1 1 1 1 1 1 1 1 1 1 Rating 3.12 (26 Votes)
The ninja does not have a great number of weapons to use because he believes he is the weapon. Some ninjas belong to clans or organizations and others work for the highest bidders. While they do specialize in assassination, they also excel in acquiring objects, and bringing down other organizations by creating distrust and confusion when there should be none. This however is just a small list of the ninja’s versatile abilities.

Role: Ninjas are good at fighting, but they are also good at using their skills to sow confusion , and enter and leave unseen to make sure they never have to fight. Thieves, saboteurs, and more the ninja is highly valued by allies, and feared by enemies.

Alignment: Any

Hit Die
: d10

Class Skills

Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (geography) (Int), Knowledge (local) (Int), Knowledge (History) (Int), Knowledge (Nobility) (Int),  Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Swim (Str), Survival (Wis)

Skill Ranks Per Level: 6 + Int modifier

Level Base Attack Fort Ref Will Special Abilities
1st +1 +0 +2 +2 Brilliant Defense, Focused Fury, Social Espionage, Trapfinding, Unarmed Strike
2nd +2 +0 +3 +3 Sneak Attack, Finesse, Uncanny Dodge
3rd +3 +1 +3 +3 Poison Use, Evasion
4th +4 +1 +4 +4 Poison Specialist, Swift of Foot
5th +5 +1 +4 +4
6th +6/+1 +2 +5 +5 Speed of Thought
7th +7/+2 +2 +5 +5
8th +8/+3 +2 +6 +6 Improved Uncanny Dodge
9th +9/+4 +3 +6 +6
10th +10/+5 +3 +7 +7 Death Attack
11th +11/+6/+1 +3 +7 +7
12th +12/+7/+2 +4 +8 +8 Hide in Plain Sight, Master of Motion
13th +13/+8/+3 +4 +8 +8 Superior Feint
14th +14/+9/+4 +4 +9 +9
15th +15/+10/+5 +5 +9 +9
16th +16/+11/+6/+1 +5 +10 +10
17th +17/+12/+7/+2 +5 +10 +10
18th +18/+13/+8/+3 +6 +11 +11
19th +19/+14/+9/+4 +6 +11 +11
20th +20/+15/+10/+5 +6 +12 +12 Angel of Death

Class Features

Weapon and Armor Proficiency: A ninja is proficient with all simple weapons, kama, kukri, siangham,  ninja-to, katana(as a martial weapon) , and the short bow to include composite. They are proficient with light armor but not shields.

Brilliant Defense (Ex): When unarmored or wearing light armor, the Ninja adds his Intelligence bonus (if any) to his AC. These bonuses to AC apply even against touch attacks or when the ninja is flat-footed. He loses these bonuses when he is immobilized or helpless, when he carries a shield, or when he carries a medium or heavy load.

Focused Fury: Sometimes a ninja needs to assassinate a dangerous target, or kill someone quickly. In order to accomplish this he loses himself in the battle, and focus all of his martial prowess on one opponent. At 1st level, once per day, the ninja can focus on a single enemy within line of sight as a swift action. That creature remains the ninja's focus until it is reduced to 0 or fewer hit points or surrenders, or until the ninja designates a new focus, whichever occurs first. The ninja gains a +1 bonus on attack and damage rolls against the target of his focus for every 2 ninja levels it has.

Social Espionage: At 1st level and every 4 levels afterwards the ninja gains a +1 to bluff, diplomacy and intimidate.

Trapfinding: A ninja adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A ninja can use Disable Device to disarm magic traps.

Unarmed Strike: At 1st level, a ninja gains Improved Unarmed Strike as a bonus feat. A ninja’s attacks may be with fist, elbows, knees, and feet. This means that a ninja may make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a ninja striking unarmed. A ninja may thus apply his full Strength bonus on damage rolls for all his unarmed strikes.

Usually a ninja’s unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling.

A ninja’s unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.

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 attack deals 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 2nd level, and increases by 1d6 every three ninja levels thereafter. Should the ninja score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.

With a weapon that deals nonlethal damage (like a sap, whip, or an 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, not 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 such a spot. A ninja cannot sneak attack while striking a creature with concealment.

Finesse: At 2nd level a ninja gains the finesse ability. A ninja’s attacks are based more on precision than power. This works like weapon finesse except that it allows dexterity to be used with any melee weapons.  In addition you get to add half of your dexterity modifier to damage when attacking with any weapon. This ability also counts as weapon finesse for the purpose of qualifying for any feats.

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, even 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 (see Combat) against her. If a ninja already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead.

Poison Use: Ninja are trained in the use of poison and cannot accidentally poison themselves when applying poison to a blade (see Poison).

Evasion: At 3rd level or higher, a ninja can avoid damage from many area-effect attacks. If a ninja makes a successful Ref lex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if a ninja is wearing light armor or no armor. A helpless ninja does not gain the benefit of evasion.

Poison Specialist: Any poison crafted  by a Ninja gets a bonus to the DC to resist the poison’s affect. At 4th level the DC is increased by 1, and it goes up by 1 more every 5 levels until level 19.

Swift of Foot: A ninja gets a bonus to his base speed starting at level 4. This increases according to the ninja table above.

Improved Uncanny Dodge (Ex): A ninja of 8th level or higher can no longer be flanked. This defense denies another ninja the ability to sneak attack the character by flanking her, unless the attacker has at least four more ninja levels than the target does. If a character already has uncanny dodge (see above) from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum ninja level required to flank the character.

Speed of Thought: A 6th level ninja get to add his intelligence modifier to his initiative.

Death Attack: At 10th level if a ninja can land a strike when you are flat-footed, not just having lost dex to AC he gets an opportunity to land a killing blow. The DC of the save is 10 + 1/2 ninja class levels + Dex modifier. If a ranged weapon is used the ninja must be within 30 feet. Any ability that increases the range on sneak attack also works with the ability.

Hide in Plain Sight (Ex): A 12th level ninja can use the Stealth skill even while being observed. As long as she is within 10 feet of an area of dim light, a ninja can hide herself from view in the open without anything to actually hide behind. She cannot, however, hide in her own shadow.

Master of Motion: A 12th level ninja can use the stealth and acrobatic skills while moving at normal speed without any penalties.

Superior Feint: At 13th level a ninja can feint as a swift action.

Angel of Death (Su): At 20th level, the ninja becomes a master of death. Once per day, when the ninja makes a successful death attack, he can cause the target's body to crumble to dust. This prevents raise dead and resurrection (although true resurrection works as normal). The ninja must declare the use of this ability before the attack is made. If the attack misses or the target successfully saves against the death attack, this ability is wasted with no effect.

Author's Note: The class is basically for any concept based around martial ability  combined with skills. My main purpose when designing the clas was a  ninja/assassin type class at first. Don't let the names mislead you.  They also work well as saboteurs and spies.

Additional Ratings
1 1 1 1 1 1 1 1 1 1 Rating 2.50 (34 Votes)
1 1 1 1 1 1 1 1 1 1 Rating 3.15 (27 Votes)
1 1 1 1 1 1 1 1 1 1 Rating 3.23 (26 Votes)