Ninja, Togakure-ryū (3.5e Class)

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Togakure-ryū Ninja[edit]

Togakure-ryū (戸隠流) is a historical tradition of Ninjutsu known as the "School of the Hidden Door", purportedly founded during the Oho period (1161-1162) by Daisuke Nishina (Togakure), who learned his original fighting techniques from a Chinese monk named Kain Dōshi. The style of Togakure-ryū has been described by its practitioners as being less restricted into certain training regimens like other styles and instead encourages questions and individual, personal training. One of the main goals of the training is to teach students the ability of shin shin shin gan (God's eyes, God's mind) so that they can learn to properly know their opponents and defend themselves. As a Ninjutsu tradition influenced by the samurai martial arts of the Sengoku period, the style of Togakure-ryū consists of a small number of physical escape and evasion techniques called "ninpo taijutsu," as well as a series of sword attack patterns, or biken kata. However, the majority of the art involves techniques of geography, meteorology, swimming, signaling, potion-making, fire-starting, concentration, disguise, impersonation, and other forms of knowledge suited for the unique information-gathering and infiltration roles of ninja.

Making a Togakure-ryū Ninja[edit]

The Togakure-ryū Ninja are undisputed masters of stealth, whether that is sneaking around an enemy camp, using the art of disguise to infiltrate or gather information, the Ninja is always overlooked or not seen at all. The Ninja is also a master of psychology, to out think an opponent is to kill him. The Ninja is also a master of unarmed combat much like the monk, however unlike the monk the will not hesitate to kill, striking from the shadows to land one fatal blow. On the other side the Togakure-ryū Ninja do not use any heavy armor, and their focus on intelligence and speed of hands give them a lower AC and HP then other classes. Their focus is on stealthy assassinations and one on one combat, one on two at most. If caught in a place where escape is impossible and enemies are on all sides it is highly likely the Ninja will die.

Abilities: Dexterity and Intelligence are the most important attributes for the Togakure-ryū Ninja.

Races: Elves and Halflings are the most likely to take up this class. Humans are also fairly common amongst the Togakure-ryū Ninjas.

Alignment: Any.

Starting Gold: 3d4x5 gold.

Starting Age: "As rogue"

Table: The Togakure-ryū Ninja

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special Flurry of Blows
Attack Bonus
Unarmed
Damage1
AC
Bonus
Unarmored
Speed Bonus
Fort Ref Will
1st +0 +2 +2 +2 Flurry of Blows, Unarmed Strike, Sneak Attack +1d6 –2/–2 1d6 +0 +0 ft.
2nd +1 +3 +3 +3 Light Steps, Evasion –1/–1 1d6 +0 +0 ft.
3rd +2 +3 +3 +3 Stealth, Still Mind, Sneak Attack +2d6 +0/+0 1d6 +0 +10 ft.
4th +3 +4 +4 +4 Weapon Focus Unarmed Strike +1/+1 1d8 +0 +10 ft.
5th +3 +4 +4 +4 Death Attack, Purity of Body, Sneak Attack +3d6 +2/+2 1d8 +1 +10 ft.
6th +4 +5 +5 +5 Snatch Arrows, +3/+3 1d8 +1 +20 ft.
7th +5 +5 +5 +5 Slow Metabolism, Sneak Attack +4d6 +4/+4 1d8 +1 +20 ft.
8th +6/+1 +6 +6 +6 Weapon Focus +5/+5/+0 1d10 +1 +20 ft.
9th +6/+1 +6 +6 +6 Improved Evasion, Sneak Attack +5d6 +6/+6/+1 1d10 +1 +30 ft.
10th +7/+2 +7 +7 +7 Quick Study, +7/+7/+2 1d10 +2 +30 ft.
11th +8/+3 +7 +7 +7 Greater Flurry, Sneak Attack +6d6 +8/+8/+8/+3 1d10 +2 +30 ft.
12th +9/+4 +8 +8 +8 Abundant Step, Improved Stealth +9/+9/+9/+4 2d6 +2 +40 ft.
13th +9/+4 +8 +8 +8 Diamond Soul, Sneak Attack +7d6 +9/+9/+9/+4 2d6 +2 +40 ft.
14th +10/+5 +9 +9 +9 Cold-Blooded Killer +10/+10/+10/+5 2d6 +2 +40 ft.
15th +11/+6/+1 +9 +9 +9 Improved Quick Study, Sneak Attack +8d6 +11/+11/+11/+6/+1 2d6 +3 +50 ft.
16th +12/+7/+2 +10 +10 +10 Greater Stealth +12/+12/+12/+7/+2 2d8 +3 +50 ft.
17th +12/+7/+2 +10 +10 +10 Sneak Attack +9d6 +12/+12/+12/+7/+2 2d8 +3 +50 ft.
18th +13/+8/+3 +11 +11 +11 Fast Stealth +13/+13/+13/+8/+3 2d8 +3 +60 ft.
19th +14/+9/+4 +11 +11 +11 Sneak Attack +10d6 +14/+14/+14/+9/+4 2d8 +3 +60 ft.
20th +15/+10/+5 +12 +12 +12 Hidden Master, Prefect Stealth +15/+15/+15/+10/+5 2d10 +4 +60 ft.

Class Skills (8 + Int modifier per level, ×4 at 1st level)
Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Disguise (Int), Diplomacy (Cha), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (arcana) (Int), Knowledge (religion) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spot (Wis), Swim (Str), Tumble (Dex).

Class Features[edit]

All of the following are class features of the Togakure-ryū Ninja.

All of the following are class features of the monk.

Weapon and Armor Proficiency: Ninja are proficient with all simple weapons, short swords, quarterstaves, spears, short bows, crossbows, improvised weapons, and thrown weapons.

Ninja are proficient with any light armor.

When wearing armor heavier then light armor, using a shield, or carrying a medium or heavy load, a Ninja loses her AC bonus, as well as her fast movement and flurry of blows abilities.

'AC Bonus: When unencumbered, the Ninja adds his Wisdom bonus (if any) to his AC. In addition, a Ninja gains a +1 bonus to AC at 5th level. This bonus increases by 1 for every five Ninja 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. He loses these bonuses when he is immobilized or helpless, when he carries a shield, or when he carries a medium or heavy load.


Flurry of Blows: a Ninja may strike with a flurry of blows at the expense of accuracy. When doing so, he may make one extra attack in a round at her highest base attack bonus, but this attack takes a –2 penalty, as does each other attack made that round. The resulting modified base attack bonuses are shown in the Flurry of Blows Attack Bonus column on Table: The Ninja. This penalty applies for 1 round, so it also affects attacks of opportunity the monk might make before her next action. When a monk reaches 3rd level it disappears. A Ninja must use a full attack action to strike with a flurry of blows.

When using flurry of blows, a Ninja may attack only with unarmed strikes or with weapons the Ninja is profishient in, not improvised weapons, or weapons with their proficiency gained threw feats. He may attack with unarmed strikes and special monk weapons interchangeably as desired. When using weapons as part of a flurry of blows, a Ninja applies his Strength bonus (not Str bonus × 1-1/2 or ×1/2) to his damage rolls for all successful attacks, whether she wields a weapon in one or both hands. The NInja can’t use any weapon other than a Ninja weapon as part of a flurry of blows.

In the case of the quarterstaff, each end counts as a separate weapon for the purpose of using the flurry of blows ability. Even though the quarterstaff requires two hands to use, a Ninja may still intersperse unarmed strikes with quarterstaff strikes, assuming that he has enough attacks in his flurry of blows routine to do so.

When a Ninja reaches 11th level, his flurry of blows ability improves. In addition to the standard single extra attack he gets from flurry of blows, he gets a second extra attack at her full base attack bonus.


Unarmed Strike: At 1st level, a Ninja gains Improved Unarmed Strike as a bonus feat. A Ninja’s attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that a Ninja may even make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a Ninja striking unarmed. A Ninja may thus apply his full Strength bonus on damage rolls for all his unarmed strikes.

Usually a Ninja’s unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling.

A Ninja’s unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.

A Ninja also deals more damage with her unarmed strikes than a normal person would, as shown on Table: The Monk.


Sneak Attack: If a Ninja can catch an opponent when he is unable to defend himself effectively from his attack, he can strike a vital spot for extra damage.

The Ninja's attack deals extra damage anytime his target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks his target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two Ninja 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.

With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a Nina can make a sneak attack that deals nonlethal damage instead of lethal damage. He cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.

The Ninja must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A Ninja cannot sneak attack while striking a creature with concealment.

Light Steps: Starting at 2nd level, a ninja learns to move while barely touching the surface underneath him. As a full-round action, he can move up to twice her speed, ignoring difficult terrain. While moving in this way, any surface will support him, no matter how much he weighs. This allows him to move across water, lava, or even the thinnest tree branches. He must end her move on a surface that can support him normally. He cannot move across air in this way, nor can he walk up walls or other vertical surfaces. When moving in this way, he does not take damage from surfaces or hazards that react to being touched, such as lava or caltrops, nor does he need to make Acrobatics checks to avoid falling on slippery or rough surfaces. Finally, when using light steps, the ninja ignores any mechanical traps that use a location-based trigger.


Evasion: At 2nd level and higher, a Ninja can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the ninja is wearing light armor or no armor. A helpless ninja does not gain the benefit of evasion.


Stealth: Starting at 3rd level a Ninja receives a +5 competence bonus to Disguise, Hide, and Move Silently.


Still Mind: Starting at 3rd level a Ninja gains a +2 bonus on saving throws against spells and effects from the school of enchantment.


Weapon Focus Unarmed Strike: At 4th level a Ninja gains Weapon Focus Unarmed Strike as a bonus feat.


Death Attack: Starting at 5th level if an 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 Ninja can undertake other actions so long as his attention stays focused on the target and the target does not detect the Ninja or recognize the Ninja as an enemy. If the victim of such an attack fails a Fortitude save (DC 10 + the Ninja’s class level + the Ninja’s Int modifier) against the kill effect, she 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 Ninja. If the victim’s saving throw succeeds, the attack is just a normal sneak attack. Once the 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 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.


Purity of Body: At 5th level, a Ninja gains immunity to all diseases except for supernatural and magical diseases.


Snatch Arrows: At 6th level a Ninja gains Snatch Arrows as a bonus feat.


Slow Metabolism: Starting at 7th level the ninja has a slower-than-normal metabolism. He can hold his breath for twice as long as normal before needing to make Constitution checks (four times her Constitution score). In addition, whenever the ninja is poisoned, the time between saving throws (the poison's frequency) is doubled. Thus, a poison that has a frequency of “1/round for 6 rounds” would instead be “1/2 rounds for 12 rounds.


Weapon Focus: At 8th level a Ninja receives Weapon Focus with any weapon the Ninja is proficient with, as a bonus feat.


Improved Evasion: At 9th level a Ninja's evasion improves, so that while the Ninja still takes no damage on a successful Reflex saving throw against attacks, he henceforth takes only half damage on a failed save. A helpless Ninja does not gain the benefit of improved evasion.

Quick Study: At 10th level a Ninja may perform a Death Attack after studying a potential victim for two rounds rather then three.


Greater Flurry: Starting at 11th level in addition to the standard single extra attack he gets from flurry of blows, a Ninja gets a second extra attack at his full base attack bonus.


Abundant Step: At 12th level or higher, a Ninja can cross large spaces within a few moments undetected. The Ninja makes a Stealth check at a DC equal to 1/4th of the distance he wants to travel in the round. If the check is successful the Ninja moves to the location he wishes provoking no attacks of opportunity. A Ninja may not move more then 3 times his speed while making an abundant step.


Improved Stealth: At 12th level the Ninja's competence bonus to Disguise, Hide, and Move Silently increases to +10.


Diamond Soul: At 13th level, a Ninja gains spell resistance equal to her current Ninja level + 10. In order to affect the ninja with a spell, a spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the monk’s spell resistance.


Cold-Blooded Killer: Beginning at 14th level a Ninja adds +2 to the DC of the Fortitude save made to resist his death attack. In addition, even if his opponent succeeds on his saving throw, he inflicts an extra +1d6 points of damage on his sneak attack.


Improved Quick Study: Starting at 15th level a Ninja may perform a death attack after studying a potential victim for one round.


Greater Stealth: At 16th level the Ninja's competence bonus to Disguise, Hide, and Move Silently increases to +15.


Fast Stealth: Starting at 18th level a Ninja can move at full speed using the Stealth skill without penalty.


Prefect Stealth: At 20th level the Ninja's arts are perfected. His competence bonus to Disguise, Hide, and Move Silently increases to +20 and he may roll a failed save on any of these skills a number of times per day equal to his intelligence modifier. The Ninja's skill at stealth is also so great that he knows how to spot hidden opponents. The Ninja gains a +15 competence bonus to Listen and Spot checks.


Hidden Master: At 20th level, a ninja becomes a true master of his art. He can, as a standard action, cast greater invisibility on himself as a supernatural ability. While invisible in this way, he cannot be detected by any means, and not even invisibility purge, see invisibility, and true seeing can reveal him. He uses his ninja level as his caster level for this ability. This ability can be used a number of times equal to his intelligence modifier. In addition, whenever the ninja deals sneak attack damage, he can sacrifice damage dice to apply a penalty to one ability score of the target equal to the number of dice sacrificed for 1 minute. This penalty does not stack with itself and cannot reduce an ability score below 1.

Epic Togakure-ryū Ninja[edit]

Table: The Epic Rogue

Hit Die: d8

Level Special
21st Sneak Attack +11d6
22nd
23rd Sneak Attack +12d6
24th Bonus Feat
25th Sneak Attack +13d6
26th Bonus Feat
27th Sneak Attack +14d6
28th Bonus Feat
29th Sneak Attack +15d6
30th Bonus Feat

8 + Int modifier skill points per level.

Sneak Attack: The epic Ninja’s sneak attack damage increases by +1d6 at every odd-numbered level.

Bonus Feats: The epic Ninja gains a bonus feat (selected from the list of epic ninja feats) every four levels after 20th.

Epic Ninja Bonus Feat List: Blinding Speed, Combat Archery, Dexterous Fortitude, Dexterous Will, Epic Dodge, Epic Reputation, Epic Skill Focus, Epic Speed, Improved Combat Reflexes, Improved Sneak Attack, Intuitive Trapfinding, Legendary Climber, Lingering Damage, Self-Concealment, Sneak Attack of Opportunity, Spellcasting Harrier, Superior Initiative, Uncanny Accuracy. The rogue may choose a special rogue ability instead of a bonus feat.


Elven Togakure-ryū Ninja Starting Package[edit]

Weapons: Quarterstaff, dagger, short bow.

Gear: Padded cloth armor.

Gold: 73 GP.

Campaign Information[edit]

Playing a Togakure-ryū Ninja[edit]

Religion: The ninja usualy do not offer worship to a god or goddess but instead practice their own set of beliefs called Mikkyo. Mikkyo, for the Ninja, was not a religion as much as it was a method for enhancing personal power. These methods included the use of secret words and symbols to focus their energy and intentions toward specific goals.

Other Classes: The Ninja works nearly the same as a rouge for any given [party, but has more emphasis on combat and scouting then lock picking and trap finding.

Combat: In combat the Ninja moves unseen to get behind key opponents and kill them while they are already under attack by more powerful fighters, as well as picking off the weaker foes which make up an enemy force.

Advancement: Ninjas are not a viable class for multi-classing, their abilities mature later on in the Ninja class, and multi-classing would prevent the fullest use of the Ninja's powers. In addition most of their abilities do not work in medium or heavy armor, so the Ninja dose not benefit from more armor proficiencies. A few levels of Wizard or Sorcerer would be the only recommended crossclassing for the illusion spell casting.

Togakure-ryū Ninja in the World[edit]

...
—Chinmoku-sama, Drow Togakure-ryū Ninja

The Togakure-ryū Ninja are masters of stealth and subterfuge, the result of hiding from the lords of their land who would have them destroyed. They are wanted men who survived long enough to have their own arts for surviving, and for making a living from the shadows.

Daily Life: A Ninja's life is one of mastering his body, mind, and spirit. Constant practice of his skills is his daily regime.

Organizations: Ninja organize themselves into schools, clans, and occasionally tribes. Each School is simply a master and his students, where as clans can be families of Ninja who's skills and traditions back for years.

NPC Reactions: Most people see the Ninja as just another flavor of bandits, highwaymen, and assassins thanks to their negative press.

Togakure-ryū Ninja Lore[edit]

Characters with ranks in Knowledge History and Underground can research <-pluralized class name-> to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge History, Underground
DC Result
5 Ninjas are a type of bandit.
10 Ninja form clans which live in the hills.
15 Ninja are undisputed masters of stealth, they fight with no weapons for the most part and sometimes take jobs as assassins.
20 Some say that the ninja can turn teleport, run on water, and can't be seen by normal men.

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