Ninja Job

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 Immobilize 4, Resist Imperil 4
Set 2 Resist Poison 4, Resist Sap 4

Ninjutsu

Throw

AP: 100
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

Image

AP: 100
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.

Unspell

AP: 100
Type: Action
Magic, Spell, Effect: Dispel
Target: Single
40D F15 MP: 110

Removes all positive status conditions from the target
CoS: 70
Adjustment: +36 MP per tier above 1.

Katon

AP: 100
Type: Action
Magic, Spell, Status: Confuse, Elemental: Fire
Target: Single
40D F15 MP: 60

The Ninja performs a quick kata, followed by the target bursting into flames. Katon inflicts (4 x MAG + d6) magical Fire damage and has an additional 60% CoS of inflicting Confuse (4).
CoS: 100
Adjustment: +20 MP, +2 Power per tier above 1.

Raiton

AP: 100
Type: Action
Magic, Spell, Status: Immobilize, Elemental: Lightning
Target: Single
40D F15 MP: 60

The Ninja performs a quick kata, followed by the target being stuck by a bolt of lightning. Raiton inflicts (4 x MAG + d6) magical Lightning damage and has an additional 60% CoS of inflicting Immobilize (4).
CoS: 100
Adjustment: +20 MP, +2 Power per tier above 1.

Doton

AP: 100
Type: Action
Magic, Spell, Status: Slow, Ground-Based
Target: Single
40D F15 MP: 60

The Ninja performs a quick kata, followed by the target starting to sink into a sudden pitfall beneath their feet. On a hit, Doton inflicts (4 x MAG + d6) magical damage and has an additional 60% CoS of inflicting Slow (4).
CoS: 100
Adjustment: +20 MP, +2 Power per tier above 1.

Hyoton

AP: 100
Type: Action
Magic, Spell, Status: Blind, Elemental: Ice
Target: Single
40D F15 MP: 60

The Ninja performs a quick kata, followed by the target being impaled by dozen of tiny ice shards. On a hit, Hyoton inflicts (4 x MAG + d6) magical Ice damage, and has an additional 60% CoS of inflicting Blind (4).
CoS: 100
Adjustment: +20 MP, +2 Power per tier above 1.

Suiton

AP: 100
Type: Action
Magic, Spell, Status: Silence, Elemental: Water
Target: Single
40D F15 MP: 60

The Ninja performs a quick kata which sends a small ball of water to explode in the target's face. On a hit, Suiton inflicts (4 x MAG + d6) magical Water damage, and has a 50% CoS of inflicting Silence (4).
CoS: 100
Adjustment: +20 MP, +2 Power per tier above 1

Supports

Dual Wield (Innate)

AP: 200
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.

Fault Siphon

AP: 125
Type: Support

The Ninja is capable of letting of increasingly faster attacks when targeting crippled foes. For every negative status inflicting the target of a single target damaging ability, reduce the delay on the ability by 3.

Reaction

Sunken State

AP: 150
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

Mijin Gakure

AP: 100
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 (16 x (ATK + MAG) + 1d12) piercing magical damage in response.
CoS: 100
Adjustment: +8 Power per tier above 1.

Traits

Swift Throw

AP: 50
Type: Trait

Reduce the Delay for Throw by 3.

Sange

AP: 50
Type: Trait

Sange allows the 'images' created by Image to be used in conjecture with Throw - using any 'images' still active on the Ninja rather than expending throwing item, if the ninja chooses. When used, any 'image' still remaining on the ninja is converting into an attack that deals (12 x ATK + d8) physical ranged damage, both of which hit a single target if two 'images' remain; additionally, when used in this manner, reduce the Delay of Throw by 10.
Adjustment: +6 Power per tier above 1.

Relaxed Unspell

AP: 50
Type: Trait

Reduce the MP cost of Unspell by 10%.

Mastered Katon

AP: 50
Type: Trait

Apply a x1.2 Power multiplier MP cost of Katon, a x1.1 Power multiplier to Katon itself, and increase the CoS to land Confuse by 5.

Mastered Raiton

AP: 50
Type: Trait

Apply a x1.2 Power multiplier MP cost of Raiton, a x1.1 Power multiplier to Raiton itself, and increase the CoS to land Immobilize by 5.

Mastered Doton

AP: 50
Type: Trait

Apply a x1.2 Power multiplier MP cost of Doton, a x1.1 Power multiplier to Doton itself, and increase the CoS to land Slow by 5.

Mastered Hyoton

AP: 50
Type: Trait

Apply a x1.2 Power multiplier MP cost of Hyoton, a x1.1 Power multiplier to Hyoton itself, and increase the CoS to land Blind by 5.

Mastered Suiton

AP: 50
Type: Trait

Apply a x1.2 Power multiplier MP cost of Suiton, a x1.1 Power multiplier to Suiton itself, and increase the CoS to land Silence by 5.

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