Ki Healing (Su): by spending a Standard Action and one point of Ki, the Ninja may regain 1d8 lost hit points - any excess gained are wasted. This includes improvised weapons that normally have no proficiency. Mythic: the Ninja adds her Mythic Rank as a Bonus to the damage of all weapons with which she is not proficient. However this does not grant actual proficiency, which must be gained normally in order to meet various "Proficient with X weapon" requirements. Improvisation (Ex): this allows the Ninja to wield any weapon, even (or perhaps especially) improvised weapons, without taking a non-proficiency penalty. Mythic: the creatures remain for two minutes or until destroyed, and add +4 to their Strength and Dexterity scores. The summoned creature lasts for one minute or until killed, whichever comes first, and is a loyal, obedient servant to the capacity of its Intelligence. She cannon summon anything with a Challenge Rating equal to or higher than her own level, and must spend a number of Ki points equal to half the Challenge Rating of the summoned creature (round up). They are completely normal members of their species. She adds her Mythic Rank both to the number of images created and to the duration of the effect.Ĭall Woodland Allies (Sp): with a Full Round Action, the Ninja may Summon one or more animals - a single creature or Swarm with the Animal type. Mythic: she need not spend a Ki point to Feint as a Free Action. The images last for a number of rounds equal to her Charisma Bonus (minimum 1 round) or until destroyed. She may spend one point of Ki with a Standard Action to conjure 1d4 Mirror Images as a Supernatural Ability. Mythic: the Competence Bonus increases by an amount equal to her Mythic Rank, and she may spend 5 Ki as a Full Round Action to duplicate a Mass Suggestion effect.Īrt of Distraction (Ex): the Ninja is able to Feint in combat with just a Move-Equivalent Action, or as a Swift Action by spending one point of Ki. Additionally, she may spend 2 Ki as a Full Round Action to duplicate a Suggestion spell as a Supernatural Ability, with a Save DC of 10 + half her Ninja level + her Charisma Bonus. (Keep in mind that Sorcerers get an extra spell known per level, whereas others get shit like +1d6 Sneak Attack per 6 levels)Īrt of Deception (Su): as long as the Ninja has at least one point of Ki remaining, she gains a Competence Bonus on Bluff and Disguise checks equal to half her Ninja level (round up). Whenever you have at least one Ki point remaining, Mindless Undead ignore you, treating you as one of their own, unless you attack them or they are specifically directed to interact with you.Īlternate Favoured Class Bonuses for the Ninja This was a problem, but by learning to live with this, you have discovered some surprising advantages.īenefits: you are treated as having an Evil alignment for all intents and purposes even if you don't - Detect Evil and Smite Evil work as though you are evil, and you can safely wield Evil-only items. Sometimes you get chilling flashbacks.īenefits: you take a -2 Penalty on Knowledge (Local) checks, but gain a +4 Bonus on Saving Throws against effects from the school of Divination.įrom your birth, you were found to have an evil source of ki energy. Sometimes, complete strangers seem to recognise you. Whatever your true origins were, you don't remember them: the masters induced amnesia in you and rebuilt your personality and history from the ground up. You were a prodigy, and other ninja in your training group were surprised with your skill.īenefits: the Range Increments for shuriken you throw increase by 5 feet. You take a -2 Penalty to Diplomacy checks made against other Ninja.įrom the very first time you were handed a sharp piece of metal to throw, you knew this would be the life for you. You were trained in the secret arts normally forbidden to your clan - or perhaps you were not trained, and simply broke into the storage room to do a little research of your own.īenefits: you gain a +1 Bonus to Knowledge (The Planes), and any time you deal Precision damage, the damage is increased by 1 point. If you begin play with this Trait, you also start with a free Disguise Kit. With no reputation, you entered society more as a scout than anything else.īenefits: you gain a +1 Bonus to Disguise and to Knowledge (Local). Taught from a young age, it was a long time before you actually saw the outside world.
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