Ninja
(Chinese: {Vagabond}, although most come from outside the Empire.)

<1>


-
-
-
-
-
Oriental Classes
-
-
-
OA

Table 22: NINJA
Experience Points Experience Level Hit Points Accum. 
per Level
Level Title <added> THACO Saves -
- - - - - - -
- 0 - Chigo - - -
0 -- 4,000 1 1-2 Bushi Use other class (1/1)* 13.12.14.16.15 -
4,001 -- 8,001 2 1-2 Genin - - -
8,001 -- 15,000 3 1-2 Genin - - -
15,001 -- 30,000 4 1-2 Genin - - -
30,001 -- 60,000 5 1-2 Genin - 12.11.12.15.13 -
60,001 -- 120,000 6 1-2 Chunin - - -
120,001 -- 240,000 7 1-2 Chunin - (3/2)* - -
240,001 -- 500,000 8 1-2 Chunin - - -
500,001 -- 1,000,000 9 1-2 Chunin - 11.10.10.14.11 -
1,000,001 -- 1,300,000 10 1 Jonin - - -
1,300,001 -- 1,600,000 11 1 Jonin - - -
1,600,001 -- 1,900,000 12 1 Jonin - - -
- 13 1 Jonin - - -
- 14 1 Jonin - - -
- 15 1 Jonin - (2)* - -

300,000 XP are required for each level beyond 12th.
Ninja gain 1 hp per level beyond 9th.

* The multiple attacks of a ninja character are allowed only when using ninja weapons. The multiple
attack ability of the ninja's other class cannot be applied to ninja weapons.

Ninjas are the invisible warriors; spies && assassins practiced in the skills of concealment, stealth, trickery, disguise, acrobatics, and assassination.
They possess a number of special powers and use many unique devices.
Their abilities and reputations are clouded in mystery.
Many ascribe supernatural powers to them.
The ninjas have done nothing to discourage these stories and may very well spread the tales themselves.
Such confusion only enhances their reputations, inspiring more terror at the mere mention of their name.

Ninja is not an independent character class.
After all, ninja do not really exist: at least, that is what a ninja will have one believe.
The ninja class is only open to human characters and can only be taken as a special split class.
To become a ninja, a character must first qualify for the bushi, sohei, wu jen, or yakuza character class.
Then the character must meet the min. scores of 14 in DEX and CHA and 15 in INT to qualify as a ninja.
The ninja has no prime requisite and so never gains the 10 percent bonus to earned experience.
If the character qualifies for the bonus in the other class, it only affects XP applied to that class, never to the ninja class.

Table 23: NINJA DEX ADJUSTMENTS
Ability Score Locating/
Removing Traps 
Moving Silently Hiding in Shadows Open Locks
9 -10% -20% -10% -15%
10 -10% -15% -05% -10%
11 -05% -10% 0 -05%
12 0 -05% 0 0
13 0 0 0 0
14 0 0 0 0
15 0 0 0 0
16 0 0 0 0
17 0 +05% +05% +05%
18 +05% +10% +10% +10%

XP are handled differently for ninja.
A ninja character must divide his XP between his two classes.
Normally, dual-class <multi-class> characters split their XP exactly in half; however, the DM can award more points to one class than the other.
If, for example, a ninja character earns xperience in an adventure where he never uses his ninja skills, the DM is justified in awarding all earned xperience to the non-ninja class.
The ninja can advance at different speeds through the two classes, although they usu. will be very close.

Ninjas gain 1-2 HP for advancing a level as a ninja.
They never apply the HP bonus for high CON to these HP rolls.
Ninjas also gain HP for advancing in their other class; roll the normal die and divide the result by two (round fractions up).
Then add any Con bonus the character is entitled to in that class.
Thus a 1st-level bushi/ninja could have from 2 to 7 HP (1-5 points for the bushi class and 1-2 points for the ninja class). <>
As a rule, ninja split class characters usu. have fewer HP than non-ninja characters of the same class.

Ninjas use the combat table of their other character class but always use the saving throw tables of thieves.
In addition to any weapons allowed by his other class, a ninja can use a variety of weapons preferred by his class without loss of honor.
These weapons are marked on Tables 49, 50, and 51.
A ninja has two proficiency slots at the beginning of the game which can be used for these special items.
However, bushi/ninja who use proficiencies from their other class to master ninja weapons lose honor.
Ninja characters are never affected by honor losses for using their special weapons, regardless of their other class.

A ninja can wear the armor of the other class but may not be able to use certain ninja abilities while in armor.
A ninja can use any magical items available to his other class plus any magical items available only to ninjas.

At 1st level ninjas can move silently, hide in shadows, find/remove traps, climb walls, disguise themselves, assassinate, walk a tightrope, pole vault, fall, escape, and backstab.
The chance of success for each of these actions (or the damage multiplier for backstabbing) is listed on Table 24: Ninja Capabilities.
Each capability is described briefly.

Move Silently: This skill can be used anytime the ninja moves on foot.
The character cannot use this skill while wearing metal armor.
Characters who successfully move silently can try to ambush travelers, surprise or slip past guards, etc.
The DM rolls the dice to see whether the attempt succeeds.
The homes of important or powerful people are often fitted with "nightingale" floors, specially designed to squeak when stepped upon.
Such floors reduce the ninja's chance of moving silently by one-half.

Hide in Shadows:

This skill allows a character to make himself unnoticable to normal vision in areas of shadow or deep gloom.
If the ninja is near a heat source he can use this skill against creatures with infravision as the heat source blinds their infravision.
The character cannot use this skill while someone is watching him.
The DM rolls the dice to determine whether the character hides successfully, keeping the result secret from the player; the character always thinks he's hidden!

Find/Remove Traps: Experienced as he is in the use of small gadgets and devices, the ninja can also find and disarm hidden traps.
This skill only works for small traps, not large ones.
The character states that he is searching for a trap and then the DM secretly rolls for the result.
If the search roll fails, the DM just tells the player that he didn't find anything.
Once a trap is found, the character has an equal chance to remove or disarm it.
Again, the DM secretly determines the result.
Only one attempt to use this skill is allowed per character per trap.

Climb Walls: The character is trained to climb walls and other vertical surfaces with only very small handholds.
This skill cannot be used while wewaring metal armor other than chain mail. <x>
One check is made at the mid-point of any climb (unless the DM decides that more are needed because the distance is very great). <(WSG: Climbing Checks)>
Success indicates the climb was successful, failure indicates that the character falls at the midpoint of the climb.

Disguise: The character is trained in the art of disguise.
He can make himself look like any general class of person of about the same height, weight, and age as himself.
This is useful for also appearing as a merchant, peasant, or other harmless character.
He can also try to disguise himself as a member of the opposite sex, although his chance of success is reduced by half.
In addition, a ninja can disguise himself as a specific person and pose as him.
Once a ninja fails to impersonate a specific person, he can never succeed in impersonating that person.
A ninja's chance to impersonate a specific person is one-half his normal disguise percentage.
If the ninja can closely observe the character he intends to impersonate for at least one month, however, the chance of success is normal.

Assassinate:

The character can use the assassination tables presented in the DMG.
Any assassination must be carefully planned.
The chance of success indicates how well the ninja's plan
overcame any of the victim's precautions.
The ninja player must describe his plan to the DM who then compares this to the protections chosen by the victim.
Using his own judgement, the DM can raise or lower the ninja's chance of success.
Assassination is not a combat skill and cannot be used in a general melee.

Tightrope Walk: Having sharpened his balance and coordination, the ninja is able to walk ropes, narrow beams, ledges, etc., with relative ease.
The character cannot wear metal armor when using this skill.
Tightrope walking can be done on any narrow surface that is angled (up or down) at 45 degrees or less.
The character is upright and has his hands free.
One check is made for every 60 feet (or part thereof) covered.
Using a balancing item (such as a pole) increases the chance of success by 10%; moderate winds lower it by 10%, strong winds by 20%, and gusting winds by 30%.
The character can try to fight with one hand while walking a tightrope, but suffers a -5 penalty on his chance to hit and must make an immed. check to see if he falls.
In addition, when walking a tightrope the ninja receives no AC adjustments for Dex or class (using only the value of the armor worn), since the character cannot maneuver.

Pole Vault: Using some type of springy pole and a good run, the ninja can vault upward and forward much farther than most characters can jump.
A 30-foot running start and a pole at least four feet longer than the character is required.
In addition, the character cannot wear any metal armor.
Table 24: Ninja Capabilities lists the maximum height the character can vault, provided the pole is at least the same length.
Vaulting can be used to land atop an obstacle (such as a wall), in which case the maximum height that can be vaulted is reduced by 1 foot.
When using a vault to cover distance (not height), the character can vault a distance equal to twice the length of the pole.

Fall: Table 24 lists the distance a ninja can fall without taking damage.
To do so, the ninja cannot be wearing any metal armor other than chain mail.
He must be falling where he can reach a vertical surface that can slow his fall.
If the ninja falls this distance or less, he manages to avoid taking any damage by tumbling and rolling.
If he falls farther than the stated distance, he suffers full normal damage.

Escape:

Ninjas are trained to slip out of ropes, chains, and other bindings.
When a ninja is bound, he can try to slip free by wiggling, twisting, and contorting his body.
The character is allowed only one attempt.
Furthermore, if the attempt is made while guards are present, the ninja's intentions are obvious and easily thwarted.
The escape attempt takes 1d10 rounds.

Backstab:

When attacking unnoticed from behind, the ninja character can cause additional damage.
The multiplier listed in the Backstab column of Table 24 is applied to the normal damage from the attack.
The ninja must roll to hit his target normally and roll to determine damage, applying the usual modifiers for Strength, class, and magical weapons before applying the modifier.

Open Locks: A ninja can try to open any lock only once per level.
If the dice roll exceeds the  modified percentage chance to succeed then the character has failed to open that lock and no amount of trying will ever open it.
The ninja can try again when he reaches a new experience level.

Table 24: NINJA CAPABILITIES <add Pick Pockets>
Level Hide in 
Shadows
Move 
Silently
Find/Remove 
Traps
Climb 
Walls
Disguise Open 
Locks
Tightrope 
Walk
Pole 
Vault
Fall Escape Backstab
- - - - - - - - - - - -
1 10% 15% 20% 85% 20% 25% 20% 8' 0 10% x2
2 15% 21% 25% 86% 24% 29% 25% 9' 0 14% x2
3 20% 27% 30% 87% 28% 33% 30% 9.5' 10' 18% x2
4 25% 33% 35% 88% 32% 37% 35% 10' 15' 22% x2
5 31% 40% 40% 89% 36% 42% 40% 10.5' 20' 26% x3
6 37% 47% 45% 90% 40% 47% 45% 11' 25' 30% x3
7 43% 55% 50% 91% 44% 52% 50% 11.5' 30' 34% x3
8 49% 62% 55% 92% 48% 57% 55% 12' 35' 38% x3
9 56% 70% 60% 93% 52% 62% 60% 12.5' 40' 42% x3
10 63% 78% 65% 94% 56% 67% 65% 13' 45' 46% x4
11 70% 86% 70% 95% 60% 72% 70% 13.5' 50' 50% x4
12 77% 94% 75% 96% 64% 77% 75% 14' 55' 54% x4
13 85% 95% 80% 97% 68% 82% 80% 14.5' 60' 58% x4
14 93% 96% 85% 98% 72% 87% 85% 15' 65' 62% x4
15 94% 97% 90% 99% 76% 92% 90% 15.5' 70' 66% x4
16 95% 98% 95% 99% 80% 97% 95% 16' 75' 70% x4
17 96% 99% 95% 99% 84% 99% 96% 16.5' 80' 74% x4
18 97% 99% 95% 99% 88% 99% 97% 17' 85' 78% x4
19 98% 99% 95% 99% 92% 99% 98% 17.5' 90' 82% x4
20 99% 99% 95% 99% 96% 99% 99% 18' 95' 88% x5

In addition to the powers listed above, the ninja also possesses three special ki powers, only one of which is gained at 1st level.
As he increases in levels as a ninja, the character becomes able to use the other ki powers.

At 1st level, the ninja begins using his ki when holding his breath.
The character can hold his breath for a number of rounds equal to his ninja level.
He can use this power only once per day.

At 5th level the ninja, by concentrating on his ki, can walk across short distances of smooth water.
The character can cross 5 feet of water per ninja level, moving at a rate of 30 feet per round.
This requires intense concentration, which is broken if the ninja is injured in any way while walking on water.
This power can be used a number of times per day equal to the level of the ninja.

At 12th level the ninja gains his ultimate ki power, the ability to pass through walls.
This is an act of supreme concentration on the part of the ninja.
He cannot have used his ki for any other purpose during the day and must spend three rounds concentrating and preparing before entering the wall.
During this time he can take no other actions; if attacked or disturbed he loses the use of this and all other ki powers for the day.
This power lasts for one round, during which the ninja can move 1 foot per experience level.
If the character is not completely through the obstacle at the end of the round, he dies inside it.

Ninja characters are very powerful, so the DM must exercise some control over the way they are played.

All ninjas in the game can come from the same family or clan, if the DM desires.
They are ruled absolutely by the head of the family and any failure to obey him leads to a never-ending series of assassination attempts against the offending character.
This ends only when the character is dead or when he slays the head of the family and establishes himself in the position.
A rogue ninja is a nukenin, sometimes a hero of the common people.

Honor is extremely important to ninjas since it is a measure of their reliability.
In addition to the honor requirements of his other class, the ninja has special requirements he must observe.
The two most important are secrecy and completion of the mission.
Should the true identity of a ninja character ever be discovered, he suffers an immediate loss of honor.
This applies to discovery by any other character, PC or NPC, or even another ninja.
When working with other characters, the ninja must keep his true identity an absolute secret.
Other characters may realize that he is a ninja, but will not know who he is.
Second, failing to complete any mission results in a a loss of honor, although the mission can be attempted more than once.
A ninja who refuses to complete a mission loses all of his honor and is considered to have defied the head of the family.
The DM may intervene if special circumstances obviate this penalty.
This honor is not the honor of other characters, but rather a measure of the ninja's obedience, reliability, and loyalty to his family.

A ninja character must maintain his honor above his family's honor.
Failure to do so is an offense against the family and carries the same punishment as disobedience: death.
If the ninja survives he is considered a nunekin and needs twice the normal number of XP to advance levels as a ninja.
He continues advancing normally in his other class.

All ninjas receive their missions from the head of the family, although the actual instructions may be transmitted through others.
Thus, the DM decides what missions the ninja undertakes.
Because ninjas can seriously upset the harmony of a group of adventurers, the DM may choose to never let ninjas undertake missions against other PCs.
This is entirely up to the DM, but it is highly recommended.

Q: Can ninja become dual-classed
characters?

A: No, ninja are already dual-classed characters
and cannot become triple-classed.
[However, see the article on the genin, a
variant, single-classed ninja, in this issue.]
(121.22)

<technically, the ninja are not dual-classed, but a split-class, like the dreamer, smith, etc.>
<check smith>
 

Q: Do ninja have to pay any training
costs to their clans?

A: All Oriental classes pay training costs
(see the DMG, page 86). Ninja pay training
costs to their clans.
(121.22)
 

Q: Do high-level ninja attract followers
or help to train lower level
ninja? Does the ninja clan ever gather
in one place?

A: The answers to these two questions
depend on what the head of the ninja clan
in your campaign wants. There can be
periodic gatherings in order to train or to
affirm loyalties. Likewise, the clan leader
can direct PCs to teach skills to up-andcoming
clan members. The DM must play
the role of the clan leader and make these
decisions.
(121.22)
 

Q: What are the ninja?s dexterity
bonuses for falling, disguise, escape,
and tightrope walking? Why don?t
ninja have the acrobat?s evasion and
attack abilities?

A: Ninja are not acrobats and cannot use
acrobatic maneuvers. There are no dexterity
adjustments for ninja falling, disguise,
escape, or tightrope walking abilities; for
ninja, these feats are purely a matter of
conditioning and discipline, not dexterity.
(121.22)
 

Q: Since ninja can get dexterity adjustments for picking pockets
(OA, page 19, table 23), what are their base chances for doing so ?

A: Ninja do not have the ability to pick pockets.
The adjustments should apply to ninja-yakuza and yakuza only.
(121.22)
 

Q: Since all ninja are also bushi,
sohei, wu jen, or yakuza, can a character
with one of these classes opt
to become a ninja using the dualclassed
rules?

A: The ninja is not an independent class.
The decision to become a ninja must be
made at the start of play. A character who
started play as a non-ninja cannot become
a ninja later.
(121.22)

Q: Do bushi-ninja get strength bonuses
in combat? Can wu jen-ninja
use spells while armored? When can
a ninja use the ki powers from his
other class? Does a ninja character
get experience only when he?s acting
like a ninja?
A: It would be helpful for you to think of a
ninja as a type of dual-classed character.
Ninja is not an independent class; a ninja
may draw upon either of his classes at any
time. Bushi-ninja do get strength bonuses.
Any ninja can use the skills, spells, and ki
powers of his other class within the restrictions
given (e.g., a wu jen-ninja cannot
cast spells while wearing armor). The DM
must decide when a ninja is ?acting like a
ninja.? The determination does not have to
be exact, since it affects only experience.
Generally, experience is split evenly between
both classes if the ninja makes use
of his ninja abilities during an adventure.
(151.9)

Q: Are scale and chain mail armor
both considered metallic armors, or
can ninja move silently while wearing
these armor types?
A: Metal scale and chain are both metallic
armors. Leather scale is not, and so can be
used for silent movement by ninja.
(151.9)

Q: There is a large honor penalty for
a ninja who allows his true identity
to be discovered. Is there any penalty
for a ninja who allows the fact
that he is a ninja to be discovered?
A: No. A ninja always uses an alias and

keeps his real name and the details of his
family history secret. Ninja should try to
conceal the fact that they are ninja, but
this is not a necessity. Hiding a ninja?s true
character class is very difficult in a campaign.
It is not impossible, however, so the
DM may assign a minor penalty if it leaks
out; - 1 honor point is plenty.
(151.58)

Q: Table 13 (page 14) says that ninja
can use any weapon, but a footnote
says that they must learn only ninjapreferred
weapons. What happens
when a high-level ninja has learned
all the ninja weapons?
A: A ninja can learn nonninja weapons in
two ways. First, he can use slots from his
other class. Second, once he is proficient
with all ninja weapons, he can choose any
weapon.
(151.58)


0 LEVEL
* move silently
* hide in shadows
* find/remove traps
* climb walls
* disguise
* assassinate
* tightrope walk
* pole vault
* fall
* ecape
* backstab
* open locks
* hold breath
* walk on water
* walk through walls
 


 
 



NINJA

1. SUBCLASS = thief (split class: bushi, sohei, wu jen, yakuza)
2. SOCIAL CLASS MINIMUM = roll on Birth Rank table not required
3. ABILITY SCORE MINIMUMS
    * To become a ninja, a character must first qualify for the bushi, sohei, wu jen, or yakuza character class.
    STRENGTH = 6
    INTELLIGENCE = 15
    WISDOM = 6
    DEXTERITY = 14
    CONSTITUTION = 6
    CHARISMA = 14
    COMELINESS = 3
    PERCEPTION = <>
4. POSSIBLE RACES & MAX. LEVEL ATTAINABLE = human (U)
5. MULTI-CLASS POSSIBILITIES = none
6. HIT DIE TYPE = d2 (no CON bonus). HP for other class: divide by 2, and apply CON bonus for HP.
7. MAXIMUM NUMBER OF HIT DICE = 9
8. SPELL ABILITY = none
9. ARMOR PERMITTED = leather, padded, leather scale, chain
10. SHIELD PERMITTED = none
11. WEAPONS PERMITTED = any (Ninja characters must use their proficiencies to gain ninja preferred weapons.)
12. OIL PERMITTED = yes
13. POISON PERMITTED = yes
14. ALIGNMENT = Any non-good
15. STARTING MONEY = 1-2 ch'ien (5-10 gp) (This amount is in addition to any cash the character receives from his other character class.)
16. WEAPON PROFICIENCIES = see 25.
17. NON-PROFICIENCY PENALTY = -4
18. NON-WEAPON PROFICIENCIES = see 25.
19. STARTING AGE =
20. COMBAT = (7-14: 3/2)* (15+: 2/1)*
21. SAVING THROWS =
22. MAGIC ITEMS = "A ninja can use any magical items available to his other class plus any magical items available only to ninjas."
23. FAMILY = required (All ninjas in the game can come from the same family or clan, if the DM desires.)
24. HONOR =
    Completing a ninja mission: +3
    Failing a ninja mission: -10
    True identity discovered: -30
    Unnecessary deaths in course of mission: -5
25. SKILLS = 2@L1 (ninja weapons or tools only), 3@3, 4@6, 5@9

* The multiple attacks of a ninja character apply only when using ninja weapons.
The multiple attack ablity of the other class of the ninja character cannot be applied to ninja weapons.
 

<1: use the image from OA2, i think>