Ninja mastery
Ninja mastery is a culmanation of skills that make the ninja what it is upon the fury of striking shadow
- Feat: Chakras bracer
Chakras bracer adds +10 to all attacks and +10 to all damage with melee, ranged, unarmed strikes and magic.
- Languages: Knows all common languages
• Common
• Elvin
• Dwarvin
• Gnome
• Halfling
• Half orc
• giant
• ogar
• goblin
• draconic
- Equipment: Ninjas get 5 equipment items that are also weapons
Ninja starter pack:
• Grapple hook and chain 50 feet for climbing and restrainig, does 1d10 dam if used as weapon
• Climbing spike palms, can climb soft rock, wood and dirt walls. Spike palmsalso do 1d10 damage,
• Gliding scale wings 30 feet range, thes are armored scale wings that fit under the arms and upon torso. The user must be in 10 feet of air to use them to glide. The glide wings do 1d10 damage if used while ramming. Target hD dex save 15 or higher or gets trampled for opportunity of attack.
• Spiked net 10 feet, can capture targets in net if fail DC dex 15 or higher. Once caught target is restrained for 1d4 roll rounds with bladed net for 2d10. Target can do str save 15 or higher break out at start of its next turn..if target saves it dodges attack without damage.
• Smoke bomb 10 foot radious, user becomes invisible and can escape . The user can throw smoke bomb that does 2d10 gas damage. Target gets disadvantage and is blind with all senses for 1d4 roll of rounds if fails dex and con save of 15 or higher
• Magic dummy, this is a life like dummy a copy of the user itself that can fool the targets if passive is lower then 18. Target must roll perception if as lower passive. Upon failure the dummy will explode with nails for 2d10 in a 30 foot radious causing hit dice loss to targets.
Ninja mastery involves years of brutal and gauntlet training while developing high tolerance with discipline and mastery of the body, mind and spirit.
Amongst skills learned are
.• Magic spells chakra spirit based
• Deterant alchemy, gas alchemy attacks and escape mapping
• Capture and defense, grapple and long range restraint gear and weapons
• Art of the illusion, createing real like objects to fool the target into a tramp. Mastering the psionic mind with projecting illusion.
•
| d1 | Ninja mastery |
|---|---|
| 1 | Ninja magic |
Spell List
Ninja magic or " Nimpo"
Ninjas can choose any ten spells between level 1 and 6
| Spell Level | Spells |
|---|
Suggested Characteristics
| d1 | Bond |
|---|---|
| 1 | Ninjas have high morale and can recruit 1d4 rolled amount of commoners into ninja training for clan. Yet at least one recruit will become a follower of your guidance and training. |
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