Ninja (D20 Modern Advanced Class)
From D&D Wiki
Ninja[edit]
Background[edit]
Ninjas excel at stealth, hand to hand combat, and guerrilla style warfare, especially including ambushes and assassination. At their very best, Ninjas begin to display nearly supernatural abilities to infiltrate and disappear. Thus, Ninjas focus upon the skills necessary to accomplish a mission and abilities to do so quickly, efficiently, and silently. The fastest past into this advanced class is from the fast hero basic class, though other paths are possible; Infiltrator advanced class goes well too.
Requirements[edit]
- Base Attack Bonus: +3.
- Skills: Hide (6 ranks), Move Silently (6 ranks), Tumble (3 ranks), Balance (3 ranks).
- Feats: Combat Martial Arts.
- Allegiance: Sworn allegiance to a Ninja Master.
Class Information[edit]
Hit Die: d8
Action Points: 6 + one-half of current level rounded down, every time the ninja attains a new level in this class.
Class Skills[edit]
The Ninja’s class skills (and the key ability for each skill) are: Balance (Dex), Climb (Str), Disguise (Cha), Drive (Dex), Escape Artist (Dex), Hide (Dex), Jump (Str), Move Silently (Dex), Tumble (Dex).
Skill Points at Each Level: 5 + Int modifier.
Class Table[edit]
Level | BAB | Fort | Ref | Will | Special | Def | Rep |
---|---|---|---|---|---|---|---|
1 | +1 | +1 | +2 | +1 | Evasion | +1 | +0 |
2 | +2 | +1 | +3 | +1 | Infiltration Skills +2 | +2 | +0 |
3 | +3 | +1 | +3 | +1 | Sneak Attack +1d4 | +2 | +0 |
4 | +4 | +2 | +4 | +2 | Bonus Feat | +3 | +0 |
5 | +5 | +2 | +4 | +2 | Infiltration Skills +2 | +4 | +1 |
6 | +6/+1 | +2 | +5 | +2 | Sneak +1d4 | +4 | +1 |
7 | +7/+2 | +3 | +5 | +3 | Bonus Feat | +5 | +1 |
8 | +8/+3 | +3 | +6 | +3 | Infiltration Skills +2 | +6 | +1 |
9 | +9/+4 | +3 | +6 | +3 | Improved Evasion, Sneak Attack +1d4 | +6 | +2 |
10 | +10/+5 | +4 | +7 | +4 | Supernatural Infiltration | +7 | +2 |
Class Features[edit]
Bonus Feats[edit]
Every fourth level, the Ninja chooses one feat from the following list. She must still meet the prerequisites:
Acrobatic, Armor Proficiency (Light), Athletic, Combat Throw, Deceptive, Defensive Martial Arts, Dodge, Elusive Target, Improved Combat Martial Arts, Improved Combat Throw, Nimble, Stealthy.
Evasion[edit]
Evasion (Ex.): This ability functions just as the Fast Hero ability of the same name.
Skills[edit]
At second, fifth, and eighth levels, the Ninja receives a cumulative competency bonus upon key infiltration skills, as follows:
Hide | Climb | Jump | Disguise | Move Silently | |
---|---|---|---|---|---|
2nd | +2 | +2 | +2 | ||
5th | +2 | +2 | +2 | +2 | |
8th | +2 | +2 | +2 |
Sneak Attack[edit]
At 3rd level, the Ninja gains the ability to sneak attack an enemy for an additional +1d4 points of damage. This increases by an addition +1d4 every three levels thereafter. The Ninja gains the bonus damage whenever she strikes an opponent who she flanks or who is flat-footed (has, for whatever reason, been denied his dexterity bonus to defense). This ability only works against creatures with discernible anatomies who are also subject to critical hits, and thus creatures such as undead, oozes, plants, etc. are not valid targets for a sneak attack. Otherwise, this ability works according to the standard d20 rules for sneak attacks.
Improved Evasion[edit]
Improved Evasion (Ex): This ability functions just as the Infiltrator ability of the same name.
Supernatural Infiltration[edit]
Supernatural Infiltration (Sp): At 10th level, the Ninja gains the ability to use the following as spell-like abilities: Spider Climb (1/Day), Obscuring Mist (1/Day), Invisibility (1/Day), Hold Person (2/Week).
Back to Main Page → D20 Modern → Classes → Advanced Classes