Rogue

Ninja - by T.A. Saunders ©2013 v1.0

Summary The ninja are highly specialized spies and assassins native to Taijun. Frowned upon openly by the ruling dynasty, but more often than not, used to quell problems that would otherwise bring disgrace, dishonor, even perhaps war. Much like samurai do, the ninja relies on intense focus of one's inner spirit to accomplish certain feats of skill. Only humans, half-elves, and elves have the necessary dexterity and personal strength to become ninja, though it is exceedingly rare that the latter two races are trained, regardless. Ninja favor medium grade armor and only use highly specialized weapons. Ninjas cannot dual class.

Class Skills Lethal Strike

Once per day the ninja may attempt to assassinate a single humanoid or smaller target. The ninja cannot be in combat while attempting the assassination and must have viable means to kill his or her target with potentially one hit. This means beings with unusual resistances and bane requirements must be observed as well as proper method (shooting a Voraath in the heart will not kill one instantly for example, as they have two hearts). The assassination attempt has a 45% chance of success. If successful the target will be killed with one shot with resurrection possible. The means of which the ninja chooses to assassinate must be planned out (stated to the GM in whispers), then the roll is made. Additionally, the ninja must use their specialized weaponry to accomplish the kill. (45% chance for an instant kill, once per day. Must be a feasible method of possible death, specialized weapons used, and be uninterrupted by outside influence).

Vanish

Thrice per day, a ninja may focus their personal energy and draw themselves from visual acuity for 1d4+1 rounds, if used as a means of non-combative obfuscation, with an 85% chance of success. If used in combat, as a means of evasion, the obfuscation lasts only one round, but wil allow the ninja to evade all forms of attack, including targeted spells, with a 75% chance of success, for that round. If this means of evasion is chosen, no attacks can be made that round, nor can the ninja be healed in that round. (3 times per day, vanish: 85% non-combat, 75% combat).

Ninjutsu

More than merely a fighting style, ninjutsu covers every aspect of a ninja's life, including adherence to a code of silence and secrecy. Ninja may perform all the same functions of a thief using Thievery skills (pick locks, climb walls, etc.) at a 75% chance. Additionally, Ninjutsu gives the ninja the ability to use much of their exotic weaponry (ninja-to, kusarigama, etc.) with a +15% to hit and one extra attack per round (which does not stack with specialization). This also allows ninja to produce smoke bombs (1d10+1 smoke bombs can be produced, once per week, 85% chance for success) that can be used to conceal the ninja's escape (75% chance), flash bombs (blind 1d4+1 targets for 1 round 95% chance) or put 1d4+1 one targets to sleep for 1d4 rounds (75% chance). Finally, Ninjutsu teaches a form of unarmed combat that forces rapid incapacitation or death of an enemy (see unarmed combat). It should be noted that all ninja start out as Novice in the unarmed portion of Ninjutsu, however either extensive role-playing or EP expenditure is necessary to advance in rank.