Ninja The ninja is a master of weapon martial arts. You are skilled with the blowgun and throwing star and a master of stealth. You own the shadows, and pwn your enemies face.
The ninja uses their opponent's strength against them. Many of your specialties focus on either sneaking up on an enemy and stabbing them, dodging blows, or catching their punch and throwing them over your shoulder.
You mainly use you martial power to attack your enemy, but in the higher levels, you can focus your chi to blast balls of PURE energy at your foes to deal massive amounts of damage.
At level one you get: 100 HP+racal bonus(your race gives you a bonus to HP)+ HP stat score(your toughness contributes to you HP; see more on stats below). quick(ness) 30, brain(yness) 15, muscle 20, tough(NESS) 10, smart(S) 15, awe(SOMENESS) 20 and 20 points to spend (YOU "SPEND" THESE POINTS BY GIVEING SOME TO THE STATS. i.e. YOU HAVE 20 QUICK AND 10 POINTS TO SPEND. YOU CAN RASE YOUR QUICK TO 27 AND YOU WILL HAVE 3 POINTS LEFT OVER (10-7=3). no stat can be raised by more then 12 except muscle and quickness which can be raised indefinitely (SOME STATS THE CLASS CANT RASE BY MORE THAN A CERTEN NUMBER).
10 throwing stars (1d12) (THIS IS HOW MUCH DAMAGE THEY DEAL, ALTHOW THERE ARE MANY FACTORS THAT CAN ADD TO THIS.
two blowguns and 10 darts (1d10) for them
a jar of poison (can be used to poison the tip of up to 10 things and applies small nature poison) (WE WILL ADD THE POISEN PAGE LATER)
a ninja garb (basic cloth) (CLOTH IS A TYPE OF ARMOR. OTHERS INCLUDE LEATHER AND CHAINMAIL)
and 100 gold to buy more stuff.
At first level, you gain the fallowing abilities:
Normal abilities (USEABLE AS MUCH AS YOU WANT):
Ninja Star PROFISANCY: a basic weapon, but you can throw it as a regular action (YOU HAVE TWO A TURN, AND CAN USE THEM TO MOVE OR ACTAVATE SOME OTHER EFFECTS) instead of an attack action (UASALY USED TO, WELL, ATTACK). if you do this, you may not use your attack action to activate any uber or awesome abilities. (SEE BELOW FOR MORE ON uBER AND AWESOME ABILITIES.
Wall-Jump Specialization: you can wall-jump over one or two squares without making a check (YOU ROLL A DIE AND AND SOME MODIFIERS AND SEE IF YOU ROLLED HIGHER THEN THE TARGET NUMBER). for every square after that, pretend you started TWO square AWAY FROM THE WALL when determaning how far you go.
awesome abilities (USEABLE ONLY WHEN THEY HAVE COOLED DOWN):
raaaaaaaaa: you spend an extra turn charging an uber power that can be charged to double the damage. While charging a power and use this to deal more damage, you take 15 extra damage from all attacks that use the attack action. cooldown rest. (THIS IS WHEN YOU MAY USE THIS POWER AGAIN. IN THIS CASE, THE ABILITY RECARGES WHEN YOU TAKE A REST, USASALY AFTER A FIGHT.)
Final strike: useable only on a target with below 20 health. you do not make a hit roll, and deal 20 damage. THE ENEMY MAY NOT BE BROUGHT BACK TO LIFE IN ANY WAY. cooldown 10 (YOU MUST WAIT TEN TURNS BEFORE YOU CAN USE THIS POWER AGAIN. NOTE THAT A GOOD AMOUT OF BATTLES WILL BE OVER IN ABOUT THAT AMOUNT OF TIME.)
uber Powers (USEABLE ONLY ONCE PER DAY. YOU MUST SLEEP BEFORE USEING THEM AGAIN):
RAGE: USEABLE ONLY WHEN bleeding (THIS IS WHEN YOU ARE DOWN TO 1/4 OF YOUR MAXIMUM hIT POINTS). basic ATTACK (MEANING YOU CANT USE POWERS OR ABILATIES) THE THREE NEREST ENEMIES and multiply damage dealt to each of them by 2. end in a space ajacent to one of them. takes entire turn (MEANING THIS TAKES YOUR REGULAR ACTON(S) AND YOUR ATTACK ACTION).
small soul blast: you charge for one full turn, and let lose on the next. deals 3d10x2
(YOU MAY BE WONDERING WHAT THE 3D10 MEANS OR THE 1D12. THESE ARE ABREVATIONS FOR DICE NAMES. THE REGULAR SIX SIDED DIE (THE ONE IN A BUNCH OF BOARD GAMES) IS CALLED THE d6 (D FOR DICE) "ROLL 1D6" MEANS YOU ROLL ONE SIX SIDED DIE. THOSE OTHER NUMBERED DICE (D4, D8, D10, D12, AND D20) ARE RARER BUT CAN BE FOUND AT ANY HOBBY STORE OR AMAZON.)
WELL, I'M OFF TO FIGHT A Wizard. (THE TERRABLE Wizard OF OZ. BECAUSE, BECAUSE, BECAUSE, BECAUSE BECAUSE OF TERRABLE THINGS HE DOES)