsword, nunchaku, sai, scimitar, short sword, shuriken, siangham, Ninja are not proficient in any armor or shields.

LEVEL ABILITY
1. AC Bonus, Ki Pool, Ki Reserve Power, Sudden Strike +1d6, Trapfinding
2. Evasion, Talent
3. Sudden Strike +2d6, Poison Use
4. Talent, +1 AC
5. Sudden Strike +3d6
6. Talent
7. Sudden Strike +4d6
8. Talent, +2 AC
9. Sudden Strike +5d6, Improved Poison Use
10. Advanced Talents, Talent
11. Sudden Strike +6d6
12. Talent, +3 AC
13. Sudden Strike +7d6
14. Talent
15. Sudden Strike +8d6, Greater Poison Use
16. Talent, + 4 AC
17. Sudden Strike +9d6
18. Talent
19. Sudden Strike +10d6
20. Ultimate Talent, Talent, +5 AC

*

AC Bonus. When unarmored and unencumbered, the ninja adds her Wisdom bonus (if any) to her AC and CMD. This applies to her touch AC and when she is flat-footed, but not when she is immobilized. At level 4, and every 4 levels thereafter, this bonus increases by 1.

*

Ki Pool (Su). The ninja has a reserve of mystical energy called her ki pool. It has a number of points equal to ½ her class level plus her Wisdom bonus. As long as she has at least 1 point in her ki pool, she has access to her Ki Reserve Power. By spending 1 point from her ki pool, a ninja can make 1 additional attack at her highest attack bonus when making a full attack. In addition, she can spend 1 point to increase her speed by 20 feet for round. Finally, a ninja can spend 1 point from her ki pool to give herself a +4 dodge bonus to AC for 1 round. Each of these powers is activated as a swift action. As a ninja gains levels, points from her ki pool can be spent to activate many of her Talents.

*

Ki Reserve Power (Su). At 1st level, the ninja chooses one of the following Ki Reserve Powers. As long as she has at least 1 point in her Ki Pool, she has access to her selected Ki Reserve Power.

Damage Reduction. The ninja gains DR/magic equal to ½ her level (minimum 1).

Enduring Fortitude. The ninja gains the benefits of the Endurance and Diehard feats. In addition, she adds half of her ninja level to the bonuses provided by the Endurance feat.

Energy Resistance. Choose 1 energy type (acid, cold, electricity, fire, or sonic). The ninja gains resistance 5 to the selected energy type; this increases by 5 at level 4 and every 4 levels thereafter.

Inner Strength. The ninja adds half her level (minimum 1) to her Will Saves.

Inner Fortitude. The ninja adds half her level (minimum 1) to her Fortitude Saves.

Light as Air. The ninja benefits from a constant feather fall effect. At 6th level, she gains a constant water walking effect. At 12th level, she gains a constant air walk effect.

Mystic Celerity. The ninja’s speed increases by 10 feet. This increases to 20 feet at 7th level, 30 feet at 13th level, and 40 feet at 19th level.

Night Vision. The ninja gains lowlight vision (or superior lowlight vision if she already has lowlight vision). At 5th level, she gains dark vision 60 feet (or her existing dark vision increases by 60 feet). At 10th level, she gains the ability to see through magical darkness. At 15th level, she gains blind sense 60 feet. At 20th level, she gains blind sight 60 feet.

Unarmed Damage. The ninja benefits from the Improved Unarmed Strike feat and her unarmed damage equals a monk’s of the same level. Monk and ninja levels stack for the purposes of determining her unarmed damage.

*

Sudden Strike (Ex). The ninja causes additional damage to any opponent that is flatfooted or denied its Dexterity bonus to AC. This damage is +1d6 at 1st level, plus an additional 1d6 points of damage every 2 levels thereafter.

*

Trapfinding. The ninja gains the rogue ability of the same name.

*

Evasion (Ex). At 2nd level, The ninja gains the rogue ability of the same name.

*

Talents. At 2nd level, and every 2 levels there after the ninja chooses one of the following abilities.

Combat Mastery. The ninja can spend 1 point from her Ki Pool as a swift action and for 1 round gain the benefits of a combat feat that she qualifies for but does not have.

Concealment. The ninja can spend 1 point from her Ki Pool as a swift action gain concealment, including benefiting from a 20% miss chance, for a number of rounds equal to her Wisdom bonus.

Extra Class Skill. The ninja may choose 1 cross-class skill and add it to her list of class skills. This talent may be chosen more than once.

Ghost Sight. The ninja can spend 1 point from her Ki Pool as a swift action and benefit from the see invisible spell for a number of rounds equal to her Wisdom bonus.

Ghost Step. The ninja can spend 1 point from her Ki Pool as a swift action and become and remain invisible for 1 round.

Ghost Touch. The ninja can strike incorporeal targets as if they were corporeal.

Improved Uncanny Dodge. The ninja gains the Improved Uncanny Dodge ability. She must have Uncanny Dodge before selecting this ability.

Ki Blast. The ninja can spend 1 point from her Ki Pool as a swift action and for 1 round gain the ability to make ranged touch attacks with a range of 60 feet that cause damage equal to her ninja level plus her Wisdom bonus on a successful hit.

Minor Venom. The ninja can spend 1 point from her Ki Pool as a swift action and poison 1 weapon with a mystic poison for up to 1 minute per level or until the weapon successfully strikes a target. This poison does 1d3 points of ability damage of the ninja’s choice (Strength, Dexterity, Constitution, Intelligence, Wisdom, or Charisma) for a number of rounds equal to the ninja’s Wisdom bonus. The Save DC is 10 + ½ the ninja’s class level + her Wisdom modifier. A successful save prevents further damage from occurring.

Potent Skill. Choose 1 skill you are trained in. The ninja can spend 1 point from her Ki Pool as a swift action and add +20 to the all skill checks of the chosen skill for 1 round. This ability may be selected more than once, each time applying to a different skill.

Puissant Strike. The ninja can spend 1 point from her Ki Pool as a swift action and add her Wisdom bonus to her attack and damage rolls for 1 round.

Rogue Talent. The ninja can select a rogue talent. She can choose this talent more than once, each time selecting a different talent from the list available of rogues.

Second Ki Reserve Power. The ninja may select a second Ki Reserve Power.

Silencing Attack. When the ninja makes a successful critical hit or sudden strike attack, she may spend 1 point from her Ki Pool as an immediate action and cause her opponent to be silenced (as the spell, but only targeting her opponent) for a number of rounds equal to her Wisdom bonus.

Swift Feint. The ninja can spend 1 point from her Ki Pool as a swift action and may make a Bluff check to feint in combat as a free action for 1 round.

Swift Stride. The ninja can spend 1 point from her Ki Pool as a swift action and move up to her speed.

Uncanny Dodge. The ninja gains the Uncanny Dodge ability.

Wholeness of Body. The ninja can spend 1 point from her Ki Pool as a swift action and regain a number of hit points equal to her class level.

Wraithstrike. The ninja can spend 1 point from her Ki Pool as a swift action and resolve all melee attacks for 1 round as melee touch attacks.

*

Poison Use (Ex). At 3rd level, the ninja never risks accidentally poisoning herself when using poison. At 9th level, she gains Improved Poison Use, which allows her to apply poison to her weapon as a move action. At 15th level, she gains Greater Poison Use, which allows her to apply poison to her weapon as an immediate action.

*

Advanced Talents (Su). Beginning at 10th level, the following advanced talents become available whenever the ninja may select a new talent.

Abundant Step. The ninja can spend 1 point from her Ki Pool as a swift action and use dimension door with a caster level equal to her ninja level.

Crippling Strike. The ninja gains the rogue ability of the same name.

Defensive Roll. The ninja gains the rogue ability of the same name.

Dispelling Attack. The ninja gains the rogue ability of the same name.

Feat. The ninja may select any feat she qualifies for.

Flicker. The ninja can spend 1 point from her Ki Pool and gain the ability to teleport 5 feet per 2 class levels as an immediate action once per round for a number of rounds equal to her Wisdom bonus. If she teleports away in response to an attack, she gains a 50% miss chance against that attack.

Ghost Mind. The ninja gains Spell Resistance 15 + her class level against divination spells.

Hide in Plain Sight. The ninja gains the ability to use the Stealth skill to hide even while being observed, as if she had the shadow dancer ability of the same name.

Hummingbird’s Dance. The ninja can spend 1 point from her Ki Pool as a swift action and gain the benefit of a Blink spell for a number of rounds equal to her class level.

Improved Concealment. The ninja can spend 1 point from her Ki Pool as a swift action gain full concealment, including benefiting from a 50% miss chance, for a number of rounds equal to her Wisdom bonus. She must have the Concealment talent before selecting this talent.

Improved Ghost Step. The ninja can spend 1 point from her Ki Pool as a swift action and become and remain ethereal for 1 round or invisible for a number of rounds equal to her Wisdom bonus. She must have the Ghost Step talent before selecting the ability.

Improved Ghost Sight. The ninja can spend 1 point from her Ki Pool as a swift action and benefit from True Seeing for a number of rounds equal to her Wisdom bonus. She must have the Ghost Sight talent before selecting this ability.

Improved Ki Blast. When the ninja uses her Ki Blast ability against the target, on a successful hit she may use one of the following abilities as a free action that does not provoke an attack of opportunity: Bull Rush, Disarm, Sunder, or Trip using a CMB equal to the ninja’s class level plus her Wisdom bonus, or Pull the opponent a distance towards the ninja, up to the closest square that is adjacent to the ninja.

Improved Wholeness of Body. The ninja can spend 1 point from her Ki Pool as a swift action and gain Fast Healing equal to ½ her class level for a number of rounds equal to her Wisdom modifier. She must have the Wholeness of Body ability before selecting this ability.

Ki Mastery. The ninja gains the ability to spend points from her Ki Pool as a free action instead of as a swift action.

Ki Strike. The ninja can spend 1 point from her Ki Pool as an immediate action and bypass the damage resistance of her opponent.

Major Venom. The ninja can spend 1 point from her Ki Pool as a swift action and poison 1 weapon with a mystic poison for up to 1 hour per level or until the weapon successfully strikes a target. This poison does 1d6 points of ability damage of the ninja’s choice (Strength, Dexterity, Constitution, Intelligence, Wisdom, or Charisma) for a number of rounds equal to the ninja’s Wisdom bonus. The Save DC is 10 + ½ the ninja’s class level + her Wisdom modifier. Two successful saves prevent further damage from occurring.

Opportunist. The ninja gains the rogue ability of the same name.

Poison Resistance. Whenever the ninja is subjected to ability damage or ability drain from poison, she subtracts her Wisdom bonus from the amount of ability damage or ability drain she suffers.

Potent Poison. If the ninja uses poison on an attack that is also a successful sudden strike, she adds the number of sudden strike dice she has to the Save DC of the poison.

Skill Mastery. The ninja gains the rogue ability of the same name.

Slippery Mind. The ninja gains the rogue ability of the same name.

Third Ki Reserve Power. The ninja may select a third Ki Reserve Power. She must have the Second Ki Reserve Power ability before selecting this talent.

*

Ultimate Talent (Su). At 20th level, the ninja may select one of the following abilities in addition to the regular Talent or Advanced Talent she gets for being 20th level.

Ghost Walk. The ninja can spend 1 point from her Ki Pool as a swift action and benefit from the Ethereal Jaunt spell.

Quick Killer. The ninja can make a coup de grace as a swift action that does not provoke attacks of opportunity.

Shadow Walk. The ninja can spend 1 point from her Ki Pool as a swift action and benefit from the Shadow Walk spell.

Truly Potent Poison. If the ninja uses poison on an attack that is also a successful sudden strike, she adds her sudden strike damage to the save DC of the poison.

Truly Puissant Strike. When the ninja makes a successful critical hit or sudden strike attack, she may spend 1 point from her Ki Pool as an immediate action to cause maximum damage.

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