Ninjas move through the shadows, striking down the unwary and vanishing again with ease. Ninjas walk where others cannot. They blend their training in stealth and assassination with a focused mind. Their rigorous preparation sharpens their minds and bodies, giving them supernatural abilities of stealth and making them phantoms in the eyes of many. Although ninjas in battle lack the staying power of martial characters such as fighters or barbarians, they excel at making combat occur on their terms—appearing and disappearing seemingly at a whim.
Characteristics
Highly skilled spies and assassins, ninjas can master a broad range of skills and combat techniques. Nearly every ninja perfects the arts of moving quietly and remaining hidden, and her secondary skills define her role in an adventuring party or a community. Many ninjas hone skills that help them become better spies, mastering the arts of social interaction and disguise. Others take on the role of cat burglars, practicing skills that help them find and bypass traps and locks.
In combat, a ninja can deal out devastating blows if her opponent doesn’t know she’s there, but she’s not quite as adept as a rogue is at delivering such attacks in a prolonged battle.
Alignment
Although ninjas have a reputation as dangerous assassins and deceptive spies, they follow many different philosophies and ideals and can be of any alignment. For every dangerous mercenary who uses her ninja training to kill for money, an honest and loyal ninja stands guard over a just lord. Most ninjas follow their own beliefs rather than the dictates of a noble or magistrate, and therefore more ninjas are chaotic than lawful
Religion
A ninja’s religious beliefs follow those of her clan. Ninjas can follow any god, although most clans devote themselves to deities of stealth or trickery. Neutral or mercenary ninjas might devote themselves to Olidammara (the god of thieves).
Evil ninjas might revere Nerull (the god of death) or Erythnul (the god of slaughter).
Ninjas who have left or lost their clan follow any deity and often choose not to worship a deity.
Background
Many ninjas come from isolated clans that train in secret. They spend years perfecting the arts of stealth and subterfuge in distant villages and hidden training camps. These warriors, whether deployed in the service of an honorable lord or sent to serve as mercenary assassins, carefully conceal their identities and origins.
These ninjas weave complicated webs of disguises, strike only from hiding, and deal through intermediaries whenever possible. Because of their strong ties to their clan, these ninjas must often put aside personal preferences or goals to serve their lord or clan, but in return they gain the support of a powerful political force and access to the clan’s many safe houses and hideouts.
Although most ninjas come from such isolated clans, exceptions exist at every turn. Some ninjas receive specialized training from a single mentor, perhaps even a retired adventurer who wishes to pass along his skills.
Others train alongside monks and other ascetics in a peaceful monastery. In some places, far-thinking nobles set up their own ninja training centers. One of these centers might consist merely of a single teacher with a handful of students; another might be a full-blown ninja school that progresses students through a rigid series of tests, ranks, and trials.
Races
Humans, halflings, half-elves, and half-orcs often have the combination of adaptability and ambition necessary to master the techniques of the ninja. Elves, both graceful and deadly, rarely become ninjas, but those who do often achieve great fame or notoriety. Such elf ninjas often attain the heights of ninja prowess, shaping the history of many human generations through their daring exploits. Dwarves and gnomes seldom train as ninjas. Not only is their social structure too open to shelter hidden clans of ninjas, but their martial instincts run to more straightforward forms of combat.
Hit Die
d8
Class Skills
The ninja's class skills (and the key ability for each skill) are:
Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (local) (Int), Knowledge (nobility) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Swim (Str), and Use Magic Device (Cha).
Skill Points Per Level
8 + Int Modifier
Level |
Base Attack Bonus |
Fort Save |
Ref Save |
Will Save |
Special |
1st |
+0 |
+0 |
+2 |
+0 |
Poison use, sneak attack +1d6 |
2nd |
+1 |
+0 |
+3 |
+0 |
Ki pool, ninja trick |
3rd |
+2 |
+1 |
+3 |
+1 |
No trace +1, sneak attack +2d6 |
4th |
+3 |
+1 |
+4 |
+1 |
Ninja trick, uncanny dodge |
5th |
+3 |
+1 |
+4 |
+1 |
Sneak attack +3d6 |
6th |
+4 |
+2 |
+5 |
+2 |
Light steps, ninja trick, no trace +2 |
7th |
+5 |
+2 |
+5 |
+2 |
Sneak attack +4d6 |
8th |
+6/+1 |
+2 |
+6 |
+2 |
Improved uncanny dodge, ninja trick |
9th |
+6/+1 |
+3 |
+6 |
+3 |
No trace +3, sneak attack +5d6 |
10th |
+7/+2 |
+3 |
+7 |
+3 |
Master tricks, ninja trick |
11th |
+8/+3 |
+3 |
+7 |
+3 |
Sneak attack +6d6 |
12th |
+9/+4 |
+4 |
+8 |
+4 |
Ninja trick, no trace +4 |
13th |
+9/+4 |
+4 |
+8 |
+4 |
Sneak attack +7d6 |
14th |
+10 /+5 |
+4 |
+9 |
+4 |
Ninja trick |
15th |
+11 /+6/+1 |
+5 |
+9 |
+5 |
No trace +5, sneak attack +8d6 |
16th |
+12 /+7/+2 |
+5 |
+10 |
+5 |
Ninja trick |
17th |
+12 /+7/+2 |
+5 |
+10 |
+5 |
Sneak attack +9d6 |
18th |
+13 /+8/+3 |
+6 |
+11 |
+6 |
Ninja trick, no trace +6 |
19th |
+14 /+9/+4 |
+6 |
+11 |
+6 |
Sneak attack +10d6 |
20th |
+15/+10/+5 |
+6 |
+12 |
+6 |
Hidden master, ninja trick |
Weapon and Armor Proficiency
Ninja are proficient with all simple weapons, plus the kama, katana, kusarigama, nunchaku, sai, shortbow, short sword, shuriken, siangham, and wakizashi. They are proficient with light armor but not with shields.
Poison Use
At 1st level, a ninja is trained in the use of poison and cannot accidentally poison herself when applying poison to a weapon.
Sneak Attack
If a ninja can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
The ninja’s attacks deal extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the ninja flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two ninja levels thereafter. Bonus damage from sneak attacks is precision damage. Should the ninja score a critical hit with a sneak attack, this precision damage is not multiplied. Ranged attacks count as sneak attacks only if the target is within 30 feet.
With a weapon that deals nonlethal damage (such as a sap, whip, or unarmed strike), a ninja can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, even with the usual –4 penalty.
The ninja must be able to see the target well enough to pick out a vital spot, and must be able to reach this spot. A ninja cannot sneak attack while striking a creature that has concealment.
Ki Pool (Su)
At 2nd level, a ninja gains a pool of ki points, supernatural energy she can use to accomplish amazing feats. The number of points in the ninja’s ki pool is equal to 1/2 her ninja level + her Charisma modifier. As long as she has at least 1 point in her ki pool, she treats any Acrobatics skill check made to jump as if she had a running start. At 10th level, she also reduces the DC of Acrobatics skill checks made to jump by 1/2 (although she still cannot move farther than her speed allows).
By spending 1 point from her ki pool, a ninja can make one additional attack at her highest attack bonus, but she can do so only when making a full attack. In addition, she can spend 1 point to increase her speed by 20 feet for 1 round. Finally, a ninja can spend 1 point from her ki pool to give herself a +4 insight bonus on Stealth checks for 1 round. Each of these powers is activated as a swift action. A ninja can gain additional powers that consume points from her ki pool by selecting certain ninja tricks.
The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive. If the ninja possesses levels in another class that grants points to a ki pool, ninja levels stack with the levels of that class to determine the total number of ki points in the combined pool, but only one ability score modifier is added to the total. The choice of which score to use is made when the second class ability is gained, and once made, the choice is set. The ninja can now use ki points from this pool to power the abilities of every class she possesses that grants a ki pool.
Ninja Tricks
As a ninja continues her training, she learns a number of tricks that allow her to confuse her foes and grant her supernatural abilities. Starting at 2nd level, a ninja gains one ninja trick. She gains one additional ninja trick for every 2 levels attained after 2nd. Unless otherwise noted, a ninja cannot select an individual ninja trick more than once.
No Trace (Ex)
At 3rd level, a ninja learns to cover her tracks, remain hidden, and conceal her presence. The DC to track a ninja using the Survival skill increases by +1. In addition, her training gives her a +1 insight bonus on Disguise skill checks and on opposed Stealth checks whenever she is stationary and does not take any action for at least 1 round. Every three levels thereafter, the increase to Survival DCs and the bonuses on Disguise and opposed Stealth checks increase by 1.
Uncanny Dodge (Ex)
Starting at 4th level, a ninja can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dexterity bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A ninja with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her.
If a ninja already possesses uncanny dodge from a different class, she automatically gains improved uncanny dodge instead.
Light Steps (Ex)
At 6th level, a ninja learns to move while barely touching the surface underneath her. As a full-round action, she can move up to twice her speed, ignoring difficult terrain. While moving in this way, any surface will support her, no matter how much she weighs. This allows her to move across water, lava, or even the thinnest tree branches. She must end her move on a surface that can support her normally. She cannot move across air in this way, nor can she walk up walls or other vertical surfaces. When moving in this way, she does not take damage from surfaces or hazards that react to being touched, such as lava or caltrops, nor does she need to make Acrobatics checks to avoid falling on slippery or rough surfaces. Finally, when using light steps, the ninja ignores any mechanical traps that use a location-based trigger.
Improved Uncanny Dodge (Ex)
At 8th level, a ninja can no longer be flanked. This defense denies another ninja (or rogue) the ability to sneak attack the ninja by flanking her, unless the attacker has at least four more ninja (or rogue) levels than the target does.
If a character already has uncanny dodge from another class, the levels from the classes that grant uncanny dodge stack when determining the minimum ninja (or rogue) level required to flank the character.
Master Tricks
At 10th level, and every two levels thereafter, a ninja can select master tricks in place of a ninja trick.
Hidden Master (Su)
At 20th level, a ninja becomes a true master of her art. She can, as a standard action, cast greater invisibility on herself. While invisible in this way, she cannot be detected by any means, and not even invisibility purge, see invisibility, and true seeing can reveal her. She uses her ninja level as her caster level for this ability. Using this ability consumes 3 ki points from her ki pool. In addition, whenever the ninja deals sneak attack damage, she can sacrifice additional damage dice to apply a penalty to one ability score of the target equal to the number of dice sacrificed for 1 minute. This penalty does not stack with itself and cannot reduce an ability score below 1.
Ninjas adventure for a variety of reasons. A loyal ninja might adventure at her lord’s command, using her abilities of stealth and subterfuge to ferret out his enemies or recover powerful treasures to be used in his service. A mercenary ninja might seek only treasure and fame, while a more idealistic ninja might seek to thwart a growing evil. Most ninjas prefer anonymity to fame, and they go out of their way to disguise their profession and abilities. A rare few, however, revel in the mysterious reputation that surrounds ninjas and their training, making known their abilities and their role in a famous adventuring group. As ninjas grow in wealth and power, their goals often change, and their ability to uncover secrets and kill stealthily can shape the plans of entire nations. Rulers both fear and covet the skills of the ninja, and high-level ninjas whose identities are known often find adventures coming to them rather than the converse.
The information below is intended to help new players. They are the suggestions and opinions of those that have some experience. All players have the right to play their class however they see fit.
Pros and Cons of playing a ninja
Class Assets
Class Weaknesses
Playing a ninja
Important Abilities
Useful Feats
Key Equipment