Ninja

The Ninja is a hybrid warrior caster available as a first job class.

Overview

This class is a simple class to play (much like the Ninja in Ragnarok Online),1 but the class’ options have been modified for relative game balance in 13th Age, as well as expanded to give greater variety to features not found in Ragnarok Online. At level 5, you can choose between Kagerou and Oboro, or you can choose to continue your progress as a Ninja.

NOTE: Just like the Bard and Dancer, I’m removing the gender restrictions of the Kagerou and Oboro.

Ninja Level Progression

Ninja Level Total Hit Points Total Feats Class Talents (excluding Hiding)2 Level-up Ability Bonuses Damage Bonus From Ability Score
1 (6+CON Mod) x 3 1 adventurer 2 ability modifier
2 (6+CON Mod) x 4 2 adventurer 2 ability modifier
3 (6+CON Mod) x 5 3 adventurer 2 ability modifier
4 (6+CON Mod) x 6 4 adventurer 2 +1 to 3 abilities ability modifier
5 (6+CON Mod) x 8 4 adventurer
1 champion
3 2 x ability modifier
6 (6+CON Mod) x 10 4 adventurer
2 champion
3 2 x ability modifier
7 (6+CON Mod) x 12 4 adventurer
3 champion
3 +1 to 3 abilities 2 x ability modifier
8 (6+CON Mod) x 16 4 adventurer
3 champion
1 epic
4 3 x ability modifier
9 (6+CON Mod) x 20 4 adventurer
3 champion
2 epic
4 3 x ability modifier
10 (6+CON Mod) x 24 4 adventurer
3 champion
3 epic
4 +1 to 3 abilities 3 x ability modifier

Ninja Stats

Ability Bonus +2 to any stat (different from racial bonus)
Initiative Dex mod + level
Armor Class (light armor) 12 + middle mod of Con/Dex/Wis + level
Armor Class (light armor and shield) 13 + middle mod of Con/Dex/Wis + level
Physical Defense 11 + middle mod of Str/Con/Dex + level + level
Mental Defense 11 + middle mod of Int/Wis/Cha + level + level
Hit Points (6 + Con mod) x level modifier (see level progression chart)
Recoveries (probably) 8
Recovery Dice 1d8 x level + Con mod
Backgrounds 8 points, max 5 in any one background
Icon Relationships 3 points
Talents 2 (see level progression chart)
Feats 1 per level

Gear

Ninjas utilize loose clothing, both to keep things concealed and to allow greater range of movement.

Armor

Ninja Armor and AC
Armor Type Base AC Attack Penalty
None 10
Light 12
Heavy 13 -2
Shield + 1

Weapons

Ninja Melee Weapons
One-Handed Two-Handed
Small
1d8 dagger 1d6 staff
Light or Simple
1d8 short sword, mace 1d8 (-3) greatclub
Heavy or Martial
1d8 (-2) heavy mace 1d10 (-5) longsword, waraxe
Ninja Ranged Weapons
Thrown Gun Bow
Small
1d4 zeny, shuriken 1d4 (-5) pistol
Light or Simple
1d6 kunai 1d6 (-5) musket 1d6 sling, shortbow
Heavy or Martial
1d8 (-5) long rifle 1d8 (-2) longbow

Basic Attacks

Melee Attack

At-Will
Target:
One Enemy
Attack: Strength OR Dexterity + Level vs. AC
Hit: WEAPON + Strength damage
Miss: Damage equal to your level

Ranged Attack

At-Will
Target:
One Enemy
Attack: Dexterity + Level vs. AC
Hit: WEAPON + Dexterity damage
Miss: Damage equal to your level

Class Features

Class Talents

Choose two of the following class talents.
If you choose to remain as a ninja at higher levels, you gain an additional ninja class talent at 5th level, and again at 8th level.

Throwing Practice

Benefit: Whenever you roll a natural even with thrown weapons, you can make another attack attack as a free action.

Adventurer Feat: You gain a + 2 to your second attack if it is made against a different target.
Champion Feat: Once per battle, you can make an attack using a thrown weapon against 1d3 nearby enemies in a group as a standard action.
Epic Feat: Once per day, you can turn a hit with a thrown weapon into a crit.

Haze Slasher

Benefit: You can choose to attack before using Hiding. If you do, don’t double the damage you deal when reappearing.

Adventurer Feat: Your critical range when attacking from Hiding increases by 2 (usually 18+ ).
Champion Feat: Once per battle, you can give up one recovery as a quick action to increase your critical range again by 2 (usually 16+ while in Hiding). If the escalation die is 3+, you can give up the recovery as a free action instead.
Epic Feat: You can choose to give up all your remaining recoveries to add damage to your next melee attack equal to the recoveries you’ve lost.

Wind Blade

Benefit: You gain the Wind Blade spell.

Adventurer Feat: You can make two attacks against two different enemies, evenly splitting the damage dice between each attack (so at 1st level, you can deal 1d8 damage to two targets).
Champion Feat: Once per battle, you can make a third attack against a different enemy, dealing the same amount of damage as with your split attack (so at 9th level you’re dealing 6d10 to three targets, not 4d10 damage to three targets).
Epic Feat: Each time you roll a natural even, the target becomes dazed until the end of its next turn.

Flaming Petals

Benefit: You gain the Flaming Petals spell.

Adventurer Feat: If the target hasn’t taken any damage yet, you deal an additional 1d6 fire damage against the target and each creature engaged with it.
Champion Feat: Once per battle, you can spend a quick action to create a blazing shield. Whenever the enemy makes a melee attack against you, that enemy takes fire damage equal to double your level. This damage is inflicted once per enemy per turn.
Epic Feat: Once per day, you can make this attack against 1d3+1 nearby enemies in a group.

Freezing Spear

Benefit: You gain the Freezing Spear spell.

Adventurer Feat: On a natural 16+ , the target is weakened until the start of your next turn.
Champion Feat: On a natural odd hit, the target is stuck until the start of your next turn.
Epic Feat: Once per day, you can stun the target (save ends) instead of making them stuck.

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New Spells

Wind Blade

At-Will
Ranged Spell
Standard Action
Target:
One nearby enemy
Attack: Charisma + Level vs. PD
Hit: 2d8 thunder damage
3rd level spell: 4d8 damage
5th level spell: 6d8 damage
7th level spell: 8d10 damage
9th level spell: 12d10 damage

Flaming Petals

At-Will
Ranged Spell
Standard Action
Target:
Up to two nearby enemies in a group
Attack: Charisma + Level vs. PD
Hit: 1d6 + Charisma fire damage
3rd level spell: 3d6 damage
5th level spell: 5d6 damage
7th level spell: 7d8 damage
9th level spell: 9d8 damage

Freezing Spear

At-Will
Ranged Spell
Standard Action
Target:
One nearby enemy
Attack: Charisma + Level vs. PD
Hit: 2d4 + Charisma cold damage
3rd level spell: 4d4 damage
5th level spell: 6d6 damage
7th level spell: 6d8 damage
9th level spell: 8d10 damage


1 Technically the Ragnarok Online Ninja is a challenging class to build and play, but because it’s generally ideal to just go straight for a certain skill tree, it’s actually fairly simple to play.

2 In case you’re wondering, I opted for combining Hiding for Thieves and Ninjas (as opposed to having Hiding for Thieves and Haze Slasher + Shadow Slash + Shadow Leap) because aside from them effectively doing the same thing, one of the generally recommended item cards for the Ninja is the Smokie (Hiding) card to dispense with the complexities and annoyances of the Ninja combo.

Ninja

The End of a Thousand Years yralyn