Shinobi no Mono - (Historical Ninja Base Class) [Archive] - Wizards Community

Post/Author/DateTimePost
Tuah

08-10-07, 11:17 AM
Many Ninja classes have been the stuff of fantasy. In an attempt to see what a true Ninja would have been like historically, I have devised this class. This class is meant to depict realistic Ninja as well as possible. In some analasys of this class, it is very effective as a PC class even in a non-historical campaign setting. To incoporate magic, add the Water Walk skill from the ninja spy in the Mobility section, add Use Magic Device to skills, or do whatever you feel nessicary. Also, in a non-historical campaign, use of the ninja-to is acceptable.



忍の者
Shinobi no Mono are the night warriors of the far East, more commonly known as Ninja. They recieve training from a highly experienced clan known as the Koka and Iga clan, to which they are born or initiated to.
Adventures: A Ninja's adventuring usually depends on what the hiring party chooses. They can be hired for many things including espionage, escorting, patrolling, and much less commonly assassination. Whereas warriors who are primarily Samurai must stay and serve their lord, Ninja have more flexibility in their own adventuring choices and may elect to go out on their own, given that their clan permits it.
Characteristics: Ninja are warriors who are heavily trained in war, geography, tactics, and a vast amount of general skills. They tend to use stealth as one of their main tools, though some more combat-oriented ninja elect to be more direct fighters.
Alignment: There is a vast amount of differences in personality between Ninja. Though they can be quite varied, they must have a lot of dicipline, so they tend to be a step more lawful than their personality would be. No matter what though, a Ninja's loyalty to the clan is the most important thing.
Background: Those who are born to the Koka and Iga clan are trained from birth in the ways of the Ninja. Those initiated are taught to apply old knowledge to new learning. Many Ninja are Samurai who seek extended training and knowledge.
Races: The Koka and Iga clan accepts any race.
Other Classes: Ninja mostly keep to themselves, as their secrets work best for them. They work well alongside Fighters, Rogues, Rangers and Samurai. Shugenja and Clerics are also respected by Ninja. They can work to the advantages and disadvantages presented by other classes with some ease.
Role: A Ninja's role depends on how the skill paths are used. Some Ninja become great craftsmen, others become powerful combat experts, while many become scouting and espionage experts.

GAME RULE INFORMATION
Shinobi no Mono have the following game statistics.
Abilities: Dexterity is important for Ninja, as their defense and many skills are based upon it. Intelligence is great for more crafty or skillful Ninja. A high Wisdom score can also be important for a Ninja's defense.
Alignment: Any nonchaotic.
Hit Die: d8.

Class Skills
The Ninja's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (all skills; taken individually) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Swim (Str), Tumble (Dex), Use Rope (Dex).
Skill Points at 1st Level: (8 + Int modifier) X 4.
Skill Points at Each Additional Level: 8 + Int modifier.
Tuah

08-10-07, 11:18 AM
Class Features
All of the following are class features of the Shinobi no Mono.
Weapon and Armor Proficiency: Ninja are proficient with all simple and martial weapons, plus the kama, nunchaku, sai, siangham, shuriken, nekode, kawanaga, war fan, shikomi-zue, chain, kusari-gama, blowgun, greater blowgun, chakram, fukimi bari, jitte, and tonfa.
Ninja are proficient with light armor, and light and heavy shields.
Some more combat-oriented Ninja take proficiency in heavier armor.
AC Bonus (Ex): A Ninja is highly trained at dodging blows, and has great awareness that lets her avoid even unanticipated attacks. When unarmored and unencumbered, the Ninja adds hwer Wisdom bonus (if any) to her AC. In addition, a Ninja gains a +1 bonus to AC at 5th level. This bonus increases by 1 for every 5 Shinobi no Mono levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level).
These bonuses to AC apply even against touch attacks or when the Ninja is flat-footed. she loses these bonuses when she carries a medium or heavy load.
Fast Movement (Ex): At 3rd level, a Ninja gains an enhancement bonus to her speed, as shown on the table. A Ninja in armor (even light armor) or carrying a medium or heavy load loses this extra speed.
Improved Unarmed Strike: A Ninja gain the Improved Unarmed Strike feat at 1st level.
Sneak Attack (Ex): If a Ninja can catch an opponent when he is unable to defend himself correctly, she can strike a vital spot for extra damage. Basically, the Ninja's attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the Ninja flanks her target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every two Shinobi no Mono levels thereafter. Should the Ninja score a critical hit with a sneak attack, this extra damage is not multiplied.
Ranged attacks can count as sneak attacks only if the target is within 30 feet. A Ninja can't strike with deadly accuracy from beyond that range.
With a sap (blackjack) or an unarmed strike, a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal non-lethal damage in a sneak attack, not even with the usual -4 penalty, because she must make optimal use of her weapon in order to execute a sneak attack.
A Ninja can sneak attack only living creatures with discernible anatomies - undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vunerable to sneak attacks. The Ninja mast bue able to see the target well enough to pick out a vital spot and be able to reach such a spot. A Ninja cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.
Skill Paths: At every level, skipping 3rd, 7th, 11th, 15th, and 19th, a Ninja progresses down any Skill Path she chooses, gaining any chosen feat or skill listed under that path. To gain a feat or skill, the Ninja must have any prerequisite feats, the required Base Attack Bonus, ability scores, and any required level for the feat. The Ninja is not, however, restricted by class.
Evasion (Ex): At 2nd level and higher, a Ninja can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex faving throw against an attack that normally deals half damage on a successful save (such as a dragon's firey breath or a fireball, she instead takes no damage. Evasion can only be used if the Ninja is wearing light armor, or no armor. A helpless Ninja (such as one who is unconscious or paralyzed) does not gain the benefit of evasion.
Uncanny Dodge (Ex): Starting at 4th level, a Ninja 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 Ninja already has uncanny dodge from a different class (a Ninja with two levels of barbarian, for example), she automatically gains Improved Uncanny Dodge (see below) instead.
Improved Uncanny Dodge (Ex): A Ninja of 8th level or higher can no longer be flanked; she can react to opponents on opposite sides of her as easily as she can react to a single attacker. This defense denies another character the ability to sneak attack the character by flanking her, unless the attacker has at least four more levels than the target does.
If a character 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 minimum level required to flank the character.




Skill Paths
The following are the skill paths that can be chosen from. Each path is underlined, with the feats granted below it.
Taijutsu
Soft Style - Defensive/Evasive
Bonus Feat - (Select from: Dodge, Mobility, Spring Attack, Combat Expertise, Improved Disarm, Improved Feint, Improved Trip, Deflect Arrows, Snatch Arrows, Defensive Strike, Superior Expertise, Defensive Throw, Eagle Claw Attack, Grappling Block)
Defensive Roll (as rogue) (requires 5 skills from the Taijutsu path)
Improved Evasion (as rogue) (requires 5 skills from the Taijutsu path and Evasion)
Hard Style - Offensive
Bonus Feat - (Select from: Improved Grapple, Stunning Fist, Choke Hold, Earth's Embrace, Falling Star Strike, Fists of Iron, Freezing the Lifeblood, Great Throw, Unbalancing Strike, Pain Touch, Roundabout Kick, Flying Kick, Prone Attack)
Flurry of Blows (as monk) (requires 3 skills from the Taijutsu path)
Decisive Strike (requires 3 skills from the Taijutsu path)

Armed Combat
Melee
Bonus Feat - (Select from: Power Attack, Cleave, Great Cleave, Improved Bull Rush, Improved Overrun, Improved Sunder)
Ranged
Bonus Feat - (Select from: Point Blank Shot, Far Shot, Precise Shot, Improved Precise Shot, Rapid Shot, Manyshot, Shot on the Run)

Weapon/Armor Training
Weapon Training
Bonus Feat - (Select from: Exotic Weapon Proficiency, Weapon Focus, Weapon Specialization (does not require fighter level 4th), Weapon Finesse)
Armor Training
Bonus Feat - (Select from: Medium Armor Proficiency, Heavy Armor Proficiency, Improved Shield Bash, Tower Shield Proficiency)
Armor Efficiency - 10ft less of a restriction on one's speed while wearing armor. This allows a Ninja to take advantage of the Speed Bonus while in armor, but only to the armor's normal speed +10. (requires Heavy Armor Proficiency) This may be taken up to two times. Its effects stack.

Stealth
Bonus Feat (stealthy)
Skill Focus (hide or move silently)
Camouflage (as ranger) (requires 1 from stealth and 4 from stealth or mobility)
Hide in Plain Sight (as assassin) (requires Camouflage)

Mobility
Bonus Feat (Select from: Acrobatic, Agile, Athletic)
Leap of the Clouds (as monk) (requires base speed 50ft.)
Slow Fall (as monk, with progression) (requires Leap of the Clouds)
Trackless Step (as ranger) (requires Leap of the Clouds)
Acrobatics +10 (as ninja spy) (requires Leap of the Clouds and Acrobatic)
Acrobatics +20 (as ninja spy) (requires Acrobatics +10)

Skills
Bonus Feat (Select from: Any +2/+2 feats, Leadership, Skill Focus, Great Crafter, Artist, Keen Intellect, Fearsome and Fearless, Great Diplomat, Cool Head)
Poison Use (as assassin, with save progression) (requires 5 points in Craft (poison) )
Trapfinding (as rogue, with progression) (requires 5 points in Craft (trapmaking) )
Skillfulness (+4 to one of the following checks: Craft (any skill; taken individually), Disguise, Gather Information, Knowledge (any class skill; taken individually), Perform (any skill; taken individually), Profession (any skill; taken individually), Iaijutsu Focus)
Tuah

08-10-07, 11:19 AM
BAB Fort Ref Will Special
1. +0 +0 +2 +0 Skill Path, Improved Unarmed Strike, Sneak Attack +1d6,
2. +1 +0 +3 +0 Skill Path, Evasion
3. +2 +1 +3 +1 Fast Movement
4. +3 +1 +4 +1 Skill Path, Uncanny Dodge
5. +3 +1 +4 +1 Skill Path
6. +4 +2 +5 +2 Skill Path
7. +5 +2 +5 +2
8. +6/+1 +2 +6 +2 Skill Path, Improved Uncanny Dodge
9. +6/+1 +3 +6 +3 Skill Path
10. +7/+2 +3 +7 +3 Skill Path
11. +8/+3 +3 +7 +3
12. +9/+4 +4 +8 +4 Skill Path
13. +9/+4 +4 +8 +4 Skill Path
14. +10/+5 +4 +9 +4 Skill Path
15. +11/+6/+1 +5 +9 +5
16. +12/+7/+2 +5 +10 +5 Skill Path
17. +12/+7/+2 +5 +10 +5 Skill Path
18. +13/+8/+3 +6 +11 +6 Skill Path
19. +14/+9/+9 +6 +11 +6
20. +15/+10/+5 +6 +12 +6 Skill Path

Attire: Ninja quite often are out working for the clan; farming, crafting, gathering, and the such. While doing hard labor, they would probably wear happi with geta sandals. For training, they would wear a gi. Advanced students would wear hakama with the gi. More formal occasions would have the Ninja wear a kimono with juban, and an average width obi (female ninja who don't act as geisha would more likely choose more masculine clothing as it is more applicable to combat arts), and nice geta sandals for outdoors; zori and tatami sandals for indoors. This would be the same for Ninja working more open jobs that require no stealth. Stealthier jobs would require the Ninja to wrap or tuck the hakama legs to be out of the way, along with their kimono or gi sleeves. The footwear is debatable. A Ninja using stealth would not require a face mask, but the option was there to. None of their clothes were likely to be full-black, as even in a shadow at night, it would be obvious; rather, they would wear dark blues and reds that blend in more easily.
All who are in the presence of a very prominent political figure would wear expensive kimono with naga-bakama (extremely long hakama).
Note: This is what the Samurai would wear too, aside from the fact that they did no 'peasant work'.

A Samurai's Katana: The katana is over-glorified. It was thought to be a Samurai's honorable weapon that he carried no matter what. Well this is false. The katana was a magistrate's primary weapon for keeping peace, but the wakizashi was considered the honorable blade. When entering a building of importance, such as a government office or a daimyo's home, the katana would be removed and left at the entrance, while the wakizashi was worn at all times. In actuallity, the wakizashi was probably a weapon with better potential for combat than the katana, as it was more easily wieldable, quick, and less brittle. Also, the bow was the primary weapon of war in those times, even more than their few (and quite inferior) guns.
It wasn't all that dishonorable for a peasant to wield a katana or a wakizashi, but rather to wear them together in a daisho was looked down upon (at least in the times that peasants were allowed to wield weapons).
In Ninja myth, it is said that they considered their weapons as tools and nothing more, when in reality they held their swords as emotionally and spiritually close to them as Samurai. The 'ninja-to' did not exist.
Tuah

08-10-07, 01:43 PM
-reserved for new stuff-
Tuah

08-10-07, 01:44 PM
-reserved for the Organization-

You can post now. :)
Lazlo_Toth

08-18-07, 12:51 PM
This is really nice. I'm kinda new around here, and this is a really good example of some good work. Can't wait to see the organizational stuff...

:)