Prototype - Neo-Ninja.pdf
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D20
Modern
Presti
ge
Class
neo ninja
Requires the use of the d20 Modern™ Roleplaying Game, published by Wizards of the Coast, Inc.
Background:
money or Mommy’s old-money name couldn’t get her.
Nothing, that is, except a cure for that hollow, empty
feeling where she knew her soul was supposed to be.
That’s right; poor little rich girl. Mommy and Daddy’s
trophy daughter to be paraded out and shown off for the
business partners and socialites; just like a world-class
thoroughbred.
LPJ9803
You are the culmination of over a thousand years of
mystic martial arts and lethal stealth techniques. Your
mind, your body, your soul are one; focused on only
one goal: the perfect kill.
Descended from generations of
silent warriors and arcane assas-
sins, the Neo Ninja is a fusion of
mythic tradition, relentless training,
unmatched cunning, and a cold-blooded lack
of conscience. All of which are vital traits
that place them and their services in
high demand in the
modern world.
When she turned eighteen, however, it occurred to her
that she was only bound to the lifestyle of the idle rich
because she chose to be. Mommy and Daddy were far
too busy with board meetings and luncheons to care if
Little Kimmy stayed at Yale. They didn’t even know she
had run away until she didn’t come home at Christmas
break. By then, she had already romped halfway across
Europe. Of course they sent detectives and hunters, but
Kim soon found that she had a knack for staying one
step ahead of the gumshoes.
For that reason, only the best
of the best are ever selected by the
fabled Ninja clans. Not only do
prospective initiates have to be at
the pinnacle of the martial-arts world, they
must also possess an inner fire that is cold
as any blade, willing to kill without a
second thought or a backward glance.
Likewise, they must be willing to lose
their own lives in the pursuit of duty,
and of perfection.
Profile of a
When she busted out in Moscow, it occurred to her to
blackmail Daddy. Sure, he’d never touched her in any
improper way, but where there’s smoke there’s fire. One
heated phone call later, and Kim was financed all the
way to Sri Lanka. A near-fatal drug overdose there gave
her the idea to pursue alternate religions, and from
there, martial arts was just the next logical step.
Three years spent studying techniques all over Asia
served her well. Her angry, combative nature made her
an innate warrior. By the time she reached Tokyo, she
had already acquired a reputation in the underground
fighting circuits. She was good in the unarmed matches,
but she was the bloody best when she could use her
beloved kasuri-gama. It was only in the ring, covered in
men’s blood that she could feel something in that
hollow spot deep inside her.
Neo Ninja:
Kim had once been a spoiled little rich girl.
There was nothing that Daddy’s corporate
wri
tten
by
Jason
J.
McCui
ston
Page 2
Devil’s Workshop
That insane desire to be fulfilled almost proved her
undoing. When she killed Sasaki Nakamura in
Kobe, Kim didn’t know that he was the son of a
Yakuza lord. When they came after her, an
acquaintance pointed her in the direction that led
her to The Order, where she was taken in as an
initiate. She almost laughed when they told her
that to prove herself worthy, she would have to
return with the senior Nakamura’s head.
(
Dex
), Speak Language (
none
), Tumble (
Dex
), and
Swim (
Str
).
Skill Points at Each Level:
7 + Intelligence
Modifier.
attack as if she were using a single weapon. By
making a single attack roll at her highest Base Attack
Bonus, the Neo Ninja makes a double strike which
inflicts 2x the single weapon’s listed damage. For
example, a Neo Ninja using a three-section rod could
inflict up to 20 points of damage (
2x 1d10
) plus her
strength modifier on a single attack. This attack is
treated as a standard attack action, and is also consid-
ered as if it were made with the primary hand while
fighting with two weapons (
see Table 5-3, pg. 138
d20 Modern: Core rulebook
).
Class Features
The following features pertain to the Neo Ninja
advanced class:
Now, four years later, she didn’t laugh when they
told her that her next kill was to be Daddy.
Superior Weapon Focus:
At 1st Level, the Neo
Ninja gains an additional +1 bonus to attack with the
martial arts weapon she has already Focused upon.
Bonus Feats:
At 2nd, 5th, and 8th Levels, the Neo
Ninja gets a bonus feat. The bonus feat must be
selected from the following list, and she must meet
all the prerequisites of the feat to select it.
Requirements
Two Weapons - One Accord:
Beginning at 1st
Level, when using identical one-handed melee
weapons, or a double melee weapon (
such as a three-
section staff
), this ability allows the Neo Ninja to
To qualify to become a Neo Ninja, a character
must fulfill the following criteria:
Acrobatic, Agile Riposte, Alertness, Armor
Proficiency (
Light
), Athletic, Attentive, Brawl,
Base Attack Bonus:
+5
Skills:
Hide 10 ranks, Move Silently 10 ranks,
Tumble 10 ranks.
Feats:
Combat Martial Arts, Exotic Weapon
Proficiency (Martial Arts Weapon), Weapon Focus
(Martial Arts Weapon).
Special:
Additionally, the character must seek out
and contact The Order , and succeed on an initia-
tion mission.
neo ninja
Base
Class
Attack
Fort
Ref
Will
Defense Reputation
Level
Bonus
Save
Save
Save
Special
Bonus
Bonus
1st
+0
+0
+1
+1
Superior Weapon Focus,
+1
+0
Two Weapons - One Accord
Class Information
2nd
+1
+0
+2
+2
Bonus Feat, Great Leap
+1
+0
3rd
+2
+1
+2
+2
Weapon Specialization,
+2
+1
Hit Die:
1d8
Action Points:
7 + one-half character level,
rounded down, every time the Neo Ninja attains a
new level in this class.
Precise Strike +1d6
4th
+3
+1
+2
+2
Improved Critical, Fast Sneak
+2
+1
5th
+3
+1
+3
+3
Bonus Feat, Without A Trace
+3
+1
6th
+4
+2
+3
+3
Amazing Saves,
+3
+2
Precise Strike +2d6
Class Skills
7th
+5
+2
+4
+4
Two Weapons - Two Accords,
+4
+2
Wall Run
8th
+6/+1
+2
+4
+4
Bonus Feat, Superior
+4
+2
The Neo Ninja’s class skills (
and the key ability
for each skill
) are: Balance (
Dex
), Climb (
Str
),
Craft (
Chemical
) (
Int
), Disguise (
Cha
), Disable
Device (
Int
), Escape Artist (
Dex
), Hide (
Dex
),
Jump (
Str
), Knowledge (
Any
) (
Int
), Listen (
Wis
),
Move Silently (
Dex
), Profession (
Wis
), Read/Write
Language (
none
), Search (
Int
), Sleight of Hand
Weapon Specialization
9th
+6/+1
+3
+4
+4
Always Stealthy,
+5
+3
Precise Strike +3d6
10th
+7/+2
+3
+5
+5
Paragon of the Order
+5
+3
There are only 10 levels to this class
Devil’s Workshop
Page 3
Cautious, Defensive Martial Arts, Dodge, Elusive
Target, Meticulous, Mobility, Nimble, Stealthy, Two-
Weapon Fighting, and Weapon Finesse.
forms of danger. At 6th Level, the Neo Ninja adds
her class level to all Saving Throws.
Artwork:
Sean Parnell
All text on all pages is Open Game Content as defined
by the Open Gaming License. See page 3 for more
information.
Two Weapons - Two Accords:
At 7th Level, the
Neo Ninja gains the ability to use her twin weapons
(
or double weapon
) for both attack and defense while
making a full-attack action. She may choose which
of her Base Attack Bonuses to apply to a double-
strike attack (
as in the Two Weapons - One Accord
class ability
), and which to apply as a deflection
bonus to her Defense. For example, a Neo Ninja with
a BAB of +6/+1 may either make a double-strike
attack at +6 while adding +1 to her Defense, or
attack at +1 while adding +6 to her Defense.
Great Leap:
Beginning at 2nd Level, the Neo Ninja
is capable of almost superhuman leaps and jumps.
This ability allows the character to spend one Action
Point to multiply the distance that can be cleared
with a successful Jump skill check by her Neo Ninja
class level. For example, a 5th Level Neo Ninja
could clear a 100 ft. long jump with a DC of only 25
(
see Jump skill description, pp 65-66, d20 Modern:
Core rulebook
).
OPEN GAME LICENSE
Version 1.0a
The following text is the property of Wizards of
the Coast, Inc. and is Copyright 2000 Wizards of
the Coast, Inc ("Wizards"). All Rights Reserved.
Weapon Specialization:
At 3rd Level, the Neo
Ninja gets this feat applied to the weapon she has
Focused upon.
Wall Run:
Also at 7th Level, the Neo Ninja gains
the extraordinary ability to move across vertical and
near-vertical surfaces with amazing agility. By
spending one Action Point, the character may move
at her full speed up, down, or across a slope or wall
as a standard move action with a successful Climb
skill check. Further, she retains her Dexterity Bonus
to Defense and suffers no penalty while making an
Accelerated Climbing skill check (
see Climb skill
description, pp 50-51, d20 Modern: Core rulebook
).
1. Definitions: (a)"Contributors" means the copy-
right and/or trademark owners who have
contributed Open Game Content; (b)"Derivative
Material" means copyrighted material including
derivative works and translations (including into
other computer languages), potation, modification,
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which an existing work may be recast, transformed
or adapted; (c) "Distribute" means to reproduce,
license, rent, lease, sell, broadcast, publicly
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includes the methods, procedures, processes and
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embody the Product Identity and is an enhance-
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Precise Strike:
At 3rd Level, the character also gains
the extraordinary ability to strike precisely with a
single one-handed weapon, inflicting additional
damage on a successful attack. Only targets vulner-
able to Critical Hits are subject to this ability, and it
cannot be used as part of a Two Weapons-One
Accord attack. At 6th and 9th Levels, the damage
inflicted by this attack is increased.
Superior Weapon Specialization:
At 8th Level, the
Neo Ninja adds +2 to the damage inflicted by her
Specialized weapon. This is in addition to the
previous +2 bonus for Specialization.
Improved Critical:
At 4th Level, the threat range on
the Neo Ninja’s specialized weapon is doubled,
increasing the possibility of inflicting a Critical Hit
on a successful attack.
Always Stealthy:
At 9th Level, the Neo Ninja is
always considered to be taking 10 on all Hide and
Move Silently checks, unless she wants to be
noticed.
Fast Sneak:
At 4th Level, the Neo Ninja has become
so adept at stealth, that she may move at her full
movement rate without suffering a penalty to Hide
and Move Silently skill checks.
Paragon of the Order:
At 10th Level, The Order
has invested so much time, effort, and resources in
the Neo Ninja that it will not let a little thing like her
death diminish their returns. If the character dies, her
body will be recovered by other Ninja, and carried to
a safe-house, where it will undergo an arcane ritual
of resurrection. By making a successful Fortitude
Save with a DC of 25, the character can be revived -
no matter how long the duration of death. Once
revived, the character loses one permanent point of
Constitution, and begins to heal normally.
Without A Trace:
At 5th Level, the Neo Ninja
inflicts a -4 penalty on those using Investigate,
Listen, Search, or Spot to detect her activities while
making use of the following skills: Balance, Climb,
Disable Device, Escape Artist, Hide, Move Silently,
and Sleight of Hand.
Amazing Saves:
Years of training and a natural
knack for resourcefulness have instilled in the Neo
Ninja an innate knowledge of how to survive many
Page 4
Devil’s Workshop
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Modern System Reference Document Copyright
2002-2003, Wizards of the Coast, Inc.; Authors Bill
Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan,
Eric Cagle, David Noonan, Stan!, based on material
by Jonathan Tweet, Monte Cook, Skip Williams,
Richard Baker, Peter Adkison, Bruce R. Cordell,
John Tynes, Andy Collins, and JD Wiker.
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Neo Ninja, Copyright 2004, Louis Porter Jr. Design, Inc.
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