The Complete Ninja's Handbook (2.5e Sourcebook)
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The Complete Ninja's Handbook
The Ninja Class
In Seventh Century Japan, Prince Shotoku Taishi won a war against an enemy named Moriya. The Prince's success rested on information brought to him by a spy named Otomo-no-Saijin, whom Shotoku Taishi honored with the name Shinobi, meaning "Stealer in". It is probably from this incident that the use of the term Shinobi has come to refer to highly trained, clan-based Japanese spies.
(In Japanese and Chinese, there may be two or more ways to pronounce th same written characters. An alternate pronunciation for Shinobi is Ninja.)
Japanese techniques of military intelligence, heavily influenced by espionage advisors from China and Sun Tzu's classic manual "The Art of War", developed over a period of several hundred years.
During the Kamakura era, from the late twelfth to early fourteenth centuries, many Samurai and their families fell out of favor with the court. Some of these families fled to distant Iga and Koga provinces and settled there in reduced circumstances to make their living as farmers.
Ninja and Rogue
Rogue Experience Levels
Ninja Experience Levels
Ninja Class Requirements
- Ability Requirements
- Prime Requisite
- Races Allowed
Alignment
Weapons and Armor
Thieving Skills
Ninja Thieving Skill Base Scores
Backstab
Thieving Skill Dexterity Adjustments
Backstab Damage Multipliers
Clan Signs
Thieving Skill Armor Adjustments
Use Scrolls
Ninja's Followers
When a Follower Dies
Nonweapon Proficiencies
Starting Money
Multiclass Ninja
Dual-Class Ninja
Other Character Creation Notes
Status
Clan Status
Names
Black Sands Ninja Clan
Ninja Kits Descriptions
Kit Descriptions
Ninja Kits
Stealer-in
Shadow Warrior
Intruder
Consort
Pathfinder
Lone Wolf
Spirit Warrior
Spirit Warrior Spell Progression
Spirit Warrior Experience Levels
Ninja Spells
First-Level Spells
Face-Blur (Illusion)
False Tracks (Illusion)
Find Direction (Divination)
Lesser Distraction (Illusion)
Second-Level Spells
Deepen Shadow (Illusion)
Featherfoot (Alteration)
Third-Level Spells
Age to Destruction (Alteration/Necromancy)
Detect the Living (Divination)
Greater Distraction (Illusion)
Fourth-Level Spells
Improved Featherfoot (Alteration)
Improved Mirror Image (Illusion/Phantasm)
Fifth-Level Spells
Shadow-Form (Illusion/Phantasm)
Sixth-Level Spells
Sense Treason (Divination)
Shinobi, Spies, and Killers
Shinobi
Shinobi Fighter
Shinobi Ranger
Shinobi Mage
Shinobi Illusionist
Shinobi Priest
Shinobi Thief
Shinobi Thief Base Scores
Shinobi Bard
Shinobi Bard Base Scores
Spies
The Foreign Service
Ninja Kits and the Spy
What the Spy Does
Demihuman Spies
Killers
Restrictions
Eliminator
Punisher
Ravager
Proficiencies and Martial Arts
Weapon Proficiencies
Proficiency Costs
Broad and Tight Weapon Groups
Broad and Tight Weapon Groups Table
Weapon Specialization and Weapon Groups
=Nonweapon Proficiencies
Nonweapon Proficiency Groups
Nonweapon Proficiency From the Player's Handbook
New Nonweapon Proficiencies
New Nonweapon Proficiencies Descriptions
Enamor Proficiency Results
Escape Proficiency Penalties
Martial Arts
Martail Arts Results
Martail Arts Results Table
Specializing in Martial Arts
Mixed Campaigns
Advanced Martial Arts (Optional)
Prerequisites to Learning Martial Arts
Finding a Master
Training Under the Master
Learning the Style
Pre-Campaign Learning
Multiple Styles
Style Characteristics
Explanations of the Chart
Common Martial Arts Styles
Explanations of the Styles
Creating a New Style: Basics
Hard, Soft, or Hard/Soft?
Principal Method
Martial Style Combinations (Basics)
Martial Style Combinations
Examples of Martial Arts
Creating a New Style: Weapons
Creating a New Style: Special Maneuvers
Special Maneuvers
Principal Method Lists
Number of Maneuvers in a Style
Order of Learning Maneuvers
Principal Method: Block
Principal Method: Kick
Principal Method: Lock
Principal Method: Movement
Principal Method: Push
Principal Method: Strike
Principal Method: Throw
Principal Method: Vital Area
Principal Method: Weapon
Mental and Physical Training
Ch'i Attacks
Armed and Armored Opponents
Penalties and Bonuses Vs. Armored Opponents
Penalties Vs. Armored Opponents
Stunning and Incapacitating
Hit Locations
Martial Arts Hit Locations
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