Ninja
3/1/5/1/0 - 60/40
Equipment
Dagger, Claw, Boomerang, Ninja Knife, Pole, Light Armor
Bare
Strength: Light, Critical 4, Impact.
Blocking: No
Defenses: Light
Style: Endurance
Bonus: Pick one set
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Technique
Retaliate
AP: 130
Type: Action
Technique, Stance, Weapon
Target: Self
40D F40
The Ninja falls into a loose defensive stance, while preparing to strike back at anything which comes close. When Retaliate is used, the Ninja enters a stance which last until their next turn and grants a 4/5th defense factor against physical damage. In addition whenever the Ninja receives damage from an action, they immediately make an attack against the combatant who performed the action which deals weapon damage with a x1.5 Power multiplier, after damage and effects are resolved (Retaliate does not respond to reactions, but can trigger them.)
CoS: 50 per counter attack
Build Up
AP: 130
Type: Action
Technique, Stance
Target: Self
35D F20
The Ninja takes a moment to gather his power before his next strike. When Build Up is used, the Ninja enters a stance which last until the end of his next turn. If the next action performed by the Ninja is either a Basic Attack or Chi Blast, apply a +100% situational modifier to the damage dealt.
CoS: 100
Throw
AP: 150
Type: Action
Technique
Target: Single
45D F18
Allows the Ninja to use potent Throwing Weapons to perform a ranged attack on one target, with damage and properties based on the weapon used. Throw can also be used on unequipped weapons - in this case, inflict damage as per that weapon, with an x2 power modifier. The shock of impact instantly destroys the weapon, in either case.
CoS: 100
Sange
AP: 100
Type: Action
Technique, Multi-Action
Target: Single
30D F15
When Sange is used, immediately remove any 'images' present on the Ninja. Each image is then turned into a projectile of sorts, and thrown into an enemy, inflicting (12 x ATK + d8) physical ranged damage per shadow.
CoS: 100
Adjustment: +6 Power per tier above 1.
Steal Item
AP: 115
Type: Action
Technique, Steal
Target: Single
40D F15
The Ninja snatches an item from the enemy, taking the item in that enemy's "Item Slot".
CoS: 85
Steal Equipment
AP: 115
Type: Action
Technique, Steal
Target: Single
40D F15
The Ninja snatches a piece of equipment from the enemy, taking an item from one of the enemy's slots: Which slot depends on what Outfitting system is in place.
Equipment: Produces a new piece of Equipment - either a weapon, shield, armor, or possible even ammo or an accessory.
Bare: Produces either a Throwing item, Use item or Ceremonial Katana.
Remodeling: Takes the item in one of the enemy's "Loot" slots. (GM's choice, only one piece of loot may be stolen per battle per monster.)
CoS: 65
Steal Gil
AP: 115
Type: Action
Technique, Steal
Target: Single
40D F15
The Ninja snatches the coin purse of his foe, stealing an amount of Gil equal to half the Gil value of the target - this does not affect the amount of money they drop upon defeat. (It's their secret stash.) Steal Gil does not produce Gil against targets who have already been successfully had their gil stolen.
CoS: 70
Plunder
AP: 130
Type: Action
Technique, Weapon, Steal
Target: Single
[W]+15D F[W]+5
The Ninja slices through the opponent and snatches their items at the same time. Plunder deals normal weapon damage and has an additional 65% CoS to steal the item in the enemies Item Slot.
CoS: 80
Smash&Grab
AP: 130
Type: Action
Technique, Weapon, Steal
Target: Single
[W]+15D F[W]+5
The Ninja slices through the opponent and forcefully removes their equipment the same time. Smash&Grab deals normal weapon damage and has an additional 45% CoS to steal…
Equipment: …the item in the enemies Equipment Slot.
Remodeling: …a piece of loot from one of the enemy's Loot slots. (GM's choice, only one piece of loot may be stolen per battle per monster.)
Bare: A Use item, a Throwing item, or a Ceremonial Katana.
CoS: 80
Mug
AP: 130
Type: Action
Technique, Weapon, Steal
Target: Single
[W]+15D F[W]+5
The Ninja slices through the opponent and snatches their money at the same time. Mug deals normal weapon damage has an additional 50% CoS to steal an amount of Gil equal to half the Gil value of the target - this does not affect the amount of money they drop upon defeat. (It's their secret stash.) Mug does not produce Gil against targets who have already been successfully had their gil stolen.
CoS: 80
Steal Aura
AP: 140
Type: Action
Technique, Effect: Dispel, Steal.
Target: Single
55D F20
The Ninja snatches at the magic surrounding an opponent, transferring all positive statuses affecting them to himself. That is, Aura Steal dispels all positive statuses affecting the opponent, and the Ninja then gains each status dispelled in this way, with the same timer. If Aura Steal strikes a target currently benefitting from an Auto-Status property, the Ninja gains that status (U) and inflicts "Seal Auto-Status" (U) to the monster. The same effect occurs against targets with SoS-Statuses, as long as they are currently in SoS condition.
CoS: 65
Steal Heart
AP: 130
Type: Action
Technique, Effect: Charm, Steal.
Target: Single
50D F20 MP: 111
The Ninja, with a sly wink, focuses his efforts into stealing the heart of his opponents (metaphorically, of course), if only temporarily - inflicting Charm (6).
CoS: 70
Adjustment: +37 MP per tier above 1.
Robber's Evidence
AP: 130
Type: Action
Technique, Weapon
Target: Single
[W]D F[W]
The Ninja performs an attack empowered by their recent criminal history. Robber's Evidence inflicts normal weapon damage to a target, with a +25% situational modifier earned for each Steal Technique they have used in this battle since the last time they used Robber's Evidence. This might be anything from an exploding treasure chest to a razor-sharp knife in the back.
CoS: 80
Kick
AP: 130
Type: Action
Technique, Weapon
Target: Group
[W]D F[W]
Kick deals weapon damage with a x0.33 Power multiplier to the entire enemy party
CoS: 80
Roundhouse
AP: 130
Type: Action
Technique, Weapon
Target: Group (Front Row)
5+[W]D F[W]
Roundhouse deals weapon damage with a x0.66 Power multiplier to any nearby enemies.
CoS: 80
Gil Toss
AP: 130
Type: Action
Technique
Target: Group
50D F20
Pulling out a fist full of spare change, the Ninja hurls it into his foes, dealing ranged physical damage to all targets. The amount of gil consumed and damage dealt is dependent upon tier, and weaker or stronger versions cannot be used.
CoS: 100
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Bribe
AP: 130
Type: Action
Technique, Effect: Eject
Target: Single
50D F20
The Ninja hands over a coin purse to an enemy, seeking to convince them to simply walk away - effectively inflicting Eject upon the target. The CoS for Bribe varies heavily based on the amount of gil the Ninja chooses offers, as well as the tier, strength and rank of the enemy. For Easy monsters, add 10 to the CoS while Tough monsters have 10 subtracted from their CoS. Likewise, minibosses have 10 subtracted, and bosses subtract 20 from the CoS.
CoS: Varies
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Chakra
AP: 130
Type: Action
Technique, Recovery
Target: Single
50D F20 MP: 60
A quick series of taps and jabs at pressure points, and energy starts to more freely flow through out the target. Chakra restores (10 x MAG + 1d8) HP and MP scores.
CoS: 100
Adjustment: +20 MP, +5 Power per tier above 1.
Revive
AP: 130
Type: Action
Technique, Life
Target: Single
55D F22
With a single well placed punch to the heart, a Ninja can get even the most grievously wounded allies back onto their feet. Revive will remove KO from the target and restore 50% of their Max HP.
CoS: 75
Image
AP: 130
Type: Action
Technique
Target: Self
40D F15 MP: 75
The Ninja performs a quick kata, and suddenly there are three ninja where there once stood one. Image creates 2 'images' when used. Anytime the Ninja would normally be struck with physical damage, instead remove 1 image and ignore all effects the attack would have otherwise had. Image may not be reused until both images have been expended.
CoS: 100
Adjustment: +25 MP per tier above 1.
Aura Cannon
AP: 130
Type: Action
Technique, Elemental: Holy
Target: Single
50D F15 MP: 51
After taking a moment to gather their chi, the Ninja then unleashes a beam of bright white energy. Aura Cannon inflicts (12 x MAG + d12) magical Holy damage
CoS: 100
Adjustment: +17 MP, +6 per tier above 1.
Earth Render
AP: 130
Type: Action
Technique, Ground-Based
Target: Group (1 Target Front and Back)
50D F15 MP: 90
A solid punch to the ground, followed by nothing. And then the ground collapsing in on itself before flying up to strike at the Ninja's foes in a column. Earth Render inflicts (10 x MAG + d10) magical damage to one target in the front row and one target in the back row.
CoS: 100
Adjustment: +30 MP, +5 Power per tier above 1.
Pummel
AP: 130
Type: Action
Technique, Weapon, Multi-Hit
Target: Single
[W]D F[W]
The Ninja lets off two slightly weaker attacks in sequence, each dealing weapon damage with a x0.66 Power multiplier.
CoS: 65
Beat Rush
AP: 130
Type: Action
Technique, Weapon
Target: Single
5+[W]D F[W] MP: 60
The Ninja lets off a flurry of blows, dealing weapon damage with a x1.5 Power multiplier.
CoS: 80
Adjustment: +20 MP per tier above 1.
No Mercy
AP: 130
Type: Action
Technique, Weapon
Target: Single
10+[W]D F[W] MP: 120
The Ninja lets off a series of unrelenting attacks with no mercy in his blows, dealing weapon damage with a x2 Power multiplier.
CoS: 80
Adjustment: +40 MP per tier above 1.
Ascetic's Fury
AP: 130
Type: Action
Technique, Weapon
Target: Single
[W]D F[W] MP: 45
The Ninja steps forward while jabbing for a weak point in his foes defenses. Ascetic's Fury deals normal weapon damage, and innately has four ranks of Critical.
CoS: 80
Adjustment: +15 MP per tier above 1.
Sneak Attack
AP: 130
Type: Action
Technique, Weapon, Stance
Target: Single
[W]D F[W]
The first time Sneak Attack is used against a target, it deals normal weapon damage - further consecutive Sneak Attacks inflict increasing damage, as long as the target ignores the Ninja. As long as the Ninja continues to use Sneak Attack against the same initial target, +25% is added for each such action, up to +100% maximum. If the Ninja fails to use Sneak Attack on the initial target on their turn, the bonus is reset back to zero. This bonus will also be reset to zero if the target being Sneak Attacked performs any action which targets the Ninja.
CoS: 80
Trick Attack
AP: 130
Type: Action
Technique, Weapon, Status: Provoke.
Target: Single
7+[W]D F[W]
The Ninja hides behind an ally and delivers a quick lashing attack, enraging the target. Choose an ally. Trick Attack deals normal weapon damage and Provokes (1) the target onto the chosen ally, as if it was them that did the Provoking.
CoS: 80
What's That?!
AP: 130
Type: Action
Technique, Effect: Delay
Target: Single
40D F18 MP: 75
The Ninja distracts the enemy, lengthening their current delay by 15. In additional the next time the target is hit by an attack, provided it is before the targets next turn, the damage is granted a +25% situational damage modifier.
CoS: 70
Adjustment: +25 MP per tier above 1.
Haymaker
AP: 130
Type: Action
Technique, Weapon
Target: Single
[W]D F[W]
The Ninja capitalizes on an enemies misstep - exploiting it for large damage. Against enemies which have missed the Ninja with an ability since the Ninja's last turn, Haymaker deals weapon damage with a x1.5 Power modifier. If the targeted enemy has not missed the Ninja since his last turn, Haymaker instead deals normal weapon damage.
CoS: 80
Footwork
AP: 130
Type: Action
Technique
Target: Single
5+[T]D F[T]
Footwork may only be used if the Ninja is benefiting from the effects of Brawler. Select a weapon technique to use in conjecture with Footwork; the ability functions as normal, in addition to receiving a +2 Power modifier.
Adjustment: +1 Power per tier above 1.
Featherfoot
AP: 130
Type: Action
Technique, Stance
Target: Single
5+[T]D F[T]
Featherfoot may only be used if the Ninja is benefiting from the effects of Brawler. Select a weapon technique to use in conjecture with Footwork; the ability functions as normal, and the Ninja enters a Stance which last until the start of his next turn. While under the Stance, the Ninja receives Evasion 2 and M.Evasion 2.
Magic
Flame
AP: 125
Type: Action
Magic, Spell, Elemental: Fire
Target: Group
50D F20 MP: 81
Flame inflicts (8 x MAG + d6) magical Fire damage to a group.
CoS: 100
Adjustment: +27 MP, +4 Power per tier above 1.
Flood
AP: 125
Type: Action
Magic, Spell, Elemental: Water
Target: Group
50D F20 MP: 81
Flood inflicts (8 x MAG + d6) magical Water damage to a group.
CoS: 100
Adjustment: +27 MP, +4 Power per tier above 1.
Blitz
AP: 125
Type: Action
Magic, Spell, Elemental: Lightning
Target: Group
50D F20 MP: 81
Blitz inflicts (8 x MAG + d6) magical Lightning damage to a group.
CoS: 100
Adjustment: +27 MP, +4 Power per tier above 1.
Mirage
AP: 130
Type: Action
Magic, Spell, Enhancement: Blink
Target: Self
40D F15 MP: 81
Mirage creates illusory images of the Ninja, obscuring their true location and bestowing Blink (7).
CoS: 100
Adjustment: +27 MP per tier above 1.
Chi Blast
AP: 130
Type: Action
Magic, Aimed
Target: Single
40D F20
The Ninja takes a moment to gather his chi, then lets loose a blast into a foe. Chi Blast inflicts (6 x MAG + d8) ranged magical damage.
CoS: 90
Adjustment: +3 Power per tier above one.
Fire Veil
AP: 130
Type: Action
Magic, Spell, Status: Confuse, Elemental: Fire
Target: Single
45D F20 MP: 60
The Ninja performs a quick kata, followed by the target bursting into flames. Fire Veil inflicts (4 x MAG + d6) magical Fire damage and has an additional 65% CoS of inflicting Confuse (4).
CoS: 100
Adjustment: +20 MP, +2 Power per tier above 1.
Earth Veil
AP: 130
Type: Action
Magic, Spell, Status: Slow, Ground-Based
Target: Single
45D F20 MP: 60
The Ninja performs a quick kata, followed by the target starting to sink into a sudden pitfall beneath their feet. Earth Veil inflicts (4 x MAG + d6) magical damage and has an additional 70% CoS of inflicting Slow (4).
CoS: 100
Adjustment: +20 MP, +2 Power per tier above 1.
Metal Veil
AP: 130
Type: Action
Magic, Spell, Status: Blind, Elemental: Lightning
Target: Single
45D F20 MP: 60
The Ninja performs a quick kata, followed by the target being stuck by a bolt of lightning. Metal Veil inflicts (4 x MAG + d6) magical Lightning damage and has an additional 65% CoS of inflicting Blind (4).
CoS: 100
Adjustment: +20 MP, +2 Power per tier above 1.
Water Veil
AP: 130
Type: Action
Magic, Spell, Status: Silence, Elemental: Water
Target: Single
45D F20 MP: 60
The Ninja performs a quick kata, followed by the target being having a small ball of water explode in their face. Water Veil inflicts (4 x MAG + d6) magical Water damage, and has additional 60% CoS of inflicting Silence (4).
CoS: 100
Adjustment: +20 MP, +2 Power per tier above 1
Unspell
AP: 130
Type: Action
Magic, Spell, Effect: Dispel
Target: Single
40D F15 MP: 114
Removes all positive status conditions from the target
CoS: 70
Adjustment: +38 MP per tier above 1.
Shadowbind
AP: 130
Type: Action
Magic, Spell, Status: Stop
Target: Single
40D F20 MP: 132
Inflicts Stop (3) upon the target.
CoS: 65
Adjustment: +44 MP per tier above 1.
Seal
AP: 150
Type: Action
Magic, Spell, Effect: Stone
Target: Single
50D F20 MP: 150
The Ninja performs a quick kata, attempting to seal a foe away in. Seal inflicts Stone (U).
CoS: 45
Adjustment: +50 MP per tier above 1.
Suffocate
AP: 150
Type: Action
Magic, Spell, Effect: Death
Target: Single
50D F20 MP: 150
The Ninja makes a sudden movement, and a moment later a enemy is reduced to 0 HP.
CoS: 45
Adjustment: +50 MP per tier above 1.
Support
Brawler
AP: 100
Type: Support
Equipment: When the Ninja has no weapon equipped, treat the Ninja as if they were wielding a weapon which deals (8 x ATK + d8) damage and has a Delay of 40, and a Floor of 20. Brawler is used with Dual Wield, if both Weapon and Shield slot are empty and the Dual Wield ability is in use.
Adjustment: +4 Power per tier above 1.
Bare: When Brawler is active, change the Ninja's Strength to Medium with a Delay and Floor of 40 and 20, respectively, instead of 50 and 20 and removes all properties attached to the Strength
Remodeling: Functions exactly as it does with 'Equipment', see above.
Flee
AP: 50
Type: Support
When the Ninja performs a successful Escape action, they may choose to bring the rest of the party with them as well.
Sprint
AP: 50
Type: Support
The CT on Escape actions is removed. In addition, lower the Delay on Movement actions taken by the Ninja by 10 and the Floor by 5.
Dual Wield
AP: 150
Type: Support
Whenever the Ninja makes an attack with the Weapon keyword, they strike twice, as a Multi-Hit effect - they roll to hit twice and apply damage for each successful hit, though they pay costs only once. Any non-damage effect of the ability is applied a maximum of once - Delay Buster, for example, will delay by 10D if it hits at least once, but will not delay by 20D if both hits land. Added CoSes may be rolled once for each hit as well. Dual Wield always increases the accuracy of statuses, effects, and conditions. but never increases their magnitude. Increase the delay of the equipped weapons by +10D.
Equipment: The ninja may equip two weapons at once, holding one in each hand. (The second goes in the shield slot.) Dual Wield may be used with the Dual Wield-OK weapons: Daggers, Claws, Boomerangs and Ninja Knives. Abilities with [W] notation in their delays use the highest delay of the two equipped weapons. The first hit is with one weapon, and the second is with the other - each hit inflicts damage based on the weapon it was performed with. Properties granted by the weapon's type (such as Ranged, Piercing, and any Accuracy or Critical ranks granted by type) apply only to the strike with that weapon. (That is, if you are striking with a knife and a claw, each hit does not bear both the knife's inherent Accuracy I and the claw's inherent Critical 4 and Impact.) Some equipment properties such as "Elemental" and "Added Status" explicitly state that they apply to strikes with that weapon - all others benefit both strikes.
Bare: Works as described above. Additionally, remove 3 ranks of Critical and Impact from the Ninja's Strength and replace it with Brutal.
Remodeling: Allows the character to equip any Light weapon in both hands. When doing so, roll to hit (and then damage) twice rather than once.
Parry
AP: 100
Type: Support
Equipment: When Equipped with a Weapon, the Ninja receives 2 ranks of Evasion.
Bare: When Brawler is inactive and the Ninja is receiving no benefit from it, gain 2 ranks of Evasion.
Remodeling: When Equipped with a Weapon, the Ninja receives 2 ranks of Evasion.
Artful Dodger 1-4
AP: 75
Type: Support
Each rank of Artful Dodger grants the Ninja one rank of Evasion.
Ambush
AP: 125
Type: Support
When generating Initiative at the beginning of a combat encounter, do so as if the Ninja had 10 more points of Speed.
Bandit
AP: 125
Type: Support
Add 5 to the CoS of any ability with the Steal keyword.
Lucky
AP: 100
Type: Support
The Ninja gains 1 rank of Critical
Treasure Hunter
AP: 100
Type: Support
Increase the CoS for Item Drops after a fight by 10. Treasure Hunter's effects can only be received once for the entire party, so having multiple Ninja with Treasure Hunter learned will not increase the drop rate by more than 10.
Last Haste
AP: 150
Type: Support
When in SOS, lower the delay on all actions taken by 5,
Unscarred
AP: 150
Type: Support
When at full HP, all damage dealt by the Ninja gains a +25% bonus. In addition the Ninja gains a -25% situational damage modifier to incoming damage until his HP is dropped below its Max value.
Reactions
Counter
AP: 150
Type: Reaction
Technique, Weapon
Target: Triggering Enemy
Trigger: Being hit by a melee attack that inflicts physical damage
After being hit, the Ninja returns the favor in kind. The Ninja strikes his attacker with an attack which deals normal weapon damage.
CoS: 50
Reflex
AP: 150
Type: Reaction
—
Target: Self
Trigger: Being hit by a melee action that inflicts physical damage
The Ninja instead dodges the attack and suffers neither damage nor any other additional effects which the attack might have had.
CoS: 30
Hamedo
AP: 175
Type: Reaction
Technique
Target: Enemy
Trigger: Being hit by a single target melee action that inflicts physical damage
The Ninja strikes before the enemy can instead, dealing (d8 + ATK x 8) physical damage while at the same time preventing them from acting - the ninja suffers no damage or any other effects the attack would have otherwise had.
CoS: 20
Adjustment: +4 Power per tier above 1.
Catch
AP: 150
Type: Reaction
—
Target: Self
Trigger: Being hit by a single target ranged action that inflicts physical damage
The Ninja instead dodges the attack and suffers neither damage nor any other additional effects which the attack might have had.
CoS: 40
Caution
AP: 125
Type: Reaction
Stance
Target: Self
Trigger: Being hit by a action that inflicts damage
After being stuck, the Ninja is now on guard. The Ninja, after damage is applied, enters a stance until his next turn which applies a 3/5 Defense Factor to himself.
CoS: 100
Abandon
AP: 125
Type: Reaction
Stance
Target: Self
Trigger: Being hit by a action that inflicts damage
After being stuck, the Ninja is now on guard. The Ninja, after damage is applied, enters a stance until his next turn which gives 4 ranks of Evasion and Magic Evasion
CoS: 100
Sunken State
AP: 150
Type: Reaction
—
Target: Self
Trigger: Damage is sustained from an action.
Once bitten, twice shy - the ninja responds to all attacks by vanishing into thin air! Any time the Ninja is struck by an attack which directly inflicts any sort of of damage, after the damage is taken and if the Ninja is still capable of acting, they will immediately be removed from the battle field until the start of the Ninja's next turn. At this point, the Ninja returns and acts normally.
CoS: 100