Ninjas are the highly trained masters of subterfuge of the stars. They can excel in hiding from the enemy as well as hacking into their systems. They are master infiltrators, and many work as spies for governments, corpo shadows, or rebel saboteurs. They excel in hand-to-hand combat, making them deadly in situations where they might not have weapons easily accessible. They are also masters of not getting hit, through various forms of training, a master ninja becomes a whirlwind of movement on the battlefield.
Level 1
Combat Ability
Shadow: You gain enhanced movement, and can move using a bonus action. You can also use your bonus action to hide, so long as you get behind full cover. If you make an attack, you can use your bonus action to make an unarmed strike, and instead of doing your finesse or vigor, you roll a 1d6 + vigor or finesse.
Secondary Ability
Professional: You've gained skills that most other could only wish they had. You have a climbing speed equal to your movement speed. You also can gain a specialization in two skills. Either from Stealth, Acrobatics, Hacking, Slicing/Lockpicking, or Athletics. These mean that you can add your Ninja Level + 1 to these checks.
First Class Bonus
Stat Bonus: If this is your first profession pick, you gain a +1 to either Finesse or Manipulation.
Bonus Skills: If this is your first profession pick, you gain proficiency in four of the following skills:
Stealth, Hacking, Acrobatics, Athletics, Slicing/Lockpicking, Streetsmarts, Deception, or Perception.
Level 2
Combat Ability
Shadow: You can now make two bonus unarmed attacks every time you take a melee attack action. You can also select one ability from the
Brawler ability list.
Secondary Ability
Professional: You can specialize in an additional skill from the list. In addition you can give yourself advantage on one physical check or save per day.
Level 3
Combat Ability
Shadow: You are now near impossible to hit. You can take the dodge action with your bonus action after making a melee attack. Your unarmed strikes now do 1d8 + vigor or finesse.
You can now also deflect. When a ranged attack is made against you, you can use your reaction and an effort and roll 2d8, subtract that damage that is incoming to you from a ranged attack.
Secondary Ability
Professional: You can specialize in one additional skill from the list. You now can exert effort to heal yourself 1d6.
Ultimate
One with the Shadows
You exert 3 effort, but gain a +2 Bonus to your AC, advantage on all physical saves, and become immune to being frightened, paralyzed, or incapacitated for the next minute. This can be done once per day.
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