Second Draft of Foghammer's Ninja Class


Homebrew and House Rules


I want to preface this post with this statement: I was working on this and had posted the first full draft before the new playtest began, and since it has come out, I've revised the original (and shamelessly stolen some things from the UC ninja playtest). It's a disagreement of mine, flavor-wise and role-wise that the ninja is a sub-type of rogue, and this was my attempt to create something unique. Understand that I've done my best to word some of these abilities so that the intent is obvious and balanced, but I am far from a professional game developer. <<; We are using this class in a current campaign, so it's in playtest (one reason for the major revisions.

Shinobi:

SHINOBI
Alignment:
Any
Hit Die: d8
Class Skills: Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (Engineering) (Int), Knowledge (Local) (Int), Knowledge (Nobility) (Int), Perception (Wis), Sleight of Hand (Dex), Stealth (Dex), Swim (Str)
Skill Ranks per Level: 6+Int modifier
BAB: ¾ (Good)
Good Saves: Reflex/Will
Poor Saves: Fortitude
Starting Wealth: 4d6 x 10gp (avg 140gp)

Class Features:
Weapon and Armor Proficiency: Shinobi are proficient with the blowgun, club, dagger, kama, nunchaku, quarterstaff, sai, shortspear, short sword, shuriken, siangham, sickle, sling, spear, and starknife.
Shinobi are proficient with light armor, but not with shields.
Fast Movement (Ex): A 1st level shinobi gains a 10-foot enhancement bonus to his speed. At 5th level this bonus increases to 20 feet, and to 30 feet at 10th level. A shinobi who wears medium or heavy armor loses this class feature until he takes it off.
Ninjutsu: At 1st level, a shinobi gains a skill chosen from the ninjutsu list, and he gains an additional ninjutsu every two levels thereafter. Some ninjutsu have prerequisites or level requirements that must be met before they can be taken.
Cold-Blooded (Ex): A 1st level shinobi learns to bury his emotions so deeply that he is nigh unshakable. He adds his Wisdom modifer to Will saves twice against spells, spell-like abilities, and effects related to fear or other emotions and for his Intimidate DC.
Ki Pool (Su): At 2nd level, a shinobi gains a pool of ki points, supernatural energy he can use to accomplish amazing feats. The number of points in a shinobi's ki pool is equal to 1/2 his Shinobi level + his Wisdom modifier.
By spending 1 point from his ki pool (a swift action), a shinobi can gain one of the following bonuses:
• make one additional attack at his highest attack bonus (once per round)
• increase his speed by 20 feet for 1 round
• give himself a +4 dodge bonus to AC for 1 round
• give himself a +5 enhancement bonus to stealth or acrobatics checks for 1 round
A shinobi gains additional powers that consume points from his ki pool as he gains levels. The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive. A shinobi who wears medium or heavy armor cannot use his ki pool.
Uncanny Dodge (Ex):[/b] At 3rd level, a shinobi gains the ability to react to danger before his senses would normally allow him to do so. He cannot be caught flat-footed, nor does he lose his Dex bonus to AC if the attacker is invisible. He still loses his Dexterity bonus to Armor Class if immobilized. A shinobi with this ability can still lose his Dexterity bonus to Armor Class if an opponent successfully uses the feint action against him.
If a shinobi already has uncanny dodge from a different class, he automatically gains improved uncanny dodge (see below) instead.
Trained Reflex (Ex): A 4th level shinobi gains a +1 dodge bonus to his AC. Every four levels beyond first, he gains an additional +1 to a total of +5 at 20th level. A Shinobi who wears medium or heavy armor loses this class feature's benefit until he takes it off.
Replacement (Su): Starting at 4th level, a shinobi may replace himself with inanimate objects in combat. Once per day, as an immediate action in response to a melee attack, a shinobi may select an object within 30 feet and put it in harm's way (in the same square), while simultaneously reappearing behind the attacker. Use of this ability must be declared before the attack is resolved, and it causes the shinobi to lose his next move action. If the attack would have been successful, the object used in the replacement takes the damage from the attack instead. The shinobi is considered to be flanking the opponent for his next attack. If there is not an unoccupied square behind the opponent, this ability cannot be used.
Alternatively, the shinobi may reappear in any square adjacent to the attacker other than the one directly opposite, though he does not gain flanking if he chooses to do so.
The object used for replacement must be an unattended, inanimate object of relative size. For instance, a sizable log, a barrel, a large sack of grain, or a chest might be appropriate for a small or medium creature to use. A shinobi gains additional uses of this ability every four levels to a total of 5/day at 20th level, and he may choose to spend a ki point to gain an additional use of this ability.
Evasion (Ex): At 6th level or higher, a shinobi can avoid damage from many area-effect attacks. If a shinobi makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if a shinobi is wearing light armor or no armor. A helpless shinobi does not gain the benefit of evasion.
Improved Uncanny Dodge (Ex): At 10th level and higher, a shinobi can no longer be flanked. This defense denies a rogue or another shinobi the ability to sneak attack the shinobi by flanking him, unless the attacker has at least four more rogue or shinobi levels than the target has shinobi levels.
If a character already has uncanny dodge (see above) from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue or shinobi level required to flank the character.
Greater Replacement (Su): At 12th level, a shinobi no longer loses his next move action when using replacement.
Improved Evasion (Ex): At 14th level, a shinobi's evasion ability improves. He still takes no damage on a successful Reflex saving throw against attacks, but henceforth he takes only half damage on a failed save. A helpless shinobi does not gain the benefit of improved evasion.
Icy Soul (Ex): At 18th level, a shinobi adds his wisdom modifier twice to all will saves. Any will save the shinobi makes that has a partial effect on a save instead has no effect.
Perfect Replacement (Su): At 20th level, a shinobi may use his replacement ability in response to consecutive attacks, and ignores the need for an object with which to replace himself. In addition, an enemy that has triggered replacement provokes attacks of opportunity from the shinobi each time he attacks, after the attack has been resolved (so that the shinobi gains the flanking bonus on the attack of opportunity).
Living Shadow (Su): A 20th level shinobi makes absolutely no sound unless he chooses to and cannot be percieved through hearing by any means. His body and all things carried or worn by him can become shadowy and dull at will as a swift action, granting him a +10 circumstance bonus to hide in areas of darkness and partial concealment.

Ninjutsu List in next post.


This list is long, and I've included some of the ninja tricks from the official playtest, but I've tried to avoid as much of the spell-like stuff and flamboyant abilities for some more subdued abilities and more (Ex) abilities. This may or may not sit well, and for the purposes of critiquing, I'd rather the design intent here be left alone, with emphasis on balance and fairness of the abilities.

Ninjutsu:

Ninjutsu List
As a shinobi continues his training, he learns a number of tricks that allow him to confuse his foes and grant him supernatural abilities. Unless otherwise noted, a shinobi cannot select an individual ninjutsu more than once.
Advanced Talents: The shinobi can select a rogue talent from the list of Advanced Talents in place of a ninjutsu. The shinobi cannot select a rogue talent that has the same name as a ninjutsu. The shinobi cannot select improved evasion. A shinobi must be at least 10th level to select advaned talents.
Armor Penetration (Ex): A shinobi who selects this ninjutsu may use a ki point to make his next melee attack a touch attack. A Shinobi must be at least 5th level to select this ninjutsu.
Choking Bombs (Ex): Whenever a shinobi throws a smoke bomb, all living creatures in the resulting cloud must make a Fortitude save or become staggered by the choking black smoke for 1d4 rounds. The DC of this saving throw is equal to 10 + 1/2 the shinobi’s level + the shinobi’s Charisma modifier. The shinobi can decide to create an ordinary smoke bomb or add poison to this smoke bomb as normal. The shinobi must have the poison bombs ninjutsu before selecting this ninjutsu.
Combat Trick: A shinobi who selects this ninjutsu gains a bonus combat feat.
Cricket Leap (Sp): This ninjutsu allows the shinobi to spend a ki point to duplicate the effects of a jump spell with a caster level equal to half his shinobi level. A Shinobi must be at least 5th level to select this ninjutsu.
Demon's Aura (Su): When a shinobi with this ninjutsu uses demon's presence, creatures affected by the intimidate check cannot approach him for 1d4 rounds, though they may otherwise act normally. A shinobi must be at least 10th level and have demon's presence to select this ninjutsu.
Demon's Eyes (Ex): This ninjutsu allows a shinobi to add half his class level to Intimidation checks made to demoralize opponents.
Demon's Presence (Su): A shinobi that chooses this ninjutsu can fill an area with menace. He may spend a ki point to make a single Intimidate check against all creatures within 30 feet as a standard action. A Shinobi must be at least 5th level and have demon's eyes to select this ninjutsu.
Falcon Strike (Ex): When a shinobi selects this ninjutsu, he can make his attacks more potent by diving into them. The shinobi must make an acrobatics check to long jump. If he jumps a distance of at least 15 feet and lands in a square adjacent to his target, his attack deals double damage. Alternatively, the shinobi may use falcon strike while leaping away from a wall after using the wall running ninjutsu. A shinobi must be at least 10th level and have cricket leap to select this ninjutsu.
Fast Stealth (Ex): A shinobi with this ninjutsu can move at full speed using the Stealth skill without penalty.
Hidden Weapons (Ex): A shinobi with this ninjutsu can easily conceal weapons on his body. The shinobi adds his level on opposed Sleight of Hand skill checks made to conceal a weapon. In addition, he can draw hidden weapons as a move action, instead of as a standard action.
Magic Aura (Sp): This ninjutsu allows a shinobi to mask any magical auras on his person. By spending a ki point, a shinobi can hide all magical auras on items that he is wearing and/or carrying as the spell magic aura with a caster level equal to half his shinobi level. This ability works exactly like the spell except as noted here. He cannot use this ability on objects he is not in possession of, nor can he use it to create illusions of magical auras on mundane objects. A shinobi must be at least 6th level to select this ninjutsu.
Monkey Tumble (Ex): A shinobi with this ninjutsu can tumble with the acrobatics skill at his normal speed with only a -5 penalty instead of the usual -10. At 10th level, the shinobi no longer takes a penalty for tumbling at normal speed.
Ninja Vanish (Ex): This ninjutsu grants shinobi the secret of invisibility. By spending 1 ki point, a shinobi may gain the benefit of the vanish spell, with his caster level equal to half his shinobi level.
Oversized Shuriken (Ex): This ninjutsu allows shinobi to throw shuriken sized for creatures one size larger.
Poison Bombs (Ex): Whenever the shinobi throws a smoke bomb, he can decide to include 1 dose of any inhaled poison he possesses. This poison affects all creatures in the smoke and lasts as long as the smoke lasts. he must pay for the poison normally. The shinobi must have poison use and the smoke bombs ninjutsu before selecting this ninjutsu.
Poison Use (Ex): Shinobi with this ninjutsu are trained in the use of poison and cannot accidentally poison themselves when applying poison to a blade (see Poison).
Pressure Points* (Su): A shinobi with this ninjutsu can strike at an opponent’s vital pressure points, causing weakness and intense pain. Whenever the shinobi deals sneak attack damage, he also deals 1 point of Strength or Dexterity damage, decided by the shinobi. Unlike normal ability damage, this damage can be healed by a DC 15 Heal skill check. Each successful check heals 1 point of damage caused by this ninjutsu. A shinobi with this ninjutsu receives a +10 insight bonus on this skill check. A shinobi must have sneak attack to select this ninjutsu.
Quick Climb (Ex): This ninjustsu allows a shinobi to move at half his speed while climbing without taking any penalties.
Rogue Talent: The shinobi can select a rogue talent in place of a shinobi ninjutsu. The shinobi cannot select a rogue talent that has the same name as a shinobi ninjutsu.
See the Unseen (Su): A shinobi with this ninjutsu learns how to see that which cannot be seen. As a swift action, the shinobi can cast see invisibility, using his class level as the caster level. The shinobi can use this ability once per day for free. Each additional use of this ability uses up 1 ki point. A shinobi must be at least 10th level to select this ninjutsu.
Shadow Clone (Su): This ninjutsu allows the shinobi to create an illusionary double of himself that moves away from him, allowing the shinobi to create a distraction. When he uses this ability, an illusionary double appears and moves away from the shinobi, heading in one direction. The double climbs walls, jumps pits, or simply passes through obstacles, moving at twice the shinobi’s speed in the direction indicated by the shinobi when the ability is used. Its course cannot be changed. The double persists for 1 round per level of the shinobi. Those who interact with the double receive a Will saving throw to recognize that it is fake. The DC of this save is 10 + 1/2 the shinobi’s level + the shinobi’s Charisma modifier. The shinobi can use this ability once per day for free. Each additional use of this ability uses up 1 ki point. A shinobi must be at least 10th level to select this ninjutsu.
Shuriken Mastery (Ex): A shinobi with this ninjutsu gains +2 to attack rolls and damage with shuriken. A shinobi must have shuriken storm before he can select this ninjutsu.
Shuriken Storm (Ex): A shinobi with this ninjutsu can throw two additional shuriken at his highest attack bonus while making a full round attack, but all of his shuriken attacks for that round are made at a –2 penalty.
Slow Metabolism (Ex): The shinobi has been trained to slow down his metabolism with this ninjutsu. He can hold his breath for twice as long as normal before needing to make Constitution checks (four times his Constitution score). In addition, whenever the shinobi is poisoned, the time between saving throws (the frequency) is doubled. Thus, a poison that has a frequency of “1/round for 6 rounds” would instead be “1/2 rounds for 12 rounds.”
Smoke Bombs (Ex): This ninjutsu allows a shinobi to throw a smoke bomb that creates a cloud of smoke with a 15-foot radius. This acts like the smoke from a smokestick. The shinobi can center this smoke on himself, or throw the bomb as a ranged touch attack with a range of 20 feet. Using this ninjutsu is a standard action. The shinobi can use this ninjutsu once per day for free. Each additional use of this ninjutsu uses up 1 ki point.
Sneak Attack (Ex): A shinobi with this ninjutsu deals 1d6 additional damage to creatures they hit who they are flanking or who are denied their Dexterity to AC. This ability functions exactly like a rogue's. This ninjutsu may be chosen up to three times; each time it adds 1d6 damage to the sneak attack. These shinobi sneak attack dice stack with any rogue sneak attack dice the shinobi may have from multiclassing. A Shinobi must be at least level 6 to select this ninjutsu.
Steal Ki (Su): This ninjutsu gives a shinobi sinister powers over the essence of his enemies. If the shinobi scores a confirmed critical hit against a living enemy or reduces a living enemy to 0 or fewer hit points, he can steal some of that creature’s ki. This ability replenishes 1 spent ki point to the shinobi’s ki pool, as long as the shinobi has at least 1 ki point in his pool. He cannot exceed his ki pool’s maximum. A shinobi must be at least 6th level before selecting this ninjutsu.
Sudden Disguise (Su): The shinobi can change his appearance for 1 minute per level. This ninjutsu functions as disguise self. Using this ninjutsu is a swift action. The shinobi can use this ninjutsu once per day for free. Each additional use of this ninjutsu uses up 1 ki point.
Undetected Sabotage (Ex): Whenever a shinobi with this ninjutsu uses Disable Device to sabotage or disable a device, he can make a Stealth check with a bonus equal to his level. Anyone inspecting the device will not notice the sabotage and will assume the object works unless he beats the shinobi’s check with an opposed Perception skill check.
Ventriloquism (Su): The shinobi can throw his voice as if using the spell ventriloquism. he can use this ninjutsu for 1 minute per shinobi level. Using this ninjutsu is a swift action. The shinobi can use this ninjutsu once per day for free. Each additional use of this ninjutsu uses up 1 ki point.
Wall Running (Ex): A shinobi with this ninjutsu may move along a vertical surface horizontally, as if it were flat, but must end his movement on a horizontal surface or make an acrobatics check to jump away from the wall and avoid taking damage from falling. He may also move along walls vertically. Every 5 feet of vertical movement consumes four squares of movement. For example, a shinobi with a speed of 40 feet could move 10 feet vertically with a single move action. A shinobi may take a double move action to wall run, but cannot actually use the run action to do so.
Water Running (Ex): A shinobi with this ninjutsu may move across water (or othis similar, non-solid surfaces), but must begin and end his movement on a solid surface. If the Shinobi spends a ki point, he may remain on the surface of the water until the start of his next turn during which he must move to a solid surface or spend anothis ki point. A shinobi must have wall running to select this ninjutsu.
Weapon Training: A shinobi who selects this shinobi ninjutsu gains Weapon Focus as a bonus feat.
Wind Dragon Strike (Ex): With this ninjutsu, a shinobi may clear his immediate area of threats. If the shinobi is threatened by three or more enemies (at least two of which must be flanking him), and his nearest ally is more than 30 feet away, he is treated as having the whirlwind attack feat. The uncanny dodge ability does not prevent the use of this ability. A shinobi must be at least 6th level to select this ninjutsu.
Wind Running (Ex): This ninjutsu grants a shinobi the ability to clear a battlefield quickly, leaping through extradimensional space from one opponent to another by using the enemy's ki. If the shinobi is adjacent to a hostile creature, he may spend 1 ki point as a swift action to instantly move to the closest square adjacent to another hostile creature within 60 feet of the first. This movement does not provoke attacks of opportunity. A shinobi must be at least 10th level and have water running before selecting this ninjutsu.


No comments, questions, cries of outrage...?


Seriously, nothing?

One last bump and I'll let it die.

Grand Lodge

Clear you've done a lot of typing here... give me a bit to have a serious read.

Grand Lodge

I'm not gonna say good or bad but it looks like you are focusing more combatant/Assassin style rather than the spy/infilratior.

On the saves side its pretty good with the cold blooded feature.

The other class features are pretty hardcore - a lot of skills as the player grows and the level 4 features are badass.

I do like some of the Ninja trick "trees" and the concepts behind them.

I personally dont see the balance against any of the existing feats or class features - thats just me but your Ninja class is leaking awesome sauce.


Combat is more important to our group, yes, so the heart of the class (replacement and most of the ninjutsu) lean towards a combative bent. We like fluff, too, but stealth rules being what they are... we don't want too much of that. As well, there are already many feats, items, and spells that aid in non-detection or infiltration, so I didn't feel the need to make new mechanics for such things.

I wondered about leaving the will save progression.

I modeled the class more closely to the monk, since that's where the ki pool comes from. Originally, they didn't get ki until 5th level, but the official ninja playtest got it at level 2, and after my group and I discussed it, we felt that the ninja would need the ki pool sooner to make better decisions on what ninjutsu to take, because so many of them (ninjutsu) rely on it. I think this is why the class seems front-loaded (please bear with my comparison, my mind is erratic).

A monk gets three feats (improved unarmed strike, in this case, is better than the feat, it should be noted) from class features at level one, PLUS flurry of blows. I wasn't worried about first level, seeing that. Second level for the shinobi here is just the ki pool (without ki strike or equivalent). It's no more helpful than normal with the average 3 ki points at 2nd level.

Fourth level is where the monk get his ki pool. He also gets slow fall 20ft, and a +1 UNTYPED bonus to AC which he retains even against touch attacks or while flat footed. The shinobi's AC bonus is typed (dodge) and is lost when the character is flat footed.

Changes being considered for this draft are reducing the will save, and bumping the fast movement progression up a few levels to reducing front loading.

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