Kyourin Shinobi

Highly skilled spies and assassins, Shinobis can master a broad range of skills and combat techniques. Nearly every Shinobi perfects the arts of moving quietly and remaining hidden, and her secondary skills define her role in an adventuring party or a community. Many Shinobis hone skills that help them become better spies, mastering the arts of social interaction and disguise. Others take on the role of cat burglars, practicing skills that help them find and bypass traps and locks.
In combat, a Shinobi can deal out devastating blows if her opponent doesn’t know she’s there, but she’s not quite as adept as a rogue is at delivering such attacks in a prolonged battle. Shinobis jump and climb farther and faster than members of most other classes, and they are skilled acrobats as well. Shinobis also receive special training in the use of poisons, and many Shinobis employ poisonous weapons in combat.
Even with these impressive skills, a Shinobi’s most dangerous and remarkable powers involve the ability to step briefly into the Ethereal Plane. By focusing her ki, a Shinobi can vanish from sight, walk through solid walls, and deal devastating attacks even when not physically present at the scene. As a Shinobi advances in level, she can turn this ability to defense, causing blows that would otherwise hit to pass harmlessly through her body.

Attributes: Wound Point Bonus: +1 Chakra Point Die: 1d6

The ______'s class skills (and the key ability for each skill) are:


Acrobatics (Dex), Bluff (Cha), Chakra Control (Wis), Climb (Str), Diplomacy (Cha), Disable Device (Dex), Escape Artist (Dex), Fuinjutsu (Int), Genjutsu (Cha), Linguistics (Int), Knowledge (current events, ninja lore, popular culture, streetwise, tactics) (Int), Ninjutsu (Int), Perception (Wis), Pilot (Dex), Profession (Wis), Ride (Dex), Stealth (Dex), Survival (Wis), Swim (Str), Taijutsu (Str).


Class: _____ StuffBlurb
Skill Points At Each Additional Level: 6 + Intelligence Modifier
Weapon/Spell/Armor proficiency



1: Trapfinding, Defense Bonus

2: Ghost Step (Invisible), Sneak Attack 1d6

3: Poison Use

4: Great Leap, Sneak Attack 2d6

5: Ki Dodge, Acrobatics +2

6: Speed Climb, Ghost Strike, Sneak Attack 3d6

7: Ghost Step (Ethereal), Improved Poison use

8: Evasion, Acrobatics +4, Sneak Attack 4d6

9: Greater Ki Dodge

10: Ghost Walk, Sneak Attack 5d6

Trapfinding

Shinobi can use the Search skill to locate traps when the task has a Difficulty Class higher than 20.

Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.

Shinobi can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.

A shinobi who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.

Defense Bonus (Ex)

A ninja is highly trained at dodging blows, and she has a sixth sense that lets her avoid even unanticipated attacks. When unarmored and unencumbered, a ninja adds her Wisdom bonus (if any) to her Defense.

This ability does not stack with the kundala’s Defense bonus ability (a shinobi's with levels of kundala does not add the bonus twice). In addition, a shinobi gains a +1 bonus to Defense at 5th level. This bonus increases by 1 for every five shinobi levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level).

These bonuses to Defense apply even against touch attacks or when a shinobi is flat-footed. The character loses these bonuses when she is immobilized or helpless, when she wears any armor, when she carries a shield, or when she carries a medium or heavy load.

Ghost Step (Su)

Starting at 2nd level, a shinobi can spend one daily use of her ki power to become invisible for 1 round. Using this ability is a swift action that does not provoke attacks of opportunity.

At 7th level, a shinobi can become ethereal when using ghost step instead of becoming invisible.

Sneak Attack (Ex)

If a shinobi 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 shinobi’s attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the shinobi flanks her target. Should the shinobi score a critical hit with a sneak attack, this extra damage is not multiplied. This damage also applies to ranged attacks against targets up to 30 feet away

A shinobi can only sneak attack living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The shinobi 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 shinobi cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.

Levels of another class that grants sneak attacks stack with levels of Kyourin Shinobi to determine sneak attack damage.

Poison Use (Ex)

At 3rd level and higher, a shinobi never risks accidentally poisoning herself when applying poison to a weapon.

Great Leap (Su)

At 4th level and higher, a shinobi always makes Jump checks as if she were running and had the Run feat, enabling her to make long jumps without a running start and granting a +4 bonus on the jump.

This ability can be used only if she is wearing no armor and is carrying no more than a light load.

Ki Power (Su)

A ninja can channel her ki to manifest special powers of stealth and mobility. She can use her ki powers a number of times per day equal to one-half her class level (minimum 1) plus her Wisdom bonus (if any). Ki powers can be used only if a ninja is wearing no armor and is unencumbered.

As long as a ninja’s ki pool isn’t empty (that is, as long as she has at least one daily use remaining), she gains a +2 bonus on her Will saves.

A ninja’s ki powers are ghost step, ki dodge, ghost strike, greater ki dodge, and ghost walk. Each power is described under a separate entry below.

Ki Power: Ki Dodge (Su)

At 5th level and higher, a shinobi can spend one daily use of her ki power to cause an attack against her to miss when it might otherwise hit. When a shinobi activates this ability, her outline shifts and wavers, granting her concealment (20% miss chance) against all attacks for 1 round. Using this ability is a swift action that does not provoke attacks of opportunity.

See invisibility has no effect on concealment granted by the ki dodge ability, but true seeing negates the miss chance. This concealment does not stack with that caused by other effects that grant concealment or by spells such as blink or displacement.

Ki Power: Ghost Step (Su)

Starting at 2nd level, a shinobi can spend one daily use of her ki power to become invisible for 1 round. Using this ability is a swift action that does not provoke attacks of opportunity.

At 7th level, a shinobi can become ethereal when using ghost step instead of becoming invisible.

Ki Power: Ghost Strike (Su)

At 6th level and higher, a shinobi can spend one daily use of her ki power to strike incorporeal and ethereal creatures as if they were corporeal. She also can use this ability to strike foes on the Material Plane normally while ethereal (for example, while using her ghost step ability).

Activating the ghost strike ability is a move action that does not provoke attacks of opportunity. It affects the next attack made by the shinobi, as long as that attack is made before the end of her next turn.

Ki Power: Greater Ki Dodge (Su)

Starting at 9th level, a shinobi’s ki dodge ability grants total concealment (50% miss chance).

Ki Power: Ghost Walk (Su)

A 10th-level shinobi can spend two daily uses of her ki power to enter the Ethereal Plane for an extended period of time. This ability functions as the ethereal jaunt spell with a caster level equal to the shinobi’s class level.

Acrobatics (Ex)

Starting at 6th level, a shinobi gains a +2 bonus on Climb and Acrobatics checks. This bonus increases to +4 at 8th level.

Speed Climb (Ex)

A shinobi of 6th level or higher can scramble up or down walls and slopes with great speed. She can climb at her speed as a move action with no penalty; however, she must begin and end the round on a horizontal surface (such as the ground or a rooftop). If she does not end her movement on a horizontal surface, she falls, taking falling damage as appropriate for her distance above the ground.

A shinobi needs only one free hand to use this ability. This ability can be used only if a shinobi is wearing no armor and is carrying no more than a light load.

Improved Poison Use (Ex)

Starting at 7th level, a shinobi can apply poison to a weapon as a move action. (Normally, applying a poison is a standard action, like applying an oil.)

Evasion (Ex)

Beginning at 8th level, a shinobi can avoid damage from certain attacks with a successful Reflex save. A shinobi can use evasion only if she is wearing no armor and is carrying no more than a light load.

Taiga notes

Starting Meseta: 1000-might 1250-magic 1500-civilian [This should be likely + 1 zero more on each. to be done when coupons are updated!]

Basic classes use 11 points split among [HP, Energy, skills and proficiencies]

+1 HP [1] +2 HP [2]

1d4 control [0] 1d6 [1] 1d8 [2] 1d10 [3]

4 + Int at level 1 ||| 2 + Int per level after [0] 6 + Int at level 1 ||| 4 + Int per level after [2]

Highly skilled increases [Per level after] up to match Initial and costs [2]

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Advanced classes use 7

Skill base is 2 + Int per level. [0]

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Prestige is likely less [points] then adv