Character Creation

Character creation: Not all ninja are created equal. Each one is special right from the very beginning. Some are destined to be quicker studies, others natural geniuses, and some are just born into the right bloodlines. And all Ninja are born with some sort of elemental proficiency. To this end there are a few changes that apply to character creation.

Ability scores: Rather than rolling for ability scores this system is designed with each character starting all scores at 10 and distributing 16 points among their ability scores however they like on a 1:1 basis. If desired a character may start with less than 10 in a stat, lowering their scores as low as desired and receiving  the same amount. Thus reducing ones int to 6 would grant 4 extra points. No score can be raised above 18, but since this choice is made first, any later alterations (such as the +2 for being human) can still take the score beyond 18 by the end of character creation. At 2nd level and every even level the character gains +1 to a single physical ability score. At 3rd and every odd level they gain +1 to a mental ability scores. This increase to ability scores it to account for how important all the ability scores are for ninja classes as well as to balance the fact that standard magical items are not present. In a game that uses other pathfinder content, ability scores should be accrued normally instead of using this system.

Elemental nature: Every Ninja is born with an aptitude for one of the seven elements of ninjutsu. Each character gets to choose one of these natures to begin play with. This choice will determine what kind of jutsu they can learn right away, but the other affinities can all be learned eventually. These Natures are: Fire, Water, Earth, Wind, Lightning, Yin, and Yang. The Ninja begins play with the appropriate "Basic style" talent for free. Thus a Ninja born with Fire affinity gains "Basic Fire Style" for free.

Race: It's assumed that all Ninja are going to be human, but any race suitable for the campaign is also fine. Because of the way chakra is calculated, making use of two different ability scores, it's not advised to allow players to be creatures with large bonuses to ability scores as they may prove more powerful than intended.

Backgrounds: Every ninja has some special talent or quality about them. Nobody is nobody, and that goes double for the ninja world. Sometimes that can mean simply being a good student, or having excellent control of their chakra, sometimes it means being born from a rare bloodline or having a massive monster sealed inside them. At first level each ninja gains one of the following background options. Barring unusual circumstances these cannot be gained later.

Deep well: You are an expert at holding your melded chakra safely. Anytime you Meld chakra you can acquire 50% of your maximum daily chakra instead of 25%. See the section on chakra for more details.

Genius of chakra control: You have such remarkable control over your chakra that it almost never runs dry. Your chakra multiplier is 1 higher than normal and each time you use a jutsu you receive back 20% of the chakra you expended after it’s paid.

Great strength: You are mighty beyond compare. Gain a +4 bonus to strength. Additionally any time you drag, bullrush or reposition a creature you may move them an additional 5 ft. Lastly you may calculate the attack bonus for thrown weapons using strength instead of dexterity if that would be preferable.

Great Dexterity: Your speed is legendary even among shinobi. Gain a +4 bonus to dexterity and a 10 ft increase to base land speed.

Great constitution: You are tough beyond all reasoning. Gain +4 to your constitution score. Additionally, once per encounter if an attack would take you from positive hp all the way to dead you instead are reduced to -1.

Great intelligence: You gain a +4 bonus to intelligence. Additionally, you learn jutsu 1 step faster than normal and anyone can be a mentor for you for the purpose of learning jutsu with apprentice points, regardless of their level.

Great wisdom: Your insight and  calm mind is renowned. Gain +4 to wisdom, before taking an action you may consult the GM if the suggested course of action would be unwise or inadvisable based on your characters currently available information. Lastly you may use your wisdom bonus for knowledge checks if it would be preferable.

Great Charisma: You are much beloved and your natural good demeanour rubs off on others allowing you to work together with others. Gain a +4 bonus to charisma. Additionally creatures that would start with an attitude of neutral or better begin with their attitude one step closer to helpful.

Insect implantation: You have been implanted with a tiny larval insect that will eventually grow into a thriving colony. You gain one bug style jutsu with a technique cost of “Origin” And you may purchase other “Origin” bug styles for 1 technique point each.

Kekkei Genkai- You possess a powerful bloodline that gives you access to unique jutsu.You gain an  Kekkei Genkai with a technique cost of “Origin” and your elemental nature becomes whichever two elements make up the other prerequisites.

Kekkei Tota-  You possess a very rare bloodline that gives you access to unique jutsu.You gain an  Kekkei Tota with a technique cost of “Origin” and your elemental nature becomes whichever three elements make up the other prerequisites.

Legend in the making: You are a natural master of all that you attempt, skilled in every area without deficiencies. You gain +1 to all 6 ability scores. Additionally you gain flawless as a bonus feat even if you do not meet the prerequisites for it. In order to qualify for this starting benefit you must have at least 12 in all ability scores before this bonus is applied. If the ninja was created using a non point buy method ignore this requirement.

Ninja relic: You have come into the possession of a sacred Ninja Relic, a unique and extremely powerful ninja tool. You begin play with this tool and any attempt to take it from you, such as from disarm or sleight of hand takes a -8 penalty. Any roll that you make to maintain or gain possession of it, such as to resist a genjutsu compelling you to drop it, or to disarm it from an opponent, gains a +8 bonus. If the Ninja tool should be destroyed or become impossible to retrieve the GM should provide the opportunity to receive a different relic, or a different equivalent bonus as compensation. See the section on Ninja relics for some good sample relics. Ninja relics vary considerably in power and utility and the GM should carefully consider what to allow players to begin with.

Ninjutsu deficient: You have no talent with hand signs. You gain +2 on all ability scores but lose the ability to perform hand signs. You are unable to use any jutsu that requires one or more hand signs.

Perfect partner: Any bonus you give or receive from aiding or flanking increases by an extra +2. Additionally anytime your jutsu augments or it augmented by another jutsu the save DC increase by an extra +2 above the base increase and the damage increases an extra step. Lastly any teamwork feat you take is shared by your allies within 100 ft.

Protean- You possess powerful shape changing abilities that allow you to alter your form dramatically. You may begin the game with access to protean abilities.

Tailed beast: You have the great misfortune of being a Jinchuriki, a person which has had a ferociously powerful monster sealed inside of them. See the section on Jinchuriki for more detail.

Unusual race: Sometimes truly unusual people become ninjas; from animals, to robots, to people-shark hybrids, to plant people and more. You are just such an oddity. In addition to the starting traits for a human you gain the qualities of a different race as well. Players should work closely with their GM to decide what sort of race might be appropriate and whether other hybrids like them exist, and if so where. If desired the GM and player may use the rules for creating race to find appropriate qualities, generally worth from 5 to 15 race points give or take, modified as necessary for the campaign.