Post by Arazlam Durai on Sept 27, 2015 10:54:24 GMT -8
NINJA
Primary Weapons Types: -see below-
Armor Class: Light
In Prayers of Heresy the ninja class has been complete re-calibrated with a new look and feel despite having some of the same skills. When building a ninja you will not only select the class but the clan your character is from as well. There are three clans in Ivalice: Kousa, Kage, and Ikimono. Each of them have their own general culture, location, and additional skills that you will learn whether you are a master or supplemental level. Please make sure that when you write up your backgrounds you address and incorporate their culture and social norms into your profile.
Instead of having access to throw every weapon in the game, the ninja class has been reconfigured so that ninja can decently use and throw a specific selection of the weapon choices below. Their clan heritage will add some unique skills to their roster to give each ninja their own style.
Ninja in Prayers of Heresy are fantastic stealth attackers. Their place is in the shadows out of sight and sound of the normal clash of battle. They are of commoner stock, but their ranks within their clans are all that really matters to them. As far as the lavish luxuries of the courtly life, that’s not really their style. Their loyalty also remains to the clan since they are family; but for a price they can sometimes lay those allegiances aside in favor of protecting an individual with deep pockets.
MASTER NINJA
Non-Combatant: Not Permitted
Novice: Learns Knife
Journeyman: Learns Shuriken
Adept: Learns Ninja Sword
Expert: Choose your own.
Master: Choose your own.
Divine: Choose your own.
SUPPLEMENTAL NINJA
Non-Combatant: Not Permitted
Novice: Not Permitted
Journeyman: Learns Knife
Adept: ---
Expert: Learns Shuriken
Master: ---
Divine: Learns Ninja Sword
MAIN SKILLS
- Shuriken: Allows the character to adeptly use and / or throw a Shuriken.
- Ball: Allows the character to adeptly use and / or throw an Elemental Ball. (Master class ONLY)
- Knife: Allows the character to adeptly use and / or throw a Knife.
- Sword: Allows the character to adeptly use and / or throw a Sword.
- Hammer: Allows the character to adeptly use and / or throw a Hammer.
- Katana: Allows the character to adeptly use and / or throw a Katana.
- Ninja Sword: Allows the character to adeptly use and / or throw a Ninja Sword.
- Axe: Allows the character to adeptly use and / or throw an Axe.
- Spear: Allows the character to adeptly use and / or throw a Spear.
- Stick: Allows the character to adeptly use and / or throw a Stick.
- Knight Sword: Allows the character to adeptly use and / or throw a Knight Sword (Master class ONLY)
- Dictionary: Allows the character to adeptly use and / or throw a Dictionary.
-----------------------
OTHER SKILLS
- Sunken State: Character is capable of blending into the shadow to appear invisible. Must remain stationary and must not make a sound for others to not detect. Being in this state neutralizes a target’s natural reflexes such as arrow or weapon guard.
- Abandon: If character is dangerously wounded evade and dodging capabilities increase. They can no longer attack, and attempt to retreat using a smoke grenade as a decoy to aid their escape.
- Two Swords: Allows the character to equip a sword in each hand, allowing for a chance to strike twice each time. (Master class ONLY)
- Move on Water: The Ninja is allowed to walk and run on water of any depths, must not stop moving and cannot attack when in this mode. (Master class ONLY)
NINJA CLANS
The Kousa (Sand) Clan of Limberry: Many of the Kousa Clan served the Marquis Elmdore with the Limberry Knights. Since they have thrived in desert climates of the Beddha Sandwastes all of their lives, ninjas of the Kousa clan are adaptive to hot temperatures and resilient to fire-type magic. Their fighting techniques are known as ‘Satstsu’ or Iron Sand due to their keen utilization of the desert environments. This particular clan is boisterous in nature, loving the nomadic life of freedom and adventure to satiate their wandering souls. They are usually known as the “Sand Dwellers” to the common folk, as they travel to the main cities during the summer festivals and peddle their bizarre wares to those who are curious enough to make a purchase. This particular clan was usually involved in infiltrating enemy territory and mapping out the land and climates of Ordallia during the Fifty Year War. Later on, some of them took on frequent commissions from the Marquis, but otherwise steered clear of the sovereignty struggles that took place during the War of the Lions.
Now that things have calmed down, the Kousa clan has come out of hibernation to see what has become of the war-torn country, and see if there is still a place for them in it. Members of the Kousa clan are easy to identify as they have very dark skin, sun-bleached hair, and their trademark violet-red eyes.
KOUSA CLAN SKILLS
- Dust Devil: Kicks up a whirlwind of dirt, sand and debris that blinds and confuses all individuals within its area effect of 10 yards. It lasts about a minute in time, and can only be performed once per separate battle. It lowers enemy visibility by half, but special eye masks permit the ninja to see just fine and does not affect their vision.
- Tunnel: Converts a 3 foot diameter circle of natural land (man-made buildings and structures do not apply) into a sunken tunnel which allows a Kousa member to “bury” themselves under the earth to wait in hiding in order to escape or ambush a target.
- Heat Resistance: Members of the Kousa Clan become so accustomed to heat that they’ve been able to focus it into a form of physical and magical resistance. Those who are master levels of the Kousa have been able to combine their heat resistance with grafting runes on their bodies. These runes are invisible when in normal climate, but whenever they become exposed to extreme heat environments, fire, or fire-based spells, the runes will appear and begin radiating red-orange textures similar to Celtic tribal marks all over their legs, arms, hands, back and parts of their face. These runes absorb all heat energy, making the ninja impervious to any physical damage and actually convert the source into physical and mental stamina for them. (Master class ONLY)
--------
The Kage (Shadow) Clan of Zeltennia: Of the three clans, the Kage are probably the most diverse and don’t actually act as a cohesive clan should in Ivalice. During the Fifty Year War, the Kage clan boasted huge numbers and had been the most useful to various factions since their mentality was neutral. As long as the employer had money, many of its members didn’t care what the job requirements were.
However, this changed as more and more of them were paid to infiltrate losing battles that cost the clan more lives than the amount of money the tasks pulled in. Eventually not even the King himself could afford the demanded monetary compensation needed to hire them for war. The lack of financial backing required them to look elsewhere for work, ultimately going to individuals like the Marquis Elmdore and the Baert Trading Company as a few examples.
Over time, individual groups of clan members found better work for their trade by integrating themselves into common society. When the War of the Lions broke out, the Kage clan has since been vastly divided all over Ivalice, and many of the clan members were hired to fight against each other in service to their employers. The basics of their techniques are the same, but they are passed down from generation to generation via the parents. There is no other way to learn the skills otherwise; the only way you are a Kage is if one of your parents were once Kage themselves. Many of the Kage clan also do not trust each other due to the fact that they are all aiding too many sides, and the loyalties are too diverse to put faith in their separated brethren.
KAGE CLAN SKILLS
- Shadow Jump: Permits a Kage ninja to meld into one shadow and emerge from another as long as it’s within the same region.
- Pin Visage: Using a bladed weapon, the Kage throws it at their target’s shadow causing that individual to be unable to move away. This can be countered with any spell that emits enough light to dispel the shadow.
- Kage Bunshin: A special technique that allows the ninja to create up to six doppelgangers of themselves to surround and attack their target. When a doppelganger is struck, it will disappear, reducing the amount of entities the ninja can attack with. This skill can be performed once per character level, per day. (Master class ONLY)
--------
The Ikimono (Animal) Clan of Fovoham: The Ikimono Clan are a nomadic group since that study the fighting styles of the monsters around them. Each clan member masters one of the four fighting styles: Kurohyou (Panther), Tori (Juravis), Yuuchou (Chocobo), and Tokage (Hydra).
Ninja of this particular clan work in small groups or families in order to travel and survive. Typically individuals of the Ikimono group will wear animal pelts of the fighting style that they possess. One specific thing to note is that this clan is extremely hostile to other people. Since they are closely in tuned with nature, they consider it part of their home by comparison to interacting with normal civilization.
Often times they will ambush and ransack any group that trespasses into their territory. Their tracking skills are second to none, but their communication skills with normal people is lacking at best. Most of them can only speak in simple sentences, and those who practice other skills outside of their ninja heritage have learned the techniques through rudimentary methods of trial-and-error. Only the clan chiefs have a rooted capacity for speaking with, and negotiating terms of peace or issues of war to the more civilized society. Like packs of wolves, these individuals never travel alone unless they’ve been outcast from their group. They are typically found just north of the Yuguewood closer to the Fovoham coastline.
IKIMONO CLAN SKILLS – Pick one style-
KUROHYOU (Panther Style)
- Scratch: Mimicking the swiping claws of the panther, the ninja scratches across a part of the body to inflict extra damage, and possible render that part of the body damaged or hindered. (For example, if clawing at the face then the target might become temporarily blinded.) May only be used twice in the same battle.
- Poison Nail: The ninja uses a panther talon to stab their target. If successful, the talon releases a poisonous toxin and the target begins taking on health damage until cured. May only be used twice in the same battle.
- Blood Suck: Drains a target of their blood, restoring energy to the ninja and inflicting the Vampire status upon the target. Vampire status immediately knocks a target out for the remainder of battle but does not kill them. Vampire status can be reversed by using holy water or Esuna magic. This skill does not ignore resistances or anti-charms against Vampire. If this skill is used against a target afflicted by poison or any other blood ailment the ninja has a 100% chance of becoming afflicted as well. May only be used once per day. (Master class ONLY)
TORI (Juravis Style)
- Scratch Up: Mimicking the grasping talons of the Juravis, the ninja claws across a part of the armor to try and puncture out a small weakness point. May only be used twice in the same battle.
- Feather Bomb: The ninja drops a Juravis feather over their target. The second the feather makes contact with anything solid it explodes for an area of effect damage of 5 yards and causing knock-back to all within range. This deals non-elemental magic damage allowing the ninja to strike individuals or creatures who are not affected by physical damage. It also ignores magic resistances, and negates natural reflexes. However, because the feather is light and can be affected by wind change, the skill takes a -25% to hit and could end up somewhere else. May only be used three times in the same battle.
- Beak: The ninja weapon is coated in Juravis beak oil and when the blade fully digs into a target the effects of the oil disengages from the blade and enters the bloodstream of the target, turning them to stone. May be used once per day. (Master class ONLY)
YUUCHOU (Chocobo Style)
- Choco Attack: A concentrated, downward attack that strikes from up high upon the target’s head. Has a chance of damaging armor, similar to a knight’s break skills. May only be used twice in the same battle.
- Choco Cure: By shaking the chocobo pelt’s feathers about, a swirl of enchanted chocobo magic partially heals everyone who is standing immediately next to the ninja. May only be used twice in the same battle.
- Choco Meteor: This ninja adorns a pelt of red feathers, and when they make a special gesture with their arm the chocobo magic activates, bringing down a decent sized meteor to strike a single target. Can cause residual burning damage upon the target once stricken. May only be used once per day. (Master class ONLY)
TOKAGE (Hydra Style)
- Triple Attack: Allows the ninja to attack three time with their weapon in a single strike. May only be used twice in the same battle.
- Triple Bracelet: Similar to the Triple Attack, the ninja imbues the weapon with non-elemental magic allowing the ninja to physically strike individuals or creatures who are not affected by physical damage. It also ignores magic resistances. May only be used once in the same battle.
- Dark Whisper: Imbues the weapon with dark elemental magic and when the target is successfully stricken it causes immediate sleep and a 50 / 50 chance of knocking out the target. May only be used once per day. This skill cannot ignore resistances or anti-charms. (Master class ONLY)