Ninja (4e Future Origin)
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Ninja[edit]
Ginzu by pzna, on Flickr |
You are the successor to some form of ninjitsu: you are trained in infiltration, sabotage, espionage and assassination. A master of disguise, you can blend into your surroundings until you are close enough to strike with your well-honed weapons.
Appearance: For the most part, you are disguised as a civilian. During battle, you may don your shinobi shozoku (black garb) or even samurai armor.
Ninja Traits |
Ability: Dexterity |
Power Source: Psi; +2 to Psi overcharge. |
Skill Bonus (Level 1): Gain a +4 bonus to Stealth checks. |
Ninja Reflexes (Level 1): Gain a +2 bonus to Reflex. |
Disguise (Level 1): Gain a +5 bonus to Interaction checks made to fool others with a disguise. |
Ninja Critical (Level 2 or 6): When you score a critical hit, the attack deals an extra 1d10 damage and the target grants combat advantage until the end of your next turn. |
Smoke Bomb | Ninja Utility |
You always carry some means to create smoke, which you can charge with your chi. | |
Encounter Psi, Thermal | |
Minor Action | Close blast 3 |
Effect: The blast creates a zone of smoke that lasts until the end of your next turn. Squares in the zone are heavily obscured. Creatures who start their turn in the zone or move into it are slowed and take a -2 penalty to attack rolls (save ends both). Creatures stood in the zone when it expires suffer 10 thermal damage. |
Deflector | Ninja Expert |
You deflect or slice or the projectiles coming to you | |
Encounter Psi | |
Free action"Free action" is not in the list (Minor Action, Standard Action, Free Action, Immediate Reaction, Immediate Interrupt, Move Action, No Action) of allowed values for the "4e Power Action Type" property. | ' |
Target: yourself | |
Effect: you are invulnerable from projetiles for 2 turns. If they are not deflectable, you avoid them, but only the direct projectiles, (for example:you can't avoid the explosions of them). |