Alignment: any
Hit die: d6
Class skills: bluff, concentration, craft, disable device, hide, listen, move silently, open lock, search, sleight of hand, spot, and tumble
Skill points at 1rst level 6 + int modifier x4
Skill points at each additional level 6+ int modifier
Weapons and armor proficiency: ninjas are proficient with all simple weapons, plus the hand crossbow, kama, kukri , short bow, short sword, and shurikan. Ninjas are not proficient with any armor or shields.( other weapons are not in nwn2)
AC bonus: a ninja is highly trained at dodging blows, and she has a sixth sence that lets her avoid even unanticipated attacks. When unarmored and unencumbered , a ninja adds her wisdom bonus(if any) to her ac.(a ninja with levels of monk does not add this twice). In addition a ninja gains +1 ac at fifth level. This bonus increases by 1 every 5 levels there after(+2 at 10,+3 at 15, and +4 at 20). The bonuses to ac apply even against touch attacks or when a ninja is flat footed. The character loses these bonuses when she is immobilized or helpless, when she wears armor , when she uses a shielddd, or carries a medium or heavy load.

Ki Power:: a ninja can channel her ki to manifest special powers and stealth and mobility. She can use her ki powers a number of times per day equal to 1 half her class level(min 1) plus her wisdom modifier( if any). Ki powers can only be usef only if she is wearing no armor and is unencumbered.

As long as a ninja’s ki power isn’t empty(that is as long as she has at least 1 daily use left), she gains a +2 bonus to wisdom saves.
A ninja’s ki powers are ghost step, ki dodge, ghost strike, greater ki dodge and ghost walk.

Sudden strike: functions like sneak attack and damage stacks with sneak attack from other sources.

Trapfinding: a ninja can use the search skillto locate traps with a dc higher than 20, and she can use disable device to bypass a trap or disarm bypass magical traps. See rogue clas feature, page 50 from dmg.

Ghost step: starting at 2nd level a ninja can spend one daily use of her ki powerto become invisible for 1 round.using this ability is a swift action that does provoke AoO.
Poison use:at 3rd level and higher a ninja never risks poisoning herself when applying poison to a weapon.
Acrobatics: starting at 2nd level, a ninja gaisn +2 to tumble checks. This bonus increases to +4 at 12th and 6 at 18th level.
At 6th level and higher ninja can spend one daily use of her ki power to cause an attack against her to miss when it might otherwise hit. When hera ninja avtivates 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 AoO. See invis has no effect on the concealment granted by the ki dodge ability, but ture seeing negates the miss chance. This concealment does not stack with that caused by other effects that grant concealment or by spells as blink or displacement.
Ghost strike: At 8th level and higher a ninja can use 1 daily use of her ki power to strike ethereal and incorporeal creatures as if they were corporeal. She also can use this ability to use this ability to strike creatures on the material plane while ethereal ( ie while using her ghost step ability)activating the ghost strike ability is a move action that doesn’t provoke AoO, It affects the next attack the ninja makes as long as its before the end of her next turn,
Improved poison use: starting at 9th level, a ninja can apply poison to a weapon as a move action.

Evasion: 12th level (see monk class feature of page 41 in phb) differs only slightly from the monk’s use in tha a ninja can use evasion only if she is wearing no armor and is carrying no more than a light load.

Ghost sight: AT 16th level and higher a ninja can see invisible and ethereal creatures as easily as she sees material creatures and objects.

Greater ki dodge: starting at 18th level, a ninja’s ki dodge ability grants total concealment (50% miss chance).

Ghost walk: at 20th level ninja can spend 2 daily uses of her ki power to enter the ethereal plane for a perios of time. This ability functions as the ethereal jaunt spell with the caster levelequal to that of the ninja’s class level.

Ghostmind:at 14th level a ninja gains a special resistance to spells of the scrying subschool. To detect or see a ninja with such a spell, the caster must make a caster level check( dc 20+ninja class level). In thecase of scrying spells( such as arcane eye) that scan the ninja’s area, a failed check indicates that the spells works but the ninja simply isn’t detected. Scrying attempts targeted specifically as the ninja fail do not work at all if the check fails

Lvl 1: bab0,fort 0,reflex 2,will 0 acb0: ki power,sudden strike 1d6,trapfinding.
Lvl 2: bab 1,fort 0,reflex 3,will 0 acb 0: ghost step
Lvl 3: bab 2. fort 1,reflex 3,will 1 acb 0: sudden strike 2d6, poison use
Lvl 4: bab 3,fort 1,reflex 4 will1 acb 0:{[great leap]}
Lvl 5:bab 3,fort 1,reflex 4,will 1 acb 1:sudden strike 3d6
Lvl 6: bab 4,fort 2 reflex 5 will2 acb 1:acrobatics+2 ki dodge
Lvl 7: bab 5 fort 2,reflex 5 will2 acb 1:sudden strike 4d6
Lvl 8: bab6/1 fort2 reflex 6,will 2 acb 1:ghost strike
Lvl 9: bab6/1 fort3 reflex 6 will3 acb 1:sudden strike 5d6,improved poison use
Lvl 10:bab 7/2 fort 3 reflex 7 will3 acb 2:ghost step[ethereal]
Lvl 11:bab 8/3 fort 3 reflex 7 will3 acb2: sudden strike 6d6
Lvl 12:bab9/4 fort 4 reflex8 will4 acb2:acrobatics+4,evasion
Lvl 13:bab 9/4,fort 4,reflex 8,will 4 acb2: sudden strike7d6
Lvl 14 bab 10/5 fort 4 reflex 9,will4 acb2:{[ghost mind}]
Lvl 15 bab 11/6/1 fort 5 reflex 9 will5 acb 3:sudden strike 8d6
Lvl 16 bab 12/7/2 fort 5 reflex 10 will 5 acb 3:ghost sight
Lvl 17 bab 12/7/2 fort 5 reflex 10 will 5 acb 3:sudden strike 9d6
Lvl 18: bab13/8/3, fort 6 reflex will6 acb 3:acrobatic +6greater ki dodge
Lvl 19: bab 14/9/4 fort 6 reflex 11 will 6 acb 3:sudden strike 10d6
Lvl 20:bab 15/10/5 fort 6 reflex 12 will 6 acb 4: ghost walk

starting package: kama ,shortbow, 20 shuriken
4d4 gold

steelfire dragon was here

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