CHAPTER IX: ADVANCED AND PRESTIGE CLASSES Beastlord
TABLE 9-9: THE NINJA OPERATIONS COUNTER Level
Base Attack Bonus Fort Save Ref Save Will Save Special Defense Bonus Reputation Bonus
1st +0 +1 +1 +1 Technique Counter, Trap Sense,
Bonus Chakra
+1 +0
2nd +1 +2 +2 +2 Plan X +2 +0
3rd +2 +2 +2 +2 Swift Tracker, Tenketsu Freeze +2 +0
4th +3 +2 +2 +2 Bonus Feat +3 +0
5th +3 +3 +3 +3 Greater Technique Counter,
Evasion X
+4 +0
Class Features
The following features pertain to the Ninja Operations Counter prestige class.
Technique Counter
The Ninja Operations Counter's technique analytical ability is so developed that he subconsciously find methods to counter it. When being the target of a technique that allows a save for partial, half or to negate the effects, which he already witnessed the effects, if the Ninja Operations Counter succeed in identifying it, he may roll an
Intelligence check modified by his Ninja Operations Counter levels, with a DC equal to 10 + the technique's Rank. If the check is successful, he gains a bonus to saving throws against the technique equal to his Ninja Operations Counter levels. That does not after- affect the effects of a technique, such as the Nausea caused by Irekawari Kaze or the strain caused by Godan Kousoku.
Trap Sense
The Ninja Operations Counter, to do his duty, must be proficient at detecting and
avoiding traps. He gains a +4 to bonus to search and spot checks to detect traps, and a +3 bonus to reflex saves and Defense to avoid being hit.
Bonus Chakra
The Ninja Operations Counter gains a certain amount of bonus chakra from taking levels in this class. The amount of bonus chakra gained is shown on the table below. It is not influenced by ability scores, and is in addition to the standard amount of chakra gained every level from gaining an additional hit dice.
The amount of bonus chakra doesn't stack, simply choose the appropriate value based on the character's class levels. Multiple instances of Bonus Chakra, such as from various classes, do however stack with each other.
Class
Levels ChakraBonus
1st 1
2nd 2
3rd 3
4th 4
Plan X
At second level, the Ninja Operations Counter's thinking ability are improved by his vast experience of the field, allowing him to make quick and efficient planning to help he and his time to overcome any obstacle that might be in his way. If the character did not possess the Plan Smart Hero talent, the Plan X functions the same way as mentioned talent using the Ninja Operations Counter as base level. If he did, however, possess the Plan Smart Hero talent, the Plan X ability still functions the same way as plan, except that the bonus the bonus acquired by the result are increased by 1.
Swift Tracker
By third level, the Ninja Operations Counter is adept at hunting down and eliminating a foe. He may track at his normal speed without taking a penalty to his Survival checks, and may track at twice his normal speed by taking only a -10 penalty to his Survival checks instead of -20.
Tenketsu Freeze
One of the terrifying ability if the Ninja Operations Counter is his ability to disable one's body by targeting some key tenketsu in one's body. At 3rd level, the Ninja Operations Counter may, at the expenses of an action point, make a ranged or melee attack that will Paralyze the opponent for 1 round per Ninja Operations Counter level if it hits. The target must succeed a Fortitude save (DC 10 + Ninja Operations Counter Level + Dexterity modifier) in order to avoid suffering the paralysis effect. Ordinaries don't get a save against this attack. Using this ability is an attack action that does not provoke an attack of opportunity, and one tenketsu will be sealed as a result of falling prey to this attack.
Bonus Feats
At 4th level, the Ninja Operations Counter gets a bonus feat. The bonus feat must be selected from the following list, and the Ninja Operations Counter must meet all the prerequisites of the feat to select it.
Alertness, Blood Pact, Chuunin, Jounin, Genin, Gift of Summoning, Meticulous, Trustworthy.
Evasion X
At fifth level, the Ninja Operations Counter is able to easily avoid traps, falling ceiling or fireballs. If the character is subject to an attack that allows him a Reflex save to take only half damage, he takes no damage from the attack. If the Ninja Operations Counter already possesses the Evasion ability, he takes half damage on a failed save, and no damage if the Reflex save succeeds. This ability is nullified if the Ninja Operations Counter carries heavier than a light load or wears medium or heavy armor.
Greater Technique Counter
By 5th level, not only is the Ninja Operations Counter proficient in technique counter, but he is also able to guide other with his expertise. Whenever the character makes a
successful Technique Counter check, he may spend an action point to bestow the bonus acquired to allies in a 20 feet range of the Ninja Operations Counter.
Ninja Police
Ninja Police are, in the ninja society, the closest thing to the police. They usually don't operate under the village Kage's order, and maintain order in the village. They are usually given the task of investigation, which they do best. The fastest path to this class is
through the Dedicated Hero basic class.
Requirements:
To qualify to become a ninja police, a character must fulfill all the following criteria.
Base Attack Bonus: +2
Skills: Gather Information 3 ranks, Investigate 6 ranks, Sense Motive 3 ranks, 8 ranks
distributed into either: Chakra Control, Genjutsu, Ninjutsu and Taijutsu.
Feats: Attentive Class Information
The following information pertains to the Ninja Police advanced class.
Hit Die
The Ninja Police gains 1d6 hit points per level. The Constitution modifier applies.
Action Points
The Ninja Police gains a number of action points equal to 6 + one-half his character level, rounded down, everytime he attains a new level in this class.
Class Skills
The Ninja Police's class skills are as follows.
Balance (Dex), Bluff (Cha), Chakra Control (Wis), Concentration (Con), Drive (Dex), Forgery (Int), Genjutsu (Cha), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Investigate (Wis), Jump (Str), Knowledge (behavioral science, civics, ninja lore, popular culture, streetwise) (Int), Listen (Wis), Move Silently (Dex), Ninjutsu (Int), Pilot (Dex), Read Language (None), Research (Int), Ride (Dex), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (None), Spot (Wis), Survival (Wis), Taijutsu (Str), Tumble (Dex).
Skill Points at Each Level: 5 + Int modifier. TABLE 9-10: THE NINJA POLICE
Level Base Attack Bonus Fort Save Ref Save Will Save Special Defense Bonus Reputation Bonus
1st +0 +1 +1 +1 Profile, Street Savvy, Bonus
Chakra
+1 +1
2nd +1 +2 +2 +2 Contact, low level +1 +1
3rd +2 +2 +2 +2 Bonus Feat +2 +1 4th +3 +2 +2 +2 Sneak Attack (+1d6) +2 +2 5th +3 +3 +3 +3 Bonus Feat +3 +2 6th +4 +3 +3 +3 Contact, med-level +3 +2 7th +5 +4 +4 +4 Bonus Feat +4 +3 8th +6 +4 +4 +4 Sneak Attack (+2d6) +4 +3
9th +6 +4 +4 +4 Contact, high level +5 +3
10th +7 +5 +5 +5 Anticipate +5 +4
Class Features
The following features pertain to the Ninja Police advanced class.
Profile
By making a Gather Information check (DC 15) when talking to witnesses of a crime, the Ninja Police compiles a rough mental picture of the suspect. This mental picture provides a physical description, including distinguishing markings and visible mannerisms.
Success makes the profile accurate, at least concerning a particular suspect as seen by witnesses. (For this Gather Information check, no money changes hands.)
The Ninja Police can expand the profile by making an Investigate check (DC 15)
involving the crime scene or other evidence linked to the suspect. If successful, the Ninja Police combines eyewitness accounts with forensic evidence to develop a profile of the suspect’s method of operation. This provides a +2 circumstance bonus on any skill checks made to uncover additional evidence or otherwise locate and capture the suspect.
Street Savvy
The Ninja Police is adept at gathering tidbits of odd and obscure knowledge, so much that his ability to scrounge up information on almost any topic is sometimes staggering. The ninja police may make special Knowledge checks equal to his ninja police level + his Intelligence modifier to see whether he knows some relevant information about a notable person, legendary item or place, for example.
A successful street savvy check will not reveal the power of an item but may strongly hint to its general function. The ninja police may not take 10 or take 20 on this check; this sort of knowledge is essentially random.
The GM may determine that having 5 or more ranks in a Knowledge check grants the Ninja Police a +2 bonus to his street savvy check; for example, a check relevant to a local crime lord might benefit from the Knowledge (streetwise) skill, and so would relevant information about a missing-nin benefit from the Knowledge (ninja lore) skill.
DC Type of knowledge
10 Common, known by at least a substantial minority of the local population.
20 Uncommon but available, known by only a few people legends. 25 Obscure, known by few, hard to come by.
30 Extremely obscure, known by very few, possibly forgotten by most who once knew it, possibly known only by those who don’t understand the significance of the knowledge.
Bonus Chakra
The Ninja Police gains a certain amount of bonus chakra from taking levels in this class. The amount of bonus chakra gained is shown on the table below. It is not influenced by
ability scores, and is in addition to the standard amount of chakra gained every level from gaining an additional hit dice.
The amount of bonus chakra doesn't stack, simply choose the appropriate value based on the character's class levels. Multiple instances of Bonus Chakra, such as from various classes, do however stack with each other.
Class
Levels ChakraBonus
1st 1 2nd 2 3rd 3 4th 4 5th 5 6th 6 7th 7 8th 8 9th 9 10th 10 Contact
An Ninja Police of 2nd level or higher cultivates associates and informants. Each time the Ninja Police gains a contact, the GM should develop a supporting character to represent the contact. The player can suggest the type of contact his or her character wants to gain, but the contact must be an ordinary character, not a heroic character.
A contact will not accompany an Ninja Police on missions or risk his or her life. A
contact can, however, provide information or render a service (make a specific skill check on the Ninja Police’s behalf).
At 2nd level, the Ninja Police gains a low-level contact, at 6th level a mid-level contact, and at 6th level a high-level contact. The Ninja Police can’t call on the same contact more than once in a week, and when he or she does call on a contact, compensation may be required for the assistance the contact renders. In general, a professional associate won’t be compensated monetarily, but instead will consider that the Ninja Police owes him or her a favor. Contacts with underworld or street connections usually demand monetary compensation for the services they render, and experts in the use of skills normally want to be paid for the services they provide.
For underworld or street contacts, this expense is represented by a Wealth check against a purchase DC of 10 for the low-level contact, 15 for the mid-level contact, or 20 for the high-level contact. For skilled experts, the purchase DC is 10 + the ranks the expert has in the appropriate skill.
Bonus Feats
At 3rd, 5th, and 7th level, the Ninja Police gets a bonus feat. The bonus feat must be selected from the following list, and the Ninja Police must meet all the prerequisites of the feat to select it.
Alertness, Armor Proficiency (Light, Medium), Brawl, Chuunin, Deceptive, Defensive Martial Arts, Educated, Genin, Gift of Summoning, Greater Street Savvy, Meticulous, Nin Weapons Proficiency, Renown, Studious, Track and Trustworthy.
Sneak Attack
While the Ninja Police is not a combat oriented class, he remains a ninja nonetheless. If he can catch an opponent when he is unable to defend himself effectively from his attack, he can strike a vital spot for extra damage. The Ninja Police's attack deals extra damage any time his target would be denied a Dexterity bonus to Defense (whether the target actually has a Dexterity bonus or not), or when he flanks his target. This extra damage is 1d6 at 4th level, and it increases to 2d6 at level 8th. Should the Ninja Police score a critical hit with a sneak attack, this extra damage is not multiplied.
Ranged attacks can count as sneak attacks only if the target is within 30 feet.
With an unarmed strike, a Ninja Police can make a sneak attack that deals nonlethal damage instead of lethal damage. He cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, even with the usual -4 penalty.
A Ninja Police can sneak attack only living creatures with discernible anatomies-undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The Ninja Police must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. He cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.
Anticipate
At 10th level, the Ninja Police is so adept at predicting the enemies reaction that he can easily react appropriately to counter it. At the beginning of a round, the Ninja Police may spend an action point to act at the same time as the enemy in the initiative grid; he must declare the enemy when he uses this ability, and must have been fighting said enemy for more than 3 rounds or be well acquainted with him.
The Ninja Police gains a +4 insight bonus to attack and damage rolls, defense and any skill checks made to intercept the opponent. On the next round, the initiative order returns to normal. Using this ability is a free action that does not provoke an attack of
opportunity.
Ninja Scout
The Ninja Scout is the most common type of ninja. He is proficient at performing
techniques, sneaking behind enemies and tracking them down. Most ninja eventually take levels in this class, as it covers the most basic skills. The fastest path to this class is through the any of the basic classes.
Requirements:
To qualify to become a ninja scout, a character must fulfill all the following criteria.
Base Attack Bonus: +2
Skills: Knowledge (ninja lore) 6 ranks, Survival 3 ranks, and 10 ranks distributed into:
Chakra Control, Genjutsu, Ninjutsu and Taijutsu.
Feats: Nin Weapons Proficiency Class Information
The following information pertains to the Ninja Scout advanced class.
Hit Die
The Ninja Scout gains 1d8 hit points per level. The Constitution modifier applies.
Action Points
The Ninja Scout gains a number of action points equal to 6 + one-half his character level, rounded down, everytime he attains a new level in this class.
Class Skills
The Ninja Scout's class skills are as follows.
Balance (Dex), Chakra Control (Wis), Concentration (Con), Disable Device (Int), Drive (Dex), Gather Information (Cha), Genjutsu (Cha), Hide (Dex), Jump (Str), Knowledge (current events, ninja lore, popular culture) (Int), Listen (Wis), Move Silently (Dex), Ninjutsu (Int), Pilot (Dex), Read Language (None), Ride (Dex), Search (Int), Sleight of Hand (Dex), Speak Language (None), Spot (Wis), Survival (Wis), Taijutsu (Str), Tumble (Dex).
Skill Points at Each Level: 5 + Int modifier. TABLE 9-11: THE NINJA SCOUT
Level Base Attack Bonus Fort Save Ref Save Will Save Special Defense Bonus Reputation Bonus
1st +0 +0 +2 +1 Track, Bonus Chakra +1 +0
2nd +1 +0 +3 +2 Sneak Attack (+1d6) +2 +0
3rd +2 +1 +3 +2 Bonus Feat +2 +0
4th +3 +1 +4 +2 Increase Speed (5 feet) +3 +0
5th +3 +1 +4 +3 Hide in Plain Sight +4 +1
6th +4 +2 +5 +3 Sneak Attack (+2d6), Bonus Feat +4 +1
7th +5 +2 +5 +4 Evasion X +5 +1
8th +6 +2 +6 +4 Increase Speed (10 feet) +6 +1
9th +6 +3 +6 +4 Bonus Feat +6 +2
10th +7 +3 +7 +5 Sneak Attack (+3d6), Quicken
Technique +7 +2
Class Features
The following features pertain to the Ninja Scout advanced class.
Track
A ninja must be proficient at tracking his foe down; losing one's pray means failure. At first level, the Ninja Scout gains the Track feat for free. In addition, the Ninja Scout can Track at his normal speed without taking a -5 penalty to his Survival check.
Bonus Chakra
The Ninja Scout gains a certain amount of bonus chakra from taking levels in this class. The amount of bonus chakra gained is shown on the table below. It is not influenced by ability scores, and is in addition to the standard amount of chakra gained every level from
gaining an additional hit dice.
The amount of bonus chakra doesn't stack, simply choose the appropriate value based on the character's class levels. Multiple instances of Bonus Chakra, such as from various classes, do however stack with each other.
Class
Levels ChakraBonus
1st 1 2nd 2 3rd 3 4th 4 5th 5 6th 6 7th 7 8th 8 9th 9 10th 10 Sneak Attack
A ninja's strength comes from his ability at sneaking behind his foe, catching them off- guard and helpless. If he can catch an opponent when he is unable to defend himself effectively from his attack, he can strike a vital spot for extra damage. The Ninja Scout's attack deals extra damage any time his target would be denied a Dexterity bonus to Defense (whether the target actually has a Dexterity bonus or not), or when he flanks his target. This extra damage is 1d6 at 2nd level, and it increases to 2d6 at level 6th and 3d6 at 10th level. Should the ninja scout score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.
With an unarmed strike, a ninja scout can make a sneak attack that deals nonlethal damage instead of lethal damage. He cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, even with the usual -4 penalty.
A ninja scout can sneak attack only living creatures with discernible anatomies- undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The ninja scout must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. He cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.
Bonus Feats
At 3rd, 6th, and 9th level, the Ninja Scout gets a bonus feat. The bonus feat must be selected from the following list, and the Ninja Scout must meet all the prerequisites of the feat to select it.
Agile Riposte, Armor Proficiency, Athletic, Brawl, Chuunin, Combat Expertise, Combat Martial Arts, Combat Reflexes, Defensive Martial Arts, Dodge, Elusive Target, Focused, Genin, Genjutsu Adept, Gift of Summoning, Improved Chakra Pool, Improved Disarm, Improved Feint, Improved Trip, Lightning Reflexes, Ninjutsu Adept, Stealthy,
Increase Speed
The faster you move, the easier it is for you to catch your prey. In some situation, speed may determine whether you live or you die; be ready. At 4th level, the Ninja Scout's base speed increase by 5 feet as long as he doesn't carry heavier than a light load. This bonus increases to 10 feet at 8th level, and stacks with the Fast Hero's Increase Speed talent tree.
Hide in Plain Sight
A Ninja Scout can use the Hide skill even while being observed. As long as he is within10 feet of some sort of shadow, a he can hide himself from view in the open without anything to actually hide behind. He cannot, however, hide in his own shadow.
Evasion X
At 7th level, the Ninja Scout is able to easily avoid traps, falling ceiling or fireballs. If the Ninja Scout is subject to an attack that allows him a Reflex save to take only half
damage, the Ninja Scout takes no damage from the attack. If the Ninja Scout already possesses the Evasion ability, he takes half damage on a failed save, and no damage if the