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Master NinjaOne of the highest-ranked ninja, this master assassin strikes with dual ninja swords and powerful ninjutsus. Sometimes also just known as a “ninja” because the ranks and titles of ninja are mysterious to outsiders. – Imban

Master Ninja (CR 12)

XP 19,200
Hume ninja (shinobi) 13
TN Medium humanoid (hume)
Init +9; Senses Perception +20

 DEFENSE

AC 26, touch 26, flat-footed 20 (+5 Dex, +4 Wis, +2 deflection, +1 dodge, +4 ninja)
hp 101 [143] (13d8+39)
mp 43
Fort +7, Ref +15, Will +10
Defensive Abilities improved evasion

 OFFENSE

Speed 30 ft.
Melee +1 wakizashi +16/+11 (1d6+6/15-20) or +1 wakizashi +14/+9 (1d6+6/15-20), +1 wakizashi +14/+9 (1d6+3/15-20)
Ranged mwk kunai +15/+10 (1d4+5)
Special Abilities Ki Pool (12 pts), Ki Powers (Fleeting Ninjutsu, Forked Ninjutsu, Kamikaze, Ki Blade, Ki Dodge, Ten Chi Jin), Light Steps
Special Attacks Death Mark (+2, 2/day), Sneak Attack +5d6, Trick Attack (-4)
Ninjutsu Known (Ninja CL 13th; concentration +17)

1st (DC 15)  – Katon-Ichi, Kurayami-Ichi, Monomi-Ichi, Suiton-Ichi
2nd (DC 16)  – Dokumori-Ichi, Kurayami-Ni, Utsusemi-Ichi
3rd (DC 17)  – Katon-San, Suiton-San, Tonko-Ni
4th (DC 18)  – Death Blossom, Jubaku, Tonko-San
5th (DC 19)  – Bhavacakra

 TACTICS

Before Combat: If a master ninja knows that they will be going into combat, they will use one of their Mettle VXes to gain the effect of Mage Armor for 1 hour, giving them an AC of 30, touch 26, flat-footed 24. If combat is imminent, they will use Tonko-San to become invisible and Ki Blade to strengthen their wakizashi before attempting an ambush.
During Combat: With a quickened Katon-Ichi and Fleeting Ninjutsu, a master ninja can move up to 30 feet before making an attack as a swift action, a good way to lead into drawing their other wakizashi and making a full attack. They need a hand free to use ninjutsu without taking a full-round action, though, so they should wait until they’re in melee to draw their second wakizashi, so they have a hand free to use ninjutsu or draw and throw kunai.

 STATISTICS

Str 10, Dex 20, Con 12, Int 13, Wis 18, Cha 8
Base Atk +9; CMB +9; CMD 35
Feats Dodge, Extra Ki, Improved Critical (Wakizashi), Improved Initiative, Improved Two-Weapon FightingB, Quicken Spell, Quick Draw, Toughness, Two-Weapon FightingB, Weapon FinesseB, Weapon Focus (Wakizashi)
Skills Acrobatics +21, Bluff +16, Disable Device +29, Disguise +16, Escape Artist +21, Perception +20 (+26 trapfinding), Sleight of Hand +21, Stealth +21; Racial Bonus +1 Bluff, +4 Diplomacy (gather information), +1 Disguise, +3 Knowledge (local)
Languages Common and one other
SQ AC Bonus, Ambush, Cloaked in Shadows, Master Tricks (Improved Evasion), Ninja Tricks (Bleeding Attack, Finesse Training, Graceful Toss, Trapfinding, Two Weapon Mastery), No Trace +4, Sociable
Gear Belt of Incredible Dexterity +2, Cloak of Resistance +2, Disguise Kit, Headband of Inspired Wisdom +2, Hi-Potion, mwk Kunai (4), Mettle VX (2), Ring of Protection +2, Sunrod (3), mwk Thieves’ Tools, +1 Wakizashi (2), 286 gil

ECOLOGY

Environment any, frequently urban
Organization solo, pair, or team (3)
Treasure gear