Horrifically Overpowered Class Features for Pathfinder 1e - Ninja (Alternate Rogue) (Patreon)
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I took a break from Horrifically Overpowered class features for a bit, and a few folks DM'd me and expressed concern I wouldn't get to ALL the official Paizo PF1 classes.
Well, no worries. I will do them all. Even the alternate classes, starting today with the Ninja.
The Ninja is presented as an alternate version of the rogue. Alternate classes are something more than an archetype, but less than a whole new class. That said, I feel the way the vigilante presented the warlock and zealot kinda proves you CAN do alternate classes as archetypes. Certainly if I was redesigning the PF1 classes, I'd have the Ninja be an archetype of Rogue.
As always, the Horrifically Overpowered Fighter Class Features covers why I still do Horrifically Overpowered products and articles, and gives the Horrifically Overpowered Class Feature feat to access these class features. And paying patrons also have access to an Index of Horrifically Overpowered Content, which also has the aforementioned feat, and that I update every time a new Horrifically Overpowered products or article goes up.
(What did you THINK an HO Ninja looked like?. Art by rattakette.)
Horrifically Overpowered Ninja Class Features
You access these class features with the Horrifically Overpowered Class Feature feat (see the Fighter article, or Index).
Horrifically Overpowered Ninja Class Skills (Horrifically Overpowered): All skills are class skills for you. Your class skill bonus increases to +4 at 4th level, and by another +1 every 4 levels, to a maximum total of a +8 class skill bonus at 20th level. You have 12 skill points per class level.
Horrifically Overpowered Core Rogue Weapon and Armor Proficiency (Horrifically Overpowered): You do not suffer any armor check penalty when wearing light armor. When using a weapon the rogue class grants you proficiency to, you can add your Strength bonus, Intelligence bonus, or Dexterity bonus to all the weapon's attack and damage rolls.
You can take 20 on Sleight of Hand checks to conceal weapons you gained proficiency with from the Ninja class, and drawing them takes no extra time.
Horrifically Overpowered Sneak Attack (Horrifically Overpowered): Making a sneak attack does not count as an attack for purposes of breaking Stealth or ending invisibility. If you begin or end your turn with cover from a target you successfully sneak attack, that creature must succeed at a Perception check opposed by your Stealth check to perceive you until the end of your next round.
Horrifically Overpowered Ki Pool (Horrifically Overpowered): You add your full Ninja level, rather than half, to your ki pool total. You can expend a point of ki to make an attack a sneak attack, even against creatures that you could not normally make a sneak attack against, and those immune to precision damage.
Horrifically Overpowered Ninja Tricks (Horrifically Overpowered): At 3rd level, and every odd Ninja level thereafter, you gain an additional Ninja trick. You can spend a Ninja trick to gain an Alchemist trick relating to poisons, as long as it does not require any other alchemist feature you do not have.
Beginning at 3rd level, you can spend a Ninja trick to gain the bombs function of the Alchemist's alchemy class feature. If you do so, you may use Ninja tricks to gain an Alchemist discovery relating to bombs, as long as it does not require any other alchemist feature you do not have. In both these cases, you treat your Alchemist level as being two below your Ninja level.
Also beginning at 3rd level, you can spend a Ninja trick to learn a Ranger trap, as if you were a Ranger with a class level two lower than your Ninja level.
Horrifically Overpowered No Trace (Horrifically Overpowered): You have a permanent nondetection spell.
Horrifically Overpowered Uncanny Dodge (Horrifically Overpowered): Extra dice of precision damage from any source, including sneak attack, studied strike, and painful stare (when it is measured in dice) always does minimum damage to you.
Horrifically Overpowered Light Steps (Horrifically Overpowered): You gain a perfect fly speed equal to your move speed. At the end of each round you must be touching some surface (even a pool of water or a wall), or fall.
Horrifically Overpowered Improved Uncanny Dodge (Horrifically Overpowered): Attacks that are critical hits or have precision damage added from any source have a 75% chance to become normal attacks, that do not deal additional critical or precision damage.
Horrifically Overpowered Master Tricks (Horrifically Overpowered): Each time you gain a master trick, you gain either an additional master trick or two additional Rogue tricks.
You must have Horrifically Overpowered Master Tricks to take Horrifically Overpowered Master Tricks.
Horrifically Overpowered Hidden Master (Horrifically Overpowered): There is no ki cost for the greater invisibility, and ability damage is double sneak attack dice sacrificed.
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