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Ninja
Jun 19, 2018 21:24:48 GMT -5
Post by Glenn on Jun 19, 2018 21:24:48 GMT -5
Ninja Class
Nearly all are passives save for the last ability. Like the others, exp placed into class list wields you the traits in order. (Put 15 exp in, get first three traits going up to 15). Class is used in conjunction with Ninjitsu Spell/Martial Arts list. If you're playing a different type of ninja and want it to buff your particular set of ninja abilities, that of course, is allowed.
Overall Cost: 50 Exp
5 - Dual Wield: Adds an extra die (1d4 becomes 1d5) and +1 to Parry(AC). Short weapons (short swords, wakizashi's, daggers, etc) only. If a shield of sorts is equipped, Dual Wield is no longer effective. 10 - Throw: +1 to accuracy and damage when throwing weapons (daggers, stars, etc) 15 - Ninja's Power: Ninjitsu spells have +1 in accuracy and damage 20 - Supreme Agility: Free +1 to Dodge (+1 to AC) 25 - Power of Movement: +2 to acrobatic checks 30 - Way of The Blade: +2 to accuracy and damage when using short blades 35 - Ninja's Power II: Additional +1 to accuracy and damage when using Ninjitsu 40 - Supreme Agility II: Additional +1 to Dodge (+1 to AC) 45 - Ninja's Stealth: +3 to stealth checks (Including Ninjitsu spell Conceal) 50 - Armor Crush: (Ability) Physical Attack that doubles your weapon roll (a 1d6 becomes a 2d6). 1d6 is then rolled for bleed damage for 3 turns. Ignores Damage Reduction. 3 TP for use
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