Naruto Shinobi, 3rd Variant (3.5e Class)

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Naruto Shinobi[edit]

The shinobi is a class that functions as the shinobi from the Naruto Universe. The class itself is somewhat of a combination of the ninja, wizard, and sorcerer classes in that it uses spell equivalents of the jutsu techniques in Naruto, but has the opportunity to specialize in a certain style of jutsu, similar to a specialized wizard.

Making a Naruto Shinobi[edit]

The shinobi's role in the party varies widely based on which path they have chosen. Should one go for ninjutsu, they could replace a potent caster. Should they choose to specialize in taijutsu, they could become as effective at CQC(close-quarters-combat) as a monk.

Abilities: The Shinobi benefits from high Constitution scores, as it judges the amount of chakra points they have. Wisdom is useful for a Ninjutsu or bloodline Shinobi, while a Taijutsu Shinobi prefers a high Strength.

Races: Any race that can support magic or psychic abilities is capable of becoming a shinobi. However the most common races are humans, half-elves, gnomes, and the oriental races. It would not be unreasonable to find an elven or halfling shinobi, although dwarves are a bit more rare.

Alignment: Each Shinobi has their own path they follow. A number of ninja can be seen as lawful, though it is not uncommon to see ninja acting on their own for personal reasons, the greater good, or towards selfish goals.

Starting Gold: 3d12×10 gp (210 gp).

Starting Age: Simple.

Table: The Naruto Shinobi

Hit Die: D8

Level Base
Attack Bonus
Saving Throws1 Special Chakra
Points (Modifiers)
Unarmed
Damage2
AC
Bonus
Unarmored
Speed Bonus
Fort Ref Will
1st +0 +0 +2 +2 Hidden Village, Ninja Path, Bloodline, Unarmed Strike, Chakra Nature, Kekkei Genkai, Taijutsu Weapon Training 50 1d6 +1 +10 ft.
2nd +1 +0 +3 +3 Evasion, Kunai/shuriken range increase +10ft 100 1d6 +1 +10 ft.
3rd +2 +1 +3 +3 Chakra Accumulation, Shinobi feats 150 1d8 +2 +20 ft.
4th +3 +1 +4 +4 Great Leap, Kunai/Shuriken range increase +10ft 200 1d8 +2 +20 ft.
5th +3 +1 +4 +4 Trapfinding 250 1d10 +3 +30 ft.
6th +4 +2 +5 +5 Shinobi feat, Kunai/Shuriken range increase +10ft, Second ninja path 300 1d10 +3 +30 ft.
7th +5 +2 +5 +5 Acrobatics +2, scroll creation 350 1d12 +4 +40 ft.
8th +6/+1 +2 +6 +6 Kunai/Shuriken range increase +10ft 400 1d12 +4 +40 ft.
9th +6/+1 +3 +6 +6 Shinobi feat 450 2d6 +5 +50 ft.
10th +7/+2 +3 +7 +7 Kunai/Shuriken range increase +10ft, Defensive fighting 500 2d6 +5 +50 ft.
11th +8/+3 +3 +7 +7 Improved evasion 550 2d8 +6 +60 ft.
12th +9/+4 +4 +8 +8 Shinobi feat 600 2d8 +6 +60 ft.
13th +9/+4 +4 +8 +8 third ninja path or advanced training 650 2d10 +7 +70 ft.
14th +10/+5 +4 +9 +9 Acrobatics +4 700 2d10 +7 +70 ft.
15th +11/+6/+1 +5 +9 +9 Shinobi feat 750 2d12 +8 +80 ft.
16th +12/+7/+2 +5 +10 +10 800 2d12 +8 +80 ft.
17th +12/+7/+2 +5 +10 +10 Trap Sense +1 850 3d6 +9 +90 ft.
18th +13/+8/+3 +6 +11 +11 Shinobi feat 900 3d6 +9 +90 ft.
19th +14/+9/+4 +6 +11 +11 Acrobatics +6 950 3d8 +10 +100 ft.
20th +15/+10/+5 +6 +12 +12 1000 3d8 +10 +100 ft.
  1. The value shown is for Medium shinobi. See Table: Naruto Shinobi Unarmed Damage by Size for shinobi of all sizes.

Class Skills (6 + Int modifier per level, ×4 at 1st level)
Balance(Dex), Bluff(Cha), Climb(Str), Concentration(Con), Diplomacy(Cha), Disable Device(Int), Escape Artist(Dex), Heal(Wis), Hide(Dex), Jump(Str), Listen(Wis), Move Silently(Dex), Open Lock(Dex), Search(Int), Sense Motive(Wis), Sleight of Hand(Dex), Spot(Wis), Tumble(Dex).

Class Features[edit]

All of the following are class features of the shinobi.

Weapon and Armor Proficiency: Shinobi are proficient with kama, nunchucks, shuriken, whip, wakizashi (short bastard sword), knuckle daggers, and all simple and marital weaponry. They are proficient with leather armor(this is equivalent to their chuunin flack jackets).

Chakra: A Shinobi has a chakra pool the size of the level modifier(found above) and also gains bonus chakra points at every level calulated by Constitution and Wisdom added together off the bonus spell points chart at each level. current highest usable jutsu amount of bonus spell points stacks with your second highest castable amount as well. Constitution and Wisdom are used because chakra is composed of physical and spiritual energy. Should a Shinobi need more chakra, he may deal 1 point of temporary Constitution damage to himself to gain an amount of chakra equal to 1/4 of his normal chakra. This can be used multiple times, even if it would drop the Shinobi's Constitution score to 0. If/when this happens, the Shinobi does NOT die instantly, but instead dies should he run out of chakra. shinobi can also stand back and rest causing himself to be helpless for a round to regain his con+wis modifier amount of chakra.

Chakra Nature: All Shinobi have 1 of 5 basic Chakra Natures. The Natures are Fire, Wind, Lightning, Earth, & Water. All shinobi have at least 1 nature however to determin how many natures a Shinobi has roll a d%. 2-10 the shinobi has only 1 Nature, 11-30 the shinobi has 2 natures or one and a kekkei genkai, 31-55 the shinobi has 3 natures or 2 and a kekkei genkai, 56-75- the shinobi has 4 Natures or 3 and a kekkei genkai or 2 and a bloodline trait, 76-85 the shinobi gets 5 natures or 4 and a kekkei genkai or 3 and a bloodline trait,86-95 the shinobi gets 5 natures and a kekkei genkai or 4 natures and a kekkei genkai or bloodline trait or 3 natures and gets Double their Chakra, 96-99 shinobi gets all 5 natures and a kekkei genkai or 5 natures and a bloodline trait or 4 natures and double chakra,1 or a 100 gets you automatically double chakra 3 natures and a kekkei genkai or bloodline trait or you can give up your kekkei genkai and choose a rinnegan path with your dms permission. Ninja's Path (Ex): When he first starts out, a shinobi chooses his "path". That means, he either specializes in ninjutsu, taijutsu, or genjutsu. shinobi can select abilities from any of the 3 paths as they grow however they are only able to select up to half their shinobi levels highest level learnable jutsus for non trained ninja paths. meaning if you choose ninjutsu for your first path at 4th level you could select 2nd level genjutsus or taijutsu techniques.

Bloodline Traits (Ex): For now the only three bloodline traits available are Byakugan, Rinnegan, and Sharingan.

Hidden Shinobi Village (Ex): Each Shinobi(unless a Missing-Nin) belongs to a village. He gains a special bonus depending on which village he hails from.

Table: Shinobi Hidden Villages
Village Special
Dead Rebuke Undead as Cleric, class level = caster level, Wisdom bonus = times/day
Leaf Can take jutsus/shinobi prestige classes one shinobi level before usual as long as they meet all other prerequisites.
Missing-Nin Retains village stats before banishment but is not allowed to return home(except under extreme and special circumstances) and is actively hunted
Mist Mist Shroud Jutsu - 3 Chakra/round, Partial Concealment, eventually becomes true mist justu at 6 chakra around and gives total concealment until within 15 ft of target and still gives half concealment then.
Rock Immunity to Bullrush and Overrun and automatically gives earth nature.
Sand Puppeteer Prestige Class - Summons a puppet which uses 0.1 chakra per round and is used as a weapon.
Snow Resist Cold (Class level) and can cold based jutsus if they have water and wind natures.
Sound Curse Mark doubles current chakra on activation, and speed by 2, and doubles either str or dex of shinobi, but causes the wearer to be incapacitated for 1d10 rounds after con mod amount of rounds
Waterfall Manipulate Water - 0.1 Chakra/Gallon and gives water nature for free

Taijutsu Weapon Training: Beginning at 1st level, your practice of taijutsu ("body skill" or "body technique") gives you mastery of unarmed strikes and shinobi weapons. You gain the following benefits while unarmed or wielding only shinobi weapons: You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and shinobi weapons. You can roll your taijutsu unarmed strike damage in place of the die of your shinobi weapon. When you use an Attack action with an unarmed strike or a shinobi weapon on your turn, and successfully hit with it, you can make one unarmed strike as a bonus action. up to a limit of bonus attacks not allowed to surpass your melee att modifier with said weapon from the relative stat

Kunai/Shuriken range increase: through their time of training with these shinobi weapons and the like the shinobi have developed techniques for throwing kunai and shuriken farther as they continue their training learning better ways their kunai or shuriken have their throwing range increased by 10ft per 2 levels eventually maxing out at increments of 10ft per +1 on their str or dex modifier whichever they choose to be using for their melee with their weapons. {{#anc: Defensive fighting- almost the same as a defensive action where you take a minus to your attack rolls but instead you sacrifice one of your babs and can use that bab to do a counter attack roll if possible against a target who targets you with a melee or melee touch attack it will be your bab roll against the one targeting you and the winner of the roll deals their attacks damage to the other. the bonus attack on a successful melee attack from taijutsu training only applies if you successfully counter all attacks that would have hit

Evasion: See Monk; Player's Handbook, pg 41

Kekkei Genkai (Sp): Kekkei Genkai: As a Shinobi grows in skill and ability their power over their Chakra grows and they later gain the ability to weild a special kind of Ninjutsu called KEKKEI GENKAI. This ability grows in strength as the Shinobi gains Levels. The Shinobi however is only able to wield a single kind of Kekkei Genkai, the possible Kekkei Genkai are as follow.

Ice: The shinobi can create and control 5 lbs of Ice per 1 chakra spent, The Shinobi can then transform the Ice as they see fit. Making weapons or barriers

Swift: The Shinobi is able to multiply their base movement by the amount of chakra they spend.

Magnet: The Shinobi is able to control the Magnetic fields of metal objects, The weight of metal the Shinobi can control is 4 × 1/2 Level + Str.

Explosion: The Shinobi is able to cause an Explosion with their touch or by infusing an Object with their Chakra. The Explosive damage caused is 10 + 1d10 per 3 chakra (max of 20d10). The radius of the explosion can be from 1 inch to 10 feet.

Chakra Accumulation (Sp): Chakra Accumulation : The shinobi learns to accumulate chakra in parts of her body, allowing her to affix herself to any surface with her hands or feet. This ability functions as the first level wizard spell spider climb, with a few exceptions. First, this ability works regardless of the shinobi's apparel(gloves or footwear). Second, the shinobi moves at her base speed whether she is upside down(affixed to a ceiling) or parallel to the ground(affixed to a wall). Thirdly, this jutsu will work on ANY solid surface and the surface of water alike. Using the ability does not cost chakra, since the chakra is merely accumulated at one point, rather than being utilized or released.

Great Leap: See Ninja; Complete Adventurer, pg 8

Trapfinding: See Rogue; Player's Handbook pg 50

Acrobatics: See Ninja, Complete Adventurer, pg 8

scrolls: shinobi have the ability to craft scrolls of their ninjutsu or to store items, shinobi can do this with a craft scroll checkdc 10+ x [ x being the cost from the below list]. when storing jutsu in scrolls you can only place one in a small scroll and 3 in a medium and 5 in a large. Cannot store an item larger than medium size in a scroll.[craft scroll dc 15+level of jutsu+amount of jutsu being stored] Scrolls come in 3 sizes, small-capable of storing up to 5 medium items or twice that in small items, +5 to initial scroll creation dc, medium is capable of storing up to 1 large ,10 medium items or 20 small items, adds +10 to initial scroll creation dc, large size can store up to 5 large items or 20 medium items or double small items but adds +15 to initial scroll creation dc,

defensive fighting: shinobi can sacrifice their base attack bonuses to be able to use them to defend from an incoming attack by rolling an attack roll against their opponents to deflect or block their attack. maxes out at limit of AoO's per turn.

Shinobi feats: these work like a form of fighter feat, they can take the usual fighter feats or take one of the shinobi specific feats having to do with the shinobis abilities, any of the shinobi feats can be taken when appropriately leveled and all prerequisites are met. shinobi feats are as listed below, aside from these the fighter feats are also acceptable as per dm discretion. may receive some of these feats from other ways. Body Flicker master/prerequisites- dex 18, 3rd level shinobi/- shinobi can now use body flicker near or past an enemy without AoO and they can make their attack action because their body flicker is now a free action and doesnt require handsigns, when used like this their attacks gain the bonus from charging without losing ac. Genjutsu master/prerequisites- shinobi level 3rd,ability to use at leaast one type or form of genjutsu/- shinobi can now choose to do lethal or nonlethal psychic damage to targets effected by their genjutsus the damage is your int modifier+your shinobi level. Hidden talent/prerequisites- dex or int 15, 3rd level shinobi/- shinobi is exceptionally talented at using jutsu, they now only require one hand to perform hand seals for their jutsus that require them. curse mark /prerequisites- con or int of 15, can be chosen as a kekkei genkai or given from being in the sound village/- shinobi learns an ancient semi forbiddden seal technique where they expunge a large amount of chakra to physically burn a tattoo shape into their skin or someone elses that gives certain benefits, 1st stage- shinobi activates their curse mark which makes their current chakra reserves expand temporarily doubling their chakra, usable shinobi level times per day, user suffers 1d4 rounds cut off from their chakra, when shinobi creates the curse mark it exhausts them and their chakra for a certain amount of time. for his own mark it exhausts all of his chakra for 24 hours, for marking others the shinobi has his chakra exhausted for a full week of which he spends no less then two full days sleeping unless they have massive reserves or an additional chakra supply. Perfected seals/prerequisites-int 18, 6th shinobi level/- shinobi no longer has to use hand seals for jutsus while not restrained, while grappling a creature you can use their hands to complete seas for jutsu and have them take half the cost, usable once per short rest. second stage curse mark/prerequisites- con or int 18 shinobi level 7th/- user gets plus 4 to their str or dex and their wisdom in addition to whichever stat they chose, they also get an increase in armor equal to half their shinobi levels or flight speed equal to their original movement speed, both versions increase movement speed by 1.5x, gets one half shinobi levels rounded down time uses per day, after using second stage shinobi becomes dazed 1d8 rounds. Shadow clone Master/prerequisites 6th level shinobi, 18 con or wis and have atleast solid clone jutsu/- user can make more than the base 3 clones, when making clones the shinobi can give the clone additional hp, 5 hp per chakra. Chakra control-prerequisites con 16,shinobi level 4- shinobi can control their chakra at an exceptional rate, shinobi can now push chakra into their hands for adding flat damage to their melee attack if it connects to their opponent to a limit of 5xcon mod or can channel the chakra into a weapon and can use elemented chakra from their available natures, can also extend duration of jutsus using a concentration check, for melee attack jutsus or similar ones the user can make an increasing concentration check for every hit they try to extend the attack for in a turn or use it to extend jutsus with durations whos duration has ran out or costs you chakra to keep active round after round, the concentration checks made for this are 10+jutsu level+[rounds/attacks] jutsus already been extended by, limit of duration extension or attacks with a melee attack ability is 1/2 con mod Chakra efficiency-prerequisites wis 16, shinobi level 4-user can more efficiently use jutsu and cut back on used chakra making it to where they dont waste unnecessary amounts of energy, solid clones now spawn with 5 percent of your current chakra[without charging it from your chakra pool], jutsus now start out with 1/2 shinobi hd of improvements added to them for free. [for clones the amount limit of free clones is 1/2 wis mod and the amount of clones and the hp improvement for clones are two seperate improvements and charge seperately as such Advanced Chakra Control-requirements con 20, Chakra control, shinobi level 9-shinobi better controls the flow of their chakra, they no longer have a limit to how much chakra they can put into their limbs and can now effect areas twice as large [10ft per 5 chakra and user can control how much of an area they effect but must be specified before hand. also causes the users concentrations to keep up jutsus to become free actions. limit for extensions and extra attack attempts with single attack melee abilities is now con mod Advanced Chakra Efficiency-requirements-wis 20, shinobi level 9, Chakra efficiency-shinobis jutsus that can be improved upon[meaning have a base cost that can be added to in order to get a larger effect or deal more damage] now have up to shinobis hd amount of improvements covored by the jutsus base cost. [meaning more projectiles, or more damage, or more hp for clones or any other improvements to the jutsu available][the amount of free clones from the solid clone jutsu able to be made is now your full wis mod] Improved Evasion (Ex): At 12th level, a shinobi’s evasion ability improves. He still takes no damage on a successful Reflex saving throw against attacks, but henceforth he takes only half damage on a failed save. A helpless shinobi does not gain the benefit of improved evasion.

Trap Sense +1: See Rogue, Player's Handbook, pg 50

Ninja Path: The Specifics (Su): Ninjutsu: Very similar to spells, but not as potent, and you need somatic components(hand signs). Unless specified, Jutsu somatic components are free actions. Taijutsu: Increase your melee potency with Combos giving you extra attacks at specified attack values.

Bloodline Traits: Byakugan, Sharingan, and Rinnegan. These add special values to your repertoire of normal abilities.

You may only learn 1 jutsu per level, unless it is the 1st level. In which case all level 1 jutsu are learned. You may also choose between rasengan or chidori for free in addition to your new jutsu at lvl 5. Example: Naruto just attained level 3. He learns Shadow Clone, but can no longer learn Fireball because he must focus so much time mastering his new jutsu. Jutsu with a chakra cost of X + X/dX means there is an extra chakra point cost for each die of damage. You may also replace lower versions of jutsus with higher level versions without costing you a known jutsu by replacing the old with the new which still gives you the ability to use the first version. for example fire ball gets replaced with grand fireball but can still use base fireball. or mass clone jutsu replacing solid clone jutsu

Table: Ninjutsu List
Ninjutsu Type Level Chakra Effect
Transformation None 1 1 upon activating and 1 every 5 turns Transform into any desired form of humanoid or object. This can be seen as a disguise, and the enemy must make a spot check against the disguise check that the ninja preforms. For spot check, recognizes on sight: +2, friends or associates: +4, close friends: +6, intimate: +8. For a transformation to an object use the Polymorph Any Object Spell.
Rope Escape None 1 3 The shinobi can escape from tied ropes.
Clone Jutsu None 1 2 Two clones are made with no substance and are used to confuse the enemy. To confuse the enemy and provoke an attack of opportunity the enemy must fail at a spot check DC 15. This jutsu is a beginning level jutsu and can only be used against level 5 or under enemies. This technique tricks the enemy into thinking that the actual ninja is among the clones. This requires a hide check against a spot check. If the enemy fails, an attack of opportunity can be preformed. However, after each turn and subsequent attack of opportunity a new check must be preformed. After three rounds, the caster must summon a new batch of clones.
Substitution None 1 1 When a Character is allowed a Reflex Save, or find themselves the target of an attack of opportunity or critical hits, they may use this jutsu to replace themselves with a chosen inanimate/harmless object/set of objects. A concentration check is required to pull this off, either higher than the Reflex DC or higher than/equal to the enemy's attack roll, whichever is applicable.
Sexy Jutsu None 1 1 The Character may use this to turn into an attractive individual of the opponent's species' opposite sex in order to daze the opponent for 1d4 rounds. The target may make a DC 10 + Shinobi's level Will save to avoid being dazed.
Fireball Fire 3 3 + 1/1d6 1d6/1CP(max 6d6) fireball with a range of 50 feet.
Solid Clone Jutsu None 3 3 + 3/extra clone(max 3 total) Create one copy of caster. Dissipates when the caster releases the jutsu or runs out of chakra. If caster is hit and suffers damage, they are forced to make a concentration check DC 10 + 1/2 damage received or all clones dissipate. The clones may be composed of any of the five chakra natures, wood, and shadow. Should the clone be composed of anything but shadow, the type of clone depends on an individual's chakra nature(s). Clones have an HP of 5, and disappear once reduced to 0. The clones are identical to the caster in every way, shape, and form. Lightning and fire clones deal 1d6 damage to whoever reduces them to 0 HP or whoever is in contact with them when they are released. clones can also be used to gather information, as releasing this jutsu yields everything the clone learned.
Shadow Bind Shadow / Nara Clan 3 10 + 2/round Holds one target in place, and target must make a grapple check opposing the caster's concentration check. Must make the check every round. Once victim succeeds, they are free on their next turn.
Shuriken Replication None 3 10 + 3/extra copy Creates 3 copies of one thrown weapon that last until the end of the caster's turn. May add additional copies of thrown weapon for 5CP(max 3 additional copies).
Dragon Fire Fire 5 10 + 1/1d6 30-foot cone dealing 1d6/1CP(max 8d6) fire damage.
Release None 5 10 Can use this ability to make a concentration check instead of Will save for mind affecting spells, spell-like abilities, powers, etc.
Phoenix Fire Fire 7 5 + 1/1d4 Imbues thrown weapons with 1d4/1CP(max 12d4) fire damage. May affect Shuriken Replication copies of thrown weapons, but costs 5CP per weapon and/or copy.
Third Eye Earth 7 10 Creates a third eye of sand, dirt, clay, etc. that can move 30 feet away from caster.
Grand Fireball Fire 7 15 + 1/d8 1d8/level(max 15d8) Fireball with 90-foot range that explodes with a 20-foot damage radius.
Summoning I None 5 20 Summons one ally to combat. Must be marked with a contract seal which is included with Summoning Jutsu. Anything marked with the contract seal can be summoned. It is at the DM's discretion to allow creatures to sign the Summoning Contract. This jutsu acts as Summon Monster III.
Dance of the
Crescent Moon
A Sword is Required 7 25 Creates two copies of the caster for one round to attack a target. This acts as a Daze spell affecting enemies with 4 or fewer hit die. A Will save DC 10 + caster level can counter the jutsu, but if the Will save fails an automatic hit is achieved dealing 1.5X damage.
Chidori Lightning 5 10 + 1/1d8 Character must be unarmed in order to use this attack. Adds 1d8/1CP(max 15d8) lightning damage to one unarmed attack. Damage increases top out at shinobi level. If you choose this jutsu, you cannot choose RasenShuriken at level 20.
Rasengan None 5 10 + 1/1d8 Character must be unarmed to use this attack. This attack deals 1d8/1CP(max 15d8) + constitution modifier in force damage. Increasable damage tops out at shinobi level. If you choose this jutsu, you cannot choose Improved Chidori at level 20.
Earth Rising Wall Earth 8 10 Creates a 20 foot long, 3 foot wide, 5 foot high wall of earth(or a wall of any smaller length), 10 HP/level, 3 hardness/level. May spend additional chakra to strengthen wall: 1CP/5ft in any direction, 1CP/2HP, 2CP/1 hardness.
Shadow Strangulation Shadow / Nara Clan 8 5/round Can only use after successfully using Shadow Bind. Deal 2d8 unarmed strike damage per round(may add 1d8 for 5CP, max 10d8) while both are active.
Mass Shadow Clone None 8 2*X/round As Shadow Clone, but creates x copies of character.
Summoning II None 9 30 Summons one ally to combat. Must be marked with a contract seal which is included with Summoning Jutsu. Anything marked with the contract seal can be summoned. Summoned like in Summon Monster VI.
Chakra Barrier None 10 5/round +5 AC per round active. Character cannot move from occupied square or attack.
Time Space Jutsu None 10 10/5 miles + 10 per passenger(25 per plane, 15 per passenger) Character can transport themselves anywhere they can see or remember in detail, including other planes of existence.
Stone Cannonball Earth 14 30 + 3/1d8 Creates the head of a Blue Dragon that is made of stone and fires two stone cannonballs at either 2 separate targets or one individual target, dealing base damage 3d8 + 1d8/3CP(max 18d8) earth damage up to 120 feet away. Lasts 3 rounds.
Fire Dragon Blast Fire 14 30 + 3/1d8 Creates the head of a Red Dragon that is made of fire that breathes a 60-foot cone of flame. Deals base damage 4d8 + 1d8/3CP(max 16d8) fire damage. Lasts one round.
Wind Blade Wind 17 20 + 1/1d8 Applies wind chakra to held slashing or piercing weapon, giving and holding an inhuman sharp edge on the blade. Deals base damage 3d8 + 1d8/1CP(max 10d8) slashing/piercing damage to enemy.
Summoning III None 17 45 Summons one ally to combat. Must be marked with a contract seal which is included with Summoning Jutsu. Anything marked with the contract seal can be summoned. Summoned like summon monster XI.
Spirit Projection None 17 25 Caster projects her spirit out onto the material plane, although still invisible. If moved into contact with a living creature, the caster can initiate a Will save for both characters. If caster wins, the caster takes control of that creature for 5 rounds or until released. The caster's body remains vulnerable to attack however, and as such this jutsu should never be performed when going solo.
Improved Chidori Lightning 17 25 + 5/1d10 As Chidori, but deals base damage 5d10 + 1d10/5CP(max 20d10). Can also channel Improved Chidori through an equipped melee weapon.
RasenShuriken Wind and Rasengan 17 25 + 5/1d10 As Rasengan, but can be thrown(60 foot range) and deals base damage 5d10 + 1d10/5CP(max 20d10) to everything within 15ft.
Sonic Boom Sound Special: Only Hidden Sound Shinobi (Level 5) 10 + 1/1d8 Using a sound based weapon or attribute, the shinobi deals base sonic damage 2d8 + 1d8/1CP(max 4d8) to every creature within a 15 foot radius of caster. Range: 15 feet + 5 feet/every third level. Targets must succeed on a Fort save DC 10 + 1/2 caster level to avoid being stunned for 2 rounds. Those that do not have working ears are not affected.
Taijutsu (Full-round attack actions, unless stated otherwise.)
Jutsu Level Effect
Spinning Leaf Wind 3 You gain an extra attack at your highest attack bonus.
One Thousand Years of Death 3 Must be behind enemy. +1d8 damage and 15 foot knock-forward.
Lion's Combo 5 Extra attack at highest bonus and another extra attack at 2nd highest bonus.
Lotus 7 3 extra attacks at highest attack value, 2 round fatigued effect.
Open 1st Gate 9 Full round action to force open some of the limiters on the body's muscles. +5 damage to all attacks, +10 speed, +3 dodge AC bonus. Duration: constitution modifier + 3 rounds. After time is up, character is fatigued for the same number of rounds. May only be used once per encounter.
Initial Lotus 11 Must have 1st gate open. Extra 4 attacks at highest attack bonus, ends 1st gate opened effect as if the timer hit 0. Adds a 2 round fatigue onto the normal fatigue time.
Open 2nd Gate 13 Must have 1st gate open. Full round action to force open more limiters on the body's muscles. +10 damage to all attacks, +20 speed, +6 dodge AC bonus. Duration: constitution modifier + 5 rounds. After time is up, character is fatigued for the same number of rounds. May only be used once per encounter. This overrides the 1st gate open effect, but the effect length and the fatigue rounds stack.
Shadow Leaf Dance 15 After dealing 20 damage to an opponent, move behind opponent and take 2 attacks at highest attack bonus(attacks occur directly after dealing damage). Adds a 4 round fatigue.
Mach Kick 15 Extra 6 attacks at lowest attack bonus. Adds a 4 round fatigue.
Mach Punch 17 Same as Mach Kick, but with fists. Must be unarmed(character may use punching daggers).
Open 3rd Gate 17 Must have 2nd gate already open. Full round action to force open MORE of the limiters on the body's muscles. +15 damage to all attacks, +30 speed, +9 dodge AC bonus. Duration: constitution modifier + 7 rounds. After time is up, character is fatigued for the same number of rounds. May only be used once per encounter. This overrides the 2nd gate open effect, but the effect length and the fatigue rounds stack.
Secondary Lotus 18 Must have 3rd gate open. Extra 6 attacks at highest attack bonus. Ends 3rd gate opened effect as if the timer hit 0. Adds a 5 round fatigue onto the normal fatigue time.
Great Spinning
Leaf Wind
18 Four extra attacks at highest bonus, +5 to hit and to damage. Adds a 5 round fatigue
Open 4th Gate 19 Must have 3rd gate already open. Full round action to force open EVEN MORE of the limiters on the body's muscles. +20 damage to all attacks, +40 speed, +12 dodge AC bonus. Duration: constitution modifier + 9 rounds. After time is up, character is fatigued for the same number of rounds. May only be used once per encounter. This overrides the 3rd gate open effect, but the effect length and the fatigue rounds stack.
Primary Lotus 20 Must have 4th gate opened. Extra 8 attacks at highest attack bonus. Ends 4th gate opened effect as if the timer hit 0. Adds a 6 round fatigue onto the normal fatigue time.
Drunken Fist 20 You have become one with the sake. Due to your intoxicated anger, you gain +15 to all damage rolls. On top of that, because of your erratic movement you've got a +8 dodge bonus to your AC. And to top it all off, your inebriation makes your movements unreadable, giving you a +10 to hit your opponent. Drink and power up! And yes, you actually need to drink an alcoholic beverage. Lasts 1d6 rounds per alcoholic beverage downed.

Where is genjutsu??


Bloodline Traits The Sharingan (To obtain the Eternal Mangekyo Sharingan, one must first unlock his own Mangekyo, then replace his eyes with a fellow Bloodliner's own Sharingan[any level Sharingan will work]. Character is then blinded[1d12 hours should the transplants already be Mangekyo Sharingan, 1d4 days should the transplants have their third tomoe, 2d4 days at second tomoe, and 3d4 days at first tomoe] as he adjusts to his new eyes. Once sight is restored, his Mangekyo design will have an added design that of which is similar to the original Sharingan owner's design[even if they had not unlocked it yet, they already had the design stored within their eyes].)

Sharingan Ability Level Chakra Effect
Sharingan Sight 1 1/5 rounds Gains first tomoe. Character is treated as having true sight out to 20 ft. Character can also see through invisibility. +2 dodge bonus to all defenses.
Sharingan Hypnotization 3 10 The user of the Sharingan is able to affect his opponent's mind as if he were using a "Suggestion" spell as an equal level sorcerer, as long as he makes eye contact at the beginning of his turn(if defender has knowledge of the caster's Sharingan, there is a 25% chance on first-third attacks, and 50% chance on all subsequent attacks. If defender disengages and reengages, percentages start over. If defender has no knowledge of the Sharingan, there is a 100% chance the first three times this ability is used on them, and only 50% afterwards. If defender disengages and reengages, percentages change as if he has a knowledge of the Sharingan).
Sharingan Sight 5 1/5 rounds Gains second tomoe. Character is treated as having true sight out to 30 ft. Character can also see through invisibility. +4 dodge bonus to all defenses.
Sharingan Sight 7 1/5 rounds Gains third tomoe. Character is treated as having true sight out to 40 ft. Character can also see through invisibility. +6 dodge bonus to all defenses. Copy Ninja - the Sharingan user can attempt to copy any technique that involves a somatic component but must succeed a concentration check of 10 + spell level.
Sharingan-Triple Windmill 9 15 Character can make two attacks at their highest attack bonus with 15 ft knock-back effect(total) against one opponent and one Dragon Fire Jutsu post knock-back against same opponent. Character must also pay the chakra cost for Dragon Fire Jutsu.
Mangyeko Sharingan 10 2/5 rounds Character must see a close character/npc die or come close to dying, whether she does it herself or somebody/something else does it. Character has evolved her Sharingan. Character is treated as having true sight out to 60 ft. Character can also see through invisibility. +8 dodge bonus to all defenses.
Mangyekou Sharingan
Kamui(Long/Short distance)
13 Varies (Able to pick one, the other, or additional abilities listed to a maximum of two, and choices include ALL of Mangekyo Sharingan abilities) With one eye, the user is able to teleport themselves to other dimensions(including an endless dimension only accessible to the wielder) or to any place(at DM discretion), as well as people/objects the character is in contact with. Caster takes 1d6 damage as he bleeds from his eye, causing a permanent -2 to Spot and Search checks as the damage slowly causes him to go blind at a maximum of -20 per eye(unless the possessor has the Eternal Mangekyo, in which case the damage suffered is 1d4 and no -2 to Spot and Search). With the other eye they are able to teleport anything(objects, creatures, characters, etc.) to other dimensions or any place from a distance. If they choose to they can also teleport it back to this dimension after teleporting it away(if a thrown weapon or projectile, can be used as caster's own attack). Teleporting objects costs 25CP, teleporting creatures/characters costs 30CP(+35CP every size category above Medium), and teleporting yourself costs 15CP(25CP if to another dimension BESIDES the one owned by caster). Bringing something back costs 25CP. Teleporting creatures/characters at range acts as a ranged touch attack. Teleporting thrown weapons/projectiles has a DC 10 + 1/2 attacker level + attacker Dex modifier. Can only teleport with touch attack if caster makes a successful grapple check. Caster takes 1d6 damage as he bleeds from his eye, causing a permanent -2 to Spot and Search checks as the damage slowly causes him to go blind at a maximum of -20 per eye(unless the possessor has the Eternal Mangekyo, in which case the damage suffered is 1d4 and no -2 to Spot and Search).
Mangekyo Sharingan
Amaterasu/Kagutsuchi(Flame Control)
13 50/35/x (Able to pick one, the other, or additional abilities listed to a maximum of two, choices include ALL of Mangekyo Sharingan abilities) This is a very powerful attack that should only be used in worst-case scenarios. The caster commands powerful black flames. The user deals 15d10 damage, half divine, half fire, which costs 50CP with the same parameters as a normal "fireball" spell except as a ranged touch attack, and at a price. Caster takes 1d6 damage as he bleeds from his eye, causing a permanent -2 to Spot and Search checks as the damage slowly causes him to go blind at a maximum of -20 per eye(unless the possessor has the Eternal Mangekyo, in which case the damage suffered is 1d4 and no -2 to Spot and Search). With Kagutsuchi, the caster can create a +3 Throwing Bastard Sword(automatically proficient) out of Amaterasu flames for 35CP for 3 rounds. This sword can be thrown, used normally(bonus 15d8 damage, half fire half divine), or used to burn down objects at 5d10 damage, with an additional 5d10 every round the object remains on fire. Kagutsuchi can also be used to double the final cost of a jutsu to increase the damage die one size and cause it to bypaass resistance or immunity of that energy type. Caster takes 1d6 damage as he bleeds from his eye, causing a permanent -2 to Spot and Search checks as the damage slowly causes him to go blind at a maximum of -20 per eye(unless the possessor has the Eternal Mangekyo, in which case the damage suffered is 1d4 and no -2 to Spot and Search).
Mangekyo Sharingan
Tsukuyomi
13 75 (Able to pick this one and one additional ability listed to a maximum of two, choices include ALL of Mangekyo Sharingan abilities) Caster is able to paralyze target as a Paralyze spell as a caster of equal level. Caster must make eye contact at the beginning of his turn(if defender has knowledge of the caster's Mangekyo Sharingan, there is a 25% chance on first-third attacks, and 50% chance on all subsequent attacks. If defender disengages and reengages, percentages start over. If defender has no knowledge of the Mangekyo Sharingan, there is a 100% chance the first time this ability is used on them, and only 50% afterwards. If defender disengages and reengages, percentages change as if he has a knowledge of the Mangekyo Sharingan). Caster takes 1d6 damage as he bleeds from his eye, causing a permanent -2 to Spot and Search checks as the damage slowly causes him to go blind at a maximum of -20 per eye(unless the possessor has the Eternal Mangekyo, in which case the damage suffered is 1d4 and no -2 to Spot and Search).
Mangekyo Sharingan Sight 13 3/5 rounds Gains maximum proficiency with her Mangekyo Sharingan. Character is treated as having true sight out to 90 ft. Character can also see through invisibility. +10 dodge bonus to all defenses.
Mangekyo Sharingan
Susanoo
10/14/17/20 25/50/100/200 This is a very powerful attack that should only be used in last-case scenarios. First stage-user summons a 1 size larger then user chakra formed rib cage and arms. The rib cage causes incoming damage to be reduced by 1/4th and is taken from chakra before hp. Attacks through the skeleton arms do double unarmed damage and 1/2 sharingan dodge bonus to attack roll. The second stage summons an unarmored upper body of a susanoo that can do larger double cost versions of jutsus and can attack using triple instead of double unarmed damage. And adds 2× bonus to attack. Is two sizes larger then user and begins inflicting the damage and negative effects. Third stage -The user summons Susanoo, an armor completely made of solid chakra that surrounds the user. Caster takes 2d6 damage as he bleeds from his eyes, causing a permanent -2 to Spot and Search checks as the damage slowly causes him to go blind at a maximum of -20(unless the possessor has the Eternal Mangekyo, in which case the damage suffered is 1d6 every other round and no -2 to Spot and Search). User has complete concealment, and cannot act. Susanoo is equipped with two of its size category + 5 Bastard Swords(Susanoo can be summoned in a place as small as large to his max size of gargantuan if space allows, however an extra -1 to spot and search for each size in excess of large). Deals an additional 8d10 damage to every strike. Susanoo's saves, abilities, and movement speed are the same as user's with a +35 to base attack bonus. He alternatively has a greatbow with the same addition to damage as the users bastard sword. It also has the Susanoo version of Grand Fireball. Cost = 3 x Grand Fireball, as this is three attacks. His health is twice the max of user and can be regenerated completely with spending 75 chakra.


Bloodline Traits The Rinnegan

Rinnegan Ability Level Chakra Effect
Decipher Text 1 N/A The caster gains a +2 to decipher text. Gains another +2 every level.
Six Paths Technique 3 5/Per Path The character is given the ability to reanimate 6 dead bodies and use them as if they were his own body, with each bearing its own Rinnegan. Each body costs 5 points to reanimate. Once reanimated the new body acts as an extension of the original, being able to cast the same jutsus and utilize the same attacks. They have the same ability scores and chakra points as the original host. When it's the player’s turn they can move and attack with all the Paths at the same time as if they all had their own simultaneous turns. Each body shares the same field of vision. Once gaining the other Rinnegan abilities the user is able to split the abilities to the other Paths. Caster also gains ability to summon at will black metal rods acting as +2 long swords(but with piercing damage) with an additional +1 every other level. The rods can be any size category from fine to one size larger than the caster’s. These rods can also be fired from either palm of the caster's hand, up to two per attack, at which point they have a range increment of 30ft. These rods have a hardness of 2/lvl, and conduct the caster's chakra at will. When not acting as weapons rods can be any length up to 15ft and up to a diameter of 1ft.
Deva Path 5 5 Character learns how to use Shinra Tensei and Bansho Ten'in. Shinra Tensei can launch enemies(30ft cone OR 1 object per level or 1 character every fifth level, may deal 1d10/lvl force damage if caster wishes). Bansho Ten'in pulls/moves enemies up to 15ft/lvl and allows the caster to attack once with her highest attack bonus if target is brought within striking distance.
Asura Path 7 10 The Asura Path allows for the user to become mechanized, temporarily increasing all physical ability scores by +5(Str, Dex, and Con) as well as gaining a +5 natural armor bonus to AC. While in this form the user can grow an extra set of arms, either from the forearm up sprouting at the elbow of each arm or a full set just under the armpit of the original, along with two more faces, allowing for a +1 attack bonus/every other level and for the caster to not be flanked or sneaked upon(the last bit is primarily for when the Asura Path is solo, seeing as how all Paths' share a field of vision).
Human Path 9 75 per target This allows the user to read minds. The user must make and maintain physical contact with the person whose mind they're trying to read, and must beat the victim’s Will save with a concentration check with a +3 bonus per level in order to search the victim’s mind. Should the caster succeed, the victim is incapacitated until the caster breaks physical contact or releases the victim. Able to incapacitate two individuals at a time(seeing as how the Path has two hands), but may only search one mind at a time. Upon release, the caster may attempt to rip out the victim’s soul. The victim must make a Fort save against the Path's concentration check or their soul is stolen by the caster. If the victim succeeds in their Fort save they may take an attack of opportunity.
Animal Path 11 Varies The Animal Path allows the user to summon any creature(at DM discretion), acting as an additional extension to the Six Paths Technique. The chakra usage depends on the size of the creature being summoned. Fine uses 1/per creature, diminutive uses 2/per creature, tiny uses 3/per creature, small uses 15/per creature, medium uses 25/per creature, large uses 50/per creature, huge uses 100/per creature, gargantuan uses 200/per creature, colossal uses 300/per creature, and anything larger uses 450/per creature. Summoned creatures remain for 10 rounds of combat, or for 1 day of average activities. When using the Animal Path the caster is also capable of summoning party members and his other Paths. Party members work the same way as any creature, while other Paths use half of the chakra points of their size class(rounded down).
Petra Path 13 N/A Any non-physical attack can be absorbed. If the caster is attacked he gets to automatically attempt to absorb it. He must roll the same amount of dice as the attack damage roll and get higher than the attacker’s score. For example, if a magic missile is cast, the user rolls a 1d4+1 for damage, the Petra Path then must roll a 1d4+1 and get a higher score than the caster of the magic missile. If rolls match then it counts as a successful absorption. If the absorption is failed then the Petra Path must take an extra 1d6 of damage for every point short. If succeeded then the user gains chakra points equal to half the absorbed damage. The Petra Path gains a +1 bonus to her counter rolls every level.
Nakara Path 15 150 per target The jutsu "King of Hell" is learned. With this ability the caster is able to greatly heal others(X chakra + 3d10 + 1d10/every fourth lvl) and revive the other Paths. It also allows for interrogations where the victim must tell the truth. If the victim lies they must make a Fort save of 15 + caster Wisdom modifier + 1/2 the caster level(rounded up) or have their soul ripped out. The King of Hell isn't physically seen by any without the Rinnegan besides the victim(s), so should any death occur the character must make a sneak check DC 15, even in public, which makes it an ability that can be used more discretely than the Human Path's mind reading ability. May only interrogate as many as two individuals at a time, and all conversation takes place within the Path’s mind. The user must make and maintain physical contact with the person whose mind they're trying to read, and must beat victim’s Will save with a concentration check with a +1 bonus per level in order to incapacitate the victim. Should the caster succeed, the victim is incapacitated until the caster breaks physical contact or releases the victim.
Outer Path 18 All Chakra Points Upon extreme cases when someone is killed, the caster can try to revive them. First the caster must make a concentration check DC 30 to see if they're capable of bringing back the member. Regardless of whether or not the check succeeds the caster then has to make a Fort saving throw DC 35. Should the Fort saving throw be failed, caster is reduced to 0 HP immediately and drained of all chakra. If both checks are passed, the target is revived and stabilized at 0 HP. The caster is left incredibly fatigued regardless of outcome.
Chibaku Tensei 20 250 Otherwise known as Planetary Devastation. The caster creates a small black ball, that then rises to roughly 350ft in the air above the caster and begins to exert an extreme gravitational pull on everything within about 750ft(with the exception of creatures Large and smaller, and the Paths themselves). It will rip and tear earth and sea alike, building itself up for 1d6 turns until it is a solid mass roughly 300ft in diameter. Once on the object’s surface however(should an individual ride debris up to the object) a creature must remain there until the attraction phase is over. Once the attraction phase is concluded, creatures Huge and smaller may choose to remain on the object’s surface or to jump and fall back to the earth. The fall distance will be about 50ft but due to the conflicting gravitational pulls no fall damage must be suffered. The object will remain in place until released by the caster, wherein it crumbles and falls back to the earth, or until the caster causes the object to fall back to the earth as a single large projectile, an improvised meteor. If underneath upon impact, creatures can take either 20d10, 15d8, 10d6, or 5d4 of damage, depending on how close to the center point of impact that creature is. If a creature is still on the meteor when it falls it suffers 20d10 of damage.

Bloodline Traits The Byakugan

Byakugan users must be using unarmed attacks to use any of these abilities other than Byakugan Sight. Their unarmed strikes are also considered to do damage in accordance with their alignment for overcoming damage reduction of good/evil or lawful/chaotic.(For true neutral, just assume it breaks all 4, but only deals half damage).

Byakugan Ability Level Chakra Effect
Byakugan Sight 1 1/round Character is treated as having true sight in a 20 ft radius. Character can also see through invisibility. Character cannot be caught flat-footed.
Gentle Fist Style 2 N/A Character has 25% chance to deal 1 point of Temporary
Con and Wis damage
Byakugan Sight 5 1/round Character is treated as having true sight in a 30 ft radius. Character can also see through invisibility. Character cannot be caught flat-footed.
Divination Field
64 Strikes
5 10 Character is given an extra 5 attacks at second
lowest attack bonus. if there are only two attack bonuses available, use the lowest.
Byakugan Sight 10 1/round Character is treated as having true sight in a 40 ft radius. Character can also see through invisibility. Character cannot be caught flat-footed.
Divination Field
Heavenly Spin
10 10+x Character must save their action to use this jutsu. If and when they are attacked, this jutsu activates, dealing 1d6 damage times "x"(max15d6) and 15 foot knockback as the attacking opponent is blown back by a powerful force of chakra.
Byakugan Sight 15 1/round Character is treated as having true sight in a 50 ft radius. Character can also see through invisibility.
Divination Field
128 Strikes
15 15 Character is given an extra 10 attacks at second
lowest attack bonus. if there are only two attack bonuses available, use the lowest.
Byakugan Sight 20 1/round Character is treated as having true sight in a 60 ft radius. Character can also see through invisibility. Character cannot be caught flat-footed.
Divination Field
256 Strikes
20 20 Character is given an extra 15 attacks at second
lowest attack bonus. if there are only two attack bonuses available, use the lowest.

Epic Shinobi[edit]

Table: The Epic Shinobi

Hit Die: d12

Level Special Chakra Points Unarmored
Ac Bonus
Unarmored
Speed Bonus
Unarmed Damage
21st Third Ninja Path 1100 +4 +100 2d8
22nd 1200 +4 +100 2d8
23rd 1300 +4 +100 2d8
24th 1400 +4 +110 2d8
25th 1500 +4 +110 2d8
26th 1600 +5 +110 2d10
27th 1700 +5 +120 2d10
28th 1800 +5 +120 2d10
29th 1900 +5 +120 2d10
30th 2000 +5 +120 2d10

8 + Int modifier skill points per level.

Second Ninja's Path (Ex): A Shinobi, at 21st level, is able to choose another path as if he had just started his journey.

Chakra Points: A Shinobi continues to gain chakra points that he can use for any reason.

Shinobi Starting Package[edit]

Weapons: 5 Shurikens; 1d2 damage; x2 crit; 1/2lb each, 2&1/2lbs total; Piercing Damage.
ShortSword; 1d6 damage; 19-20/x2 crit; 2lb; Slashing Damage

Skill Selection: Pick a number of skills equal to 7 + Int modifier.

Skill Ranks Ability Armor
Check
Penalty
Balance 4 Dex
Climb 4 Str
Concentration 4 Str
Escape Artist 4 Dex
Hide 4 Dex
Move Silently 4 Dex
Spot 4 Wis
Listen 4 Wis
Sleight of Hand 4 Dex
Disable Device 4 Int
Bluff 4 Cha
Gather Information 4 Cha
Sense Motive 4 Wis
Tumble 4 Dex

Feat: Improved Initiative.

Bonus Feats: Stealthy.

Ability: Ninjutsu - Substitution

Gear: Backpack, Bedroll, Flint and Steel, 3 pints of Oil, 5 Trail Rations, 3 Torches, Waterskin.

Gold: 1d4 ×10.

Campaign Information[edit]

Playing a Shinobi[edit]

Religion: A shinobi is taught to place his faith in his skills rather than in something intangible. A shinobi may consider himself a proponent of one of deity or another, but this would be unusual. Most shinobi are conscious of the gods without revering any.

Other Classes: Most other classes perceive the Shinobi as an incredible Sorcerer-Rogue cross, but Monks see them as either cheap mockeries of their devotion and abilities or more than worthy rivals.

Combat: See Above Paragraph.

Shinobi in the World[edit]

"I won’t run away anymore... I won’t go back on my word... that is my ninja way!"
—Naruto Uzumaki, Human Shinobi

Shinobi are whatever you as a DM want them to be. Mercenaries, Assassins, Cultists, you name it.

Daily Life: Shinobi wake up and instantly go through their own personal training regiment, which is determined by their path. Taijutsuists get up and do several physical exercises, Ninjutsuists work on focusing and controlling their chakra, and the Bloodliners work on keeping their eyes honed to the maximum.

Notables: Three very notable members of the shinobi are the Sannin. Jiraya, aka "Pervy Toad Sage", Tsunade, aka "The Legendary Sucker", and Orochimaru, aka "The really really creepy guy after Sasuke's body".

Organizations: There are many Hidden Villages of shinobi. Hidden Leaf, Sand, Stone, Cloud, and Mist Villages, plus many more, smaller Hidden Villages.

Shinobi Lore[edit]

Characters with ranks in Knowledge(Local) can research Shinobi to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge(Local)
DC Result
5 Shinobi are quite effective combatants.
10 Shinobi can use a special energy in their body and create spell-like effects.
15 Shinobi can use the energy called chakra to boost their combat effectiveness to even godly levels.
20 Some Shinobi have very special eyes. The White allowing one to see almost anything. The Red granting one untold prowess in battle and even mythical abilities. The Purple... there is not much known. It is said only the God of Shinobi possessed it.

Shinobi in the Game[edit]

A PC Shinobi could be an extra wheel or a replacement for a missing party member.

Sample Encounter

Naruto Uzumaki (pre-Time Skip)

CR 8

Male human Shinobi 8
NG(CG tendencies) Medium humanoid
Init/Senses +7/Listen +14, Spot +14 Chakra 56
Languages Common, Elven, Dwarven
AC 14, touch 14, flat-footed 14
(+3 Dex, +1 ninja)
hp 75 (8 HD)
Resist evasion
Fort/Ref/Will +11/+9/+9
Speed 40 ft. (8 squares)
Melee Unarmed Strike +10/+5 (1d8+3/×2)
Ranged shuriken +10/+5 (1d2/×2)
Base Atk/Grp +6/+1/+6
Atk Options Sexy Jutsu, Shadow Clone, Transformation, Release, Mass Shadow Clone, Rasengan
Combat Gear 2 potions of cure moderate wounds
Abilities Str 16, Dex 16, Con 20, Int 16, Wis 14, Cha 16
SQ Evasion, Ninja Path(Ninjutsu), Sudden Strike +2d6, Chakra Accumulation, Great Leap, Trapfinding, Purity of Body, Acrobatics +2, Slow Fall 20 ft
Feats Improved Initiative, Weapon Focus (Shuriken), Weapon Focus (Unarmed), Toughness
Skills Balance;+14, Bluff;+14, Climb;+16, Escape Artist;+14, Gather Information;+14, Hide;+14, Listen;+14, Move Silently;+14, Sense Motive;+14, Sleight of Hand;+14, Spot;+14, Tumble;+16
Possessions combat gear plus 5 shuriken, Backpack, Bedroll, Flint and Steel, 3 pints of Oil, 5 Trail Rations, 3 Torches, Waterskin

EL 10: Naruto usually stays nice and quiet at his task. Or the ramen shop. Until someone saw fit to blame something on the PCs. Naruto then exchanges words with the PCs. Should the PCs see fit to attack, Naruto uses Shadow Clone, then the clones use Sexy jutsu to daze the PCs. Begin the beating. When Naruto is subdued(20 hp or lower) he realizes an NPC set him up, apologizes to the PCs, 75% chance he takes out his frog wallet and pays the PCs 1d20 platinum each, and chases after the other NPC.


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