Shinobi (Pathfinder Class)
From D&D Wiki
Making a Shinobi
All Shinobi are trained in martial practices although the roll in which they will fulfill ranged widely depending on their primary and secondary Shinobi Path choices.
Abilities: Each Shinobi chooses two ability score upon creation(primary & secondary) This choice will determine what the Shinobi's main ability scores are.
Races: A Shinobi may be of any race although, they are a secretive society. (up to GM's discretion)
Alignment: Any Alignment.
Starting Gold: 4d6×10 gp (average starting gold 140.)In addition a Shinobi starts play with an outfit worth 10g an a weapon of their choice in which they are proficient with
Starting Age: Most Shinobi start their path at a young age although it isn't unheard of for older people either
|1st||+0||+1||+1||+1||Shinobi Path, Unarmed Strike, Chakra Pool, Martial Prowess I, Unarmed Strike||Primary+Secondary||1d6||+10ft|
|2nd||+1||+1||+1||+1||Sneak Attack +1d6, Sojutsu & Hijutsu I, Weapon Focus||Primary+Secondary||1d6||+10ft|
|3rd||+2||+1||+1||+1||Traverse Any Surface||Primary+Secondary||1d6||+10ft|
|5th||+3||+2||+2||+2||Bonus Style Feat I||Primary+Secondary||1d6||+10ft|
|6th||+4||+3||+3||+3||Shinobi Arts of Running and Jumping II, Light Steps||Primary+Secondary||1d8||+20ft|
|7th||+5||+3||+3||+3||Martial Prowess II||Primary+Secondary||1d8||+20ft|
|8th||+6/+1||+4||+4||+4||Thrown Weapon Mastery I||Primary+Secondary||1d8||+20ft|
|9th||+6/+1||+4||+4||+4||Sneak Attack +3d6||Primary+Secondary||1d8||+20ft|
|10th||+7/+2||+5||+5||+5||Bonus Style Feat II||Primary+Secondary||1d8||+20ft|
|11th||+8/+3||+5||+5||+5||Shinobi Arts of Running and Jumping III, Improved Uncanny Dodge||Primary+Secondary||1d10||+30ft|
|12th||+9/+4||+6||+6||+6||Purity of Body||Primary+Secondary||1d10||+30ft|
|13th||+9/+4||+6||+6||+6||Thrown Weapon Mastery II||Primary+Secondary||1d10||+30ft|
|14th||+10/+5/+1||+7||+7||+7||Martial Prowess III||Primary+Secondary||1d10||+30ft|
|15th||+11/+6/+1||+7||+7||+7||Sneak Attack +5d6, Bonus Style Feat III||Primary+Secondary||1d10||+30ft|
|16th||+12/+7/+2||+8||+8||+8||Sojutsu & Hijutsu IV||Primary+Secondary||2d6||+40ft|
Class Skills (6 + Int modifier per level, ×4 at 1st level)
All of the following are class features of the <-class name->.
Weapon and Armor Proficiency: The Shinobi is proficient with all simple weapons and eastern weapons and the Chakram. The shinobi is proficient in light armor and no shield
Unarmed Strike: At 1st level, a Shinobi gains Improved Unarmed Strike as a bonus feat. There is no such thing as an off-hand attack for a shinobi striking unarmed. A monk may thus apply his full Strength bonus on damage rolls for all his unarmed strikes.
Usually a monk’s unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling.
A monk’s unarmed strike is treated as both 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 Shinobi also deals more damage with his unarmed strikes than a normal person would, as shown above on Table: Shinobi. The unarmed damage values listed on Table: Shinobi is for Medium monks. A Small Shinobi deals less damage than the amount given there with his unarmed attacks, while a Large Shinobi deals more damage; see Small or Large Shinobi Unarmed Damage on the table given below.
|Level||Damage (Small Shinobi)||Damage (Large Shinobi)|
Martial Prowess: At first level the shinobi may choose between Deadly aim, Power Attack, and Two-Weapon fighting, as bonus feat. At 7th level, the Shinobi may choose between Clustered Shot, Improved Two-Weapon Fighting, and Vital Strike, as a bonus feat. At 14th level the shinobi may choose between Greater Two-Weapon Fighting, Improved Precise shot, and Improved Vital Strike, as bonus feats. The Shinobi need not meet the requirements for any of these.
Chakra (Su): At first level the Shinobi chooses two paths, a primary and secondary, this choice cannot be changed later. The Shinobi may choose from, The primary path gains the bonus but the secondary path does not
Path of the Bull(Str): Swim as a class skill and +5 bonus to CMB when using the bull rush or overrun maneuvers
Path of the Tiger(Dex): gains Acrobatics as a class skill and a +1 to Reflex saves
Path of the Bear(Con): gain Heal as a class skill and a +1 Fortitude Save
Path of the Fox(Int): Choose an energy type from Fire, Lightning, Acid, Cold. (This choice cannot be changed later) Gain Linguistics as a class skill and +3 to all knowledge checks
Path of the Owl(Wis): gain Survival as a class skill and a +1 Will Save
Path of the Eagle(Cha): gain Use Magic Device as a class skill.
The Shinobi gains new abilities as he level, some of these abilities are learned by all shinobi, some are path specific and others may replace abilities at certain levels Here is the Chakra Abilities List
Chakra Pool (Su): A Shinobi gains an amount of chakra points equal to their Primary and secondary ability score modifier added together at each level. These points stack at each level. Ex. level 1 with 4 str and 3 Dex has 7 next level he has 7 + str and dex modifiers added together so, 7 + 4 + 3 = 14 Should a Shinobi need more chakra, he may deal 2 points of temporary primary and secondary ability score damage to himself to gain an amount of chakra equal to one-fourth his normal chakra. This can be used multiple times, even if it would drop the Shinobi's Ability score to 0. If and when this happens, the Shinobi does NOT die instantly, but instead dies when he runs out of chakra.
Art of Running and Jumping (Ex): At 2nd level the shinobi's basic movements are enhanced. The shinobi always makes long jumps as if she had a running start. At 2nd, 6th, 11th, and 16th level increase the shinobi's base move speed by 10ft. At 6th level the shinobi ignores fall damage from heights equal to its base move speed. At 11th level the Shinobi may make long jumps equal to its base move speed without making a skill check. At 16th level the shinobi may jump vertical heights equal to her move speed without a skill check.
Weapon Focus: At 2nd level the shinobi gains weapon focus as a bonus feat.
Traverse Any Surface (Sp): Traverse Any Surface : At 3rd level the shinobi learns to accumulate chakra in his feet, allowing him to affix himself to any surface with his hands or feet. This ability functions as spider climb. The shinobi moves at his base speed whether he upside down (affixed to a ceiling) or parallel to the ground (affixed to a wall). This technique will work on any solid surface. Using the ability does not cost chakra, since the chakra is merely accumulated at one point, rather than being released.
Uncanny Dodge (Ex): Starting at 4th level, a Shinobi can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dexterity bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A Shinobi with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her.
If a Shinobi already possesses uncanny dodge from a different class, she automatically gains improved uncanny dodge instead.
Bonus Style Feat: At 5th, 10th, and 15th level the shinobi gains a bonus style feat. The shinobi ignores any requirements related to BAB or Level
Light Steps (Ex):At 6th level, a Shinobi learns to move while barely touching the surface underneath her. As a full-round action, she can move up to twice her speed, ignoring difficult terrain. While moving in this way, any surface will support her, no matter how much she weighs. This allows her to move across water, lava, or even the thinnest tree branches. She must end her move on a surface that can support her normally. She cannot move across air. When moving in this way, she does not take damage from surfaces or hazards that react to being touched, such as lava or caltrops, nor does she need to make Acrobatics checks to avoid falling on slippery or rough surfaces. Finally, when using light steps, the Shinobi ignores any mechanical traps that use a location-based trigger.
Thrown Weapon Mastery: At 8th level the shinobi gains mastery with thrown weapons, The Shinobi may add her dex modifier to damage and doubles the range increment the Chakram and Shuriken. When making a 5ft step the shinobi may throw a single shuriken at a target within range. When using a move action the shinobi may throw 1 chakram or 2 shuriken at a target within range. At 13th level the shinobi may throw and additional chakram or shuriken when using a move action, doubles the range of all thrown weapon and may apply dex modifier to damage on rolls with any thrown weapon.
Improved Uncanny Dodge (Ex):A shinobi of 11th level or higher can no longer be flanked. This defense denies another Shinobi (or Ninja or Rogue) the ability to sneak attack the character by flanking her, unless the attacker has at least four more Shinobi (or ninja or rogue) levels than the target does.
If a character already has uncanny dodge (see above) from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum level required to flank the character.
Purity of Body (Ex):At 12th level, a shinobi gains immunity to all diseases except for supernatural and magical diseases.
Diamond Body (Ex): At 17th level, a shinobi gains immunity to poisons of all kinds.
Timeless Body (Ex): At 19th level, a Shinobi no longer takes penalties to his ability scores for aging and cannot be magically aged. Any such penalties that he has already taken, however, remain in place. Age bonuses still accrue, and the monk still dies of old age when his time is up.
Ex-<-pluralized class name->
<-Describe what happens when a character violates the alignment restrictions of any other class restrictions. If there are no behavior or alignment restrictions delete this section->.
Epic <-class name->
|21st||<-any improvements to class features gained at this level, including any bonus feats->|
|22nd||<-any improvements to class features gained at this level, including any bonus feats->|
|23rd||<-any improvements to class features gained at this level, including any bonus feats->|
|24th||<-any improvements to class features gained at this level, including any bonus feats->|
|25th||<-any improvements to class features gained at this level, including any bonus feats->|
|26th||<-any improvements to class features gained at this level, including any bonus feats->|
|27th||<-any improvements to class features gained at this level, including any bonus feats->|
|28th||<-any improvements to class features gained at this level, including any bonus feats->|
|29th||<-any improvements to class features gained at this level, including any bonus feats->|
|30th||<-any improvements to class features gained at this level, including any bonus feats->|
<-number of skill points-> + Int modifier skill points per level.
<-existing class feature->: <-how this class feature increases or accumulates at epic levels->
<-another existing class feature->: <-how this class feature increases or accumulates at epic levels->
Bonus Feats: The epic <-class name-> gains a bonus feat (selected from the list of epic <-class name-> bonus feats) every <-number of feats per level-> levels after 20th.
Epic <-class name-> Bonus Feat List: <-list of bonus epic feats->.