Blood Ninja [PEACH] [Archive] - Wizards Community

Post/Author/DateTimePost
Crafall

09-10-07, 07:29 PM
Blood Ninja

Blood Ninjas are very rare. They have mastery over their own blood and depending on their skill they are able to use it for many different purposes. The vast majority of Blood Ninjas were able to master this by innate personal talent and many years of training, generally from a very young age.

MAKING A BLOOD NINJA
Abilities: Constitution is the main statistic for a Blood Ninja, then Dexterity for attack bonus and armor class.
Races: Any race can be a Blood Ninja, but average size races tend to be them over larger.
Alignment: Any alignment, but generally more evil.
Starting Gold: 4d4x10gp
Starting Age: As Ninja.

Class Skills
The Blood Ninja’s class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Search (Int), Sense Motive (Wis), Slight of Hand (Dex), Spot (Wis), Swim (Str), and Tumble (Dex).
Skills Points at 1st Level : (6 + Int modifier) x 4.
Skills at Each Additional Level : 6 + Int modifier.

Hit Dice: d8
Fort Ref Will
Level BAB Save Save Save Special
1. +0 +0 +2 +0 Blood Shield I, Blood Strike 1d6, Stabilize
2. +1 +0 +3 +0 Blood Lance I, Trapfinding
3. +2 +1 +3 +1 Blood Strike 2d6, Blood Teleport I
4. +3 +1 +4 +1 Blood Weapon I
5. +3 +1 +4 +1 Blood Shield II, Blood Strike 3d6
6. +4 +2 +5 +2 Blood Minion
7. +5 +2 +5 +2 Blood Strike 4d6, Blood Lance II
8. +6/+1 +2 +6 +2 Blood Weapon II
9. +6/+1 +3 +6 +3 Blood Strike 5d6
10. +7/+2 +3 +7 +3 Blood Shield III
11. +8/+3 +3 +7 +3 Blood Strike 6d6
12. +9/+4 +4 +8 +4 Blood Weapon III, Blood Lance III
13. +9/+4 +4 +8 +4 Blood Strike 7d6
14. +10/+5 +4 +9 +4 Blood Heal
15. +11/+6/+1 +5 +9 +5 Blood Shield IV, Blood Strike 8d6
16. +12/+7/+2 +5 +10 +5 Blood Weapon IV, Blood Eruption
17. +12/+7/+2 +5 +10 +5 Blood Strike 9d6, Blood Lance IV
18. +13/+8/+3 +6 +11 +6 Blood Teleport II
19. +14/+9/+4 +6 +11 +6 Blood Strike 10d6
20. +15/+10/+5 +6 +12 +6 Blood Shield V, Blood Weapon V


Weapon Proficiencies: Blood Ninjas are proficient with all simple weapons, plus the hand crossbow, kama, katana, kukri, nunchaku, sai, shortbow, short sword, shuriken, and siangham. Blood Ninjas are proficient with no armor or shields.

Blood Shield: Blood Shield is a blood that can be manipulated by the Blood Ninja to turn into a shield at will. While the Blood Ninja unarmored and unencumbered, the Blood Ninja adds his/her Con bonus (if any) to his/her Armor Class with a maximum of 1 for rank I, 2 for rank II, 3 for rank III, 4 for rank IV, and 5 for rank V.

Blood Strike: Same as Sudden Strike (Complete Adventurer pg.8) but if flanking with the Blood Minion the Blood Ninja is able to do half the sudden strike damage.

Stabilize: A Blood Ninja is able to keep consciousness at below 0 HP, they still die at -10.

Blood Lance: The Blood Ninja shoots a lance of blood up to 30ft for 1d6 + Con modifier points of damage at Rank I at the cost of 1 HP per use, 1d8 + Con modifier at Rank II at the cost of 2 HP per use, 1d10 + Con modifier at Rank III at 3 HP per use, 1d12 + Con modifier at Rank IV at 4 HP per use. Blood Lance may be used with Blood Strike. Blood Lance takes a full round and you get as many Blood Lances, as you get regular attacks. If Blood Lance lands the killing blow the user gets healed for the cost of HP to use the skill.

Trapfinding: Same as Trapfinding (Complete Adventurer pg.8).

Blood Weapon: The Blood Ninja is able to coat his/her weapon with semi-animated blood. When the weapon successfully hits an enemy it deals an extra 1d4 points of damage per hit at Rank I, extra 1d6 damage per hit at Rank II, extra 1d8 damage per hit at Rank III, extra 1d10 damage per hit at Rank IV, and an extra 1d12 damage per hit at Rank V. If an enemy is killed from an attack with Blood Weapon the Blood Ninja is healed for 1 + Blood Ninja level/2 rounded down. It takes one full round action to use Blood Weapon on up to two weapons, the weapons may not be wielded by anyone but the Blood Ninja or they take damage equal to the bonus per round. This effect lasts until the Blood Ninja is dead or deactivates the skill as a swift action.

Blood Teleport: The Blood Ninja is able to turn him/herself into a pool of blood and is able to move around as this 1 + Con modifier per day for 1 + Con modifier rounds. This is considered a swift action and does not provoke an attack of opportunity. The Blood Ninja is considered to be under the Invisibility spell, the Blood Ninja is able to move around, but doing any other actions cancels Blood Teleport. Rank II the Blood Ninja is allowed to do actions other than movement and it will not cancel the effects of Blood Teleport.

Blood Minion:The Blood Ninja disconnects with his/her Blood Shield, the Blood Ninja loses the Blood Shield, Blood Lance, Blood Weapon, Blood Teleport, and Blood Heal abilities. It costs the Blood Ninja half of his/her current HP and takes one full round action, the Blood Minion lasts until it or the Blood Ninja is killed or the Blood Ninja calls it back. The Blood Ninja has to use a full round action to call the Blood Minion back, they regain all skills lost from using the ability, but regain no HP lost from using the ability. The Blood Minion is an exact copy of the Blood Ninja (stats and feats). The Blood Minion is able to use Blood Lance, Blood Weapon, Blood Strike, and Blood Teleport from the Blood Ninja skill list, they cannot use any non Blood Ninja abilities other than feats. If the Blood Minion lands the killing blow on an enemy it gets healed for 1d4 per Blood Ninja level/2. The Blood Minion does not have to eat or sleep, the Blood Ninja can send commands mentally to the Blood Minion within 60ft. If the Blood Minion has to do actions on its own accord it is considered as smart as the Blood Ninja. The Blood Minion shares HP with the Blood Ninja. The Blood Minion also shares all ability uses with the Blood Ninja.

Blood Heal: The Blood Ninja is able to heal an ally up to 1d4 per Blood Ninja level 1 + Con modifier a day, you may choose to use less 1d4’s if you choose. The Blood Ninja takes damage equal to the amount healed. He/she cannot heal someone for more than their maximum HP.

Blood Eruption:The Blood Ninja is able to send the Blood Minion into an open wound of an enemy after making a successful ranged touch attack and it deals 1d6 per Blood Ninja level. If the creatures isn't killed it is stunned for 1d4 rounds. If the enemy is killed from this ability the Blood Minion is restored to max HP. The affected creatures may try a will save to take half damage, 10 + Blood Ninja level + Con modifier. After the attack the Blood Minion manifests itself back into the Blood Shield form.

PLAYING A BLOOD NINJA
Blood Ninjas are meant to be played as a stealth class.
Religion: The majority of Blood Ninjas do not follow any kind of religion.
Other Classes: Classes that can heal generally work very well with a Blood Ninja.
Combat: Once the Blood Ninja gets the Blood Minion skill that is when they really start to shine. They are able to do partial sudden strike damage when flanking with the Blood Minion. The one thing Blood Ninjas have to look out for is area of effect attack or spells. They in essence would be taking double damage.
Advancement: Blood Ninjas start with limited ability to use their blood, generally they have to keep in contact with it at all time or within a rather small radius as they progress. After a certain point they are actually able to make a Blood Minion that is able to fight for the Blood Ninja.

BLOOD NINJA IN THE WORLD
I turned my back for one second, I turned back, and there was just a huge bloody smear – Blood Ninja party member.
Daily Life: Generally Blood Ninja’s are hired as assassins or to strike fear into the masses of people.
Notables: None currently.
Organizations: There really are no Blood Ninja organizations, and there are very few.

NPC Reaction
Generally NPCs will see the Blood Ninja as a bloodthirsty killer. Which sometimes is the case and sometimes not. Unless fighting a Blood Ninja looks quite regular. In combat the Blood Shield is easily noticeable as a ring of blood around the Blood Ninja. Blood Ninjas have a tendency to scare lesser NPCs because of some of the gruesome ways their opponents die.

Blood Ninja
Generally a Blood Ninja will not openly admit he/she is a Blood Ninja, the game should play as if the person was a regular Ninja.
Adaptation: Blood Ninjas are a stealth class along the lines of regular ninjas and rogues.
Encounters: Expect to be attacked from Blood Teleport and have a Blood Minion attacking you too. Being able to self heal to an extent make the Blood Ninja a hard class to fight one on one, but if you happen to use any area of effect spells they will have a tendency to go down fast.


This is my first class I've ever made, so yea. so PEACH away.
CobaltDeathWolf

09-11-07, 10:44 AM
interesting :)
never seen a blood ninja
question though... why is he only able to do half damage with his blood strike while flanking with the blood minion?
Crafall

09-11-07, 10:51 AM
It's along the lines with a regular sudden strike, just that with sudden strike you are unable to do the bonus damage with flanking. I just added that you can do somewhat of a bonus damage when flanking then with the minion.
CobaltDeathWolf

09-11-07, 11:06 AM
ohhh... thats pretty cool
would your blood minion be able to use the blood strike as well?
Crafall

09-11-07, 04:39 PM
yes the minion is able to use it.
yrogerg

09-11-07, 07:34 PM
Am I the only person who thinks something else entirely when I see something with the name Bloodninja posted to the internets?
Nick Kahoshi

10-01-07, 01:11 PM
:incog: :bump: