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Ninja

Experience
Points
Exp.
Level
6-sided
Hit Dice
0 - 4,000 1 1
4,001 - 9,000 2 2
9,001 - 15,000 3 3
15,001 - 30,000 4 4
30,001 - 60,000 5 5
60,001 - 120,000 6 6
120,001 - 240,000 7 7
240,001 - 400,000 8 8
400,001 - 700,000 9 9
700,001 - 1,000,000 10 10
1,000,001 - 1,300,000 11 10+2

Ninja are the invisible warriors, spires, and assassins of the orient. They possess a wide variety of special tricks and powers that enable them to carry out their difficult missions. In order to become a ninja, a character must have a minimum Dexterity score of 14 and a score of 15 or greater in both Intelligence and Wisdom. Ninja never gain experience point bonuses.

Ninja are the oriental version of assassins, but with special abilities and characteristics that make them unique to the East. They use the same attack and saving throw matrixies as thieves. They possess the following thief abilities: move silently, hide in shadows, find/remove traps, climb walls, and backstabbing. Backstabbing is performed at a thief level equal to that of the ninja's. The other abilities are performed as follows:

Ability Base Maximum
Open Locks 10 none
Find/Remove Traps 5 none
Move Silently 10 100
Hide in Shadows 5 100
Climb Walls 60 100

50 additional points are allotted for distribution at 1st level; an additional 15 points is gained for every level attained thereafter. Wearing armor other than simple leather will affect the ninja's abilities as outlined in the Effects of Armor on Thief Functions under Thief (q.v.).

The abilty to read languages is gained as per a regular thief, but the ability to cast spells from scrolls is never gained.

In addition to thief abilies, ninja perform assassinations and spy as an assassin of the same level (but never higher than 14th). Ninja automatically begin play with the nonweapon proficiencies of tightrope walking and jumping. They may fall certain distances without sustaining damage in a manner identical to monks (q.v.). Finally, all ninja begin with basic proficiency in a martial arts (i.e. knowledge of the basics - AC, No. of attacks, etc. - but no special maneouvers or special weapons).

At 5th level, a ninja may cross short distances of water in a manner similar to water walk. The ninja may cross up to 5' of water per experience level, at a rate of 30' per round. This may be done a number of times equal to the ninja's level of experience. If the ninja is harmed in any way, the ability fails and the ninja plunges into the water. Dexterity adjustment for dodging ability does not apply while using this power. Note that virtually any liquid may be crossed - acid, water, mud, lava, and any other flowing substance counts.

At 10th level, the ninja gains his ultimate ability, the power to pass through stone in a manner similar to passwall. This power requires complete concentration for 3 rounds, during which any disruption causes the power to absolutely fail. At the end of the 3 rounds, the ninja enters the wall. Only 1 round is spent inside the wall, in which the ninja can move a maximum of 1' per level of experience. Failure to completely exit the wall results in the death of the ninja. This power may be attempted but once per day.

Ninja live and die by the dictates of their clan. All orders from the head of the clan must be obeyed without question by all members. Failure to do so results in the death of the offending member. Should a ninja survive the assassination attempt, he is considered a nukenin, or rogue. All members of the formed clan are required to kill the rogue on sight. Nukenin can still advance in level, but at double the normal experience requirements

In addition to their fierce clan loyalty, all ninja must maintain their secret identity; for after all, ninja do not really exist (or so the public is to think). All ninja must have a second idenity in which they normally travel. For player characters, a dual class is strongly recommended. NPC ninja may be the village beggar or baker, or perhaps some minor functionary. A person may recognize the the character as a ninja, but \underline{cannot} be allowed to know the true identity of the person. This is especially true of the character's associates. Discovery of a ninja's true identity is cause for banishment (or worse) from the clan.


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