My custom Ninja [Archive] - Wizards Community

Post/Author/DateTimePost
Hanzo187

07-16-07, 05:24 PM
I hope no one minds me placing this up. I have this in the Class Forum, but it's so difficult to find, and it's a pain to go into my page, find my threads, blah, blah, blah. I simply felt it a bit more appropriate to place it here, as well. However, I don't think mine is as good as heretic888's Shinobi (his is amazing, IMO), but I don't think mine's that bad, either. I just wanted my Ninja in a place where I can find it quickly and edit in peace.
I'd still like to read comments from folks.
The NINJA
http://upload.wikimedia.org/wikipedia/en/a/a3/Rikimaru2.jpg
Info:The Ninja is an ancient class steeped in mystery. Its power lies in stealth, deception, and subtlety. With that in mind, the ninja are truly at home when they are in the shadows. Silent, cunning, and deadly, the Ninja is perfect for any person who needs someone to remain unseen.
Alignment: The Ninja have a fairly flexible alignment selection, but it is not without risks. CE creatures exhibit too little control over their emotions and thus cannot be Ninja. LG tend to be overzealous, and NG are often too idealistic for Nindo (Way of the Ninja). CG will be defiant, but their devotion will rarely, if ever, be questioned. LE and NE are borderline because they exhibit some form of focus and control, though minor. CN is often frowned upon because of individualistic tendencies, but they will follow orders without question if it will benefit them. LN and N are the best alignments to choose, but N is better. LN fall in quickly, but are focused so much on codes and rules they forget that some things are more important than rules. With N, you get a practical Ninja with a flexible mind and an ability to consider all situations rationally.
Races: Though most Ninja are Human, there has been a growing acceptance of Elves in clans. After all, longer life means more missions and longer service. As such, Half-Elves are also accepted into clans. The Halfling’s small size would make them useful to just about any clan. Though not particularly intuitive or wise, some Warforged have become Ninja. Drow are forbidden from entering a clan because of their Chaotic Evil nature.
Class Relations: Though bothersome and annoying, Ninja occasionally ally with Paladins, simply because of their combat skills and healing abilities. Because of their profession, Ninja hold few classes (if any) as friend, but they have a fairly good relationship with Clerics, Monks, and Rangers.
Ability Scores: Dex. and Wis. are the most important abilities for Ninja. Both improve AC and Initiative, though Dex. does more for Ini. and Reflex Saves, while Wis. does more for overall AC and Will Saves. Both are the key ability for most of the Ninja's Skills. Con. is also a must to make up for the Ninja's moderate HD. Str. can help with melee attacks, and Int. can add extra skill points. Cha. is probably the least useful, but can still improve Cha.-based Skills.
Strengths:
Good Skill Points: 6 + Int. Modifier (x4 at 1st Level)
Lot of Skills: 22 total
Good BAB: +3/4 levels
Jutsu Variety: Many Jutsu make for flexible Ninja
Kuji-In: Hand signs act as desperation move
High Initiative: Dex. Modifier + ½ Wis. Modifier
Excellent Reflex Saves: Good Save, plus Dex. Modifier
Good Will Saves: Bad Save, but high Wis. and Ki bonus offset some
No Dead Levels: Ninja always recieves a new ability or upgrade each level
Weaknesses:
Bad Fortitude Saves: Bad Save, high Con can only offset slightly
Low HD: d6’s
Lack of armor: Can’t wear armor or carry shields
Fixed Jutsu: Jutsu, once selected, cannot be changed
Average Weapons: Only select Simple weapons do more than 1d6 damage
Ninja Motto: If you want family, find your parents. If you want love, get married and have children. If you want friendship, find a bum lying in the street and confide in him. If you want forgiveness, find a priest and confess your sins. If you want warmth and comfort, grab a blanket and sit by the fire. We cannot offer you such things. However, if you need a reason, a way, then follow us, and we will show you one.
Alignment: Any except CE
Good Save: Reflex
HD: d6’s
Attack Table: Rogue
Skill Points: 6 + Int Modifier (x4 at 1st Level)
Starting Gold: 4d4 x 10gp (90 gp)
Starting Age: As a Ranger (Moderate)

- Weapons and Armor Proficiency: The Ninja is proficient with Simple Weapons, as well as the Sai, Shuriken, Kama, Nekode, Nunchaku, Hand Crossbow, Shortbow, Ninja-To (Short Sword), Foot Spike, Shuko (Hand Claws), and Blowgun. If the Ninja uses the Foot Spikes and Shuko for Climb checks (except on metal walls), this is treated as a Climber's Kit. The Ninja is not proficient with armor or shields.

- Skills: The following Skills are in-class for a Ninja:
Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Knowledge (Geography) (Int), Jump (Str), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex)

Class Abilities

- Sixth Sense* (Su): During training, all Ninja unlock the sixth sense, an ability that warns of danger just before it occurs. Starting at 1st Level, the Ninja applies his Wisdom Bonus (if any) to AC and ½ of that bonus (rounded down) to Initiative. The Ninja gets an additional +1 to AC (but not Initiative) at 5th Level and every five Ninja Levels after. The AC bonus is applied to all forms of attack, but not when immobilized or helpless.
Though a Supernatural ability, the Sixth Sense is not suppressed in an antimagic field.

- Sudden Strike (Ex): At 1st Level, the Ninja is able to execute an attack called Sudden Strike. It functions and progresses in exactly the same way as the Rogue’s Sneak Attack, except that it is used only against enemies denied their Dex bonus (if any) to AC. This ability counts as Sneak Attack for the purpose of qualifying for Feats, Prestige Classes, or anything else requiring a certain number of Sneak Attack damage dice.

- Trapfinding (Ex): At 1st Level, Ninja gains the Trapfinding class feature.

- Ki Power* (Su): All Ninja have control over a pool of spirit energy called ki. Starting at 1st Level, all Ninja have ½ Ninja Level (Min 1) + Wisdom Modifier uses of ki per day, and as long as the Ninja has one use left, he gets a +2 bonus on Will saves. This bonus becomes +3 at 8th Level and +4 at 16th Level

- Shunshin* (Body Flicker) (Ex): Part of Ninja training involves moving quickly and efficiently. As such, at 1st Level, The Ninja’s base land speed increases by 10’.

- Ninjutsu* (Su): Starting at 2nd Level, and every three levels after, the Ninja are able to learn special techniques, or Jutsu. These Jutsu (except Raikiri) are Swift Actions that do not provoke an Attack of Opportunity and require two free hands. All Jutsu (unless stated otherwise) also allow additional expenditure of Ki to maintain the Jutsu. This is considered a Free Action, and doing so does not create a "Blink" effect. In addition, all Jutsu (unless noted otherwise) expend one use of Ki Power. The Ninja can select Genin Jutsu at 2nd, Chuunin Jutsu at 8th Level, Jonin Jutsu at 14th Level, and Kage Jutsu at Level 20. The Ninja MUST select a Kage Jutsu at 20th Level.
Only one Jutsu may be active at a time.
In order to use (not select) Jutsu, the Ninja must have Wis 11 for Genin Jutsu, Wis 13 for Chuunin Jutsu, Wis 15 for Jonin Jutsu, and Wis 17 for Kage Jutsu.
All Jutsu are Supernatural, even if it has a Spell-Like effect.

Genin Jutsu
- Kamereon Hada no Jutsu (Chameleon Skin Jutsu): You feel your Ki enveloping you, causing your body to blend in perfectly with the environment around you.

The Ninja becomes invisible for 1 round. At 8th Level, the Ninja cannot be seen by See Invisibility. At 14th Level, an enemy struck by an invisible Ninja is denied the use of Uncanny Dodge (but not Improved Uncanny Dodge), and the Jutsu lasts for 1 round per 2 Ninja Levels.

- Neko-me no Jutsu (Cat Eyes Jutsu): Your eyes become yellow and slitted, giving you great clarity of vision, even in the blackness of night.

The Ninja gains Darkvision 30’ for 3 + Wis Modifier rounds. At 8th Level, it becomes Darkvision 60’. At 14th Level, this becomes Darkvision 90'.

- Onibasu no Jutsu (Lily Pad Jutsu): A wavy, mystical energy pulses around your feet, and when you step, your feet feel like they are touching nothing.

The Ninja is able to stand on water or any nonhazardous liquid as if it were solid ground for 1 round per 2 Ninja Levels. At 8th Level, the Ninja can stand on hazardous liquids (lava, acid, etc.) without taking damage. At 14th Level, the Ninja can stand on objects that obstruct movement or set off traps (thorns, spikes, pressure plates) as if no weight was being put on them.

- Kumo Hada no Jutsu (Spider Skin Jutsu): Small, barely noticeable black hairs grow on your skin.

The Ninja is treated as if he had Spider Climb cast on him for 1 + Wis Modifier (Min 1) rounds.
Chuunin Jutsu
- Hiru no Houyou no Jutsu (Leech’s Embrace Jutsu): Using ancient hand signs, you throw a punch at your enemy from far away, but your enemy cannot help but feel as if you ripped something away from him.

You can project your Ki at any creature that has attacked you within 30’ as a ranged touch attack. If it succeeds, the Ninja gains 1d4 uses of Ki Power, but the max number of uses cannot be exceeded. The target recieves 1 point of Wisdom damage for each use of Ki Power gained. Usable 2/day.

- Henge no Jutsu (Transformation Jutsu): Remembering your teaching, you push out your Ki to change the way you look. However, you also remember your Jonin grandmasters actually becoming someone else.

The Ninja can use Disguise Self for 1 Minute. At 14th Level, this becomes Alter Self. When using either, the new form must be no more than one size category larger or smaller than the Ninja's size. The Ninja recieves no Ability Score adjustments and cannot use any physical additions (wings, gills, fins, etc.) when using Alter Self. At 20th Level, the Ninja becomes able to use a new form's physical additions when using Alter Self.
If the Ninja uses Disguise Self or Alter Self to become a specific person, he must expend two uses of Ki Power instead of one every Minute.

- Bouhatei no Fungeki no Jutsu (Mole's Fury Jutsu): You make a short hop and suddenly disappear in a cloud of dust and gravel.

This Jutsu may only be activated while the Ninja is standing on soft earth, soil, or gravel. The Ninja dives 10' into the ground and immediately moves up to 5' in any direction (the Ninja can find the location of all creatures within 30' with a successful Listen check DC 25, which can be done as a Free Action. The same Listen check DC 25 can be done to find the Ninja's location, also as Free Action).
At the start of his next turn, the Ninja may burrow up to 20' as a move action, then automatically erupts from underground (Emerging from the ground counts as a Swift Action). Any enemy adjacent to the emerging Ninja is denied its Dex bonus to AC (If any) against the Ninja's next attack, so long as the attack is made before the end of the Ninja's turn (a successful Listen check does not prevent this).
While burrowing, the Ninja may expend an additional use of Ki Power to avoid emerging. If he does, he may burrow another 20' on his next turn, then either emerge or spend yet another use of Ki to continue burrowing.
If the Ninja emerges in a space occupied by another creature, he takes 1d8 damage, is immediately Prone, and the creature's Dex bonus to AC is not lost.

- Hotaru no Jutsu (Fire Fly Jutsu): Making a small ball of Ki in your hand, you throw the ball onto the ground, causing a huge flash of light around you.

The Ninja is able to release a flash of light within a 20' radius that Blinds any creature within for 1d2 rounds (FortNeg, DC 12 + 1/2 Ninja Level + Wis Modifier) by expending two uses of his Ki Power. The Ninja can extend the radius by expending an additional use of Ki Power for every additional 10'.

Jonin Jutsu
- Shika-ho no Jutsu (Deer Stride Jutsu): By concentrating Ki into your legs, you increase the power you generate from your leg muscles, allowing you to move faster than the animals of the forest.

The Ninja’s base land speed is doubled for 1 round by expending two uses of his Ki Power. You may triple the Ninja's speed by expending three uses instead, but he will become Fatigued for 1d6 rounds. The Jutsu can only be used for 1 round if you use the latter effect, and the Ninja can only maintain Shika-ho no Jutsu for 3 rounds with the former effect.

- Suigetsu no Jutsu^ (Water Moon Jutsu): The concept of the "suigetsu", something that can be seen but not grasped, enables you to make your enemies believe what seems real is real.

The Ninja is able to create an illusion by expending two uses of his Ki Power as if he could cast one of the following: Hallucinatory Terrain 40’ radius, Illusory Pit, Illusory Wall, or False Vision, for 1 round per 2 Ninja Levels.

- Oni Yaiba no Jutsu (Demon Blade Jutsu): Putting a bit of your Ki into your weapon, you pierce through your enemy’s body, as if his body (if he has one) were made of paper.

For 1 round, the Ninja can attack in one of 2 ways by expending two uses of his Ki Power:
He can attack Ethereal and Incorporeal creatures normally, ignoring all miss chances. This attack only applies to the weapon in the Ninja's primary hand or his unarmed strike, or;
He can treat his weapon as any one thing (except Good, Evil, Law, and Chaos) for the purposes of bypassing Damage Reduction. The Ninja can only treat his weapon as Good, Evil, Lawful, or Chaotic if he has the same alignment (ex. A Lawful Neutral Ninja can treat his weapon as Lawful, but not the other three)
The latter ability can be used as part of a Sudden Strike, but Sudden Strike used in this way will only deal 1/2 damage, and all other conditions for using Sudden Strike must be met.

- Etai no Kyuushuu no Jutsu^ (Nature’s Revenge Jutsu): You call upon the fury of nature to exact her wrath upon your enemy.

By expending two uses of Ki Power, the Ninja can spring roots and vines from the ground and Immobilize one Medium creature within 30’ for 1d2 rounds. If the Ninja is Immobilizing a creature of a larger size, he must spend an additional use of Ki Power for each size category higher.
Kage Jutsu
- Raikiri no Jutsu (Lightning Cut Jutsu): By concentrating large amounts of Ki into your hand, you convert the energy into lightning, and charge at your enemy with blinding speed.

By expending five uses of Ki Power, the Ninja can target any creature within 50’. When he does, he immediately becomes adjacent and makes a touch attack (this provokes an Attack of Oppurtunity, but only if the creature saw him before activating the Jutsu). If it hits, the Ninja deals 1d8/level of Electric damage to that creature.
You cannot use Sudden Strike if you use this Jutsu.
Raikiri no Jutsu counts as a Full-Round Action (instead of as a Swift Action).

- Sosen no Kamon no Jutsu^ (Ancestral Consultation Jutsu): You hear the words of your ancestors, learning the knowledge they gained over their lives, and feel as though their hands are gripped onto your weapon.

In an instant, the Ninja obtains knowledge from Ninja from previous generations and seemingly attains enlightenment for a brief period by expending four uses of his Ki Power. The Ninja is treated as if the following spells were cast on him for 1d2 Minutes: Greater Heroism, Divine Insight (Caster Level= ½ Ninja Level), Nondetection, and Probe Thoughts. After the Jutsu ends, the Ninja becomes Dazed for 1 Minute.

- Jikoku Janpu no Jutsu^ (Time Jump Jutsu): When you stop your hand signs, you realize everything has stopped. The fire does not cackle, the tapestry does not flow, and the knight about to slice your head off stops an inch short of your neck.

By expending five uses of Ki Power, the Ninja is treated as if he just cast the Time Stop spell, but it only lasts 1d2+1 rounds.
^: This Jutsu cannot be maintained past the time allotted (if there is a time)

- Poisonous Weaponry (Ex): At 4th Level, Ninja never risk poisoning themselves when doing so to a weapon. At 10th Level, he can poison a weapon as a Move Action rather than as a Standard Action.

- Kuji-In* (Su): The Ninja have a series of hand signs used throughout their training called Kuji-In. This system helps relax the Ninja and increase his confidence. By practicing this for only ten minutes, the Ninja can access one of the latent powers of the nine hand signs. The first three hand signs are available at 5th Level, and the next three can be used at 8th Level. The final three hand signs can only be accessed when the Ninja has a Wisdom score of 17+, and has unlocked the other hand signs. Activating this ability requires one free hand and is a Free Action that does not provoke an Attack of Opportunity. Usable 1/day.

5th Level
Rin: +2 bonus to Fortitude and Will Saves for 3 rounds
Hei: +5 bonus on Bluff and Disguise checks for 3 rounds
Jin: +5 bonus on Sense Motive, Search, and Spot checks for 3 rounds
8th Level
Sha: The Ninja can use the Cure Serious Wounds spell on himself
Retsu: Enemy within 20’ who sees the Ninja is Paralyzed for 1 round (ranged touch attack)
Toh: The Ninja gains Freedom of Movement for 1 round
Wis 17+
Kai: The Ninja gains Cold and Fire Resistance 10 for 1 Minute
Zai: The Ninja gets a +2 Natural Armor Bonus to AC for 1 Minute
Zen: The Ninja gets a +5 increase to Intelligence and Wisdom for 1 Minute
http://www.signs-of-witchcraft.de/catPictures/kujiin.JPG

- Acrobatics (Ex): The Ninja gets a +2 Bonus on Climb, Jump, and Tumble checks at 6th Level. The bonus becomes +4 at 12th Level, then +6 at 18th Level.

- Evasion* (Ex): At 6th Level, the Ninja gains the Evasion class feature.

- One Hand Sequence (Ex): Over time, a Ninja has no trouble using one hand for his Jutsu. At 8th Level, the Ninja can activate Jutsu with only hand free instead of two.

- Ninja Learning: At 12th, 16th, and 20th Level, the Ninja gets to choose from a small list of special abilities. These can be used to make the make the Ninja stealthier, or improve his combat skills.
- Anatomical Knowledge (Ex): The best Ninja are those who disable targets quickly. In that regard, if the Ninja threatens a critical, he may instead roll 1d20 and apply the result:
1-2: The Ninja strikes the head. The target is Staggered for 1d2 rounds
3-5: The Ninja strikes the bridge of the nose. The target becomes Blinded for 1 round
6-8: The Ninja strikes the right elbow. The target drops the weapon in hand and cannot use that arm for 2d4 rounds.
7-10: The Ninja strikes the left elbow. The target drops the weapon or shield in hand and cannot use that arm for 2d4 rounds.
11-13: If the target is male, the Ninja strikes the *********. The target is Flat-Footed for 1d2 rounds. If the target is female, nothing happens.
14-16: The Ninja strikes the left knee. The target’s movement is halved for 2d4 rounds.
17-19: The Ninja strikes the right knee. The target’s movement is halved for 2d4 rounds. If both legs were struck, the target becomes Prone until one leg can be used again.
20: The Ninja strikes the chest. The target is Stunned for 1 round.
This ability cannot be used against creatures that are not vulnerable to critical hits or Sudden Strikes. This can only be used against creatures no more than one size category larger and two size categories smaller than the Ninja
- Camouflage (Ex): The Ninja can make Hide checks in natural terrain, even without Cover or Concealment.
- Dissection and Study (Ex): Select a group not vulnerable to Sudden Strikes (ex. Constructs, Oozes, Undead etc.). The Ninja can now Sudden Strike that group, but he can only use d4's against such enemies.
This ability can be taken multiple times, with the Ninja selecting a different group each time.
- Eagle Eye (Ex): The Ninja's range for using Sudden Strike becomes 50' instead of 30'.
- Improved Evasion (Ex): The Ninja takes only ½ damage on a failed Reflex check.
- Improved Shunshin (Ex): The Ninja's Shunshin improves to +20' (Instead of +10').
- One with the Unseen (Su): With this ability, the Ninja can see Ethereal, Incorporeal, and Invisible creatures.
- Planar Jump (Su): If the Ninja has Kamereon Hada no Jutsu, he can become ethereal instead of invisible. The Ninja can still strike Material creatures if he takes a -2 penalty to his attack roll.
- Quick Hand Sequence (Ex): If the Ninja has one hand free, he may activate any Genin Jutsu he knows as an Immediate Action. Any Jutsu used in such a way is ruled to be used for 1 round when the Ninja's turn begins.
- Use What’s On Hand (Ex): Since Ninja are a predominantly mountain and farming people, they were often taught to use what they have in front of them. The Ninja gains proficiency with all improvised weapons.
- Feat (Ex): The Ninja can select a bonus feat instead of a Ninja Learning ability
*: This class ability is suppressed if the Ninja wears any Armor, carries a Shield, or carries more than a light load.

Progression Chart

Fort Ref Will Will
Lv. BAB Save Save Save w/Ki AC + Special
1st +0 +0 +2 +0 +2 +0 Trapfinding, Sixth Sense, Shunshin (+10’), Ki Power, Sudden Strike +1d6
2nd +1 +0 +3 +0 +2 +0 Genin Jutsu Access, New Jutsu
3rd +2 +1 +3 +1 +3 +0 Sudden Strike +2d6
4th +3 +1 +4 +1 +3 +0 Poison Use
5th +3 +1 +4 +1 +3 +1 Kuji-In (Rin, Hei, Jin), New Jutsu, Sudden Strike +3d6
6th +4 +2 +5 +2 +4 +1 Acrobatics +2, Evasion
7th +5 +2 +5 +2 +4 +1 Sudden Strike +4d6
8th +6/+1 +2 +6 +2 +5 +1 Chuunin Jutsu Access, New Jutsu, Kuji-In (Sha, Retsu, Toh), One Hand Sequence
9th +6/+1 +3 +6 +3 +6 +1 Sudden Strike +5d6
10th +7/+2 +3 +7 +3 +6 +2 Improved Poison Use
11th +8/+3 +3 +7 +3 +6 +2 New Jutsu, Sudden Strike +6d6
12th +9/+4 +4 +8 +4 +7 +2 Ninja Learning Ability, Acrobatics +4
13th +9/+4 +4 +8 +4 +7 +2 Sudden Strike +7d6
14th +10/+5 +4 +9 +4 +7 +2 Jonin Jutsu Access, New Jutsu
15th +11/+6/+1 +5 +9 +5 +8 +3 Sudden Strike +8d6
16th +12/+7/+2 +5 +10 +5 +9 +3 Ninja Learning Ability
17th +12/+7/+2 +5 +10 +5 +9 +3 New Jutsu, Sudden Strike +9d6
18th +13/+8/+3 +6 +11 +6 +10 +3 Acrobatics +6
19th +14/+9/+4 +6 +11 +6 +10 +3 Sudden Strike +10d6
20th +15/+10/+5 +6 +12 +6 +10 +4 Ninja Learning Ability, Kage Jutsu

Epic Ninja: If a Ninja takes Epic Levels, he still recieves normal progression in Sixth Sense, Ninja Learning, Acrobatics, Sudden Strike, and Jutsu. However, the Ninja cannot select additional Kage Jutsu. The Ninja's Will Save bonus (Ki) becomes +5 at 24th Level and +6 at 30th Level. In addition, the Ninja is able to select a Bonus Feat (including Epic Feats) at 22rd, 26th, and 30th Level.

Leaving the Ninja: If the Ninja takes levels in any class other than Ranger, Monk, or Rogue, he cannot take additional levels in the class. However, all class abilities are still retained.

Becoming CE: A Ninja who becomes CE is considered too far out of focus to be a true Ninja. In case of that, the CE Ninja loses all abilities (except HD, Weapon Proficiency, Feats, and Skills) until he changes his alignment. If he does not within 1 month, he is executed.

Ninja Variants :
If the Player wishes for a variant of the standard Ninja, he must select a variant at the 1st Ninja Level. Once selected, the variant cannot be changed.
The Combat Ninja:
Changes:
- Fighter's Attack Table instead of Rogue's
- d8's instead of d6's
- Gains additional proficiency with the Katana (Exotic Bastard Sword), Sap, Naginata (2Hand, 1d10, S damage, Reach 10', Pole Arm), Kukri, Spiked Chain, and Longstaff
- Selects Jutsu at 5th Level and every five Ninja Levels after (Genin Access at 5th, Chuunin Access at 15th, cannot select Jonin or Kage Jutsu)
- Has proficiency in Light Armor that does not incur an Armor Check Penalty (before being made into Masterwork). These armors will not suppress any of this Ninja's class abilities.
- Ki power reduced to 1/3 (Rounded down, Min 1) Ninja Level + Wis Modifier
- Skill Points now 4 + Int Modifier

The Jutsu Master:
Changes:
- Wizard's Attack Table instead of Rogue's
- d4's instead of d6's
- Sudden Strike +1d6 begins at 2nd Level and increases by 1d6 every three Ninja Levels after.
- Has Proficiency only with Simple Weapons, Blowgun, Shuriken, and Ninja-To
- Selects Jutsu at every even-numbered Level (Jutsu Access remains the same)
- Ki Power now 2/3 Ninja Level (Min 1) + Wis Modifier

The Skill Specialist:
Changes:
- Skill Points now 8 + Int Modifier
- Ride and Use Magic Device are now in-class
- Gains Evasion at 4th Level instead of 7th Level
- Selects Ninja Learning abilities at 8th Level and every 3 Ninja Levels after.
- Selects Justu at 2nd Level and every 4 Ninja Levels after (Genin Access at 2nd, Chuunin Access at 10th, Jonin Access at 18th, cannot select Kage Jutsu)

The Anatomical Master:
Changes:
- Gets an extra +1d6 to Sudden Strike at 5th Level and every five Levels after.
- Gets use of the Dissection and Study ability at 8th and 12th Level
- Chooses a Ninja Learning Ability at 16th and 20th Level
- Does not gain access to Kuji-In or Quick Hand Sequence
- Does not select a Jutsu at 20th Level

Some Ninja Feats:
Ki Focus [Nin]:
You exhibit greater control over Ki, and are better at conserving it.
Pre-req: Kuji-In (all signs)
Benefits: The cost of Ki for Jutsu is reduced by 1. If this reduces the cost to less than 1, the Jutsu is treated as if 2 uses were spent on it.
Ex. Flying Frog Jutsu automatically lasts two rounds for one use of Ki when you activate it, and one use of Ki thereafter to maintain it for 1 round.

Genken (Illusion Sword) [Nin]:
You become able to throw two blades, one right behind the other.
Pre-req: Dex 17, BAB +8, Two-Weapon Fighting, Improved Two-Weapon Fighting
Benefits: If the Ninja is using two daggers, two ninja-to, or one of each, he can throw both at once at a creature from a distance of 10' (the Ninja suffers only a range increment penalty when using this feat, and only if the throw is beyond 10'). The creature can defend the first attack normally, but becomes Flat-Footed against the second attack.

Kenjutsu [Nin]:
Your skill with the Ninja-To reaches a new level.
Pre-req: Weapon Focus (Ninja-To)
Benefits: The Ninja gains Weapon Specialization (Ninja-To), even if he does not have enough levels in Fighter.

Flash Blade [Nin]: Pre-req:
You are able to draw and slash, both in an instant.
Pre-req: Quick Draw, Flick of the Wrist
Benefits: If the Ninja drew his weapon adjacent to a creature, he can make one attack as a Free Action at 1/2 his max BAB.
If the Ninja had not moved that turn, he can still make a Full-Round Attack.

Improved Sixth Sense [Nin]:
The Sixth Sense gives you even greater insight.
Pre-req: Wis 15, +3 Will (Ki) class ability
Benefits: The Ninja adds all of his Wisdom bonus to Initiative. In addition, the Ninja recieves +1 bonus to initiative at 10th Level and every 10 Ninja Levels thereafter.
If the Ninja takes this Feat after 10th Level, he does not recieve the Initiative bonus for that Level.

Mystic Hunter [Nin]:
You have learned a new style that combines tracking ability with mystic deception.
Pre-Req: Favored Enemy, Sudden Strike +2d6
Benefits: Your Ninja and Ranger levels stack for the purpose of determining Ki Power, the Ninja's AC Bonus, and the Ranger's Favored Enemy. You still suffer XP penalties if your Ranger and Ninja Levels are more than one Level apart.
Tips for Playing an Effective Ninja
Humility is Key: You have plenty of skills, good skill points, and other bonuses, making you quite self-sufficient. However, you have only moderate HD, meaning you can only fight briefly. Don't jump too far ahead because it will take too long for the bruiser to catch up, but stay ahead some to check for potential danger.

Use Your Jutsu: Your choices of Jutsu make you a flexible Ninja. Most don't consume much Ki Power, so if you are losing the advantage, a well-placed Jutsu can turn the tables. Just remember: Honor means nothing if you're dead.

Use Kuji-In Wisely: The Kuji-In carries powerful effects, but it is meant as a desperation move. No more, no less. Unless you're in dire straits, consider alternative methods.

Counter You Poor Fortitude: A High Con doesn't help offset your bad Fortitude Save much, so find anything to help. A Cloak of resistance or Amulet of health is ideal, and using one or two of your ability increases on Con might also help. You can burn a feat if you wish, but this is not recommended (unless you are a Human or just want the boost).

Careful What You Carry: Since most of your abilities are suppressed if you carry more than a light load, carry only what will be needed for a mission. Take only gems from treasure hoards, and carry only small, compact weapons. If you can't help it, find a Bag of holding as soon as possible.

Boost Your AC ASAP: If your Dex and Wis are high, your AC will be good, but not great, and waiting five levels is not a good idea. Get magic items immediately. Bracers of armor and the Ring of Protection are effective and not too expensive. Gloves of Dexterity or the Periapt of Wisdom can boost your Ability Scores, giving you greater AC and improved Will or Reflex Saves, not to mention a greater Initiative bonus. It wouldn't be a bad idea to use your ability increases on Dex and Wis, either. Choosing the Warforged for your race would also be smart, despite the Wisdom penalty, because it gets a +2 Armor bonus to AC.


I could really use the input. Thanks if you have any.
Hanzo187

08-10-07, 01:50 PM
As someone on the Class board showed, my class could use some changes. I was wondering if anyone had an idea on what additional changes could be made to this class, if any. Thx.
Hanzo187

09-15-07, 05:30 PM
I'm sticking my other Ninja here, just so I can find it quickly. It's a different version of the CAdv Ninja.

The NINJA
http://www.wizards.com/dnd/images/cx_gallery/86346.jpg

Info: The Ninja is a mysterious, ancient class steeped in superstition and mystery. Its history is shrouded in stealth, deception, and subtlety. This, of course, makes one wonder if the Ninja exist at all, and if they are simply legend. Of course, superstition and awe are the greatest weapons for these warriors of the shadow.
Alignment: A Ninja’s life is quite various and thus they can be of any alignment. Of course, since the dictates of their clan (and clanmates) come before their personal interests or others, Ninja are more commonly Neutral. True Neutral Ninja are most common, but there are plenty of Good and Evil Ninja as well. Though Lawful Ninja are more frequent than Chaotic ones, the Chaotic Ninja are still disciplined. They simply have a lower regard for rules than others, making them a bit more reckless, but nonetheless devoted.
Religion and Structure: Ninja are a secretive people, so it is uncertain just what gods they worship. Rumors from centuries ago whispered of a goddess who actually gave birth to the first shadow. Another told of a cloaked figure who wore an outfit that was dyed in the blood of his enemies. Whether this is true or not is anyone’s guess, as no one has seen a Ninja in decades, let alone a Ninja worship.

Most Ninja operate in clans, but there have been historical instances of lone Ninja, trained by elders and retired shadow warriors, being part of Ninja legend. Such Ninja are uncommon, but not overly rare. Such Ninja do not have knowledge to the Ninja’s alleged secret gods, but lone Ninja, if they do have a patron deity, tend to worship Olidammara.
Adventure: Ninja primarily adventure for their clan, though such missions depend on the clan's alignment. Good clans usually partake in thievery, sabotage, and espionage, though assasination is something they will do occassionally, as long as there is a good reason. Evil clans are almost exclusively assassins and terrorists, spreading fear and death in the land they occupy, using that influence to corrupt the infrastructure of wherever they inhabit. Neutral clans are more flexible, doing everything Good and Evil clans do, except in lesser amounts because their missions are more widespread.

Lone Ninjas, who have trained alone or passed the Giketsu (The Decision), typically adventure to train their bodies and gain greater understanding of their Ninja heritage.
Races: Ninja are mostly Human, but they are not hesitant to welcome new blood. Elves are rare, but those that join are revered and feared, being viewed as great masters of legend. Half-Elves, Halflings, and Warforged are also accepted. Some clans even see the occasional Shifter or Changeling. Half-Orcs, with their lack of emotional control, and Dwarves, with their desire for money and regard for family, never become Ninja, though they are not unwelcome. Drow are the only race forbidden from being Ninja.
Other Classes: Being secretive, Ninjas have difficulty dealing with other classes, seeing as how they need to keep their secrets secret. However, lone or unaffiliated Ninja tend to form minor relations with Monks and Clerics, and sometimes Ranger and Rogues. They tend to avoid Paladins because of their contrasting natures, and they try staying away from Barbarians, viewing them as fools who think two steps behind.
Alignment: Any
Good Save: Reflex
HD: d6’s
Attack Table: Rogue
Skill Points: 6 + Int Modifier (x4 at 1st Level)
Starting Gold: 5d4 x 10 gp (110 gp)
Starting Age: As a Ranger (Moderate)

- Weapons and Armor Proficiency: The Ninja is proficient with Simple Weapons, as well as the Sai, Shuriken, Kama, Nekode, Nunchaku, Hand Crossbow, Shortbow, Ninja-To (Short Sword), Kodachi (Broadblade Short Sword), Foot Spike, Shuko (Hand Claws), and Blowgun. If the Ninja uses the Foot Spikes and Shuko for Climb checks (except on metal walls), this is treated as a Climber's Kit.

- Skills: The following Skills are in-class for a Ninja:
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), Knowledge (Geography) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex)

Class Features

- [Ki] Abilities: Class features that have [Ki] next to them are abilities that require the use of Ki Power. Unless otherwise stated, these abilities require the Ninja to expend one use of Ki Power to activate them. Unless noted otherwise, these abilities count as a Swift Action that does not provoke an Attack of Opportunity.

- Sixth Sense* (Su): During training, all Ninja unlock the Sixth Sense, an ability that warns of an attack just before it occurs. Starting at 1st Level, the Ninja applies his Wisdom bonus (if any) to AC. The Ninja gets an additional +1 to AC at 5th Level and every five Ninja Levels after. The AC bonus is applied to all forms of attack, but not when immobilized or helpless.

- Sudden Strike (Ex): At 1st Level, the Ninja is able to execute an attack called Sudden Strike. It functions and progresses in exactly the same way as the Rogue’s Sneak Attack, except that it is used only against enemies denied their Dex bonus (if any) to AC. This ability counts as Sneak Attack for the purpose of qualifying for Feats, Prestige Classes, or any ability requiring a certain number of Sneak Attack damage dice.

- Ki Power* (Su): All Ninja have control over a pool of spirit energy called ki. Starting at 1st Level, all Ninja have 1/2 Ninja Level (Min 1) + Wisdom Modifier uses of ki per day, and as long as the Ninja has one use left, he gets a +2 bonus on Will saves. This Will Save bonus becomes +3 at 8th Level and +4 at 16th Level.

- Trapfinding (Ex): At 1st Level, a Ninja is able to use Search to find traps with a DC 20 or higher. The DC to find a magic trap is 25 + Spell’s Level.

- Shunshin* (Body Flicker) (Ex): Part of Ninja training involves moving quickly and efficiently. As such, at 1st Level, The Ninja’s base land speed increases by 10'.

- The Path I Walk: Starting at 2nd Level, and every three levels after, the Ninja can select an ability from a list of Supernatural and Extraordinary abilities. The Ninja selects (Ex) abilities at 2nd Level, and every four levels after, while he picks (Su) abilities at the other levels (5th, 11th, and 17th), with a Ninja being able to select one of each at 20th Level. The Ninja must fulfill all pre-requisites (if any) before taking an ability. The abilities are as follows:

Supernatural: Extraordinary:
Ghost Hop Armor-Ki Synergy
Ghost Mind (Requires Ghost Strike) Great Leap
Ghost Sight (Requires Ghost Stride) Improved Evasion (Requires Evasion and 10 ranks in Jump)
Ghost Screen Instinct
Ghost Strike Keen Weaponry
Greater Ki Dodge (Requires Ki Dodge) Speed Climb
Hundred Faces Tread Softly (Requires 8 ranks in Balance and Move Silently)
Shadow Merge Woodland Stride
Spiritual Fortitude Bonus Feat (Requires any one of the above abilities)

(Su) Abilities*:
Ghost Hop [Ki]: As an Immediate Action, the Ninja gains a +2 dodge bonus to AC and a +2 bonus to Reflex Saves until the end of the Ninja’s next turn. The Ninja does not gain these benefits if he is immobilized or helpless.

Ghost Mind: Anyone using spells of the Scry subschool to find the Ninja must make a caster check DC 20 + Ninja Class Level. If the check fails, the spell does not work. If the Ninja was not targeted, he is never seen.

Ghost Screen [Ki]: As a Move Action, a Ninja can create a large cloud of smoke by expending two uses of his Ki Power. Treat the smoke as a Fog Cloud spell with a 20-foot radius that lasts 3 rounds. This smoke is supernatural in nature and does not dissipate in wind, but fades after the end of the Ninja’s third round.

Ghost Sight: The Ninja can see Invisible, Ethereal, and Incorporeal creatures.

Ghost Strike [Ki]: As a Move Action, the Ninja can strike Ethereal and Incorporeal creatures, or he can hit Material creatures while Ethereal, when he makes his next attack. This attack can be used in a Full-Round Attack, but must be taken within 3 rounds, or its effect is lost.

Hundred Faces [Ki]: The Ninja can use Disguise Self for 1 round per 2 Ninja Levels.

Shadow Merge [Ki]: The Ninja can use Shadow Form for Wis Modifier (Min 1) rounds (See the spell, Complete Adventurer, Pg. 151).

Spiritual Fortitude: As long as the Ninja has one use of Ki left in his pool, he gains the appropriate bonus to Will AND Fortitude saves.
(Ex) Abilities:
Armor-Ki Synergy: The Ninja gains Light Armor Proficiency as a Bonus Feat. Additionally, the Ninja retains the use of all Class Features as long as he wears armor that does not incur an Armor Check Penalty greater than 0 (before or after being made Masterwork). The Ninja still loses the noted Class Features if he wears any other kind of Armor, carries a shield, or carries a medium or heavier load.

Great Leap: The Ninja can make all Jump checks as if he already had a running start and the Run Feat, effectively gaining a +4 bonus to his jumps.

Improved Evasion: If the Ninja makes a Reflex save against an attack that would deal half damage, he still takes no damage. However, if the save fails, he takes only half damage.

Instinct: The Ninja’s instincts and his Sixth Sense share a stronger connection. The Ninja can now apply his Wisdom bonus (if any) to Initiative.

Keen Weaponry: Choose a damage type (Piercing, Slashing, or Bludgeoning). All weapons the Ninja is proficient in that deals the chosen damage has their threat range increased by 1 (ex. 20 becomes 19-20, 18-20 becomes 17-20, etc.). This stacks with any other effect that increases threat range.
The ability CANNOT be taken multiple times.

Speed Climb: A Ninja can climb up walls at his base land speed as a Move Action. This ability requires one free hand, and the Ninja must begin and end the climb on a horizontal surface.

Tread Softly: The Ninja becomes able to take soft steps, making him harder to hear and allowing to him to keep his bearings more effectively. The Ninja receives a +3 competence bonus on Balance and Move Silently checks. In addition, all obstruction modifiers on the Ninja’s Balance checks are negated.

Woodland Stride: The Ninja can move through any nonmagical undergrowth, such as throrns, without hindering his movement. Magically altered terrain will still hinder a Ninja’s movement, however.

Bonus Feat: The Ninja can select a bonus feat instead of one of these abilities.
- Ghost Step* (Su) [Ki]: At 2nd Level, the Ninja can become invisible for 1 round.
- Poison Use or Bonus Skill Trick (Ex): At 4th Level, an Evil Ninja never risks poisoning himself when doing so to a weapon, while a Good Ninja can select a bonus Skill Trick (see Complete Scoundrel) without paying skill points. This trick does not count toward the normal limit for Skill Tricks. A Neutral Ninja can choose either one of these benefits.

- Way of the Ninja (Ex): When a Ninja reaches 6th Level, he receives a +2 bonus to three Skills. These Skills depend on which Way the Ninja wishes to follow. This bonus received by these skills becomes +4 at 12th Level, and +6 at 18th Level, and are as follows:
Way of Acrobatics: Climb, Jump, Tumble
Way of Deception: Bluff, Disguise, Gather Information
Way of Perception: Listen, Sense Motive, Spot
Way of Stealth: Balance, Hide, Move Silently
Way of Thievery: Disable Device, Open Lock, Sleight of Hand
- Evasion* (Ex): Starting at 6th Level, when a Ninja succeeds on a Reflex save that would deal 1/2 damage (such as a Fireball spell), he takes no damage instead. The Ninja cannot use Evasion if he is helpless.

- Ki Dodge* (Su) [Ki]: At 6th Level, the Ninja gains Concealment for 1 round. See Invisible and Invisibility Purge do not affect this ability, but Tree Seeing negates the Miss Chance. The Concealment given by Ki Dodge (or Greater Ki Dodge) cannot be used to make Hide checks.

- Ghost Stride* (Su) [Ki]: At 7th Level, the Ninja becomes able to move into the Ethereal Plane, if only briefly, replacing his Ghost Step with Ghost Stride. For 1 round, the Ninja constantly jumps between the Material and Ethereal Planes, as if under the effect of a Blink spell. All miss chances (spell targeting, attacks, etc.) associated with the Blink spell apply to the Ghost Stride ability.
- Improved Poison Use or Bonus Skill Trick (Ex): At 10th Level, an Evil Ninja can poison a weapon as a Move Action (rather than as a Standard Action), while a Good Ninja gets a bonus Skill Trick. If a Neutral Ninja chose Poison Use, he gets Improved Poison Use, and vice versa.

- Ghost Walk* (Su) [Ki]: At 12th Level, the Ninja can finally control his ethereal jump, replacing Ghost Stride with Ghost Walk. The Ninja can become ethereal for 1 round.
- Ninja Special Ability: At 12th, 16th, and 20th Levels, the Ninja can learn a special ability, giving him additional advantages during an adventure. The abilities are as follows:

- Call of the Shadow (Ex): The Ninja can select a bonus (Su) or (Ex) ability from the above list.
- Dissection and Study (Ex): Select a group not vulnerable to Sudden Strike (Undead, Constructs, Oozes, etc.). The Ninja can now Sudden Strike that group, but he can only use d4's against such enemies.
This ability can be taken multiple times, with the Ninja selecting a different group each time.
- Eagle Eye (Ex): The Ninja can now Sudden Strike an enemy from 50' away (instead of 30')
- Flank Stab (Ex): The Ninja can now use Sudden Strike against any enemy that is flanked (and not denied their Dex bonus to AC). However, this form of Sudden Strike deals only 1/2 damage.
- Ninjutsu (Su)*: The Ninja can learn special techniques, or Jutsu. They count as [Ki] abilities, and require both hands to be free. These Jutsu allow additional use of Ki to maintain them. This counts as a Free Action, and costs as much Ki as it did to activate them.
Kami Gomensou no Jutsu (God Face Jutsu): The Ninja can use Alter Self for 1 Minute. The new form must be no more than one size category larger or smaller than the Ninja's size. The Ninja recieves no Ability Score adjustments and can only use any physical additions (wings, gills, fins, etc.) if he expends an additional use of Ki when he activates the Jutsu.
If the Ninja uses God Face Jutsu to become a specific person, he must expend an additional use of Ki Power when he activates the Jutsu.
The Ninja must return to his original form if he wishes to change his appearance again.
Pre-Requisites: Hundred Faces ability.

Sasori Sutingu no Jutsu (Scorpion Sting Jutsu): Until the Ninja's next attack, all Piercing and Slashing weapons he holds are considered poisoned with Large Scorpion Venom, except it has a Fort DC of 18 (instead of 14). Antitoxin only gives +2 bonus against this Jutsu, but is otherwise treated like standard poison.
Pre-Requisite: Improved Poison Use ability

Neko-me no Jutsu(Cat Eyes Jutsu): The Ninja’s vision increases to an astonishing level. The Ninja gains Darkvision 60’ for 3 + Wisdom Modifier rounds.
If the Ninja has Ghost Sight, it becomes Darkvision 90’.
Pre-Requisites: Instinct ability, Spot 8 ranks

Kawarimi no Jutsu (Body Replacement Jutsu): By expending three uses of his Ki Power, the Ninja gains a special defense. When he is struck by an attack, he suffers no damage and instead moves adjacent to the attacking enemy (as if he just used Dimension Door) and makes an Attack of Opportunity. This enemy is considered Flat-Footed against this attack (unless the Ninja did not see the attacker before the effect occured, where the Attack of Opportunity is treated normally), and it does not count towards the Ninja’s one Attack of Opportunity per round limit.
The Ninja must be within 50’ of the attacking enemy, and the ability must be used within 3 rounds, or the ability is wasted. The Ninja cannot expend additional Ki to keep the Jutsu active more than 3 rounds.
Pre-Requisites: Ghost Hop ability

Oni Otakebi no Jutsu (Demon Roar Jutsu): By expending two uses of his Ki Power, the Ninja can create the image of a demon on his face, causing fear in his enemies. Creatures within 30’ who see the Ninja’s face (treat the Jutsu as a 30’ cone) must make a Will Save DC 10 + 1/2 Ninja Level + Wis Modifier or be Panicked for 1d2 rounds. Evil creatures gain a +5 bonus on the Save attempt. This is a Mind-Affecting Ability.
This Jutsu cannot be used against Undead, Constructs, creatures with an Intelligence less than 3, or creatures without an Intelligence score.
Pre-Requisite: Any Non-Good

Mitsukai Kashou no Jutsu (Angel Song Jutsu): By expending two uses of his Ki Power, the Ninja can create the image of a beautiful angel on his face, causing paralysis in his enemies. Creatures within 30’ who can see the Ninja’s face (treat the Jutsu as a 30’ cone) must make a Will Save DC 10 + 1/2 Ninja Level + Wis Modifier or be Paralyzed for 1 round. Good creatures gain a +5 bonus on the Save attempt. This is a Mind-Affecting Ability.
This Jutsu cannot be used against Paladins, Constructs, creatures with an Intelligence less than 3, or creatures without an Intelligence score.
Pre-Requisite: Any Non-Evil

Tora Koushaku no Jutsu (Tiger Prince Jutsu): The Ninja gains Freedom of Movement and the Trackless Step class ability (see the Druid class feature, PH 36) for 1 round.
Pre-Requisite: Woodland Stride ability
This ability can be taken multipe times. Each time, the Ninja selects a new Jutsu.
- Skill Mastery (Ex): See the Rogue Special Ability, Player's Handbook, Pg. 51.
- Slow Fall (Ex): See the Monk class feature, Player's Handbook, Pg. 41. The Slow Fall differs the Monk's in that the Ninja can Slow Fall 10' for every 5 Ninja Levels he has.

- Ghost Run* (Su) [Ki]: When the Ninja reaches 17th Level, his control over his Ki becomes more refined, allowing him to remain ethereal for extended periods. By expending two uses of his Ki Power, the Ninja becomes ethereal for 1 round, plus an additional round per 2 Ninja Levels.
Ghost Run does not replace Ghost Walk.
*: This class ability is suppressed if the Ninja wears any Armor, carries a Shield, or carries more than a light load.
Fort Ref Will Will
Lv. BAB Save Save Save w/Ki AC + Abilities
1st +0 +0 +2 +0 +2 +0 Trapfinding, Sixth Sense, Shunshin, Ki Power, Sudden Strike +1d6
2nd +1 +0 +3 +0 +2 +0 Ghost Step, The Path I Walk (Ex)
3rd +2 +1 +3 +1 +3 +0 Sudden Strike +2d6
4th +3 +1 +4 +1 +3 +0 Poison Use or Bonus Skill Trick
5th +3 +1 +4 +1 +3 +1 The Path I Walk (Su), Sudden Strike +3d6
6th +4 +2 +5 +2 +4 +1 Way of the Ninja +2, Evasion, Ki Dodge
7th +5 +2 +5 +2 +4 +1 Ghost Stride, Sudden Strike +4d6
8th +6/+1 +2 +6 +2 +5 +1 The Path I Walk (Ex)
9th +6/+1 +3 +6 +3 +6 +1 Sudden Strike +5d6
10th +7/+2 +3 +7 +3 +6 +2 Improved Poison Use or Bonus Skill Trick
11th +8/+3 +3 +7 +3 +6 +2 The Path I walk (Su), Sudden Strike +6d6
12th +9/+4 +4 +8 +4 +7 +2 Way of the Ninja +4, Ghost Walk, Ninja Special Ability
13th +9/+4 +4 +8 +4 +7 +2 Sudden Strike +7d6
14th +10/+5 +4 +9 +4 +7 +2 The Path I Walk (Ex)
15th +11/+6/+1 +5 +9 +5 +8 +3 Sudden Strike +8d6
16th +12/+7/+2 +5 +10 +5 +9 +3 Ninja Special Ability
17th +12/+7/+2 +5 +10 +5 +9 +3 The Path I Walk (Su), Ghost Run, Sudden Strike +9d6
18th +13/+8/+3 +6 +11 +6 +10 +3 Way of the Ninja +6
19th +14/+9/+4 +6 +11 +6 +10 +3 Sudden Strike +10d6
20th +15/+10/+5 +6 +12 +6 +10 +4 The Path I walk (Ex and Su), Ninja Special Ability