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Ninja
Class Group: Rogue
Ninja
Source: The Complete Ninja's Handbook: The Ninja Class (CNH)
Ability Score
Requirements:
Dexterity 13, Intelligence 10
Prime Requisite: Dexterity
Allowed Races: Human, Dwarf, Halfling
Alignment Allowed: Restricted by Clan

Mechanically the Ninja is near identical to the Thief Class. The main differences are:

  • More restricted racially
  • Able to use all weapons
  • Access to the warrior nonweapon proficiency group
  • Unable to use a Magic Scrolls.
  • Clan signs instead of thieves' cant
  • Unable to Multiclass. Duel-class not recommended.

Ninjas can end up differing from Thieves by taking one of the various Ninja Kits.

Ninja
Level XP needed Hit
Dice
(d6)
THAC0 Weapon
proficiency
slots total
Nonweapon
proficiency
slots total
1 0 1 20 2 3
2 1,250 2 20 2 3
3 2,500 3 19 2 3
4 5,000 4 19 3 4
5 10,000 5 18 3 4
6 20,000 6 18 3 4
7 40,000 7 17 3 4
8 70,000 8 17 4 5
9 110,000 9 16 4 5
10 160,000 10 16 4 5
11 220,000 10+2 15 4 5
12 440,000 10+4 15 5 6
13 660,000 10+6 14 5 6
14 880,000 10+8 14 5 6
15 1,100,000 10+10 13 5 6
16 1,320,000 10+12 13 6 7
17 1,540,000 10+14 12 6 7
18 1,760,000 10+16 12 6 7
19 1,980,000 10+18 11 6 7
20 2,200,000 10+20 11 7 8

Class Features[]

Hit Points[]

  • Hit Dice (levels 1-10): 1d6 + "HP Adjustment" (See Constitution table) per level
  • Hit Dice (levels 11+): +2 HP per level
  • Multi-Class/Dual-Class: HP acquisition is adjusted if Dual-Class

Starting Equipment[]

  • Start with 2d6 × 10 gp to purchase starting equipment with. Can keep left over money.

Magic[]

  • Cannot cast magical spells, but they can use magical items, including potions, protection scrolls, most rings, and all forms of enchanted armor, weapons, and shields.
  • If a Ninja has the Spirit Warrior Ninja Kit, you can learn spells. (Note - will be added to wiki later)

Equipment[]

  • Allowed weapons: all
  • Allowed armor: leather, padded, studded leather, ring mail, brigandine, scale male, hide armor, and chain mail
    • When wearing any allowed armor other than leather, the Ninja's abilities are penalized (see CNH Table 5).

Proficiencies[]

Non-Weapon Proficiencies[]

  • Starts with 3 Non-Weapon Proficiencies
  • Gains a Non-Weapon Proficiency every multiple of 4 levels (level 4, 8, 12, 16, 20...)
  • Can chose a Nonweapon Proficiency at normal cost in the General, Rogue, and Warrior categories.
  • Can chose a Nonweapon Proficiency at +1 cost from any other category.

Weapon Proficiencies[]

  • Starts at level 1 with 2 Weapon Proficiency Slots
    • -3 Penalty to hit with weapons without proficiency.
    • Cost is 1 weapon slot.
  • Gains a Weapon Proficiency Slot every multiple of 4 levels (level 4, 8, 12, 16, 20...)
  • Can spent Weapon Proficiency Slots to chose a weapon from any category for allowed weapons.

Player's Option: Combat & Tactics

  • Attacks of opportunity: Can make one attack of opportunity plus one per five levels.
  • Fighting Styles: Single Weapon, Two Weapon, Unarmed, Missile/Thrown Weapons

Fighting Style Specialization (Player's Option: Combat & Tactics)[]

Rogues know the "Single Weapon", "Two Weapon", "Unarmed", "Missile/Thrown Weapons" fighting styles. They may learn another fighting style for 1 weapon slot.

A rogue may specialize in a Fighting Style they already know, for the cost of 1 weapon slot. They can only specialize in one.

List of Fighting Style Specializations:

Rogue Skills[]

CNH Table 3: Thieving Skill Base Scores
Pick
Pockets
Open
Locks
Find/Remove
Traps
Move
Silently
Hide
in
Shadows
Detect
Noise
Climb
Walls
Read
Languages
Base Score 0% 0% 0% 20% 20% 10% 40% 0%

To determine the initial value of each skill, start with the base scores listed on "CNH Table 3" above.

  • At first level, Ninjas get 60 percentage points to distribute
    • No more than 30 percentage points of this can be assigned in a single skill.
  • At level up they gain 30 percentage points to distribute.
    • No more than 15 percentage points of this can be assigned in a single skill.
  • No skill can be raised above 95 percent, including all adjustments.
  • Ninja abilities are subject to modifiers for situation and armor.

Certain races have low dexterity that will put a skill below 0% at level 1. These skills cannot be used until the percentage is raised to at least 1%.

Backstab[]

Table 4: Backstab Damage Multipliers
Ninja's Level Damage Multiplier
1-4 x2
5-8 x3
9-12 x4
13+ x5

When attacking someone by surprise and from behind: +4 to hit modifier, negate the target's shield and Dexterity bonuses

The weapon's standard damage is multiplied by the value given in "PHB Table 30" above. Then Strength and magical weapon bonuses are added.

  • Backstab multiplier only applies to the first attack made by the Ninja.
  • The Ninja cannot use it on every creature, the victim must be generally humanoid.
  • Finally, the Ninja has to be able to reach a significant target area.
    • To backstab a giant, the Ninja would have to be standing on a ledge or window balcony. Backstabbing him in the ankle just isn't going to be as effective.

Clan Signs[]

Ninjas can learn to use Clan Signs instead of thieves' cant. It is a language of handsigns and written ideograms. It is a simple practical language. Each clan have their own version of the language.

Use Scrolls[]

Ninja no not gain the ability to use magical and priest scrolls.

However the Spirit Warrior Ninja Kit does impart this ability.

Levelling & Clan[]

Level Rank
1-5 genin
6-9 chunin
10+ jonin

At 10th level, as a jonin, you are made a group leader within the clan and are assigned 2d6 followers who are members of the clan.

  • Half of the followers (round up) will be of the ninja character class.
  • The other half will be of other character classes bearing shinobi kits. (See Ninja's Handbook Chapter 3)

Mistreating or misusing followers may result in them being taken away by the clan lord.

Saving Throws[]

Ninja Saving Throws

Attack to be Saved Against
Experience Level Paralyzation,
Poison, or
Death Magic
Rod, Staff,
or Wand
Petrification
or Polymorph*
Breath
Weapon**
Spell***
1-4 13 14 12 16 15
5-8 12 12 11 15 13
9-12 11 10 10 14 11
13-16 10 8 9 13 9
17-20 9 6 8 12 7
21+ 8 4 7 11 5
*Excluding polymorph wand attacks.
**Excluding those that cause petrification or polymorph.
***Excluding those for which another saving throw type is specified, such as death, petrification, polymorph, etc.

Level 1 Character[]

  • Starting HP: 1d6 HP
  • Starting funds: 2d6 × 10 gp
  • 3 Nonweapon Proficiencies Slots
  • 2 Weapon Proficiency Slots
  • Can use Language Slots from Intelligence for Nonweapon Proficiencies Slots
  • Can spend 60 percentage points in their rogue abilities (max spend 30 per skill)
  • Cannot cast spells until level 2.

Leveling up[]

At level up:

  • Roll 1d6 HP (unless level 11 or higher, then add 2 HP instead)
  • Check "Ninja Saving Throws" above to see if your saving throws change
  • Distribute 30 percentage points to Rogue Abilities (max spend 15 per skill)
  • Check top table to see if THAC0 updates
  • 1 Weapon Proficiency Slot gained at level 4, 8, 12, 16, 20 (every multiple of 4)
  • 1 Nonweapon Proficiency Slot gained at level 4, 8, 12, 16, 20 (every multiple of 4)
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