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The Quintessential Ninja Written by G.L.K

The Quintessential Ninja Written by G.L.K

The Quintessential

Written By G.L.K.

Sample file

Ninja

This is quite possibly the most accurate depiction of a Ninja from the and Japanese Cinema. Ninja's also hail from the original horse-archer Bushi that protected in the lands in eons past but unlike the they gravitated to skirmishing and guerrilla warfare. They wear light to medium armor and fight with strange, non-conventional weapons. Many of them are recruited from poor mountain peasant families and live in secluded mountain fortress or hideouts that house their ancient ninja clans. They also frequently send agents into the great citadels and prosperous cities throughout the Shogunate and Empires of the world.

Forewarning This Ninja might be considered over-powered by some DM's and or players and a simple way to fix that solution is to reduce the number of Ninja Class feats learned exactly by half or reduce the number of Ki points by half. Talk to your DM and ask for their approval of Ninja in their campaign. Making a Exemplar Ninja[edit]

The Ninja specializes in asymmetrical warfare, they can look like simple workers, they will spread lies, poison food and spy on their enemies... while the enemy thinks he is speaking to a loyal servant or friend. They have the abilities to wear people's faces as in the courts of great Shoguns, Samas and Daimyos. The Ninja also specializes in dirty tactics on the battlefield, hiding in the mountains and forest, submerged in the swamps and marshes... they set up deadly traps and ambush soft targets like artillery trains and archers/gunners.

Abilities: dexterity and Constitution are the most important aspects of the ninja; dexterity provides a bonus to attack and damage as well as being able to done meanwhile constitution provides more health. Intelligence is a tertiary ability that helps Ninja use their School of combat, confuse enemies and regain Qi.

Races: Ninja will accept anyone and anything with talent.

Alignment: "non Lawful". Ninja are loyal only to their clan and even then only if the clan generally has some pragmatic value to them, generally speaking most clans offer resources, money, family and sanctuary so most ninja are generally extremely hard pressed to betray their own clan. Ninja can be very loyal to daiymos or shoguns who employ them but they are still not so honorable to pinch a bit of gold from the treasury or food from the strong-room. Generally speaking if your not a ninja clan member or a faithful employer then robbery is but one tool of trade in the ninja's arsenal. Good ninja's actually can find ways to protect the untouchables and peasants in sanctuaries and mountain villages but evil will be happy to murder anyone who could be a witness. Some Ninja can definitely show respect for the rules of their employers but they themselves have no internal respect for laws, property and order outside of their Ninja Clan's or Patron's Strongholds.

Starting Gold: 5d4x10gp.

Sample file

Starting Age: "As fighter".

Table: The Exemplar Ninja Hit Die: d6()-d8(Kishu Ninja)

Saving Throws KI Ppoints Shinobi Spells per Day st nd rd th th th th th th Level Base Attack Bonus Fort Ref Will Special /Day 0 1 2 3 4 5 6 7 8 9

1st +1 +2 +2 +0 Ninja Clan Hierloom, Ninja Class Feat, Ninja Class Feat 1+Int 2 1 - - - -

2nd +2 +2 +2 +0 Ninja Class Feat (Kishu Ninja), Spell Strike 2+Int 3 2 1 - - -

3rd +3 +3 +3 +0 Ninja Class Feat, Ku-Jin Mastery (Shinobi) 3+Int 4 3 2 - - -

4th +4 +4 +4 +1 Ninja Class Feat (Kishu Ninja) 4+Int 4 3 2 - - - 5th +5/+1 +4 +4 +1 Ninja Class Feat, Ki Regeneration=(2xInt/Turn), Ku-Jin Mastery 5+Int 5 3 2 - - - (Shinobi)

6th +6/+2 +5 +5 +1 Ninja Class Feat (Kishu Ninja) 6+Int 5 4 2 - - - 7th +7/+3 +5 +5 +2 Ninja Class Feat, Ku-Jin Mastery (Shinobi) 7+Int 5 4 3 - - -

8th +8/+4 +6 +6 +2 Ninja Class Feat (Kishu Ninja) 8+Int 5 4 3 1 - -

9th +9/+5 +6 +6 +2 Ninja Class Feat, Ku-Jin Mastery (Shinobi) 9+Int 5 5 3 1 - -

10th +10/+5/+1 +7 +7 +3 Ninja Class Feat (Kishu Ninja), 10+Int 5 5 4 1 - - 11th +11/+6/+2 +7 +7 +3 Ninja Class Feat, Greater Ki Regeneration=2x(Int+Con)/Turn, Ku-Jin 11+Int 5 5 4 2 - - Mastery (Shinobi)

12th +12/+7/+3 +8 +8 +3 Ninja Class Feat (Kishu Ninja) 12+Int 5 5 5 2 - -

13th +13/+8/+4 +8 +8 +4 Ninja Class feat, Ku-Jin Mastery (Shinobi) 13+Int 5 5 5 3 - - 14th +14/+9/+5 +9 +9 +4 Ninja Class Feat (Kishu Ninja) 14+Int 5 5 5 3 1 - 15th +15/+10/+5/+1 +9 +9 +4 Ninja Class Feat, Ku-Jin Mastery (Shinobi) 15+Int 5 5 5 3 2 1 - 16th +16/+11/+6/+2 +10 +10 +5 Ninja Class Feat (Kishu Ninja) 16+Int 5 5 5 4 3 2 1 17th +17/+12/+7/+3 +10 +10 +5 Ninja Class Feat, Ku-Jin Mastery (Shinobi) 17+Int 5 5 5 5 4 3 2 18th +18/+13/+8/+4 +11 +11 +6 Ninja Class Feat (Kishu Ninja) 18+Int 5 5 5 5 5 4 3 19th +19/+14/+9/+5 +11 +11 +6 Ninja Class Feat 19+Int 5 5 5 5 5 5 4 20th +20/+15/+10/+5 +12 +12 +6 Ninja Class Feat (Kishu Ninja) 20+Int 5 5 5 5 5 5 5

Class Skills (8 + Int modifier per level, ×4 at 1st level) Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), Use Rope (Dex). Class Features[edit]

The Exemplar Ninja is the Shadow of the Samurai, the inverse reflection. Where the Samurai is bold and attacks from the front, the Ninja is cunning and attacks from the back. Where the Samurai is honorable the ninja is treacherous to his foes, Where the Samurai is Elitist to the Common folk the Ninja can actually be their guardian and beneficiary. The Ninja uses his high intelligence to great effect, being quite skillful as well as generating Qi from his intellect. The Ninja uses strange and exotic weapons like chain , Shruikens, Ninjato swords that look like simple walking canes and even - Kage claws and rooster talons attached to their feet. They also burrow from their distant brethren or the eccentric Dragon Monk's elemental Kung fu and can learn the art of Kyodo (Archery) or Bojutsu (Staff fighting). Ninja are masters of using bombs and poisons and so even a foolhardy Samurai will realize that Ninja are a foe not to be taken lightly.

There are two "Archetypes" of Ninjas.

The ruthless Assassin Ninja fall into the Kishu Ninja are more like assassins who are skilled in Combat and learn a variety of Combat Techniques that utilize Ki and they can emulate spells if the learn the Yamabushi's Five Dragons Techniques. Kishu Ninja cannot cast spells they can wear medium armor and their health dice upgrade to d8.

While the Shinobi is more of an adept spy and trickster who sacrifices half his combat skills to cast spells as a half caster from the Wizard/Sorcerer Spell list... but they can only cast , Illusion, Enchantment, Transmutation and Conjuration (Teleportation only) schools of magic.

Weapon and Armor Proficiency: All Martial and Simple Weapons, with a handful of exotic weapons as well as Light or medium Armor.

Spell strike: Ninja are capable of casting spells while attacking foes they can perform this once a turn from lvl 1-10 and twice a turn from lvl 11-20.

Ki Points/Day: A Ninja’s ability to manifest Ki abilities is limited by the Ki Points he has available. His base daily allotment of Qi points is given on Table: Exemplar Ninja. In addition, he receives bonus Ki points per day if he has a high Intelligence score (see Table: Ability Modifiers and Bonus Power Points). His class level may also provide bonus Ki points per day, as may certain feats and items. Ki is a fast recovering source of energy that fully recovers in every new encounter, Ki also can even start rejuvenating every turn due to special class feats.

Ninja Ki Styles of Combat (Ps): Ninja Ki Styles of Combat

These WEAPON STYLES utilize Ki to awaken the spirits and special powers of the Weapons that Ninja's use. The Ninja can also learn Ki styles of Combat from the Samurai that are considered Universal. These Styles are the classic abilities of Ninjas mixed in with some Universal abilities like Bojutsu, Kenjutsu, Karate, Kyudo, and so forth.

Sample file

A.) Kunai School: generally a dagger attached to a chain. (Primarily Ninja skill)

Ninja Class Feats: Novice Kunai Ability: Poison Kunai: Hurl one Kunai without a chain as a bonus action to an attack that can be performed once a turn. 2 Ki. Roll highest standard attack versus Ac and deal 1d4+dex damage, enemy must roll Fortitude (Dc. 10+(1/2 lvl)+Int) and if they fail they are poisoned and suffer 1d6 poison damage a turn for encounter or rerolled fail save. Poison Damage is cumulative with other attacks.

Ninja Class Feats: Greater Kunai Ability: Spinning Death: 2 Ki each Roll highest standard Attack versus AC in area immediately around Ninja and dealing Kunai damage to all foes. This can be used as a replacement for a standard attack and if dual wielded can be done a maximum of eight times in one round which would cost 16 Ki in total.

Ninja Class Feats: Greater Kunai Ability: Harpoon of pain: 4 Ki. hurl Kunai at foe and pull them towards you Roll highest Standard Action dealing double Kunai damage. Once foe in impaled by Kunai they are subject to a grappiling check and if they fail they can be pulled by the Ninja in any direction he is facing. This is a reaction.

B.) Shruiken School: hurled in swarms. Various kinds of shruikens. Kunai not attached to chains can even act as Shruikens. (Primarily Ninja skill)

Ninja Class Feats: Novice Shruiken Ability: Shruiken Caltrops: As a Standard Attack the Ninja hurls 5d4 down on the ground and the Shruikens acts as Caltrops in an area. 2 Ki.

Ninja Class Feats: Master Shruiken Ability: Impaling Shruikens: The Ninja hurls a swarm of Shruikens that impale the hands, arms, feet and body of a enemy to a surface. this replaces standard Attacks and roll highest attack versus enemy Ac, all shruikens deal double damage and enemy is "entangled". 1 Ki per shruiken.

Ninja Class Feats: Master Shruiken Ability: Storm of Shruikens: as a reaction to an attack the Ninja quickly leaps away from danger (double movement) and throws an unlimited number of Shruikens at a target(s). 1 Ki per shruiken.

C.) Tekko Kage School: martial arts moves augmented by claws and talons. Various other weapons can act as Tekko-Kage substitutes like Kusurigama, and the (Primarily Ninja skill but Yamabushi can also use this skill)

Ninja Class Feats: Novice Tekko-Kage Ability: Claws to the Face: Deal two standard attacks to the face and Blind your enemy for 2 turns. One Reaction. 1 Ki

Ninja Class Feats: Greater Tekko-Kage Ability: Claw Dance: While performing full series of Standard attacks the Ninja can perform a series of rolls and leap moving a full move to one or more foes. 2 Ki.

Ninja Class Feats: Master Tekko-Kage Ability: Countering Claws: every attack can be countered with a two standard attacks from the tekko cage. Unlimited Reaction 2 Ki / Counter

D.) Renkinjutsu School: This is the infamous school that allows Ninjas to learn how to make poisons and bombs, This is a crude form of Alchemy.

Ninja Class Feats: Novice Renkinjutsu Ability: "Web" Bomb: basically casts "Darkness" in an Area. cast once as a reaction a turn. 4 Ki

Ninja Class Feats: Greater Renkinjutsu Ability: "Fireball" Bomb: basically casts "Fireball" in an area. Cast once a turn as a Reaction and also releases "Darkness" after the Fireball explosion. 6 Ki

Ninja Class Feats: Master Renkinjutsu Ability: "Acid Fog" Bomb: basically casts "Acid Fog" in an Area. cast once as a reaction a turn. 8 Ki

E.) Kenjutsu School: Technique generally revolves around using one sword with two hands like a , Odachi, Nodachi, or . Using a or any of the previously mentioned swords one handed can also utilize the Kenjutsu Abilities but with either Ki penalties or without the bonuses. All Samurai School feats must be learned first as novice then greater and finally master.

Universal Class Feat; Novice Kenjutsu Technique; Rending Blade: Roll highest standard attack versus enemies AC and deal double Weapon damage with double strength modifier combined with all other modifiers for damage. When using a sword with two hands this ability can be used as a Reaction instead. This ability costs 1 Ki and can only be performed twice a turn replacing a standard attack.

Universal Class Feat; Greater Kenjutsu Technique; Deadly Slash: perform the same attack as rending blade but in a straight 20 foot line or four squares and move the Ninja with the attack. This attack can go in any direction. This is done as a reaction and only once a turn costs 2 Ki (4 ki with Naginata or one handed Odachi, Katana).

Universal Class Feat; Master Kenjutsu Technique; Executioner's Blade: This is a full round action, perform an attack identical to "Rending Blade" but then the Samurai can infuse the attack with unlimited Ki dealing Initial cost is 1 Ki. +1d6 extra damage per 2 Ki. The attack can be rerolled once if it missed. Also if an enemy or character is Killed by this attack their body is partially ruined and either must be sewn together and resurrected or caster must use True Resurrection.

F.) Kyudo School: Archery. (Universal) Generally using any crossbows, short bows or longbows. Arrows can be coated with poison or set aflame. (Universal Combat Skill)

Universal Class Feat; Novice Kyudo Technique; Impaling shot: 2 Ki and replaces one standard attack deals double weapon damage and modifier damage. Enemy has either arm or leg impaled to surface unless they roll Reflex Save (Dc. 10+(1/2 lvl)+Wis) if target is impaled, they are immobilized and must spend a action move to remove the arrow from their impaled limb.

Universal Class Feat; Novice Kyudo Technique; Rain of Arrows: Replaces standard attack deals Ranged Weapon damage in a 3x3 area. Each Rain of Arrows costs 3 Ki.

Universal Class Feat; Novice Kyudo Technique; Heart Piercer: This is a full round action, perform an attack identical to "Impaling Shot" but then the Samurai can infuse the attack with unlimited Ki dealing Initial cost is 2 Ki. +1d6 extra damage per 2 Ki. The attack can be rerolled once if it missed. Also if an enemy or character is Killed by this attack The Arrow immediately rips through the enemy (With cleave and greater cleave feats) and strikes any foe in it's immediate trajectory (like if the foe is behind, in front, to the left or right, whatever direction the arrow was heading it keeps going) dealing full damage and so on and so forth if that opponent dies. Basically this Attack can tear a bloody path through swarms of lesser foes but is still powerful enough to slay a fully armored Warlord or Dragon in battle. Sample file

G.) Bojotsu School: (Universal) the art of the staff, saber staffs, cicada wing swords, Bo-Nunchaku and Monk Spades as well as spears and Naginata can also use those technique but suffer a Ki penalty. (Universal Skill)

Samurai Class Feat; Novice Bojutsu Technique; Staff push: 1 Ki charge in a straight line and Knock several targets back and possibly knock them over. Replace a standard attack action and only deal 1d4+damage (1d6+dex if cicada wing blade) damage to all foes in a straight line but enemies must roll against a bullrush with disadvantage, if enemy fails bullrush they are knockbacked equal to Monk's movement speed. This ability is great for knocking enemies in mass off cliffs and into spike pits. can only be performed once a turn.

Samurai Class Feat; Greater Bojutsu Technique; Staff Counterattack This ability is performed as a reaction and can only be done a number of times equal to the Samurai's Constitution Modifier. The Samurai uses their staff or pole weapon as a defensive object to parry incoming attacks and gets +3 to Ac and after an incoming attack the Samurai can perform an immediate counter attack which functions just like a standard attack with a standard damage roll. Each counter-attack is 1 Ki.

Samurai Class Feat; Greater Bojutsu Technique; Staff Whirlwind : This ability can only be performed as a full round action, The Samurai literally spins his Staff in circles rolling his highest attack modifier for each spinning rotation and dealing both weapon damage to all foes in his immediate area (meaning the 3x3 square surrounding the Samurai). Enemies who suffer who fail are Reflex save are also knocked back by 10 feet and this ability can even block arrows. Each Rotation of the Staff Whirlwind costs for 4 Ki and the Samurai can only move one square or five feet for each Rotation.

Yamabushi "Five Dragon Styles" of Combat: These are Yamabushi Class feats that the Samurai can learn but a Samurai can only learn two of these Schools of class feats.

H. )Kaze the Wind Dragon:

Yamabushi Class Feat: Novice Kaze: Wind Wings. The Character can move at triple their ordinary distance, leap at triple the distance and imitate the spell "feather fall" or "levitate" as a bonus action. 1 Ki.

Yamabushi Class Feat: Greater Kaze: Wind Mastery. 4 Ki and as a bonus action Character can cast either "flight" or "Wind Wall".

Yamabushi Class Feat: Master Kaze: Storm God's Blessing. 8 Ki With this ability the Character can either surge forwards as a Lightning bolt and finishing his journey with a an Attack that is considered a Charge, so this ability would be considered a mix of lightning bolt and Dimension door, passing through multiple foes dealing electric damage. They can also simply apply this benefit to their weapon and it courses through the battlefield as a "Lightning bolt" only to appear for it's last foe and deliver a powerful attack to then suddenly vanish with a peal of thunder and return to the owner's hand. This ability can only be done once a round.

I.) Nami The Sea Dragon:

Yamabushi Class Feat: Novice Nami: Glyph of Ice: 1 Ki, strike a foe with a normal attack but dealing 1d6 extra cold damage and that foe must roll Strength check or they are Entangled because of large icicles weighting down their arms and or legs. This can be applied to as many normal attack actions as possible in a round.

Yamabushi Class Feat: Greater Nami: Artic Blast: 3 Ki this spell is similar to a combination of "burning hands" but dealing cold damage and "entangle" but the legs and arms of the enemies are bogged down with heavy Ice. This spell can act as a reaction when the Character is struck in combat by enemies and is released from the body like a nova in a 3x3 immediate area. Can only be used once a turn.

Yamabushi Class Feat: Master Nami: Ice Prison 6 Ki Similar to "Glyph of Ice" but the enemy takes 4d6 Cold damage and if they fail a Fortitude save they are completely frozen and cannot move or make actions. There is 10hp per Wisdom modifier of HP the Ice has and someone could take a turn or two to free them.

J.) Yama the Mountain Dragon:

Yamabushi Class Feat: Novice Yama: Warstomp: 2 Ki release a small localized earthquake that forces enemies to make a reflex save or suffer knockback by 10 feet in a 3x3 square area around caster No Damage. can only be done once as a reaction.

Yamabushi Class Feat: Greater Yama: Stone Spikes: 4 Ki cover any plant or stone surface with Stone Spikes as per spell. If the Character is using the spell stoneskin and or weilding a wooden or stone weapon they can now cover themselves with spikes. this ability is a bonus action.

Yamabushi Class Feat: Master Yama: Stone Skin: 6 Ki as the spell and can be cast on ally. this ability is a bonus action. as a reversal this ability can petrify an enemy versus Fortitude save.

K.) Kazan The Volcanoe Dragon:

Yamabushi Class Feat: Novice Kazan:Fire Glyph 1 Ki this is cast on a weapon and when given 1 Ki gives an attack 2d4 extra fire damage. cast as a reaction.

Yamabushi Class Feat: Greater Kazan:Roaring Flame 5 Ki Character can leap a great distance (Triple total movement distance) and when they land they release an explosion of Fire that is half as strong as fireball (5d6) and in 3x3 area where they land. cast as a bonus action to one standard attack only once a turn.

Yamabushi Class Feat: Master Kazan: Flame Cloak 8 Ki just like "Fire Shield" and "Wind wall" combined. Takes a full turn to cast this spell.

L.) Seishin The Spirit Dragon: (Ronin, Yamabushi and Ninjas can learn this school)

Yamabushi Class Feat: Novice Seishin: Shadow and Light 2 Ki and Yamabushi can Duplicate effect of Invisibility or Mirror Image. cast as a bonus action during an attack and only once a turn.

Yamabushi Class Feat: Greater Seishin: Sun and Moon 4 Ki and Yamabushi can duplicate one of these spells Darkvision, Light, Darkness and Faerie Fire. cast as a bonus action during a standard attack and only once.

Yamabushi Class Feat: Master Seishin: Dragon of the Void 6 Ki as and Yamabushi can now replicate spells Scry, True seeing or Dimension Door. cast as a bonus action during an attack and only once. Sample file