Whereas ninjas are often portrayed as silent, deadly assassins, and consummate killers, the shinobi class represents those warriors of the night that are more geared towards infiltration, escort, intelligence gathering, and deception than outright assassination.
Alignment: Any.
Hit Die: d8.
The Shinobi’s class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (geography/local/tactics) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex).
Skill Points at 1st Level: (6 + Int modifier) x 4.
Skill Points at Each Additional Level: 6 + Int modifier.
Table: The Shinobi
| Level | Base Attack Bonus |
Fort Save |
Ref Save |
Will Save |
Special | Jutsu |
|---|---|---|---|---|---|---|
| 1st | +0 | +0 | +2 | +2 | Way of the Shinobi | |
| 2nd | +1 | +0 | +3 | +3 | Quick Draw | Arano (Wilderness) |
| 3rd | +2 | +1 | +3 | +3 | Poison Use | |
| 4th | +3 | +1 | +4 | +4 | Improved Initiative | Henge (Transformation) |
| 5th | +3 | +1 | +4 | +4 | Sure Strike | |
| 6th | +4 | +2 | +5 | +5 | Bunshin (Clone) | |
| 7th | +5 | +2 | +5 | +5 | Uncanny Dodge | |
| 8th | +6/+1 | +2 | +6 | +6 | Utusemi (Cicada Shell) | |
| 9th | +6/+1 | +3 | +6 | +6 | Evasion | |
| 10th | +7/+2 | +3 | +7 | +7 | Kai (Release) | |
| 11th | +8/+3 | +3 | +7 | +7 | Trapfinding | |
| 12th | +9/+4 | +4 | +8 | +8 | Kage Bunshin (Shadow Clone) | |
| 13th | +9/+4 | +4 | +8 | +8 | Improved Uncanny Dodge | |
| 14th | +10/+5 | +4 | +9 | +9 | Kuchiyose (Summoning) | |
| 15th | +11/+6/+1 | +5 | +9 | +9 | Improved Evasion | |
| 16th | +12/+7/+2 | +5 | +10 | +10 | Kanashibari (Paralysis) | |
| 17th | +12/+7/+2 | +5 | +10 | +10 | ||
| 18th | +13/+8/+3 | +6 | +11 | +11 | Shunshin (Body Flicker) | |
| 19th | +14/+9/+4 | +6 | +11 | +11 | Quicken Spell-Like Ability | |
| 20th | +15/+10/+5 | +6 | +12 | +12 | Mastery | Dokugiri (Poison Mist) |
All of the following are class features of the Shinobi.
Weapon and Armor Proficiency: A Shinobi is proficient with all simple and martial weapons, as well as kama, nunchaku, sai, shuriken, siangham, and kusarigama (which are treated as identical to spiked chains.) Shinobi are not proficient with any shields or armor.
Way of the Shinobi: A Shinobi relies upon his ability to confuse and misdirect the enemy. The use of heavy armor or shields is antithetical to the Shinobi way of combat. The Shinobi loses access to all class features, and all abilities and benefits dependent on class features, while using or benefiting from heavy armor or a shield.
Jutsu (Sp): Shinobi learn to manipulate spiritual energies to create spell-like effects. These abilities are each usable a number of times per day equal to a Shinobi's Charisma modifier, or 1, whichever is greater. The caster level of a jutsu is equal to the performer's Shinobi level, and save DC is determined by Charisma. At 19th level, a Shinobi gains the Quicken Spell-Like Ability feat, which must be applied to one of his jutsu.
Arano: The Shinobi's passing leaves no mark, and he moves unimpeded by shrubs and overgrowth, as per the woodland stride ability. This ability is otherwise identical to the pass without trace spell.
Henge (or Henka): Shinobi are feared for their ability to flawlessly pass as other people. This ability is otherwise identical to the disguise self spell.
Bunshin: The Shinobi now learns the famous trick of appearing to be in several places at once. He can create a number of mirror images equal to one fourth of his Shinobi levels. The images last, at most, a number of rounds equal to his Shinobi levels. This ability is otherwise identical to mirror image.
Utsusemi (also called Kawarimi): The next physical attack that connects with the Shinobi instead hits a cleverly prepared decoy, dealing no damage or other effects to the Shinobi. Only one such effect may be active at a time.
Kai: This ability is otherwise identical to break enchantment.
Kage Bunshin: Higher leveled Shinobi cultivate the ability to create clones made of material from the Plane of Shadow, with more substance than mirror images. A Shinobi using Kage Bunshin can create a number of shadow clones equal to one fourth of his Shinobi levels. The shadow clones last, at most, a number of minutes equal to his Shinobi levels, and are lower level versions of the performer that can attack, flank, and deal or take damage, but cannot themselves perform jutsu. This ability is otherwise identical to simacrulum.
Kuchiyose: Only animals, vermin, or magical beasts may be summoned. This ability is otherwise identical to summon nature's ally v.
Kanashibari: With a glance, a Shinobi can attempt to freeze a demihuman enemy in its tracks. This ability is otherwise identical to hold person.
Shunshin: "Body Flickering" is the supernatural ability to disappear from sight and reappear elsewhere. This ability is otherwise identical to dimension door.
Dokugiri: The Shinobi creates a poisonous mist. This ability is otherwise identical to cloudkill.
Quick Draw: At second level, a Shinobi gains the Quick Draw feat, if he does not already have it.
Poison Use: Shinobi of sufficient level are trained in the use of poison and never risk accidentally poisoning themselves when applying poison to a blade.
Improved Initiative: At 4th level, a Shinobi gains the Improved Initiative feat, if he does not already have it.
Sure Strike (Ex): At 5th level, the Shinobi learns to attack quickly and accurately. When attacking an enemy denied its Dexterity bonus, the Shinobi gains an Insight bonus to his attack roll equal to half his Shinobi levels.
Uncanny Dodge (Ex): Starting at 7th level, a Shinobi can react to danger before his senses would normally allow him to do so. He retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If a Shinobi already has Uncanny Dodge, he gains Improved Uncanny Dodge instead.
Evasion (Ex): At 9th level and higher, a Shinobi can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. A helpless Shinobi does not gain the benefit of evasion.
Improved Uncanny Dodge (Ex): Shinobi of 13th level or higher can no longer be flanked. This defense denies a Shinobi the ability to sneak attack the character by flanking him, unless the attacker has at least four more Shinobi levels than the target does.
If a character already has uncanny dodge (see above) from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum Shinobi level required to flank the character.
Improved Evasion (Ex): This ability works like evasion, except that while the Shinobi still takes no damage on a successful Reflex saving throw against attacks, he takes only half damage on a failed save. A helpless Shinobi does not gain the benefit of improved evasion.
Mastery: A Shinobi who attains 20th level becomes a master in one of the following categories, chosen upon attaining the level. Once mastery is chosen, it can never be changed.
Mahoujutsu: All jutsu have their save DC increased by one, where relevant. The Shinobi gains an additional two bonus Quickened Spell-Like Ability feats that must be applied to his jutsu.
Shurikendo: As a full attack action, a Shinobi shurikendo master can throw a number of weapons equal to half his Shinobi level, at his highest base attack bonus.
Taijutsu: A taijutsu master gains a monk's Improved Unarmed Strike and Stunning Fist feats. He is thereafter treated as a monk of the same level for the purpose of unarmed strikes. As a monk, he deals increased damage, is always considered armed, and can interchange between nonlethal and lethal damage without penalty.
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