Warrior Con. Bonus?:Yes
Combat and tactics: All weapons from the Oriental Setting list
Bow, short, long, composite
Dagger or Dirk
Hand or Throwing Axe
Scimitar Short Sword
Combat and Tactics: All armor appearing in Oriental Settings.
Prime Requesite:Str. Dex.
Magic Items:Warrior, Priest Races Allowed:
-A ninja must pick an Elemental God to worship, any of the 4 main elements will suffice.
-A ninja with 16+ Str gains 10% XP. Bonus
-A ninja is a warrior (THAC0 purposes) -A ninja has 4 thieving abilities (add 3% for every level gained):
Move Silently: 15%
Hide in Shadows: 10%
Detect Noise: 20%
Climb Walls: 60%
-A ninja can do damage with his hands and feet. He can use this ability 1/rnd. Consult this table:
LEVEL 01 = 1d3
LEVEL 02 = 1d4
LEVEL 03 = 1d6
LEVEL 04 = 1d6
LEVEL 05 = 1d6+1
LEVEL 06 = 2d4
LEVEL 07 = 2d4+1
LEVEL 08 = 2d6
LEVEL 09 = 3d4
LEVEL 10 = 2d6+1
LEVEL 11 = 1d10+3
LEVEL 12 = 4d4
LEVEL 13 = 4d4+1
LEVEL 14 = 5d4
LEVEL 15 = 6d4
LEVEL 16 = 5d6
LEVEL 17 = 8d4
LEVEL 18 = 8d4+2
LEVEL 19 = 8d4+4
LEVEL 20 = 8d4+6
-At level 5, a ninja can break wood or stone with their hands and feet. It requires three rnds of concentration and then percentile dice are rolled to see if he succeeds. Base chance: 30%. For every level of 5 add 3%. Success means object shatters. Failure means Damage: Stone-1d10 damage, wood-1d6 damage. If object is larger than the ninja, or very thick, DM may double or triple the damage.
-At level 9 a ninja can stun an opponent with his hand/foot damage. He must score 4 more on his d20 roll than th required number. Stun lasts 2-8 rnds.
-At level 10, the ninja can Kill an opponent with his punch/kicks. First he must stun them and then a d20 is rolled. If he rolls his THACO at -3, he successfully kills the opponent. NOTE: the opponent cannot be more than twice the size of the ninja.
-At level 11, the Ninja gains limited Priest spells. He gets major acces to his elemental god's sphere, and minor acces to the non-opposing spheres, like this:
EARTH- MAJ-EARTH, MIN-WATER, FIRE NON-AIR
FIRE- MAJ-FIRE, MIN-EARTH, AIR NON-WATER, etc.
Progression is as follows:
LEVEL 11 - 1
LEVEL 12 - 1/1
LEVEL 13 - 1/1
LEVEL 14 - 2/1/1
LEVEL 15 - 2/2/1
LEVEL 16 - 2/2/2/1
LEVEL 17 - 3/2/2/1
LEVEL 18 - 3/3/2/1/1
LEVEL 19 - 4/3/2/2/1
LEVEL 20 - 4/4/3/3/2/1
-At level 15, the ninja masters his Move Silenty and Hide in shadows, and they are boosted to 99% each.
-At level 16, the ninja can become invisible, twice a week. It works as the spell.
-At level 18, the Ninja's God grants him the knowledge of all Dragon Languages. He can speak it only telepathically.
-At level 19, the Ninja is able to perform a dragon punch 3/day, and a breath weapon, 1/day. The move does double normal hand/foot damage. The Breath weapon is variable to the ninja's god.
FIRE GOD: Cone of Fire (15' long, 10' base) 10d6 damage
EARTH GOD: Acid Stream (25' long, 1' base) 14d6 damage
AIR GOD: Flesh Corrosive Gas (10' x 10' x 10' cube) 8d4 damage, lasts for 5-20 rnds
WATER GOD: Ice shards (10' x 10' x 10' cube) 10d4 damage.
A ninja also becomes immune to their own breath weapon.
-At level 20, the ninja gains his last, most powerful move. He can transfrom into a dragon of his alignment. It requires 6 rnds of concentration. He aquires the dragon's hit dice, abilities, etc. All of the Ninja's belongings on him and items in his hands transfrom also. He can stay in this from for 1d10 turns.
Alignments Possible: any
BEHAVIOR/ETHOS: Ninjas are reclusive and like meditation and hours alone. They follow their ethos carefully and their religion is their life. EXEMPLES:None I can think of, perhaps Raiden or Liu Kang from MK.