The Ninja
A ninja is one who refines stealth, intellegence gathering, powerful combat techniques, and
mysticism into a deadly science and sophisticated techniques of warfare. When the odds are
unfavorable and dishonor threatens, the ninja can be hired to bring victory and restore harmony
of society through espionage and assassination.
Making a Ninja
The ninja are like the rogue in the fact they rely on quickness and stealth to take out their
enemies. However, the ninja go about it in a much different way. Harnessing the power of their
inner spirits, the ninja obtain the ability to disappear from an enemy's sight completely. Combine
this with various abilities that border on otherworldly, and people will see how the rogue and
ninja seperate themselves.
Abilities: Dexterity and Wisdom are the chief skills among ninja. Dexterity allows them to get
the drop on the enemy, while Wisdom allows them greater ability in harnessing the power of
their ki. Despite their bountiful skill points, a high Intelligence can give even more skill points,
something no ninja can have too few of.
Races: Ninja are mostly human, but they are not hesitant to welcome new blood. Elves are rare,
but those that join are revered and feared, being viewed as great masters of legend. Half-elves,
halflings, and warforged are also accepted. Some clans even see the occasional shifter or
changeling. Half-orcs, with their lack of emotional control, and dwarves, with their desire for
money and regard for family, never become ninja, though they are not unwelcome.
Alignment: A ninja’s life is quite various and thus they can be of any alignment. Of course,
since the dictates of their clan (and clanmates) come before their personal interests or others,
ninja are more commonly neutral. Neutral ninja are most common, but there are plenty of good
and evil ninja as well. Though lawful ninja are more frequent than chaotic ones, the chaotic ninja
are still disciplined. They simply have a lower regard for rules than others, making them a bit
more reckless, but nonetheless devoted.
Starting Gold: 4d4×10 gp
Table: The Ninja
Hit Die: d6
Base Saving Throws AC Will
Level Special
Attack Bonus Fort Ref Will Bonus Bonus
Ki power, stealthy strike +1d6,
1st +1 +0 +2 +0 +0 +2
trapfinding
2nd +2 +0 +3 +0 Ghost step +0 +2
Stealthy strike +2d6, the path I
3rd +3 +1 +3 +1 +0 +2
walk (Ex)
4th +4 +1 +4 +1 Evasion, poison use +0 +2
5th +5 +1 +4 +1 Stealthy strike +3d6 +1 +2
6th +6/+1 +2 +5 +2 Ki dodge, the path I walk (Su) +1 +2
7th +7/+2 +2 +5 +2 Stealthy strike +4d6 +1 +2
8th +8/+3 +2 +6 +2 Ghost strike +1 +3
Stealthy strike +5d6, the path I
9th +9/+4 +3 +6 +3 +1 +3
walk
Ghost step (ethereal), improved
10th +10/+5 +3 +7 +3 +2 +3
poison use
11th +11/+6/+1 +3 +7 +3 Stealthy strike +6d6 +2 +3
12th +12/+7/+2 +4 +8 +4 The path I walk +2 +3
13th +13/+8/+3 +4 +8 +4 Stealthy strike +7d6 +2 +3
14th +14/+9/+4 +4 +9 +4 Hundred faces +2 +3
Stealthy strike +8d6, the path I
15th +15/+10/+5 +5 +9 +5 +3 +3
walk
16th +16/+11/+6/+1 +5 +10 +5 Meditation +3 +4
17th +17/+12/+7/+2 +5 +10 +5 Stealthy strike +9d6 +3 +4
18th +18/+13/+8/+3 +6 +11 +6 The path I walk +3 +4
19th +19/+14/+9/+4 +6 +11 +6 Stealthy strike +10d6 +3 +4
20th +20/+15/+10/+5 +6 +12 +6 Ghost walk +4 +5
Class Skills (8 + Int modifier per level, ×4 at 1st level)
Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Disable Device (Int),
Disguise (Cha), Escape Artist (Dex),
Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (Geography) (Int), Listen (Wis),
Move Silently (Dex), Open Lock (Dex),
Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Survival (Wis), Swim
(Str), Tumble (Dex)
Class Features
Weapon and Armor Proficiency: The ninja is proficient with simple weapons, as well as the
sai, shuriken, kama, nunchaku, shortbow, ninja-to (short sword),katana(bastard sword), kodachi
(broadblade short sword), foot spike, and shuko (hand claws). If the ninja uses the foot spikes
and shuko for Climb checks, this is treated as a climber's kit.
The ninja is not proficient with armor or shields.
AC Bonus (Ex): During training, all ninja unlock the sixth sense, an ability that warns of an
attack just before it occurs.
The ninja applies his Wisdom bonus (if any) to AC. This does not stack with the monk's AC
bonus. The ninja gets an additional +1 to AC at 5th Level and every five ninja levels after. The
AC bonus is applied to all forms of attack, but not when immobilized or helpless.
Stealthy Strike (Ex): At 1st level and every other level after, if the ninja can catch an enemy off-
guard, he can strike a vital spot for extra damage.
When the ninja strikes an enemy that is denied its Dexterity bonus (if any) to AC, he can deal an
extra +1d6 damage. The ninja can use stealthy strike for ranged attacks as long as the target is
within 30 feet. If the ninja makes a critical hit while making a stealthy strike, this extra damage is
not multiplied.
The ninja can use stealthy strike against a flanked enemy, but he uses d4's instead of d6's.
With a sap (blackjack) or an unarmed strike, a ninja can make a stealthy strike that deals
nonlethal damage instead of lethal damage. He cannot use a weapon that deals lethal damage to
deal nonlethal damage in a stealthy strike, not even with the usual -4 penalty.
Stealthy strike can only be use against creatures with discernible anatomies-constructs, undead,
plants, oozes, and incorporeal creatures are immune to stealthy strike. Stealthy strike cannot be
used against creatures immune to critical hits or against creatures with concealment or whose
vitals are out of reach.
Stealthy strike counts as sneak attack for the purpose of qualifying for feats, prestige classes, or
anything requiring a minimum amount of sneak attack damage dice.
The bonus damage from stealthy strike and sneak attack stack if they apply to the same target
and all other conditions are met.
Ki Power (Su): All ninja have control over a pool of spirit energy called ki. Starting at 1st level,
all ninja have 1/2 ninja level (Min 1) + Wisdom modifier uses of ki per day, and as long as the
ninja has one use left, he gets a +2 bonus on Will saves. can only gain 1 ki per level
The ninja cannot use his ki power if he wears any armor.
Trapfinding (Ex): At 1st level, a ninja is able to use Search to find traps with a DC 20 or higher.
The DC to find a magic trap is 25 + spell’s level. The ninja can also use the Disable Device skill
to disarm traps.
Ghost Step (Su): At 2nd level, by using his inner ki, the ninja can fade from sight for a brief
time.
The ninja can become invisible for 1 round by expending one daily use of his ki power. Using
this ability is a swift action that does not provoke an attack of opportunity.
The Path I Walk: Starting at 1st level, and every three levels after, the ninja can select an ability
from a list of supernatural and extraordinary abilities. The ninja selects an (Ex) ability at 1st
level.
Armor-Ki Synergy: The ninja retains the use of all class features in armor and is able to apply his
"ki" to his DC as long as it does not incur an armor check penalty greater than -5 (before or after
being made masterwork). The ninja still loses the noted class features if he wears any armor that
has an armor check penalty greater than -5.
Great Leap: The ninja can make all Jump checks as if he already had a running start and the Run
Feat, effectively gaining a +4 bonus to his jumps.
Improved Evasion: If the ninja makes a Reflex save against an attack that would deal half
damage, he still takes no damage. However, if the save fails, he takes only half damage. The
ninja cannot use improved evasion if he wears any armor, carries a shield, or carries more than a
light load. A helpless ninja does not gain the benefit of improved evasion.
The ninja must have the evasion class feature and three path I walk abilities in order to take
improved evasion.
Instinct: The ninja’s instincts and his sixth sense share a stronger connection. The ninja can now
apply his Wisdom bonus (if any) to initiative, as long as he is unarmored and unencumbered.
Shunshin (Body Flicker): The ninja learns to move more effectively, becoming able to move his
body more quickly due to greater leg strength.
The ninja’s base land speed increases by 10 feet. This speed bonus is lost if the ninja wears any
armor, carries a shield, or carries a medium or heavier load.
The ninja can take this ability up to two times. Each time, his speed increases by 10 feet.
The ninja must have Dex 15 in order to take shunshin.
Speed Climb: A ninja can climb up walls at his base land speed as a move action. This ability
requires one free hand, and the ninja must begin and end the climb on a horizontal surface.
Bonus Feat: The ninja can select a bonus feat instead of one of these abilities.
The ninja cannot select a bonus feat unless he has two (Ex) path I walk abilities.
Evasion (Ex): Starting at 4th level, when a ninja succeeds on a Reflex save that would deal 1/2
damage (such as a fireball spell), he takes no damage instead, so long as he wears no armor,
carries no shield, and does not carry more than a light load. A helpless ninja does not gain the
benefit of evasion.
Poison Use (Ex): Beginning at 4th level, the ninja becomes proficient at applying poison to his
weapons.
The ninja never risks injuring himself while applying poison to a weapon.
Ki Dodge (Su): At 6th level, the ninja's body starts to blur and haze, as if his enemies are seeing
a mirage.
The ninja can expend one use of his ki power to gain concealment (20% miss chance) for 1
round. The concealment given by ki dodge (and greater ki dodge) cannot be used to make Hide
checks. Using ki dodge is a immediate action that does not provoke an attack of opportunity.
Ghost strike (Ex): Beginning at 8th level a ninja can use his stealthy strike in synergy with ghost
step; this does not require the ninja to hide while using stealthy strike. This expends one of the
ninjas daily ki uses.
Improved Poison Use (Ex): When the ninja reaches 10th level, he can use poison with near
inhuman quickness.
The ninja can apply poison to a weapon as a move action (instead of as a standard action).
Hundred Faces (Su): Beginning at 14th level, the ninja may expend one use of his ki power to
transform himself as if under the effect of a disguise self spell for 1 minute. Using hundred faces
counts as a swift action that does provoke an attack of opportunity.
Meditation (Ex): Beginning at 16th level, the ninja uses the comforts and blessings of
meditation to bring greater clarity and focus.
Once per day, the ninja can spend 1 minute in a meditative state. If he does, he regains a number
of uses of his ki power equal to one-half his Wisdom bonus (min 1). This ability cannot be used
to increase the maximum number of uses the ninja can have.
Ghost Walk (Su): When the ninja reaches 20th level, his control over his ki becomes more
refined, allowing him to remain ethereal for extended periods.
By expending two uses of his ki power, the ninja becomes ethereal, as if under the effect of the
ethereal jaunt spell. The ninja's caster level is equal to his class level. Using ghost walk is
considered a swift action that does not provoke attacks of opportunity.
Epic Ninja
Table: The Epic Ninja
Hit Die: d6
AC Will
Level Special
Bonus Ki Bonus
21st Stealthy strike +11d6 +4 +4
22nd Bonus feat +4 +4
23rd Stealthy strike +12d6 +4 +4
24th +4 +5
25th Stealthy strike +13d6 +5 +5
26th Bonus feat +5 +5
27th Stealthy strike +14d6 +5 +5
28th +5 +5
29th Stealthy strike +15d6 +5 +5
30th Bonus feat, ghost sense +6 +5
8 + Int modifier skill points per level.
AC Bonus (Ex): The epic ninja continues to gain a +1 bonus to AC every 5 levels above 20th.
Will Save Bonus (Su): The epic ninja gets a +5 bonus to Will saves, as long as he has one use of
ki remaining, every 8 levels after 16th.
Stealthy Strike (Ex): The epic ninja's stealthy strike increases by +1d6 at every odd-numbered
level.
The Path I Walk: The ninja does not recieve additional path I walk abilities after 20th level.
Ghost Sense (Ex): When the epic ninja reaches 30th level, his sixth sense achieves a point
unimagined. He is able to truly see danger before it occurs, obtaining an almost supernatural
clarity of his surroundings.
The ninja is always considered to be under the effect of the foresight spell, so long as he is
unarmored and unencumbered.
Bonus Feats: The epic ninja gains a bonus feat (selected from the list of epic ninja bonus feats)
at 22nd level and every 4 levels after.
Epic Ninja Bonus Feat List: Blinding Speed, Distant Shot, Epic Reflexes, Epic Skill Focus, Epic
Will, Extended Life Span, Great Dexterity, Great Wisdom, Improved Stealthy Strike, Legendary
Climber, Legendary Leaper, Self-Concealment, Sneak Attack of Opportunity