"Mystical Ninja" Prestige class [Archive] - Wizards Community

Post/Author/DateTimePost
Astrimedes

12-15-04, 01:40 AM
I know everyone is probably sick to death of ninja prestige classes, but I think I've actually created something different from all the other "standard" conceptions of the ninja. I was going for a more, well, kung-fu-movie type ninja. Here he is...

THE MYSTICAL NINJA

The mystical ninja is a master of stealth first and foremost. He avoids head-to-head combat whenever possible. His abilities allow him to materialize, do his damage, and then disappear before anyone knew what hit them. The mystical ninja is an independent sort, not really requiring any other type of support as long as everything goes as planned. Most ninjas are employed by a lord, and are fiercely loyal to them. If that lord is killed, or worse, betrays the ninja, then the ninja becomes infinitely more dangerous. They will often seek revenge, and without a lord to dictate their actions they are totally consumed by their task and nothing short of their own death will prevent them from completing it.

Many mystical ninjas start out as rogues. The way the path of the mystical ninja opens up to them is varied, but many were captured as would-be thieves of powerful lords, then trained as ninjas if their skill was recognized.
Other mystical ninjas are trained from childhood, and usually develop the skills of a monk before becoming a mystical ninja.

Hit Die: D4

Requirements
To qualify to become a mystical ninja, a character must fulfill the following criteria:
Alignment: Non-chaotic.
Base Attack Bonus: +7.
Feats: Dodge, Iron Will, Improved Initiative.
Hide: 13 ranks.
Move Silently: 13 ranks.
Concentration: 6 ranks.
Knowledge (arcana): 1 rank.
Other: Evasion class ability. Must be trained by another mystical ninja.

Class SkillsThe mystical ninja’s class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Hide (Dex), Intimidate (Cha), Knowledge (arcana), Survival (Wis), Jump (Str), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Read Lips (Int), Search (Int), Sense Motive (Wis), Swim (Str), Spot (Wis), Tumble (Dex), and Use Magic Device (Cha).

Skill Points at Each Level: 6 + Int modifier.

Class Features
Weapon and Armor Proficiency: A ninja’s weapon training focuses mostly on light, easily concealable weapons, and their class abilities will only function with the following weapons: club, crossbow (hand or light), dagger (any), dart, kukri, quarterstaff, rapier (Medium or larger ninjas only), sap, short bow (normal and composite), short sword, shuriken, kama, nunchaku, and sai. The ninja’s abilities also function with unarmed attacks. The ninja is not proficient with any armor or shields. None of the ninja’s class abilities will function with any weapons not previously listed, or any armor at all.

AC Bonus: A mystical ninja has a preternatural ability to sense danger. He gains his Wisdom modifier as a bonus to AC as long as he remains unarmored and unencumbered, in addition to the AC increases listed. This AC bonus functions exactly as the monks’.

Special Ability: At levels 1, 3, and 7 the Mystical ninja may choose special abilities from among the following, if he meets the prerequisites.

Special Abilities

Unarmed Attack: A ninja who chooses this option gains the Improved Unarmed Strike feat. In addition, the ninja’s unarmed strike deals 1d6 base damage for medium size ninjas, or 1d4 for small. This unarmed attack functions exactly as the monk’s unarmed attack, except it never increases in damage. This ability cannot increase a monk’s unarmed damage. This ability may not be chosen more than once.
Requirement: None


Speed Bonus (Ex): A ninja who chooses this option becomes extremely quick and nimble, gaining a 10’ increase in base land speed. This stacks with any other speed increases the ninja may possess. This ability may be chosen multiple times.
Requirement: None.

Precognition: The ninja increases his class-based AC bonus by 1. This AC is considered the same type as, and stacks with, the ninja’s Wisdom-based AC bonus.
This ability may be selected multiple times, providing +1 AC each time.
Requirement: None

Premeditated Strike (Sp): Once per day, the ninja may prepare a ninja weapon for use against a specific foe. The process takes 10 minutes of subtle hand gestures and chanting, and bestows a bonus to hit and damage of the mystical ninja’s ninja level for a particular weapon, against a particular foe. This ability may only be applied to a non-magical weapon. The name of the foe need not be known, but the ninja must designate a particular individual (“…the merchant who sold Ing-Yun’s daughter as a slave”). The weapon remains charged with the premeditated strike until discharged or dispelled by the ninja, and only one such weapon may be enchanted at a time for the same foe. These weapons’ bonuses function only for the ninja, and the bonus only applies for one hit against the specified foe. The weapon cannot be used against any other foe before the intended victim, or the strike is discharged and no bonus granted. This special weapon is not duplicated by the ninja’s duplicate, the duplicate retains the normal, unenchanted weapon. This ability may be selected again for 1 additional use.
Requirement: None

Jump (Sp): Half of his ninja level times per day (at least one), the mystical ninja may bestow on himself amazing jumping ability. As a free action, the ninja can grant himself a +30 magic bonus to a single jump check, immediately before the check is rolled. This ability may be chosen again for an additional 2 uses.
Requirement: None

Concentrated Effort: Once per day the ninja may add half of his ranks in the Concentration skill to any mystical ninja class skill. The intent to use this ability must be announced before rolling the check. This ability may not be selected more than once.
Requirement: Ninja level 3

Quick Climb: The mystical ninja is able to scurry up walls, trees, and other obstacles at an astounding speed. This ability gives the ninja a climb speed of half his base land movement, and allows him to retain his dexterity bonus to AC while climbing. This ability may be selected again for an additional 10’ of climb speed.
Requirement: Ninja level 3

Quick Sneak: The ninja sneaks more than he walks. The mystical ninja becomes able to move at his regular speed while using the Hide and Move Silently skills without penalty.
Requirement: Ninja level 3

Chameleon Hide (Su): The ninja’s skills in the ways of stealth have reached such supernatural heights that he can attempt to hide in plain sight of other individuals, regardless of the presence of suitable hiding places. As a standard action, the ninja’s body and equipment seem to melt into his surroundings to observers. He makes a hide check against DC 30 (he may not take 10 on this check). If he succeeds, he seems to have disappeared or turned invisible. If he fails the hide check, he may not attempt Chameleon Hide again for a day. If the ninja does nothing but stand still while hiding, no concentration checks are required to maintain it. To move or perform any other action while under the effects of Chameleon Hide the ninja must make concentration checks at DC 15 + rounds spent hiding, or the ninja returns to visibility and may not attempt this ability again for a day. As long as the concentration checks succeed, the ninja is effectively invisible, as per the spell. This ability may be used during combat with a –10 penalty to the hide check. As with the invisibility spell, making an attack will cancel Chameleon Hide.
Requirement: Ninja level 7

Defensive Roll (Ex): Once per day when the ninja would be reduced to 0 or less hit points from physical, non-magical damage he may attempt to roll with the damage. He makes a Reflex saving throw, DC = damage dealt. If the save succeeds, the ninja takes half damage from the blow, otherwise he takes full. The Evasion ability does not apply to the Defensive Roll, and it functions exactly as the rogue’s ability of the same name.
Requirement: Ninja level 7

Persistent Duplicate: The ninja may consider his caster level for dispelling purposes of the duplicate to be double his ninja level, instead of his actual ninja level. This caster level increase has no other effects.
Requirement: Ninja level 7

Professional Shadow: The ninja has become so accustomed to stealth that it has become second nature. The ninja may take 10 on his Move Silently and Hide checks.
Requirement: Quick Sneak special ability.


Sneak Attack: The mystical ninja’s sneak attack functions like, and stacks with, the rogue’s sneak attack. Any feats or abilities that allow the ninja to trade in sneak attack damage dice in exchange for additional wounding or other effects can be traded in on a 2D4 for 1D6 basis. As with all Mystical ninja class abilities, this sneak attack damage does not apply if the ninja is using a weapon not on this class list, or wearing any armor.

Improved Evasion: At 2nd level, the ninja becomes extraordinarily aware of danger, and able to react quickly. On a failed reflex save, the ninja only takes half damage instead of full.

Poison Use: A mystical ninja becomes accustomed to the use of poison to debilitate his foes. At 2nd level, he no longer suffers any chance of harming himself with his own poison while preparing it for administration into another.


Duplicate (Sp): One of the most powerful abilities of the mystical ninja is his duplicate ability. As a standard action that provokes attacks of opportunity, the mystical ninja can create a duplicate version of himself, who comes into existence within 5’ of the original ninja and may act immediately. This counts as the duplicate’s first round. The duplicate has all the same equipment, abilities, skills, feats, etc. of the original ninja, but cannot use magic (or spell-like abilities) or psionics (or psi-like abilites), even from items. If any equipment leaves the duplicate’s possession, it disappears in a puff of smoke. Magical (or psionic) items cannot be reproduced by the duplicate ability, mundane versions of the items are duplicated instead.

The ninja controls himself and the duplicate simultaneously and independently, as if the duplicate were an extension of his body. The ninja and his duplicate act on the same initiative, simultaneously. Any abilities the mystical ninja may only use a set amount of times per day (including racial abilities, class abilities, certain feats, etc.) can be performed by the duplicate (if his current situation allows), but are deducted from the original ninja’s pool of uses per day. When the ninja duplicates, he infuses the duplicate with half of his current hit points, and loses this half as long as the duplicate exists. The duplicate will remain for 1 round per ninja level, and is visually indistinguishable from the true ninja.

The duplicate radiates magic, but is not an illusion. It can be dispelled, using the ninja’s class level for the opposing caster level. In the case of dispelling, the ninja loses any remaining HP the duplicate had. At the end of the duration any remaining hit points the duplicate has are transferred back to the original ninja, and the duplicate vanishes in a puff of smoke along with all his duplicated equipment.

If the duplicate is dropped to 0 hit points or below, he and his equipment vanish. The ninja must then make a concentration check (DC 15 + damage dealt to the duplicate on last blow). If he fails this check he is stunned for 1D6 rounds. The duplicate must always remain within sight of the ninja, or the ninja within sight of the duplicate, or the duplicate and his equipment vanish (returning remaining hit points to the ninja as usual), and the ninja is stunned for 1D6 rounds. The duplicate may be willingly dispelled by the ninja at any time during his turn, which is a free action, before or after the duplicate and the ninja have both acted, but not between the duplicate and original ninja’s actions (the duplicate and ninja move in exact unison).

Perfect Sneak Attack: Upon attaining 10th level, the ninja is a master of debilitating opponents unable to defend themselves effectively. Once per day, the mystical ninja may declare he is using the perfect sneak attack ability during a sneak attack. If the attack hits, he can inflict maximum damage for the sneak attack portion of the damage. This attack must meet all the normal requirements for a sneak attack to be usable with this ability, or it is wasted. The intention to use this ability must be declared before the attack roll is made, and a miss wastes the ability.

BAB: Average (rogue)
Saves: Fort poor, Ref and Will good
AC Bonus: As monk, levels 1-10 (+0 1-5, +1 6-9, +2 lvl 10)

Level 1: Special Ability, Sneak attack +1d4
Level 2: Poison use, Sneak attack +2D4
Level 3: Special Ability, Sneak attack +3D4
Level 4: Sneak attack +4D4
Level 5: Duplicate, Sneak attack +5D4
Level 6: Sneak attack +6D4
Level 7: Special Ability, Sneak attack +7D4
Level 8: Sneak attack +8D4
Level 9: Sneak attack +9D4
Level 10: Perfect sneak attack, Sneak attack +10D4
Bedford

12-15-04, 03:54 AM
That d4 worries me; seems too much of an Achilles heel.
Astrimedes

12-15-04, 03:58 AM
Yes, it certainly is an Achilles heel. However, I wanted to stress the idea that the ninja is not a combat monster; he doesnt like to get hit back. Also this puts a much more real cost on his duplicate ability, being that he must invest it with his hit points. I feel duplicate is pretty sick, so I want to take measures to limit its abuse, while still allowing its reasonable use.

Do you feel that duplicate is not as sick as I believe it is, thus doesnt warrant the d4 for HD?
Bedford

12-15-04, 04:01 AM
I'm not big on the idea of having the ability "Duplicate". I also wonder if ninja's might be better as a 5-level PrC.
Astrimedes

12-15-04, 04:04 AM
Unfortunately Duplicate was a central idea behind this PrC, so I would rather find a way to make it work as opposed to ditching it. Its really just like a dancing, intelligent weapon, except more like "Dancing Me". ;)

Thanks for your input, though, I appreciate it.
Khazra Reborn

12-15-04, 11:23 AM
seems a bit overpowered when compared to similar ninja prcs.....
Astrimedes

12-15-04, 07:08 PM
Admittedly, yes, the class is more powerful than other ninja PrCs I've seen. However, it essentially requires a level 10 character to access it, so by the time the character completes the 10 levels of ninja he will be epic anyway. And taking 10 levels of a class with a d4 HD does hurt someone whose abilities are all combat-related, without the versatility of spells.

What exactly did you find overpowering about it? I'd certainly be willing to tone it down a bit with some good criticism. As always, I thank everyone for their input.
Arcane Guyver

12-15-04, 07:26 PM
I have nothing constructive to add to this thread. Every time I see it, however, I think of a certain spikey-blue-haired boy who fights with a pipe.
Ismaul

12-15-04, 07:33 PM
I wanted to stress the idea that the ninja is not a combat monster
If you want to do that, I would instead give him a d6 Sneak Attack instead of d4, but would change the progression to +1d6 per two levels. In the end, you get an average of +15 damage instead of +20. Having a d4 for Sneak Attack is awkward IMHO, think about a rogue that has to roll a separate pool of d6 and one of d4 each time he uses the ability.

Just my 2 cents
Astrimedes

12-15-04, 09:54 PM
I think there need to be more uses for the d4, and although that is a bizarre reason, thats part of why its in there. :P The other reasons are: higher average damage, and something to look forward to at every level. The ninja should be even better at sneak attacks than a rogue, thus the higher average damage, but this way it is not overpoweringly so.

Yes, damage will be a pain in the butt for the rogue to roll for sneak attack, but I think he will be happy when he sees the result. I also kind of like the idea of being able to visually distinguish between how much of the sneak attack damage is rogue and how much came from ninja while still rolling sneak attack damage all in one shot.

I don't mean to be negative and reject everyone's ideas, that is not my intention. It just so happens that the input people have so kindly presented to me has involved core concepts of this class that I don't want to change.

How about this: what does everyone think of the special abilities list? Are there some that are too weak/powerful to anyone? Some that won't work as described?

Just a side note: this class is loosely based on the Turbo-Grafx 16 game "Ninja Spirit." (I believe it was also an arcade game) That's why the duplicate ability is kind of a central concept. Has anyone else played this game?

Another side note: I also believe the d12 should be used for more things. :D

Again, thanks for the input everyone.
Khazra Reborn

12-16-04, 11:17 AM
i din't notice theD4 hit dice, which ballances the class but inan uneven kind of way.
There are 2 majorly overpowered things in my view:
1. quick sneak is impossibly powerful for a 3rd level ability.The only other prc i know of which has both the abilities it grants is ninja of the crescent prc. To get the combined affect you need 10 levels. On paper it doesn't sound great, but in reality, it really is. I suggest splitting into 2 different abilites, making one the pre-requisite for the other.
2.perfect sneak attack is horribly sick...about 7D6 + your 10D4 is attainable for 110 damage. then again, its level 10 so you will barely get to the ability in mostcampaigns anyway.
Custom009

12-16-04, 05:37 PM
It sounds to me that this mystical ninja is almost the same as a monk, you get the wisdom bonus AC, the evasion, the boost in speed, but I do think this ability dublicate is sweet, that gives it a huge advantage vs another character or monster, cause if you can do what I'm thinking, then you can do flanking, then run away, plus you get that sneak attack, sweet.
Astrimedes

12-17-04, 02:32 AM
i din't notice theD4 hit dice, which ballances the class but inan uneven kind of way.

I feel its sort of a justifiable balance, really. They start getting into more learning mystical ninjitsu secrets, etc, etc, and spending less actual time in combat training. They spend more time training for specific, ideally un-messy combat situations that I feel justifies a d4 for more reason than tacked-on game balance.

1. quick sneak is impossibly powerful for a 3rd level ability.The only other prc i know of which has both the abilities it grants is ninja of the crescent prc. To get the combined affect you need 10 levels. On paper it doesn't sound great, but in reality, it really is. I suggest splitting into 2 different abilites, making one the pre-requisite for the other.

You are certainly right about this one. That taking 10 on sneaking looks much more harmless on paper than it would be in an actual game. I have seperated the two abilites, making the ability to move at full speed while sneaking the prereq for the ability to take 10.

2.perfect sneak attack is horribly sick...about 7D6 + your 10D4 is attainable for 110 damage. then again, its level 10 so you will barely get to the ability in mostcampaigns anyway.

Perfect sneak attack is pretty sick, but keep in mind this will be a minimum 20th level character. What do you think of this as an alternate cap ability: the ninja always rerolls ones on sneak attack damage? I could deal with that, but as I said, I'm not sure it really needs to go.

I also added a new special ability, Concentrated Effort. Let me know if this seems broken.

Thanks for the feedback, and keep the criticism coming!
Astrimedes

12-17-04, 02:51 AM
I have nothing constructive to add to this thread. Every time I see it, however, I think of a certain spikey-blue-haired boy who fights with a pipe.

I wish I got this reference... I thought I knew of most spikey-blue-haired boys ;)