
Handbell |
Shinobi (also known as Ninja)
Shinobi are specialized mercenaries who serve a specific ruler/mayor/ political leader.
Skilled at Infiltrating enemy defenses, or serving as body guards
Working solo or with others to disrupt, infiltrate, confuse opposing political powers they create a mythic to inspire dread or fear for they are also known as Ninja.
Many years ago, the ideas of guerilla warfare were written by (Name). These ideas spurred a sneaking Rogue Nobel to create ways to fight enemies with small strike forces and they wrote the book (Title)
Shinobi are doing a job, working for a specific boss. However, they do so without letting anyone else around them know of their motives, including other party members. They only share their true identity at great risk because, if found, they will be hunted by rival political factions, and possibly their own members. It is a life of secrecy and deception, but not necessarily a path of evil... Good Shinobi are out to topple evil rulers/ lords/ political systems. Possibly free captives, or get communications to people imprisoned. They can be part of a secret rebel group like the Firebrands but with specific skills.
Requirements:
Trained in: Deception, Stealth, and Thievery
Recommended also trained in: Acrobatics, Society, and Intimidation
Shinobi wear only cloth armor. A typical outfit conceals them completely including their face, hands and even covers their shoes.
They are trained in several weapons that may be considered illegal.
Blowgun, Hand crossbow, Ninja-to sword, Shuriken, Hidden spear, Caltrops, and poisons.
(note you need Nature skill to know ingredients and Crafting: Poisons to actually make them yourself)
Feat 2
- Terrifying appearance – dressed in all black cloth, face, hands, and even shoes concealed you are the stuff of stories, gain +4 to all intimidation rolls.
- Know your Protectee – You are aware of the person you are protecting as long as they are within 30 feet of you even if they are concealed, hidden, or invisible. (Bodyguard)
- Language: Thieves Cant – you can read the special symbols, know the hand codes, and otherwise are able to understand cyphers that are used by your particular Boss
- Hold breath - character can now hold their breathing three times as long as normal (useful when walking through poison gas, or underwater, ect)
Feat 4
- Avoid creaking floors – You can move at normal speed while searching for traps such as: noisy floors, crickets, and regular traps. Note this does not let you move OVER the trap just lets you move at normal pace until you perceive a trap.
- Ceiling crawl – Using acrobatics and special claws on gloves and shoes you can crawl along a ceiling at 1/4th your normal rate.
- Propelling shove – Someone needs to move, you shove the offender 20 feet if they are the same size as you. (bodyguard)
- Smoke Bomb disappearance – you toss a smoke bomb on your own square, causing you to be hidden (temporarily) You may make a stealth check to leave your location, hopefully without being noticed.
Feat 6
- Walk on water- Character can move across water and even stand on it.
- Cloud Fall - Character can now fall 30ft without any damage (athletics roll needed to roll out of the jump though, even if fail no damage but the character is stunned one)
- Backstab – character can now backstab like a rogue does (see rogue)
- Clear the way! – Intimidation affects all creatures withing a 20ft radius of character, this effects animals, mobile plants, all who can move. {critical success all move 3 actions, success move one action away, critical failure all others are now interested as to why they were told to move) (Bodyguard)
Feat 12
- Walk through wall (Dimension door) – takes three actions, 2 to concentrate, one to move, if at the end of the movement the character is not through the wall.. they are trapped inside it.
- Save them! – character can carry/haul the individual they are protecting at full speed. (Bodyguard)
- Wall Walk – Characters can climb walls at normal movement speed
- Tree flight, If any trees (or bamboo) is within 20 feet of each other- Character can move from tree to tree like a squirrel. Note: You can not sneak doing this movement, because the trees shake
Feat 16
- Improved Sneaking – When sneaking the character casts no shadow, Emits no odor and is all but invisible with the advantages of having no shadow.
- Missile deflection- If someone shoots missiles at your Protectee you can block them regardless of the number of missiles, the character can still get hit, but you block the Protectee (Bodyguard)
- Pass without Trace – It is impossible to track your movements when using this feat. Note: You move at half speed, because you are raking/ covering your tracks.
- Float – With one action concentration the character can float in the air at their present altitude. They are subject to winds but as long as concentration is maintained they can either keep their altitude or descend at half movement, you can NOT float up!

Castilliano |

Why is this build in Rules Discussion?
Maybe because they're suggesting rules?
But yeah, this is quintessential Homebrew Forum material, even if wanting advice or to discuss the rules of one's creation. Not that I see any questions...so I'm not even sure what they want from posting other than to share maybe?