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| Squangos01-31-07, 04:44 PM | Worked on making the Complete Adventurer ninja more enjoyable. Hope I succeeded. (Currently rough and unfinished, because I hope public exposure will force me to complete this. Stuff with bold title is finished enough to be reviewed.) {Two reasons for the name. Reason One:- can·ny adjective, -ni·er, -ni·est, adverb –adjective careful; cautious; prudent: a canny reply. astute; shrewd; knowing; sagacious: a canny negotiator. skilled; expert. frugal; thrifty: a canny housewife. Scot. safe to deal with, invest in, or work at (usually used with a negative). gentle; careful; steady. snug; cozy; comfortable. pleasing; attractive. Archaic. having supernatural or occult powers. –adverb Also, can·ni·ly. in a canny manner. Scot. carefully; cautiously. …Actual Reason One: "Cannier" sort of rhymes with "ninja" and is better English than "funner", which was my first choice.} Table C-N: The Cannier Ninja Base Fort Ref Will AC Level Attack Bonus Save Save Save Bonus Special_ _ _ _ _ _ _ _ _ _ _ _ _ 1st +0 +0 +2 +0 +2 +0 Ki pool, sudden strike +1d6, trapfinding 2nd +1 +0 +3 +0 +3 +0 Ghost step (invisible) 3rd +2 +1 +3 +1 +3 +0 Sudden strike +2d6, poison use 4th +3 +1 +4 +1 +3 +0 Great leap 5th +3 +1 +4 +1 +3 +1 Sudden strike +3d6, ghost step (blink) 6th +4 +2 +5 +2 +3 +1 Acrobatics +2, evasion 7th +5 +2 +5 +2 +3 +1 Sudden strike +4d6, speed climb 8th +6/+1 +2 +6 +2 +4 +1 Ghost strike, ghost step (immediate) 9th +6/+1 +3 +6 +3 +4 +1 Sudden strike +5d6, improved poison use 10th +7/+2 +3 +7 +3 +4 +2 Super tumbler-o? 11th +8/+3 +3 +7 +3 +4 +2 Sudden strike +6d6, ghost step (ethereal) 12th +9/+4 +4 +8 +4 +4 +2 Acrobatics +4 13th +9/+4 +4 +8 +4 +4 +2 Sudden strike +7d6 14th +10/+5 +4 +9 +4 +5 +2 Ghost mind, ghost step (incorporeal) 15th +11/+6/+1 +5 +9 +5 +5 +3 Sudden strike +8d6 16th +12/+7/+2 +5 +10 +5 +5 +3 Ghost sight 17th +12/+7/+2 +5 +10 +5 +5 +3 Sudden strike +9d6 18th +13/+8/+3 +6 +11 +6 +5 +3 Acrobatics +6, greater ki dodge 19th +14/+9/+4 +6 +11 +6 +5 +3 Sudden strike +10d6 20th +15/+10/+5 +6 +12 +6 +6 +4 Ghost walk {Before, working with an earlier version of Firefox, the table looked fine. Checking on computers with later versions, the content was too big. So it was then in two halves, which strangely fit with my idea on how the class should be to mesh with ninja-only prestige classes… Then, I saw it screw up even in pieces on the older Firefox, so I decided to make it whole again and remove all tabs. It still screwed up from time to time, so I just wrote it off as a ******. Now I seem to have found a way to make it work all the time by accident, but I don't know why it works!} Game Rule Information Ninjas have the following game statistics. Abilities: Ninjas benefit from a high Dexterity score, since it affects their most important skills, and many of their abilities require that they wear no armor. A high Dexterity also helps a ninja to act first in initiative and take advantage of her sudden strike ability. A ninja also appreciates a high Wisdom score, which improves her Armor Class, grants additional uses of her ki powers, and helps her locate foes with skills such as Listen and Spot. Alignment: Any. Hit Die: d6. Starting Gold: 4d4X10 gp. Class Skills A ninja's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), and Tumble (Dex). Skill Points at 1st Level: (6+ Int modifier) X 4 Skill Points at Each Additional Level: 6+ Int modifier. Class Features All the following are class features of the ninja. Weapom and Armor Proficiency: Ninjas are proficient with all simple weapons, plus the hand crossbow, kama, kukri, nunchaku, sai, shortbow, shortsword, shuriken, and siangham. Ninjas are not proficient with any type of armor or shield. AC Bonus (Ex): The ninja's sensing of power flows helps her to avoid blows, including unanticipated attacks. When unarmoured and unencumbered, a ninja adds her Wisdom bonus (if any) to her Armour Class. This ability does not stack with the monk's AC bonus ability (a ninja with levels of monk does not add the bonus twice). In addition, a ninja gains a +1 bonus to AC at 5th level. This bonus increases by 1 for every five ninja levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level). By circulating a ki flow (see below), the ninja increases this bonus by half her class level, rounded up. The ki gyre returns to the pool after two minutes. These bonuses to AC apply even against touch attacks or when a ninja is flat-footed. The character loses these bonuses when she is immobilised or helpless, when she wears any armour, when she carries a shield, or when she carries a medium or heavy load. Ki Pool (Su): A ninja channels flows of her ki from an inner "pool" through herself (internal) and the planes (external) to manifest special powers of stealth and mobility; this ki pool consists of a number of "ki flows" equal to one-half her class level (minimum 1) plus her Wisdom bonus (if any). Internal powers passively draw their strength from the depth of her ki pool; Acrobatics, etc. diminish in power when there are too few ki flows. Some internal powers can be enhanced by circulating ki flows. These "ki gyres" are not expended, but they are not part of the ki pool until they return. External powers require some of her ki pool to pour out, agressively reinforcing much larger world forces; Ghost Step, Ghost Strike, Ghost Walk, and Ki Dodge all require a number of ki flows to be paid. External ki powers also require the ninja to be unencumbered and unarmoured, so she can properly feel the interplay of forces around her. As long as a ninja's ki pool isn't empty (that is, as long as she has at least one flow remaining), she gains a +2 bonus on her Will saves. This bonus (as well as the amount of flows needed) increases by one at levels 2, 8, 14 and 20, as shown on the table above. If there are not enough flows for a higher bonus, use the highest availible number. {Poorly written} If her non-ki class levels outnumber her ki-giving class levels, she loses her ki pool? {Crazy-mad idea: Make all ninja abilities (Su), include the Soulknife "practically ignore the effects of anti-magic and such" thing, then base the save DC (if any) off the level the ability is gained.} Sudden Strike (Ex): If a ninja can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. Whenever a ninja's target would be denied a Dexterity bonus to Armor Class (whether the target actually has a Dexterity bonus or not), the ninja deals an extra 1d6 points of damage with her attack. This extra damage is increased by 1d6 points for every two ninja levels thereafter. A ninja can't use sudden strike when flanking an opponent unless that opponent would be denied its Dexterity bonus to AC. This damage also applies to ranged attacks against such targets up to 30 feet away. Creatures with concealment, creatures without discernible anatomies, and creatures immune to extra damage from critical hits are all immune to sudden strikes. A ninja can't make a sudden strike while striking the limbs of a creature whose vitals are out of reach. A ninja can't use sudden strike to deliver nonlethal damage. Weapons capable of dealing only nonlethal damage don't deal extra damage when used as part of a sudden strike. The extra damage from the sudden strike ability stacks with the extra damage from the sneak attack whenever both would apply to the same target. {Crazy-mad idea: Replace Sudden Strike with Baleful Teleport-like effect. Then be able to disguise the fact you removed most of their lungs.} Trapfinding (Ex): A ninja can use the Search skill to locate traps with a DC higher than 20, and she can use Disable Device to bypass a trap or disarm magic traps. See the rogue class feature, page 50 of the Player's Handbook. Ghost Step (Su): A ninja learns to expend ki flows to stir reality around herself, concealing herself from others. Ghost Stepping is a swift action that doesn't provoke attacks of opportunity. At 2nd level, a ninja cloaks herself with the plane around her, becoming invisible (http://www.systemreferencedocuments.org/35/sovelior_sage/abilitiesAndConditions.html#invisibility ) for 1 round. This costs one ki flow. At 5th level, a ninja is realising her plane-walking abilities, able to flicker between the Matereal and Ethereal planes; this step grants her the benefits of Blink (http://www.systemreferencedocuments.org/35/sovelior_sage/spellsAtoB.html#blink) for one round. This costs one ki flow. At level 8, a ninja's reactions are such that she can Ghost Step as an immediate action. At level 11, a ninja can move to the Ethereal Plane for much longer at a time, turning ethereal (http://www.systemreferencedocuments.org/35/sovelior_sage/abilitiesAndConditions.html#etherealness ) for 1 round. This costs one ki flow. At level 14, a ninja learns the ghost's trick of manifesting on the Material Plane, turning incorporeal (http://www.systemreferencedocuments.org/35/sovelior_sage/abilitiesAndConditions.html#incorporeali ty) for 1 round. This costs two ki flows. {Illusion (glamer) - Blur (not likely), Disguise Self, Displacement, Magic Mouth (unlikely), Misdirection (defeats annoying Detect spells? Yes please!), Mislead (Invisibility with Major Image attached; fun potential), Screen (stationary area of effect, but awesome upgrade to Ghost Mind), Seeming (Mass Disguise Self - not useful?), Silence, Veil(?)} {Crazy-mad idea: Have it so the Ninja needs to make a high DC Concentration or Hide or Move Silently or whatever check or pay a ki point to Ghost Walk and such. Less limited at high levels.} Poison Use (Ex): At X level or higher, a ninja never risks accidentally poisoning herself when applying poison to a weapon. Great Leap (Su): At X level and higher, an unarmoured ninja carrying no more than a light load always ignores the penalty from not having a 20-foot running start and counts her speed as 10 feet faster, either removing a -6 penalty or granting a +4 bonus to Jump checks (see the skill description, page 77 of the Player's Handbook). For every ki flow circulated, the ninja reduces the effective distance of the jump by 5 feet for long jumps and 1 foot for high jumps for the purposes of skill DC and distance traveled in one action. The ki gyre returns to the pool after 5 rounds. Acrobatics (Ex): A ninja gains a bonus on Balance, Climb, Jump and Tumble checks. This bonus equals her ki pool or the appropriate value below, whichever is lower. Level 6: +2 Level 12: +4 Level 18: +6 By circulating one ki flow, this bonus doubles. The ki gyre returns to the pool after 10 rounds. <>Roughly equals trap sense.<> Ki Dodge (Su): At X level and higher, a ninja can spend a ki point to cause an attack against her to miss when it might otherwise hit. When a ninja activates this ability, her outline shifts and wavers, granting her concealment (20% miss chance) against all attacks for 1 round. Using this ability is a swift action that does not provoke attacks of opportunity. See invisibility has no effect on concealment granted by the ki dodge ability, but true seeing negates the miss chance. This concealment does not stack with that caused by other effects that grant concealment or by spells such as blink or displacement. {Half-way between invisible and ethereal Ghost Step, so good in that regard. "One of the ideas I had was to make Ki Dodge work like Blink, so that it could be described as Ghost Step, but flickering erratically because the ninja doesn't know how to go ethereal properly yet; that would also tie the class closer to the Ethereal Plane. Giving the ninja bonuses while ethereal would help if I did that…"} Speed Climb (Ex): A ninja of X level or higher can scramble up or down walls and slopes with great speed. She can climb at her speed as a move action with no penalty; however, she must begin and end the round on a horizontal surface (such as the ground or a rooftop). If she does not end her movement on a horizontal surface, she falls, taking falling damage as appropiate for her distance above the ground. A ninja needs only one free hand to use this ability. This ability can be used only if a ninja is wearing no armor and is carrying no more than a light load. By circulating a ki flow, the ninja can spend a full-round action to run up the wall. The ki gyre returns to the pool after a hour. Ghost Strike (Su): On Material: Spend ki point as a free action, force effect weapon, affects Wis modifier attacks before her next turn. On Ethereal: Spend ki point as a move action, attack material plane creatures, affects one attack / 5 levels? OR Spend N ki points as a move action, attack material plane creatures, affects N attacks. At X level and higher, a ninja can spend one daily use of her ki power to strike incorporeal and ethereal creatures as if they were corporeal. She also can use this ability to strike foes on the Material Plane normally while ethereal (for example, while using her ghost step abillity). Activating the ghost strike ability is a move action that does not provoke attacks of opportunity. It affects the next attack by the ninja, as long as that attack is made before the end of her next turn. Let it last for all attacks in a round at higher levels. At will, no Ki cost?? Upgrade to Sudden Strike? Improved Poison Use (Ex): Starting at X level, a ninja can apply poison to a weapon as a move action. (Normally, applying a poison is a standard action, like applying an oil.) Ghost Shift? Evasion (Ex - replacement is probably Su): Go ethereal to counter spells instead? Shadow Walk at higher levels - Ki cost, most likely? You can make an opposed Reflex save against the enemy's caster level check. If successful, you move to the Ethereal Plane, which may protect you from the spell's effects. At level X, you may instead move to the Plane of Shadow, which will protect you from all but Transdimensional spells, at the cost of a Ki point. Pro: Works on pretty much all spells, whatever save they require. Con: Unless you go to the Plane of Shadow, certain spells effect you no matter what (transdimensional, force, sonic?, etc.) Ghost Mind (Su): At 14th level, a ninja gains a special resistance to spells of the scrying and mind-affecting subschools. To detect or see a ninja with such a spell, the caster must make a caster level check (DC 15 + twice the ninja's ki pool). In the case of scrying spells (such as arcane eye) that scan the ninja's area, a failed check indicates that the spell works, but the ninja simply isn't detected. Scrying attempts targeted specifically at the ninja do not work at all if the check fails. Ghost Sight (Su): At X level and higher, a ninja can see invisible and ethereal creatures as easily as she sees material creatures and objects. (Predjudiced against blind ninjas - line of effect? Seems like it) You can see invisible or ethereal things normally. (Add Spot, etc. to list of skills boosted by Acrobatics?) Greater Ki Dodge (Su): Flickering between Material and Plane of Shadow? Ghost Walk (Su): By spending another ki flow as part of a standard action while Ghost Stepping, the duration extends to one round per class level. {A X-level ninja can spend two daily uses of her ki power to enter the Ethereal Plane for an extended period of time. This ability functions as the ethereal jaunt spell with a caster level equal to the ninja's class level.} Super Tumbler-o: A X level ninja who tumbles to avoid attacks of opportunity moves at her base land speed without penalty, even if she is ethereal at the time. Ritual of Replenished Soul: A ninja can replenish her ki pool, though she risks a portion of her soul to do so. As a full-round action while on the Ethereal Plane, or one minute on the Material Plane, you can pay 100 XP per expended ki point to "reset" your ki pool; all ki flows are unexpended and uncirculated at the end of the ritual. However, at the start of the ritual, you must succeed on a Fortitude save (DC = ki pool size + current unexpended ki) to avoid gaining a negative level until the next time you rest. //Possible Stuff To Include: Damage enemy by moving through them while ethereal / incorporeal. Hide In Plain Sight-like effect that lets a ninja hide after changing from incorporeal, ethereal, or corporeal while being observed. Force effect weapon class ability from Manual of the Planes - Planar Champion's Attack Ethereal. Exchange iteritive attacks for some benefit. Gain benefits for having a climb speed - without actually having one. Swim checks to navigate in Ethereal Plane faster?? Fly speed that only allows you to change direction when in contact with a surface? Damage as Hide bonus; check PHB II feats.// __________________ P.S.: If you feel this has violated the Code of Conduct, let me know so I can rip out the necessary vitals and generally mangle it beyond normal recognition. Likewise, if you want me to explain any part of it, feel free to ask! |
| Squangos01-31-07, 06:03 PM | Thinking about it, better reserve a bit more space, just in case. Ideas for prestige classes based off this class that could be cool (last one listed is the current favourite). Plane of Shadow ninja. Illusionist? Shadow manipulation? Base Fort Ref Will AC Level Attack Bonus Save Save Save Bonus Special_ _ _ _ _ _ _ _ _ _ _ _ _ 1st +0 +0 +2 +0 +2 +0 Ki pool, sudden strike +1d6, trapfinding 2nd +1 +0 +3 +0 +3 +0 Ghost step (invisible) 3rd +2 +1 +3 +1 +3 +0 Sudden strike +2d6, poison use 4th +3 +1 +4 +1 +3 +0 Great leap 5th +3 +1 +4 +1 +3 +1 Sudden strike +3d6, ghost step (blink) 6th +4 +2 +5 +2 +3 +1 Acrobatics +2, evasion 7th +5 +2 +5 +2 +3 +1 Sudden strike +4d6, speed climb 8th +6/+1 +2 +6 +2 +4 +1 Ghost strike, ghost step (immediate) 9th +6/+1 +3 +6 +3 +4 +1 Sudden strike +5d6, improved poison use 10th +7/+2 +3 +7 +3 +4 +2 Super tumbler-o? Poison specialist ninja. Increased poison effectiveness, obviously. Bypass immunity somewhat, etc. Base Fort Ref Will AC Level Attack Bonus Save Save Save Bonus Special_ _ _ _ _ _ _ _ _ _ _ _ _ 1st +0 +0 +2 +0 +2 +0 Ki pool, sudden strike +1d6, trapfinding 2nd +1 +0 +3 +0 +3 +0 Ghost step (invisible) 3rd +2 +1 +3 +1 +3 +0 Sudden strike +2d6, poison use 4th +3 +1 +4 +1 +3 +0 Great leap 5th +3 +1 +4 +1 +3 +1 Sudden strike +3d6, ghost step (blink) 6th +4 +2 +5 +2 +3 +1 Acrobatics +2, evasion 7th +5 +2 +5 +2 +3 +1 Sudden strike +4d6, speed climb 8th +6/+1 +2 +6 +2 +4 +1 Ghost strike, ghost step (immediate) 9th +6/+1 +3 +6 +3 +4 +1 Sudden strike +5d6, improved poison use 10th +7/+2 +3 +7 +3 +4 +2 Super tumbler-o? Force effect ninja. Let Sudden Strike work like Disintegrate??? Temporary force breach rather than destroying it? Base Fort Ref Will AC Level Attack Bonus Save Save Save Bonus Special_ _ _ _ _ _ _ _ _ _ _ _ _ 1st +0 +0 +2 +0 +2 +0 Ki pool, sudden strike +1d6, trapfinding 2nd +1 +0 +3 +0 +3 +0 Ghost step (invisible) 3rd +2 +1 +3 +1 +3 +0 Sudden strike +2d6, poison use 4th +3 +1 +4 +1 +3 +0 Great leap 5th +3 +1 +4 +1 +3 +1 Sudden strike +3d6, ghost step (blink) 6th +4 +2 +5 +2 +3 +1 Acrobatics +2, evasion 7th +5 +2 +5 +2 +3 +1 Sudden strike +4d6, speed climb 8th +6/+1 +2 +6 +2 +4 +1 Ghost strike, ghost step (immediate) 9th +6/+1 +3 +6 +3 +4 +1 Sudden strike +5d6, improved poison use 10th +7/+2 +3 +7 +3 +4 +2 Super tumbler-o? Planar ninja. Greatly increased Ghost Walk duration? Plane Shift "Ghost Walk"? Merge with plane / create personal Ethereal Plane on other planes. Base Fort Ref Will AC Level Attack Bonus Save Save Save Bonus Special_ _ _ _ _ _ _ _ _ _ _ _ _ 1st +0 +0 +2 +0 +2 +0 Ki pool, sudden strike +1d6, trapfinding 2nd +1 +0 +3 +0 +3 +0 Ghost step (invisible) 3rd +2 +1 +3 +1 +3 +0 Sudden strike +2d6, poison use 4th +3 +1 +4 +1 +3 +0 Great leap 5th +3 +1 +4 +1 +3 +1 Sudden strike +3d6, ghost step (blink) 6th +4 +2 +5 +2 +3 +1 Acrobatics +2, evasion 7th +5 +2 +5 +2 +3 +1 Sudden strike +4d6, speed climb 8th +6/+1 +2 +6 +2 +4 +1 Ghost strike, ghost step (immediate) 9th +6/+1 +3 +6 +3 +4 +1 Sudden strike +5d6, improved poison use 10th +7/+2 +3 +7 +3 +4 +2 Super tumbler-o? Ethereal Plane ninja. Standard ninja? Base Fort Ref Will AC Level Attack Bonus Save Save Save Bonus Special_ _ _ _ _ _ _ _ _ _ _ _ _ 1st +0 +0 +2 +0 +2 +0 Ki pool, sudden strike +1d6, trapfinding 2nd +1 +0 +3 +0 +3 +0 Ghost step (invisible) 3rd +2 +1 +3 +1 +3 +0 Sudden strike +2d6, poison use 4th +3 +1 +4 +1 +3 +0 Great leap 5th +3 +1 +4 +1 +3 +1 Sudden strike +3d6, ghost step (blink) 6th +4 +2 +5 +2 +3 +1 Acrobatics +2, evasion 7th +5 +2 +5 +2 +3 +1 Sudden strike +4d6, speed climb 8th +6/+1 +2 +6 +2 +4 +1 Ghost strike, ghost step (immediate) 9th +6/+1 +3 +6 +3 +4 +1 Sudden strike +5d6, improved poison use 10th +7/+2 +3 +7 +3 +4 +2 Super tumbler-o? Acrobatic ninja. Little ki usage? Most powerful with a full ki pool?? Base Fort Ref Will AC Level Attack Bonus Save Save Save Bonus Special_ _ _ _ _ _ _ _ _ _ _ _ _ 1st +0 +0 +2 +0 +2 +0 Ki pool, sudden strike +1d6, trapfinding 2nd +1 +0 +3 +0 +3 +0 Ghost step (invisible) 3rd +2 +1 +3 +1 +3 +0 Sudden strike +2d6, poison use 4th +3 +1 +4 +1 +3 +0 Great leap 5th +3 +1 +4 +1 +3 +1 Sudden strike +3d6, ghost step (blink) 6th +4 +2 +5 +2 +3 +1 Acrobatics +2, evasion 7th +5 +2 +5 +2 +3 +1 Sudden strike +4d6, speed climb 8th +6/+1 +2 +6 +2 +4 +1 Ghost strike, ghost step (immediate) 9th +6/+1 +3 +6 +3 +4 +1 Sudden strike +5d6, improved poison use 10th +7/+2 +3 +7 +3 +4 +2 Super tumbler-o? Clan-supported ninja? Prototype PHB II PrC thing? Base Fort Ref Will AC Level Attack Bonus Save Save Save Bonus Special_ _ _ _ _ _ _ _ _ _ _ _ _ 1st +0 +0 +2 +0 +2 +0 Ki pool, sudden strike +1d6, trapfinding 2nd +1 +0 +3 +0 +3 +0 Ghost step (invisible) 3rd +2 +1 +3 +1 +3 +0 Sudden strike +2d6, poison use 4th +3 +1 +4 +1 +3 +0 Great leap 5th +3 +1 +4 +1 +3 +1 Sudden strike +3d6, ghost step (blink) 6th +4 +2 +5 +2 +3 +1 Acrobatics +2, evasion 7th +5 +2 +5 +2 +3 +1 Sudden strike +4d6, speed climb 8th +6/+1 +2 +6 +2 +4 +1 Ghost strike, ghost step (immediate) 9th +6/+1 +3 +6 +3 +4 +1 Sudden strike +5d6, improved poison use 10th +7/+2 +3 +7 +3 +4 +2 Super tumbler-o? Speed ninja?? N ja??? Base Fort Ref Will AC Level Attack Bonus Save Save Save Bonus Special_ _ _ _ _ _ _ _ _ _ _ _ _ 1st +0 +0 +2 +0 +2 +0 Ki pool, sudden strike +1d6, trapfinding 2nd +1 +0 +3 +0 +3 +0 Ghost step (invisible) 3rd +2 +1 +3 +1 +3 +0 Sudden strike +2d6, poison use 4th +3 +1 +4 +1 +3 +0 Great leap 5th +3 +1 +4 +1 +3 +1 Sudden strike +3d6, ghost step (blink) 6th +4 +2 +5 +2 +3 +1 Acrobatics +2, evasion 7th +5 +2 +5 +2 +3 +1 Sudden strike +4d6, speed climb 8th +6/+1 +2 +6 +2 +4 +1 Ghost strike, ghost step (immediate) 9th +6/+1 +3 +6 +3 +4 +1 Sudden strike +5d6, improved poison use 10th +7/+2 +3 +7 +3 +4 +2 Super tumbler-o? Ranged sniper ninja? Sudden strike range increases. Reduced range penalties with shuriken, etc. Ninja = shuriken to most people, the shuriken sucks as a weapon most of the time… Base Fort Ref Will AC Level Attack Bonus Save Save Save Bonus Special_ _ _ _ _ _ _ _ _ _ _ _ _ 1st +0 +0 +2 +0 +2 +0 Ki pool, sudden strike +1d6, trapfinding 2nd +1 +0 +3 +0 +3 +0 Ghost step (invisible) 3rd +2 +1 +3 +1 +3 +0 Sudden strike +2d6, poison use 4th +3 +1 +4 +1 +3 +0 Great leap 5th +3 +1 +4 +1 +3 +1 Sudden strike +3d6, ghost step (blink) 6th +4 +2 +5 +2 +3 +1 Acrobatics +2, evasion 7th +5 +2 +5 +2 +3 +1 Sudden strike +4d6, speed climb 8th +6/+1 +2 +6 +2 +4 +1 Ghost strike, ghost step (immediate) 9th +6/+1 +3 +6 +3 +4 +1 Sudden strike +5d6, improved poison use 10th +7/+2 +3 +7 +3 +4 +2 Super tumbler-o? Ghost Sight-based ninja. Puts her eyes out; Ghost Sight affects Material, line of effect. True Seeing - full-round action, costs a ki point, lasts until the end of your next round? Ghost's Corrupting Gaze ability? Base Fort Ref Will AC Level Attack Bonus Save Save Save Bonus Special_ _ _ _ _ _ _ _ _ _ _ _ _ 1st +0 +0 +2 +0 +2 +0 Ki pool, sudden strike +1d6, trapfinding 2nd +1 +0 +3 +0 +3 +0 Ghost step (invisible) 3rd +2 +1 +3 +1 +3 +0 Sudden strike +2d6, poison use 4th +3 +1 +4 +1 +3 +0 Great leap 5th +3 +1 +4 +1 +3 +1 Sudden strike +3d6, ghost step (blink) 6th +4 +2 +5 +2 +3 +1 Acrobatics +2, evasion 7th +5 +2 +5 +2 +3 +1 Sudden strike +4d6, speed climb 8th +6/+1 +2 +6 +2 +4 +1 Ghost strike, ghost step (immediate) 9th +6/+1 +3 +6 +3 +4 +1 Sudden strike +5d6, improved poison use 10th +7/+2 +3 +7 +3 +4 +2 Super tumbler-o? |
| Squangos02-01-07, 02:31 PM | Taking (hopefully) the last chance to reserve space! No idea what'll end up in this post eventually… |
| The_Shaman02-01-07, 02:59 PM | I don't see why you'd listed the spells under ki use. Do you mean that you learn to channel ki to cast them, or some such? Also: why on earth does everyone seem to freat at giving the ninja evasion at a decent time, I shall not know. |
| Squangos02-01-07, 03:10 PM | If you're talking about all those Illusion (glamer) spells under Ghost Step, that was just an idea I had to basically cast them with ki points. Safe to ignore that, sorry. I'm working on that at the moment, actually. I might move Evasion earlier to free up an appropriate space for it's mad, plane-hopping cousin I'm working on. Or remove it, no idea right now. |