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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