Ravager - Saboteur - Variable Range
Skill Bonus: Agility, Thievery, Religion, Guile, Intuition Weapons: Bow, Crossbow, Glove, Katana, Knife, Throwing, Whip Armor: Mage Armor, Light Armor, Hats, Headgear Innate Magic: None
Masters of dual wielding and ninjutsu, Ninjas are fearsome opponents to see on the battlefield if you can even spot them. With Ninjutsu providing a lot of mobility options for the Ninja and mobility and sight restricting options for the enemy, Ninjas rival Dragoons for battlefield mobility while providing a lot more utility. In addition, Ninjas are masters of the thrown weapon including all weapons they are proficient with and not just those designed for throwing. Though they also tend to destroy such weapons when used that way. Ninjutsu are techniques that range from the simple Smoke Bomb to obscure a portion of the battlefield to the complicated Katon- the ninja art of fire- which explodes the battlefield in a blaze of destruction. Ninjas are seldom seen, but their impact in battle is always felt.
Abilities
Ninja Feature Abilities
Ninpo
A character uses Ninpo in order to use many Ninja abilities. Ninpo represents the Ninja's ability to cross the mundane with the mystical--a pouch of gunpowder tucked away and ignited with a spark of magic, a seemingly endless supply of shuriken--whatever lies in the Ninja's bag of tricks consumes Ninpo.
A character begins combat with 10 Ninpo and gains 2 at the start of every round.
Way of the Ninja
Feature
A Ninja who is Invisible for an entire, uninterrupted round (from Initiative to end of round) gains 10 Ninpo at the end of it. A Ninja who is Invisible, reappears, and then becomes Invisible again does not trigger this effect.
A Ninja who wears Mage Armor gains an additional Ninpo at the start of every round.
During a round in which the Ninja reappears from being Invisible, they gain +10 EVA.
Dual Wield - Ninja
Feature
Effect: The Ninja can wield two weapons. If they choose to do so, they gain the following benefits while using a Dual Wield weapon:
- Once per round, you may use make a single basic Attack (or use a Dual Wield compatible ability) as a Free Action, at full ACC.
- You can use either weapon when resolving an attack.
Rank 1
Accumulate
Innate - Ninjutsu - Chain 1 - PA - DW - Weapon Range - Chain Bonus
Description:
Damage: Normal damage.
On Hit: Adds +PA as bonus damage to all further attacks in this chain. This bonus stacks with the further uses of Accumulate.
Focus Strike
Innate - Ninjutsu - Chain 1 - PA - DW - Weapon Range - Chain Bonus
Description:
Damage: Normal Damage.
On Hit: Adds +5 ACC to all further attacks in this chain. This bonus stacks with further uses of Focus Strike.
Throw: Shuriken
Innate - Ninjutsu - Chain 1 - PA - Range 4
Description:
Damage: PA*5 damage.
On Hit: The Ninja can spend 1 Ninpo on this attack to deal an additional 10 damage. The Ninja can spend up to 5 Ninpo in this way.
Shadow Strike
Ninjutsu - Chain 1 - PA - DW - Weapon Range - Costs 1 Ninpo
Description:
Damage: Normal damage
Effect: The character gains +5 EVA until the end of the round. This bonus stacks with further uses of Shadow Strike.
Throw: Weapon
Ninjutsu - Static 1 - PA - Range 3
Description:
Damage: Normal damage, plus an additional PA*2 damage per Tier of the weapon.
Effect: Throws a weapon from the Ninja's inventory at a single target. Special properties from the weapon are NOT considered--only its WP. This weapon is irrecoverably damaged during the Throw and cannot be retrieved after it is thrown.
Prime: Damage bonus is doubled.
Subtle Blow
Ninjutsu - Chain 1 - PA - DW - Weapon Range
Description:
Damage: Normal damage
Effect: Once per round, gain 1 Ninpo.
Smoke Bomb
Ninjutsu - Static 1 - Range 3 - Area 1 - Costs 4 Ninpo
Description:
Effect: The Ninja throws a smoke bomb, creating a cloud of smoke that blocks line of sight for four rounds. Attacks going into or out of a tile filled with smoke suffer a -40 ACC penalty. Abilities that do not require an ACC roll or are no-evade have a 75% chance of success. High winds, or Wind-elemental spells targeted in the area of effect, dissipates the affected square(s) early.
Tonko: Ichi
Ninjutsu - Full Round Action - Self - Costs 2 Ninpo
Description:
Effect: The Ninja becomes Invisible (2).
Mudra: Chi
Ninjutsu - Simple Action - Self
Description:
Effect: The Ninja gains 1 Ninpo.
Break - Shippûjinrai
Ninjutsu - Special - Self - No Action
Description:
Effect: The Ninja's Initiative changes to 1 higher than the highest Initiative rolled. This ability can only be used after Initiative is rolled but before the first character takes their turn.
Break - Shunshin
Ninjutsu - Simple Action - Self
Description:
Effect: The character's EVA rises by 50 until the end of this round.
Rank 2
Equip: Throwing
Support Ability
Description:
Effect: Allows the character to equip Throwing weapons, regardless of job.
First Strike
Innate - Support Ability
Description:
Effect: The character gains +5 to Initiative for the first round of combat.
Prime: The character gains +5 to Initiative on rounds that they begin Invisible.
Shadowbind
Ninjutsu - Chain 1 - Range 3 - Area 0 - Costs 5 Ninpo
Description:
Effect: DEX vs. RES to cause Immobilize (4).
Ikkikasei
Ninjutsu - Static 1 - PA - Weapon Range - DW - Costs 2 Ninpo - Requires: Dual Wielding
Description:
Damage: PA*1 Physical damage.
Effect: The Ninja gains +10 ACC for this attack and all remaining attacks this round.
Dust Bomb
Ninjutsu - Static 2 - Range 4 - Area 1 - Costs 1 Ninpo
Description:
Effect: Cancels Invisible within the area of effect.
Katon: Ichi
Ninjutsu - Static 2 - MA - Self Area 2 - Costs 3 Ninpo
Description: The Ninja uses ritual hand signs and incantations to invoke the Ninja Art of Fire.
Damage: MA*8 Fire damage.
Prime: The Ninja may spend 1 Ninpo to cause Blaze to one target hit in the area of effect (no save). The Ninja may spend an additional Ninpo to cause Blaze to an additional target. They may repeat this as many times as they like, but cannot target the same creature twice.
Raiton: Ichi
Ninjutsu - Static 2 - MA - Range 5 - Costs 3 Ninpo
Description:
Damage: MA*8 Lightning damage.
Prime: The Ninja may spend 2 Ninpo to use Raiton again on a different target within range, or 3 Ninpo to strike the same target again. The Ninja may do this as many times as they like.
Special: The initial casting of Raiton ignores other creatures when drawing line of sight.
Suiton: Ichi
Ninjutsu - Static 2 - MA - Cone Area 2 - Costs 4 Ninpo
Description:
Damage: MA*8 Water damage.
Effect: The Ninja gains +MA*2 EVA until the end of their next turn.
Prime: The Ninja can spend 2 Ninpo to cause DEX vs. RES: Knockdown to a target hit. They may repeat this as many times as they like.
Hojo: Ichi
Ninjutsu - Static 2 - MA - Range 5 - Costs 4 Ninpo
Damage: MA*10 Earth damage.
On Hit: DEX vs RES to cause Exhaust (4).
Prime: The Ninja may spend 4 Ninpo to force the save vs. Exhaust to automatically fail. They must spend this before the save is made.
Rank 3
Equip: Katana
Support Ability
Description:
Effect: Allows the character to equip a Katana, regardless of job.
Throw: Manji Shuriken
Innate - Ninjutsu - Chain 1 - PA - Range 4 - Costs 0 Ninpo
Description:
Damage: PA*6 damage.
On Hit: The Ninja can spend 2 Ninpo on this attack to deal an additional 30 damage. The Ninja can spend up to 6 Ninpo.
Sunken State
Ninjutsu - Reaction
Description:
Trigger: 30%: The Ninja takes damage that does not KO them.
Effect: The Ninja becomes Invisible (2) at the end of the enemy's turn.
Yonin
Ninjutsu - Chain 1 - Stance - Ninpo Upkeep: 2
Effect: Dismisses Innin and bestows Yonin, which gives +5 EVA and Rampart I. Yonin may be dismissed as a Free action.
Prime: The Ninja may spend 2 Ninpo while Yonin is active to Provoke one enemy within Range 3 (no save) as a Simple Action.
Innin
Ninjutsu - Chain 1 - Stance - Ninpo Upkeep: 2
Effect: Dismisses Yonin and bestows Innin, which gives +5 ACC and increases Critical Range by 5%. Yonin may be dismissed as a Free action.
Prime: The Ninja may spend 3 Ninpo to remove any Provoke-type effect from themselves while Innin is active as a Simple Action.
Mudra: Jin
Ninjutsu - Simple Action - Costs 2 Ninpo
Description:
Effect: The Ninja gains +10 ACC this turn.
Prime: The Ninja may instead spend 5 Ninpo to gain +20 ACC this turn.
Exploit Opening
Ninjutsu - Reaction
Description:
Trigger: 30%: The Ninja evades a melee attack.
Effect: The Ninja can make a single basic Attack against the creature that attacked them.
Huton: Ichi
Ninjutsu - Static 1 - MA - Weapon Range - Costs 4 Ninpo
Description:
Damage: No damage.
On Hit: The next attack in this chain has is no-evade, but cannot critically hit.
Prime: The Ninja may have this attack deal MA*WP Wind damage.
Hyoton: Ichi
Ninjutsu - Static 1 - MA - Range 4 - Costs 2 Ninpo
Damage: MA*8 Ice damage.
On Hit: Causes 5 stacks of Chilled.
Prime: The Ninja may spend 1 Ninpo to add an additional 5 stacks of Chilled.
Doton: Ichi
Ninjutsu - Static 2 - MA - Range 5 - Area 2 - Costs 4 Ninpo
Damage: MA*8 Shadow damage.
On Hit: DEX vs. RES to cause Poison.
Prime: The Ninja may spend 2 Ninpo to attempt another DEX vs. RES roll to cause Poison for a single target, whether they were hit by Ninjutsu: Doton or not.
Kurayami: Ichi
Ninjutsu - Static 2 - MA - Range 5 - Area 1 - Costs 4 Ninpo
Damage: MA*6 Shadow damage.
Effect: DEX vs RES to cause Blind (4).
Rank 4
Comeback Kid
Support Ability - SOS
Effect: Once per combat, the Ninja gains 10 Ninpo.
Transience
Reaction Ability
Trigger: 30% The Ninja successfully evades an attack.
Effect: The Ninja may immediately move one square in any direction, ignoring Rampart.
Kairai
Ninjutsu - Chain 1 - PA
Effect: Normal damage. If enemy is Provoked to the Ninja, instead shift their Provoke target to one ally within Range 3.
Prime: If target does not have Provoke, the Ninja may spend 4 Ninpo to Provoke the target to one ally within Range 3.
Utsusemi
Ninjutsu - Simple Action - Costs 6 Ninpo
Effect: The Ninja gains Blink 3 (-).
Healing Pill
Ninjutsu - Static 1 - Range 1 - Costs 4 Ninpo
Effect: Restores HP to one creature in range equal to 10% of their maximum HP.
Mudra: Daken
Support Ability
Effect: Allows the Ninja to use Throw: Shuriken once per round as a simple action. Throw: Shuriken used this way cannot be boosted with Ninpo.
Prime: The Ninja can use any level of Throw Shuriken, if they have the ability to do so.
Break - Mijin Gakure
Ninjutsu - Reaction - Self
Description
Trigger: The Ninja takes damage that KOs them.
Effect: The Ninja sets off explosives hidden in their body, dealing physical damage to all adjacent enemies equal to the Ninja's PA*6, and additional True damage equal to the Ninja's Max HP/4.
Break - Kassatsu
Ninjutsu - Free Action
Description
Effect: The Ninja gains Ninpo equal to the amount they spent this round.
Rank 5
Throw: Fuma Shuriken
Innate - Ninjutsu - Chain 1 - PA - Range 4 - Costs 0 Ninpo
Description:
Damage: PA*8 damage.
On Hit: The Ninja can spend 2 Ninpo on this attack to deal an additional 50 damage. The Ninja can spend up to 6 Ninpo.
Katon: Ni
Ninjutsu - Static 2 - MA - Self Area 2 - Costs 5 Ninpo
Description: The Ninja uses ritual hand signs and incantations to invoke the Ninja Art of Fire.
Damage: MA*8 Fire damage.
Prime: The Ninja may spend 1 Ninpo to cause Blaze 2 to one target hit in the area of effect (no save). The Ninja may spend an additional Ninpo to cause Blaze to an additional target. They may repeat this as many times as they like, but cannot target the same creature twice.
Raiton: Ni
Ninjutsu - Static 2 - MA - Range 5 - Costs 4 Ninpo
Description:
Damage: MA*6 Lightning damage.
Prime: The Ninja may spend 1 Ninpo to use Raiton again on a different target within range, or 2 Ninpo to strike the same target again. The Ninja may do this as many times as they like.
Special: The initial casting of Raiton ignores other creatures when drawing line of sight.
Suiton: Ni
Ninjutsu - Static 2 - MA - Cone Area 2 - Costs 4 Ninpo
Description:
Damage: MA*6 Water damage.
Effect: The Ninja gains +MA*2 EVA until the end of their next turn.
Prime: The Ninja can spend 3 Ninpo to cause DEX vs. RES: Knockdown to all creatures in the area of effect.
Hojo: Ni
Ninjutsu - Static 2 - MA - Range 5 - Costs 4 Ninpo
Damage: MA*10 Earth damage.
On Hit: DEX vs RES to cause Exhaust (4).
Prime: The Ninja may spend 4 Ninpo to force the save vs. Exhaust to automatically fail. They may spend this even after they pass the save.
Rank 6
Restorative Pill
Ninjutsu - Static 1 - Range 1 - Costs 6 Ninpo
Effect: Restores HP to one creature in range equal to 25% of their maximum HP.
Huton: Ni
Ninjutsu - Chain 1 - MA - Weapon Range - Costs 4 Ninpo
Description:
Damage: No damage.
On Hit: The next attack in this chain has is no-evade, but cannot critically hit.
Prime: The Ninja may have this attack deal MA*WP Wind damage.
Hyoton: Ni
Ninjutsu - Static 1 - MA - Range 10 - Costs 2 Ninpo
Damage: MA*8 Ice damage.
On Hit: Causes 5 stacks of Chilled.
Prime: The Ninja may spend 1 Ninpo to add an additional 5 stacks of Chilled.
Doton: Ni
Ninjutsu - Static 2 - MA - Self Area 4 - Costs 6 Ninpo
Damage: MA*86 Shadow damage.
On Hit: Causes Poison (-).
Prime: Doton: Ni does not affect allies.
Kurayami: Ni
Ninjutsu - Static 2 - MA - Range 5 - Area 2 - Costs 6 Ninpo
Damage: MA*6 Shadow damage.
Effect: DEX vs RES to cause Blind (4).
Rank 7
Throw: Pinwheel
Innate - Ninjutsu - Chain 1 - PA - Range 4 - Costs 0 Ninpo
Description:
Damage: PA*10 damage.
On Hit: The Ninja can spend 2 Ninpo on this attack to deal an additional 100 damage. The Ninja can spend up to 6 Ninpo.