First New Class


Homebrew and House Rules


It has been awhile since I've posted anything up here, and I know that a lot of people have been turning out Ninja's. But the idea just seemed really cool, and I'd never brewed up a class before. One thing of note, I stole the "Twin" idea from someone on these boards, but can't for the life of me figure out where I wrote it down. So if you're out there, feel free to speak up.

I won't try to put the table on here, that never works out, but it has 3/4 BAB, good saves in Ref & Will (bad in Fort), and a Ranger/Paladin spell progression.

Spoiler:
Alignment: Any
HD: d8

CLASS SKILLS
Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Knowledge(Geography) (Int), Knowledge(Nature) (Int), Perception (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Survival (Wis), Swim (Str) 6+INT MOD

CLASS FEATURES
Weapon and Armor Proficiency: Ninja’s are proficient with all simple and monk weapons; as well as light and medium armor.

Sneak Attack: Starting at 4th level, the Ninja gains Sneak Attack as per the Rogue ability (p.68) This ability starts at +1d6, and the Ninja gains an additional +1d6 for every 4 levels thereafter.

Track: A Ninja adds half their level (minimum 1) to Survival skill checks made to follow or identify tracks.

Poison Use: A Ninja is proficient with the use of poisons. Starting at 2nd level, a Ninja can no longer accidently poison themselves when applying poison to a weapon.
At 6th level, a Ninja can add poison to a weapon as a free action that does not provoke an attack of opportunity.
At 10th level, a Ninja is able to make the poison on his weapons last for two successful attacks instead of just one. The poison, however, has a reduced effect, granting a +2 Circumstance bonus to savings throws against it.
At 14th level, a Ninja is able to add two doses of poison at the same time. These may be two separate types of poison, in which case the poisons affect the target seperately, or two doses of the same kind, which extends the duration of the poison by 50%.
At 18th level, a Ninja becomes immune to poison.

Favored Terrain: At 3rd level, a Ninja may select a type of terrain from the Favored Terrains Table. The Ninja gains a +2 bonus on initiative checks and Kwoldege(Geography), Perception, Stealth, and Survival checks when he is in this terrain. A Ninja traveling through his favored terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he wishes). At 8th level and every five levels thereafter, the Ninja may select an additional favored terrain.

Endurance: A Ninja gains Endurance as a bonus feat at 3rd level.

One Soul, Two Bodies: At 5th level, a Ninja’s training allows him to safely split his essence into two bodies. This can take one of two forms. First, he may acquire an animal companion. A Ninja who selects this choice can choose from the following list: Bird, Cat (Small), Dog, Eel, Frog, Horse, Lizard, Rat, Roc, Snake (Constrictor), Snake (Viper), Wolf,
The second form of this ability allows a Ninja to create a Twin of himself. Once per day as a full round action a Ninja may divide into two, each having half of the original hit points and each having a base attack, saves, and abilities and skills equal to half of his total ninja levels, but unable to cast any Ninja spells until reunified. The second Ninja will appear within 5 feet of the original, dressed in similar non-magical clothing to the original, but without any gear or equipment. Gear can be given to the new character at the original Ninja’s discretion.
For example a 10th level Ninja with 80 hit points could divide into two 5th level Ninjas, each having 40 hit points each, with base attack, saves and special abilities of a 5th level Ninja. All skill checks would be rolled at ½ of the original Ninja’s.
Recombining is a standard action that requires the two Ninjas to be within 10 squares of one another. If either Ninja is reduced to 0 hit points, the remaining Ninja is restored to its full level, but without any additional hit points and with the staggered condition for a number of rounds equal to the level of the Ninja that was slain. The Ninja may remain divided in this way for 1 hour per level. If he does not rejoin within this time, the twin is immediately reduced to zero hit points and the primary Ninja suffers the staggered effect as a result

Rogue Talent: At 6th level, a Ninja may select 1 Rogue Talent from the following list. Note: those marked with a (*) can be found in the APF. Befuddling Attack*, Bleeding Attack, Camouflage*, Canny Observer*, Expert Leaper*, Fast Stealth, Ledge Walker, Nimble Climber*, Offensive Defense*, Positioning Attack*, Quick Disguise*, Resiliency, Rogue Crawl, Stand Up, Surprise Attack, Slow Reactions. At 10th level, a Ninja may select 2 additional Rogue Talents from this list.
At 14th level, a Ninja may select 2 more Rogue Talents, or 1 Advanced Talent from the following list. Note: Those marked with a (*) can be found in the APG. Crippling Strike, Defensive Roll, Fast Tumble*, ^Hunter’s Surprise*^, Master of Disguise*, Opportunist, Slippery Mind.
^^: The Hunter’s Surprise ability must be used upon the target of a Ninja’s Quarry.

Ninja Step: Starting at 7th level, a Ninja may move through any sort of undergrowth (such as natural thorns, brains, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect her.

Spells: Beginning at 4th level, a Ninja gains the ability to cast a small number of arcane spells, which are drawn from those listed here. A ninja must choose and prepare his spells in advance.
To prepare or cast a spell, a Ninja must have a Wisdom score equal to at least 10+ the spell level. The Difficulty Class for a saving throw against a Ninja’s spell is 10+ the spell level+ the Ninja’s INT modifier. All other standard restrictions and requirements apply. A Ninja can prepare a number of Cantrips equal to his Int modifier, and can cast them like any other spell, but they are not expended when cast and can be used again.

Swift Tracker: At 8th level, a Ninja may move at his normal speed while using Survival to follow tracks without taking the normal -5 penalty. He takes only a -10 (instead of the normal -20) when moving at up to twice normal speed while tracking.

Evasion: When he reaches 9th level, a Ninja can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage. Evasion can be used only if the Ninja is wearing light armor or no armor. A helpless Ninja does not gain the benefit of Evasion.

Teleport: A Ninja can teleport, but not very far. Once per round as an immediate action, a Ninja can teleport 10 feet in any direction he chooses so long as the target square is un-occupied. This ability does not provoke an attack of opportunity when departing, but does when arriving. This can be used at any time during a Ninja’s turn and only during the Ninja’s turn (unlike most immediate actions which can be done at any time.)

Marked for Death: At 11th level, a Ninja can, as a standard action, denote one target within his line of sight as his Mark. Whenever he is following the tracks of his Mark, a Ninja can take 10 on his Survival checks while moving at normal speed, without penalty. In addition, he receives a +2 insight bonus on attack rolls made against his Mark, and all critical threats are automatically confirmed. A Ninja can have no more than one opponent Marked at a time. He can dismiss this effect at any time as a free action, but he cannot select a new Mark for 24 hours. If the Ninja sees proof that his Mark is dead, he can select a new one after waiting for 1 hour.

Camouflage: A Ninja of 12th level or higher can use the Stealth skill to hide in any of his favored terrains, even if the terrain doesn’t grant cover or concealment.

Improved Evasion: At 16th level, a Ninja’s evasion improves. This ability works like Evasion, except that while the Ninja still takes no damage on a successful Reflex saving throw against attacks, he henceforth takes only half damage on a failed save. A helpless Ninja does not gain the benefit of Improved Evasion.

Ninja Vanish: While in any of his favored terrains, a Ninja of 17th level or higher can use the Stealth skill even while being observed.

Improved Mark: At 19th level, the Ninja’s ability to hunt his Mark improves. He can now select a Mark as a free action, and can now take 20 while using Survival to track his quarry, while moving at normal speed without penalty. His insight bonus to attack his Mark increases to +4. If his Mark is killed or dismissed, he can select a new one after 10 minutes have passed.

Master Assassin: A Ninja of 20th level becomes a master hunter. He can always move at full speed while using Survival to follow tracks without penalty. He can, as a standard action, make a single attack against a Mark at his full attack bonus. If the attack hits, the target takes damage as normal and must make a Fortitude save or die. The DC of this save is equal to 10+ ½ the Ninja’s level+ damage. A Ninja may apply his sneak attack damage to this attack.

Spell List: Note: Spells marked with (*) can be found in the APG

0 Level: Dancing Lights; Daze; Detect Magic; Flare; Ghost Sound; Lullaby; Mage Hand; Message; Open/Close; Read Magic; Sift: Spark*

1st Level: Alarm; Animate Rope; Beguiling Gift*; Break*; Charm Person; Comprehend Languages; Dancing Lantern*; Darkness; Detect Secret Doors; Disguise Self; Endure Elements; Erase; Expeditious Retreat; Feather Fall; Feather Step*; Flare Burst*; Grease; Hypnotism; Hold Portal; Jump; Magic Mouth; Memory Lapse*; Obscure Object; Obscuring Mist; Sculpt Corpse*; Silent Image; Sleep; Stone Fist*; Stumble Gap*; True Strike; Undetectable Alignment; Unseen Servant; Vanish*; Ventriloquism

2nd Level: Accelerate Poison*;Alter Self; Arrow Eruption*;Blindness/Deafness; Blood Biography*; Blur; Calm Emotions; Cat’s Grace; Darkvision; Delay Poison; Detect Thoughts; Dust of Twilight*; Eagle’s Splendor; Enthrall; Glide*; Gust of Wind; Hold Person; Invisibility; Knock; Levitate; Minor Image; Mirror Image; Misdirection; Pyrotechnics; Silence; Spider Climb; Suggestion; Tongues; Whispering Wind; Versatile Weapon*; Web

3rd Level: Arcane Sight; Blink; Clairaudience/Clairvoyance; Dispel Magic; Displacement; Explosive Runes; Gaseous Form; Haste; Jester’s Jaunt*; Major Image; Nondetection; Remove Curse; Scrying; Sculpt Sound; Secret Page; See Invisibility; Seek Thoughts*; Shifting Sand*; Shrink Item; Sleet Storm; Slow; Speak With Animals; Twilight Knife*; Wind Wall

4th Level: Arcane Eye; Confusion; Detect Scrying; Dimension Door; Dominate Person; Freedom of Movement; Hallucinatory Terrain; Illusory Wall; Invisibility,Greater; Locate Creature; Minor Creation; Modify Memory; Neutralize Poison; Phantasmal Killer; River of Wind*; Shadow Conjuration; Shadow Projection*; Speak with Plants; Solid Fog; Treasure Stitching*; True Form*; Zone of Silence;


The splitting ability seems to lend itself to lots of possible abuse. How do non-ninja levels split in a multi-class character? How about racial traits?
An elf ninja 8 splitting into two elf ninja 4's doesn't seem too threatening, but a troll ninja 6 splitting into two troll ninja 3's has quite a bit of combat ability (since most of their power doesn't come from their ninja levels).


Hm, I would say that a multi-class Ninja would split all of their levels evenly between the two of them. If they are at an odd level, the extra goes to the original.

As for the troll, adding Ninja levels to it would be up to the DM. And if it is abused by the DM, then (quiet frankly) that is not my problem but the group's.

RPG Superstar 2012 Top 32

Per twin:

I think it would be easier just to halve the hit points and grant each version 2 (temporary) negative levels; these negative levels disappear when the twins re-combine. They share a pool of spells, ki, etc.

Also, there can then be a mechanic for creating multiple copies: each gets a fraction of the original ninja's hit points and a number of negative levels equal to the number of existing copies. Whenever one of the copies dies or disappears, each remaining ninja loses a negative level.

Maybe a feat

Extra Twinja
You can create additional copies of yourself.

Requirements: Two Bodies, One Soul ability, Wis 17+.

Benefit: When using your Two Bodies, One Soul ability, you increase the number of bodies you can split into by one. Your hit point total is divided evenly among all your bodies. Each body may draw upon a shared pool of equipment, feats, skills, special class abilities, spells, etc. Each of your bodies is aware of what is happening to all your other bodies. Each body gains a number of temporary negative levels equal to the number of bodies you currently have; when a body dies or disappears (a free action), each remaining body loses a negative level.

Special: You may take this feat multiple times. Each time you take this feat, you increase the number of bodies you can split into by one. You can only split into a number of bodies equal to your Wisdom bonus.


SmiloDan wrote:

Per twin:

I think it would be easier just to halve the hit points and grant each version 2 (temporary) negative levels; these negative levels disappear when the twins re-combine. They share a pool of spells, ki, etc.

Also, there can then be a mechanic for creating multiple copies: each gets a fraction of the original ninja's hit points and a number of negative levels equal to the number of existing copies. Whenever one of the copies dies or disappears, each remaining ninja loses a negative level.

Maybe a feat

Extra Twinja
You can create additional copies of yourself.

Requirements: Two Bodies, One Soul ability, Wis 17+.

Benefit: When using your Two Bodies, One Soul ability, you increase the number of bodies you can split into by one. Your hit point total is divided evenly among all your bodies. Each body may draw upon a shared pool of equipment, feats, skills, special class abilities, spells, etc. Each of your bodies is aware of what is happening to all your other bodies. Each body gains a number of temporary negative levels equal to the number of bodies you currently have; when a body dies or disappears (a free action), each remaining body loses a negative level.

Special: You may take this feat multiple times. Each time you take this feat, you increase the number of bodies you can split into by one. You can only split into a number of bodies equal to your Wisdom bonus.

Yeah, the guy I yanked the idea from had an increased ability to split into more than just two Ninjas. I didn't like it, though. So I just stuck with the base twin ability.


Ha, Smilo you are a genius!
The Twins mechanic comes from Ciretose (credit were credit is due) and I've been meaning to steal it for my ninja class too (everybody has its own ninja class, you can make a party of ninjas) but it wasn't much useful in combat, but now with SmiloDans change it works.

Also good class, clearly ranger based, but very good.

RPG Superstar 2012 Top 32

Well, the feat is just an option. I was offering a new mechanic idea. You know how 2 CR 8 critters are a CR 10? I would think the same applies to a split ninja, so that is why I offered the new mechanic idea. I think it is easier than redesigning the character, especially if the player playing the ninja didn't do his homework ahead of time.

Also, I thought it was a neat way to represent the Inverse Ninja Law.

http://en.wikipedia.org/wiki/Principle_of_Evil_Marksmanship#Inverse_Ninja_L aw


SmiloDan wrote:

Well, the feat is just an option. I was offering a new mechanic idea. You know how 2 CR 8 critters are a CR 10? I would think the same applies to a split ninja, so that is why I offered the new mechanic idea. I think it is easier than redesigning the character, especially if the player playing the ninja didn't do his homework ahead of time.

Also, I thought it was a neat way to represent the Inverse Ninja Law.

http://en.wikipedia.org/wiki/Principle_of_Evil_Marksmanship#Inverse_Ninja_L aw

Don't take offense. I was just explaining.

RPG Superstar 2012 Top 32

VM mercenario wrote:

Ha, Smilo you are a genius!

The Twins mechanic comes from Ciretose (credit were credit is due) and I've been meaning to steal it for my ninja class too (everybody has its own ninja class, you can make a party of ninjas) but it wasn't much useful in combat, but now with SmiloDans change it works.

Also good class, clearly ranger based, but very good.

Thanks! :-)

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