Naruto Ninja, Variant (3.5e Class)

From D&D Wiki

Jump to: navigation, search


512px-Searchtool.png The main contributor(s) of this page determined that this page should be reviewed. Reason: Newly created– other Improving, reviewing, or removing templates may be required.

You can help D&D Wiki by reviewing this page. When this page has been reviewed so that this template is no longer applicable please remove this template. If you do not understand how to review this page please leave comments on this page's talk page before making any edits.
All pages needing to be reviewed

Broom Icon.svg.png This page needs grammatical help. Reason: This class's features are often confusing/don't make sense while also having a ton of grammar mistakes found throughout the page. All, in all could use some significant clean up. See Help:When to Italicize and Capitalize.

You can help D&D Wiki by improving the grammar on this page. When the grammar has been changed so that this template is no longer applicable please remove this template. If you do not understand the English language please leave comments on this page's talk page before making any edits.
Edit this Page | All pages needing grammatical help

naruto ninja[edit]

naruto ninjas are experts at stealthily moving through the shadows. they are used for a variety of jobs.the kage are the leaders of the villages.people come to the various villages with jobs needing to be done.the clients pay based on how difficult and how dangerous the job is and how many ninjas are needed for the job.the kage then assign ninjas the kage believe are best suited to those jobs.

ADVENTURE: adventuring ninjas usually only leave their villages when on a mission or when training.ninjas that leave their villages for other reasons are listed as missing nin.most try to avoid fame as this can lead to them being targeted by other ninja the ninja's abilities grow their goals may change.

CHARACTERISTICS:Highly skilled spies and assassins,ninjas can master a broad range of skills and combat techniques.Nearly every ninja perfects the arts of moving quietly and remaining hidden, and their secondary skills define their roles in an adventuring party or community.Many ninjas hone skills that are passed down from their clan members.Others hone skills that them become better spies,mastering the arts of social interaction and disguise.some take on the role of of cat burglars,learning skills that help them find/defeat traps/ combat naruto ninjas can be a great support for the fighters,providing extra attacks;a support for arcane casters,with the various jutsu or a support for clerics with healing abilities.the choice of jutsu is highly important.

ALGINGMENT:although naruto ninjas have a reputation as dangerous assassins and deceptive spies, they follow many different philosophies and ideals and can be of an alignment. for every missing nin that uses their abilities as bandits there are ninjas that stay loyal to their villages.more ninjas follow their own beliefs rather than the dictates of a noble or magistrate,and therefore more ninjas are chaotic than lawful.

RELIGION: most ninjas have different beliefs that are passed down by their clans although they are free to believe in any religion.

BACKGROUND:most ninjas come from one of the 5 great villages.they train as a small child eventually becoming gennin.if they do well as a genin they can be promoted to chunnin or jonnin. some special ninjas gain the correct skills to enter the ANBU, special forces of the villages.

RACES:all races can become ninjas but races with high dexterity,constitution or wisdom fare better at being a naruto ninja.humans are the most common naruto ninjas.

OTHER CLASSES:naruto ninjas work best with rogues,scouts,rangers.although they appreciate the healing power of clerics and the sheer offensive power of fighters and barbarians they tend to work with other naruto ninjas.

ROLE:depending on their ninja path jutsu and skills,the naruto ninja's role can vary drastically.they work best as replacements for healers,mages,or rogues but are not as good as those classes for those roles. naruto ninjas are great leaders but work well in most parties.

Making a naruto ninja[edit]

Abilities: naruto ninjas benefit from a high dexterity score,since it affects a lot of their important skills. a high dexterity helps a ninja act first.a high wisdom score will help the naruto ninja since it affects how much chakra the naruto ninja have,improves the naruto ninja's armor class and helps them locate their foes with skills like listen and spot.a high constitution helps a naruto ninja gain more hp and affects the chakra of a naruto ninja. a high strength score helps naruto ninjas with taijutsu ninja tool damage and unarmed damage.

Races: any but humans are most common.

Alignment: Any.

Starting Gold: 6d6 x10GP(160gp average)

Starting Age: as a child or young adult of any race

Table: The naruto ninja

Hit Die: D8

Level Base
Attack Bonus
Saving Throws Special jutsu per Day chakra
Maximum jutsu
rank Known
Fort Ref Will 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +0 +2 +2 Ninja Path,Bloodline Limit,Chakra Gain,Improved Unarmed Strike bonus feat,unarmed damage bonus,ac bonus,unarmored speed bonus,
2nd +1 +0 +3 +3 evasion,sudden strike 1d6,chakra increase
3rd +2 +1 +3 +3 chakra increase,chakra accumulation,unarmed damage bonus,ac bonus,unarmored speed bonus
4th +3 +1 +4 +4 great leap,chakra increase,fighter bonus feat
5th +3 +1 +4 +4 trapfinding,chakra increase,unarmed damage bonus,ac bonus,unarmored speed bonus
6th +4 +2 +5 +5 purity of body,chakra increase,fighter bonus feat
7th +5 +2 +5 +5 chakra increase,acrobatics,unarmed damage bonus,ac bonus,unarmored speed bonus
8th +6/+1 +2 +6 +6 chakra increase,slow fall 20ft
9th +6/+1 +3 +6 +6 sudden strike 3d6,chakra increase,narmed damage bonus,ac bonus,unarmored speed bonus.meta magic feat/item creation feat
10th +7/+2 +3 +7 +7 chakra increase,improved chakra accumulation,2nd ninja path
11th +8/+3 +3 +7 +7 poison use,chakra increase,unarmed damaged bonus,ac bonus,unarmored speed bonus,meta magic feat/item creation feat
12th +9/+4 +4 +8 +8 improved evasion,chakra increase
13th +9/+4 +4 +8 +8 slow fall 40ft,chakra increase,unarmed damage bonus,ac bonus,unarmored speed bonus
14th +10/+5 +4 +9 +9 acrobatics,chakra increase
15th +11/+6/+1 +5 +9 +9 chakra increase,sudden strike 5d6,unarmed damage bonus,ac bonus,unarmored speed bonus,fighter bonus feat
16th +12/+7/+2 +5 +10 +10 wholeness of body,chakra increase
17th +12/+7/+2 +5 +10 +10 trap sense +1,chakra increase,unarmed damage bonus,ac bonus,unarmored speed bonus,meta magic/item creation feat
18th +13/+8/+3 +6 +11 +11 slow fall 60ft,chakra increase
19th +14/+9/+4 +6 +11 +11 acrobatics,chakra increase,unarmed damage bonus,ac bonus,unarmored speed bonus,metamagic feat/item creation feat,fighter bonus feat
20th +15/+10/+5 +6 +12 +12 diamond body,chakra increase,unarmored speed bonus

Class Skills ( 6+ Int modifier per level, ×4 at 1st level)
the naruto ninja's class skill(and the key ability for each skill) are balance(dex),bluff(cha),climb(str),concentration(con),craft(int)(each skill taken separately),decipher script(int),diplomancy(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(int each skill taken separaately),listen(wis),move silently(dex),open lock(dex),preform(cha each skill taken separately),profession(wis each skill taken separately),ride(dex),search(int),sense motive(wis),slight of hand(dex),spellcraft(int),spot(wis),survival(wis),swim(str),tumble(dex),use magic device(wis),use rope(dex)

Class Features[edit]

All of the following are class features of the naruto ninja.

Weapon and Armor Proficiency: the naruto ninja is proficient with the kama,nunchucku,shuriken,whip,sai,food pills,explosive tags,sealing tags,smoke bombs,katar,kurarigama,senbon needles,tanto,wire string,all simple and marital weapons. the naruto ninja is proficient with all light armor and light shields.

Jutsu: a naruto ninja can cast spell like abilities called jutsu.the naruto ninja may select spells from any arcane or divine spell casting class.the naruto ninja always has a somatic component to all learn a jutsu a naruto ninja must have a wisdom score of 10 + the spell level.(wisdom 10 for level 0 spells, wisdom 11 for 1st level spells, and so forth).the dc of a naruto jutsu is 10+spell level+wisdom modifier+Constitution modifier. level 0 spells are considered E rank jutsu. level 1 spells are considered D rank jutsu. level 2 spells are considered C rank jutsu. level 3 spells are considered B rank jutsu. level 4 spells are considered A rank jutsu. level 5 spells are considered S rank jutsu. level 6-7 spells are considered S+ jutsu. level 8-9 spells are considered unique jutsu a naruto ninja can cast as many jutsu as they want per day until they run out of chakra. a naruto ninja knows 4 rank E jutsu and 2 rank D jutsu. in addition the naruto ninja may know more spells based on a high wisdom. the naruto jutsu are made by mixing physical chakra with mental chakra. max rank known

level 1-2= rank D

level 3-4= rank C

level 5-6= rank B

level 7-8= rank A

level 9-10= rank S

level 11-15= rank S+

level 16-20= rank U

a naruto ninja can know an unlimited amount of jutsu. to learn a new jutsu a naruto ninja must train for at least 1 week then make a spell craft check dc=25+spell level if a naruto ninja has a scroll, or a teacher the difficulty check is 15+spell level rank E jutsu cost 1 chakra to cast rank D jutsu cost 3 chakra rank C jusu costs 5 chakra rank B jutsu costs 7 chakra rank A jutsu costs 9 chakra rank S jutsu costs 11 chakra rank S+ jutsu costs 25 chakra rank U jutsu costs 35 chakra

chakra:a naruto ninja has chakra points.these points can be used to cast various jutsu.a naruto ninja starts with 30 chakra points+wisdom score+constitution score. at each level after 1st the naruto ninja gains wisdom modifier+constitution modifier max chakra.spent chakra returns slowly.for each long rest the naruto ninja recovers wisdom modifier+constitution modifier chakra. the recovery can not go above the naruto ninja's max chakra limit.if a naruto ninja needs more chakra the naruto ninja may take -1 wisdom and -1 constitution temp ability damaage. this will grant the naruto ninja chakra as if they had rested for a long rest.the ability damage recovers at 1 point per hour.a naruto ninja is not killed if the naruto ninja's constitution score drops to 0 as long as the naruto ninja has 2 chakra remaining.if the naruto ninja's wisdom or constitution score is a 0 the naruto ninja may not take ability damage to gain extra chakra.medical care hotsprings and other places full of energy may restore chakra to a naruto ninja at a faster rate.

ninja path: at 1st and 10th level a naruto ninja must choose one of the following:ninjutsu,taijutsu,genjutsu,healing jutsu,weapon specialist jutsu,or fujutsu. a ninja can not choose the same choice more than once. ninjutsu=the naruto ninja gains double the chakra points at each level. the naruto ninja starts with double the chakra points.the naruto ninja recovers double the chakra after a long rest.the naruto ninja starts with 1 extra D rank jutsu.the naruto ninja learns 1 extra D rank jutsu at each level

taijutsu:the naruto ninja's base attack bonus is increased +2 at each level. the naruto ninja's damage dice may be rerolled if it lands on a natural 1. this only applies to unarmed attacks.can cast true strike 1/hour this ability is not stopped by antimagic fields or chaos magic fields.

genjutsu:the naruto ninja's level is added to all will saves.the dc for all illusion or mind affecting jutsu increases by+4. the naruto ninja knows 1 extra D rank jutsu

healing:the naruto ninja gains double HP each level.the naruto ninja adds double his/her constitution modifier to each HD.the naruto ninja receives a + misc bonus to all heal skill checks.(this increases by+2 every 2 levels) the naruto ninja learns the cure light wounds jutsu.

weapon specialist:the naruto ninja gains all exotic weapon Proficiency feats. all armor Proficiency feats and all shield Proficiency feats. the starting gold is increased by 3,000gp

fujutsu:the naruto ninja learns the dispel magic jutsu. the naruto ninja may use any jutsu for counterspelling effects.the naruto ninja gains the improved counter spell feat even if all prereqs are not met.

Bloodline limit: at 1st level the naruto ninja rolls on the following table 0-40 byakugan 41-60 no ocular powers 61-90 sharingan 91-100 roll again twice ignoring same results. can not get roll again x2 option more than 1 time. if you roll 2 times and get sharingan and byakugan you have 1 eye of each.the right eye would be sharingan the left eye would be byakugan. if you gain a blood line it will improve with higher ninja levels.


level 1-2= true sight 20ft has 360 degree point of vision centered on the naruto ninja can see through objects like x-rays this takes 3 chakra per round.while byakugan is active at any level if the naruto ninja strikes a target with an unarmed attack, the target must make a caster level check each round dc=10+naruto ninja's wisdom modifier+naruto ninja's constitution modifier if they fail they can not use any spells or spell like abilities or super natural abilities for 1d4 rounds. this lasts for a number of rounds = naruto ninja's wisdom modifier+naruto ninja's constitution modifier taijutsu specialist deal add their naruto ninja level

level 3-4=true sight 30ft,Analyze Dweomer 20ft 5 chakra per round

level 5-6=true sight 40ft analyze dweomer 30ft,Arcane Sight 20ft 7 chakra per round

level 7-8-true sight 50ft,analyze dweomer 40ft,arcane sight 30ft,dark vision 20ft 9 chakra per round. once every 1d6 rounds you can rotate at extreme speeds deflecting all ranged attacks and dealing 2d6 this costs 10 chakra.

level 9-10=true sight 60ft,analyze dweomer 50ft,arcane sight 40ft,dark vision 30ft,low light vision 20ft 11 chakra per round

level 11-12=true sight 70ft,analyze dweomer 60ft,arcane sight 50ft,greater arcane sight 20ft,dark vision 40ft,low light vision 30ft 13 chakra per round

level 13-14=true sight 80ft,analyze dweomer 70ft,arcane sight 60ft, dark vision 50ft, low light vision 40ft,greater arcane sight 30ft,doubles normal vision range(passive no chakra spent normal vision 60ft for humans with lights) 15 chakra per round. once per day you may preform the 8 triagrams mountain crusher jutsu. the caster palm strikes the target then spends ten times X chakra. the target is knocked back X times 1d8ft. the target may make a strength check to resist with a -X on the check. if the target succeeds the strength check they are not knocked back

level 15-16=true sight 90ft,analyze dweomer 80ft,arcane sight 70ft,dark vision 60ft,low light vision 50ft,greater aracane sight 40ft 15 chakra per round

level 17-18=true sight 100ft,analyze dweomer 90ft,arcane sight 80ft, dark vision 70ft,low light vision 60ft,greater arcane sight 50ft 17chakra per round

level 19-20=true sight 110ft,analyze dweomer 100ft,arcane sight 90ft,dark vision 80ft,low light vision 70ft,greater arcane sight 60ft,double normal vision range(passive no chakra use) 19 chakra per round

at first level while active unarmed attacks have 20% chance to deal 1 temp wisdom and 1 temp con damage

at third level while active character is given an extra 3 unarmed attacks at 2nd lowest BAB.

at fifth level while active unarmed attacks have a 40% chance to deal 1 temp wisdom and 1 temp con damage

at seventh level while active character can spin in a circle to block any attack. if the attacker is within 5ft of the naruto ninja the attacker is pushed back 15ft. this costs chakra equal to the number of damage dice from the blocked attack times 5 chakra.

at nineth level while active unarmed attacks have 60% chance to deal 1 temp wisdom and 1 temp con damage

at eleventh level while active unarmed attacks have 80% chance to deal 1 temp wisdom and 1 temp con damage.

at 13th level while active unarmed attacks have 100% to deal 1 temp wisdom and 1 temp con damage

at 15th level while active unarmed attacks have 25% chance to deal 1d6 temp wisdom and 1d6 temp con damage

at 17th level while active unarmed attacks have 50% chance to deal 1d6 temo wisdom and 1d6 temp con damage

at 19th level while active unarmed attacks have 75% chance to deal 1d6 temp wisdom and 1d6 temp con damage

sharingan: level 1-2 eye of insight part 1 detect magic 20ft 3 chakra per round can detect if target is under enchantment/illusion +1 insight bonus to ac

level 3-4 eye of insight part 2 can read lips eye sight doubles range +1 dodge bonus to ac 5 chakra per round

level 5-6 eye of hypnotism part 1 can cast hypnotism spell by looking into target's eyes(gaze attack) roll 2d4+ninja level+constitution modifier. thats the number of HD you can affect. only one creature per use can be affected. 7 chakra per round

level 7-8 eye of hynoptism part 2 if you see a spell or spell like ability you can make a spell craft check dc 10+spell level to learn the spell or spell like aility as a jutsu for your naurto ninja 9 chakra per round

level 9-10 eye of insight part 3 true sight 30ft 11 chakra per round

level 11-12 eye of hypnotism part 3 you cast command on any one who looks into your eyes.+2 insight bonus to ac 13 chakra per round.

level 13-14 eye of hypnotism part 4 can cast greater command affects targets immune to mind affecting abilities 15 chakra per round

level 15 Mangekyō Sharingan unlocks this is a dangerous ability can cause blindness to user.each time any Mangekyō Sharingan ability is activated teh caster must make a fort save dc 10+ number of fort saves made as part of the Mangekyō Sharingan abilities. failure causes a perm -1 to all spot and search checks if thespot skill or search skill have more penalties than bonuses the character goes completely blind. Mangekyō Sharingan allows the user to create a defensive barrier in the shape of a giant. the defensive barrier can block all thrown weapons and most spells of 4th level or lower. 20 chakra per round

level 16 ameratsu unlocks. the caster may make a gaze attack fire black flames at any thing with in his eye sight. these black flames can not be extingished except by the caster closing that eye. while the caster uses this ability the black flames deal 8d8 fire damage and 8d8 acid damage each round things immune to fire or acid are not immune to this damage each round active the caster must make a fort save dc= 10+number of fort saves made for Mangekyō Sharingan abilities. failure causes 1d4 bleed damge from the eyes and perm -2 spot and search if spot or search reaches negatives character is perm blind. 30 chakra per round

level 17 kamui activates caster can teleport 100 pounds as per teleport object spell the caster can use this on self or on living creatures.for objects it costs 15 chakra per 100 pounds for living creatures its 20 chakra for each medium creature may also use plane shift on the target of this eye. plane shift add 20 chakra for each plane away from current plane must make a fort save dc 10+number of fort saves made for Mangekyō Sharingan abiliities failure causes 1d4 minutes of temp blindness and a perm -1 on all spot and search checks if spot or search goesinto the negatives character is perm blinded.

level 18-Mangekyo Sharingan Tsukuyomi unlocks the caster may cast an illusion on any one that looks into the caster 's eyes. the caster can then take actions as if 24 hours had happened.the actions only happen in target's mind for each action the caster takes they must spend 10 chakra and the target must will save dc= 15+caster's ninja level+caster's wis mod failure causes the target to take 1d4 wisdom drain and 10d4 subdual damage the caster must make a for save dc=10+ number of fort saves from Mangekyo Sharingan abilities. failure causes 2d8 bleed damage from the eyes and perm -4 to all spot and search checks. if spot or search has a negative number the caster is perm blind

level 19 caster increases all sharingan forms by x2 benefit but does not reduce the penalty 15 chakra per round may use Izanagi to warp reality preventing the caster's death lasts for 30 seconds per 35 chakra spent. the 30 seconds can be stoped and started to extend the ability after using this ability one eye is permentaly blinded can not cure with magics.caster loses half their reaming spot and search checks

level 20 caster unlocks eternal Mangekyo Sharingan. any eyes that were closed do to izanagi are reopened. any sight loss from sharingan abilities is returned to caster all sharingan abilities cost double chakra per round the owner of a sharingan can choose which level to activate. must be high enough ninja level to activate the sharingan

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

Usually a naruto ninja’s unarmed strikes deal lethal damage, but she can choose to deal nonlethal damage instead with no penalty on her attack roll. She has the same choice to deal lethal or nonlethal damage while grappling.

A naruto 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 naruto ninja also deals more damage with her unarmed strikes than a normal person would. The unarmed damage is for Medium naruto ninjas. A Small naruto ninja deals less damage than the amount given there with her unarmed attacks, while a Large naruto ninja deals more damage.

level 1= 1d6 unarmed damage

level 3=1d8 unarmed damage

level 5= 1d10 unarmed damage

level 7=1d12 unarmed damage

level 9= 2d6 unarmed damage

level 11= 2d8 unarmed damage

level 13= 2d10 unarmed damage

level 15= 2d12 unarmed damage

level 17 = 3d8 unarmed damage

level 19 = 4d8

AC bonus: a naruto ninja wearing light armor or carrying a medium load adds their wisdom bonus(if any) to their armor class up to the maximum of their level.(level 1 can add +1 wis mod to ac, level 3 +2 wis mod to ac etc) a weapon specialist can wear heavy armor use any shield and or have a heavy load and still use this ability. this ability counts as a dodge bonus and can not be used if immobile. these apply to touch attacks and flat footed

unarmored speed bonus: a naruto ninja wearing no armor or shields with a light load has their base land speed increased by a cumulative 10ft every odd level.

evasion: at 2nd level the naruto ninja can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the naruto ninja is wearing light armor or no armor.a weapon specialist may use this in any armor and with a heavy load. A helpless naruto ninja does not gain the benefit of evasion.

sudden strike: at 2nd level whenever a naruto ninja's target is denied a dexterity bonus to AC, the naruto ninja can deal 1d6 extra damage.flanking does not allow sudden strike damage. this applies to all ranged attacks with in 40ft. creatures with concealment, creatures with no discernible anatomies,and creatures immune to extra damage from critical hits are all immune to sudden strike abilities.a naruto ninja must be able to reach a creature's vitals or the naruto ninja can not make sudden strikes.stacks with any sneak attack damage.can not be used for non lethal damage.

chakra accumulation: at 3rd level the naruto ninja can activate a spider climb effect. but can also stand on liquids and upside down.the naruto ninja must make a concentration check each round.

base dc

normal surface 10 apply any and all modifiers listed below

height 10ft= +5 dc (apply this for each set of 10ft up)

liquid surface= +5 dc

warm surface = +5 dc

hot surface = +10 dc

upside down = +15 dc

slippery surface = +10 dc

anti magic surface = +15 dc

if the naruto ninja fails their concentration check the naruto ninja loses 3 chakra and falls to the ground taking fall damage. after failing a concentration check the naruto ninja then makes a fort save dc= previous concentration check if the naruto ninja succeeds at the fort save the naruto ninja's max chakra limit increases by +2

great leap: at 4th level a naruto ninja always makes jump checks as if from a running start and as if the naruto ninja had the run feat. this ability can only be used if the naruto ninja is not wearing armor or is carrying no more than a light load

fighter bonus feat: the naruto ninja may select one of the fighter bonus feats listed in the player's handbook. the naruto ninja must meet any prereqs for the feat.

acrobatics: at 7th level the naruto ninja gains a +2 bonus to all climb,jump, and tumble checks. slow fall 20ft: at 8th level a naruto ninja within arm’s reach of a wall can use it to slow her descent. When first using this ability, she takes damage as if the fall were 20 feet shorter than it actually is.

sudden strike 3d6:at 9th level a naruto ninja's sudden strike damage increases to 3d6

meta magic feat,item creation feat: at 9th level the naruto ninja can select 1 meta magic feat to apply to the naruto ninja's jutus.the naruto ninja may not select any meta magic feat that removes somatic components.if the naruto ninja wishes they may choose an item creation feat instead count their caster level as 1/3 of their ninja level rounded down.must meat all prereqs for the feats

2nd ninja path: at 10th level the naruto ninja can select another ninja path.the effects of the new ninja path only apply to the naruto ninja sarting at 10th level

increased chakra accumulation: at 10th level the naruto ninja is better at controlling their chakra. all concentration dcs for the spider climb effect are reduced by 5. when a naruto ninja passes the fort save the naruto ninja increases their max chakra limit by +5. also the speed that the naruto ninja can climb is doubled

poison use: at 11th level the naruto ninja never risks accidentally poisoning them selves when applying poison to a weapon.

meta magic feat or item creation feat: at 11th level the naruto ninja can choose another meta magic feat or item creation feat. improved evasion: at 12th level the naruto ninja gains improved evasion.This ability works like evasion, except that while the naruto ninja still takes no damage on a successful Reflex saving throw against attacks henceforth she takes only half damage on a failed save. A helpless naruto ninja does not gain the benefit of improved evasion.

slow fall 40ft: at 13th level slow fall increases to 40ft acrobatics: at 14th level the naruto ninja's bonus to climb jump and tumble checks increases to +4 sudden strike 5d6: at 15th level the naruto ninja's sudden strike damage increases to 5d6 fighter bonus feat: at 15th level the naruto ninja may select a fighter bonus feat listed in the player's handbook. the naruto ninja must meet all prereqs for those feats. wholeness of body: at 16th level or higher, a naruto ninja can heal their wounds. a naruto ninja can heal a number of hit points of damage equal to the naruto ninja's wisdom modifier+ the naruto ninja's constitution modifier per day.a naruto ninja can spread out the healing over multiple uses. a healing path naruto ninja can heal for 4 times this amount.

trap sense: at 17th level a naruto ninja gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps.

meta magic feat or item creation feat: at 17th level the naruto ninja gains either 1 meta magic feat or item creation feat. the naruto ninja must meet all prereqs for the feats.

slow fall 60ft: at 18th level the slow fall ability increases to 60ft

acrobatics: at 19th level the naruto ninja's bonus to climb jump and tumble check increase to +6 meta magic feat or item creation feat: at 19th level the naruto ninja may choose an item creation feat or a meta magic feat. the naruto ninja must meet any prereqs. fighter bonus feat: at 19th level the naruto ninja may choose a fighter bonus feat listed in the player's hand book. the naruto ninja must meet any prereqs for the feat. diamond body: at 20th level the naruto ninja gains immunity to all poisons.

Ex-naruto ninjas[edit]

a naruto ninja that leaves their village with out permission is considered to be an outlaw. a naruto ninja that leaves their village becomes a missing nin and is hunted by their village and other villages for a huge reward.a naruto ninja that becomes a missing nin takes a 50% exp penalty. no other ill effects are applied to an ex naruto ninja

human naruto ninja Starting Package[edit]

Weapons: armor:none or studded leather(ac bonus +3, max dex +5, armor check penalty -1,speed 20ft 20LBs)

weapons:shuriken x50 (1d2, crit x 2,range increment 10ft,5LBs,piercing) dagger (1d4 19-20/x2 10ft range piercing slashing) sai (1d4 x2 10ft range 1LBs bludgeoning) short bow (1d6 x3 60ft range 2LBs piercing) (60 arrows) kama (1d6 x2 2LBs slashing)

Skill Selection: Pick a number of skills equal to 6 + Int modifier.

Skill Ranks Ability Armor
balance 4 dex either 0 or -1
bluff 4 cha &mdash:
climb 4 str either 0 or -1
concentration 4 con
craft(each skill taken individually) 4 int
decipher script 4 int
diplomancy 4 cha
disable device 4 int
disguise 4 cha
escape artist 4 dex either 0 or -1
forgery 4 int
gather information 4 cha
handle animal 4 cha
heal 4 wis
hide 4 dex either 0 or -1
intimidate 4 cha
jump 4 str either 0 or -1
knowledge(each skill taken separately) 4 int
listen 4 wis
move silently 4 dex either 0 or -1
open lock 4 dex
preform 4 cha
profession 4 wis
ride 4 dex
search 4 int
sense motive 4 wis
slight of hand 4 dex either 0 or -1
spellcraft 4 int
spot 4 wis
survival 4 wis
swim 4 str either 0 or -2
tumble 4 dex either 0 or -1
use magic device 4 cha
use rope 4 dex

Feat: deflect arrows

Bonus Feats: improved unarmed strike

Gear: studded leather,food pills(healing pills can be replaced with healing potions),bedroll,backpack,pouch x2,torch x2,water skin,1 days trail rations

Gold: 4d6 gp

Campaign Information[edit]

Playing a naruto ninja[edit]

Advancement: assassin is common choice for prestige class

naruto ninjas in the World[edit]

one day i'm going to be hokage! you better believe it!
—uzumaki naruto, human-jinchuriki gennin level naruto ninja

these characters are common as mercenaries doing missions to better their village.

Daily Life: wake up early in the morning. train, return home, shower and eat report to the team leader go on missions get paid based on difficulty of the mission but only if mission was successful.train with friends eat shower free time sleep repeat.

Notables: uzumaki naruto, minato namikaze,kakashi hatake,sasuke uchiha,orochimaru,itachi uchiha

Organizations: leaf shinobi,akatsuki,various missing nin terrorists,sand shinobi,lightning shinobi,water shinobi, stone shinobi

NPC Reactions: npcs treat naruto ninja's as magical mercenaries. they may treat naruto ninjas the same as a monk,wizard or a fighter depending on how famous the naruto ninja is.

<-class name-> Lore[edit]

Characters with ranks in knowledge aracana,knowledge local,knowledge history or knowledge geography can research naruto ninjas to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

<-the appropriate skills->
DC Result
5 these mercenaries use strange forms of magic.
10 the mercenaries come from one of the 5 great villages and wear forehead protectors to label which village they belong to.
15 the ninjas hunt missing nins and do various jobs based on rank of difficulty.
20 the 5 kage are the leaders of the various villages. under them they have the anbu(special forces) then the jonnin(lieutenants) followed by the chunnin(captains) and gennin(foot soldiers)

Back to Main Page3.5e HomebrewClassesBase Classes -->

Home of user-generated,
homebrew pages!