Ninja Crystal

Ninja

"The reaper is always one step behind me."

From the legendary masters of Eblan to the shadowy stalkers of the Empire - whether fighting for honor and for country or for anyone that's willing to pay, the ninja is a shadowy agent so skilled that their existence is sometimes dismissed as legend. They move with silence, shroud themselves in black, and wield strange magics - what are they but humans aspiring to be phantoms?

The Ninja is a well-rounded job with a variety of specialties - a line of spells that pair effective statuses with some light elemental damage, Image and Sunken State, which allow them to ignore a good deal of incoming damage, and the powerful Throw and Dual Wield. Their high speed gives them a quick reaction time, allowing them to switch freely from damage to defense to magic before monsters can react.

+4 ATK 0 VIT +4 SPD +2 MAG 0 SPR +50 HP +50 MP

Equipment

Dagger, Boomerang, Claw, Ninja Blade, Light Armor

Bare

Strength: Light, Critical 1, Brutal
Blocking: No
Defense: Light
Style: Endurance
Bonus: Pick one set.

Set 1 Resist Curse 4, Resist Stop 4
Set 2 While in SoS, the Ninja gains 4 Ranks of Evasion and 4 Ranks of M.Evasion

Ninjutsu

Hyoton

Ability Slot Cost: 2
Type: Action
Magic, Spell, Elemental: Ice
Target: Single
40D F15 CT10 MP: 60

The Ninja performs a quick kata, followed by the target being impaled by dozen of tiny ice shards. Hyoton inflicts (8 x MAG + d8) magical Ice damage and increases damage against the target containing the Elemental: Fire keyword by +25% until the end of the Ninja's next turn.
CoS: 100
Adjustment: +20 MP, +4 Power per tier above 1.

Image

Ability Slot Cost: 3
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.

Katon

Ability Slot Cost: 2
Type: Action
Magic, Spell, Elemental: Fire
Target: Single
40D F15 CT10 MP: 60

The Ninja performs a quick kata, followed by the target bursting into flames. Katon inflicts (8 x MAG + d8) magical Fire damage and increases damage against the target containing the Elemental: Ice keyword by +25% until the end of the Ninja's next turn.
CoS: 100
Adjustment: +20 MP, +4 Power per tier above 1.

Maton

Ability Slot Cost: 2
Type: Action
Magic, Spell, Elemental: Shadow
Target: Single
40D F15 CT10 MP: 60

The Ninja performs a quick kata, followed by the target being engulfed in darkness. Maton inflicts (8 x MAG + d8) magical Shadow damage and increases damage against the target containing the Elemental: Holy keyword by +25% until the end of the Ninja's next turn.
CoS: 100
Adjustment: +20 MP, +4 Power per tier above 1.

Raiton

Ability Slot Cost: 2
Type: Action
Magic, Spell, Elemental: Lightning
Target: Single
40D F15 CT10 MP: 60

The Ninja performs a quick kata, followed by the target being stuck by a bolt of lightning. Raiton inflicts (8 x MAG + d8) magical Lightning damage and increases damage against the target containing the Elemental: Water keyword by +25% until the end of the Ninja's next turn.
CoS: 100
Adjustment: +20 MP, +4 Power per tier above 1.

Seiton

Ability Slot Cost: 2
Type: Action
Magic, Spell, Elemental: Holy
Target: Single
40D F15 CT10 MP: 60

The Ninja performs a quick kata, followed by the target being engulfed in a bright light. Seiton inflicts (8 x MAG + d8) magical Holy damage and increases damage against the target containing the Elemental: Shadow keyword by +25% until the end of the Ninja's next turn.
CoS: 100
Adjustment: +20 MP, +4 Power per tier above 1.

Suiton

Ability Slot Cost: 2
Type: Action
Magic, Spell, Elemental: Water
Target: Single
40D F15 CT10 MP: 60

The Ninja performs a quick kata which sends a small ball of water to explode in the target's face. Suiton inflicts (8 x MAG + d8) magical Water damage and increases damage against the target containing the Elemental: Lightning keyword by +25% until the end of the Ninja's next turn.
CoS: 100
Adjustment: +20 MP, +4 Power per tier above 1

Throw

Ability Slot Cost: 3
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

Unspell

Ability Slot Cost: 3
Type: Action
Magic, Spell, Effect: Dispel
Target: Single
50D F15 MP: 120

Removes all positive status conditions from the target
CoS: 70
Adjustment: +40 MP per tier above 1.

Supports

Ambush

Passive Slot Cost: 3
Type: Support

When generating Initiative at the beginning of a combat encounter, do so as if the Ninja had 15 more points of Speed.

Dual Wield

Passive Slot Cost: 8
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, Rods, Whips 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: If the characters Strength type is Light, they now roll to hit (and then apply effects) twice when using Weapon abilities. Change the characters Block chance to No if it had been Yes or Sealed before.
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.

Reaction

Mijin Gakure

Passive Slot Cost: 5
Type: Reaction

Target: Single
Trigger: The Ninja is KOd

The Ninja seeks to take his foe with him and explodes violently upon death! Unlike most ability, Mijin Gakure is capable of being used even though the Ninja is technically KOd - and in fact only activates when the Ninja is KOd. When this happens, then Ninja deals damage in return to the enemy that KOd him, dealing (10 x (ATK + MAG) + 1d12) piercing magical damage in response.
CoS: 100
Adjustment: +5 Power per tier above 1.

Sunken State

Passive Slot Cost: 5
Type: Reaction
Stance
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

Ability Grid

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