The Shinobi



Player Class for DnD 3.5
By Kyuss the King of Corthandor





            The silence before. The strike. Silence again. Through the realm of shadows, with knowledge of all combat tactics, deceptions, skills, weapon proficiencies and elemental forces, the shinobi brings death to his foes quickly and efficiently completing any task or mission at hand. There is no place unreachable for the shinobi, there are no foes untouchable, they cannot hide from him as they cannot see him.
Adventuring
            Shinobi tread the world in order to complete the missions and other special tasks their clan has bestowed upon them. Accomplishing a mission is of the utmost importance to a shinobi as is training and the protection of his clan. Shinobi that are banished from their clan also called Ronin or Misnin are most of the times assassins for hire, brigands or even criminal master minds. Other ronin become mercenaries monks or scholars, military assets, spies, generals, scouts and much more.
Characteristics
            The Shinobi is a stealth specialist. He disappears, strikes with immense power and then vanishes once more. His mobility is unequaled and enhanced with the use of chakra techniques. He can appear to be everywhere and nowhere at the same time. He is a good fighter for as long he is imbued with his spiritual power. His lack of armor is not a flaw as he has many abilities that make up for this. As the shinobi gets stronger he gains powerful damaging supernatural attack and he can sneak attack as well as a rogue does. He is skillful in deceiving and hiding, knows all sorts of things from warfare and geography to history and the plains.
Alignment
            Most shinobi are lawful to their clan and masters with who they where raised and trained. The good-evil axis of these shinobi is modified by the clan's alignment. Rebel or banished shinobi tend to be chaotic in nature and their free spirit or their kindness was the cause of their banishment or escape.
Religion
            The shinobi worship no gods in specific. Even that depends on the clan they where raised in. Good aligned clans worship Heironeous or Pelor. Neutral clans worship Wee-Jas or St.Cuthbert. Evil clans worship Vecna or Hextor.
Background
            A Shinobi's background is simple. He was born to a clan of shinobi. He was selected at his 7th birthday to become one. He trained in very a cruel environment and then after 10 years he began his carrier as a shinobi of his proud clan. If the shinobi has been banished or he runaway from his clan is a player's story to tell.
Races
            Humans tend to be shinobi more than other races because their sort lives force them to create societies, clans and families appropriate of producing efficient shinobi masters to control their units and pass down their knowledge. Halflings make very good shinobi but hardly a Halfling bears such a hard and forbidding training procedure. Elves and half elves do not enjoy the confinement  and the lawful society of the shinobi clan. Half orcs if trained from an early age can be powerful shinobi. While dwarves have clans and family strong in their societies they disregard the way of a shinobi's combat.
Other Classes
Shinobi get along with monks lawful fighters, rangers and even paladins. Rogues like their combat ability and skill versatility but consider them selves better and most of all free of masters. Clerics and druids are cautious with these shadow warriors and arcane spell casters like to study their source of power.
Role
            A shinobi's role isn't standard. In combat he can deal lots of damage, control crowds heal some points of damage and move through foes to accomplice several objectives. In role playing he can be a thief, a spy, a scholar, a tactician  even a performer.

Lvl
B.A.B
Fort Save
Ref Save
Will Save
Special Abilities
AC Bonus
Unarmored Speed Bonus
1
+0
+2
+2
+2
Mold Chakra, sneak attack +1d6, Trap finding.
+0
+0 ft.
2
+1
+3
+3
+3
Combat Style
+0
+0 ft.
3
+2
+3
+3
+3
sneak attack +2d6
+0
+10 ft.
4
+3
+4
+4
+4
Great Leap
+0
+10 ft.
5
+3
+4
+4
+4
sneak attack +3d6, Low Chakra Techniques
+1
+10 ft.
6
+4
+5
+5
+5
Acrobatics +2,
+1
+20 ft.
7
+5
+5
+5
+5
sneak attack +4d6, Speed Climb
+1
+20 ft.
8
+6/+1
+6
+6
+6
Improved Combat Style
+1
+20 ft.
9
+6/+1
+6
+6
+6
sneak attack +5d6
+1
+30 ft.
10
+7/+2
+7
+7
+7
Mid Chakra Techniques
+2
+30 ft.
11
+8/+3
+7
+7
+7
sneak attack +6d6
+2
+30 ft.
12
+9/+4
+8
+8
+8
Acrobatics +4, Evasion
+2
+40 ft.
13
+9/+4
+8
+8
+8
sneak attack +7d6
+2
+40 ft.
14
+10/+5
+9
+9
+9
1st Low Element Technique
+2
+40 ft.
15
+11/+6/+1
+9
+9
+9
sneak attack +8d6, Combat Style Mastery,
High Chakra Techniques,
+3
+50 ft.
16
+12/+7/+2
+10
+10
+10
2nd Low Element Technique
+3
+50 ft.
17
+12/+7/+2
+10
+10
+10
sneak attack +9d6                                                     
+3
+50 ft.
18
+13/+8/+3
+11
+11
+11
Acrobatics +6, 1st High Element Technique
+3
+60 ft.
19
+14/+9/+4
+11
+11
+11
sneak attack +10d6
+3
+60 ft.
20
+15/+10/+5
+12
+12
+12
2nd High Element Technique
+4
+60 ft.


Game Rule Information
Shinobis have the following game statistics.
            Abilities: Wisdom and constitution are the base for the most powerful abilities of the shinobi. Dexterity provides an unarmored shinobi with a better defense and with bonuses to many class skills. Strength helps a shinobi’s combat ability.
            Alignment: Any Lawful.
            Hit Die: d6

Class Skills: Balance, Bluff, Climb, Concentration, Craft, Diplomacy, Disable Devise, Disguise, Escape Artist, Gather Information, Hide, Jump, Knowledge (Geography), Knowledge (Nobility and Royalty), Knowledge (the Planes), Listen, Move Silently, Perform, Profession, Sense Motive, Search, Spot, Swim and Tumble. See Players Handbook chapter 4 for description.
Skill points at 1st Level: (6 + Int modifier) x 4.
Skill points at Each Additional Level: 6+ Int modifier.

Class Features:
           
Weapon and armor proficiency: Shinobis are proficient with all simple weapons plus the hand crossbow, Kama, kukri, kunai, kusari gama, katana, ninja to, nunchaku, sai, short bow, Short Sword, suriken, siangham. Shinobis are not proficient with any type of armor or shield.

            AC Bonus: Like the monks AC bonus ability. Add Wis modifier to AC when unarmored or unencumbered. These bonuses apply even on touch attacks and when the shinobi is flat footed.

            Mold Chakra: A shinobi can channel his chakra to manifest techniques of great power or he can empower himself with supernatural abilities. His total chakra pool is one-half his shinobi levels plus his Wisdom and Constitution modifiers. He can expend all these points during a day and they are restored after a good rest. If the shinobi stays out of chakra he is considered exhausted until he rests.
            There are several benefits that a shinobi can manifest himself with by spending a point of chakra.
1.      Gain +4 on a Physical skill check, meaning those that have as a key ability Strength, Dexterity or Constitution.
2.      Gain +2 Deflection bonus to his AC.
3.      Heal points of damage equal to his Level x Wis modifier for every point he burns.
Molding chakra is a free action and does not provoke attacks of opportunities. The effect of each power lasts for rounds equal to the shinobi’s wisdom modifier unless otherwise noted.
            Sneak attack: Like the rogue’s ability.

            Trap finding: Like the rogue’s ability.

            Combat Style: Every shinobi may choose to undertake a certain way of combat that he will master as he gains experience. These styles are: unarmed combat, two weapon fighting, and ranged combat. This choice affects the shinobi’s class features but does not affect his feat selection nor does it limit him in using only the specific way of combat but it certainly empowers it.
Unarmed Combat style:
            Simple: The shinobi is treated like having the Stunning Fist feat.
            Improved: The shinobi is treated like having the Pain Touch feat.
            Mastery: The shinobi is treated like having the Ascetic Rogue feat.
Chakra burn: Gain 2 attacks at your high base attack bonus with a -2 penalty to all of your attacks. Duration: ½ level + Con modifier rounds.
Two weapon fighting:
            Simple: The shinobi is treated like having the two weapon fighting feat.
Improved: The shinobi is treated like having the Improved Two Weapon fighting feat.
Mastery: The shinobi is treated like having the Greater Two Weapon fighting feat.
Chakra burn: Add your wisdom modifier to your attack rolls. Duration: ½ level + Con modifier rounds.
Ranged Weapon:
            Simple: The shinobi is treated like having the Rapid Shot feat.
Improved: The shinobi is treated like having the Manyshot feat.
Mastery: The shinobi is treated like having the Improved Precise Shot feat.
Chakra burn: Add your wisdom modifier to your damage rolls. Duration: ½ level + Con modifier.
The shinobi is treated like having the feat, even if he does not meet the prerequisites for it. The shinobi keeps the benefits of his combat style only when unarmored.
            Great Leap: A shinobi can always jump as if running. He also Gains +4 on jump checks. He can use this ability only when unarmored and if carrying no more than a light load.
            Low Chakra Techniques: The shinobi can mold his chakra to perform some minor techniques of mobility and deception:
1.      Ghost body: With this technique the shinobi gains extra ordinary evasive skills which make attacks to miss. He gains 20% miss chance for all melee, ranged and touch attacks for rounds equal to one half his level plus his wisdom modifier.
2.      Shadow Step: With this technique the shinobi turns invisible like Invisibility spell for rounds equal to one half his levels plus his wisdom modifier.
3.      Summon Clones: With this technique the shinobi summons images of him self like the Mirror Image spell for rounds equal to one half his levels plus his wisdom modifier.
4.      Illusion Form: With this technique the shinobi boosts his disguise skill like the Disguise self spell for the spell’s normal duration.
In order for a shinobi to use one low technique he must spent one point of charka.
The shinobi can continue to spent chakra points to extend the duration of the techniques (if any). Making the technique is considered a standard action and provokes attacks of opportunity. The techniques are performed with vocal and somatic components. If a shinobi is unable to move his hands or speak he cannot perform the technique in question.

            Acrobatics: Starting from level 6 the shinobi gains +2 bonus to his Climb, Jump and Tumble skills. This bonus increases to +4 at level 12 and to +6 at level 18.

            Speed Climb: A shinobi of level 7 and higher can climb at his movement speed. The climb tough must start and end on a horizontal area. If this does not happen the shinobi falls and gets the appropriate damage from falling. In order to use this ability he must have al least one free hand, no armor and no load.

            Mid Chakra Techniques: The shinobi can mold his chakra to perform some powerful techniques of mobility and deception:
1.      Ghost Sight: With this technique the shinobi gains extra ordinary sight with which he can see invisible and ethereal creatures for rounds equal to his wisdom modifier.
2.      Shadow Walk: With this technique the shinobi can travel through shadows like Shadow Travel spell for the spells duration.
3.      Summon Greater Clone: With this technique the shinobi summons an image of him self like the Persistent Image spell for rounds equal to his wisdom modifier.
4.      Illusion Step: With this technique the shinobi vanishes from sight and creates two clones to confuse his foes like the Mislead spell for rounds equal to his wisdom modifier.
In order for a shinobi to use one mid technique he must spent two points of charka. The shinobi can continue to spent chakra points to extend the duration of the techniques (if any). Making the technique is considered a standard action and provokes attacks of opportunity. The techniques are performed with vocal and somatic components. If a shinobi is unable to move his hands or speak he cannot do the technique in question.

1st Low Element Technique: The shinobi can mold his chakra to perform a powerful damaging technique by using the elemental forces. He can only choose one technique from the list below. The element he chooses will affect the element choice of his high element technique.
1.      Fire Ball: With this technique the shinobi masses a large fire ball and throws it to his foes. The fire ball deals (Con + Wis mod) d6 fire damage to a 20ft radius area of effect with a range of 25ft+ 10ft/ Level.
Save: Ref half damage.
2.      Lightning Hand: With this technique the shinobi gathers the static electricity from the atmosphere into his hand and with a touch attack can damage his opponents for (Con + Wis mod)d6 electricity damage.
Save: Fort half
3.      Air Blade: With this technique the shinobi imbues his weapons with the sharpness of wind for rounds equal to his wisdom modifier. His weapons gain the keen and speed ability and he adds his shinobi levels to his damage rolls.
4.      Earth Spike: With this technique the shinobi strikes the earth and spikes of stone charge out and hit his opponents in a 40ft line. The spikes deal  (Con + Wis mod) d4 piercing damage and stun the affected creatures for rounds equal to his wisdom  modifier.
Save: Ref half damage. Fort denies stun.
5.      Water Prison: With this technique the shinobi traps a medium size or smaller creature into a bulb of water for rounds equal to his wisdom modifier. He must touch the target creature in order for this to occur. If the touch attack critically hits the target is captured for double rounds. If the target makes a successful will save he is slowed instead for similar rounds.
Save: Will negates (see text).
In order for a shinobi to use one Low Element technique he must spent 3 points of charka. The shinobi can continue to spent chakra points to extend the duration of the techniques (if any). Making the technique is considered a standard action and provokes attacks of opportunity. The techniques are performed with vocal and somatic components. If a shinobi is unable to move his hands or speak he cannot do the technique in question. DC= 10 + ½ Level + Wis. Mod.

            High Chakra Techniques: The shinobi can mold his chakra to perform some extraordinary techniques of mobility and deception:
1.      Ghost Step: With this technique the shinobi enters the ethereal plane like the Ethereal Jaunt spell for rounds equal to his wisdom modifier.
2.      Shadow Massive Images: With this technique the shinobi can summon 1d6 + Constitution modifier images of him self. These images have hit points equal to your current hit points divided by the images number. The shadow images can attack like you only with physical attacks and weapons. They cannot use techniques or chakra or any other special ability you posses. Due to the dividing of power your hit points also decrease and equal those of your images. If all images are destroyed only then you regain your lost hit points. This technique lasts for rounds equal to your wisdom modifier.
3.      Summon Monster: With this technique the shinobi summons an extraplanar creature like the Summon Monster VIII spell for the spells normal duration.
4.      Greater Illusion Form: With this technique the shinobi changes his appearance only into humanoid creatures like the Polymorph self spell for normal spell duration.
In order for a shinobi to use one High technique he must spent four points of charka. The shinobi can continue to spend chakra points to extend the duration of the techniques (if any). Making the technique is considered a standard action and provokes attacks of opportunity. The techniques are performed with vocal and somatic components. If a shinobi is unable to move his hands or speak he cannot do the technique in question.

2nd Low Element Technique: the shinobi chooses a second element technique from the list above.

1st High Element Technique: The shinobi can mold his chakra to perform a very powerful damaging technique by using the elemental forces. He can only choose one technique from the list below. He can choose only a element that he has already a technique from.
1.      Fire Dragon: With this technique the shinobi masses a large fiery energy and in a form of a flying dragon he throws it to his foes. The fire dragon deals (Level +Wis mod) d6 fire damage to a 60ft long / 15ft wide line.
Save: Ref half damage.
2.      Lightning Edge: With this technique the shinobi gathers the static electricity from the atmosphere into his hand and with whirling movement damages for (Level +Wis mod) d6 lightning damage all around him in a 20ft radius.
Save: Ref half damage
3.      Air Shuriken: With this technique the shinobi creates a large suriken with the sharpness of wind and throws it to a single target. The shuriken deals (Level +Wis mod) d6 slashing damage with a ranged touch attack.
4.      Earth Hand: With this technique the shinobi strikes the earth and an earthen hand grasps his target and makes a grapple attack. If the target is caught the hand deals constrict damage equal to Level + Wis mod + Constitution Mod per round for a number of rounds equal to the shinobi’s wisdom modifier. The hand has a grapple score of +30, it is considered to have the improved grapple feat.
Save: Only by grappling or escape artist one can escape the grab.
5.      Water Dragon: With this technique the shinobi masses a large water volume and in a form of a flying dragon he throws it to his foes. The Water dragon deals (Level +Wis mod) d4 bludgeoning damage to a 60ft long / 15ft wide line and throws prone those who failed their save.
Save: Ref deny prone, half damage.
In order for a shinobi to use one High Element technique he must spent 5 points of charka. The shinobi can continue to spent chakra points to extend the duration of the techniques (if any). Making the technique is considered a standard action and provokes attacks of opportunity. The techniques are performed with vocal and somatic components. If a shinobi is unable to move his hands or speak he cannot do the technique in question. DC= 10 + ½ Level + Wis. Mod.

2nd High Element Technique: the shinobi chooses a second element technique from the list above, again the restriction of his low element choice still applies.

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