Created By
Aarnott (talk)
Date Created: 4/19/10
Status: Done
Editing: Please feel free to edit constructively!
Balance: Rogue

{{#set:Summary=Masters of stealth that use shadow magic to foil sensors and confuse enemies. |Length=5 |Minimum Level=6 |Base Attack Bonus Progression=Moderate |Fortitude Save Progression=Poor |Reflex Save Progression=Good |Will Save Progression=Good |Class Ability=Other |Class Ability Progression=Other }} {{#set:Allowed Alignments=Lawful Good}} {{#set:Allowed Alignments=Lawful Neutral}} {{#set:Allowed Alignments=Lawful Evil}} {{#set:Allowed Alignments=Neutral Good}} {{#set:Allowed Alignments=Neutral}} {{#set:Allowed Alignments=Neutral Evil}} {{#set:Allowed Alignments=Chaotic Good}} {{#set:Allowed Alignments=Chaotic Neutral}} {{#set:Allowed Alignments=Chaotic Evil}}

Ninja Of The Ebon Shadow

A clan of ninjas is probably in this alley. You should pick a different route.

Ninja of the Ebon Shadow Edit

I once saw a Ninja of the Ebon Shadow.
—Billy Bucktooth, town drunk and compulsive liar

Ninjas of the Ebon Shadow are masters of stealth. They are known and respected for their abilities to use shadow magic to protect them from magical detection and fool the senses.

Becoming a Ninja of the Ebon ShadowEdit

Rogues typically train to become Ninjas of the Ebon Shadow because of their extensive training in stealth. There are a variety of classes that may become a member and organizations of these ninjas often use the diversity of the backgrounds of their members to a full advantage.

Ninjas of the Ebon Shadow benefit from ability scores that rogues favor and they are just as adaptable and diverse.

Entry Requirements
Base Attack Bonus: +3
Skills: Hide 8 ranks, Move Silently 8 ranks.
Special: Must have spent at least 1 day in the Plane of Shadow.

Table: The Ninja of the Ebon Shadow

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +0 +0 +2 +2 Shadow Pool, Nondetection, Secrets of the Ebon Shadow, Shadow Strike
2nd +1 +0 +3 +3 Undetectable Alignment
3rd +2 +1 +3 +3 Void Being
4th +3 +1 +4 +4 Hide Auras
5th +3 +1 +4 +4 Shadowed Mind

Class Skills (Skill Points::6 + Int modifier per level).
Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Int) (the planes), Listen (Wis) Move Silently (Dex), Open Lock (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Rope (Dex).

Class FeaturesEdit

All of the following are class features of the Ninja of the Ebon Shadow.

Shadow Pool: Ninjas of the Ebon Shadow are able to tap into the vast powers of the plane of shadow and use those powers to augment their stealth and strikes. You have access to a pool of shadow points with a maximum size equal to 1/3 your ranks in the hide skill + your Intelligence modifier. You use these shadow points to use class abilities.

If you are in an area with shadowy illumination or darker (including magical darkness), you can spend a standard action to recover all of your shadow points.

Nondetection (Su): Ninjas of the Ebon Shadow are taught, as part of joining the secret society how to protect themselves from being magically watched and instead remain hidden in the shadows. You are continually under the effects of a Nondetection spell.

Secrets of the Ebon Shadow (Su): At each class level, you can choose one of the abilities in the following table. These effects last 1 round unless otherwise noted.

Table: Secrets of the Ebon Shadow
Ability Effect
Black Ichor As a free action usable once per round, you can use magic from the plane of shadow to form poison from shadow essence. The poison you create can have a max market value of 50 gold pieces per shadow point you spend on this ability. You can have this poison appear coating one of your weapons, inside a vial, or inside another poison release device (such as a poison gas bomb). The shadow essence that forms the poison is unstable and will dissipate after 3 rounds. If a creature is poisoned in this time, however, it still suffers the secondary effects of the poison.

At 3rd level, the poison can have a max market value of 100 gold pieces per shadow point you spend on this ability.

At 5th level, the poison can have a max market value of 250 gold pieces per shadow point you spend on this ability.

Penumbral Curtain As a free action, you or an object you are carrying is surrounded by a sphere of magical darkness. At 1st level by spending 1 shadow point, you can create a 20 ft. radius sphere that provides a 20% miss chance due to concealment. At 3rd level by spending 2 shadow points, you can create a 30ft. radius sphere that provides a 35% miss chance due to concealment. At 5th level by spending 3 shadow points, you can create a 30ft. radius sphere that provides a 50% miss chance due to concealment (which means it is an area of total darkness). Once you have activated this ability, it only costs 1 shadow point each round to maintain.

Unlike normal magical darkness, you are able to see normally through it as long as you are inside the radius of the effect. Other creatures in the area can make a Will save DC 10 + 1/2 your HD + your Intelligence modifier to ignore the effect for 1 round. You are able to know which creatures pass or fail their saving throws against this ability.

This ability counts as a darkness effect created by a spell level equal to your class level. Because this ability is a free action, you can maintain it continuously without a flicker between uses if you continue to spend shadow points.

Umbral Strike As a free action that costs 5 shadow points, you can make all melee attacks until your next turn as touch attacks instead (dealing your normal damage) as long as you are in darkness or shadowy illumination. After you use this ability, all of your remaining shadow points are consumed. You cannot pick this ability until your 5th class level.
Shadow Jump As a move action that costs 3 shadow points, you can perform short range teleportation like the dimension door spell. Both the starting location and ending location must be in shadowy illumination or darkness and within long range. Unlike dimension door, you can continue to act after you finish teleporting.
Quiet Death As a free action that costs 2 shadow points, you can make any projectiles or ammunition you use this round act as if it were under the effect of a silence spell. Any target hit by the projectiles must make a Will save or else be silenced for 1 round.

Shadow Strike (Ex): As a swift action, you can deal up to an extra +1d6 sneak attack damage per odd class level. Each extra +1d6 sneak attack damage costs 1 shadow point.

Undetectable Alignment (Su): At 2nd level, you are continually under the effect of a Undetectable Alignment spell.

Void Being (Su): Upon reaching 3rd level, you are protected from all devices, powers, and spells that reveal location. This ability protects against information gathering by divination spells or effects that reveal location. The ability even foils limited wish, miracle, and wish when they are used to gain information about your location (however, metafaculty can pierce this protective barrier). In the case of scrying that scans an area you are in, the effect works, but you are simply not detected. Remote viewing or scrying attempts that are targeted specifically on you do not work. Furthermore, magical sensors and traps, such as Explosive Runes, Glyph of Warding, or Symbol of Pain do not register, threaten, or harm you unless triggered by another creature.

Note: "Borrowed" from Ghostwheel's Trapsmith.

Hide Auras (Su): You can conceal the magic auras on yourself or any item in your possession as a free action as far as magical detection is concerned. Once an item leaves your possession it displays its auras in 5 rounds. You can also reveal any of the auras as a free action.

Shadowed Mind (Su): At 5th level, you are protected from all devices, powers, and spells that would allow another creature to read your mind or emotions unless you otherwise allow it to. You also can make a second saving throw the round after you fail a saving throw against a mind-affecting spell or effect at the same DC as the original saving throw.

Campaign InformationEdit

Playing a Ninja of the Ebon ShadowEdit

Combat: Ninjas of the Ebon Shadow are excellent infiltrators. They can use their abilities to sneak up on unsuspecting enemies and kill them before they have a chance to react. In a pitched battle, they often draw on their shadow abilities to help hide their allies and confuse their enemies with areas of darkness.

Advancement: Many Ninjas of the Ebon Shadow make great Assassins. Otherwise, they can benefit greatly from classes that improve sneak attack damage.

Resources: Ninjas of the Ebon Shadow form small groups and these groups have like-minded interests and goals. As a team, they will help each other as they can, but being part of a group also carries burdens of rival ninjas and opposed organizations.

Ninjas of the Ebon Shadow in the WorldEdit

May darkness fall upon my enemies' eyes as the shadows consume the light.
—Weyoun, human ninja of the ebon shadow

Ninjas of the Ebon Shadow are excellent infiltrators. They organize themselves in small groups (or clans if you prefer), each with like-minded aspirations and world views. They take action to motivate their views (whether that be defending an ancient temple, or actively seeking out and destroying rival ninjas). All of their actions happen in the shadows and are very difficult to trace back to their groups.

NPC Reactions: NPCs are often wary of Ninjas of the Ebon Shadow. How can you trust someone who makes a point of hiding their actions? None the less, some NPCs are blessed by a group of these ninjas that protect their village and are thankful for the assistance. Other NPCs faintly whisper about friends that just suddenly disappeared in the night.

Ninja of the Ebon Shadow LoreEdit

Characters with ranks in Knowledge (local) can research Ninjas of the Ebon Shadow to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge (local)
DC Result
11 Ninjas fight all the time.
16 Ninjas, like other mammals, can be mean OR totally awesome.
21 Ninjas flip out and kill people for no reason at all.
26 Ninjas are the ultimate paradox. On the one hand they don't give a crap, but on the other hand, ninjas are very careful and precise.

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