Ki Power (4th Edition Ninja Class Supplement)

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KI POWER BY: Hanzo187 (Matt Sylvain)

The NINJA To move about the field of combat is no easy task. To do so quickly and silently is another matter entirely. In the world of the ninja, one must constantly be on the move. To remain on the move is to remain on the offensive. In this respect, it will also keep the enemy from coming after you. In this supplement, you will be introduced to a variety of new ninja skills, including: ✦ A new build, the tiger ninja. The tiger ninja is a warrior of pure ferocity, seeking to hurt his enemies as much as possible. Originally introduced in a previous forum, the tiger ninja has been revamped and slightly modified. ✦ New ninja powers, which include additional powers for ninja who follow the Way of the Rat or the Way of the Scorpion. These powers involve abilities that increase the ninja’s ability to move quickly and decrease their enemies’ ability to come after them. ✦ Eight new paragon paths, each of which involve a different form of specialization in ninjutsu. From the leaf in the wind to the tiger claw, every path has something to offer a ninja. ✦ Two new epic destinies, the martial spiritualist and the ninja master. The martial spiritualist is a ninja who follows the path of spirit and steel, finding a balance between spiritual training and martial combat, and the ninja master is a warrior who has reached the pinnacle of ninjutsu training. ✦ New feats, which include additional uses of your class features along with various bonuses to attack rolls and damage rolls.

Level 1 Encounter Techniques

New Ninja Build This section introduces a new build: The tiger ninja. The tiger ninja relies on ferocious attacks and deadly strikes. Scorpion ninja use precision offense, rat ninja use defense, but tiger ninja use aggressive offense.

Tiger Ninja You are ferocity, using ki to inflict pain on your enemy. Your instinct lets you hurt more than any other ninja. Dexterity is most important for you. Like the rat ninja, you rely on instinct, so Wisdom should be secondary, with Intelligence as a tertiary score, though Constitution might be better. However, your instinct runs to offense, so you should take the way of the tiger path. You will want powers that use your Wisdom score, but powers that use Intelligence could also prove of aid, lack of tact notwithstanding. Suggested Feat: Quick Blade (Human Feat: Weapon Focus: Light Blade) Suggested Skills: Acrobatics, Insight, Nature, Perception, Stealth, Streetwise Suggested At-Will Powers: ki blade, thrower’s clarity Suggested Encounter Power: achilles' strike Suggested Daily Power: spirit strike

New Class Feature Instead of choosing the Way of the Rat or Way of the Scorpion ninjutsu path, you may select Way of the Tiger. If you select Way of the Tiger, you must also give up the Alchemical Mastery class feature. Way of the Tiger: You gain a bonus to your Stealthy Strike damage equal to your Wisdom modifier.

New Ninja Powers The ninja train to learn techniques that draw on their ki. The tiger ninja tries to cause as much pain as possible, doing so in a reckless manner and focusing on powers that use their high Wisdom score.

Level 1 At-Will Techniques Eagle’s Clarity

Ninja Attack 1

An instant of focus helps you make a well-placed throw. At-Will ✦ Ki, Weapon Standard Action Ranged weapon Requirement: You must be wielding a light thrown weapon. Target: One creature Attack: Dexterity +1 vs. AC Hit: 1[W] + Dexterity modifier damage. Increase to 2[W] + Dexterity modifier damage at 21st level. Special: This power counts as a ranged basic attack. When a power allows you to make a ranged basic attack, you can use this power.

Achilles’ Strike

Ninja Attack 1

Bloody Blade

Ninja Attack 1

One-Tail Strike

Ninja Attack 1

Turtle Strike

Ninja Attack 1

You push ki into an enemy’s Achilles’ tendon, making it difficult for your enemy to move. Encounter ✦ Ki, Weapon Standard Action Melee or Ranged weapon Requirement: You must be wielding a bow, a crossbow, or a light blade. Target: One creature Attack: Dexterity vs. Reflex Hit: 2[W] + Dexterity modifier damage, and the target’s speed is reduced by 1 until the start of your next turn. Way of the Tiger: The target is slowed until the start of your next turn.

When your enemy is injured, your spirit truly comes alive. Encounter ✦ Ki, Weapon Standard Action Melee weapon Requirement: You must be wielding a light blade. Target: One creature Attack: Dexterity vs. AC Hit: 1[W] + Dexterity modifier damage. Effect: If this attack bloodies the target, you gain a +1 power bonus to the next attack roll you make against the target. This effect lasts until the end of your next turn. Way of the Scorpion: The attack bonus is equal to your Intelligence modifier.

You begin learning the style of the fox, and learn to unleash ki. Encounter ✦ Ki, Weapon Standard Action Melee weapon Prerequisite: You must be trained in Perception. Requirement: You must be wielding a light blade. Target: One creature Attack: Dexterity vs. AC Hit: 1[W] + Dexterity modifier damage, and you slide the target 1 square. Way of the Rat: You knock the target prone.

You turtle up, with your ki serving as a shield to defend you. Encounter ✦ Ki, Weapon Standard Action Melee weapon Requirement: You must be wielding a light blade. Target: One creature Attack: Dexterity -2 vs. AC Hit: 1[W] + Dexterity modifier damage, and you gain a +2 power bonus to AC until the start of your next turn.

Veil of Frost

Ninja Attack 1

The enemy is the victim of your chilly persona. Encounter ✦ Ki, Cold, Weapon Standard Action Melee or Ranged weapon Requirement: You must be wielding a bow, a crossbow, or a light blade. Target: One creature Attack: Dexterity vs. Fortitude Hit: 2[W] + Dexterity modifier cold damage, and the target is slowed until the end of your next turn.

Level 1 Daily Techniques Deadly Nightshade

Ninja Attack 1

You put ki into the enemy’s eyes. The energy in their eyes disrupts their vision and makes them privy to stupid moves. Daily ✦ Ki, Weapon Standard Action Melee weapon Requirement: You must be wielding a light blade. Attack: Dexterity vs. AC Hit: 2[W] + Dexterity modifier damage, and the target is blinded (save ends). Miss: Half damage, and the target is blinded until the end of your next turn.

Prolonged Frost

Ninja Attack 1

Your attack leeches cold sprit energy into your opponent’s body, leaving them weak and chilled. Daily ✦ Ki, Cold, Weapon Minor Action Melee weapon Trigger: You score a critical hit against an enemy. Requirement: You must be wielding a light blade. Target: The triggering enemy Attack: Wisdom vs. Fortitude Hit: 3[W] + Wisdom modifier cold damage, and the target is slowed and weakened (save ends both). Miss: Half damage, and the target is weakened until the end of your next turn.

Web of Deception

Ninja Attack 1

You weave your ki through the ground, creating stringy webs that stop your enemies in place Daily ✦ Ki, Weapon, Zone Standard Action Close burst 1 Requirement: You must be wielding a light blade. Target: Each enemy in burst Attack: Dexterity vs. Reflex Hit: 2[W] + Dexterity modifier damage. Effect: The burst creates a zone of spider webs in the burst until the end of your next turn. Any creature entering the zone becomes slowed (save ends). Sustain Minor: You sustain the power.

Level 2 Utility Techniques Frozen Soul

Ninja Utility 2

DiligentSearch

Ninja Utility 2

One with Shadow

Ninja Utility 2

Shadow Step

Ninja Utility 2

You infuse your attacks with cold energy for a brief moment. Daily ✦ Ki, Cold Move Action Personal Prerequisite: You must be trained in Insight. Effect: Until the end of your next turn, all your weapon attack powers gain the cold keyword.

You looked, but could not see. Perhaps you should try using your head for a change. Encounter ✦ Ki Minor Action Personal Prerequisite: You must be trained in Perception. Effect: Make a Perception check with a bonus equal to your Intelligence modifier.

Your form becomes shadowy, and you can disappear in the dim conditions of the night. Encounter ✦ Ki, Illusion Minor Action Personal Prerequisite: You must be trained in Stealth. Effect: Until the end of your next turn, if you are in an area of dim light, you are invisible.

You instantly blink out of existence, reappearing in another spot almost instantly. Encounter ✦ Ki, Teleportation Move Action Personal Prerequisite: You must be trained in Acrobatics. Effect: You teleport 3 squares. If you teleport from an area of dim light, teleport 6 squares instead.

Level 3 Encounter Techniques Quick Escape

Ninja Attack 3

Your sixth sense allows you to nimbly move out of the fray. Encounter ✦ Ki, Weapon Standard Action Melee weapon Requirement: You must be wielding a light blade. Target: One creature that marked you Attack: Dexterity vs. AC Hit: 2[W] + Dexterity modifier damage, you are no longer marked, and you shift 1 square.

Raking Slash

Ninja Attack 3

Stinging Strike

Ninja Attack 3

You hone your ki into a lethal edge, rending your opponent’s flesh. Encounter ✦ Ki, Weapon Standard Action Melee or Ranged weapon Requirement: You must be wielding a bow, a crossbow, or a light blade. Target: One creature Attack: Dexterity vs. Fortitude Hit: 2[W] + Dexterity modifier damage, and the target takes a -1 penalty to attack rolls and damage rolls until the end of your next turn Way of the Tiger: The penalty to attack rolls and damage rolls is equal to your Wisdom modifier.

An expertly-placed attack, combined with ki seeping into the wound, causes the opponent to have trouble moving. Encounter ✦ Ki, Weapon Standard Action Melee or Ranged weapon Requirement: You must be wielding a bow, a crossbow, or a light blade. Target: One creature Attack: Dexterity vs. AC Way of the Scorpion: You gain a bonus to the attack roll equal to your Intelligence modifier. Hit: 2[W] + Dexterity modifier damage, and the target is weakened until the end of your next turn.

Two-Tail Strike

Ninja Attack 3

For your second lesson, you strike, then move. Those stupid enough to attack you suffer the consequences. Encounter ✦ Ki, Weapon Standard Action Melee weapon Requirement: You must be wielding a light blade. Target: One creature Attack: Dexterity vs. AC Hit: 1[W] + Dexterity modifier damage, and you move your speed. If you provoke an opportunity attack, you deal damage to the attacking enemy equal to your Dexterity modifier as a free action. Way of the Rat: You gain a +2 power bonus to AC against the opportunity attacks you provoke using this power.

Level 5 Daily Techniques Cold Wave

Ninja Attack 5

A wave of spiritual cold freezes the enemy in place. Daily ✦ Ki, Cold, Weapon Standard Action Close blast 5 Requirement: You must be wielding a light blade. Target: Each enemy in blast Attack: Dexterity vs. AC Hit: 2[W] + Dexterity modifier damage, and the target is immobilized (save ends). Miss: Half damage, and the target is slowed until the end of your next turn.

Dragon Smoke Jutsu

Ninja Attack 5

Vanishing Act

Ninja Attack 5

You produce a large smoke cloud. This cloud takes the form of a dragon for an instant, attacking the eyes of anyone foolhardy enough to draw near. Daily ✦ Ki, Weapon, Zone Standard Action Close burst 1 Requirement: You must be wielding a light blade. Target: Each enemy in burst you can see Attack: Dexterity vs. Fortitude Hit: 2[W] + Dexterity modifier damage. Special: You create a zone of smoke until the end of your next turn. Any creature that enters the zone is blinded until the end of your next turn. Sustain Minor: You sustain the zone. You may sustain this power three times.

A sudden attack that would severely injure you is countered into a vicious retaliatory slash. Daily ✦ Ki, Teleportation, Weapon Immediate Interrupt Melee weapon Requirement: You must be wielding a light blade. Trigger: You are hit by a melee attack. Effect: You teleport to any square adjacent to the triggering enemy and make an attack. You take no damage. Target: The triggering enemy Attack: Dexterity vs. AC Hit: 2[W] + Dexterity modifier damage. Miss: Half damage.

Level 6 Utility Techniques Master’s Focus

Ninja Attack 6

Pierce the Veil

Ninja Utility 6

Focusing on one enemy, you can gain a better understanding of their skills, aiding you in effectively combating the threat. Daily ✦ Ki, Stance Minor Action Ranged 5 Target: One enemy you can see Prerequisite: You must be trained in Insight. Effect: You gain a +1 power bonus to your defenses against the target until the stance ends.

Infusing your ki into your weapon, you pierce through magical defenses. Encounter ✦ Ki Move Action Personal Prerequisite: You must be trained in Perception. Effect: Until the end of your next turn, your attacks ignore a number of points of resistance equal to your Wisdom modifier.

Leg Toss

Ninja Attack 7

Three-Tail Strike

Ninja Attack 7

Tiger’s Rage

Ninja Attack 7

Imparting ki into your arms and legs, you grab your enemy and throw them, the force of your throw causing serious pain. Encounter ✦ Ki, Weapon Standard Action (Special) Melee weapon Requirement: You must be wielding a light blade. Special: If an enemy charges you, you may use this power as an immediate interrupt. Target: One creature of Medium size Attack: Dexterity vs. AC Hit: 2[W] + Dexterity modifier damage, you slide the target 1 square, and you knock the target prone.

Slippery Form

Ninja Utility 6

Your skin becomes slippery for a moment, letting you escape from someone who would try to pin you down. Encounter ✦ Ki Immediate Interrupt Personal Trigger: A creature grabs you Prerequisite: You must be trained in Acrobatics. Effect: Make an Acrobatics check to escape the grab with a +5 power bonus.

Wind Rider

Ninja Utility 6

You move like the wind, but do not become it. Daily ✦ Ki, Stance Minor Action Personal Prerequisite: You must be trained in Athletics. Effect: You gain a +2 power bonus to speed and attack rolls, but take a -2 penalty to your defenses.

Level 7 Encounter Techniques Deadly Mixture

Ninja Attack 7

A mix of poison and ki makes for a lethal attack. Encounter ✦ Ki, Poison, Weapon Standard Action Melee or Ranged weapon Prerequisite: You must be wielding a poisoned weapon. Requirement: You must be wielding a bow, a crossbow, or a light blade. Target: One creature Attack: Dexterity vs. AC Hit: 2[W] + Dexterity modifier poison damage. Way of the Scorpion: If the poison deals ongoing damage, the target is slowed until the end of your next turn.

Your third lesson involves illusion, releasing mist from your blade to obscure your presence. Encounter ✦ Ki, Illusion, Weapon Standard Action Melee weapon Requirement: You must be wielding a light blade. Target: One creature Attack: Dexterity vs. Will Hit: 2[W] + Dexterity modifier damage, you shift 1 square, and you gain concealment until the end of your next turn. Way of the Rat: You shift a number of squares equal to 1 + your Wisdom modifier.

The sudden rush of spirit energy flowing from your projectiles forces your enemies back. Encounter ✦ Ki, Weapon Standard Action Close blast 3 Requirement: You must be wielding a bow, a crossbow, or a light thrown weapon. Target: Each enemy in blast you can see Attack: Dexterity vs. Reflex Hit: 1[W] + Dexterity modifier damage, and you slide the target 1 square. Way of the Tiger: You slide the target a number of squares equal to your Wisdom modifier.

Level 9 Daily Techniques Ice Blast Jutsu

Ninja Attack 9

A blast of cold ki freezes your opponent solid. Daily ✦ Ki, Cold, Weapon Standard Action Ranged 5 Requirement: You must be wielding a light blade. Target: One creature Attack: Dexterity vs. Fortitude Hit: 2[W] + Dexterity modifier damage, and the target is helpless (save ends). On a critical hit, the target also takes ongoing 10 cold damage (save ends both). Miss: Half damage, and the target is stunned until the end of your next turn.

Leech’s Embrace

Ninja Attack 9

Your weapon becomes a blade of death, searing the enemy to their very soul and giving you strength. Daily ✦ Ki, Healing, Necrotic, Weapon Standard Action Melee or Ranged weapon Special: If you have combat advantage against the target, you may use this power as a minor action Requirement: You must be wielding a bow, a crossbow, or a light blade. Target: One creature Attack: Dexterity vs. Fortitude Hit: 3[W] + Dexterity modifier necrotic damage, and ongoing 10 necrotic damage (save ends). Miss: Half damage, and no ongoing damage. Effect: You gain 10 temporary hit points.

Vicious Masterstroke

Ninja Attack 9

Placing massive amounts of ki into your weapon, you hope to cause as much pain as you can in one shot. Daily ✦ Ki, Weapon Standard Action Melee weapon Requirement: You must be wielding a light blade. Target: One creature Attack: Intelligence vs. Reflex Hit: 5[W] + Intelligence modifier damage. Miss: Half damage.

Level 10 Utility Techniques Cat’s Foot Jutsu

Ninja Utility 10

Ghost Form

Ninja Utility 10

Your sixth sense is more acute than normal, and like a cat, you land on your feet. At-Will ✦ Ki Free Action Personal Trigger: You fall. Prerequisite: You must be trained in Acrobatics. Effect: Make an Acrobatics check with a +5 power bonus. If the check reduces at least one-half your falling damage, you land on your feet and take no damage instead.

Your body changes into that of a ghost. Encounter ✦ Ki Minor Action Personal Prerequisite: You must be trained in Insight. Effect: You become insubstantial until the start of your next turn.

Leeching Thrust

Ninja Utility 10

A potent attack is exacerbated by the passage of your ki into the gaping wound. Encounter ✦ Ki Free Action Melee 1 Trigger: You score a critical hit with a melee attack. Target: The triggering enemy Prerequisite: You must be trained in Insight. Effect: If you also dealt Stealthy Strike damage with the attack, add an additional 2d6 damage.

Vanish Into The Night

Ninja Utility 10

Stepping into the shadows, you can no longer be found. Daily ✦ Ki, Illusion Minor Action Personal Prerequisite: You must be trained in Stealth. Effect: Until the end of the encounter, you may make a Stealth check at a -2 penalty to become hidden in areas of dim light, even if enemies can see you.

Level 13 Encounter Techniques Cheetah’s Grace

Ninja Attack 13

Deer’s Bound

Ninja Attack 13

You slice at your enemy, then move to the next target at blinding speed. Encounter ✦ Ki, Weapon Standard Action Melee weapon Requirement: You must be wielding a light blade. Target: Two creatures (see entry) Attack: Dexterity vs. AC Hit: 2[W] + Dexterity modifier damage, and you shift 2 squares. You must end this movement adjacent to an enemy. Make a secondary attack. Way of the Tiger: You may shift a number of squares equal to 1 + your Wisdom modifier. Secondary Target: The primary target or a different creature. Secondary Attack: Dexterity vs. AC Hit: 2[W] + Dexterity modifier damage.

A deadly strike gives you the strength to jump a great distance. Encounter ✦ Ki, Weapon Standard Action Melee weapon Prerequisite: You must be trained in Athletics. Requirement: You must be wielding a light blade. Target: One creature Attack: Dexterity vs. AC Hit: 2[W] + Dexterity modifier damage, and you may make an Athletics checks to jump. You are treated as having a running start for the jump.

Five-Tail Strike

Ninja Attack 13

Your fifth attack forces you to look inward, forcing you to take the soul of a human. Encounter ✦ Ki, Weapon Standard Action Melee or Ranged weapon Requirement: You must be wielding a bow, a crossbow, or a light blade. Target: One creature Attack: Dexterity vs. AC Hit: 2[W] + Dexterity modifier damage, and the target is dazed until the end of your next turn. Way of the Rat: The target is stunned until the end of your next turn instead.

Vile Sting

Ninja Attack 13

A poisonous attack numbs your enemy’s arms, making it difficult for them to make coordinated attacks. Encounter ✦ Ki, Poison, Weapon Standard Action Melee or Ranged weapon Prerequisite: You must be wielding a poisoned weapon. Requirement: You must be wielding a bow, a crossbow, or a light blade. Target: One creature Attack: Dexterity vs. Fortitude Hit: 2[W] + Dexterity modifier poison damage, and the target takes a -2 penalty to attack rolls until the start of your next turn. Way of the Scorpion: The attack penalty is equal to 1 + your Intelligence modifier.

Level 15 Daily Techniques Phoenix Ash Jutsu

Ninja Attack 15

An attack that would kill you instead brings you back to life, like the phoenix rising from the ashes. Daily ✦ Ki, Healing Immediate Interrupt Personal Trigger: An attack would reduce you to 0 hit points or less. Effect: Spend a healing surge. You take no damage from the triggering attack, and take no damage from attacks until the start of your next turn.

Polar Bear’s Roar

Ninja Attack 15

Torrent of Blades

Ninja Attack 15

Releasing torrents of ki into your weapons, you unleash a mighty storm of ice and cold on your enemies. Daily ✦ Ki, Cold, Weapon Standard Action Area burst 1 within 10 squares Requirement: You must be wielding a bow, a crossbow, or a light thrown weapon. Target: Each enemy in burst you can see Attack: Dexterity vs. AC Hit: 2[W] + Dexterity modifier cold damage, and ongoing 5 cold damage (save ends) Miss: Half damage, and no ongoing damage.

Moving at blinding speed, you keep slicing and dicing until the enemy is left bloodied. Daily ✦ Ki, Weapon Standard Action Melee weapon Requirement: You must be wielding a light blade. Target: See entry Attack: Dexterity vs. AC Hit: 2[W] + Dexterity modifier damage, and you may shift 3 squares. Make a secondary attack. Miss: Half damage, you may shift 1 square, and no secondary attack. Secondary Target: The primary target or a different creature. Secondary Attack: Dexterity vs. AC Hit: 2[W] + Dexterity modifier damage. You may repeat the attack until you miss or until the target is bloodied.

Level 16 Utility Techniques Ghostly Eyes

Ninja Utility 16

Ninjutsu Step

Ninja Utility 16

Out of Sight, Out of Mind

Ninja Utility 16

You channel ki into your eyes, and you can find those who hide under the veil of illusion Daily ✦ Ki Minor Action Personal Prerequisite: You must be trained in Perception. Effect: Until the end of the encounter, you can see invisible creatures and objects as if they were visible.

You jump back suddenly, pushing ki into your feet and dodging at the right moment. Encounter ✦ Ki Immediate Interrupt Personal Trigger: You are the target of a melee attack. Prerequisite: You must be trained in Athletics. Effect: Shift 1 square. You gain a bonus to your defenses equal to your Intelligence modifier until the start of your next turn.

Those caught off-guard will never find you. Daily ✦ Ki, Illusion, Stance Minor Action Personal Prerequisite: You must be trained in Stealth. Effect: Until the stance ends, you are invisible to any enemy that is granting combat advantage to any ally within 5 squares of you.

Will-o’-the-Wisp

Ninja Utility 16

Entering a brief state of focus, your movements are so quick, your enemies find you difficult to spot. Encounter ✦ Ki Minor Action Personal Prerequisite: You must be trained in Acrobatics. Effect: Until the end of your turn, you become invisible, and your speed increases by 2.

Level 17 Encounter Techniques Drill Blade

Ninja Attack 17

You twist your body and deliver a drill-like attack. Encounter ✦ Ki, Thunder, Weapon Standard Action (Special) Melee weapon Special: If charging, you may use this power as a melee basic attack. Requirement: You must be wielding a light blade. Target: One creature Attack: Dexterity vs. AC Hit: 3[W] + Dexterity modifier thunder damage. Way of the Tiger: Enemies adjacent to the target take thunder damage equal to your Wisdom modifier.

Six-Tail Strike

Ninja Attack 17

Your sixth lesson in the style of the fox draws you closer to their trickster nature and illusory manner. Encounter ✦ Ki, Illusion, Weapon Standard Action Melee or Ranged weapon Prerequisite: You must be trained in Bluff. Requirement: You must be wielding a bow, a crossbow, or a light blade. Target: One creature Attack: Dexterity vs. Will Hit: 3[W] + Dexterity modifier damage, and the target must makes opportunity attacks against its allies if able until the start of your next turn. Way of the Rat: Add your Wisdom modifier to your defenses until the start of your next turn.

Venom and Pincer

Ninja Attack 17

A precision attack combined with a poisonous weapon creates a debilitating effect on your opponent. Encounter ✦ Ki, Poison, Weapon Standard Action Melee or Ranged weapon Prerequisite: You must be wielding a poisoned weapon. Requirement: You must be wielding a bow, a crossbow, or a light blade. Target: One creature Attack: Dexterity vs. Fortitude Hit: 4[W] + Dexterity modifier poison damage, and the target is slowed until the end of your next turn. Way of the Scorpion: If the poison deals ongoing damage, increase the ongoing damage by 5.

Wind Blade

Ninja Attack 17

You unfurl a deadly blade of pure wind from your weapon, and no one is safe from its deadly edge. Encounter ✦ Ki, Weapon Standard Action Close blast 3 Requirement: You must be wielding a light blade. Target: Each enemy in blast you can see Attack: Dexterity vs. AC Hit: 2[W] + Dexterity modifier damage, and the target is slowed until the end of your next turn.

Level 19 Daily Techniques Cracked Kappa Shell

Ninja Attack 19

Ice Dragon Jutsu

Ninja Attack 19

Weaving ki into the opponent’s body, you seek to weaken them in either, mind, body, or spirit. Daily ✦ Ki, Weapon Standard Action Melee or Ranged weapon Requirement: You must be wielding a bow, a crossbow, or a light blade. Target: One creature Attack: Wisdom vs. Fortitude, Reflex, or Will Hit: 5[W] + Wisdom modifier damage, and the target takes a penalty to the target defense equal to your Wisdom modifier (save ends). Miss: Half damage, and the target takes a -2 penalty to the target defense until the end of your next turn.

Invoking the spiritual strength of your cold soul, you unleash a large sheet of ice along the ground Daily ✦ Ki, Cold, Weapon, Zone Standard Action Close burst 2 Requirement: You must be wielding a light blade. Target: Each enemy in burst Attack: Dexterity vs. Reflex Hit: 2[W] + Dexterity modifier cold damage. Special: You create a zone of ice until the end of your next turn. Any enemy that enters the zone is knocked prone if it moves more than 1 square while within the zone during a single turn. Sustain Minor: You sustain the zone. You may sustain this Power no more than three times.

Shark’s Lunge

Ninja Attack 19

You manipulate your spirit energy into your weapon and lunge forward, using your serrated blade to leave lasting wounds. Daily ✦ Ki, Weapon Standard Action Melee weapon Requirement: You must be wielding a light blade. Special: You may shift 2 squares before the attack. Target: One creature Attack: Dexterity vs. AC Hit: 4[W] + Dexterity modifier damage, and the target takes 10 ongoing damage (save ends). Effect: One enemy adjacent to the target takes ongoing damage equal to 5 + your Intelligence modifier (save ends). Miss: Half damage, and the target takes ongoing damage equal to your Intelligence modifier (save ends).

Level 22 Utility Techniques Crane’s Jump

Ninja Utility 22

Eagle’s Feather

Ninja Utility 22

Hawk’s Focus

Ninja Utility 22

You move with incredible grace, no matter the situation. At-Will ✦ Ki Move Action Personal Prerequisite: You must be trained in Acrobatics and Athletics. Effect: You may shift 2 squares.

You take flight, like an eagle spreading its wings. Daily ✦ Ki Minor Action Personal Prerequisite: You must be trained in Acrobatics. Effect: You gain a flight speed equal to your speed until the end of the encounter.

Your singular focus against an enemy gives you a deadly advantage against that foe. Encounter ✦ Ki Minor Action Ranged 10 Target: One creature you can see Prerequisite: You must be trained in Insight. Effect: You gain a power bonus to attack rolls and your defenses against the target equal to your Wisdom or Intelligence modifier (whichever is higher) until the end of your next turn.

Spider Sense

Ninja Utility 22

You feel vibrations in the ground- an ambush! Daily ✦ Ki Immediate Interrupt Ranged sight Trigger: You and your allies become surprised Prerequisite: You must be trained in Perception. Targets: You and each ally Effect: The targets gain the surprise round instead and a +10 power bonus to the initiative check.

Level 23 Encounter Techniques Adamantine Palm

Ninja Attack 23

Tarantuala’s Rage

Ninja Attack 23

Leech’s Grasp

Ninja Attack 23

Seven-Tail Strike

Ninja Attack 23

The rat ninja developed the technique, but the scorpion have refined it. Encounter ✦ Ki, Weapon Standard Action Melee weapon Requirement: You must be wielding a light blade. Target: Three creatures Attack: Dexterity vs. Reflex, three attacks Hit: 2[W] + Dexterity modifier damage, and you knock the target prone. Way of the Scorpion: You make a number of attacks equal to your Intelligence modifier instead.

Your ki is more deadly than any venom the drow could produce. Encounter ✦ Ki, Poison, Weapon Standard Action Melee or Ranged weapon Requirement: You must be wielding a bow, a crossbow, or a light blade. Target: One creature Attack: Dexterity vs. AC Hit: 3[W] + Dexterity modifier damage, and the target is stunned until the end of your next turn.

You pass on your injuries to your enemy for a brief time. Encounter ✦ Ki, Healing, Necrotic, Weapon Standard Action Melee or Ranged weapon Prerequisite: You must be bloodied to use this power. Requirement: You must be wielding a bow, a crossbow, or a light blade. Target: One creature Attack: Dexterity vs. Fortitude Hit: The target takes necrotic damage equal to your bloodied value minus your current hp, and you gain temporary hit points equal to one-half your level. Way of the Tiger: You gain temporary hit points equal to one-half your level + your Wisdom modifier.

Your seventh lesson in the fox style involves waving you weapon in a seven-pronged hurricane. Encounter ✦ Ki, Weapon Standard Action Close burst 1 Requirement: You must be wielding a light blade. Target: Each enemy in burst you can see Attack: Dexterity vs. AC Hit: 2[W] + Dexterity modifier damage, and you slide the target 2 squares. Way of the Rat: You shift one-half your speed.

Level 25 Daily Techniques Black Widow Strike

Ninja Attack 25

Eel’s Bite

Ninja Attack 25

You pour ki down your blade, and the poison unleashed in your enemy’s body causes delirium and madness. Daily ✦ Ki, Poison, Weapon Standard Action Melee or Ranged weapon Requirement: You must be wielding a bow, a crossbow, or a light blade. Target: One creature Attack: Intelligence vs. Fortitude Hit: 5[W] + Intelligence modifier poison damage, and the target is deafened and blinded (save ends both). The target makes saving throws at a -5 penalty. Miss: Half damage, and the target is deafened (save ends). The target makes saving throws at a -2 penalty.

You send a massive shockwave into the enemy. What will happen next depends where you struck your foe. Daily ✦ Ki, Lightning, Weapon Standard Action Melee or Ranged weapon Requirement: You must be wielding a bow, a crossbow, or a light blade. Target: One creature Attack: Intelligence vs. AC Hit: 6[W] + Intelligence modifier lightning damage. Miss: Half damage. Effect: Roll 1d20. Determine the effect based on the roll 1-4: Strikes the arms. The target takes a -2 penalty to attack rolls and defenses (save ends) 5-9: Strikes the legs. The target is knocked prone and cannot stand up until the end of your next turn. 10-14: Strikes the stomach. The target is slowed and weakened (save ends both). 15-19: Strikes the chest. The target is stunned (save ends). 20: Strikes the head. The target becomes unconscious (save ends).

Forest Mist Jutsu

Ninja Attack 25

You channel your spirit energy into a misty veil that obscures your enemy’s vision and catches them off-guard. Daily ✦ Ki, Illusion, Weapon Standard Action Melee weapon Requirement: You must be wielding a light blade. Target: One creature Attack: Dexterity vs. Will Hit: 5[W] + Dexterity modifier damage, and you gain combat advantage and a bonus to your defenses against the target equal to your Wisdom modifier (save ends both). Miss: Half damage, and you gain combat advantage against the target until the end of your next turn.

Level 27 Encounter Techniques Black Mamba Strike

Ninja Attack 27

Cloud of Dust

Ninja Attack 27

Eight-Tail Strike

Ninja Attack 27

The sting you release is the deadliest you ever created. Encounter ✦ Ki, Poison, Weapon Minor Action Melee or Ranged weapon Prerequisite: You must score a critical hit this turn to use this power. Requirement: You must be wielding a bow, a crossbow, or a light blade. Target: One creature Attack: Dexterity vs. Fortitude Hit: 3[W] + Dexterity modifier poison damage, and the target is immobilized until the end of your next turn. Way of the Scorpion: The target is stunned until the end of your next turn instead.

Concentrating ki through your feet, you push your energy out and create a large cloud of irritating dust. Encounter ✦ Ki, Weapon Standard Action Close burst 2 Requirement: You must be wielding a light blade. Target: One creature Attack: Dexterity vs. AC Hit: 2[W] + Dexterity modifier damage, and the target is blinded until the end of your next turn.

As you approach your final lesson, the fox teaches you a method for punishing enemies who would try to stand against you. Encounter ✦ Ki, Thunder, Weapon Standard Action Melee or Ranged weapon Requirement: You must be wielding a bow, a crossbow, or a light blade. Target: One creature Attack: Dexterity vs. Will Hit: 3[W] + Dexterity modifier thunder damage, and you move your speed. Any enemy that makes an opportunity attack against you takes 10 thunder damage. Way of the Rat: The thunder damage is equal to 10 + your Wisdom modifier.

Electric Slash

Ninja Attack 27

You create a weapon of pure lightning, slashing and shocking your enemy at the same time. Encounter ✦ Ki, Lightning, Weapon Standard Action Melee or Ranged weapon Requirement: You must be wielding a bow, a crossbow, or a light blade. Target: One creature Attack: Dexterity vs. AC Hit: 4[W] + Dexterity modifier lightning damage, and roll 1d20. Determine the effect based on the roll. The effect lasts until the end of your next turn. 1: No effect 2-5: The target is immobilized 6-10: The target is weakened 11-15: The target is blinded 16-19: The target is petrified 20: The target is stunned Way of the Tiger: You may choose the effect without rolling.

Level 29 Daily Techniques Fall of the Sakura

Ninja Attack 29

Cherry blossoms are beautiful, but have short lives. Your enemies are no different, and you show it in a literal sense. Daily ✦ Ki, Weapon Standard Action Area burst 1 within 10 squares Requirement: You must be wielding a bow, a crossbow, or a light thrown weapon. Target: One creature Attack: Dexterity vs. AC Hit: 3[W] + Dexterity modifier damage, and the target is stunned (save ends).

Nine-Tail Strike

Ninja Attack 29

You reach the pinnacle of the fox’s teachings, striking nine vital points in the enemy’s body and giving you omniscience against your foe. Daily ✦ Ki, Illusion, Weapon Standard Action Melee weapon Requirement: You must be wielding a light blade. Target: One creature Attack: Dexterity vs. AC, nine attacks Hit: 1[W] + Dexterity modifier damage per attack. Effect: Determine the effect based on the number of hits. 1: The target is deafened (save ends). 2: You gain a +2 power bonus to damage rolls against the target (save ends). 3: The target is immobilized (save ends). 4: The target is dazed (save ends). 5: You gain a +5 power bonus to attack rolls against the target (save ends). 6: The target is blinded (save ends). 7: The target is stunned (save ends) 8: The target becomes unconscious (save ends). 9: All attacks the target makes against you are treated as a natural 1 until the end of the encounter.

Water Moon Jutsu

Ninja Attack 29

“It can be seen, but never held.” This ancient saying applies to you and your ability to unnaturally avoid your enemies, yet you seem perfectly capable of putting down your enemies. Daily ✦ Ki, Illusion, Weapon Standard Action Close burst 1 Requirement: You must be wielding a light blade. Target: Each enemy in burst you can see Attack: Wisdom vs. Will Hit: You gain combat advantage against the target (save ends). You can score critical hits against the target on 1720 until the end of the encounter. Miss: You gain combat advantage and can score critical hits against the target on 19-20 until the end of your next turn.

New Paragon Paths Cunning Fox “I am a student of the fox. Tricksters, illusionists, deceivers. Whatever you call them, their mysticism is one of many avenues for the ninja.” Prerequisites: Ninja class, training in Bluff and Insight Hundreds of years ago, there once lived a warrior known as the Cunning Fox. The Cunning Fox was a legendary master of subterfuge and illusion, believed to be able to slip past a legion of soldiers on a brightly lit day. When the Cunning Fox was still a teenager, in the middle of his daily training, he came across a fantastic sight: A fox with nine tails, said to be one of the rarest sights in all of existence. Though the ninja was spotted by the fox, it was surprised it took so long to find him. Therefore, the ninetailed beast decided to reward him with its greatest gift: A set of nine techniques, each created when the fox grew a new tail, a symbol of its age and ever-burgeoning wisdom. Whether this is true or not is still a hotly debated topic among the ninja today, but even after all these years, none deny the uncanny skill of the Cunning Fox. This is because of a set of nine techniques known to many of the old clans: The Tailed-Fox Strikes, which were the signature skills of the Cunning Fox. Passed onto Nezumi, the first ninja to master the way of the rat, the skills of the Cunning Fox still exist today, but only those who focus the most intently on the legendary ninja’s teachings will hope to master all of his techniques.

Cunning Fox Path Features Fox’s Action (11th Level): You may spend an action point to become invisible until the end of your turn instead of taking an extra action. Fox’s Vision (11th Level): You gain a +2 bonus to Bluff, Insight, and Perception checks. Ancestral Trickery (16th Level): You may use the Bluff skill to create a distraction to hide or gain combat advantage as a minor action.

Cunning Fox Techniques Four-Tail Strike

Cunning Fox Attack 11

Foxfire

Cunning Fox Utility 12

Mischievous Strike

Cunning Fox Attack 20

The fourth lesson of the fox style is reserved specifically for you. Encounter ✦ Ki, Weapon Standard Action Melee or Ranged weapon Requirement: You must be wielding a bow, a crossbow, or a light blade. Target: One creature Attack: Dexterity vs. AC Hit: 2[W] + Dexterity modifier damage. If you have combat advantage against the target, add 1[W] + Wisdom modifier damage.

An ancient defense taught by the Cunning Fox, foxfire is a blue flame that deceives the enemy and heals you. Daily ✦ Ki, Healing Immediate Interrupt Melee 1 Trigger: You are hit by a melee attack Target: The triggering enemy Effect: You take no damage from the triggering attack. You regain hit points equal to 10 + your Wisdom modifier.

Mischief and lethality become one as you cut down your enemy. Daily ✦ Ki, Weapon Minor Action Melee or Ranged weapon Requirement: You must be wielding a bow, a crossbow, or a light blade. Target: One enemy you have used the Bluff skill to gain combat advantage against. Attack: Dexterity vs. AC Hit: 5[W] + Dexterity modifier damage, and when the target attacks you, you may shift 1 square as an immediate interrupt (save ends). Miss: 3[W] + Dexterity modifier damage, and you shift 1 square.

Four-Point Starblade “Shuriken are my specialty. When you want someone who can pierce the orbit of an enemy’s eye or cut the tendons of their wrist without them knowing where it came from, you come to me.” Prerequisite: Ninja class, Ninja Weapon Talent (shuriken) class feature The shuriken is likely one of the strangest weapons to even a well-trained combatant. A small piece of metal with multiple sharpened blades, these weapons can spin through air like hot knives through butter, creating amazing spin and piercing flesh with a well-placed throw. Because they are so small, shuriken are difficult weapons to grasp, even to a well-trained warrior. Long ago, during the days of the first ninja, the clans were looking to make a weapon that could move quickly and silently. Experimenting with a variety of bladed weapons, they found that while daggers were effective, they could spin effectively in the air and could not fly well once thrown. However, a ninja named Hoshi came up with an item with multiple edges. This weapon flew matched the dagger in general accuracy, but could fly further and was easier to poison, and thus, the first shuriken was born. You are the foremost expert of the shuriken. To you, holding the shuriken in your hands is no different from holding a knife when cutting a piece of steak. Years of training in proper holding and throwing, combined with your talent for deadly accurate throws, make you most effective when holding this exotic weapon in your hands. The rogue is master of the dagger. You are master of the shuriken.

Four-Point Starblade Path Features Starblade’s Action (11th Level): When you spend an action point to take an extra action, you may also make a ranged basic attack with a shuriken as a free action. Starblade’s Accuracy (11th Level): You can score critical hits with shuriken on a roll of 18-20. Slice the Eyes (16th Level): Whenever you score a critical hit against an enemy with a shuriken, the enemy is dazed until the end of your next turn.

Four-Point Starblade Techniques Starblade Strike

Four-Point Starblade Attack 11

Focusing your vision through the hole in your shuriken, you unleash a well-aimed throw. A perfect throw allows you to maintain your focus. Encounter ✦ Ki, Weapon Standard Action Ranged weapon Requirement: You must be wielding a shuriken. Target: One creature Attack: Dexterity vs. AC Hit: 2[W] + Dexterity modifier damage. Special: If you score a critical hit, you do not expend this power.

Star in the Sky Four-Point Starblade Utility 12 A well-aimed throw at the enemy renders you indistinguishable, as if you were one of the stars in the sky. Encounter ✦ Ki Free Action Personal Trigger: You are hidden and hit an enemy with a shuriken. Effect: If you have cover or concealment, you remain hidden.

Raining Star Four-Point Starblade Attack 20 Jutsu

With lightning speed, you throw endless shuriken into the air. The enemy is left dumbstruck as they are perforated by your deadly stars. Daily ✦ Ki, Weapon Standard Action Area burst 2 within 10 squares Requirement: You must be wielding a shuriken Special: You do not take the -2 penalty to attack rolls for attacking at long range when using this power. Target: Each enemy in burst you can see. Attack: Dexterity vs. AC Hit: 2[W] + Dexterity modifier damage, and the target is dazed (save ends).

Leaf in the Wind “I have learned to control the forces of Mother Nature with my spirit. Every root, every leaf, is under my command.” Prerequisites: Elf, ninja class Some ninja believe that when one communes with the forces of nature, that person can connect with those forces and unleash those abilities upon the enemy. Over the last few centuries, however, the ninja began to focus their powers internally, focusing on more intrinsic methods of perfection, wishing to become more self-sufficient and rely on no one but themselves. As time progressed, communing with nature became a largely forgotten practice. Today, only one race posses the disposition to tap into the forces of nature: The elves. Elves, with their amazingly acute eyes and ears, their natural affinity to the wild, and their incredible wisdom allow them to connect with the other side in a way even the eldarin could never understand. In time, the elves learn to become one with nature in the literal sense, becoming one with the wind, and blending in with the forests and swamps of the world When a ninja’s spirit becomes one with the natural forces of the world, they can move swiftly and silently. Their footsteps are tiny ruffles upon the moss, their speed like a passing breeze. To your enemies, it is as if you are a leaf in the wind.

Leaf in the Wind Path Features Leaf’s Action (11th Level): When you spend an action point to take an extra action, you may also take a move action. Ruffle of Leaves (11th Level): You take no penalty to Stealth checks when moving your speed and a -5 penalty to Stealth checks when running. One With Nature (16th Level): You gain a +1 bonus to attack rolls when outdoors.

Leaf in the Wind Techniques Air Slash

Leaf in the Wind Attack 11

A gust of air flies from your blade, slicing the enemy and cutting anyone near them. Encounter ✦ Ki, Weapon Standard Action Ranged 5 Requirement: You must be wielding a light blade. Target: One creature Attack: Dexterity vs. Reflex Hit: 2[W] + Dexterity modifier damage, and one enemy adjacent to the target takes damage equal to your Dexterity modifier.

Leaf Tornado

Leaf in the Wind Utility 12

One Thousand Leaves

Leaf in the Wind Attack 20

Entering a state of intense focus, you create a tornado of green leaves, and those who enter the tornado become off-balance and confused. Encounter ✦ Ki, Zone Minor Action Close burst 2 Effect: You create a zone of flitting leaves until the end of your next turn. Any enemy in the zone becomes dazed as long as the power remains in effect

Your spirit resonates with the ground, allowing you to bring down a blast of one thousand leaf blades upon your enemy. Daily ✦ Ki, Weapon Standard Action Ranged 5 Requirement: You must be wielding a light blade. Target: One creatures Attack: Dexterity vs. AC Hit: 4[W] + Dexterity modifier damage, and the target and all enemies adjacent to the target are dazed (save ends). Miss: Half damage, and the target is dazed until the end of your next turn. Special: If this power reduces the target to 0 hit points or less, all enemies adjacent to the target are dazed and take ongoing damage equal to your Dexterity modifier (save ends both).

Master of Twin Blades “These two blades have become my life over the last several years. My ki has seeped into these weapons during these long years, so much so that they are now as much a part of me as my fingers and toes.” Prerequisites: Ninja class, any ranger multiclass feat, proficiency with light blade It takes a special warrior to master the use of two weapons. To master one weapon requires years of training to learn the intricacies of martial combat. To learn how to use a weapon is to treat the weapon as a part of yourself. If you cannot connect with your weapon, the weapon will turn against you. Once your weapon and you are one, you cannot be beaten. The mastery of two weapons, however, is another matter. Wielding a weapon in each hand is much more difficult and requires further training to master. Two weapons create conflict with one another; one could catch on the other if you are not properly trained, and if your blades become angry and fight each other, you die. However, if you both blades become friends, you can become a whirlwind, a hurricane, a torrent of destruction and mysticism. Now, you have attained the skill necessary to carry two weapons in perfect harmony. Your years of training have given you the skill to turn your blades into, at best, great friends, and at worst, strong allies. Your weapons know you have devoted a great deal of time and effort to bring them together, and they finally understand, and these weapons will not fight against each other. They are united.

Master of Twin Blades Path Features Twin Blade Action (11th Level): When you spend an action point to use a melee attack power with your main hand, you may attack the same enemy with your off-hand weapon as a free action. If you hit, you deal an extra 1[W] + Dexterity modifier damage. Two-Hand Expertise (11th Level): As long as you are wielding two melee weapons, you gain a +1 bonus to AC. Crossed Blades (16th Level): As long you are wielding two melee weapons that are the same (two daggers, for example), you gain a +1 bonus to attack rolls made with your main hand weapon.

Master of Twin Blades Techniques Light and Dark Master of Twin Blades Attack 11 You channel ki into your weapons, each of which embody the power of blazing light and shuddering darkness. Encounter ✦ Ki, Necrotic, Radiant, Weapon Standard Action Melee weapon Requirement: You must be wielding two light blades. Target: One or two creatures, two attacks (one main hand, one off-hand) Attack: Dexterity vs. AC Hit: 1[W] + Dexterity modifier radiant damage (main hand), and 1[W] + Dexterity modifier necrotic damage (off-hand). Special: If both attacks hit, the target cannot apply necrotic or radiant resistance for this power.

Hidden Blade Master of Twin Blades Utility 12

You only had time to draw one weapon. With another deftly housed on you, you pull it out with supernatural quickness, catching the enemy unawares. Encounter ✦ Ki, Weapon Free Action Melee 1 Requirement: Your off-hand must be free. Target: One creature Effect: Draw a weapon for your off-hand. You gain combat advantage against the target for the next melee attack you make with your off-hand weapon this turn.

Hurricane

Master of Twin Blades Attack 20

Your spirit moves its way into your hands and feet, and you spin your body violently, knocking back your enemies. Daily ✦ Ki, Weapon Standard Action Close burst 1 Requirement: You must be wielding two light blades. Target: Each enemy in burst Attack: Dexterity vs. Reflex Hit: 2[W] + Dexterity modifier damage, and the target is knocked prone. Effect: You slide the target 1 square.

Rat Foot “To learn the Way of the Rat, you must be able to skitter about the battlefield, avoid enemy reprisal, and slip into and out of the shadows at your whim. But these are only the basics. When you possess the skill needed to learn more about our way, seek me out again.” Prerequisites: Ninja class, Way of the Rat class feature During the first days of the ninja, there were three ninja in particular who carried the legacy of the clans. They were the progenitors of ninjutsu, and each one perfected the three ways of the ninja each clan would come to use today. The first of these ninja was named Nezumi. A quick-moving ninja, Nezumi was a master of silent movement and cautious defense. Though his attacks were not as deadly as his two brethren, his abilities still carried advantages. His ability to move effective allowed to slip through enemies and deliver a crucial attack at the right moment. To put it bluntly, Nezumi could skitter around the battlefield better than anyone else. Truly a rarity even among those who seek to remain hidden, Nezumi would draw the attention of numerous clans, all of whom seeking to learns his way. Wishing to pass on his skills and, perhaps to perfect his own abilities, Nezumi trained any ninja who wished to learn from him, under the condition that during this training, students from rival clans could not fight each other until the training was complete. This was meant to deny any clan the upper hand, as Nezumi felt all with the potential to become rat ninja under him had the right to do so. In time, Nezumi’s techniques would become one of the founding pillars of the ninja. Today, you carry on the legacy of Nezumi, the first rat ninja. Years ago, when you first learned the techniques of your clan, you began your journey to learn the Way of the Rat. Today, you become the rat.

Rat Foot Path Features Rat’s Action (11th Level): When you spend an action point to take an extra action, you become invisible until the start of your next turn. Skittering About (11th Level): You gain a +4 bonus to AC against opportunity attacks. Nezumi’s Technique (16th Level): When you score a critical hit on an enemy you deal Stealthy Strike damage against, the target cannot attack you on its next turn.

Rat Foot Techniques Iron Palm

Rat Foot Attack 11

Stretching your hand, you push ki through your hands and feet and thrust your body forward, striking with an iron hand. Encounter ✦ Ki, Weapon Standard Action Melee weapon Requirement: You must be wielding a light blade. Target: One creature Attack: Dexterity vs. AC Hit: 3[W] + Dexterity modifier damage, and the target is knocked prone.

Eyes of the Rat

Rat Foot Utility 12

You push out your ki, and the energy that spreads grants you an augmented sense of your surroundings. Any enemy who moves your way will face a deadly reprisal. Daily ✦ Ki, Thunder Minor Action Personal Effect: Until the end of the encounter, any enemy that moves closer to you during its move action takes thunder damage equal to your Wisdom modifier.

Sweeping Foot Jutsu

Rat Foot Attack 20

Your spirit energy swoops from your blade, sweeping under your enemies’ feet, as if a foot moved behind theirs and knocked them down. Daily ✦ Ki, Weapon Standard Action Close burst 1 Requirement: You must be wielding a light blade. Target: Each enemy in burst you can see Attack: Dexterity vs. AC Hit: 2[W] + Dexterity modifier damage, and you knock the target prone. Miss: Half damage, and the target is slowed until the end of your next turn.

Scorpion Tail “To learn the Way of the Scorpion, you must be able to study your enemy, learn their weaknesses, and exploit those weaknesses precisely. This is only the beginning, however. Once you start learning to think like the enemy, I will be waiting for you.” Prerequisites: Ninja class, Way of the Scorpion class feature During the first days of the ninja, there were three ninja in particular who carried the legacy of the clans. They were the progenitors of ninjutsu, and each one perfected the three ways of the ninja each clan would come to use today. The second of these ninja was named Sasori. A cunning and deadly ninja, Sasori was best known more for his mind than his body. An expert at tactics and anatomy, Sasori was a genius, lost in the scramble for glory in an uncertain time of war and conflict. When he was a child, Sasori once heard three words that would become his life, and the philosophy behind his path of the ninja: know thy enemy. In time, Sasori learned of the secretive Kurogane ninja clan, and sought them out to learn their skills. So fast a learner was Sasori, that he would become a teacher to his teachers by the time he reached his teens. A master of quickness and tactics, Sasori would go on to teach his students the value of accuracy and precision. To fell your enemy with an exact thrust to the heart is far more effective than merely bludgeoning an armored enemy to death. Over the years, Sasori came upon the other ninja of legend, Nezumi and Tora, and each would teach their respective skills to each in hopes of passing on their legacy. Like Nezumi, Sasori did not permit rival clansmen from fighting each other when he was training in hopes of avoiding conflict. When Sasori finally passed, he knew that, like Nezumi, he would have a lasting legacy. You now carry on the legend of Sasori, the first scorpion ninja. You have learned all you can from your clan. Now, it is time to perfect your skill on your own.

Scorpion Tail Path Features Scorpion’s Action (11th Level): When you spend an action point to take an extra action, you may add your Intelligence modifier to attack rolls until the start of your next turn. Stinging Blade (11th Level): When making an opportunity attack, you can score a critical hit on a roll of 18-20. Sasori’s Technique (16th Level): When you score a critical hit on an enemy, the target takes a penalty to attack rolls equal to your Intelligence modifier until the end of your next turn.

Scorpion Tail Techniques Scorpion Sting

Scorpion Tail Attack 11

Scorpion’s Dance

Scorpion Tail Utility 12

Stinging Tail Jutsu

Scorpion Tail Attack 20

Placing ki into your blade, you prepare to put down your enemy before they can get away from you. Encounter ✦ Ki, Weapon Standard Action (Special) Melee weapon Requirement: You must be wielding a light blade. Special: You may use this power as an opportunity attack. Target: One creature Attack: Dexterity vs. AC Hit: 2[W] + Dexterity modifier damage, and the target is weakened until the end of your next turn.

A precision strike at the right moment gives you a greater knowledge of the enemy, and you must know your enemy. At-Will ✦ Ki Immediate Reaction Personal Trigger: You hit an enemy with an opportunity attack. Effect: You gain a +1 power bonus to your defenses until the start of your next turn.

Your spirit energy seeps into your weapon. Your ki emits a poisonous venom that slowly weakens your enemies. Daily ✦ Ki, Poison, Weapon Standard Action Melee or Ranged weapon Requirement: You must be wielding a bow, a crossbow, or a light blade. Target: Two creatures, two attacks Attack: Dexterity +2 vs. AC Hit: 3[W] + Dexterity modifier poison damage, and the target is weakened and slowed (save ends). Miss: Half damage, and the target is slowed until the end of your next turn.

Terror Master “I live in the darkness, and the darkness lives in me. Do not be afraid of the dark. Be afraid of what it hides, namely me.” Prerequisite: Ninja class The darkness is a deadly weapon. It can conceal, and it can inspire uneasiness. To those trained in concealment, it can do even more: It can terrify. Inspiring fear in the enemy is not an easy endeavor. To cause an enemy to tremble in terror and doubt their senses is a powerful weapon, but one that is difficult to wield. What is more, you cannot manipulate the fear in others unless you master your. However, you have discovered the darkness is an avenue of fear. To not know where your enemy is can make combat difficult for your prey. It makes the opponent vulnerable to an ambush, a stealthy kill, or a quick skirmish. But most importantly of all, it makes them doubt themselves. It makes them afraid, and that is what you want most. Fear is an excellent tool, even when you are not one with the shadows. Even enemies who find you may still tremble in your presence, believing you a demon or a being not of this world, and this gives you an advantage in another form: Intimidation. Motivation. Interrogation. All of these are method of information-gathering, one of the major functions carried out by the ninja, and one you fulfill using bizarre methods, methods your fellow clansmen might find odd. Nevertheless, your methods are effective, and no one except those who wish to learn from your way of instilling fear and terror will question your methods. There is an old saying: Men fear most what they cannot see. To you, that is more than a mere saying. It is a way of life, and those stupid enough to search will tremble before your deadly wiles. You are now the embodiment of fear, and the enemy is your quarry.

Terror Master Path Features Terrifying Action (11th Level): When you spend an action point to take an extra action, one enemy within 5 squares of you is dazed until the end of your next turn. Master Your Fear (11th Level): You gain a +5 bonus to saving throws against fear. Night Terrors (16th Level): You gain a +2 bonus to all defenses when a bloodied enemy attacks you.

Terror Master Techniques Trembling Slash

Night Blade Attack 11

Demon Face Jutsu

Night Blade Utility 12

Quake With Fear

Night Blade Attack 20

A strike that cuts into the soul causes the enemy to tremble in fear, wondering where you may strike next. Encounter ✦ Ki, Fear, Necrotic, Weapon Standard Action Melee or Ranged weapon Requirement: You must be wielding a bow, a crossbow, or a light blade. Target: One creature Attack: Dexterity vs. Will Hit: 2[W] + Dexterity modifier necrotic damage, and each enemy adjacent to the target takes necrotic damage equal to your Wisdom or Intelligence modifier (your choice).

You concentrate ki through your eyes, and when an enemy looks at you, they feel a demonic presence and cannot bear to stare at you again. Encounter ✦ Ki, Fear, Illusion Immediate Reaction Ranged 5 Trigger: An enemy hits you with a melee or ranged attack. Target: The triggering enemy Effect: The target takes a penalty to AC and Will defense against your attacks equal to your Wisdom or Intelligence modifier (your choice) until the end of your next turn.

A vile attack leaves your enemies shaking at the knees. Those who saw you too late cannot help but shut themselves off from your terrifying lethality Daily ✦ Ki, Fear, Weapon Minor Action Melee or Ranged weapon Requirement: You must be wielding a bow, a crossbow, or a light blade. Target: One creature you have combat advantage against. Attack: Dexterity vs. AC Hit: 3[W] + Dexterity modifier damage, and all enemies within 5 squares of the target take a -5 penalty to Perception checks (save ends). Miss: Half damage, and all enemies within 5 squares of the target take a -2 penalty to Perception checks (save ends). Special: If you score a critical hit, all enemies within 5 squares of the target are blinded instead (save ends).

Tiger Claw “To learn the Way of the Tiger, you must be aggressive, relentless, and ruthless. You must claw your way through the fray and cut down your enemies without thought. But to claw is the start of your journey. To truly find your way, look for me when you think you are ready.” Prerequisites: Ninja class, Way of the Tiger class feature When the ninja first came into being, there were three in particular who established the three paths known as the Way of the Ninja. They were masters of their craft, and while they were not the first, they were the best. The third ninja was known as Tora. Emotional and reckless, Tora grew up out of control and angry. He would pick street fights and bully people on the slightest whim. In time, his anger and passion came to control him. One day, however, he would make the biggest mistake of his life: He challenged a ninja. Slapped aside by the ninja he challenged, Tora was restrained and was given an ultimatum: Death or servitude. Tora accepted servitude, under the condition he would go free if he could surpass the one he challenged. After several years, Tora had an epiphany: His emotions were controlling him all these years, but he discovered control of these emotions made him even stronger. The next day, Tora challenged the ninja once again and finally defeated him. Finally free, Tora saw, in an ironic way, his life had purpose, and he used the training he obtained to spread his skills to other ninja clans. His method of raking the flesh of the enemy became one of the foundations of modern ninjutsu. Together, with Nezumi and Sasori, Tora founded the final path: The Way of the Tiger. Today, you become one of the members of Tora’s legacy. You have become the embodiment of controlled ferocity, and now, you must perfect your skills on your own. No one else can do it for you.

Tiger Claw Path Features Tiger’s Action (11th Level): When you spend an action point to take an extra action, all enemies adjacent to you take damage equal to your Wisdom modifier. Rake and Claw (11th Level): You may add your Wisdom modifier to damage rolls against enemies granting combat advantage to you. Tora’s Technique (16th Level): When you score a critical hit on an enemy, the target takes ongoing damage equal to your Wisdom modifier (save ends).

Tiger Claw Techniques Roaring Rake

Tiger Claw Attack 11

Tiger Claw Stance

Tiger Claw Utility 12

Raking Claw Jutsu

Tiger Claw Attack 20

The ki in your weapon unleashes a violent burst of energy against those stupid enough to come near you. Encounter ✦ Ki, Thunder, Weapon Standard Action Melee weapon Requirement: You must be wielding a light blade. Target: One creature Attack: Dexterity vs. AC Hit: 3[W] + Dexterity modifier + Wisdom modifier thunder damage.

You shift your weight towards your back foot, then bring your left hand over your right, and your stance gives you clarity and focus. Daily ✦ Ki, Stance Minor Action Personal Effect: Whenever you score a critical hit, you deal an extra damage equal to your Wisdom modifier, and you regain hit points equal to your Wisdom modifier.

Your focused anger converts into deadly ki that rends the flesh of the enemy. One stroke of your weapon leaves multiple wounds that bleed profusely. Daily ✦ Ki, Weapon Standard Action Close burst 1 Requirement: You must be wielding a light blade. Target: Each enemy in burst you can see Attack: Dexterity vs. Fortitude Hit: 2[W] + Dexterity modifier damage, and the target takes ongoing 10 damage (save ends).

New Epic Destinies Martial Spiritualist Before you mastered your spirit, you had to master the body. You began your training in martial combat, and where your comrades still rely on martial skill, they do not rely on it to the extent you do. Prerequisites: 21st level, ninja class, paragon multiclassing in a martial class In ninjutsu, all those who wish to master the way of the ninja must learn to harness the power of the body, the mind, and the spirit. When a ninja learned to master the power of the spirit, most wished to concentrate on focusing their ki into their weaponry, as if their weapons were a conduit for their power. However, there were some who, while knowing the strength of the spirit, did not wish to forget where they came. When the first ninja began their training, they recognized the importance of a strong body. If one was weak, the other would suffer. For that reason, the ninja began their first days in martial training. For a ninja to effectively use ki, they had to learn how to use their weapons first, or else the weapons were useless. In this way, the ninja were first trained in martial combat. You have decided to follow a middle ground of combat. You have harnessed the power of ki, but unlike the rest, you recognize the importance of martial skill, and you feel it is best to find a balance between the two. After all the training and sweat, you have found that balance.

Immortality of spirit and steel. The memories of you are contained in the weapons you wield. Your weapons become valuable heirlooms you clan will pass from generation to generation once your time has come. Like the ancient samurai, your steel carries memories. When the next generation grasps the cold blade in their fingers, they feel the years of training, sweat, and dedication you devoted to your pursuits. Memory contained in steel: Your weapons acted as a conduit for your skills, and the metal contained within your blades became as much a part of you as your soul. Once you have completed your final assignment or quest, you leave the clan from which you devoted your life to. Before you do, however, you pass on the weapon you so long held within your hands. Parting with a piece of your soul has its purposes: By relinquishing your prized weapon, you impart your wisdom to your clan in the hopes another will follow in your footsteps. Additionally, it signals the end of a life of conflict, but the beginning of a life of peace, a life aspired by many ninja.

Martial Spiritualist Features All Enlightened Masters have the following features: Martial Ninjutsu (21st level): Whenever you select a new power by gaining a level, you may select a power from the ninja class or the martial class you multiclassed in. Critical Counter (24th level): Whenever you score a critical hit, all critical hits the target makes against you are treated as normal hits until the end of the encounter. Ultimate Parry (30th level): Three times per day, when an enemy hits you with an attack that would reduce you to 0 hit points or less, you may make a Dexterity vs. AC attack as an immediate interrupt. If you hit, the enemy takes the damage instead. This counts as a weapon attack.

Blade Flurry

Martial Spiritualist Utility 26

A strike made at a crucial moment gives you the time to follow up with an attack you thought you already used. Daily Free Action Melee 1 Trigger: You hit an enemy with an encounter attack power Target: The enemy you hit Effect: You may attack the target with all the encounter attack powers you have expended during this encounter. Treat each power as a separate attack.

Ninja Master You have reached the pinnacle of your training. The years spent, the blood you have shed, the steps you have taken, everything you have done has led you to this point. A true master of movement. In a way, you are finally free. Prerequisites: 21st level, ninja class To move quickly and efficiently is the first step needed to call oneself a ninja. Movement allows you to keep your enemy on your toes and, in dire situations, find an escape route. Mastery of movement, both for yourself and against your enemies, is what makes you a true ninja. To be a ninja who moves both quickly and silently is considered to be a supreme ninja. Ninja are well-versed in the ways of concealment and stealthy movement. Years of training and mastery of your spirit have enabled you to become a wraith, an abstract being, a wisp in the air. Only ninja can be ninja masters, as their skill in quickness and silence are of paramount importance.

Immortality? Not for us. A ninja who is well-known is not a good ninja. To be a ninja is to be unnoticed and unacknowledged. For a ninja to be known means to be recognized during a mission. Such recognition makes their missions difficult at and, at worst, gets them killed. In the end, the most legendary ninja are those that are not known by the masses. They are the ninja who are known only to the clansmen they devoted their lives training. In that sense, you are no different from

Nezumi, Sasori, and Tora, warriors known only to the masters of mysticism. Knowledge of the Way: The Way of the Ninja is a method first taught to young ninja during their first days as students. Intended more as a riddle than a way of life, the Way is not as simple as a mere statement: To be a ninja is to truly be a master of oneself, such that you have skills that could be passed on to future generations. It is for that reason that, while not legends among most people, the three masters of ninjutsu are veritable legends among the ninja. With your guidance, it is possible a fourth ninjutsu path will be opened.

Ninja Master Features All Enlightened Masters have the following features: Supplemental Training (21st level): Your skills improve. You gain a +3 bonus to all your trained skills. Hundred Eye Step (24th level): Your movements offer no reprisals. You may shift one-half your speed as a move action. Ninja of the Night (30th level): When you take an extended rest, choose Fortitude or Will. Whenever you deal Stealthy Strike damage with an attack targeting the chosen defense, you become invisible until the end of your next turn. You may not change the chosen defense until you take another extended rest.

Wraith Blade

Ninja Master Utility 26

Your blade is blurred and hazy, and your enemies tremble at your fast movements and deadly edge. Daily Standard Action Personal Effect: Until the end of the encounter, you may deal Stealthy Strike damage to any enemy you damage with A basic or at-will attack during the round, so long as you move 2 squares during your turn.

Battlefield Awareness Prerequisite: Ninja class, Int 13, Wis 13 Benefit: During the first round of combat and during surprise rounds, you gain a +2 bonus to speed and damage rolls. You gain a +2 feat bonus to Perception checks and initiative checks.

Calculated Wrath Prerequisites: Tiefling, ninja class, Int 15 Benefit: You may add your Intelligence modifier as extra damage when using your infernal wrath racial power.

Cold Hand of Death Prerequisites: Ninja class Benefit: You gain a +1 bonus to damage rolls with powers with the cold or necrotic keyword. Increase the bonus to +2 at 11th level and +3 at 21st level.

Cynical Rat Prerequisites: Ninja class, Way of the Rat class feature, Dex 17, Wis 13 Benefit: You may use your Way of the Rat class feature while wearing leather armor.

Dabble in Death Prerequisites: Half-Elf, ninja class Benefit: One per encounter, when you drop an enemy to 0 hit points or less with a power with the ki keyword, you regain the use of the power gained from your Delliante racial trait.

Deadly Celerity

New Feats

Prerequisites: Ninja class, Dex 17 Benefit: When you score a critical hit against an enemy, you may shift 2 squares as a free action.

Heroic Tier Ninja Feats

Dragon Strike

These feats are available to any ninja character who meets the prerequisites.

Agile Bloodletting Prerequisites: Human, ninja class, Dex 17 Benefit: If you have at least 1 action point remaining, you only need to move 1 square to deal Stealthy Strike damage. Your Stealthy Strike damage decreases to d4’s if you move only 1 square on your turn.

Prerequisites: Dragonborn, ninja class Benefit: You may deal Stealthy Strike damage with your dragon breath racial power, as long as you meet all other prerequisites.

Eladrin Evasion Prerequisites: Eladrin, ninja class, Dex 17, Int 15 Benefit: When you use you fey step racial power and deal Stealthy Strike damage on the same turn, one enemy within 5 squares of you grants combat advantage to you until the end of your next turn.

Elven Reflexes Prerequisites: Elf, ninja class, Dex 17, Wis 15 Benefit: If your reroll with your elven accuracy power results in a hit, you gain a bonus to your speed equal to your Wisdom modifier until the end of your next turn.

Mountain Resolve

Nezumi-jutsu

Prerequisites: Dwarf, ninja class, Wis 15 Benefit: When you score a critical hit with an attack power with the ki keyword, you regain the use of your second wind.

Prerequisites: Paragon tier, ninja class, Way of the Rat class feature, Dex 19, Wis 15 Benefit: When an enemy misses you with an opportunity attack, you gain a +1 bonus to AC. The bonus accumulates until the start of your next turn.

Passionate Tiger Prerequisites: Ninja class, Way of the Tiger class feature, Dex 17, Wis 13 Benefit: If you deal Stealthy Strike damage to an enemy, you may reduce the damage by one die to give your allies a bonus to damage rolls against the target equal to your Wisdom modifier until the star of your next turn.

Pierce the Flesh Prerequisites: Paragon tier, ninja class, Dex 19 Benefit: When you deal Stealthy Strike damage with an attack targeting an enemy’s Reflex defense, you may forego the damage to deal ongoing damage to the target equal to the number of Stealthy Strike dice you have (save ends).

Sear the Wounded

Sasori-jutsu

Prerequisites: Ninja class Benefit: You gain a +1 bonus to attack rolls with powers with the ki keyword against a bloodied target.

Prerequisites: Paragon tier, ninja class, Way of the Scorpion class feature, Dex 19, Int 15 Benefit: Whenever you score a critical hit against an enemy with an opportunity attack, you gain a bonus to your next attack roll against the target equal to your Intelligence modifier.

Slowness of Mind Prerequisites: Ninja class, Wis 15 or Int 15 Benefit: When you deal Stealthy Strike damage to an enemy using an attack power with the illusion keyword, the target is slowed until the end of your next turn.

Stealthy Action Prerequisite: Ninja class Benefit: When you spend an action point to take an extra action and have already dealt Stealthy Strike damage, you may deal it again this round.

Stinging Scorpion Prerequisites: Ninja class, Way of the Scorpion class feature, Dex 17, Int 13 Benefit: Whenever you score critical hit against an enemy with an opportunity attack, the target cannot shift until the end of your next turn.

Paragon Tier Ninja Feats These feats are available to any ninja character of 11th level or higher who meets the prerequisites.

Cold Quickness Prerequisites: Paragon tier, ninja class Benefit: When you score a critical hit using an attack power with the cold keyword, you gain an action point. You must spend this action point before the end of your next turn.

Tora-jutsu Prerequisites: Paragon tier, ninja class, Way of the Tiger class feature, Dex 19, Wis 15 Benefit: If you deal Stealthy Strike damage and score a critical hit on the same attack, the target takes a penalty to AC equal to your Wisdom modifier until the end of your next turn.

Wrathful Counterstrike Prerequisites: Paragon tier, tiefling, ninja class Benefit: If an enemy attacks you, you may use your infernal wrath racial power as an immediate reaction.

Epic Tier Ninja Feats These feats are available to any ninja character of 21st level or higher who meets the prerequisites.

Icy Heart Prerequisites: Epic tier, ninja class Benefit: Enemies cannot apply resistance to your attack powers that have the cold keyword.

Nezumi-no-Ougi Prerequisites: Epic tier, ninja class, Way of the Rat class feature, Dex 21, Wis 17 Benefit: You cannot be immobilized or slowed. You gain a +5 feat bonus to Acrobatics checks to escape a grab.

Sasori-no-Ougi Prerequisites: Epic tier, ninja class, Way of the Scorpion class feature, Dex 21, Int 17 Benefit: When you hit an enemy with a melee opportunity attack, you knock the target prone.

Tora-no-Ougi Prerequisites: Epic tier, ninja class, Way of the Tiger class feature, Dex 21, Wis 17 Benefit: At the beginning of your turn, all enemies adjacent to you take damage equal to 5 + your Wisdom modifier. This damage may not be applied to minions.

Multiclass Ninja Feats Alchemical Master [Ninja] Prerequisite: Int 13 Benefits: You gain training in one skill from the ninja class skill list. You gain the ninja's Alchemical Mastery class feature. If you already have the Alchemist feat, you may select a new feat for Alchemist, as long as you meet all other prerequisites.

Blade Expert [Ninja] Prerequisite: Dex 17 Benefit: You gain training in one skill from the ninja class skill list. You gain the benefit from one weapon from the Ninja Weapon Talent class feature that you have proficiency in.

Ninjutsu Master [Ninja] Prerequisites: Any multiclass ninja feat, paragon multiclassing as a ninja Benefits: You gain a +1 bonus to opportunity attack rolls. You gain a +1 bonus to your Stealthy Strike damage. You gain a +1 bonus to AC when wearing light armor or no armor.

Fourth Edition ninja class created by Matt Sylvain. Do not copy, reproduce, or redistribute without consent or permission. All images are trademarks of their respective artists and creators and are not of author’s creation.

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