Level | BAB | Fort | Ref | Will | AC Bonus | Special | 01 | +0 | 0 | 2 | 0 | +0 | Acrobatics, Bonus Feat, Sudden Strike +1d6 | 02 | +1 | 0 | 3 | 0 | +0 | Great Leap, Evasion, Blinding Flash | 03 | +2 | 1 | 3 | 1 | +0 | Poison Use, Sudden Strike +2d6 | 04 | +3 | 1 | 4 | 1 | +0 | Bonus Feat, Slow Fall (20ft) | 05 | +3 | 1 | 4 | 1 | +1 | Sudden Strike +3d6 | 06 | +4 | 2 | 5 | 2 | +1 | Bonus Feat, Sudden Blinding | 07 | +5 | 2 | 5 | 2 | +1 | Sudden Strike +4d6 | 08 | +6/+1 | 2 | 6 | 2 | +1 | Slow Fall (40ft) | 09 | +6/+1 | 3 | 6 | 3 | +1 | Sudden Strike +5d6 | 10 | +7/+2 | 3 | 7 | 3 | +2 | Flaming Strike |
Class Features:
Weapon and Armor Proficiency: Ninjas are proficient with all simple weapons, plus the hand crossbow, kama, kukri, nunchaku, sai, shortbow, short sword, shuriken, and siangham. Ninjas are not proficient with any type of armor or shield.
AC Bonus (Ex): A ninja is highly trained at dodging blows, and she has a sixth sense that lets her avoid even unanticipated attacks. When unarmored and unencumbered, a ninja adds her Wisdom bonus (if any) to her Armor Class. This 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 AC at 5th level. This bonus increases by 1 for every five ninja levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level).
These bonuses to AC apply even against touch attacks or when a 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.
Acrobatics (Ex): The ninja gains a bonus equal to three times her ninja level to the Climb and Jump skills. The ninja gains a bonus equal to twice her ninja level to the Balance, Escape Artist, Move Silently, and Tumble skills. In addition, a ninja can always choose to take 10 on a Balance check, even when circumstances would normally prevent her from doing so.
Sudden Strike (Ex): If a ninja can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. Whenever a ninja’s target is denied a Dexterity bonus to Armor Class (whether the target actually has a Dexterity bonus or not), the ninja deals an extra 1d6 points of damage with her attack. This extra damage increases by 1d6 points for every two ninja levels thereafter. A ninja can’t use sudden strike when flanking an opponent unless that opponent is denied its Dexterity bonus to AC.
This damage also applies to ranged attacks against targets up to 30 feet away. Creatures with concealment, creatures without discernible anatomies, and creatures immune to extra damage from critical hits are all immune to sudden strikes. A ninja can’t make a sudden strike while striking the limbs of a creature whose vitals are out of reach. A ninja can’t use sudden strike to deliver nonlethal damage. Weapons capable of dealing only nonlethal damage don’t deal extra damage when used as part of a sudden strike.
Bonus Feat: At 1st level, a ninja may select either Dodge or Quick Draw as a bonus feat. At 4th level, she may select either Improved Disarm or Mobility as a bonus feat. At 6th level, she may select either Shot on the Run or Spring Attack as a bonus feat. A ninja need not have any of the prerequisites normally required for these feats to select them.
Evasion (Ex): At 2nd level and higher, a ninja can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save (such as a red dragon's fiery breath or a fireball), she instead takes no damage. Evasion can be used only if the ninja is wearing no armor and is carrying no more than a light load. A helpless ninja (such as one who is unconscious or paralyzed) does not gain the benefit of evasion.
Great Leap (Su): At 2nd level and higher, a ninja always makes Jump checks as if she were running and had the Run feat, enabling her to make long jumps without a running start and granting a +4 bonus on the jump (see the skill description, page 77 of the Player’s Handbook). This ability can be used only if she is wearing no armor and is carrying no more than a light load.
Poison Use (Ex): At 3rd level and higher, a ninja never risks accidentally poisoning herself when applying poison to a weapon.
Slow Fall (Ex): At 4th level, a ninja gains the ability to control their descent and land safely when falling. She takes damage as if the fall were 20 feet shorter than it actually is. At 8th level, the ninja takes damage as if the fall were 40 feet shorter.
Blinding Flash: At 2nd level, a ninja may expend one daily use of her ki power to momentarily burst into flames. Anyone within 10 feet must make a reflex save (DC 10 + ½Ninja Level + Wisdom Modifier) or become blinded for 1 round. Creatures that succeed on the save are merely dazzled for one round. Using this ability is a swift action that does not provoke attacks of opportunity. This ability allows you to make sudden strike attacks on blinded targets.
Sudden Blinding: At 6th level, when a ninja makes a sudden strike attack against a blind foe, the victim must make a fortitude save (DC 10 + ½Ninja Level + Wisdom Modifier) or be blinded for an additional round.
Flaming Strike: At 10th level, a ninja's hands and feet remain wreathed in flames for one round after using Blinding Flash. These flames do not damage anything the ninja holds or wears. While the flames persist, unarmed strikes and melee weapon attacks you make are treated as having the Flaming Burst special ability. In addition, anyone striking you with a melee weapon, unarmed strike, or natural weapon takes 1d6 points of fire damage (Reflex half, DC 10 + ½Ninja Level + Wisdom Modifier). Opponents using reach weapons are unaffected by this ability. The class is changeable, and will be extended to 20 levels if needed. I'll roll up a character using it shortly, plus a backup if this one doesn't work out.
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