Post by Rude on Jan 8, 2007 9:50:30 GMT -5
Azuma Ninja
Prerequisites: Base attack +5, Improved initiative, hide 10 ranks, move silently 10 ranks, swim 5 ranks, tumble 5 ranks, jump 5 ranks, balance 5 ranks, climb 5 ranks, weapon proficiency with either katana or wakizashi, Quick draw.
Hit Die: D8
Skill Points: 4+ int.
Weapon and armor proficiencies: all simple weapons, Shuriken, Blowguns and does not gain any proficiencies with armor or shields. When wearing light or no armor, an Azuma Ninja can fight as if he had the feats Ambidexterity and Two-Weapon Fighting
Class Skills: Alchemy (int), Balance (dex), Bluff (cha), Climb (str), craft (int), disguise (cha), escape artist (dex), hide (dex), jump (str), listen (wis), move silently (dex), profession (cha), search (int), sense motive (wis), spot (wis), tumble (dex), use rope (dex).
Level Base Attack Bonus Fortitude Reflex Will Ability
1 +0 +2 +2 +0 Great Fortitude, Jump(as the spell),Woodland Stride
2 +1 +3 +3 +0 Skill Focus(Alchemy), Evasion, Uncanny Dodge(dex to AC)
3 +2 +3 +3 +1 Flick of the wrist, Trackless step, Sneak Attack +1d6
4 +3 +4 +4 +1 Fast Movement, Dragon’s Breath
5 +3 +4 +4 +1 Tumble Bonus, Fast Sneak, Uncanny Dodge(can't be flanked)
6 +4 +5 +5 +2 Coup De Grace, A Thousand Faces, Sneak Attack +2d6
7 +5 +5 +5 +2 No Falling Damage
8 +6 +6 +6 +2 Always Sneaky, Abundant Step
9 +6 +6 +6 +3 Improved Evasion, Sneak Attack +3d6
10 +7 +7 +7 +3 Stealth Death Attack
Fighter Specialization: Can take Weapon Specialization for Katana or Wakizashi in place of a regular feat.(page 37, PHB)
Shuriken Proficiency: At first level the Azuma Ninja gains Exotic Weapon Proficiency with Shurikens.(page 99, PHB)
Blow Gun Proficiency: At first level the Azuma Ninja gains Exotic Weapon Proficiency with the Blow Gun.(page 26, Masters of The Wild)
Great Fortitude: At first level the Azuma Ninja gains the Great Fortitude feat (page 82, PHB)
Jump: At first level the Azuma Ninja can cast the spell Jump twice per day(caster level equal to ninja level) (page 219, PHB)
Woodland Stride: Starting at first level, an Azuma Ninja may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect him. (page 35, PHB)
Skill Focus: At second level the Azuma Ninja gains Skill Focus: Alchemy(page 85, PHB)
Evasion: If exposed to any effect that normally allows a character to attempt a Reflex saving throw for half damage (such as Fireball), he takes no damage with a successful saving throw. Evasion can only be used if the Azuma Ninja is wearing light or no armor. It is an extraordinary ability.(page 48, PHB)
Uncanny Dodge: At second level the Azuma Ninja gains the extarordinary ability to react to danger before her senses would normally allow him to do so. At second level and above, he retains his Dexterity to AC (if any) regardless of being caught flat-footed or struck by an invisible attacker. (He still loses his Dexterity bonus to AC when immobilized)
At fifth level, the Azuma Ninja can no longer be flanked; he can easily react to opponents on opposite sides of him as easily as he can react to a single attacker. This defense denies rogues the ability to use flank attacks to sneak attack him. The exception to this defense is if the rogue is at least for levels higher than the character then it can flank him(and thus sneak attack him) (page 48, PHB)
Flick of the Wrist: At third level the Azuma Ninja gains the Flick of the Wrist feat.(page 39, song and silence)
Trackless Step: Starting at 3rd level, an Azuma Ninja leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired. (page 35, PHB)
Sneak Attack: This is exactly like the rogue ability of the same name. The extra damage dealt increases by +1d6 every third level (sixth and ninth level). If an Azuma Ninja gets a sneak attack bonus from another source the bonuses on damage stack. (page 47, PHB)
Fast movement: At fourth level an Azuma Ninja's land speed is faster than the norm for his race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor and not carrying a heavy load. Apply this bonus before modifying the Azuma Ninja’s speed because of any load carried or armor worn (page 25, PHB)
Dragon’s Breath: At fourth level the Azuma Ninja can use a Dragon’s Breath: 2d6 fire damage. 15 foot cone + 5 ft/2 levels twice per day(caster level equal to ninja level)
Tumble Bonus:At fifth level, the Azuma Ninja gains +5 to all tumble checks(page 75, PHB)
Fast Sneak: When using Move Silently and Hide, the Azuma Ninja can move at normal speed without suffering a penalty on those skills. (Page 31, sword and fist)
Coup De Grace: At sixth level the Azuma Ninja can make a Coup De Grace attack as a standard action(Page 133, PHB)
A Thousand Faces: After attaining sixth level, an Azuma Ninja gains the ability to change his appearance at will, as if using the alter self spell (page 172, PHB)
No Falling Damage: At seventh level, an Azuma Ninja within arm’s reach of a wall can use it to slow his descent. He can use a nearby wall to slow his descent and fall any distance without harm. (as slow fall; Page 40, PHB)
Always Sneaky: At eighth level and higher, the Azuma Ninja is always taking 10 on Move Silently and Hide. Unless the ninja wants to be seen or heard, make opposed Spot and Listen checks to detect the ninja's presence. (page 32, sword and Fist)
Abundant Step: At eighth level or higher, an Azuma Ninja can slip magically between spaces, as if using the spell dimension door, once per day. His caster level for this effect is one-half his total character level (rounded down). (page 40, PHB)
Improved Evasion: This ability works like evasion, except that while the Azuma Ninja still takes no damage on a successful Reflex saving throw against attacks henceforth he henceforth takes only half damage on a failed save. A helpless Azuma Ninja does not gain the benefit of improved evasion. (page 40, PHB)
Death Attack: If an Azuma Ninja studies his 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 (Ninja’s choice). While studying the victim, the Azuma Ninja can undertake other actions so long as his attention stays focused on the target and the target does not detect the Azuma Ninja or recognize the Azuma Ninja as an enemy. If the victim of such an attack fails a Fortitude save (DC 10 + the Azuma Ninja's total class level + the Azuma Ninja’s Int modifier) against the kill effect, he dies. 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 Azuma Ninja. If the victim’s saving throw succeeds, the attack is just a normal sneak attack. Once the Azuma Ninja 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 her save) or if the Azuma Ninja 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.(page 30, DMG)
Prerequisites: Base attack +5, Improved initiative, hide 10 ranks, move silently 10 ranks, swim 5 ranks, tumble 5 ranks, jump 5 ranks, balance 5 ranks, climb 5 ranks, weapon proficiency with either katana or wakizashi, Quick draw.
Hit Die: D8
Skill Points: 4+ int.
Weapon and armor proficiencies: all simple weapons, Shuriken, Blowguns and does not gain any proficiencies with armor or shields. When wearing light or no armor, an Azuma Ninja can fight as if he had the feats Ambidexterity and Two-Weapon Fighting
Class Skills: Alchemy (int), Balance (dex), Bluff (cha), Climb (str), craft (int), disguise (cha), escape artist (dex), hide (dex), jump (str), listen (wis), move silently (dex), profession (cha), search (int), sense motive (wis), spot (wis), tumble (dex), use rope (dex).
Level Base Attack Bonus Fortitude Reflex Will Ability
1 +0 +2 +2 +0 Great Fortitude, Jump(as the spell),Woodland Stride
2 +1 +3 +3 +0 Skill Focus(Alchemy), Evasion, Uncanny Dodge(dex to AC)
3 +2 +3 +3 +1 Flick of the wrist, Trackless step, Sneak Attack +1d6
4 +3 +4 +4 +1 Fast Movement, Dragon’s Breath
5 +3 +4 +4 +1 Tumble Bonus, Fast Sneak, Uncanny Dodge(can't be flanked)
6 +4 +5 +5 +2 Coup De Grace, A Thousand Faces, Sneak Attack +2d6
7 +5 +5 +5 +2 No Falling Damage
8 +6 +6 +6 +2 Always Sneaky, Abundant Step
9 +6 +6 +6 +3 Improved Evasion, Sneak Attack +3d6
10 +7 +7 +7 +3 Stealth Death Attack
Fighter Specialization: Can take Weapon Specialization for Katana or Wakizashi in place of a regular feat.(page 37, PHB)
Shuriken Proficiency: At first level the Azuma Ninja gains Exotic Weapon Proficiency with Shurikens.(page 99, PHB)
Blow Gun Proficiency: At first level the Azuma Ninja gains Exotic Weapon Proficiency with the Blow Gun.(page 26, Masters of The Wild)
Great Fortitude: At first level the Azuma Ninja gains the Great Fortitude feat (page 82, PHB)
Jump: At first level the Azuma Ninja can cast the spell Jump twice per day(caster level equal to ninja level) (page 219, PHB)
Woodland Stride: Starting at first level, an Azuma Ninja may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect him. (page 35, PHB)
Skill Focus: At second level the Azuma Ninja gains Skill Focus: Alchemy(page 85, PHB)
Evasion: If exposed to any effect that normally allows a character to attempt a Reflex saving throw for half damage (such as Fireball), he takes no damage with a successful saving throw. Evasion can only be used if the Azuma Ninja is wearing light or no armor. It is an extraordinary ability.(page 48, PHB)
Uncanny Dodge: At second level the Azuma Ninja gains the extarordinary ability to react to danger before her senses would normally allow him to do so. At second level and above, he retains his Dexterity to AC (if any) regardless of being caught flat-footed or struck by an invisible attacker. (He still loses his Dexterity bonus to AC when immobilized)
At fifth level, the Azuma Ninja can no longer be flanked; he can easily react to opponents on opposite sides of him as easily as he can react to a single attacker. This defense denies rogues the ability to use flank attacks to sneak attack him. The exception to this defense is if the rogue is at least for levels higher than the character then it can flank him(and thus sneak attack him) (page 48, PHB)
Flick of the Wrist: At third level the Azuma Ninja gains the Flick of the Wrist feat.(page 39, song and silence)
Trackless Step: Starting at 3rd level, an Azuma Ninja leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired. (page 35, PHB)
Sneak Attack: This is exactly like the rogue ability of the same name. The extra damage dealt increases by +1d6 every third level (sixth and ninth level). If an Azuma Ninja gets a sneak attack bonus from another source the bonuses on damage stack. (page 47, PHB)
Fast movement: At fourth level an Azuma Ninja's land speed is faster than the norm for his race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor and not carrying a heavy load. Apply this bonus before modifying the Azuma Ninja’s speed because of any load carried or armor worn (page 25, PHB)
Dragon’s Breath: At fourth level the Azuma Ninja can use a Dragon’s Breath: 2d6 fire damage. 15 foot cone + 5 ft/2 levels twice per day(caster level equal to ninja level)
Tumble Bonus:At fifth level, the Azuma Ninja gains +5 to all tumble checks(page 75, PHB)
Fast Sneak: When using Move Silently and Hide, the Azuma Ninja can move at normal speed without suffering a penalty on those skills. (Page 31, sword and fist)
Coup De Grace: At sixth level the Azuma Ninja can make a Coup De Grace attack as a standard action(Page 133, PHB)
A Thousand Faces: After attaining sixth level, an Azuma Ninja gains the ability to change his appearance at will, as if using the alter self spell (page 172, PHB)
No Falling Damage: At seventh level, an Azuma Ninja within arm’s reach of a wall can use it to slow his descent. He can use a nearby wall to slow his descent and fall any distance without harm. (as slow fall; Page 40, PHB)
Always Sneaky: At eighth level and higher, the Azuma Ninja is always taking 10 on Move Silently and Hide. Unless the ninja wants to be seen or heard, make opposed Spot and Listen checks to detect the ninja's presence. (page 32, sword and Fist)
Abundant Step: At eighth level or higher, an Azuma Ninja can slip magically between spaces, as if using the spell dimension door, once per day. His caster level for this effect is one-half his total character level (rounded down). (page 40, PHB)
Improved Evasion: This ability works like evasion, except that while the Azuma Ninja still takes no damage on a successful Reflex saving throw against attacks henceforth he henceforth takes only half damage on a failed save. A helpless Azuma Ninja does not gain the benefit of improved evasion. (page 40, PHB)
Death Attack: If an Azuma Ninja studies his 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 (Ninja’s choice). While studying the victim, the Azuma Ninja can undertake other actions so long as his attention stays focused on the target and the target does not detect the Azuma Ninja or recognize the Azuma Ninja as an enemy. If the victim of such an attack fails a Fortitude save (DC 10 + the Azuma Ninja's total class level + the Azuma Ninja’s Int modifier) against the kill effect, he dies. 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 Azuma Ninja. If the victim’s saving throw succeeds, the attack is just a normal sneak attack. Once the Azuma Ninja 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 her save) or if the Azuma Ninja 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.(page 30, DMG)