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Ninja Kit *UPDATED*

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NINJA: Ninjas are the invisible warriors; spies and assassins practiced in the skills of concealment, stealth, trickery, disguise, acrobatics, and assassination. They possess a number of special abilities and use many unique devices. Their abilities and reputations are clouded in mystery. Many ascribe supernatural powers to them. The ninjas have done nothing to discourage these stories and may very well spread the tales themselves. Such confusion only enhances their reputation, inspiring more terror at the mere mention of their name.

Advantages:
- +20 in Move Silently and Hide in Shadows
- Moves 2 points faster than other characters.
- Movement rate further improves by 1 every 5 levels
- Starts with an Armor Class of 9 at 1st level and gains an additional +1 bonus every 4 levels
- May Specialize (two slots) in any melee weapon available to Thieves

SNEAK ATTACK: Once per round per day, when you have combat advantage against an enemy and are using a weapon from the light blade group, an attack you make deals extra damage if the attack hits.
Level 1-4: +2d6
Level 5-8: +3d6
Level 9-12: +4d6
Level 13-17: +5d6
Level 18+: +6d6

2nd level: Gains the Evasion ability

EVASION: The rogue gains a -4 bonus to AC and a -2 bonus to saving throws. Lasts 3 rounds

4th level: May coat his weapon in poison once per day

POISON WEAPON: Each successful hit within the next round will inject poison into the target, dealing an extra 2 points of damage per second with no Saving Throw (for a total of 12 points of damage). Moreover, if the target fails a Saving Throw vs. Poison, he will suffer 1 additional point of damage per round for 4 rounds.

5th level: Gains the Improved Evasion ability

IMPROVED EVASION: The rogue gains a -6 bonus to AC, -4 bonus to saving throws, movement rate +2 and immunity to normal missiles. Lasts 5 rounds

8th level: Gains improved initiative

IMPROVED INITIATIVE: The weapon speed is reduced by 1 to a minimum of 1

Disadvantages:
- May not wear any armour
- May only distribute 20 skill points per level among thieving skills
- May not use Set Snare ability
- Minimum scores of 14 in Dexterity and Charisma, and 15 in Intelligence
- Alignment restricted to lawful

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