Rokugan Ninja (D&D class)

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This article is imported from the Hastur wiki. See the import log for details.

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Unofficial rules compendium

Basically a rogue with less skill points and some special abilities, the Rokugan Ninja has quite a historical feel. As written, it is quite weak, gaining no real compensation for its lack or armor and skill points. The options below illustrate this.

Note that while ninja lack armor proficiency, they can still use armor as long as it has no armor penalty.

Options

Elusive Ninja

Elusive Ninja get to apply their Ninja Dodge bonus against all opponents. Combined with the fact that they can wear a little armor, this makes them better fighters than rogues.

Magic Ninja

Magic Ninja have limited spellcasting abilities, using the Assassin spell list. They lack the Ninja Dodge ability.

Beginning at 1st level, a magic ninja gains the ability to cast a number of arcane spells taken from the assassin spell list. To cast a spell, a, a magic ninja must have an Intelligence score of at least 10 + the spell’s level, so , a magic ninja with an Intelligence of 10 or lower cannot cast these spells. Magic ninja bonus spells are based on Intelligence, and saving throws against these spells have a DC of 10 + spell level + the magic ninja's Intelligence bonus. When a magic ninja gets 0 spells per day of a given spell level he gains only the bonus spells he would be entitled to based on his Intelligence score for that spell level. Magic Ninja have a spellbook, just like wizards.

Ninja Level Spells Per Day
1st 2nd 3rd 4th
1 0 — — —
2 0 — — —
3 1 — — —
4 1 — — —
5 2 0 — —
6 2 0 — —
7 3 1 — —
8 3 1 — —
9 3 2 0 —
10 3 2 0 —
11 3 3 1 —
12 3 3 1 —
13 3 3 2 0
14 3 3 2 0
15 3 3 3 1
16 3 3 3 1
17 3 3 3 2
18 3 3 3 2
19 3 3 3 3
20 3 3 3 3

Skilled Ninja

Skilled Ninja gain eight skill points per level.