Post by Mog Boss on Mar 21, 2019 15:47:01 GMT
Rogues are elusive, and swift fighters. Generally using smaller sized weapons, rogues are able to trick and confuse opponents with their wits as well as overwhelm them with their speed. Some rogues are dastardly, and steal for the glory of the loot that would be provided - whilst others are just, and steal from the unjustly rich to give to the poor. A smart party brings at least one rogue along, in case they get locked in a cell they can't escape!
Rogue (Job) - The Rogue is a quick and nimble individual, capable of striking faster than most can see. Their sleight of hand training as well as Lock-picking has honed their hand-eye-coordination and striking speed to an elevated level. [+2 to hit with 1H Melee Weapons]
+20 HP, +30 MP, +50 SP.
Throwing Weapon Proficiency (T1)
This individual has spent a copious amount of times practicing with throwing weapons. They can take on throwing weapons proficiency without taking a weapon slot, and gain +2 to hit while using them.
Sneak Attack (T1)
This individual has the ability to strike from the shadows with deft precision. If the Rogue is under the effects of Stealth, they gain extra sneak attack damage. Sneak damage procs when attacking with any form of advantage towards a target. On a sneak attack deal an extra 1d6 damage per rank. Capping at master rank at 6d6.
Vigilance (T1)
This individual has learned to watch their back. Attackers do not receive any bonus when flanking this user.
Trapmaster (T1)
This individual has a sense for traps. They have learned how to set traps skillfully and can do so as a bonus action. This also allows them to notice any traps in their vision passively.
Flee (T2)
This individual knows how to choose their battles. When they are escaping from a battle they are able to muster up extra strength giving them +2 tile movement when fleeing.
Flurry of Petals (T2)
On any instance of using a throwing weapon such as Shuriken or otherwise, either via an Ability or weapon attack - its damage is increased by a flat 20, if it properly deals damage. This manifests as a multiplication of that specific weapon type, adding an additional flurry of that weapon to the attack. This costs 10 Mana or Stamina to incur, and is an incidental action.
Emergency Haste (T2)
The user keeps a steady supply of emergency pills that can be used to hasten their movement in dire situations. .
(When HP < 40% grants haste status, lasts for 2 rounds if you go above 40% HP.)
First Strike (T3)
Strike fast and strike hard. These are words that the Rogue lives by. Rogues who make the first move gain a significant advantage in battle. If a Rogue takes the first turn in a battle, they gain a permanent +4 to hit for the rest of the battle. Gives a permanent +5 to initiative rolls.
Deep Pockets (T3)
Doubles the amount of times Rogue/Ninja based techniques can be used in a day. Example: Katon or Smoke increase from 3 uses a day to 6 uses a day.
Assassin (T5)
This individual has trained to kill efficiently and ruthlessly. When using daggers or thieves swords their sneak attack calculation is 1d8 instead of 1d6. They also receive a +2 proficiency bonus to hit with those weapons.
Smoke (E)
The Rogue is able to create a dense smoke screen by throwing down specially prepared smoke bombs. .Creates a 3x3 AoE that obscures all inside. 3/day.
Rope Knife (E)
The user attaches a rope to a throwing weapon. Make a weapon attack roll. On a successful attack deal weapon damage, and make a strength check vs the opponent's strength. If the user is successful the target is draw towards the user a maximum number of tiles equal to their strength mod. If the opponent wins they have the same option. The rope knife can be used as a grappling hook outside of combat, allowing the user to traverse vertical obstacles. 50ft range.
Image (D)
The user uses a specially prepared tag that quickens their pace forming a strange mirage around them that looks like there are two of the user. Grants one instance of blink. 5/day.
Mug (C)
The user gets in close to an opponent using the opportunity to attempt to steal something from them. When making a melee attack as a bonus action make a thievery check on advantage in an attempt to steal something from the opponent.
Shadowbind (C)
As a bonus action when making an attack with thrown weapons. Add an additional weapon into the volley specially prepared with a seal. If the attack hits, the target must make a DC:16 will saving throw or suffer the effects of slow. 5/day.
Bloodfest (C)
The user focuses directly around them making deep cutting attacks towards all targets in their vicinity. They can make any number of weapon attacks against targets within 5 feet. After a successful attack, the target must make a fortitude saving throw. Dex DC. Or suffer the 'Bleed' status effect. Bleed does not go away on it’s own and needs to be healed with any instance of healing.
Spellbreaker Volley (B)
As a reaction, use a specially prepared throwing weapon imbued with a charm that absorbs MP from a spell. Can only be used on single target spells in users' throw range. Negate the spell. The higher the rank the more tools will be needed E=1, D=2 etc. 10/day.
Aura Steal (B)
The user stabs a knife into an opponent's aura using it as a siphon to steal positive aspects and draw them into the user. The target makes a DC: 15 Will saving throw or has all positive status effects drained from them, and placed upon the user. 2/day
Gauntlet (B)
Five throwing weapons are thrown in a circle Once they land specially prepared tags on the weapons activate causing them to explode releasing energy on everything inside the circle. Targets a 15ft area. Targets in the AoE must make a DC:17 reflex saving throw or take 4d12 force damage. 3/day.
Mirage Dive (S)
The user slaps a specially prepared tag onto themselves surging their bodies with energy. While mirage dive is active the user gains haste, quicken, and 3 stacks of blink, and abilities do not consume stamina while active. Lasts for 3 turns. 1/day.
Ninja Arts (T3) (Semi Unique)
This individual has learned the ways of the ninja. Their job title is changed to Ninja, and they are granted access to the deep well of information about ninja arts known as Ninjutsu. In addition, they gain +20 permanent extra HP, as well as +20 permanent MP and SP, and an extra +1 to hit with 1H weapons.
--------Ninja Perks---------
Suimen (T1)
This individual has learned the art of channeling energy into their feet in order to walk on water.
Ninpo (T3)
This individual has learned to convert their vital energies into a particular type called 'Ninpo' - which is essentially lifeforce that is stored passively through meditation during times of rest. A Ninja with this perk has a 'Ninpo' pool of 200 which regenerates at the end of each encounter, and may use a Bonus action to restore their HP, SP, or MP of up to 50 by spending that much Ninpo once per turn.
Ninpo Empowerment (T3)
This individual has learned to utilize their Ninpo in order to transform a non Ninja technique into Ninjutsu. If this Ninja knows a General Magic, Black Magic, or Arcane Magic ability - they may spend that technique's cost using Ninpo points instead of its initial cost resource. If they do so, the technique is then considered a 'Ninjutsu' technique and is cast by using Mantra seals instead. It also gains 10 additional damage if it is a damaging technique, and any associated saving throw DCs are increased by 1. This bonus applies per attack roll, for multi-hits.
Huge Reserves (T4)
This Ninja has trained their Ninpo reserves a considerable amount. They are potent enough to contend with most practicioners of traditional magic, through their Ninjutsu techniques. They gain +150 additional Ninpo, for a new current Ninpo pool of 350.
--------Ninja Abilities---------
All abilities listed below are considered 'Ninjutsu' techniques latently in regards to effects.
Fuuinjutsu (B)
The user of this technique performs a Mudra that summons forth a set of adamantine chains to bind the target, and sap them of their energy to immobilize them. This prompts a Reflex saving throw, which if failed constricts the user, immobilizing them until they break out. In addition, they are drained of 30 Stamina and Mana per turn that they are bound in this way - which is then restored to the Ninja. After being bound, a Strength check with a DC equal to the Reflex save's DC must be made in order to break out, using a standard action to do so. The Ninja must use their Standard action each turn to sustain this effect.
Out of battle effect: The Ninja may now seal objects and weapons into scrolls. An object sealed into a scroll this way becomes immune to any 'Steal' effects.
(8 tile range, Reflex saving throw (DC 15+DEX+Rank bonus), -60 Stamina or Ninpo.)
Ninpo (T3)
This individual has learned to convert their vital energies into a particular type called 'Ninpo' - which is essentially lifeforce that is stored passively through meditation during times of rest. A Ninja with this perk has a 'Ninpo' pool of 200 which regenerates at the end of each encounter, and may use a Bonus action to restore their HP, SP, or MP of up to 50 by spending that much Ninpo once per turn.
Ninpo Empowerment (T3)
This individual has learned to utilize their Ninpo in order to transform a non Ninja technique into Ninjutsu. If this Ninja knows a General Magic, Black Magic, or Arcane Magic ability - they may spend that technique's cost using Ninpo points instead of its initial cost resource. If they do so, the technique is then considered a 'Ninjutsu' technique and is cast by using Mantra seals instead. It also gains 10 additional damage if it is a damaging technique, and any associated saving throw DCs are increased by 1. This bonus applies per attack roll, for multi-hits.
Huge Reserves (T4)
This Ninja has trained their Ninpo reserves a considerable amount. They are potent enough to contend with most practicioners of traditional magic, through their Ninjutsu techniques. They gain +150 additional Ninpo, for a new current Ninpo pool of 350.
--------Ninja Abilities---------
All abilities listed below are considered 'Ninjutsu' techniques latently in regards to effects.
Fuuinjutsu (B)
The user of this technique performs a Mudra that summons forth a set of adamantine chains to bind the target, and sap them of their energy to immobilize them. This prompts a Reflex saving throw, which if failed constricts the user, immobilizing them until they break out. In addition, they are drained of 30 Stamina and Mana per turn that they are bound in this way - which is then restored to the Ninja. After being bound, a Strength check with a DC equal to the Reflex save's DC must be made in order to break out, using a standard action to do so. The Ninja must use their Standard action each turn to sustain this effect.
Out of battle effect: The Ninja may now seal objects and weapons into scrolls. An object sealed into a scroll this way becomes immune to any 'Steal' effects.
(8 tile range, Reflex saving throw (DC 15+DEX+Rank bonus), -60 Stamina or Ninpo.)
Mikage (B)
The user performs a mudra that solidifies images around them. For each stack of blink form a clone of the user. The clone retains all basic stats, but has 10% of the HP as the user, and can only perform up to C rank abilities. Consumes all instances of blink upon use.
(-40 stamina or Ninpo.)
(-40 stamina or Ninpo.)
Shuriken Storm (B)
The user of this technique releases a flurry of Shuriken unsealed from a scroll, that attack separately as their own attack rolls. Up to three attack rolls are made, to targets of the caster's choice. 3/day.
(Damage: 2d12+DEX Slashing | 10 tile range, +2 to hit, Ranged attack roll.)
Dokumoya (B)
The user of this technique performs a series of Mantra seals, condensing poisonous fog in their stomach, then releasing it in a corrosive mist. Creatures who start their turn in the cloud formed take Bio damage and are inflicted with 'Poison' each time they do so.
(Damage: 5d10+DEX Bio damage | 7x7 AoE in a 10 tile range, -60 Stamina or Ninpo.)
Shunshin (B)
The user of this technique throws down a smoke-bomb, while also focusing their energy internally with a formed Mantra. They then flicker out of the smoke bomb to a position within 10 tiles to hide in the shadows with a supernatural camouflage, and are automatically stealthed without having to make a stealth check. It requires a DC 25 Perception check to notice them during this stealth. 3/day.
Out of battle effects: A Ninja who uses this technique may escape a scene completely unseen, with no discernable knowledge of which direction they might have gone, without sensory techniques being utilized.
(-20 Stamina or Ninpo.)
The user of this technique releases a flurry of Shuriken unsealed from a scroll, that attack separately as their own attack rolls. Up to three attack rolls are made, to targets of the caster's choice. 3/day.
(Damage: 2d12+DEX Slashing | 10 tile range, +2 to hit, Ranged attack roll.)
Dokumoya (B)
The user of this technique performs a series of Mantra seals, condensing poisonous fog in their stomach, then releasing it in a corrosive mist. Creatures who start their turn in the cloud formed take Bio damage and are inflicted with 'Poison' each time they do so.
(Damage: 5d10+DEX Bio damage | 7x7 AoE in a 10 tile range, -60 Stamina or Ninpo.)
Shunshin (B)
The user of this technique throws down a smoke-bomb, while also focusing their energy internally with a formed Mantra. They then flicker out of the smoke bomb to a position within 10 tiles to hide in the shadows with a supernatural camouflage, and are automatically stealthed without having to make a stealth check. It requires a DC 25 Perception check to notice them during this stealth. 3/day.
Out of battle effects: A Ninja who uses this technique may escape a scene completely unseen, with no discernable knowledge of which direction they might have gone, without sensory techniques being utilized.
(-20 Stamina or Ninpo.)
Katon (B)
The user opens a scroll containing a powerful fire spell. The fire bursts out from the scroll in a 4 tile cone. Targets in the AoE must make a DC 22 Reflex saving throw or suffer 7d10 fire damage and be inflicted with 'Burn' and 'Weak'. 3/day.
Suiton (B)
The user opens a scroll containing a powerful water spell. A wave of water bursts out from the scroll sweeping away a 5x5 area infront of the user. Targets in the AoE must make a DC: 22 fortitude saving throw or suffer 7d10 water damage and be inflicted with wet. 3/day
Doton (B)
The user opens a scroll throwing it onto the ground where the magic stored is released creating a patch of cursed earth 7x7 tiles in size. Targets starting their turn in the affected area suffer 4d10 earth damage. 60ft range. This cursed earth remains for 4 rounds. 3/day
Fuuton (B)
The user opens a scroll summoning a cutting whirlwind that travels to an area before releasing a torrent of cutting wind. Targets a 3x3 area. Targets in the AoE must make a fortitude saving throw DC: 22 or suffer 8d12 wind damage, and be inflicted with 'Bleed' until healed. 60ft range. 3/day.
Hyoton (B)
The user opens a scroll releasing a frozen wind on a 5x5 tile area in front of them. The wind freezes all sources of water. Targets in the AoE must make a DC: 22 fortitude save or take 7d10 ice damage, and be afflicted with 'Slow' and 'Frostbite'. 3/day.
Kirigakure (B)
The user performs a series of Mantra which generates magical energy around them. This energy is then transformed into a mist, which manifests in a 7x7 AoE. Any party members or creatures who are friendly to the Ninja that start their turn within this Mist gain the 'Veil' status effect. In addition, any character with the Ninja perk who is within this mist gains a bonus of +5 to AC so long as they are within it.
Out of battle effects: This Ninja may manipulate naturally occuring Mist and Fog, and clear or dispel non magical Mist/Fog based effects.
(-50 Mana or Ninpo.)
Ryudan (A)
The user performs a series of Mantra with their hands, before ending in a 'prayer' like configuration. After doing so, vital energy surges forth in the form of a golden dragon that soars at a target creature, threatening to slam into and shred them with its glowing maw.
Out of battle effects: This Ninja is now capable of communing with Dragons, Wyverns, and Drakes - and is well liked by them, having the blessing of the Dragon.
(Damage: 9d12+DEX Holy damage | 10 tile line, +2 to hit, Magical attack roll. Inflicts 'Bleed', 'Slow', and 'Silence' on hit. -100 Mana or Ninpo.)
Hikigaeru (A)
The user of this technique summons forth a large Ninja Toad to fight at their side using a summoning scroll, with a sheet of its own. Attaining this ability grants +50 HP, and +2 STR, also granting the 'Toad Kata', 'Magic Tongue', and 'Oil Bullet' Blue Mage abilities at no cost. Grants permanent Immunity to the 'Toad' status. Incompatible with Hebi and Namekuji. The Toad summoned is counted as a 'Large' creature.
Out of battle effects: This person is able to commune with Toads. Their personal Toad summon is sentient and has the ability to speak.
(-60 Mana or Ninpo.)
Hebi (A)
The user of this technique summons forth a large Ninja Snake to fight at their side using a summoning scroll, with a sheet of its own. Attaining this ability grants +2 DEX, and a permanent +1 PAB. Grants permanent Immunity to the 'Break' status. Incompatible with Hikigaeru and Namekuji. A Hebi type Ninja also gains access to up to C Rank Arcane Magic. The Snake summoned is counted as a 'Large' creature.
Out of battle effects: This person is able to commune with Snakes. Their personal Snake summon is sentient and has the ability to speak.
(-60 Mana or Ninpo.)
Namekuji (A)
The user of this technique summons forth a large Ninja Snake to fight at their side using a summoning scroll, with a sheet of its own. Attaining this ability grants +50 MP, and SP ; as well as access to up to C Rank Green Magic. Grants the 'Regnerate' status permanently, which is unable to be dispelled. Grants permanent Immunity to the 'Silence' status. Incompatible with Hikigaeru and Hebi. The Slug summoned is counted as a 'Large' creature.
Out of battle effects: This person is able to commune with Slugs. Their personal Slug summon is sentient and has the ability to speak.
(-60 Mana or Ninpo.)
Juuinjutsu (A) (Unique)
This Ninja has a secret Ninja art placed upon their body which corrodes it in exchange for immense power drawn directly from the Aether. When activating this ability, the Ninja must spend 50 HP. It then drains 15 HP per turn active, but regenerates Ninpo for the Ninja to use later. While Juuinjutsu is active, the Ninja is surrounded by a purple fog that grants them +2 to hit, +5 physical and magical damage bonus, +1 tile movement, and advantage on all Ninja ability attack rolls. Any instance of Holy or Force damage this Ninja deals is changed to 'Dark' damage. Incompatible with Senjutsu.
Out of battle effects: This person has a connection with Aether and Death. They are able to sense Aether energy, and locate its origin. They can also sense Undead creatures passively, as long as they are on the same map.
( Regenerates 40 Ninpo per turn active.)
Senjutsu (Unique)
This Ninja, similar to a Geomancer, has learned to combine their Ninja Arts with the natural essence of the Lifestream. Doing so requires an extremely calm mind. A Ninja using the Senjutsu technique must spend 2 full turn actions communing with the Lifestream. Once they have spent the necessary amount of time, the Lifestream makes a temporary connection with the Ninja, empowering their body and Ninjutsu greatly. They gain a Mako aura, and their eyes gain an emerald green coloration in the hues. Senjutsu lasts for exactly 5 rounds, and whilst it is active - a Ninja gains +2 to hit, +5 physical and magical damage bonus +1 tile movement, and advantage on all Ninja ability attack rolls. Any instance of Force or Dark damage this Ninja deals is changed to 'Holy' damage. When Senjutsu is first activated, the Ninja is healed for 50 HP exactly, as the Lifestream grants its blessing. Incompatible with Juuinjutsu.
Out of battle effects: This person has a connection with the Lifestream. They are able to sense Lifestream energy, and locate its origin. They can also sense living creatures passively, as long as they are on the same map.
(5 turn Duration. Regenerates 40 Ninpo per turn active.)
Kogeki Shinryaku (A) (Unique)
The user of this technique performs a special Mantra, which materializes a Kunai made of magical energy that is then fired off at a target. Four of these Kunai are made, and are performed with separate attack rolls each. If a creature is hit by one of these Kunai, their soul is then 'marked' by a 'Kogeki' seal. A creature who has a Kogeki seal upon them can be teleported to by the Ninja irregardless of distance by spending either 40 Mana or 40 Stamina. When choosing to do so, the Ninja may utilize a basic attack or a Rogue, Ninja, General Magic, or General Weapon Ability as an incidental action upon appearing. This incidental action can also be used on a technique that has been turned into a Ninjutsu technique via the Ninpo Empowerment perk. Teleporting is a bonus action. The Kogeki seal lasts until the end of battle, and can not be cleared by Esuna or other cleansing effects.
(Damage: 1d10+DEX Force damage | 10 tile range, +1 to hit, Magical attack roll. -80 Mana or Ninpo.)
Kogeki Ukemi (A) (Unique)
The user of this technique performs a special Mantra, which places a Kogeki seal on an object or party member within 1 tile of their current location. A Ninja who knows the Kogeki Ukemi technique may spend either 50 Mana or 50 Stamina as a reaction in order to instantly teleport to a placed Kogeki seal. This can teleport a maximum distance of 2 maps from the current position (if proof of a Kogeki seal is provided). If used to flee battle, the Ninja may not return to the scene until it has concluded. When using this teleportation reaction, negate any attack roll or prompted saving throw so long as you are teleporting out of the given attack or effect's area of effect. Seals that are placed outside of battle last for a maximum of 48 OOC hours. This only applies to seals placed by Kogeki Ukemi. Seals placed by Kogeki Shinryaku dissipate after battle ends.
(-80 Mana or Ninpo.)
-------------
Ninja Toad [Tank]
HP: 180 | MP: 200 | SP: 200
MAB: +2 | PAB: +2 | MDB: +5 | PDB: +5
Global DR: 5 | Physical DR: 5 | Magical DR: 2
STR: 20
DEX: 16
CON: 20
INT: 14
WIS: 14
CHA: 10
AC: 20
Abilities:
Oil Bullet [BLU]
Flamethrower [BLU]
Magic Tongue [BLU]
Toad Kata [BLU]
Mythril Bubbles
Impact
Hydro Cannon [BLU]
----------------------------------
Ninja Snake [Offensive Caster]
HP: 100 | MP: 250 | SP: 250
MAB: +3 | PAB: +3 | MDB: +15 | PDB: +10
Global DR: 0 | Physical DR: 0 | Magical DR: 5
STR: 14
DEX: 20
CON: 16
INT: 18
WIS: 20
CHA: 10
AC: 22
Abilities:
Vampire [BLU]
Tether
Jolt
Hold
Bioara
Flare
Thunder
Thundara
Thundaga
----------------------------------
Ninja Slug [Support Caster]
HP: 120 | MP: 200 | SP: 200
MAB: +1 | PAB: +1 | MDB: +10 | PDB: 0
Global DR: 0 | Physical DR: 5 | Magical DR: 5
STR: 12
DEX: 12
CON: 12
INT: 18
WIS: 20
CHA: 18
AC: 18
Abilities:
Acid [BLU]
Refresh
Bubble
Protect
Shell
Water
Watera
Waterga
Cure
Cura
Curaga
Kirigakure (B)
The user performs a series of Mantra which generates magical energy around them. This energy is then transformed into a mist, which manifests in a 7x7 AoE. Any party members or creatures who are friendly to the Ninja that start their turn within this Mist gain the 'Veil' status effect. In addition, any character with the Ninja perk who is within this mist gains a bonus of +5 to AC so long as they are within it.
Out of battle effects: This Ninja may manipulate naturally occuring Mist and Fog, and clear or dispel non magical Mist/Fog based effects.
(-50 Mana or Ninpo.)
Ryudan (A)
The user performs a series of Mantra with their hands, before ending in a 'prayer' like configuration. After doing so, vital energy surges forth in the form of a golden dragon that soars at a target creature, threatening to slam into and shred them with its glowing maw.
Out of battle effects: This Ninja is now capable of communing with Dragons, Wyverns, and Drakes - and is well liked by them, having the blessing of the Dragon.
(Damage: 9d12+DEX Holy damage | 10 tile line, +2 to hit, Magical attack roll. Inflicts 'Bleed', 'Slow', and 'Silence' on hit. -100 Mana or Ninpo.)
Hikigaeru (A)
The user of this technique summons forth a large Ninja Toad to fight at their side using a summoning scroll, with a sheet of its own. Attaining this ability grants +50 HP, and +2 STR, also granting the 'Toad Kata', 'Magic Tongue', and 'Oil Bullet' Blue Mage abilities at no cost. Grants permanent Immunity to the 'Toad' status. Incompatible with Hebi and Namekuji. The Toad summoned is counted as a 'Large' creature.
Out of battle effects: This person is able to commune with Toads. Their personal Toad summon is sentient and has the ability to speak.
(-60 Mana or Ninpo.)
Hebi (A)
The user of this technique summons forth a large Ninja Snake to fight at their side using a summoning scroll, with a sheet of its own. Attaining this ability grants +2 DEX, and a permanent +1 PAB. Grants permanent Immunity to the 'Break' status. Incompatible with Hikigaeru and Namekuji. A Hebi type Ninja also gains access to up to C Rank Arcane Magic. The Snake summoned is counted as a 'Large' creature.
Out of battle effects: This person is able to commune with Snakes. Their personal Snake summon is sentient and has the ability to speak.
(-60 Mana or Ninpo.)
Namekuji (A)
The user of this technique summons forth a large Ninja Snake to fight at their side using a summoning scroll, with a sheet of its own. Attaining this ability grants +50 MP, and SP ; as well as access to up to C Rank Green Magic. Grants the 'Regnerate' status permanently, which is unable to be dispelled. Grants permanent Immunity to the 'Silence' status. Incompatible with Hikigaeru and Hebi. The Slug summoned is counted as a 'Large' creature.
Out of battle effects: This person is able to commune with Slugs. Their personal Slug summon is sentient and has the ability to speak.
(-60 Mana or Ninpo.)
Juuinjutsu (A) (Unique)
This Ninja has a secret Ninja art placed upon their body which corrodes it in exchange for immense power drawn directly from the Aether. When activating this ability, the Ninja must spend 50 HP. It then drains 15 HP per turn active, but regenerates Ninpo for the Ninja to use later. While Juuinjutsu is active, the Ninja is surrounded by a purple fog that grants them +2 to hit, +5 physical and magical damage bonus, +1 tile movement, and advantage on all Ninja ability attack rolls. Any instance of Holy or Force damage this Ninja deals is changed to 'Dark' damage. Incompatible with Senjutsu.
Out of battle effects: This person has a connection with Aether and Death. They are able to sense Aether energy, and locate its origin. They can also sense Undead creatures passively, as long as they are on the same map.
( Regenerates 40 Ninpo per turn active.)
Senjutsu (Unique)
This Ninja, similar to a Geomancer, has learned to combine their Ninja Arts with the natural essence of the Lifestream. Doing so requires an extremely calm mind. A Ninja using the Senjutsu technique must spend 2 full turn actions communing with the Lifestream. Once they have spent the necessary amount of time, the Lifestream makes a temporary connection with the Ninja, empowering their body and Ninjutsu greatly. They gain a Mako aura, and their eyes gain an emerald green coloration in the hues. Senjutsu lasts for exactly 5 rounds, and whilst it is active - a Ninja gains +2 to hit, +5 physical and magical damage bonus +1 tile movement, and advantage on all Ninja ability attack rolls. Any instance of Force or Dark damage this Ninja deals is changed to 'Holy' damage. When Senjutsu is first activated, the Ninja is healed for 50 HP exactly, as the Lifestream grants its blessing. Incompatible with Juuinjutsu.
Out of battle effects: This person has a connection with the Lifestream. They are able to sense Lifestream energy, and locate its origin. They can also sense living creatures passively, as long as they are on the same map.
(5 turn Duration. Regenerates 40 Ninpo per turn active.)
Kogeki Shinryaku (A) (Unique)
The user of this technique performs a special Mantra, which materializes a Kunai made of magical energy that is then fired off at a target. Four of these Kunai are made, and are performed with separate attack rolls each. If a creature is hit by one of these Kunai, their soul is then 'marked' by a 'Kogeki' seal. A creature who has a Kogeki seal upon them can be teleported to by the Ninja irregardless of distance by spending either 40 Mana or 40 Stamina. When choosing to do so, the Ninja may utilize a basic attack or a Rogue, Ninja, General Magic, or General Weapon Ability as an incidental action upon appearing. This incidental action can also be used on a technique that has been turned into a Ninjutsu technique via the Ninpo Empowerment perk. Teleporting is a bonus action. The Kogeki seal lasts until the end of battle, and can not be cleared by Esuna or other cleansing effects.
(Damage: 1d10+DEX Force damage | 10 tile range, +1 to hit, Magical attack roll. -80 Mana or Ninpo.)
Kogeki Ukemi (A) (Unique)
The user of this technique performs a special Mantra, which places a Kogeki seal on an object or party member within 1 tile of their current location. A Ninja who knows the Kogeki Ukemi technique may spend either 50 Mana or 50 Stamina as a reaction in order to instantly teleport to a placed Kogeki seal. This can teleport a maximum distance of 2 maps from the current position (if proof of a Kogeki seal is provided). If used to flee battle, the Ninja may not return to the scene until it has concluded. When using this teleportation reaction, negate any attack roll or prompted saving throw so long as you are teleporting out of the given attack or effect's area of effect. Seals that are placed outside of battle last for a maximum of 48 OOC hours. This only applies to seals placed by Kogeki Ukemi. Seals placed by Kogeki Shinryaku dissipate after battle ends.
(-80 Mana or Ninpo.)
-------------
Ninja Toad [Tank]
HP: 180 | MP: 200 | SP: 200
MAB: +2 | PAB: +2 | MDB: +5 | PDB: +5
Global DR: 5 | Physical DR: 5 | Magical DR: 2
STR: 20
DEX: 16
CON: 20
INT: 14
WIS: 14
CHA: 10
AC: 20
Abilities:
Oil Bullet [BLU]
Flamethrower [BLU]
Magic Tongue [BLU]
Toad Kata [BLU]
Mythril Bubbles
Impact
Hydro Cannon [BLU]
----------------------------------
Ninja Snake [Offensive Caster]
HP: 100 | MP: 250 | SP: 250
MAB: +3 | PAB: +3 | MDB: +15 | PDB: +10
Global DR: 0 | Physical DR: 0 | Magical DR: 5
STR: 14
DEX: 20
CON: 16
INT: 18
WIS: 20
CHA: 10
AC: 22
Abilities:
Vampire [BLU]
Tether
Jolt
Hold
Bioara
Flare
Thunder
Thundara
Thundaga
----------------------------------
Ninja Slug [Support Caster]
HP: 120 | MP: 200 | SP: 200
MAB: +1 | PAB: +1 | MDB: +10 | PDB: 0
Global DR: 0 | Physical DR: 5 | Magical DR: 5
STR: 12
DEX: 12
CON: 12
INT: 18
WIS: 20
CHA: 18
AC: 18
Abilities:
Acid [BLU]
Refresh
Bubble
Protect
Shell
Water
Watera
Waterga
Cure
Cura
Curaga