Ninja1JG


Level KXP
Spells
1 0 (none)
2 2 (none)
3 4 (none)
4 8 (none)
5 16 (none)
6 32 (none)
7 64 (none)
8 128 (none)
9 256 (none)
10 656 (none)
11 1056 (none)
12 1456 (none)
13 1856 (none)
14 2256 (none)
15 2656 (none)
16 3056 (none)
17 3456 (none)
18 3856 (none)
19 4256 (none)
20 4656 (none)
21 5056 (none)
22 5456 (none)
23 5856 (none)
24 6256 (none)
25 6656 (none)
26 7056 (none)
27 7456 (none)
28 7856 (none)
29 8256 (none)
30 8656 (none)
31 9056 (none)
32 9456 (none)
33 9856 (none)
34 10256 (none)
35 10656 (none)
36 11056 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  4  6  2  3  0  2  0
+1  6  4  6  3  4  1  3  0
+2  6  5  6  3  4  1  3  0
+3  6  5  7  3  5  1  4  1
+4  6  6  7  3  5  2  4  1
+5  7  6  7  4  6  2  5  1
+6  7  7  7  4  6  3  5  2
+7  7  7  8  4  7  3  6  2
+8  7  8  8  4  7  3  6  2
+9  8  8  8  5  8  4  7  3
+10  8  9  8  5  8  4  7  3
+11  8  9  9  5  9  5  8  3
+12  8 10  9  5  9  5  8  4
+13  9 10  9  6 10  5  9  4
+14  9 11  9  6 10  6  9  4
+15  9 11 10  6 11  6 10  5
+16  9 12 10  6 11  7 10  5
+17 10 12 10  7 12  7 11  5
Requisites: Str 15, Dex 15, Con 15
Alignment: any
HD/level: & d6
Weapon Prof.: 6+level
To Hit Table: 2xRog
Save Table: Rog
Reference: FGE1JG
Groups: Rogue
 
 
CF=1:
 
Gets 40 rogue points per level.
This class has "Ability to take martial arts", but does not come with a style or maneuvers for free.
Level 1: 1M, LVL/t: Faerie Fire (target gets -2 AC)
Level 1: Arm's P: 1d10 fire dmg to one target, takes additional 1d4 dmg each segment for 5 s.
Level 1: 1V, LVL/t: Flaming Hands: Your hands are on fire, and you do +1d4 unarmed dmg this round.
Level 1: 1M, LVL/t: Light (can blind one target, Spell save)
Level 1: Can see in normal darkness.
Level 1: Can go LVL days without food or water.
Level 1: Ignore the first LVL*3/2 (round down) * 10' of falling dmg.
Level 2: +LVL/2 dmg
Level 2: +LVL/2 AC
Level 2: 1M, 1/d: Rope Trick
Level 5: Disguise (auto power score)
Level 5: 1M, (LVL-4)/t: Cloudkill (Group takes 1 poison dmg /s; those with < 5 HD make PPD save or slain; moves at 2"; lasts 6 t)
Level 6: Reads on the Spec Barbarian line using LVL-5 for number of attacks (i.e. you are 3/2 with melee at level 6, since you read on the level 1 line), even with non-specialized weapons.
Level 8: Your Disguise cannot be penetrated by mundane means (no skill checks or proficiency checks are sufficient).
Level 9: 1V, (LVL-8)/t: Venom touch: Your hands are poisonous (death/0, PPD save) when you strike unarmed for 1 round
Level 9: Can see in magical darkness.
Level 12: Your Disguise cannot be penetrated by psionics. You are immune to ESP, probe, and empathy.
Level 16: Your Disguise cannot be penetrated by magic. You and your effects are immune to True Sight.
Level 27: Can see in Capital D Darkness.
 
Lvl Thief Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 Assassination (-10% per HD/level of target) 0 0 Wis-13 Wis-15
1 Open/Close Locks: Mech. | Magic/Psi | OutPhase VM 10 Dex-11 Dex-15
1 Find/Remove Traps: Mech. | Magic/Psi | OutPhase | Pro. M 5 Dex-12 Dex-17
1 Move Silently || Immovability V 10 Dex-13 Dex-16
1 Hide in Shadows || Meld in Shadows/Mirrors V 5 Dex-11 Dex-16
1 Detect Noise | Clairaudience M 15 Wis-8 Wis-20
1 Climb Walls | Climb Overhangs | Climb Upside Down V 60 Str-9 Str-13
1 Backstab (each 40% = x1) (increases 10/level) 0 70 Int-6 Int-20
1 Jumping | Levitate | Flight V 20 Dex-11 Dex-15
4 Read Languages | Decipher Code M 0 Int-9 Int-14
5 Missile Deflection | Missile Reflection | Spell Deflection | Volley (0: Immune to attack) V 10 Dex-12 Dex-15
8 Feign Death ||| Feign Undeath V 40 Con-9 Con-10
10 Invisibility | Improved Invisibility M 0 Int-13 Int-18