User:Viatos/Ninja, Variant (3.5e Class)

Ninja
"*shiiing*"

Ninjas are a mystery; ghosts in the night, masters of stealth and murder.

Making a Ninja
Ninjas are great choices for a party looking for a secondary melee combatant who can synergize well with a heavier warrior (such as a barbarian or warblade) and provide some out-of-combat utility. They're not as skilled as rogues, but they can excel within the narrow focus of your choice.

Abilities: Ninjas are stealthy melee combatants who excel at finesse over brute force. As such, they benefit from a high Dexterity and a decent Constitution. Wisdom is the defining feature for most of their class abilities.

Races: Any.

Alignment: Any.

Starting Gold: 5d4&times;10 GP (125 GP).

Starting Age: As sorcerer.

Class Features
All of the following are class features of the ninja.

Weapon and Armor Proficiency (Ex): A ninja is proficient with all simple weapons, martial weapons, and light armor.

 (Ex): The core of a ninja's supernatural talent is this, the development of her soul into a temple of supernatural fortitude and determination. A ninja's Moonless Chantry serves as a gathering pool for reserves of psionic power called Breath; she expends uses of Breath to power her class abilities.

Her pool of Breath begins at 1 + her Wisdom modifier, and she gains an additional use every odd level as shown on. She may take a full-round action which provokes attacks of opportunity to recover a single use of Breath; she cannot spend Breath in any round she meditates in this fashion (nor initiate meditation in a round in which she has spent Breath). As long as she has at least one use of Breath remaining, she gains a +2 bonus to Will and Fortitude saves.

 (Ex): The ninja may use his Dexterity modifier in place of his Strength modifier for Climb, Jump, and Swim checks. By expending a point of Breath as a swift action, he may take 10 on a single Dexterity-based or Climb, Jump, or Swim check.

 (Ex): The ninja gains Weapon Finesse as a bonus feat.

 (Special): A ninja's meditations awaken her body and mind's hidden potential and allow her to create techniques made possible by the synergy of both. At first, she may only select from Evening Arts; at 10th level, she unlocks access to Dusk Arts, which are supernatural in nature. At 20th level, she crests the pinnacle of her abilities and learns a single Midnight Art. Shadow Arts may only be chosen once unless stated otherwise.


 * Evening


 * Clarity (Ex): The ninja adds her Wisdom modifier as an insight bonus to rolls to confirm critical hits. By expending a use of Breath as a swift action, she may add her Wisdom modifier to the damage of a confirmed critical hit; this damage is multiplied as usual.
 * Dance of Death (Ex): Whenever an opponent misses the ninja with a melee attack or the ninja strikes an opponent with a melee attack, he may expend a use of Breath as a free action to take a 5-foot step.
 * Evasion (Ex): As the rogue class feature.
 * Fast Movement (Ex): The ninja's base land speed increases by 10ft. This ability may be chosen more then once; its effects stack.
 * Ghost's Knack (Ex): The ninja gains a +5 insight bonus to Hide, Move Silently, and Sleight of Hand checks.
 * Instinct Mastery (Ex): The ninja adds her Wisdom to her Initiative as long as she has at least one use of Breath remaining. By expending a point of Breath as an immediate action, she may act in a surprise round even if she was surprised.
 * Poison Use (Ex): The ninja never risks injury while applying poison to a weapon.
 * Scale (Ex): The ninja gains a climb speed of 10ft as long as she has at least one use of Breath remaining. By expending a point of Breath as a swift action, she gains a climb speed equal to her base land speed until the end of the round.
 * Vault (Ex): The ninja is always treated as though he had a running start for the purpose of Jump checks. By expending a point of Breath as a swift action, he may double the distance of a single jump.


 * Dusk


 * Ancient Tale of Agony Elicitation (Su): Whenever the ninja would deal precision damage, she may expend a use of Breath as a move action to force her target to make a DC 10 + 1/2 her class level + her Wisdom modfier Fortitude save or be stunned until the beginning of her next turn.
 * Cathedral-Soul Expansion (Ex): The ninja gains three additional uses of Breath.
 * Demon-Skinned War Stance (Su): By expending a use of Breath as a move action, the ninja may improve her natural armor by her Wisdom modifier for one round. She may select this ability a second time; doing so allows her to activate this ability as a swift action.
 * Gruesome Jester Mockery (Su): Whenever the ninja drops an opponent, he may expend a use of Breath as a free action to force opponents with line of sight to him to make a DC 10 + 1/2 his class level + his Wisdom Modifier Will save or be nauseated for one round.
 * Terrible Beast Arrival Scream (Su): Whenever the ninja breaks an invisibility effect, she may spend a use of Breath as a swift action to force one opponent with line-of-sight to her to make a DC 10 + 1/2 her class level + her Wisdom modifier Will save or become frightened until the end of their next turn, after which they must attempt the save again or become shaken until the end of the encounter.
 * Unreasonable Assault Stratagem (Su): By expending a use of Breath as a full-round action that provokes attacks of opportunity, the ninja may make a single melee or ranged attack against each opponent within 30ft.
 * Wicked Mantra (Ex): Whenever the ninja drops an opponent, she recovers a use of Breath and gains 10 temporary hitpoints that last until the beginning of her next turn.


 * Midnight


 * Assassin Exemplar (Ex): Whenever you would deal precision damage, you may instead expend a use of Breath to force your target to make a Fortitude save against DC 10 + 1/2 your class level + your Wisdom modifier or die.
 * God-King of Murder (Ex): Double the critical threat range of any attack you make. This effect explicitly stacks with other effects that increase critical threat range. Increase the critical threat multiplier of any attack you make by 1.
 * Undoing of Warlocks: You may add your Wisdom modifier to all saves. By expending a use of Breath as an immediate action, you become immune to all spells and spell-like abilities that allow spell resistance until the beginning of your next turn.
 * Whispering Locust-Demon (Ex): Your base land speed increases by 30ft, and you may always take 10 on Dexterity-based skill checks. By expending a use of Breath as a swift action, you may take 20 on any one Dexterity-based skill check.
 * Zen of Annihilation: Whenever you deal precision damage, you may recover a use of Breath.

 (Su): At 2nd level, the ninja may expend a use of Breath as a swift action to become invisible until the beginning of his next turn.

At 5th level, whenever he becomes invisible through this class feature, he may also become ethereal until the beginning of his next turn. In addition, as long as he has at least one use of Breath remaining, any attacks he makes are considered to have the ghost touch property.

At 7th level, he may become invisible and ethereal for a number of rounds equal to his Wisdom modifier by expending a use of Breath as a full-round action.

At 11th level, he may expend a use of Breath as a swift action to make his next attack a touch attack. In addition, as long as he has at least one use of Breath remaining, he may always see ethereal creatures as if he was under the effects of a permanent see invisibility spell.

At 13th level, he may expend a use of Breath as a move action to teleport twice his speed.

At 17th level, he may expend a use of Breath as an immediate action to vanish from existence for one round, reappearing within 30ft at the beginning of his next turn and staggered until the end of that turn.

At 19th level, he may expend a use of Breath as a full-round action to duplicate the effects of power word: kill.

 (Ex): The ninja adds her Dexterity modifier as damage on melee attacks.

 (Ex): As the rogue class feature.