TEXT: THREE NEW NINJA CLASSES
  SILENT
  WARRIORS
  by Matthew Sernett - Illustrated by Jeff Laubenstein
  "Be extremely subtle, even to the point of formiessness. Be extremely mysterious, even to the
  point of soundlessness. Thereby you can be the director of your opponent's fate."
  -Sun Tzu, The Art of War
  N
  inja, it’s a word imbued with the
  power of myth and mysticism.
  Regardless of the ninjas' historical
  roots, they now occupy an unassailable
  position in our cultural psyche. Masters of
  martial arts, magic, stealth, speed, acrobat-
  ics, disguise, poisons, and other death-
  dealing arts, the mystical ninja offer a wealth
  of opportunities for prestige classes.
  The prestige classes presented below
  share a mutual world history that can be
  incorporated into any Oriental Adventures
  campaign. Setting the histories of the
  prestige classes aside, each could easily be
  inserted into any D&D game. DMs using the
  Rokugan setting presented in the Oriental
  Adventures book should note that the
  Scorpion, Snake, and Spider clans men-
  tioned in the poison fist's description are
  not meant to represent any of the samurai
  clans from Rokugan.
  Poison Fist
  “A dart, a dagger, a bowl of rice, there are
  many devices used to deliver poison, but none
  is so deadly and insidious as the empty hand.”
  Once an empire lay on the brink of
  disaster. The emperor died and left his
  teenage son in control. Scheming eunuchs
  controlled the child-king, and this did not
  pass the notice of the samurai clans. Three
  clans in particular were offended by the
  young emperor's ascendance to the throne.
  The Snake, Scorpion, and Spider clans
  conferred with one another about the
  young emperor and decided that one of
  their clans should rule, although they could
  not agree which one. Through diplomacy
  and bullying they gathered nine other
  samurai clans to their cause, and they
  sought to dethrone the emperor and take
  the empire for themselves. Unfortunately,
  the emperor proved to be more intelligent
  and willful than the clans anticipated. In
  battle after battle, the young lord's strategic
  genius overcame the rebellious clans'
  superior numbers. Soon it became clear that
  the twelve clans would lose the war and
  that the eunuchs would rule the empire
  through their strategically brilliant puppet
  emperor.
  Some of the rebellious clans were wiped
  out during the war. Others surrendered to
  the emperor or were captured and
  executed to a man. The Snake, Scorpion,
  and Spider clans were determined not to
  succumb to such a fate. As one they fled the
  empire, leaving the rebellion without
  leadership and allowing the eunuchs to take
  control.
  The coup was a complete failure. The
  other clans blamed the Snake, Scorpion, and
  Spider clans for abandoning them to defeat,
  while the emperor and his eunuchs held
  those clans to be the instigators of the war.
  Forced into exile, the three clans banded
  together to survive and set up a base of
  operations in a long-forgotten ruined
  fortress. From there they plotted their
  revenge. They remain there to this day,
  waiting and scheming for the chance to
  assume the throne and their place in the
  sun.
  The Poison Fist ninja clan was formed
  from the remaining Snake, Scorpion, and
  Spider clans. Although formally unified,
  members of the Poison Fist clan still hold
  the highest allegiance to their own clan, and
  though they work toward the same goal,
  competition and conflict among the three
  clans is commonplace.
  The Poison Fist clan has abandoned the
  concepts of honor and the code of the
  bushido. Vengeance against the empire and
  the samurai clans is their ultimate goal. Their
  numbers are too small for a martial victory,
  so the leaders of the Poison Fist clan hope
  
  to bring down the empire from within.
  Thus, ninja of the Poison Fist clan act as
  thieves, spies, and assassins for hire, rarely
  revealing their true loyalties.
  Rogues, rangers, and monks most
  commonly become poison fists. Samurai,
  sohei, fighters, and spellcasters often
  multiclass as poison fists to gain prestige
  within the Poison Fist clan as masters of the
  prestige class are accorded more respect
  and honor than members of other classes.
  NPC poison fists are elite spies, thieves, and
  assassins for the three clans and carry out
  many missions on the Poison Fist clan's
  behalf.
  Class Features
  Weapon and Armor Proficiency:
  Characters who take a level of poison fist
  gain no new proficiency in the use of armor
  or weapons.
  Poison Use (Ex): The poison fist is
  trained in the use of poison and never risks
  accidentally poisoning herself when applying
  poison to a blade.
  Totem Form (Sp): At 1st level, a poison
  fist can use polymorph self as a spell-like
  ability to transform into her totem creature
  (snake, scorpion, or spider). Unlike the
  standard use of the polymorph self spell, the
  poison fist can only adopt the form of her
  totem creature and is limited to Tiny size.
  With the initial change, the poison fist
  regains hit points as though she had rested
  for a day (this does not provide any of the
  other benefits of resting for a day, and
  subsequent changes during the same use of
  the totem form ability do not heal the
  poison fist further). During the duration of
  the totem form ability, the poison fist can
  change into her totem creature and back
  again as a free action as many times as she
  likes. Totem form has a duration equal to 10
  rounds plus the poison fist's class level. It
  can be used a number of times per day as
  determined by level (see the Poison Fist
  advancement table).
  The totem creatures for each poison fist
  clan are as follows:
  Clan
  Creature
  Snake
  Tiny viper
  Scorpion
  Tiny monstrous scorpion
  Spider
  Tiny monstrous spider
  Sneak Attack (Ex): A 2nd-level
  poison fist can make sneak attacks. Any
  time the poison fist's target would be
  denied his Dexterity bonus to AC
  (whether he actually has a Dexter-
  ity bonus or not) or when the
  poison fist flanks the target, the
  poison fist's attack deals +1d6
  points of damage. This extra
  damage increases to +2d6 at
  5th level and again to +3d6 at
  8th level. Should the poison fist
  score a critical hit with a sneak
  attack, this extra damage is not
  multiplied. Ranged attacks only
  count as sneak attacks within
  30 feet.
  With a sap (blackjack)
  or unarmed strike, a
  poison fist can make a
  sneak attack that deals
  subdual damage instead
  of normal damage. A
  poison fist cannot use a
  weapon that deals normal
  
  damage to deal subdual damage with a
  sneak attack.
  A poison fist can only sneak attack a living
  creature with discernable anatomy–undead,
  constructs, oozes, plants, and incorporeal
  creatures lack vital areas to attack. The
  poison fist must be able to see the target
  well enough to pick out a vital spot and
  must be able to reach a vital spot. The
  poison fist cannot sneak attack a creature
  with concealment or when striking the limbs
  of a creature whose vitals are beyond her
  reach.
  Natural Armor Bonus (Ex): As the
  poison fist delves deeper into the mysteries
  of her clan's philosophy, her skin begins to
  take on the attributes of her clan's totem
  animal. A poison fist of the Snake clan
  becomes scaly, while the skin of a Scorpion
  or Spider clan member becomes hard and
  chitinous. At 4th level, the poison fist gains a
  natural armor bonus. This bonus increases
  at 9th level.
  Acrobatics (Su): A 3rd-level poison fist
  gains a +10 competence bonus to Balance,
  Climb, Jump, and Tumble checks. At 7th
  level, this bonus increases to +20. In
  addition, a poison fist can always choose to
  take 10 on a Balance, Climb, Jump, or
  Tumble check, even when circumstances
  would normally prevent her from doing so.
  Venomous Blow (Su): At 4th level and
  higher, a poison fist gains the power to
  imbue her unarmed sneak attacks with
  poison. Enabling this ability is a free action,
  but the poison fist must choose to use it
  before she has taken any other actions
  during the round. For the rest of that
  round, all her sneak attacks also do poison
  damage as determined by her poison fist
  clan allegiance (see below). If her attacks in
  that round fail, she has wasted that use of
  the ability. The victim of a venomous blow
  must make a Fortitude saving throw (DC 10
  + the poison fist's class level + Charisma
  modifier) or suffer the initial damage of the
  poison. One minute later, the victim must
  succeed at a second saving throw (regard-
  less of the result of the first) or suffer the
  secondary damage. This ability can be used
  a number of times per day as determined by
  level (see the Poison Fist advancement
  table).
  POISON FIST
  CLASS REQUIREMENTS
  CLASS SKILLS
  Skill Points at Each Level: 6 + Int modifier
  To qualify to become a poison fist, a character must
  fulfill all the following criteria:
  The poison fist’s class skills are:
  Alignment: Any non-good.
  Base Attack Bonus: +3.
  Hide: 8 ranks.
  Intimidate: 5 ranks.
  Move Silently: 8 ranks.
  Feats: Dodge, Improved Unarmed Strike,
  Great Fortitude, Mobility, Stunning Fist or
  monk’s stunning attack
  Special: In addition, she must choose one
  of the three poison fist clans: Snake,
  Scorpion, or Spider.
  Climb, Jump, Swim
  Balance, Disable Device, Escape
  Artist, Hide, Open Lock, Move
  Silently, Tumble
  Craft, Forgery, Knowledge (local),
  Read Lips, Search
  Innuendo, Listen, Sense Motive, Spot
  Bluff, Disguise, Gather Information,
  Intimidate
  STR
  DEX
  CON
  INT
  WIS
  CHA
  Clan
  Poison Damage
  (initial and secondary)
  Snake
  1d2 temporary Constitution
  Scorpion 1d4 temporary Strength
  Spider
  1d4 temporary Strength
  Totem Aspect (Sp): At 6th level, the
  poison fist gains a spell-like ability that grants
  an aspect of her totem creature. It is usable
  three times a day as though cast by a
  sorcerer of a level equal to the poison fist's
  character level. Use of this ability is a free
  action, but it can only be used once in any
  given round. Each poison fist clan has a
  different totem aspect ability as follows:
  Clan
  Totem Aspect Ability
  Snake
  Cobra's breath*
  Scorpion
  Ray of enfeeblement
  Spider
  Spider climb
  *See Oriental Adventures
  Poison Immunity (Su): A poison fist of
  7th level or higher is completely immune to
  poisons.
  Improved Venomous Blow (Su): At
  10th level, any unarmed attack made during
  the round that the venomous blow ability is
  being used can cause poison damage as per
  the venomous blow ability's description. The
  attack need not be a sneak attack.
  Multiclass Note: Monk characters can
  freely multiclass with this class. Monks who
  have already taken levels in another class
  may again take monk levels after gaining a
  level of poison fist.
  GHOST-FACED
  KILLER
  "Beware the ghost-faced killers, Li Quan, for
  they have spirit-medium powers-like the
  Immortals. Their flesh and bones can dissolve
  into nothingness; they pass from this world but
  not into the next. They become like a dream. .
  . ."
  From out of nothing the specter of death
  appears, an armored shadow with a brilliant
  blade held high. In a flash the katana falls,
  severing life from limb in a bloody arc. All
  around, screams of terror and shouts of fear
  erupt, as quaking hands draw blades to fight
  the masked murderer. His target dead, the
  ghost-faced killer walks calmly away as
  swords and fists pass harmlessly through his
  nearly transparent body.
  Long ago, when the persecution of the
  Attack
  Fort.
  Ref.
  Will
  Level Bonus
  Save
  Save
  Save
  Special
  1
  +0
  +2
  +2
  +2
  Poison use, totem form 1/day
  2
  +1
  +3
  +3
  +3
  Sneak attack +1d6
  3
  +2
  +3
  +3
  +3
  Acrobatics (+10), totem form 2/day
  4
  +3
  +4
  +4
  +4
  Venomous blow 1/day, +1 natural armor bonus
  5
  +3
  +4
  +4
  +4
  Sneak attack +2d6, totem form 3/day
  6
  +4
  +5
  +5
  +5
  Totem aspect, venomous blow 2/day
  7
  +5
  +5
  +5
  +5
  Poison immunity, acrobatics (+20), totem form 4/day
  8
  +6
  +6
  +6
  +6
  Sneak attack +3d6, venomous blow 3/day
  9
  +6
  +6
  +6
  +6
  +2 natural armor bonus, totem form 5/day
  10
  +7
  +7
  +7
  +7
  Improved venomous blow, venomous blow 4/day
  D6
  HIT DIE
  
  twelve rebellious clans began, one
  clan sought a way to take revenge.
  Through dark sorcery, the shugenja
  of the clan contacted spirits of the
  Underworld to beseech a way that
  their clan might survive the coming
  strife and take revenge on the
  emperor who sought to crush them.
  The shugenja struck a dark bargain,
  and the demon-spirits they had
  contacted provided the clan with a
  means to the bloody ends they
  desired. Donning terrifying masks to
  hide their identities, warriors of the
  clan crept into the imperial palace,
  and through the evil power of the
  pact they had made, passed invisibly
  and intangibly into the imperial
  household and murdered the entire
  imperial family, plunging the country
  into bloody civil war once again. No
  one ever discovered the clan's
  honorless actions, and to this day, no
  one knows what clan the ghost-faced
  killers came from.
  Today ghost-faced killers act as
  assassins and spies for hire, a
  mercenary clan that hides behind a
  guise of open and honorable
  conduct. When on a mission, they
  wear ghostly white, porcelain demon
  masks to hide their identities and as
  a symbol of the pact their clan made
  with the demon spirits. Through
  training and discipline, ghost-faced
  killers learn the deadliest and most
  terrifying ways to attack foes, and
  through their mystic connection with
  the Underworld, ghost-faced killers
  learn to turn invisible, walk through
  walls, and even to see with the
  eyes of the spirits themselves.
  While some ghost-faced killers
  come from the samurai or sohei
  character classes, most begin their
  careers as rangers or rogues.
  Fighters are only slightly less
  common. Few monks, barbarians, or
  members of spellcasting classes
  choose to become ghost-faced killers,
  but they aren't unknown.
  NPC ghost-faced killers are
  members of the Ghost-Faced Killer
  clan of ninjas. This clan disguises itself
  as a normal samurai clan, loyal to the
  empire but unworthy of notice. Most of the
  time a ghost-faced killer simply pursues his
  responsibilities to the clan and the emperor,
  but when called by money or the clan
  daimyo, the ghost-faced killer dons the mask
  that means death for his enemies.
  Class Features
  Weapon and Armor Proficiency:
  Characters who take a level of ghost-faced
  killer gain proficiency in all simple and martial
  weapons, and with light armor. Note that
  armor check penalties apply to the skills
  Balance, Climb, Escape Artist, Hide, Jump,
  Move Silently, Pick Pocket, and Tumble, and
  that carrying heavy gear imposes a penalty
  on Swim checks.
  Beyond Sight (Sp): A ghost-faced
  killer of 1st level or higher can cast
  invisibility as a sorcerer of a level
  equal to the ghost-faced killer's
  class level. Using this spell-like
  ability is a move equivalent
  action, and it functions only
  for the ghost-faced killer.
  The ghost-faced killer
  may use beyond sight
  a number of
  times per day
  
  GHOST-FACED KILLER
  CLASS REQUIREMENTS
  CLASS SKILLS
  Skill Points at Each Level: 2 + Int modifier
  To qualify to become a ghost-faced killer, a character
  must fulfill all the following criteria:
  The ghost-faced killer’s class skills are:
  Alignment: Any evil.
  Base Attack Bonus: +5.
  Hide: 6 ranks.
  Concentration: 4 ranks.
  Intimidate: 4 ranks.
  Move Silently: 6 ranks.
  Feats: Death Blow*, Improved Initiative,
  Power Attack, Quickdraw.
  *The following feat, reprinted from Sword & Fist, is
  required to be a ghost-faced killer.
  DEATH BLOW
  You waste no time in dealing with
  downed foes.
  Prerequisites: Base attack bonus +2,
  Improved Initiative.
  Benefit: You can perform a coupe de
  grace attack against a helpless defender as
  a standard action.
  Normal: Performing a coup de grace is a
  full-round action.
  Climb, Jump, Swim
  Hide, Open Lock, Move Silently,
  Tumble
  Concentration
  Search
  Listen, Spot
  Bluff, Iaijutsu Focus, Intimidate
  STR
  DEX
  CON
  INT
  WIS
  CHA
  Attack
  Fort.
  Ref.
  Will
  Level Bonus
  Save
  Save
  Save
  Special
  1
  +1
  +2
  +0
  +0
  Beyond sight 1/day
  2
  +2
  +3
  +0
  +0
  Sneak attack +1d6
  3
  +3
  +3
  +1
  +1
  Death attack, beyond sight 2/day
  4
  +4
  +4
  +1
  +1
  Frightful attack
  5
  +5
  +4
  +1
  +1
  Sneak attack +2d6, beyond sight 3/day
  6
  +6
  +5
  +2
  +2
  Beyond touch 1/day
  7
  +7
  +5
  +2
  +2
  Beyond sight 4/day, spirit sword 1/day
  8
  +8
  +6
  +3
  +3
  Beyond touch 2/day, ghost sight (ethereal),
  sneak attack +3d6
  9
  +9
  +6
  +3
  +3
  Beyond sight 5/day, spirit sword 2/day
  10
  +10
  +7
  +3
  +3
  Beyond touch 3/day, ghost sight (invisible)
  as determined by his level (see the Ghost-
  Faced Killer advancement table).
  Sneak Attack (Ex): At 2nd level and
  higher, the ghost-faced killer can make sneak
  attacks. Any time the ghost-faced killer's
  target would be denied her Dexterity bonus
  to AC (whether she actually has a Dexterity
  bonus or not) or when the ghost-faced killer
  flanks the target, the ghost-faced killer's
  attack deals +1d6 points of damage. This
  extra damage increases as the ghost-faced
  killer gains levels. Should the ghost-faced
  killer score a critical hit with a sneak attack,
  this extra damage is not multiplied. Ranged
  attacks only count as sneak attacks within
  30 feet.
  With a sap (blackjack) or unarmed strike,
  a ghost-faced killer can make a sneak attack
  that deals subdual damage instead of normal
  damage. A ghost-faced killer cannot use a
  weapon that deals normal damage to deal
  subdual damage in a sneak attack.
  A ghost-faced killer can only sneak attack
  a living creature with discernable anatomy –
  undead, constructs, oozes, plants, and
  incorporeal creatures lack vital areas to
  attack. The ghost-faced killer must be able
  to see the target well enough to pick out a
  vital spot and must be able to reach a vital
  spot. The ghost-faced killer cannot sneak
  attack a creature with concealment or when
  striking the limbs of a creature whose vitals
  are beyond his reach.
  Death Attack (Ex): At 3rd level and
  higher, the ghost-faced killer has the ability
  to make devastating death attacks. If the
  ghost-faced killer studies his victim for 3
  rounds and then makes a sneak attack with
  a melee weapon that successfully deals
  damage, the sneak attack has an additional
  effect of possibly paralyzing or killing the
  target (ghost-faced killer's choice). While
  studying the victim, the ghost-faced killer
  can undertake other actions so long as his
  attention stays focused on the target and
  the target does not recognize the ghost-
  faced killer as an enemy. If the victim of such
  an attack fails a Fortitude saving throw (DC
  10 + the ghost-faced killer's class level +
  Intelligence modifier) against the kill effect,
  she dies. If the saving throw fails against the
  paralysis effect, the victim's body and mind
  become enervated, rendering her com-
  pletely helpless and unable to act for 1d6
  rounds plus 1 round per class level of the
  ghost-faced killer. If the victim's saving throw
  succeeds, the attack is just a normal sneak
  attack. Once the ghost-faced killer has
  studied his target for 3 rounds, he must
  make the death attack within the next 3
  rounds. If a death attack is attempted and
  fails (the victim makes her save) or if the
  ghost-faced killer does not launch the attack
  within 3 rounds of completing the study,
  another 3 rounds of study are required
  before the death attack can be attempted
  again.
  Frightful Attack (Su): Three times per
  day, a ghost-faced killer can designate a
  sneak attack as a frightful attack. This is
  done as a free action before the attack is
  made. When a ghost-faced killer deals
  damage with a sneak attack designated as a
  frightful attack, all those within 30 feet who
  witness the attack must make a Will saving
  throw (DC 10 + half the ghost-faced killer's
  character level + Charisma modifier) or
  become panicked (see Chapter 3: Running
  the Game in the DUNGEON MASTER’S
  Guide for a description of this condition) for
  1d6 rounds plus 1 round per class level of
  the ghost-faced killer. Creatures of equal or
  greater Hit Dice than the ghost-faced killer
  are immune to his frightful attack. This is a
  fear effect.
  Beyond Touch (Sp): As a standard
  action, the ghost-faced killer can become
  incorporeal for a number of rounds equal to
  his class level plus his Charisma modifier
  (always at least 1 round). He can do this
  one time per day at 6th level, two times a
  day at 8th level, and three times a day at
  10th level. If the duration expires while the
  ghost-faced killer is within a solid object, he
  is shunted off to the nearest open space and
  takes 1d6 points of damage for each 5 feet
  he must travel in this fashion. Under normal
  circumstances, the ghost-faced killer cannot
  affect corporeal creatures or objects, but he
  might cause damage to them when using his
  spirit sword ability (see below). See Type
  Modifiers in the introduction to the Monster
  D8
  HIT DIE
  
  Manual for a description of the incorporeal
  state. Spells cast by a ghost-faced killer while
  incorporeal cannot affect corporeal
  creatures, but they affect incorporeal
  creatures normally.
  The ghost-faced killer cannot make other
  creatures incorporeal, and objects carried
  by the ghostfaced killer while incorporeal
  remain incorporeal until the duration
  expires or the ghost-faced killer wills it to
  end. While incorporeal (and not invisible),
  the ghostfaced killer appears as a semi-
  translucent version of himself. The ghost-
  faced killer can end the duration and
  become corporeal as a free action.
  Ghost Sight (Su): An 8th-level ghost-
  faced killer has the supernatural ability to
  see ethereal creatures within 20 feet. Ghost
  sight does not reveal the method by which
  the etherealness was achieved, nor does it
  reveal creatures who are hiding, concealed,
  or otherwise hard to see. At 10th level, the
  ghost-faced killer can see invisible creatures
  with the same conditions.
  Spirit Sword (Sp): At 7th level, the
  ghost-faced killer can imbue a melee weapon
  with the ghost touch special quality for a
  number of rounds equal to half his class
  level plus his Charisma modifier (always at
  least 1 round). The weapon must remain in
  his hand or the duration of the spirit sword
  ability prematurely ends. When incorporeal,
  the ghost-faced killer can attack corporeal
  foes with a weapon he has imbued with
  ghost touch; in such cases all the normal
  bonuses to the Armor Class of the target
  apply. The weapon is effectively corporeal
  so long as it remains in the ghost-faced
  killer's hand and the duration of the spirit
  sword ability has not expired. Thus, the
  ghostfaced killer can harm foes while
  incorporeal, and opponents can
  attempt to disarm the ghost-faced killer.
  At 9th level, the ghost-faced killer can use
  this spell-like ability two times per day.
  WEIGHTLESS FOOT
  "Man in life is light and elusive: He can move
  about and leaping, leave the ground. Man in
  death is heavy and still His body lays on the
  ground and, sinking into the land, is eaten by
  worms.
  The ten thousand things, the birds and the
  trees, while they live they are supple and move
  with the wind. When they die, they are rigid
  and weigh heavily upon the earth.
  Thus the slow and the heavy are the
  companions of death. The quick and the light
  are the companions of life. Therefore the path
  of true enlightenment lies above the ground,
  weightlessness is a state of bliss."
  -Wu Shenyang on the virtue of weightless-
  ness
  Rooftop battles and aerial acrobatics,
  stunning swordplay and cunning kung
  fu: this is the realm of the weightless
  foot. Each step can lead them into
  the air, each leap can become flight.
  In mountaintop monasteries and desert
  dojos the Weightless Foot meditate and
  study, sharpening their martial arts and
  mental prowess. Yet, things were
  different once.
  In the wake of the second civil war,
  many samurai were left without a
  clan to serve. Bands of ronin formed
  and roamed the land, pillaging
  villages and robbing whomever they
  came across. One such band fought
  or absorbed many of the others,
  growing in strength and numbers. Formed
  of the toughest cutthroats and thieves, the
  band remained a thorn in the new
  emperor's side despite his best efforts to
  exterminate it. When he sent spies among
  them, they were discovered and killed.
  When overwhelmed by numbers, they
  faded into the forests or scattered into
  the cities only to later reform and return
  to their murderous and lawless ways.
  Soon they became a clan in their own right,
  a clan of ninja. They called themselves the
  Iron Foot, representing both the weight
  of their influence on the empire and
  their martial prowess.
  
  WEIGHTLESS FOOT
  CLASS REQUIREMENTS
  To qualify to become a weightless foot, a character
  must fulfill all the following criteria:
  Alignment: Any non-chaotic, non-evil.
  Base Attack Bonus: +4.
  Base Reflex Save: +2.
  Balance: 8 ranks.
  Climb: 4 ranks.
  Concentration: 4 ranks.
  Jump: 6 ranks.
  Tumble: 4 ranks.
  Feats: Dodge, Iron Will, Mobility, Point
  Blank Shot.
  Special: Must have the evasion special
  ability.
  Attack
  Fort.
  Ref.
  Will
  Level Bonus
  Save
  Save
  Save
  Special
  1
  +1
  +0
  +2
  +2
  Leap of the clouds, slow fall (20 ft.)
  2
  +2
  +0
  +3
  +3
  Light step (+10), Sprint Attack
  3
  +3
  +1
  +3
  +3
  Acrobatics (+10), slow fall (30 ft.)
  4
  +4
  +1
  +4
  +4
  Purity of body, trackless step, Shot on the Run
  5
  +5
  +1
  +4
  +4
  Dry feet, slow fall (50 ft.), light step (+20)
  6
  +6
  +2
  +5
  +5
  Purity of mind, uncanny step
  7
  +7
  +2
  +5
  +5
  Light as a feather, acrobatics (+20)
  8
  +8
  +3
  +6
  +6
  Light as air
  9
  +9
  +3
  +6
  +6
  Purity of spirit, improved evasion
  10
  +10
  +3
  +7
  +7
  Weightlessness
  CLASS SKILLS
  Skill Points at Each Level: 4 + Int modifier
  The weightless foot’s class skills are:
  Climb, Jump, Swim
  Balance, Escape Artist, Hide,
  Move Silently, Tumble
  Concentration
  Search
  Listen, Spot
  Diplomacy, Iaijutsu Focus
  STR
  DEX
  CON
  INT
  WIS
  CHA
  Then one day some of them met Wu
  Shenyang. At that time Wu Shenyang was
  not yet an Immortal, but he was well on his
  way to that path and would not suffer
  himself to be killed by bandits. Wu Shenyang
  defeated them handily, as handily as he
  defeated the next band that was sent
  against him, and the next, and the still larger
  band that was sent after that. Finally, the
  four leaders of the Iron Foot and two
  hundred of their best fighters confronted
  Wu Shenyang. With each punch he offered
  a pearl of wisdom, with each kick he
  conferred advice on tactics and fighting
  style. When the combat was over, all the
  Iron Foot lay groaning around him, and the
  four leaders begged him to be their master.
  Thus, the Iron Foot clan became the
  Weightless Foot clan and took up Wu
  Shenyang's philosophy of weightlessness.
  Wu Shenyang taught them that strength
  comes from mobility and power from
  knowing when weight should be applied.
  Before he passed into the realm of the
  Immortals, Wu Shenyang saw the Weight-
  less Foot become a law-abiding, accepted
  part of the empire. The people and the
  emperor came to view them like the many
  monastic orders that flourished throughout
  the empire – as warriorphilosophers, valued
  for the art, literature, and public aid they
  give to the empire, but also as a strong arm
  of military might when the empire or
  innocent individuals are in need.
  Rogues and monks make up the majority
  of the Weightless Foot clan, though samurai,
  sohei, and fighters multiclassing as rogues or
  monks are also quite common. Barbarians
  are virtually unknown among them, but the
  spellcasting classes are all fairly well repre-
  sented. Weightless Foot shugenja usually
  specialize in air as a tribute to the ideal of
  weightlessnes, whereas wujen generally
  attempt to master metal, reflecting their
  clan's focus on martial prowess. NPC
  weightless foot are often encountered as
  advisors to the politically powerful as their
  wise counsel is never influenced by desire
  for personal gain or corruption.
  Class Features
  Weapon and Armor Proficiency:
  Characters who take a level of weightless
  foot gain proficiency in all simple and martial
  weapons, but they gain no new proficiency
  with armor.
  Leap of the Clouds (Su): A 1st-level
  weightless foot's jumping distance (vertical
  or horizontal) is not limited according to her
  height.
  Slow Fall (Ex): At 1st level, a weightless
  foot within arm's reach of a wall can use the
  wall to slow her descent. The weightless
  foot takes damage as if the fall were 20 feet
  shorter than it actually is. Her ability to slow
  her fall (that is, to reduce the effective
  height of the fall when next to a wall)
  improves with her level until at 5th level she
  can fall 50 feet without harm. This ability
  does not stack with the monk ability of the
  same name.
  Light Step (Su): A 2nd-level weightless
  foot gains a +10 competence bonus to
  Move Silently checks. At 6th level, this
  bonus increases to +20. In addition, a
  weightless foot can always choose to take
  10 on a Move Silently check, even when
  circumstances would normally prevent her
  from doing so.
  Spring Attack: At 2nd level, the
  weightless foot gains the Spring Attack feat.
  Acrobatics (Su): A 3rd-level weightless
  foot gains a +10 competence bonus to
  Balance, Climb, Jump, and Tumble checks.
  At 7th level, this bonus increases to +20. In
  addition, a weightless foot can always
  choose to take 10 on a Balance, Climb,
  Jump, or Tumble Check, even when
  circumstances would normally prevent her
  from doing so.
  Purity of Body (Ex): At 4th level, the
  weightless foot gains control over her
  body's immune system. She gains immunity
  to all diseases except for magical diseases
  such as mummy rot and lycanthropy.
  Trackless Step (Su): At 4th level and
  higher, a weightless foot leaves no trail in
  natural surroundings and cannot be tracked.
  Shot on the Run: At 4th level, the
  weightless foot gains the Shot on the Run
  feat.
  Dry Feet (Sp): A weightless foot of 5th
  level or higher can cast water walk as a
  sorcerer of a level equal to the weightless
  foot's class level. Using this spell-like ability is
  a free action and it functions only for the
  weightless foot.
  The weightless foot may use dry feet
  three times per day plus a number of times
  equal to her Charisma modifier (always at
  least once).
  D8
  HIT DIE
  
  NINJAS
  in any
  campaign
  Players and DMs in a more traditional
  game might be loath to include ninja
  prestige classes. Using these ideas
  effectively is easy, even if the classic idea
  of the ninja is wrong for your game.
  Separating the prestige classes in this
  article from their ninja background is as
  simple as changing the name of the
  classes.
  If, for example, you wanted to intro-
  duce these classes into GREYHAWK or
  another game with a heavy European
  flavor, the Poison Fist ninja clans become
  the warring factions of the Poison Fist
  assassin’s guild, the exotic weightless foot
  ninja become the fabled Sky Dancers of
  Ket, and the ghost-faced killers become
  the Order of Crimson Death, elite killers
  of the Scarlet Brotherhood.
  CONCENTRATION
  Using a spell-like special ability provokes attacks under the same
  conditions that casting a spell does. Although less useful for martial
  prestige classes, like the ghost-faced killer, than for a wizard or
  sorcerer, putting ranks in Concentration allows these characters
  to enter melee combat and still use their spell-like abilities.
  Purity of Mind (Ex): At 6th level, the
  weightless foot gains control of her
  wandering thoughts and can focus all of her
  mind to a given task. She gains a +5
  competence bonus to all Intelligence-based
  skill checks.
  Uncanny Step (Su): At 6th level, a
  weightless foot can take part of one of her
  move actions on a wall or other vertical
  surface so long as she begins and ends her
  movement on a horizontal surface. If she
  does not end her movement on a horizontal
  surface, a weightless foot falls, taking
  damage appropriate to her height above the
  ground. Treat the vertical surface as normal
  floor for the purposes of measuring
  movement. Passing the boundary from
  vertical to horizontal is equivalent to 5 feet
  of movement on a normal floor. Opponents
  on the floor still get attacks of opportunity if
  the weightless foot moves through areas
  they threaten. The weightless foot can take
  other move actions in conjunction with
  uncanny step. For example, the weightless
  foot could use the Spring Attack feat and
  the Tumble and Jump skills, but she cannot
  charge a foe.
  For instance, Kangling the weightless foot
  has a base speed of 40 feet. She begins her
  action with her back to a wall facing some
  enemies who guard the building across the
  street. Kangling turns, runs up the wall for
  1o feet, and then leaps 15 feet across the
  street (using the Jump skill and the leap of
  the clouds ability) to land on the wall of the
  building the men are guarding. She then
  moves 5 feet to an open window and ends
  her movement on a horizontal surface by
  stepping inside the building through the
  window.
  Light as a feather (Sp): At 7th level or
  higher, a weightless foot can cast feather fall
  as a sorcerer of a level equal to the
  weightless foot's class level. Using this spell-
  like ability is a free action and it functions
  only for the weightless foot. The weightless
  foot may use light as a feather three times
  per day plus a number of times equal to her
  Charisma modifier (always at least once).
  Light as Air (Sp): A weightless foot of
  8th level or higher can cast air walk as a
  sorcerer of a level equal to the weightless
  foot's class level. Using this spell-like ability is
  a free action and it functions only for the
  weightless foot. The weightless foot may use
  light as air three times per day plus a
  number of times equal to her Charisma
  modifier (always at least once).
  Purity of Spirit (Su): At 9th level, a
  weightless foot gains control of her spirit.
  She gains a +10 insight bonus to saving
  throws made to resist level drains or
  alignment changes.
  Improved Evasion (Ex): At 9th level, a
  weightless foot's evasion ability improves.
  She still takes no damage on a successful
  Reflex saving throw against attacks such as a
  dragon's breath weapon or a fireball, but
  henceforth she takes only half damage on a
  failed save.
  Weightlessness (Sp): A weightless foot
  of 10th level can cast fly as a sorcerer of a
  level equal to the weightless foot's class
  level. Using this spell-like ability is a free
  action and it functions only for the weight-
  less foot. The weightless foot may use
  weightlessness three times per day plus a
  number of times equal to her Charisma
  modifier (always at least once).
  Multiclass Note: Monk characters can
  freely multiclass with this class. Monks who
  have already taken levels in another class
  may again take monk levels after gaining a
  level as a weightless foot.
  Making a few ranks in Concentration required for prestige classes
  like the ghost-faced killer is a simple way to get players to make
  interesting choices about their character–to attain the prestige class
  they are after, they must devote ranks to a skill they wouldn't
  otherwise use. It also represents the inner focus that classes like the
  ghost-faced killer require.
  
SOURCE: textdata/thevault/Legend of the Five Rings (d20) [multi]/L5R D20/L5R D20 - Silent Warriors.pdf