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A brutish thug corners a fearful woman in an alley. Without a sound, a series of wounds appear across the thug before he falls into a lump on the stone, a dual wielder standing over him.

With intense focus, a cloaked individual linked many unseen hand symbols in rapid succession, with a surge of energy from their palms a blazing

Deep within the empire stronghold, confidential meetings are held among key imperial targets. In the corner of the room, hidden in the shadows of the room key details are gleaned by the uninvited guest watching them silently.

Lightly armoured and highly versatile, ninjas are masters of many arts. Mixing magicks, steel and stealth, they find their roots as the special operatives of Doma. When a critical mission needs completion, you can count on a ninja to see it through.

Of Heaven, Earth and Man

Ninjas are renowned across the East for their tactical skill, stealth and their ability to manipulate life energy via incantations known as mudras. By combining the three mudras, sacred hand symbols that represent heaven (Ten), earth (Chi) and man (Jin) they are capable of creating superhuman effects.

Cloak and Dagger

With a variety of tools at their disposal, ninjas are able to adapt to almost any situation. Be it their manipulation of aether, the blades at their side or the shadows themselves, ninjas reliably use every advantage to see their mission completed.

Creating A Ninja

The way of the ninja is closely guarded by its practitioners and so when creating one of these shadowy operatives, one must consider how they received their training. Do you hail from a long line of ninjas whose secrets have been passed down your bloodline? Perhaps you were scouted from the shadows and recruited into the training regiment by a master. You must also determine why your ninja is travelling, whether are they on a mission for their master or employer, or whether have they been forced to go on the run to survive. Perhaps you have decided to put your many talents to use for your own benefit.

Class Features

As a Ninja, you gain the following class features

Hit Points

Hit Dice: 1d8 per ninja level

Hit Points at 1st Level: 8 + your Constitution modifier

Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per ninja level after 1st

Proficiencies

Armour: Light Armour

Weapons: Simple Weapons, blowguns, longswords, shortswords

Tools: Disguise Kit, Thieves' tools

Saving Throws: Dexterity, Intelligence

Skills: Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

(a) 2 Daggers

(a) a simple weapon

(a) a short bow and 20 arrows

(a) a set of leather armour

(a) a set of Thieves' Tools

(a) a dungeoneer's pack or (b) an explorer's pack

Full Description

https://www.gmbinder.com/share/-LsDqsNbupzeLhkTIcPv

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