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 doesnt 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 | +0 | Sneak Attack +1D6, Whiplash, Whip Implant |
| 2 | +2 | +3 | +3 | +0 | |
| 3 | +3 | +3 | +3 | +1 | Sneak Attack +2D6 |
| 4 | +4 | +4 | +4 | +1 | Capture Whip |
| 5 | +5 | +4 | +4 | +1 | Sneak Attack +3D6 |
| 6 | +6 | +5 | +5 | +2 | Improved Disarm |
| 7 | +7 | +5 | +5 | +2 | Sneak Attack +4D6 |
| 8 | +8 | +6 | +6 | +2 | Teleport |
| 9 | +9 | +6 | +6 | +3 | Sneak Attack +5D6 |
| 10 | +10 | +7 | +7 | +3 |
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