User:Leziad/Shinobi, Rebuilt

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Shinobi[edit]

Table: The Shinobi

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special Kuji-in
Known
Base Ki Pool
Fort Ref Will
1st +0 +2 +2 +2 Kuji-in Seals (1st), Ninja's Finesse, Sneak Attack 1d6 3 3
2nd +1 +3 +3 +3 AC Bonus, Evasion, Poison Use 4 4
3rd +2 +3 +3 +3 Bonus Feat, Death Attack, Sneak Attack 2d6 5 4
4th +3 +4 +4 +4 Kuji-in Seals (2nd), Uncanny Dodge 6 5
5th +3 +4 +4 +4 Qinggong, Sneak Attack 3d6 7 5
6th +4 +5 +5 +5 Darkstalker, Bonus Feat 8 6
7th +5 +5 +5 +5 Kuji-in Seals (3rd), Sneak Attack 4d6 9 6
8th +6/+1 +6 +6 +6 Hide in Plain Sight, Improved Uncanny Dodge 10 7
9th +6/+1 +6 +6 +6 Rapid Death Attack, Sneak Attack 5d6 11 7
10th +7/+2 +7 +7 +7 Kuji-in Seals (4th), Shadowy Concealment 12 8
11th +8/+3 +7 +7 +7 Improved Evasion, Sneak Attack 6d6 13 8
12th +9/+4 +8 +8 +8 Bonus Feat, Untraceable 14 9
13th +9/+4 +8 +8 +8 Kuji-in Seals (5th), Sneak Attack 7d6 15 9
14th +10/+5 +9 +9 +9 Eternal Motion 16 10
15th +11/+6/+1 +9 +9 +9 Sneak Attack 8d6, Sudden Death Attack 17 10
16th +12/+7/+2 +10 +10 +10 Kuji-in Seals (6th) 18 11
17th +12/+7/+2 +10 +10 +10 Obscured Existence, Sneak Attack 9d6 19 11
18th +13/+8/+3 +11 +11 +11 Bonus Feat 18 12
19th +14/+9/+4 +11 +11 +11 No Witnesse, Sneak Attack 10d6 21 12
20th +15/+10/+5 +12 +12 +12 One with the Shadows 22 13

Class Skills (8 + Int modifier per level, ×4 at 1st level)
Appraise (Int), Autohypnosis (Wis), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Control Shape (Wis), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Iaijutsu Focus (Cha), Intimidate (Cha), Jump (Str), Knowledge (Int), Listen (Wis), Martial Lore (Int), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Psicraft (Int), Ride (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (None), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str), Truespeak (Int), Tumble (Dex), Use Magic Device (Cha), Use Psionic Device (Cha), Use Rope (Dex).

Weapon and Armor Proficiency: Shinobi are proficient with all simple weapons, as well as the bolas, jian, kama, katana (bastard sword), net, nunchaku, sai, shuriken, siangham, sling, wakizashi (short sword), and whip. And, of course, unarmed strikes. We're not monks.

Shinobi are proficient with light armor, but not with shields.

Ki Pool: The shinobi is said to possess mystical powers, and this is partly true. Through a combination of cleverness, tools, and use of ki to bolster their body and occasionally defy physics they can perform several magical effects at will, though they all draw from the shinobi's ki pool. The shinobi has a ki pool equal to her 3 + half her class level + her Wisdom modifier, and can only be refreshed by 1 minute of rest which restores all of the ki points in the ki pool. Alternatively a shinobi regain a single ki point at the end of her turn she didn't use a kuji-in seal since the end of her last turn.

At first a shinobi can only use 1st level kuji-in seals, but at 4th level and every three levels beyond the shinobi gains access to a new tier of seals, up to 6th at level 16. See below for the list of kuji-in abilities.

Ninja's Finesse: A shinobi is capable of fighting with a variety of martial arts, improvised weapon and finesse. She may use her Dexterity instead of her Strength when using melee weapon and for combat maneuvers. A Shnobi also possess the unarmed combat ability of a Monk of her class level. This ability count as both Improved Unarmed Strike and Weapon Finesse for the purpose of prerequisites.

Additionally a shinobi may turn improvised weapon or object in her hands into a capable weapon. It gains the statistics of the closest weapon she is are proficient in (pool cues become quarterstaves, broken bottles are daggers, and so forth). These items behave as the normal version, except their hardness and hit point still match the original item, but otherwise do not incur any penalty.

Sneak Attack: This is exactly like the rogue ability of the same name. At 1st level they have 1d6 sneak attack, and it increases by +1d6 at 3rd level and every odd level beyond. If an shinobi gets a sneak attack bonus from another source the bonuses on damage stack.

AC Bonus: At 2nd level a shinobi who wears light or no armor and carries no shield gains her Wisdom modifier to her AC. This bonus applies to both touch and flatfooted AC, and is lost if the shinobi is rendered helpless.

Evasion (Ex): At 2nd level and higher, a shinobi 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, she instead takes no damage. Evasion can be used only if the shinobi is wearing light armor or no armor. A helpless shinobi does not gain the benefit of evasion.

Poison Use: At 2nd level a shinobi is trained in the use of poison and will never risk accidentally poisoning themselves when applying poison to a blade.

Bonus Feat: At 3rd level, 6th level and each 6 levels thereafter a shinobi gain a single bonus feat from the following list, she does not need to meet the prerequisites of any feat marked with B. Only for the purpose of qualifying for the following feats she count her shinobi class level as her base attack bonus fighter level. The shinobi pick her bonus feat from the following list: Blind-Fight, Bolster Technique, Combat ReflexesB, Counterstroke, Deflect ArrowsB, Greater Sudden Blow, Greater Weapon Focus, Greater Weapon Specialization, High Risk Dodging, Improved FeintB, Improved Shield BashB, Improved TripB, Lesser Sudden Blow, Mundane Contingency, Quick Counter, Quick Draw, Sudden Blow, Weapon Specialization or any [Ambush] feats.

Death Attack: At 3rd level a shinobi can kill with a single blow. If an shinobi studies her victim for 3 rounds and then makes a sneak attack with a melee weapon that successfully deals damage, the sneak attack has the additional effect of possibly either paralyzing or killing the target (shinobi's choice). While studying the victim, the shinobi can undertake other actions so long as his attention stays focused on the target and the target does not detect the shinobi or recognize the shinobi as an enemy. If the victim of such an attack fails a Fortitude save (DC 10 + 1/2 HD + Wis) against the kill effect, they die. If the saving throw fails against the paralysis effect, the victim is rendered helpless and unable to act for 1d6 rounds plus 1 round per level of the shinobi. If the victim’s saving throw succeeds, the attack is just a normal sneak attack. Once the shinobi has completed the 3 rounds of study, he must make the death attack within the next 3 rounds.

If a death attack is attempted and fails (the victim makes their save) or if the shinobi does not launch the attack within 3 rounds of completing the study, 3 new rounds of study are required before he can attempt another death attack.

Uncanny Dodge (Ex): At 4th level a shinobi can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.

If a shinobi already has uncanny dodge from a different class she automatically gains improved uncanny dodge (see below) instead.

Qinggong (Ex): At 5th level a shinobi has mastered the art of "the ability of lightness". She is able to set her apparent weight to almost nothing as a free action, allowing her to walk upon water and dance on the end of a needle. This has the effect of making the shinobi immune to all falling damage, and allowing her to walk upon liquid or otherwise unsuitable surfaces (though they may still require a balance check if the surface is too thin in width or is in motion). In addition, it makes her acrobatics much easier to pull off. She may take 10 on Balance, Climb, Jump, Swim, and Tumble checks even if in a stressful situation.

Darkstalker: At 6th level a shinobi cannot be detected by anything, even by extrasensory perceptions. They gain the Darkstalker feat from Lords of Madness, forcing creatures to roll spot and listen checks even if they have abilities such as blindsense, blindsight, and similar.

Hide in Plain Sight (Ex): At 8th level a shinobi can use the Hide skill even while being observed. As long as she is within 10 feet of some sort of shadow, a shinobi can hide herself from view in the open without having anything to actually hide behind.

She cannot, however, hide in her own shadow.

Improved Uncanny Dodge (Ex): A shinobi of 8th level or higher can no longer be flanked.

This defense denies another sneak attacker the ability to sneak attack the character by flanking her, unless the attacker has at least four more sneak-attack granting levels than the target does.

If a character already has uncanny dodge (see above) from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum level required to flank the character.

Rapid Death Attack: At 9th level a shinobi's death attack can be rushed at the expense of its save DC. For every round you shorten the duration by, the DC drops by -2 points (minimum -4 points for 1 round of study).

Shadowy Concealment (Ex): At 10th level a shinobi is almost invisible while in the shadows. When in shadowy illumination they have total concealment. When in complete darkness, they blend in so well that even creatures with extrasensory abilities (darkvision, See in Darkness, blindsight, etc.) take a 20% miss chance from concealment anyways.

Improved Evasion (Ex): At 11th level a shinobi can dodge attacks and brush off the largest of explosions. This ability works like evasion, except that while the shinobi still takes no damage on a successful Reflex saving throw against attacks henceforth she henceforth takes only half damage on a failed save. A helpless shinobi does not gain the benefit of improved evasion.

Untraceable (Ex): At 12th level a shinobi is impossible to follow. The shinobi has no scent, leaves, no tracks, and all mundane attempts to track her fail. Even magical abilities and divinations designed to locate beings such as locate creature or find the path struggle. They must make a caster level check against the shinobi's HD + 10. If they fail, the spell go nowhere, leading into dead ends or giving impossible and obviously false information.

Eternal Motion (Ex): At 14th level a shinobi moves with such grace that few things can slow her down. She ignores difficult terrain, and is immune to entangling, paralysis, and stunning. Effects which would make her move at half speed do not slow her speed at all, and effects which reduce her speed to 5 ft. (such as with solid fog) instead only halve her speed. She is still susceptible to other hazards of the terrain beyond movement penalties, and can still be grappled to immobilize her.

Sudden Death Attack: At 15th level a shinobi becomes so quick as determining the weak point she can kill before you knew she was there. She may make death attacks against any flatfooted creature who has not yet acted in battle or is in a surprise round, regardless if she had studied or not. In addition, she gains a new ability to death attack; the ability to hold off the effects of death or paralysis of any victim or failed their saves until later. Thereafter the shinobi can try to slay the victim at any later time, as long as the attempt is made within a number of days equal to her shinobi level. To make such an attempt, the shinobi merely wills the target to die (a free action) or enter paralysis as if the death attack had just occurred. This latter ability is a supernatural ability and a powerful curse that requires break enchantment or greater to remove before it takes effect. A shinobi may only keep one victim in waiting like this at one time, if she sets a new victim the old victim is freed of his curse.

Obscured Existence (Su): At 17th level a shinobi has become so good at hiding she hides from reality itself. The subject is protected from all devices and spells that detect, influence, or read emotions or thoughts. This spell protects against all mind-affecting spells and effects as well as information gathering by divination spells or effects, even foiling limited wish, miracle, and wish spells when they are used in such a way as to affect the subject’s mind or to gain information about it. In the case of scrying that scans an area the creature is in, such as arcane eye, the spell works but the creature simply isn’t detected. Scrying attempts that are targeted specifically at the subject do not work at all.

Creatures who see the shinobi have a hard time recalling what they just saw. Anyone who witnesses a shinobi and then tries to recall that information after the shinobi has left must make a Will save DC 10 + 1/2 HD + Wis. On a successful save they remember as normal and may do what they wish. On a failed save their memory becomes hazy. They recall the activities and words of the shinobi, but not who it was or any details beyond a foggy blackish shape.

No Witnesses (Ex): At 19th level a shinobi can observe a whole room full of people... and murder everyone forever. The shinobi can observe any number of creature in a 30 foot radius, taking 3 rounds of observation per person to be targeted in the area. Once observations are complete, they may make a single death attack attempt against one of the targets in range, and all marked creatures in the 30 foot radius are subject to the death attack as if you had rolled the attack roll against them. In a flash, a mere six seconds, dozens of people can be executed in a single fell swoop.

One with the Shadows: At 20th level a shinobi becomes a magical creature. Her type changes to outsider, and she counts as a member of her original type and as an outsider, whenever beneficial. She appears always blended into her surroundings, giving her a constant 50% concealment which is not bypassed by true seeing. Unlike other outsiders, the shinobi can still be brought back from the dead as if she were a member of her previous creature type.

Kuji-in Seals[edit]

Kuji-in seals consume ki from the ki pool equal to their level.

Expanding Kuji-In List
Certain feats such as the Kitsune School Shinobi, or alternate class features such as the Ninja Exorcist grant additional kuji-in. These kuji-in are added to your kuji-in list and must be learned normally. However any feats which grant additional kuji-in also grant an additional kuji-in known

1st level kuji-in use 1 ki point, 4th level kuji-in use 4 ki points, and so forth. Though many produce effects which defy logic, kuji-in seals are extraordinary by default unless marked otherwise. A shinobi start the game knowing 3 kuji-in seals and learn one additional seal whenever she gain a shinobi level. When she gain a new kuiji-in seal she may select her kuji-in seals from any level she has access to.

A Shinobi may augment her kuji-in seals by putting more of their ki in them, this produce various effects described in the kuji-in seal entry. A Shinobi may not spend more ki points into a seal than 1 + half her class level, rounded down, this include the base cost of the seal. Whenever a shinobi gain a class level she may also trade a single kuji-in she know for another of any level she has access to.

The saving throw for all kuji-ins is DC 10 + 1/2 HD + an ability score (usually wisdom).

The Kuji-in are selected from the list on this page: User:Leziad/Shinobi, Rebuilt/Kuji-in Seal