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Keysaar Ninja

Keysaar Ninja (Sub-Zero) The Keysaar Ninjas are capable of harnessing the power of ice to augment their fighting capabilities. All Keysaar Ninjas are expected to follow the way of the clan or they will be exiled and receive no further training. The Keysaar Ninjas are very rare and usually remain hidden wherever they are.
Vitality: 1D8

Requirements
BAB: +7
Jump: 12 ranks
Move Silently: 10 ranks
Tumble: 10 ranks
Escape Artist: 8 ranks
Feats: Improved Unarmed Strike, Expertise, Endurance, Power Attack
Special: To become a Keysaar Ninja the character must have a weapon with the frost magic ability

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

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

Freezing Fists: Once per day the Keysaar Ninja may make any single unarmed attack do 1D12 cold damage instead of normal damage

Cold Resistance: At third level the Keysaar Ninja ignores the first 5 damage points from any cold source. At sixth level this becomes 10 damage points, and at ninth level it becomes 15 damage points

Ice Cone: Starting at fifth level the Keysaar Ninja may project an icicle up to twenty feet. He may do this a number of times equal to his Keysaar Ninja level per day. The icicle does 1D6 normal damage, and 2D6 cold damage. Roll D% there is a 10% chance that the target takes secondary cold damage of 1D6

Ice Sphere: At tenth level the Keysaar Ninja may form a shield of coldness around him. This cone extends 10 feet on either side of him. The Keysaar Ninja may sacrifice HP to gain range. For every HP sacrificed the sphere gains 1 foot on all sides. Any character who enters this sphere takes 2D12 cold damage. For every turn they stay in the sphere they take 1D6 cold damage. The Death Ninja must take two rounds to create the sphere and the sphere stays up for 5 rounds.

Level Attack Fortitude Reflex Will Special
1+1+2+2+0Sneak Attack +1D6
2+2+3+3+0Freezing Fists
3+3+3+3+1Sneak Attack +2D6, Cold Resistance 5
4+4+4+4+1
5+5+4+4+1Sneak Attack +3D6, Ice Cone
6+6+5+5+2Cold Resistance 10
7+7+5+5+2Sneak Attack +4D6
8+8+6+6+2
9+9+6+6+3Sneak Attack +5D6, Cold Resistance 15
10+10+7+7+3Ice Sphere

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