Post by Stix on Jul 26, 2008 22:45:49 GMT -5
Ability Requirements: Dexterity 13, Intelligence 10
Prime Requisite: Dexterity
Hit Die: d6
Weapons: Any
Armor: Limit AC 5
Thief abilities: Ninja receive a complement of skills which they can improve as they gain levels. At 1st level, a ninja gains 60 percentage points to divide among his thieving skills (those marked with an asterisk). Whenever the ninja gains a level, he receives another 30 percentage points.
Followers: The PC attracts followers at 9th level as per the Ninja's Handbook.
A ninja may use Character Points to buy the following abilities at character creation:
Combat bonus (5/15): For 5 CPs, the rogue’s THAC0 advances as if he were a priest of equal level. For 15 CPs, the rogue’s THAC0 advances as a warrior’s.
Greater hit die (10/20): For 10 points, the rogue rolls d8 for hit points. With the 20-point option, the rogue rolls d10 for hit points.
Increased movement (5): The PC is quicker than most and adds a +3 to movement rate.
A ninja may buy the following abilities at any level:
Audible glamer (5): A ninja often needs to cause a diversion when he has to slip past some annoying hardheads or other law-enforcing berks. The PC can cast an audible glamer once a day.
Backstab bonus (5): The ninja now attacks with a +6 to all backstab attacks.
Charm resistance (5/10): Ninja with this ability gain a +1 bonus to all saving throws vs. charm-like spells and effects for 5 points. For 10 points, the bonus is +2.
Defensive bonus (10/15): An unarmored and unencumbered ninja gains a +2 to his armor class. For 15 points, the ninja receives a +3 bonus to AC.
Dimension door (10): Berks about to get nabbed by the law usually wish they’d have planned some form of escape. Some ninja have learned a sure-fire way to escape. Once a week, the PC can employ a dimension door. At 9th level, the PC can enact this ability once a day.
Iaijutsu (5): This ability allows the ninja to unsheathe his weapon with startling speed. A successful Dexterity check means that the ninja suffers no delay in terms of game rounds when removing or returning his weapon from and to its scabbard.
Increased skill progression (15): Ninja with this ability do not gain the initial 60 points to distribute amongst their thieving skills, nor do they gain the additional 30 points per level. Instead, they gain an initial 90 points to distribute amongst their skills and an additional 45 points per level. The standard ninja restrictions for the distribution of points remain unchanged.
Invisibility (5/10): Once a day, the PC can become invisible as the spell. For 10 points, the ninja can employ this ability once a day for every three experience levels possessed.
Know faction (5): In Sigil and elsewhere, lots of cutters try to hide who they are and who they serve. This ninja has made it his business to know who he is dealing with before he deals with them. The ninja can know faction once a day as the Indep spell in the Factol’s Manifesto.
Learning bonus (5): The ninja is adept at learning new things. This bonus allows the ninja to purchase all NWPs at 1 point under the normal cost (minimum cost of 1 point). When learning languages, the ninja pays the full normal NWP cost, but receives two languages instead of one.
Master of poisons (15): The ninja can learn to manufacture and use poison, as detailed in the Dark Sun Campaign Setting.
Poison resistance (5): The character receives a +1 bonus to saving throws vs. nonmagical poisons.
Proficiency group crossovers (5+): Normally, ninja may learn non-weapon proficiencies from the Rogue Group, Warrior Group, and General Group at no extra cost. Each additional crossover groups costs 5 CPs and allows the ninja to learn non-weapon proficiencies from another character group's list with no penalty.
Sense portal (10): Always looking for a possible means to escape should the need arise, the ninja can cast warp sense (PLANESCAPE campaign setting) once a day.
Shadow thief (10): At 7th level, the ninja can cast Lorloveim’s shadowy transformation on himself twice a day.
Silence (5): Once a day, the ninja can render himself silent as the 2nd-level priest spell silence 15’ radius, except only the ninja is affected.
Sword bonus (5): +1 attack bonus with any sword.
Unarmed combat specialization (10): The ninja is a specialist in martial arts. At 5th level and every 4 levels after, he receives a proficiency slot to devote to an advanced martial arts style, maneuver, or weapon style.
Unusual luck (10): For 10 CPs, the ninja may make one reroll per game day. Use the best of the two die rolls.
Warrior ability bonuses (10): Ninja with this option use the warrior Strength and Constitution bonuses for exceptional scores.
Weapon specialization (15): The ninja can specialize in a particular weapon. The character point cost for gaining proficiency and specialization in the weapon must be met in addition.
Ninja may also select any of the following limitations:
Limited magical item use (5+): The PC refuses to use certain categories of magical items. For each category that is barred to him, he gains 5 CPs. The categories are:
Limited weapon selection (5): The PC is limited in his choice of weapons. He can gain proficiency with weapons in only one of the following groups: melee weapons (no missile weapons allowed); thief weapons; weapons of only one type (P/S/B).
Reduced hit points (10/15): For a 10 point restriction, ninja with this limitation use a d4 for their Hit Die instead of a d6. As a 15 point restriction, a ninja uses a d3. In addition the ninja is limited to a Constitution bonus of +1 per die.
Reduced skill progression (15): Ninja with this limitation do not gain the initial 60 points to distribute amongst their thieving skills, nor do they gain the additional 30 points per level. Instead, they gain an initial 30 points to distribute amongst their skills and 15 additional points per level.
Prime Requisite: Dexterity
Hit Die: d6
Weapons: Any
Armor: Limit AC 5
Level | XP Required | Hit Dice |
1 | 0 | 1 |
2 | 1,250 | 2 |
3 | 2,500 | 3 |
4 | 5,000 | 4 |
5 | 10,000 | 5 |
6 | 20,000 | 6 |
7 | 40,000 | 7 |
8 | 70,000 | 8 |
9 | 110,000 | 9 |
10 | 160,000 | 10 |
11 | 220,000 | 10+2 |
12 | 440,000 | 10+4 |
13 | 660,000 | 10+6 |
14 | 880,000 | 10+8 |
15 | 1,100,000 | 10+10 |
16 | 1,320,000 | 10+12 |
17 | 1,540,000 | 10+14 |
18 | 1,760,000 | 10+16 |
19 | 1,980,000 | 10+18 |
20 | 2,200,000 | 10+20 |
Thief abilities: Ninja receive a complement of skills which they can improve as they gain levels. At 1st level, a ninja gains 60 percentage points to divide among his thieving skills (those marked with an asterisk). Whenever the ninja gains a level, he receives another 30 percentage points.
- Pick pockets*
- Open locks*
- Find/remove traps*
- Hide in shadows*
- Move silently*
- Climb walls*
- Detect noise*
- Read languages*
- Backstab: If a ninja strikes a target from behind with surprise, the ninja gains a +4 bonus on his attack roll, and the blow does additional damage.
- Clan signs: The ninja may use written ideograms and hand signals to communicate with fellow clan members. This lets them converse about their dealings in the open without others knowing what they are talking about.
Followers: The PC attracts followers at 9th level as per the Ninja's Handbook.
A ninja may use Character Points to buy the following abilities at character creation:
Combat bonus (5/15): For 5 CPs, the rogue’s THAC0 advances as if he were a priest of equal level. For 15 CPs, the rogue’s THAC0 advances as a warrior’s.
Greater hit die (10/20): For 10 points, the rogue rolls d8 for hit points. With the 20-point option, the rogue rolls d10 for hit points.
Increased movement (5): The PC is quicker than most and adds a +3 to movement rate.
A ninja may buy the following abilities at any level:
Audible glamer (5): A ninja often needs to cause a diversion when he has to slip past some annoying hardheads or other law-enforcing berks. The PC can cast an audible glamer once a day.
Backstab bonus (5): The ninja now attacks with a +6 to all backstab attacks.
Charm resistance (5/10): Ninja with this ability gain a +1 bonus to all saving throws vs. charm-like spells and effects for 5 points. For 10 points, the bonus is +2.
Defensive bonus (10/15): An unarmored and unencumbered ninja gains a +2 to his armor class. For 15 points, the ninja receives a +3 bonus to AC.
Dimension door (10): Berks about to get nabbed by the law usually wish they’d have planned some form of escape. Some ninja have learned a sure-fire way to escape. Once a week, the PC can employ a dimension door. At 9th level, the PC can enact this ability once a day.
Iaijutsu (5): This ability allows the ninja to unsheathe his weapon with startling speed. A successful Dexterity check means that the ninja suffers no delay in terms of game rounds when removing or returning his weapon from and to its scabbard.
Increased skill progression (15): Ninja with this ability do not gain the initial 60 points to distribute amongst their thieving skills, nor do they gain the additional 30 points per level. Instead, they gain an initial 90 points to distribute amongst their skills and an additional 45 points per level. The standard ninja restrictions for the distribution of points remain unchanged.
Invisibility (5/10): Once a day, the PC can become invisible as the spell. For 10 points, the ninja can employ this ability once a day for every three experience levels possessed.
Know faction (5): In Sigil and elsewhere, lots of cutters try to hide who they are and who they serve. This ninja has made it his business to know who he is dealing with before he deals with them. The ninja can know faction once a day as the Indep spell in the Factol’s Manifesto.
Learning bonus (5): The ninja is adept at learning new things. This bonus allows the ninja to purchase all NWPs at 1 point under the normal cost (minimum cost of 1 point). When learning languages, the ninja pays the full normal NWP cost, but receives two languages instead of one.
Master of poisons (15): The ninja can learn to manufacture and use poison, as detailed in the Dark Sun Campaign Setting.
Poison resistance (5): The character receives a +1 bonus to saving throws vs. nonmagical poisons.
Proficiency group crossovers (5+): Normally, ninja may learn non-weapon proficiencies from the Rogue Group, Warrior Group, and General Group at no extra cost. Each additional crossover groups costs 5 CPs and allows the ninja to learn non-weapon proficiencies from another character group's list with no penalty.
Sense portal (10): Always looking for a possible means to escape should the need arise, the ninja can cast warp sense (PLANESCAPE campaign setting) once a day.
Shadow thief (10): At 7th level, the ninja can cast Lorloveim’s shadowy transformation on himself twice a day.
Silence (5): Once a day, the ninja can render himself silent as the 2nd-level priest spell silence 15’ radius, except only the ninja is affected.
Sword bonus (5): +1 attack bonus with any sword.
Unarmed combat specialization (10): The ninja is a specialist in martial arts. At 5th level and every 4 levels after, he receives a proficiency slot to devote to an advanced martial arts style, maneuver, or weapon style.
Unusual luck (10): For 10 CPs, the ninja may make one reroll per game day. Use the best of the two die rolls.
Warrior ability bonuses (10): Ninja with this option use the warrior Strength and Constitution bonuses for exceptional scores.
Weapon specialization (15): The ninja can specialize in a particular weapon. The character point cost for gaining proficiency and specialization in the weapon must be met in addition.
Ninja may also select any of the following limitations:
Limited magical item use (5+): The PC refuses to use certain categories of magical items. For each category that is barred to him, he gains 5 CPs. The categories are:
- potions, oils, and scrolls
- rods, staves, wands, and miscellaneous magical items
- weapons
- armor
Limited weapon selection (5): The PC is limited in his choice of weapons. He can gain proficiency with weapons in only one of the following groups: melee weapons (no missile weapons allowed); thief weapons; weapons of only one type (P/S/B).
Reduced hit points (10/15): For a 10 point restriction, ninja with this limitation use a d4 for their Hit Die instead of a d6. As a 15 point restriction, a ninja uses a d3. In addition the ninja is limited to a Constitution bonus of +1 per die.
Reduced skill progression (15): Ninja with this limitation do not gain the initial 60 points to distribute amongst their thieving skills, nor do they gain the additional 30 points per level. Instead, they gain an initial 30 points to distribute amongst their skills and 15 additional points per level.