The ______'s class skills (and the key ability for each skill) are:
Balance (Dex), Bluff (Cha), Chakra Control (Wis), Concentration (Con), Drive (Dex), Forgery (Int), Fuinjutsu (Int), Genjutsu (Cha), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Investigate (Wis), Jump (Str), Knowledge (all skills taken individually) (Int), Listen (Wis), Move Silently (Dex), Ninjutsu (Int), Pilot (Dex), Profession (Wis), Read Language (None), Research (Int), Ride (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (None), Spot (Wis), Survival (Wis), Taijutsu (Str), Tumble (Dex).
1: Profile, Steet Savvy
2: Contact - Low Level
3: Bonus Feat
4: Sneak Attack +1d6
5: Bonus Feat
6: Contact - Med Level
7: Bonus Feat
8: Sneak Attack +2d6
9: Contact - High Level
10: Anticipate
By making a Gather Information check (DC 15) when talking to witnesses of a crime, the Ninja Police compiles a rough mental picture of the suspect. This mental picture provides a physical description, including distinguishing markings and visible mannerisms.
Success makes the profile accurate, at least concerning a particular suspect as seen by witnesses. (For this Gather Information check, no money changes hands.)
The Ninja Police can expand the profile by making an Investigate check (DC 15) involving the crime scene or other evidence linked to the suspect. If successful, the Ninja Police combines eyewitness accounts with forensic evidence to develop a profile of the suspect’s method of operation. This provides a +2 circumstance bonus on any skill checks made to uncover additional evidence or otherwise locate and capture the suspect.
The Ninja Police is adept at gathering tidbits of odd and obscure knowledge, so much that his ability to scrounge up information on almost any topic is sometimes staggering.
The ninja police may make special Knowledge checks equal to his ninja police level + his Intelligence modifier to see whether he knows some relevant information about a notable person, legendary item or place, for example.
A successful street savvy check will not reveal the power of an item but may strongly hint to its general function. The ninja police may not take 10 or take 20 on this check; this sort of knowledge is essentially random.
The GM may determine that having 5 or more ranks in a Knowledge check grants the Ninja Police a +2 bonus to his street savvy check; for example, a check relevant to a local crime lord might benefit from the Knowledge (streetwise) skill, and so would relevant information about a missing-nin benefit from the Knowledge (ninja lore) skill.
DC Type of knowledge
10 Common, known by at least a substantial minority of the local population.
20 Uncommon but available, known by only a few people legends.
25 Obscure, known by few, hard to come by.
30 Extremely obscure, known by very few, possibly forgotten by most who once knew it, possibly known only by those who don’t understand the significance of the knowledge
An Ninja Police of 2nd level or higher cultivates associates and informants. Each time the Ninja Police gains a contact, the GM should develop a supporting character to represent the contact. The player can suggest the type of contact his or her character wants to gain, but the contact must be an ordinary character, not a heroic character. A contact will not accompany a Ninja Police character on missions or risk his or her life. A contact can, however, provide information or render a service (make a specific skill check on the Ninja Police’s behalf).
At 2nd level, the Ninja Police gains a low-level contact, at 6th level a mid-level contact, and at 9th level a high-level contact. The Ninja Police can’t call on the same contact more than once in a week, and when he or she does call on a contact, compensation may be required for the assistance the contact renders.
In general, a professional associate won’t be compensated monetarily, but instead will consider that the Ninja Police owes him or her a favor. Contacts with underworld or street connections usually demand monetary compensation for the services they render, and experts in the use of skills normally want to be paid for the services they provide. For underworld or street contacts, this expense is represented by a Wealth check against a purchase DC of 10 for the low-level contact, 15 for the mid-level contact, or 20 for the high-level contact. For skilled experts, the purchase DC is 10 + the ranks the expert has in the appropriate skill.
This ability functions as the Ninja Scout sneak attack ability. If he can catch an opponent when he is unable to defend himself effectively from his attack, he can strike a vital spot for extra damage. Creatures immune to critical hits and sneak attacks, or who have concealment, do not suffer extra damage.
This extra damage is 1d6 at 4th level, and it increases by 1d6 every 4 levels thereafter. If the ninja police gains a bonus to sneak attack from another source, the bonuses stack.
At 10th level, the Ninja Police is so adept at predicting the enemies reaction that he can easily react appropriately to counter it. At the beginning of a round, the Ninja Police may spend an action point to act at the same time as the enemy in the initiative grid; he must declare the enemy when he uses this ability, and must have been fighting said enemy for more than 3 rounds or be well acquainted with him.
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