Ninja Prestige Classes PEACH [Archive] - Wizards Community

Post/Author/DateTimePost
JMD031

10-21-07, 02:17 AM
So I had a player who is playing a Ninja from the CAd. He was unhappy about the lack of prestige classes available to the Ninja. So I came up with my own.

Hit Die: D6

Requirements:
Skills- Hide 10 ranks, Move Silently 10 ranks, Tumble 10 ranks
Special- Evasion class feature
Special- Ki Power special ability


Class Skills:
Balance, Bluff, Climb, Concentration, Craft, Disable Device, Disguise, Escape Artist, Gather Information, Hide, Jump, Listen, Move Silently, Open Lock, Search, Sense Motive, Sleight of Hand, Spot, Swim, Tumble

Skill points at each level: 6 + Int modifier

Level BAB F R W AC Bonus Special
1 +0 +0 +2 +2 +1 Ki Ability, AC Bonus

2 +1 +0 +3 +3 +1 ----

3 +2 +1 +3 +3 +1 Ki Ability

4 +3 +1 +4 +4 +1 Sudden Strike +1d6

5 +3 +1 +4 +4 +2 Ki Ability


Class Features
All of the following are class features of the Chunin.

Weapon and Armor Proficiency: Chunin are proficient with all simple weapons, plus the hand crossbow, kama, kukri, nunchaku, sai, shortbow, short sword, shuriken, and siangham. Chunin are not proficient with any type of armor or shield.

AC Bonus: This ability works just like the Ninja ability of the same name. (See page 8 of the Complete Adventurer.)

Sudden Strike: This ability works just like the Ninja ability of the same name. (See page 8 of the Complete Adventurer.)

Ki Ability: Starting at first level a Chunin may gain any of the Ki Abilities below, and may gain more powers at levels 3 and 5. The Abilities are:

Replacement- You may use one of your Ki Power usages to make your opponent attack something else, i.e. a block of wood, another person, etc. You may move up to your speed while using this ability, even if you have already moved this round. If you switch places with another person they must be adjacent to you. If you are being grappled, you must make escape artist checks as normal to get use this ability. If you are Flat-Footed or being attacked by an invisible assailant, you cannot use this ability. You may use this ability as an Immediate Action. Pre-Req. One Ki Ability.

Shadow Clones- You may use one of your Ki Power usages to make 1d4+1 illusions of yourself (like the spell Mirror Image). Clones move with you and are destroyed if hit.

Improved Shadow Clones- You may use two uses of your Ki Power to make 1d4+1 illusions of yourself. Opponents must make a Will Save (DC 13 + ˝ character level) to disbelieve. If opponents believe, clones move and act independent of you as you direct. Can be used to Flank, Grapple, or Trip opponents. Pre-req. Shadow Clones.

Hide in Plain Sight- You may use one of you Ki Power uses to hide anywhere. This includes but is not limited to open fields, empty streets, and other places where it would be impossible for you to hide normally. This ability stops working once you move.

Disguise- You may use one of your Ki Power uses to Disguise yourself to look like anyone. This ability works just like the spell Alter Self. Note it only changes appearance and nothing else.

Focus Chakra- As long as you have one use of your Ki Power left you may make a Concentration check to become focused. While focused you may expend your energy to automatically pass any saving throw you need to take. It takes a full round to become focused, you may do nothing else, and you will stay focused until you expend it.

Channel Chakra- You must expend your focus to use this ability. Using one of your daily Ki Power uses you may do one of the following:
Heal- Either yourself or someone you touch for 3d6 HP
Harm- You must make a touch attack against an opponent to do 3d6 damage.
Req. Focus Chakra Ability.

Elemental Blast- You must expend your focus to use this ability. You must choose one element when you choose this ability and you may not change it later. Using one of your Ki Power uses you may use an ability associated with the element you have chosen.
Fire- D6x ˝ char lvl Fire Dmg. Target must make a Ref save or catch fire (DC 10 + Wis modifier + ˝ lev).
Water- D6x ˝ char lvl Water Dmg. Target must make a Fort save or be sickened (DC 10 + Wis modifier + ˝ lev).
Wind- D6x ˝ char lvl Wind Dmg. Target must make a Will save or be confused (DC 10 + Wis modifier + ˝ lev).
Earth- D6x ˝ char lvl Earth Dmg. Target must make a Str check or be knocked Prone (DC 10 + Wis modifier + ˝ lev).
Pre-req: Must have Focus Chakra.

Hit Die: D6

Requirements:
Skills- Hide 15 ranks, Move Silently 15 ranks, Tumble 15 ranks
Special- Evasion class feature
Special- Ki Power special ability
Special- 3 Ki Abilities


Class Skills:
Balance, Bluff, Climb, Concentration, Craft, Disable Device, Disguise, Escape Artist, Gather Information, Hide, Jump, Listen, Move Silently, Open Lock, Search, Sense Motive, Sleight of Hand, Spot, Swim, Tumble

Skill points at each level: 6 + Int modifier

Level BAB F R W AC Bonus Special
1 +0 +0 +2 +2 +1 Ki Ability, Ki Channel
AC Bonus
2 +1 +0 +3 +3 +1 Ki Ability, Sudden Strike +1d6

3 +2 +1 +3 +3 +1 Ki Ability

4 +3 +1 +4 +4 +1 Ki Ability, Sudden Strike +1d6

5 +3 +1 +4 +4 +2 Ki Ability


Class Features
All of the following are class features of the Junin.

Weapon and Armor Proficiency: Junin are proficient with all simple weapons, plus the hand crossbow, kama, kukri, nunchaku, sai, shortbow, short sword, shuriken, and siangham. Junin are not proficient with any type of armor or shield.

AC Bonus: This ability works just like the Ninja ability of the same name. (See page 8 of the Complete Adventurer.)

Sudden Strike: This ability works just like the Ninja ability of the same name. (See page 8 of the Complete Adventurer.)

Ki Channel: A Junin may add any amount of Ki to any ability to do any of the following:
• Damage/Healing - +1d6 per Ki point
• DC - +1 per Ki point
• Extra Clones - +1 per Ki point (requires Shadow Clones ability)
• Increase Elemental Size - +1 size category for every 2 Ki Points (requires Elemental Spirit ability)

Ki Ability: Starting at first level a Junin may gain any of the Ki Abilities below, and may gain more powers at every level thereafter. The Abilities are:

Replacement- You may use one of your Ki Power usages to make your opponent attack something else, i.e. a block of wood, another person, etc. You may move up to your speed while using this ability, even if you have already moved this round. If you switch places with another person they must be adjacent to you. If you are being grappled, you must make escape artist checks as normal to get use this ability. If you are Flat-Footed or being attacked by an invisible assailant, you cannot use this ability. You may use this ability as an Immediate Action. Pre-Req. One Ki Ability.

Tiger Strike- You may use two uses of your Ki Power usages to make your opponent’s attack miss you and you take an attack of opportunity against them. You may only use this ability if you are not Flat-Footed, and if you haven’t used an attack of opportunity this round. You may only use this ability once each round. If your attack misses, the enemy may continue to attack you as normal and you are considered Flat-Footed for the purposes of being attacked. Pre-Req. Replacement.

Shadow Clones- You may use one of your Ki Power usages to make 1d4+1 illusions of yourself (like the spell Mirror Image). Clones move with you and are destroyed if hit.

Improved Shadow Clones- You may use two uses of your Ki Power to make 1d4+1 illusions of yourself. Opponents must make a Will Save (DC 13 + ˝ character level) to disbelieve. If opponents believe, clones move and act independent of you as you direct. Can be used to Flank, Grapple, or Trip opponents. Pre-req. Shadow Clones.

Greater Shadow Clones- You may use three uses of your Ki Power to make 1d4+Wis bonus illusions of yourself. Opponents must make a Will Save (DC 15 + ˝ character level) to disbelieve. If opponents believe, clones are real for all intents and purposes of interacting with the world. Clones move and act independent of you as you direct. At any time you may switch places with one of the clones as a move action. Pre-req. Improved Shadow Clones.

Hide in Plain Sight- You may use one of you Ki Power uses to hide anywhere. This includes but is not limited to open fields, empty streets, and other places where it would be impossible for you to hide normally. This ability stops working once you move.

Disguise- You may use one of your Ki Power uses to Disguise yourself to look like anyone. This ability works just like the spell Alter Self. Note it only changes appearance and nothing else.

Improved Disguise- You may use two uses of your Ki Power to Disguise yourself to look like anything, including things that are one size category smaller or larger than you. This ability works similar to the spell Polymorph except that you do not gain the properties of whatever you Disguise yourself as. Opponents can make a Will Save (DC 13 + Wis Modifier) to disbelieve.

Focus Chakra- As long as you have one use of your Ki Power left you may make a Concentration check to become focused. While focused you may expend your energy to automatically pass any saving throw you need to take. It takes a full round to become focused, you may do nothing else, and you will stay focused until you expend it.

Channel Chakra- You must expend your focus to use this ability. Using one of your daily Ki Power uses you may do one of the following:
Heal- Either yourself or someone you touch for 3d6 HP
Harm- You must make a touch attack against an opponent to do 3d6 damage.
Req. Focus Chakra Ability.

Improved Channel Chakra– You must expend your focus to use this ability. Using two of your daily Ki Power uses you may do one of the following:
Heal – Either yourself or someone you touch for 1d6 per character level.
Harm – You must make a touch attack against an opponent to do 1d6 negative energy damage.
Req. Focus Chakra and Channel Chakra.


Elemental Blast- You must expend your focus to use this ability. You must choose one element when you choose this ability and you may not change it later. Using one of your Ki Power uses you may use an ability associated with the element you have chosen.
Fire- D6x ˝ char lvl Fire Dmg. Target must make a Ref save or catch fire (DC 10 + Wis modifier + ˝ lev).
Water- D6x ˝ char lvl Water Dmg. Target must make a Fort save or be sickened (DC 10 + Wis modifier + ˝ lev).
Wind- D6x ˝ char lvl Wind Dmg. Target must make a Will save or be confused (DC 10 + Wis modifier + ˝ lev).
Earth- D6x ˝ char lvl Earth Dmg. Target must make a Str check or be knocked Prone (DC 10 + Wis modifier + ˝ lev).
Pre-req: Must have Focus Chakra.

Elemental Spirit– You must expend your focus to use this ability. You must choose the same element that you chose for Elemental Blast. Using two uses of your Ki Power you may summon a medium sized elemental of the chosen element.

Feedback will be greatly appreciated.
vorpo

10-21-07, 11:29 AM
Chuunin and junins are theoretically just ranks of ninja, not a branch off the original ninjas. Personally, I'd just have a 10-lvl PrC combining the 2 classes you have. I am sure you had in mind that after finishing the 5-lvls of chuunin you go with junin. However, the BAB will be behind a 10-lvl PrC, so will the saves. So it's just better to combine them into one.
JMD031

10-22-07, 02:19 PM
Well the main purpose of splitting it into two classes was to not tie up a character for 10 levels if they wanted to get the full benefit of the class. I find a lot of 10 level PrC to be pretty worthless unless you take all 10 levels.
aka_tarquin

10-22-07, 03:24 PM
Regarding your Jounin's elemental blasts: Fire is a type of damage, but earth, water, and wind aren't. You should probably change those to matching elemental varieties (acid, cold, and electricity respectively), or make them deal physical damage of some variety.

That having been said, I like the new Ninja options. I agree that you might as well make it a ten-level PrC (you don't need to take all ten levels, after all). It could also be an option to differentiate between Ki Abilities and Advanced Ki Abilities (the ones with prereqs); granting ordinary Ki Abilities at all odd levels of the Chunin PrC (or levels 1, 3, and 5 of a 10-level one), and granting advanced Ki Abilities at all odd levels of the Jounin PrC (or level 6, 8, and 10 of a 10-level one).

You should also stress that levels in these classes stack with Ninja for the purpose of determing Ki Power uses per day - yes, we all assume that this is the case, but it never hurts to be thorough.

Finally, I think you should add 5 ranks of Concentration to the prerequisites of the Chunin PrC, and 9 ranks of Concentration to the Jounin one. I personally think it's appropriate, given the class' focus on Ki manipulation.