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Honocro Ninja

Honocro Ninja (Scorpion) The Honocro Ninja is a tough fighter that values his fighting abilities. The Honocro Ninjas have a whip surgically implanted into their hand and have a mage give them telepathic control of the whip. Forcing the whip to come out of their hand is slightly painful but their mastery of the whip makes it a slight price to pay for accurate damage to the enemy
Vitality: 1D10

Requirements
BAB: +6
Use Rope: 15 ranks
Move Silently: 10 ranks
Jump: 10 ranks
Tumble: 8 ranks
Escape Artist: 8 ranks
Feats: Improved Unarmed Strike, Exotic Weapon Proficiency; Whip, Endurance, Weapon Focus; Whip
Special: To become a Honocro Ninja the character must have a masterwork whip

Class Skills
Balance (Dex) / Climb (Str)
Disguise (Cha) / Escape Artist (Dex)
Hide (Dex) / Intimidate (Cha)
Jump (Dex) / Listen (Wis)
Move Silently (Dex) / Ride (Dex)
Search (Wis) / Spot (Wis)
Swim (Str) / Tumble (Dex)
Use Rope (Dex) / Wilderness Lore (Wis)
Skill points at each level: 4 + Int mod.

Class Features

Weapon and Armor Proficiencies: The Honocro Ninja is proficient with all simple, and martial weapons. The ninja is also proficient with all monk weapons. A Honocro Ninja can wear no armor or he loses all special abilities.

Sneak Attack: Starting at first level the Honocro Ninja gains the ability to make sneak attacks as a rogue does. Sneak Attack damage goes up D6 every other level

Whiplash: At first level the Honocro Ninja may deal normal damage with his whip

Whip Implant: At first level the Honocro Ninja receives a whip implant in his right hand. The whip does 1D6 damage. The Honocro Ninja is immune to disarm attempts since the whip is implanted in his body. The whip can injure any opponent no matter how good the armor otherwise the whip is the same as stated in the Players Guide

Capture Whip: The Honocro Ninja may attempt to wrap his target up with the whip. When attempting this attack the Ninja takes a -2 penalty to attack roll and doesn’t cause damage. If the attack is successful the Ninja may drag the target five feet towards him a round. The captured target may attempt an escape artist check with DC of 30. The target can make no attacks and cannot move his arms. When the target is pulled within the melee range of the Ninja he is subject to attacks as a helpless defender

Improved Disarm: The Honocro Ninja gains the feat improved disarm at sixth level. The Ninja may sacrifice his bonus to disarm attacks to capture the targets weapon and bring it back to him. The Ninja may either use the weapon or throw it away

Teleport: At eighth level the Honocro Ninja may teleport himself up to fifty feet. The Ninja may use this skill once a week for every level of Honocro Ninja

Level Attack Fortitude Reflex Will Special
1+1+2+2+0Sneak Attack +1D6, Whiplash, Whip Implant
2+2+3+3+0
3+3+3+3+1Sneak Attack +2D6
4+4+4+4+1Capture Whip
5+5+4+4+1Sneak Attack +3D6
6+6+5+5+2Improved Disarm
7+7+5+5+2Sneak Attack +4D6
8+8+6+6+2Teleport
9+9+6+6+3Sneak Attack +5D6
10+10+7+7+3

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