??????????? From the age of six, however, most of your time has been spent learning the Way of the Tiger. Now, you are a Ninja, a master of the martial arts and a deadly assassin who can kill the most powerful enemies unseen and unsuspected. Like a tiger, you are strong, stealthy, agile, patient in the stalking of prey and deadly.
NINJA NO CHIGIRI
I will vanish into the night; change my body to
wood or stone; sink into the earth and walk
through walls and locked doors. I will be killed
?many times, yet will not die; change my face and
?become invisible, able to walk among men without
The Ninja has the following game statistics.
The Ninja's class skills (and key ability for each skill) Acrobatics (Dex), Athletics (Str), Bluff (Cha), Climb (Str), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Perception (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Survival (Wis)
Skill Points at Each Additional Level: ()
|Level||Base Combat Skill?||Fort Save||Ref Save||Will Save||Rank||Unarmed
|1st||+0||+0||+2||+0||Novice||1d6||Inner Force, Sneak Attack +1d6|
|3rd||+2||+1||+3||+1||Brother||1d6||Uncanny Dodge (Dex bonus to AC), Sneak Attack +2d6|
|5th||+3||+1||+4||+1||Immaculate||1d8||Sneak Attack +3d6|
|6th||+4||+2||+5||+2||Master||1d8||Uncanny Dodge (can't be flanked)|
|7th||+5||+2||+5||+2||Senior Master||1d8||Sneak Attack +4d6|
|9th||+6/+1||+3||+6||+3||Master of Dragons||1d10||Sneak Attack +5d6|
|10th||+7/+2||+3||+7||+3||Master of the North Wind||1d10||Improved Evasion|
|11th||+8/+3||+3||+7||+3||Master of the West Wind||1d10||Sneak Attack +6d6|
|12th||+9/+4||+4||+8||+4||Master of the South Wind||1d12||?|
|13th||+9/+4||+4||+8||+4||Master of the East Wind||1d12||Sneak Attack +7d6|
|14th||+10/+5||+4||+9||+4||Master of Winter||1d12||?|
|15th||+11/+6/+1||+5||+9||+5||Master of Autumn||1d12||Sneak Attack +8d6|
|16th||+12/+7/+2||+5||+10||+5||Master of Summer||1d20||?|
|17th||+12/+7/+2||+5||+10||+5||Master of Spring||1d20||Sneak Attack +9d6|
|18th||+13/+8/+3||+6||+11||+6||Grandmaster of Flame||1d20||?|
|19th||+14/+9/+4||+6||+11||+6||Grandmaster of the Dawn||1d20||Sneak Attack +10d6|
The ability to leap and jump using flips, cartwheels, etc. like a tumbler or gymnast.
Benefit: This adds a competence bonus to all the Ninja's Acrobatics skill checks equal to his Base Reflex Save.
Benefit: You must have at least one hand free (holding nothing) to use this ability. Once per round when you would normally be hit with a ranged weapon, you may deflect it so that you take no damage from it. You must be aware of the attack and not flat-footed. Attempting to deflect a ranged weapon doesn't count as an action. Unusually massive ranged weapons, such as boulders hurled by giants, and ranged attacks generated by spell effects, can't be deflected.
Benefit: This adds a competence bonus to all the Ninja's Climb skill checks equal to his Base Reflex Save.
Benefit: This adds a competence bonus to all the Ninja's Escape Artist skill checks equal to his Base Reflex Save.
This involves taking small doses of virulent poisons over long periods of time, slowly building up the body's resistance. This enables the Ninja to survive most poison attempts.
Benefit: This allows the Ninja to add a bonus to Fortitude Saves against all poisons equal to his Base Fortitude Save. Whenever the Ninja succeeds with a Fortitude save to suffer reduced damage from poison, he instead suffers no damage. At 15th level, whenever the Ninja fails with a Fortitude save to suffer reduced damage from poison, he instead suffers 1/2 damage.
Benefit: In any combat, before you roll to hit or miss an opponent, you may choose to use Inner Force. If you do, deduct one point from your Inner Force score. This is used up whether or not you succeed in striking your opponent. If you are successful, however, double the amount of damage inflicted, not including Sneak Attack. When your Inner Force reduced to 0, you may no longer use Inner Force. So use it wisely! You begin the game with 5 points of Inner Force.
The ability to open locked doors, chests etc. A Ninja with this skill would carry various lock picks in the pockets of his costume, including a small crowbar or jemmy. You are also trained to notice traps and to use lock-picking tools to disarm them.
Benefit: This adds a competence bonus to all the Ninja's Disable Device skill checks equal to his Base Reflex Save. It also adds the same bonus to Perception skill checks to detect traps.
Prerequisite: Base Combat Skill +7, 10th Level
Benefit: This adds a competence bonus to all the Ninja's Sense Motive skill checks equal to his Base Reflex Save.This also allows the Ninja to add a bonus to all the Ninja's Fortitude Saves equal to his Base Willpower Save.
You can throw these up to a range of about fifty feet with devastating effect.
|Shuriken||1 gc||1d4||x2||10 ft||1/10 lb.||Piercing|
You have learnt how to maim and kill with even quite light blows to vital nerve centres - a technique especially useful when beset by many adversaries at once, or against a formidable human foe. You know the anatomy of man in fine detail, the unprotected points and nerve centres where an accurate blow can stun or even kill.
Prerequisite: Base Combat Skill +7, 10th Level
The Blood of Nil
You carry one dose of the most virulent poison known in the world. This venom is extremely difficult and very dangerous to collect for it is taken from the barb of a scorpion son of the God, Nil, Mouth of the Void.
Made from bamboo, this can be used as a snorkel allowing you to remain underwater for long periods of time. It can be used as a blowpipe in conjunction with the Poison Needles skill, for added range.
This powder, when thrown in any source of flame, causes a blinding flash. You have enough for one use only.
Sewn into the sleeves of your costume are four thin strips of iron, the length of your forearm. These allow you to parry or block blows from swords and other cutting weapons.
|?||Cost||Armour Bonus||Maximum Dex Bonus||Armor Check Penalty||Spell Failure Chance||Weight|
|Iron Sleeves||15 gc||+1||-||0||5%||4 lb.|
During the day you would normally be disguised as a traveller, beggar or suchlike. At night, when on a mission, you would wear costume. This consists of a few pieces of black cloth. One piece is worn as a jacket covering the chest and arms; two others are wound around each leg and held in at the waist. Finally, a long piece of cloth is wrapped around the head, leaving only the eyes exposed. The reverse side of the costume can be white, for travel over snowy ground, green, for travel in woods or grasslands.
All Ninja Costumes add a +2 bonus to Stealth skill checks.
You can throw up to three shuriken per attack (all at the same target). Do not apply your Strength modifier damage to with shuriken. They are too small to carry the extra force that a strong character can usually impart to a thrown weapon.
|Shuriken||1 gc||1||x2||10 ft||1/10 lb.||Piercing|
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