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The
Ninja!
Single
Class
This
is one of Vastonia's deadliest character classes and all who wish to use this
class should be somewhat masters of game play long before attempting the deadly
art of the Ninja. I made this class because I've studied the art of Ninjutsu
for many years and frankly I'm disgusted with TSR's rendition of the Ninja class......I'm
sure "true" Ninjutsu fans would much rather play a Ninja character that can
mop the floor with the average AD&D character.
Ninja
in Vastonia are a sub-class of the assassin, well in a way they are also a subclass
of the fighter. They have the functions of the latter as well as their own.
Ninja train in the art of Ninjutsu, sometimes referred to as the art of invisibility.
This deadly form allows the Ninja to overcome all odds and almost any situation
presented before them. The masters of this art a second to no other class in
hand to hand combat, assassination tactics, sabotage, deception, disguise and
intelligence gathering (spying), not to mention a host of other deceptive talents.
The
Ninja need not be a member of a ninja band or organization although most of
them are. A few elite exceptions becoming underlings of local Daimyo, while
others journey through life as lonewolves.
General
Info: Ninja use ten-sided dice (d10) for determining number of hit
points (q.v.) they can sustain. Ninja can be of any alignment but tend to favor
towards chaotic and evil alignments. As mentioned above Ninja have a combination
of thieving and fighter capabilities, while still retaining their own ability
functions. This allows them to employ almost any weapon and basically any armor
(see below), they are generally considered masters of hand to hand combat.
Ninja
attack on the same combat tables as fighters do, and also have the option to
use back stabbing as the assassin class. However, if they surprise (q.v.) a
victim, they may attack using the Assassination Table. Thus giving them a chance
to instantly kill the victim; and if this fails, normal damage according to
the weapons type and strength ability modifiers still apply to the victim. The
Ninja may also opt to use poison forcing victims to also make a saving throw
vs poison and perhaps die. Ninja are masters of deception and will most likely
use an attack mode which will be the least expected.
Ninja
use the same saving throw table of thieves (rogue) and the exact thief ability
function table with a few personal exceptions (see below). They start with 6
weapon proficiency slots and 3 non-weapon proficiency slots, gaining 1 additional
slot in each category every 3 levels.
The
secondary function of a Ninja is spying. This mission can be coupled with the
stealing of an item, to simply information gathering. Information gathering
and performing an assassination will gain XP points for the character - awarded
for both the difficulty of the mission and the level of the victim. These awards
are determined by the DM (The DM can refer to the Oriental Adventure's Guide)
The
headquarters of a ninja band are usually kept secret and are almost always hidden
deep within forests or high within wilderness mountains. It must not be a noticeable
fortress or an ostentatious place. It is typically a cavern or another natural
structure, with safeguards and boobytraps, but a few large clans in Vastonia
have constructed vast temples which make no attempts to conceal their hideaway.
Primary
Abilities:
Speak
alignment languages, hand to hand ninjutsu "including special maneuvers" and
disguise (see below for alignment tongues)
Disguise
can be donned in order to gain the opportunity to poison or surprise a victim-
or for other reasons. The Ninja can disguise himself of herself so as to appear
to be human, semi-human or humanoid creature of either sex. Disguise can lower
height by 2-3 inches, or raise height by 4-5 inches. It can make the Ninja look
slimmer of heavier. Disguise can make the Ninja appear virtually any class of
character, a soldier, a rice patty farmer etc... There is a chance, however
, that the victim, or his or her guards or henchmen, will notice the disguise.
There is a base chance of 2% per day of a disguised Ninja being spotted. This
chance goes up 2% if the Ninja is posing as another class, another race, and/or
the opposite sex (maximum of 8% chance). Each concerned party (victim, henchmen,
bodyguards) in proximity to the Ninja will be checked for, immediately upon
meeting the disguised Ninja and each 24 hour period thereafter. The chance for
spotting a disguised Ninja goes downward by 1% for each point below 24 of combined
intelligence and wisdom of the observer concerned, the reverse is also true;
increase the chance of detection by 1% per point. Note: True seeing or a wand
of enemy detection will discover a a Ninja's presence. As will detect evil,
or know alignment in some cases.
Class
Restrictions: The principle attribute of a Ninja is dexterity. To
become a Ninja a character must have a minimum of 14 dexterity and charisma,
an intelligence score of 13 or more and a wisdom score of not less than 12.
The
Ninja must be of the human race, but a few very, and I mean "very rare exceptions"
can be made.
The
Ninja is not restricted in the armor they wear, but for the most part, Ninja
would never consider wearing any armor at all. The traditional Ninja garb is
generally preferred over bulky armor types, with the exception of armguards,
face guards and other various accessories. Note: wearing any armor of greater
bulkiness than leather cancels the Ninja's special DEX bonus. Thereafter a ninja
wearing any armor of greater bulk than leather should only receive normal DEX
bonuses. E.g.. Natami, a Ninja of the white dove clan is going on a very difficult
mission, which involves the use of chainmail armor. He has a 17 DEX which would
normally give him an effective AC of 3, but since he has chosen to wear chainmail
armor, his special DEX bonus has been canceled and therefore only normal DEX
adjustments apply. Although this does improve Natami's AC to 2, but the bulk
of the armor greatly reduces his ninja capabilities (see below).
Combat
Bonuses: Ninja can use the Assassination Table. Due to the Ninja's
intense physical training their starting armor class (AC) equals 9 and there
after is determined much the same as the barbarian class. Meaning for every
point above 14 dexterity their AC improves by 2 steps. E.g.. A Ninja with 17
Dexterity would have an effective AC of 3, a Ninja with 15 would have an AC
of 7 etc.. Note: this means that some armor on certain characters would be nothing
more than scratch and bruise preventive material. E.g.. a Ninja with a 17 dexterity
has an effective AC of 3, so wearing chainmail armor (which gives a character
an AC equal to 5) would virtually serve no purpose. Although the chainmail may
be part of the Ninja's disguise.
Ninja
Capabilities: The single class Ninja has the following capabilities
to devote points to; disguise, pick pockets, open locks, tightrope walk, fall,
escape, climb walls, find/remove traps, move silently, hide in shadows, sixth
sence. Note: sixth sence is used in replacement of hear noise.
Devoting
Points: The Ninja initially starts out with 180 points to devote
to the above skills, with an additional 20 points being gained for every level
beyond the first. Note: no more than 40 pts can be devoted to a single skill
at one time.
Ability
modifiers for dexterity:
DEX
16, recieves +5% to OL
DEX
17, receives +5% to PP, +10% to OL, +5% to MS and +5% to HIS
DEX
18, receives +10% to PP, +15% to OL, +5% to FRT, +10% to MS and +10% to HIS
DEX
19, receives +15% to PP, +20% to OL, +10% to FRT, +15% to MS and 15% to HIS
Common
armor modifiers for abilities:
No armor,
+5% to PP, +10% to MS, +5% to HIS and +10% to CW
Leather,
no modifiers
Studded
leather, -30% to PP, -10% to OL, -10% to FRT, -20% to MS, -20% to HIS, -10%
to SS and -30% to CW
Ring/chainmail,
-40% to PP, -15% to OL, -15% to FRT, -40% to MS, -30% to HIS, -20% to SS and
-40% to CW
Brigandine/splint,
-40% to PP, -15% to OL, -25% to FRT, -40% to MS, -30% to HIS, -25% to SS and
-50% to CW
Scale/Banded,
-50% to PP, -20% to OL, -20% to FRT, -60% to MS, -50% to HIS, -30% to SS and
-90% to CW
Shield,
-60% to PP, -20% to OL, -20% to FRT, -10% to MS, -10% to SS and -30% to CW
Other
penalties can be applied accordingly
Other
Ninja capabilities include:
backstab
(starts at x2 modifier and increases by x1 every 4 levels)
Nightsight
(starts with a 10' range and increases 10' every 3 levels. Eg a 7th level Ninja
can see clearly 30' into darkness, while a 10th level Ninja could see 40' into
darkness) Note: this is not the same as infravision, thus this type of vision
cannot reveal heat sources and at best will only work in natural darkness, never
in magical darkness.
Polevault
(a Ninja can polevault a height of 6' at first level, gaining an additional
1' / addtional level. Eg. a 7th level Ninja can polevault a height of 12'.
Special
Disadvantages:
nil.
Experience
Table
| Level |
Hit
Die |
Level
Title |
| 1.
0 - 4,000 |
d10 |
Genin |
| 2.4,001
- 8,000 |
d10 |
Genin |
| 3.
8,001 - 16,000 |
d10 |
Genin |
| 4.
16,001 - 32,000 |
d10 |
Genin |
| 5.
32,001 - 64,000 |
d10 |
Genin |
| 6.
64,001 - 128,000 |
d10 |
Chunin
|
| 7.
128,001 - 250,000 |
d10 |
Chunin |
| 8.
250,001 - 400,000 |
d10 |
Chunin |
| 9.
400,001 - 550,000 |
d10 |
Chunin |
| 10.
550,001-700,000 |
+2 |
Jonin
|
| 11.
700,001-850,000 |
+2 |
Jonin |
| 12.
850,001-1,000,000 |
+2 |
Jonin |
| 13.
1,000,001-1,150,000 |
+2 |
Master
|
| 14.
1,150,001-1,300,000 |
+2 |
Grand
Master |
| 15.
1,300,001-1,450,000 |
+2 |
Grank
Master |
* 150,000
XP / addition level beyond 15th level
Note:
no additional hitpoints are gained beyond this point, with the exception of
the character's Con bonus
Ninjutsu:
For the purpose of AD&D, this art has the following qualities;
Form:
Hard/soft
# of
Atks: +1 (unarmed combat only)
AC:
-2 in normal AD&D campaigns, but in Vastonia ninjutsu practitioners vary
greatly (see above)
Principle
Method: Movement
Dmg
Mod: 1 (total the Dmg Mod from the form and the principle method.
Round this number up to the nearest die size used in the game. Thus, a total
Dmg Mod of 5 equals 1d6; a total of 4 equals 1d4. This die roll constitutes
the basic amount of damage done when fighting unarmed in the style.
Principle
Attack: legs (most commonly used)
Specialization
in Ninjutsu: Characters can specialize in the art gaining the following benefits:
+1 bonus
to all attack rolls with martial arts;
+1 bonus
to all damage with martial arts;
+1 chart
bonus with all martial art attacks;
One
additional martial arts attack per combat round. The character may not hold
anything in either hand to gain this benefit. It is possible for the Ninja to
improve their martial arts abilities beyond the values given previously. A character
who continues to devote weapon proficiency slots to the martial art after gaining
initial specialization gets the following benefits.
For
each slot devoted to Ninjutsu the character gains:
+1bonus
to all martial arts attack rolls;
+1 bonus
to all martial arts damage;
+1 chart
bonus with all martial arts attacks
Special
Maneuvers: Of course Ninja's and ninjutsu practitioners can gain
the benefits of special maneuvers. Each maneuver cost 1 weapon proficiency slot
to learn. The following maneuvers can be learned (AD&D official rules, found
in the complete Ninja handbook)
Kick
1 (circle kick), 3 (backward kick)
Lock
1 (choke hold), 3 (Incapacitator)
Movement
1 (Feint), 2 (Prone fighting), 4 (Leap)
Strike
1 (Iron fist)
Throw
1 (Fall), 2 (Instant stand)
Block
1 (basic parry), 3 (grappling block), 4 (arrow parry)
Mental
2 (all-around sight), 4 (chi attacks)
Note:
Besides needing a master to teach these skills, the master himself must have
learned the maneuver prior to teaching the student the maneuver. Each maneuver
must be learned by difficulty but not by category. E.g. a Ninja can learn backward
kick, but first he or she must have mastered the circle kick, but the Ninja
may choose to learn any of the principle methods in any order. E.g.. A practitioner
can learn mental maneuvers before lock maneuvers. (see the complete Ninja's
handbook for further details.)
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