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Cyborg Ninja (3.5e Class)


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Author: Eiji-kun (talk)
Date Created: 12-12-17
Status: Complete
Editing: Mechanical changes on Talk
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Due to accident or intentional augmentation, they have rebuilt you. Faster. Stronger. More weeaboo. You are... the cyborg ninja. 10 1 Good Good Good Poor Other Other


Cyborg NinjaEdit

Now, make me feel it! Make me feel alive again!
—George Byrd, Human Cyborg Ninja, Umbral Moses Incident Files

Be it by accident, or through intentional augmentation, those who have taken the path of the cyborg ninja have replaced a large amount of their body with cybernetics. Both life support and an exoskeleton which makes them superior to any organic being, the cyborg ninja is a deadly killing machine typically skilled in the art of the ninja.

Becoming a Cyborg NinjaEdit

Entry Requirements
Special: Must either be reduced to -9 and revived plus a fee of 1000 gp for augmentations within 24 hours, or must have at least one graft, or the Cyborg feat.
Table: The Cyborg Ninja

Hit Die: d10

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +2 +2 +0 Augmentation, Cyborg Body, Defect, Partial Class Advancement
2nd +2 +3 +3 +0 Augmentation, Immunities (Disease)
3rd +3 +3 +3 +1 Augmentation, Fortification (Light)
4th +4 +4 +4 +1 Augmentation, Immunities (Poison)
5th +5 +4 +4 +1 Augmentation, Immunities (Fatigue, Exhaustion)
6th +6 +5 +5 +2 Augmentation, Fortification (Moderate)
7th +7 +5 +5 +2 Augmentation, Immunities (Sickness)
8th +8 +6 +6 +2 Augmentation, Immunities (Nausea)
9th +9 +6 +6 +3 Augmentation, Fortification (Heavy)
10th +10 +7 +7 +3 Astral Uplink, Augmentation, Immunities (Energy Drain, Paralysis)

Class Skills (6 + Int modifier per level.)
Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Disable Device (Int), Escape Artist (Dex), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (engineering) (Int), Listen (Wis), Martial Lore (Int), Move Silently (Dex), Profession (Wis), Program (), Search (Int), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), Use Rope (Dex).

Class FeaturesEdit

All of the following are class features of the Cyborg Ninja.

Augmentation: At every level the cyborg ninja gains an augmentation from the list below. Augmentations can only be taken once unless stated otherwise.

Auto-Shuriken (Su): The cyborg ninja gains proficiency in shuriken, and a device in or on their arm which creates and deploys briefly conjured masterwork shuriken. They may be conjured and launched, vanishing 1 round after leaving your hand. In addition shurikens gain a 50 ft range increment in your hands and gain two Weapon Arts which may be used with shurikens: As a full attack action you may launch 3 shuriken at the same target. They all have the same attack roll and are considered a single attack for the purpose of damage reduction. Alternatively you may expend 3 shuriken as an attack action and strike up to three seperate targets in a 30 ft cone.

Cybernetic Vision (Ex): The cyborg ninja has special eyes. They gain darkvision 60 ft (or improve existing darkvision by 60 ft), superior low-light vision, and gain a +4 bonus on Listen, Search, and Spot checks. As a standard action they may employ any 0th level detect spells such as detect magic or detect poison at will. These are extraordinary abilities.

Dashing Strike (Ex): As a swift action, you dash forward up to your move speed, and make a single attack. You do not provoke attacks of opportunity for this movement. You may perform this once every 5 rounds, however if you drop a target below 0 hp with your attack this ability is refreshed instantly.

Data Link (Ex): The cyborg ninja gains the ability to understand and translate computer languages and binary, and is able to interact with wi-fi and other technological communication mediums. They gain an extraordinary bot interface at will, and may make program checks x5 times faster than normal. Lastly they gain a +4 bonus on Program checks.

Deflecting Flurry (Ex): As an immediate action you become effectively immune to ranged projectile attacks. Until the beginning of your next turn, you automatically defect attacks as per Deflect Arrows regardless of the number of attacks. There is a 20% chance that deflected attacks return to the source they were fired at, using the original attack roll and damage. You may perform this once every 5 rounds.

Deception (Su): As a standard image you become invisible as per Stealth Camo while at the same time projecting a major image of yourself. The illusion retains a simple idle animation and behavior until you concentrate upon it, and the image lasts until your Stealth Camo ends, or until line of effect is broken for 1 round. Requires Stealth Camo, minimum class level 6th.

Digital Proficiency (Su): You can download knowledge into your brain from the internet, gaining capabilities at a moment's notice. You gain Human Skillfulness and Human Proficiency as bonus feats.

Efficient Executioner (Ex): You can perform a coup de grace as a standard action, and whenever you drop an opponent below 0 hp you may immediately make a free 5 ft step which does not count as your 5 ft step for the round. You gain Cleave, or if you already have Cleave gain Great Cleave. If you have Great Cleave, you may move up to your move speed between each attack up to the maximum of your movement speed in that round.

Escape Velocity (Su): Your body has a built in teleportation system. It takes 1 minute to cast with a 1 hour cooldown afterward. You duplicate the effect of time jump. You must have line of effect to the sky in order to teleport. When you have 11 HD or greater, you may use 6th level time jump as well. Minimum class level 6th.

Evasion (Ex): Gain evasion as a rogue. If you already have evasion, you gain improved evasion.

Hydraulic Strength (Ex): Add twice your HD to your effective Strength score for the purposes of determining carrying capacity. You also can move at your normal speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations). If you already have this ability, such as by being a dwarf, you gain a +10 bonus to your movement speed.

Ninja Speed (Ex): The cyborg ninja gains a +10 bonus to their land speed, and a +2 bonus on Reflex saving throws. Effects which would slow you (but not immobilize you) can only reduce you to 1/2 your normal speed and no further. You no longer automatically fail Reflex saves on a natural 1.

Pain Inhibitor (Ex): The cyborg ninja can choose to be immune to pain effects, and reduce any daunt levels or morale penalties by 1 as a swift action (to a minimum of 0). This can be disabled or enabled as a free action.

Stealth Camo (Su): As a standard action the cyborg ninja can become invisible as per still invisibility at will. They may move greater than 5 ft, but appear as a shimmering outline reducing the bonus to Hide checks to only +10 and which reveals which square they are in, and reduces them to only having partial concealment. This invisibility lasts until they attack as per invisibility. The technology used for stealth camo fails when exposed to water or rain, and the ability is suppressed. Minimum class level 3rd.

Wallwalker (Ex): You can run up vertical surfaces and liquid surfaces as long as you end your movement on a surface that can support you.

Zandatsu (Su): As a swift action you can enter a state of rapid movement. You gain an extra bonus attack as per haste, with a 1d4 round cooldown before it can be attempted again. It can be used as an immediate action in response to time stop, allowing you to act for 1 round in someone else's time stop. Minimum class level 4th.

Cyborg Body: The cyborg ninja needs a cyborg body. They gain Cyborg as a bonus feat. If they already have the feat, they instead may gain any [Warforged] feat in its place.

Defect: Of course the process of becoming a cyborg ninja has its flaws which come with augmentations. Choose one of the following from below.

EMP Weakness (Ex): You gain EMP Vulnerable as a flaw with no bonus feat.

Malfunctioning Limb (Ex): You gain Malfunctioning Limbs as a flaw with no bonus feat, except it is the same two limbs every time and you may attempt to reconnect the limb's function once you rise above 60% and 30% respectively.

Mental Trauma (Ex): Choose two creature types as listed in the ranger's favored enemy. You are always At Bay against them, as their presence triggers some primal fear in your mind.

No Free Will (Ex): You retain your mind and ability to interpret commands, but lack a true free will. You have a secret command word which at least one creature (often your creator) knows. Upon speaking it, the cyborg ninja must obey any commands given to it though they are free to interpret the command as they see fit. Most with this defect will choose to keep information of their command word a secret for the sake of their free will.

Psychosis (Ex): You gain 1 major and 2 minor Psychoses, which cannot be cured.

Secret Objective (Ex): The DM sets a secret objective programmed into your mind. When encountering the subject in which your suggestion would apply you must make a DC 15 + 1/2 HD Will save or be compelled to perform your secret objective as per suggestion, except harmful acts are not excluded. If you save you resist the urge for 1 minute, but take a -2 morale penalty to all d20 rolls for 1 minute.

Split Mind (Ex): You gain the Split Psyche class ability of the Strange Case, but none of the level based abilities. This other personality is typically triggered by an uncommon to semi-common event, such as witnessing a death or being surrounded and alone. The other mind often acts in a way antagonistic, but not suicidal, to its host.

Partial Class Advancement: The cyborg ninja levels stack with levels in one other pre-existing class of your choice (determined each time you take a level of cyborg ninja) for the purpose of determining abilities based off class level. For example, you can advance caster level, initiator level, sneak attack, rages per day, and other abilities. You do not gain new abilities granted by your class (including greater and mighty rage), nor do you learn any new maneuvers known or spells known.

Immunities (Ex): At 2nd level, the cyborg ninja begins to gain construct immunities. They become immune to disease. At 4th level they become immune to poison. At 5th level they become immune to fatigue and exhaustion. At 7th level they become immune to sickening. At 8th level they become immune to nausea. Finally at 10th level they gain immunity to energy drain and paralysis, completing their transformation.

Fortification (Ex): A 3rd level cyborg ninja gains 25% Fortification against critical hits and sneak attacks. This rises to 75% at level 6, and 100% at level 9.

Astral Uplink (Su): The 10th level cyborg ninja is more machine than man, and persists as a magical digital essence of themselves which is not tied inherently to their bodies. Their minds are backed up to the cloud (or the astral plane in luie of any internet-expy) and if they perish they are rebuilt and returned as per astral seed. You may have only one of these seeds in place at once time and you can create a new seed after it is expended over 8 hours of work, but only after a 7 day cooldown.

Campaign InformationEdit

Playing a Cyborg NinjaEdit

Combat: Cyborg ninjas can technically take many forms, but the classic is a "ninja" who tends to favor "flip out and kill people" more than "sneak around and assassinate".

Advancement: Cyborg ninjas progress other classes, especially martial focused classes, best. They can continue this focus even after leaving this prestige class.

Resources:Cyborg ninjas may be built by someone, and thus they are often in debt to or literally owned by others.

Cyborg Ninjas in the WorldEdit

Mada mada.
—Ganji, Half-Elf Cyborg Ninja

NPC Reactions: Due to your cybernetics, you tend to stand out. Some may react with fear.

Cyborg Ninja LoreEdit

Characters with ranks in Knowledge Engineering can research cyborg ninjas to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge Engineering
DC Result
10 Cyborg ninjas have construct traits, and gain various unique augmentations.
15 The cyborg ninja sometimes have defects which can be exploited, but also grow strong with construct immunities as they grow.
20 Powerful cyborg ninjas can possess mental backups, and they can be rebuilt.
30 Those that gain this level of knowledge are able to seek out specific cyborg ninjas, their whereabouts, motives, behavior, and other trivia.



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