Ninja (4e Future Origin)

Ninja

Ginzu by pzna, on Flickr

You are the successor to some form of ninjitsu: you are trained in infiltration, sabotage, espionage and assassination. A master of disguise, you can blend into your surroundings until you are close enough to strike with your well-honed weapons.

Appearance: For the most part, you are disguised as a civilian. During battle, you may don your shinobi shozoku (black garb) or even samurai armor.

Ninja Traits
Ability: Dexterity
Power Source: Psi; +2 to Psi overcharge.
Skill Bonus (Level 1): Gain a +4 bonus to Stealth checks.
Ninja Reflexes (Level 1): Gain a +2 bonus to Reflex.
Disguise (Level 1): Gain a +5 bonus to Interaction checks made to fool others with a disguise.
Ninja Critical (Level 2 or 6): When you score a critical hit, the attack deals an extra 1d10 damage and the target grants combat advantage until the end of your next turn.

Iaizuki Ninja Novice
You focus your inner strength into a rapid dash and strike that penetrates beyond your foe.
4e Power Usage::At-Will  Psi, Weapon
4e Power Action Type::Standard Action Melee or Ranged weapon
Effect: Before the attack, you shift 2 squares.
Target: One creature
Attack: Dexterity + your level + weapon accuracy vs. AC
Hit: 1[W] + Dexterity modifier + your level physical damage. An enemy adjacent to the target suffers your level physical damage.

Smoke Bomb Ninja Utility
You always carry some means to create smoke, which you can charge with your chi.
4e Power Usage::Encounter  Psi, Thermal
4e Power Action Type::Minor Action Close blast 3
Effect: The blast creates a zone of smoke that lasts until the end of your next turn. Squares in the zone are heavily obscured. Creatures who start their turn in the zone or move into it are slowed and take a -2 penalty to attack rolls (save ends both). Creatures stood in the zone when it expires suffer 10 thermal damage.

Deflector Ninja Expert
You deflect or slice or the projectiles coming to you
4e Power Usage::Encounter  Psi
4e Power Action Type::Free action '
Target: yourself
Effect: you are invulnerable from projetiles for 2 turns. If they are not deflectable, you avoid them, but only the direct projectiles, (for example:you can't avoid the explosions of them).
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