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Class record

Ninja

Striker

Tier
2
Difficulty
3 / 5
Main role
Striker
Secondary role

Rules reference

Class mechanics

Entry requirements and the complete level-by-level advancement path.

Entry

Requirements

Rogue mastered.

Advancement

Progression

  1. UnlockKey ability
  2. Level 2Ability 1
  3. Level 3Skills
    You gain +5 skill points to spend in Athletics, Stealth, Deception, Roguecraft, Perception, Insight, Negotiation, Intimidation or Common Knowledge. You can exchange any skill point for 2 expertise points, but must spend them in these skills.
  4. Level 4Ability 2
  5. Level 5Heart
    You gain +1 Cunning.
  6. Level 6Ability 3
  7. Level 7Soul
    You gain +1 Focus or Agility.
  8. Level 8Ultimate ability

Identity & lore

Class overview

Kiraran rogues who use a mix of physical prowess and magical arts to slay their enemies in the darkness.

Tactical guidance

Playing Ninja

The ninja is a slippery ranged class that uses throwing weapons.

Their first ranged option is the Kibaku Fuda Shuriken. It's a fairly AP efficient attack, even if used against just a single target, but it is of course ideally tossed into a group of enemies.

The Kage Shuriken no Jutsu is used against single targets. Unless they target chooses to block the first one, you are guaranteed that at least one of the attacks hits, making it good against dodgy targets.

A lot of power of the ninja comes from their Bunshin Tai no Jutsu. It creates a copy that shares everything with the original body. It can be used in many different ways. For example, you can use the body double to threaten enemy ranged attackers. You don't need to worry about overextending too much. If the enemy decides to retreat and collapse on you, you can simply dismiss the copy and escape from harm. You can also use it to flank enemies and hit them from where cover won't protect them. The important here to keep in mind that is that you are never overextended with a clone. If you feel you are in danger, simply dismiss it.

Another powerful defensive tool Ninjas have is Kawarimi no Jutsu. The RP cost is higher than normal, but it protects even against sure hit attacks and because you can hide and move, you are also safe from any future follow up attacks.

Ninja

Class features

Abilities unlocked

Complete rules for every ability granted by Ninja.

Key ability

Ninja Style

Class feature

Benefit 1

You gain proficiency in both Small Weapons and Sets of Missiles.

Benefit 2

You may use Ninja Run.

3 AP
Range
60ft

You may make a Heavy Attack by throwing a weapon with an explosive tag attached at a target. Regardless of whether it hits, the target and others within 5ft of the target must then make a save against Potency or take Light Fire Damage.

Requirements

Set of Missiles, Throwing Weapon or Thrown attack with small weapon only.
2 RP
Range
Self

The triggering attack automatically misses and you may move up to your Speed without provoking attacks of opportunity. You then gain the Hiding state from anyone you have cover or concealment from.

Requirements

Targeted by an attack.
1 AP2 MP
Range
5ft

You create a body double of yourself that has the same stats you do at the time of creation. You and the body double share the same HP, Mana, AP and RP etc and unless stated otherwise your clones are considered you. All effects on you are mirrored on your clone and vice versa, however a clone cannot benefit from Presence Concealment.

When taking an action, you may choose to let the user be yourself or the body double. However, the body double may only use basic abilities and abilities with the Ninjutsu keyword and cannot create more body doubles of itself. 

When you take the movement action or use a non-teleport movement ability, your clone may move for the same amount of distance as you moved.

You may spend 0 AP or 1 RP to dismiss the body double. A clone can never travel more than 300ft from your actual body, but while it lasts you may spend 2 AP to swap locations with it.

A clone lasts until you rest.

Requirements

-
2 AP
Range
Weapon Range
Keywords
Ninjutsu

You attack by throwing two weapons at the target, one hidden in the shadow of the other. Both of these are considered Light Attacks. If you fail your Accuracy roll on the first one, the second gains Sure Hit.

Requirements

Set of Missiles, Throwing Weapon or Thrown attack with small weapon only.