Damon_Caskey
2006-09-28, 12:12 PM
Engetsu Shinobi (Falcate Moon Ninja)
Concept, mechanics, and illustration by Damon Caskey with contributing illustrations by Kendric Jourdan
http://www.caskeys.com/nwn/forum/media/valis_041.jpg
Overview:
Pros: Ultra versatile; you are perhaps more self sufficient then any core class.
Powerful offence; 1:1 attack bonus and precision damage ability (Lunar Strike) let you dish out the hurt.
High mobility; you will acquire several movement bonuses and a scaling base speed increase.
Excellent caster killer; you can silence flatfooted enemies and have arcane spells of your own.
Viable through all levels; class begins play with respectable capability and continues to progress all the way through epic.
Cons: Poor fortitude and hit dice (d6) for a class that will likely see a fair share of combat.
No particular specialty; you have no singular advantage over any other class.
Extreme multiple attribute dependency; you will be unable to “dump” any ability.
No trap finding capability; you will have to be especially alert when scouting.
Highly vulnerable (more then any core class) when flatfooted; you have almost no chance of survival if caught unaware.
The concept of the Engetsu Shinobi is actually a reverse engineering of a decade plus old character (Valis Yuan) that was essentially a multi class disaster in need of simplifying while retaining flavor/functionality. It is not intended to represent a historically accurate ninja of any kind, nor serve as a reference to culture, langue, techniques, etc. in any form. Real Ninjutsu such as it is remains a highly controversial subject and it is not the point of the Engetsu Shinobi to solve or even participate in such a debate. Whatever may true or not true about ninja, they certainly did not cast spells, change their shape beyond mundane limits, leave the finest Olympic specialists in every single field looking like rank amateurs, or perform any other feat of supernatural origin. This is fantasy folks, and it is intended as such. Moving on…
The Engetsu (Rough translation: “Falcate Moon”) are a clan of ninja who have moved into “western” lands and adopted various western methods, weapons, and tactics into their own system of techniques. In other words, this class is not intended for an Oriental Adventures campaign (which I have never played nor have source material for) nor is it intended or even advisable to play an Engetsu as someone who hails from the “orient”. Doing so is perfectly fine; just keep in mind the actual intent of the Engetsu is for play in a typical medieval European fantasy setting.
Many of the class limitations are hidden in fine print or small but intentional oversights in certain abilities or lack of synergy. Therefore if only skimmed over, the Engetsu class will appear grossly overpowered. Please be assured I have put forth a great deal of effort in making sure the class balanced, and after fully reviewing the advantages and limitations imposed upon the various Engetsu features, I believe you will find it to be an interesting and easy to mesh base class. Special thanks go out to the Character Optimization Board, who helped to weed out potential multi class abuse issues.
Also, I only recently learned that there is a prestige class called Ninja of The Crescent Moon. As the Engetsu back story has been around for almost 12 years at the time of this writing, I see no reason to change the name, but be aware the Engetsu are not any way meant to be connected or affiliated with Ninja of Crescent Moon. Changing that is up to you should you choose to use this class, but it’s worth noting anyway. Lastly, for the record I do not watch nor am a fan of any anime; the Engetsu concept is mine and mine alone. Any similarities to other work are coincidental. (No offence to you Japan junkies out there)
Please provide your thoughts. I’m human, of course I prefer praise, but I’m asking for comments; hopefully concise and well thought out ones.
My primary questions fall under the following:
-What do you like about this class, what do you dislike?
-Are the mechanics sound?
-Is it over or underpowered?
-If so, is it by a tolerable level?
-Would you play or allow it?
-Are there potential munchkin problems I am overlooking? If so, please explain assuming the class is played as written; I can’t be responsible for other people’s house rules.
I would only ask that you please read the class very carefully before providing a review. As mentioned once before, it is feature rich class, with many of the balance factors in “fine print” and can cause some serious sticker shock if not looked over thoroughly. Otherwise, hit me with your best shots!
Thanks for reading,
Damon Vaughn Caskey
Varients: “Variety is not the spice of life, it is the seasoning that makes it worthwhile.”
The Engetsu Shinobi class represents the basic skill set of an individual within the Engetsu clan. Many subsets, variants, and specialties exist.
Engetsu Strider (PrC) (http://community.wizards.com/showthread.php?t=677123) - Ultra fast master of mobility and travel.
Engetsu Sniper (PrC) (http://community.wizards.com/showthread.php?t=675540) – Ranged opportunist, neutralization and assassination expert.
Engetsu Shinobi Emitter (Variant) (http://community.wizards.com/showpost.php?p=9634790&postcount=6) – A focused caster who trades some overall arcane expertise for the ability to cast spontaneously and with greater potency.
Engetsu Riaru (Variant) (http://community.wizards.com/showpost.php?p=9634790&postcount=6) - The "True" Engetsu Shinobi, with design caveats revolving entirely around class flavor. Perfect for gestalt and high powered games or for character driven, self regulating players.
Illustrations: “A picture paints a thousand words.”
By Kendric Jourdan: Kendric’s style is way toward the anime side of things for my tastes, but unlike me he is a fairly dedicated artist, and it shows in comparison. Most of his work is fantastic, and the following are just some quick whip ups he did as examples of the Engetsu Shinobi class.
http://www.caskeys.com/nwn/forum/media/flynn_001.jpg - Flynn, a new Engetsu Shinobi, fires off his Magic Missile.
http://www.caskeys.com/nwn/forum/media/valis_001.jpg - An Engetsu Shinobi in disguise.
http://www.caskeys.com/nwn/forum/media/valis_010.jpg - From a novella story, an Engetsu Shinobi makes camp after a hard fought mission.
By Damon Caskey: I’m not an artist by any stretch. I don’t have the time, dedication or desire; I just like sketch here and there when I can’t get outside or really want to illustrate an idea. As most of these are very old, some more then 10 years, and I again am not a dedicated artist, please excuse the crap quality.
All of these are of a 2ed half-elf (NOT elf. Read: NOT elf. Elves suck. :P ) character named Valis Yuan. As a character, he is quite deep and has a literal novel of a story behind him. Mechanically he was a total mess; an overly complex multi class and house ruling disaster resulting from the illogical and severely limiting 2ed rule set. It was this that led to creation of the Engetsu Shinobi class. As Valis has long since gone epic and semi retired, Flynn (no stats and no story at this time, see Kendric’s illustrations) is the iconic for the Engetsu Shinobi class.
http://www.caskeys.com/nwn/forum/media/valis_006.jpg - Valis Yuan finds himself on the wrong end of an acid arrow volley (taking one in the thigh… ouch) and returns fire with his own deadly frost bow.
http://www.caskeys.com/nwn/forum/media/valis_015.jpg - Defiantly not something your average noble snob or “Dark Lord” # 999,999 wants to see, provided they see anything at all.
http://www.caskeys.com/nwn/forum/media/valis_016.jpg - Stupid pose and the character himself wouldn’t be caught dead doing it. Really it’s just me trying out some shading a few years back.
http://www.caskeys.com/nwn/forum/media/valis_017.jpg - If your idea of “Some light calisthenics” was spending two or three days straight dragging a lead loaded sled across a frozen mountaintop in little more then a loin cloth, you’d have a crappy d6HD too.
http://www.caskeys.com/nwn/forum/media/valis_018.jpg - In the depths of an abandoned mine, predator becomes prey; a hapless monster is about to learn what his small intestine looks like.
http://www.caskeys.com/nwn/forum/media/valis_019.jpg - Just an icon portrait, but it does show the Engetsu crest symbol (on the amulet): A crescent moon rising over a lone pine.
The Engetsu Shinobi: “Anyone may find shelter in the shadow. It is the way of the moon to stand unseen in the brightest of days and reveal her true intentions when the night comes.”
From the highest ice capped mountains, deep within secluded forest grottos, nestled within castle walls of bustling cites and nearly anywhere in between, there exists an ancient and secretive cult of lethal individuals known only as the Engetsu-Ryu, or “School of The Falcate Moon” in their founding dialect.
What may have begun as a thuggish group of cutthroats, a sly crop of assassins for hire or even a stalwart vigilante compound has long since evolved into a clandestine group of ninja with actions that remain unclear, and motives that are even less so. It can be assumed their intent is the eventual subversion of all known civilizations, but no proof of such a theory exists.
To accomplish whatever is their ultimate goal these terse individuals have taken the mysterious art of the shinobi to its very pinnacle by combining the best of eastern and western worlds. Not simply masters of physical stealth, the Engetsu are rumored to walk the local provinces as common citizens or even powerful figureheads, slowly and surely overcoming forces greater then their own with vulpine elegance. As they have long since assimilated into society it is impossible to determine where or what the Engetsu call home, and those marked as enemies simply vanish, never to be seen again. Speculation has risen kidnappings are in fact how the Engetsu maintain their numbers, but this, like all other information about the Engetsu (including their name or very existence) remains unverified.
The individual Engetsu Shinobi is certainly not forthcoming with this information, much less his or her true identity; each member has been raised from childhood or brainwashed from recruitment to ensure the survival of the clan at the expense of all else, though individuality is encouraged to foster maximum effectiveness. Armed with a diverse assortment of skills and respectable proficiency in combat the Engetsu Shinobi is an expert task master an ideal infiltrator. In a single mission he might travel alone for hundreds of miles through uncharted wilderness, work his way into a grand ball as the guest of honor, clamber to rooftops unseen, and assassinate the minister of a province only to disguise himself as a replacement for years on end. Should an assignment go bad he is fully capable of fighting his way out with swords, spells, or even his bare hands until the opportunity presents itself to disappear once again.
Making an Engetsu Shinobi: ”We accept only the best, then we make you better.”
An Engetsu Shinobi is like a blend of Ranger, Wizard, Rogue and Monk, and enjoys an incredible diversity. While you won’t be able to handle a given situation the way another class can, you will almost never be made useless by an unexpected obstacle.
You don’t have the staying power for pitched melee, but your skill with weapons and mobility melded with a respectable capability in unarmed fighting means you are always a danger to your enemies. You travel well and handle hostile terrain with little difficulty.
As you advance in level, your spell casting powers will allow you to augment your diverse talents and provide an occasional bit of firepower when the need arises. Enemy casters will quickly learn to fear your Lunar Strike and elegance in wielding it. With the ability to change your shape, meld into the darkness, disguise yourself as nearly anyone and deliver attacks with devastating accuracy you are a nearly perfect infiltrator or assassin. Your callous mindset when it comes to danger and excitement means psychological warfare is useless against you. You are not just fearless; you always meet enemies on your own emotional terms.
Abilities: ”Without foundation, the greatest of keeps is no more then a house of cards.”
Intelligence determines an Engetu’s selection of weapons, powers their spell casting abilities, affects the potency of Lunar Strike, and provides needed points for their wide assortment of skills. Strength is important to help an Engetsu Shinobi make the most of his combat abilities while Dexterity is the prime ability for many of the Engetsu’s skills and helps to protect the lightly armored ninja. Finally both Wisdom and Charisma are a good consideration for sharp senses and ease with other people when infiltrating.
Races: ”Every creature has a place that suits it best. For most, it’s the afterlife.”
Most, in fact almost all Engetsu Shinobi are humans. This is largely due to the clan’s founding by humans and careful guarding of membership and secrecy. In more recent times other races have gradually become part of the clan, but are still exceedingly rare.
Elves have the combination of grace, skill and indifference the Engetsu prize, while Dwarves possess ingenuity and the single minded tenacity needed to succeed as Engetsu. A Halfling’s propensity for stealth and survivability is ideal, as is a Half-Elf’s blend of ambition and grace. Gnomes would be valued for their natural wit and capability with engineering. An extremely exceptional Half-Orc or individual from the savage humanoids might be inducted, but they are otherwise shunned as undisciplined, useless, and better off dead.
Alignment: ”There is no good and evil, only achievement and failure.”
Engetsu Shinobi may be any lawful alignment. To the Engetsu Shinobi, moral semantics simply do not exist. At heart an individual Engetsu may be good, evil or indifferent, but he always puts his own feelings aside for clan without thinking twice. When not on assignment good Engetsu may exist as reliable farm hands, virtuous adventurers, or village protectors, while evil Engetsu might serve themselves as greedy barons or cunning thieves, but all drop any pretence of personal convictions when given a mission by the clan. An Engetsu who ceases to be lawful is no longer an Engetsu Shinobi. See Ex Engetsu Shinobi for details.
Starting Gold: 2d4*10
Starting Age: As Wizard
Class Features: The class features of the Engetsu Shinobi revolve around versatility, offence, and panache. You can be anyone, anywhere, anytime and are always dangerous as you do so.
Weapon and Armor Proficiency: ”The Engetsu arsenal is vast, but fields no weapon greater then a sharpened mind.”
Engetsu Shinobi are proficient with all simple weapons, light armor, and shields (but not tower shields). In addition at first level the Engetsu Shinobi adds a number of points equal to 1 + his intelligence modifier into a “weapon pool”. He may then select from the following until all points are expended:
-Martial Weapon Proficiency (Single weapon) - 1 point
-Armor Proficiency (Medium) - 1 point
-Armor Proficiency (Heavy) - 1 point + Medium Armor Proficiency
-Tower Shield Proficiency - 1 point
-Exotic Weapon proficiency (Single weapon) - 2 points
-Martial Weapon Proficiency (All) - 5 points
Leftover points are wasted, and the initial selections may not be changed or added to. (The Engetsu may choose to add proficiencies via feats as normal). Typically an Engetsu will train with melee and ranged weapons most often used in his area to avoid attracting attention. Heavier armor is rarely beneficial to Engetsu, but ability to don it properly may be necessary for a disguise, thus many Engetsu learn to do so anyway.
Armor of any type interferes with a Shinobi’s movements, which can cause his spells with somatic components to fail.
Spells: ”The energies of the word are an invaluable but fickle tool. Use them wisely.”
Engetsu Shinobi study arcane magic in the same manor as Wizards, augmenting their physical and mental prowess with potent spells.
Beginning at 2nd level an Engetsu Shinobi may prepare and cast arcane spells as a Wizard ½ his Engetsu Shinobi class level. Use the Wizard class table or see Appendix A: Engetsu Spellcasting to determine spells per day.
The Engetsu Shinobi follows all standard rules governing Wizards including bonus spells, components, spell failure, spell books, acquiring new spells, etc. but may not choose a specialty school and does not gain bonus metamagic feats or a familiar.
Lunar Crust (ex): ”One cannot stop the mighty river, but it can be diverted.”
The Engetsu Shinobi is highly trained in actively parrying and evading incoming attacks. Upon reaching 2nd level, add the Engetsu Shinobi’s Intelligence bonus (if any) plus the amount indicated in Table A: The Engetsu Shinobi to the Engetsu Shinobi’s AC. The total bonus may not exceed the Engetsu Shinobi class level.
These bonuses to AC apply even against touch attacks. He loses these bonuses when flat-footed, immobilized or helpless. Lunar Crust does function with armor, though encumbrance is a factor. Subtract the Engetsu's total armor check penalty from his Lunar Crust AC bonus. Lunar Crust can be reduced to zero by an armor check penalty (no AC bonus), but not below.
Lunar Whispers: ”No greater asset exists then information, the son of communication.”
Using a subtle system of code words, body language and gestures, Engetsu can identify one another, communicate in secrecy, and coordinate with supreme efficiency. Engetsu may pass messages via code words embedded in writing or verbal conversation. Communication may also be facilitated solely through body gestures, though participants must be able to observe one another. Like speaking normally, using Lunar Whispers is a free action within reasonable circumstances as determined by the DM. Lunar Whispers is only effective between Engetsu.
Naturally, the Engetsu guard this secret fiercely, and anyone found attempting to decipher a message will almost certainly be marked for death, as would be any clan member teaching his code to a non Engetsu.
Unarmed Strike: ”Plans can fail; your steel may one day not avail you. Be ready.”
At 1st level, an Engetsu Shinobi gains Improved Unarmed Strike as a bonus feat. An Engetsu Shinobi follows all rules of a Monk when fighting unarmed, but causes differing amounts of damage. See unarmed Damage in the Table A: The Engetsu Shinobi to determine the Damage for Engetsu Shinobi fighting unarmed.
Engetsu of large or small size cause differing amounts of damage when fighting unarmed. See Table B: Large and Small Engetsu to determine damage cause by a large or small Engetsu Shinobi’s unarmed strike.
Due to differing offensive styles, damage from Monks and Engetsu Shinobi do not stack. If a character possesses increased unarmed damage from both Engetsu Shinobi and Monk levels, only the highest damage from either applies.
Lunar Strike (ex): ”A silent scream is the most pleasing of sounds.”
Starting at 2nd level if an Engetsu Shinobi can catch an opponent when he is unable to defend himself effectively from attack, he can strike a vital spot for extra damage. This ability is identical to the Sneak Attack feature of Rogues in all aspects other then the following:
-This extra damage is 1d6 at 2nd level, and it increases by 1d6 every four Engetsu Shinobi levels thereafter.
-A flatfooted opponent who takes damage from a Lunar Strike must succeed on a Fortitude save or be silenced of a number of rounds equal to 1 + the Engetsu Shinobi’s Intelligence modifier. The DC is 10 + ½ the Engetsu Shinobi level + the Engetsu Shinobi’s Intelligence modifier. Any opponent not susceptible to damage from a Lunar Strike (such as a creature immune to critical hits) is likewise immune to the silence effect.
-Any time the Engetsu Shinobi would be denied his dexterity bonus to AC or if the total armor check penalty of his equipment ever surpasses his Dexterity bonus, he also loses the benefit of Lunar Strike.
-Lunar Strike utilizes a different type of technique then that employed by Sneak Attack. Therefore Lunar Strike does not stack with any other precision damage (Sneak Attack, Death Attack, Insightful Strike, etc) nor qualify as a substitute for Sneak/Death Attack features when multi-classing.
Lunar Stride (ex): ”The greatest of skill means nothing if it is never applied. Steel your body and hasten to the goal.”
In addition to endless sprints and marathons, Engetsu Shinobi must learn the timing of ones own body to extract the utmost speed. An Engetsu Shinobi’s base land speed increases as indicated in Table A: The Engetsu Shinobi.
Endurance: ”The Engetsu have a word for rest: Death”
The lifestyle of an Egnetsu Shinobi in itself results in incredible stamina. Moreover the paranoid mentality of the Engetsu is such that most starkly refuse to remove their armor, even when bathing. An Engetsu Shinobi gains Endurance as a feat at 2nd level.
Run: ”The body has its limits, but only a sloth never strives to break them”
Basic training of Engetsu Shinobi consists mostly of brutal calisthenics, a good portion of which are sprints. An Engetsu Shinobi gains Run as a feat.
Lunar Traces, Steps (ex): ”To truly be unseen, one must remain invisible even when their presence has passed.”
As part of their stealth training, Engetsu Shinobi are extremely skilled at leaving no prints, tracks, or disturbances in the wild along with concealing themselves behind layers of aliases and false leads within civilization. The DC for tracking an Engetsu Shinobi increases by an amount equal to his Engetsu Shinobi class level. He may choose to forgo this ability if he wishes.
Lunar Prevarication: ”You must be as water, flow around your enemies and obstructions, then wash them away.”
Engetsu Shinobi train especially hard in the arts of mobility. An Engetsu Shinobi gains a competence bonus equal to ¼ his Engetsu Shinobi level to the following skills: Balance, Climb, Disguise, Escape Artist, Jump and Tumble.
In addition with a successful tumble check of DC20 an Engetsu Shinobi can instantly stand from a prone or fallen position (kip up, rolling recovery, back or front handspring from down position, windmill to feet, etc.) as a free action that does not provoke an attack of opportunity. Failure results in the recovery consuming a move action and incurring attacks of opportunity as normal.
Lunar Phases (Su): ”A thousand faces is not nearly enough.”
Knowing full well the ease with which a mundane disguise can be spotted, the Engetsu have developed a technique of mental focus that allows them to take control of their own body composition.
An Engetsu Shinobi gains the ability to change his appearance at will, as if using the Disguise Self spell. This affects the Engetsu Shonibi’s body but not his possessions. It is not an illusory effect, but a minor physical alteration of appearance within the limits described for the spell.
In addition, Engetsu Shinobi may alter his apparent size by one category by redistributing body mass. He does not however acquire the qualities associated with a size change. For example, a human Engetsu could disguise himself as a Halfling and slip into small spaces, but his weight would remain the same and he would not gain the attack and AC bonuses of a small creature.
Lunar Serenity (ex): ”The raging dragon, the horrors of beings unspoken… less then nothing. Unchecked emotion is your true enemy.”
An Engetsu Shinobi’s severe mental training allows him to regard any calamity or situation with total calm or (if need be) utter indifference. The Engetsu Shinobi is unflappable even in the sight of unspeakable horrors or exhilarating adventures. The Engetsu gains immunity to sadness, anger, humor, moral penalties, and all fear effects.
Unfortunately, this immunity comes at a cost. It is a cold pragmatism and not enlightenment or blessing that gives the Engetsu Shinobi his mental edge, and he therefore can no longer benefit from moral bonuses of any kind (Good Hope, Bardic Inspiration, Aid, etc.).
Lunar Serenity does not provide any bonus or protection from mind effects in general, and furthermore the Engetsu Shinobi cannot suppress this ability.
Lunar Savant: ”Pure steel is the most beautiful of metals, and the quickest to break.”
Engetsu Shinobi tirelessly study every form of knowledge from public speaking to astronomy in order to prepare for any situation. An Engetsu Shinobi may attempt a trained check in any non exclusive skill; the Engetsu is treated as if he possessed a single rank in the relevant skill.
Evasion (ex): ”Simply, be quick, or taste the shame of failure in the afterlife.”
Thanks to his acrobatics and reflexes, an Engetsu Shinobi can thwart even widespread magic attacks. If an Engetsu Shinobi makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if an Engetsu Shinobi is wearing light armor or no armor. A helpless Engetsu Shinobi does not gain the benefit of evasion.
Lunar Traces, Cognizance (su): ”What good is it to hide the body when the smell of magical steel and a living mind gives you away? Learn this.”
The Engetsu reaches a new plateau of stealth capabilities, capable of concealing his mind, magic, and equipment with sheer force of will. He is now considered to be under the effect of a Nondetection spell (self and carried items) at all times with an equivalent caster level equal to ½ his Engetsu Shinobi class level. The Engetsu Shinobi may drop his Nondetection at will, but he may only resume the effect once per day.
Self-Sufficient: ”As they say, if you want something done right…”
Engetsu Shinobi are few in number and must take care of themselves without aid. An Engetsu Shinobi gains Self-Sufficient as a feat.
Improved Evasion (ex): ”The fire that finds no flesh finds no glory.”
The supreme reflexes of the Engetsu Shinobi are such that he escapes harm even on a miscue. The Engetsu Shinobi’s evasion ability improves. He still takes no damage on a successful Reflex saving throw against attacks, but henceforth he takes only half damage on a failed save. A helpless Engetsu Shinobi does not gain the benefit of improved evasion.
Hide in Plain Sight (su): ”When shadows fall, your allies have arrived.”
Engetsu Shinobi can literally disappear without a trace, seeming to melt into shadows at will. The Engetsu Shinobi can use the Hide skill even while being observed. As long as he is within 10’ of some sort of shadow, an Engetsu Shinobi can hide himself from view in the open without anything to actually hide behind. He cannot, however, hide in his own shadow.
Playing an Engetsu Shinobi
Other Classes: ”If you can’t beat them, join them, then beat them.”
The Engetsu Shinobi generally has little trouble with other classes, and little camaraderie for that matter. They can get along with near anyone when given a reason to do so and are simply too detached to feel passionately about other professions one way or another. Inwardly an Engetsu Shinobi might scoff at the way Monks shun the use of equipment or a Fighter’s full reliance on it. He might have little use for a Bard’s happy go lucky attitude, the Barbarian’s lack of subtlety, a Cleric’s preaching, a Sorcerer’s self importance or a Rogue’s larcenous habits but even so the Engetsu Shinobi knows each and every profession has its place and uses. Engetsu Shinobi are most likely to befriend Rangers or Wizards, the former sharing the same rugged individuality of the Engetsu Shinobi and the latter a fellow arcane spell caster.
Religion: ”Allow loyalty toward gods to exceed that of clan, and you will meet your patron soon enough.”
As their name implies the Engetsu as a whole seek to emulate the semantic concept of the moon, and therefore do not worship any particular deity (even those who hold might hold the moon as a patron symbol). As individuals most Engetsu share this agnostic view toward the gods. A few may occasionally prey to Obad-Hai or Ehlonna during their travels, but this is uncommon. Due to a stringently pragmatic viewpoint of the world, most Engetsu simply look upon the gods as entities of great power and little more, and scoff at the idea of worship.
Combat: ”It’s not just about killing. It’s ALL about killing.”
On the open battlefield, you make an excellent skirmish fighter with ranged or melee attacks. You have the skill and accuracy to hit fast and hard with the mobility to strike when and where it counts. You are not a juggernaut; you simply don’t have the armor or hit points needed for pitched battles and slugfests. You can stand toe to toe for short periods when you have to however, and have no qualms about such tactics when the time calls for them, a caveat that often catches enemies (and even allies) off guard to devastating effect.
A single attack from you can often put an enemy spell caster out of commission, and you can dish out raw damage with the best of them. Judicious use of spells can turn the tide of battle your way, and thanks to tactical synergy you are especially deadly when paired with a Rogue or Ranger.
Lunar Fealty: ”To disavow to is to call your brothers the enemy. Death itself will give only repose; you shall never be safe.”
The Engetsu is subject to one and only oath; loyalty to clan. Violation of an order from the clan or of any of the edicts below results in the Engetsu being cast off from his clan and declared a rogue shinobi. See Ex-Engetsu Shinobi.
-At any time the Engetsu Shinobi may receive orders to carry out a task or mission and must comply (rarely would an order be given to force sudden abandonment of the Engetsu’s party, as this in itself might attract undo attention, but attempting to subvert the party toward a new mission would be well within bounds.).
-The Engetsu Shinobi is required to conduct himself with professionalism at all times and avoid attracting notice. Unnecessary actions, attacking the innocent without practical benefit, excessive revelry, inciting conflict without rationale, improper self care or any similar discrepancies are all unacceptable unless they are crucial to a given assignment.
-Self improvement is a must. An Engetsu is expected to study his magic along with all forms of knowledge he can attain and practice his physical skills whenever possible. Proper self hygiene is expected at all times unless absolutely a necessity toward a mission or disguise.
-The Engetsu value life, but only so far as utility is concerned. Engetsu are expected to spare lives if possible, but to kill or torture without mercy when practicality dictates. While highly subjective in most cases, an Engetsu who for example uses his skills to commit mass murder without apparent reason is probably going to find his career cut abruptly short.
-Intentionally revealing identity as an Engetsu Shinobi is a direct violation of clan law.
-Anyone who discovers the Engetsu’s identity is expected to be dealt with immediately. (As the Engetsu value efficiency, “recruitment” is preferable, but elimination is required should capture prove impractical).
Ex-Engetsu Shinobi: “Your own fallacy is the cause of this pain.”
An Engetsu Shinobi who becomes non-lawful or violates any edict listed under Lunar Fealty is cast away from the clan and cannot gain new levels as an Engetsu Shinobi. As a result, he looses all supernatural class abilities. In addition any Ex-Engetsu is declared as a rogue and immediately marked for death by their former clan.
Table A: The Engetsu Shinobi
Hit Die: d6
{table]
Level Base Attack Bonus Fort Save Ref Save Will Save Unarmed Damage Lunar Crust Lunar Stride Special
1st +1 0 2 2 1d3 +0 0' Unarmed Strike, Lunar Whispers
2nd +2 0 3 3 1d4 +1 0' Lunar Strike +1d6, Spells (See Class Features)
3rd +3 1 3 3 1d4 +1 0' Endurance
4th +4 1 4 4 1d4 +1 5' Run
5th +5 1 4 4 1d4 +1 5' Lunar Traces (Steps)
6th +6/+1 2 5 5 1d4 +1 5' Lunar Strike +2d6, Lunar Prevarication
7th +7/+2 2 5 5 1d4 +1 10'
8th +8/+3 2 6 6 1d6 +2 10' Lunar Phases, Lunar Serenity
9th +9/+4 3 6 6 1d6 +2 10' Lunar Savant
10th +10/+5 3 7 7 1d6 +2 15' Lunar Strike +3d6, Evasion
11th +11/+6/+1 3 7 7 1d6 +2 15'
12th +12/+7/+2 4 8 8 1d6 +2 15' Lunar Traces (Cognizance)
13th +13/+8/+3 4 8 8 1d6 +2 20'
14th +14/+9/+4 4 9 9 1d8 +3 20' Lunar Strike +4d6, Self-Sefficient
15th +15/+10/+5 5 9 9 1d8 +3 20'
16th +16/+11/+6/+1 5 10 10 1d8 +3 25' Improved Evasion
17th +17/+12/+7/+2 5 10 10 1d8 +3 25'
18th +18/+13/+8/+3 6 11 11 1d8 +3 25' Lunar Strike +5d6, Hide In Plain Sight
19th +19/+14/+9/+4 6 11 11 1d8 +3 30'
20th +20/+15/+10/+5 6 12 12 1d10 +4 30'
[/table]
Class Skills (6 + Int. modifier per level, *4 at level 1): Balance (Dex), Bluff (chr), Climb (Str), Concentration (Con), Craft (Int), Disable Device (Dex), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Speak Language (-), Spellcraft(Int), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex).
Concept, mechanics, and illustration by Damon Caskey with contributing illustrations by Kendric Jourdan
http://www.caskeys.com/nwn/forum/media/valis_041.jpg
Overview:
Pros: Ultra versatile; you are perhaps more self sufficient then any core class.
Powerful offence; 1:1 attack bonus and precision damage ability (Lunar Strike) let you dish out the hurt.
High mobility; you will acquire several movement bonuses and a scaling base speed increase.
Excellent caster killer; you can silence flatfooted enemies and have arcane spells of your own.
Viable through all levels; class begins play with respectable capability and continues to progress all the way through epic.
Cons: Poor fortitude and hit dice (d6) for a class that will likely see a fair share of combat.
No particular specialty; you have no singular advantage over any other class.
Extreme multiple attribute dependency; you will be unable to “dump” any ability.
No trap finding capability; you will have to be especially alert when scouting.
Highly vulnerable (more then any core class) when flatfooted; you have almost no chance of survival if caught unaware.
The concept of the Engetsu Shinobi is actually a reverse engineering of a decade plus old character (Valis Yuan) that was essentially a multi class disaster in need of simplifying while retaining flavor/functionality. It is not intended to represent a historically accurate ninja of any kind, nor serve as a reference to culture, langue, techniques, etc. in any form. Real Ninjutsu such as it is remains a highly controversial subject and it is not the point of the Engetsu Shinobi to solve or even participate in such a debate. Whatever may true or not true about ninja, they certainly did not cast spells, change their shape beyond mundane limits, leave the finest Olympic specialists in every single field looking like rank amateurs, or perform any other feat of supernatural origin. This is fantasy folks, and it is intended as such. Moving on…
The Engetsu (Rough translation: “Falcate Moon”) are a clan of ninja who have moved into “western” lands and adopted various western methods, weapons, and tactics into their own system of techniques. In other words, this class is not intended for an Oriental Adventures campaign (which I have never played nor have source material for) nor is it intended or even advisable to play an Engetsu as someone who hails from the “orient”. Doing so is perfectly fine; just keep in mind the actual intent of the Engetsu is for play in a typical medieval European fantasy setting.
Many of the class limitations are hidden in fine print or small but intentional oversights in certain abilities or lack of synergy. Therefore if only skimmed over, the Engetsu class will appear grossly overpowered. Please be assured I have put forth a great deal of effort in making sure the class balanced, and after fully reviewing the advantages and limitations imposed upon the various Engetsu features, I believe you will find it to be an interesting and easy to mesh base class. Special thanks go out to the Character Optimization Board, who helped to weed out potential multi class abuse issues.
Also, I only recently learned that there is a prestige class called Ninja of The Crescent Moon. As the Engetsu back story has been around for almost 12 years at the time of this writing, I see no reason to change the name, but be aware the Engetsu are not any way meant to be connected or affiliated with Ninja of Crescent Moon. Changing that is up to you should you choose to use this class, but it’s worth noting anyway. Lastly, for the record I do not watch nor am a fan of any anime; the Engetsu concept is mine and mine alone. Any similarities to other work are coincidental. (No offence to you Japan junkies out there)
Please provide your thoughts. I’m human, of course I prefer praise, but I’m asking for comments; hopefully concise and well thought out ones.
My primary questions fall under the following:
-What do you like about this class, what do you dislike?
-Are the mechanics sound?
-Is it over or underpowered?
-If so, is it by a tolerable level?
-Would you play or allow it?
-Are there potential munchkin problems I am overlooking? If so, please explain assuming the class is played as written; I can’t be responsible for other people’s house rules.
I would only ask that you please read the class very carefully before providing a review. As mentioned once before, it is feature rich class, with many of the balance factors in “fine print” and can cause some serious sticker shock if not looked over thoroughly. Otherwise, hit me with your best shots!
Thanks for reading,
Damon Vaughn Caskey
Varients: “Variety is not the spice of life, it is the seasoning that makes it worthwhile.”
The Engetsu Shinobi class represents the basic skill set of an individual within the Engetsu clan. Many subsets, variants, and specialties exist.
Engetsu Strider (PrC) (http://community.wizards.com/showthread.php?t=677123) - Ultra fast master of mobility and travel.
Engetsu Sniper (PrC) (http://community.wizards.com/showthread.php?t=675540) – Ranged opportunist, neutralization and assassination expert.
Engetsu Shinobi Emitter (Variant) (http://community.wizards.com/showpost.php?p=9634790&postcount=6) – A focused caster who trades some overall arcane expertise for the ability to cast spontaneously and with greater potency.
Engetsu Riaru (Variant) (http://community.wizards.com/showpost.php?p=9634790&postcount=6) - The "True" Engetsu Shinobi, with design caveats revolving entirely around class flavor. Perfect for gestalt and high powered games or for character driven, self regulating players.
Illustrations: “A picture paints a thousand words.”
By Kendric Jourdan: Kendric’s style is way toward the anime side of things for my tastes, but unlike me he is a fairly dedicated artist, and it shows in comparison. Most of his work is fantastic, and the following are just some quick whip ups he did as examples of the Engetsu Shinobi class.
http://www.caskeys.com/nwn/forum/media/flynn_001.jpg - Flynn, a new Engetsu Shinobi, fires off his Magic Missile.
http://www.caskeys.com/nwn/forum/media/valis_001.jpg - An Engetsu Shinobi in disguise.
http://www.caskeys.com/nwn/forum/media/valis_010.jpg - From a novella story, an Engetsu Shinobi makes camp after a hard fought mission.
By Damon Caskey: I’m not an artist by any stretch. I don’t have the time, dedication or desire; I just like sketch here and there when I can’t get outside or really want to illustrate an idea. As most of these are very old, some more then 10 years, and I again am not a dedicated artist, please excuse the crap quality.
All of these are of a 2ed half-elf (NOT elf. Read: NOT elf. Elves suck. :P ) character named Valis Yuan. As a character, he is quite deep and has a literal novel of a story behind him. Mechanically he was a total mess; an overly complex multi class and house ruling disaster resulting from the illogical and severely limiting 2ed rule set. It was this that led to creation of the Engetsu Shinobi class. As Valis has long since gone epic and semi retired, Flynn (no stats and no story at this time, see Kendric’s illustrations) is the iconic for the Engetsu Shinobi class.
http://www.caskeys.com/nwn/forum/media/valis_006.jpg - Valis Yuan finds himself on the wrong end of an acid arrow volley (taking one in the thigh… ouch) and returns fire with his own deadly frost bow.
http://www.caskeys.com/nwn/forum/media/valis_015.jpg - Defiantly not something your average noble snob or “Dark Lord” # 999,999 wants to see, provided they see anything at all.
http://www.caskeys.com/nwn/forum/media/valis_016.jpg - Stupid pose and the character himself wouldn’t be caught dead doing it. Really it’s just me trying out some shading a few years back.
http://www.caskeys.com/nwn/forum/media/valis_017.jpg - If your idea of “Some light calisthenics” was spending two or three days straight dragging a lead loaded sled across a frozen mountaintop in little more then a loin cloth, you’d have a crappy d6HD too.
http://www.caskeys.com/nwn/forum/media/valis_018.jpg - In the depths of an abandoned mine, predator becomes prey; a hapless monster is about to learn what his small intestine looks like.
http://www.caskeys.com/nwn/forum/media/valis_019.jpg - Just an icon portrait, but it does show the Engetsu crest symbol (on the amulet): A crescent moon rising over a lone pine.
The Engetsu Shinobi: “Anyone may find shelter in the shadow. It is the way of the moon to stand unseen in the brightest of days and reveal her true intentions when the night comes.”
From the highest ice capped mountains, deep within secluded forest grottos, nestled within castle walls of bustling cites and nearly anywhere in between, there exists an ancient and secretive cult of lethal individuals known only as the Engetsu-Ryu, or “School of The Falcate Moon” in their founding dialect.
What may have begun as a thuggish group of cutthroats, a sly crop of assassins for hire or even a stalwart vigilante compound has long since evolved into a clandestine group of ninja with actions that remain unclear, and motives that are even less so. It can be assumed their intent is the eventual subversion of all known civilizations, but no proof of such a theory exists.
To accomplish whatever is their ultimate goal these terse individuals have taken the mysterious art of the shinobi to its very pinnacle by combining the best of eastern and western worlds. Not simply masters of physical stealth, the Engetsu are rumored to walk the local provinces as common citizens or even powerful figureheads, slowly and surely overcoming forces greater then their own with vulpine elegance. As they have long since assimilated into society it is impossible to determine where or what the Engetsu call home, and those marked as enemies simply vanish, never to be seen again. Speculation has risen kidnappings are in fact how the Engetsu maintain their numbers, but this, like all other information about the Engetsu (including their name or very existence) remains unverified.
The individual Engetsu Shinobi is certainly not forthcoming with this information, much less his or her true identity; each member has been raised from childhood or brainwashed from recruitment to ensure the survival of the clan at the expense of all else, though individuality is encouraged to foster maximum effectiveness. Armed with a diverse assortment of skills and respectable proficiency in combat the Engetsu Shinobi is an expert task master an ideal infiltrator. In a single mission he might travel alone for hundreds of miles through uncharted wilderness, work his way into a grand ball as the guest of honor, clamber to rooftops unseen, and assassinate the minister of a province only to disguise himself as a replacement for years on end. Should an assignment go bad he is fully capable of fighting his way out with swords, spells, or even his bare hands until the opportunity presents itself to disappear once again.
Making an Engetsu Shinobi: ”We accept only the best, then we make you better.”
An Engetsu Shinobi is like a blend of Ranger, Wizard, Rogue and Monk, and enjoys an incredible diversity. While you won’t be able to handle a given situation the way another class can, you will almost never be made useless by an unexpected obstacle.
You don’t have the staying power for pitched melee, but your skill with weapons and mobility melded with a respectable capability in unarmed fighting means you are always a danger to your enemies. You travel well and handle hostile terrain with little difficulty.
As you advance in level, your spell casting powers will allow you to augment your diverse talents and provide an occasional bit of firepower when the need arises. Enemy casters will quickly learn to fear your Lunar Strike and elegance in wielding it. With the ability to change your shape, meld into the darkness, disguise yourself as nearly anyone and deliver attacks with devastating accuracy you are a nearly perfect infiltrator or assassin. Your callous mindset when it comes to danger and excitement means psychological warfare is useless against you. You are not just fearless; you always meet enemies on your own emotional terms.
Abilities: ”Without foundation, the greatest of keeps is no more then a house of cards.”
Intelligence determines an Engetu’s selection of weapons, powers their spell casting abilities, affects the potency of Lunar Strike, and provides needed points for their wide assortment of skills. Strength is important to help an Engetsu Shinobi make the most of his combat abilities while Dexterity is the prime ability for many of the Engetsu’s skills and helps to protect the lightly armored ninja. Finally both Wisdom and Charisma are a good consideration for sharp senses and ease with other people when infiltrating.
Races: ”Every creature has a place that suits it best. For most, it’s the afterlife.”
Most, in fact almost all Engetsu Shinobi are humans. This is largely due to the clan’s founding by humans and careful guarding of membership and secrecy. In more recent times other races have gradually become part of the clan, but are still exceedingly rare.
Elves have the combination of grace, skill and indifference the Engetsu prize, while Dwarves possess ingenuity and the single minded tenacity needed to succeed as Engetsu. A Halfling’s propensity for stealth and survivability is ideal, as is a Half-Elf’s blend of ambition and grace. Gnomes would be valued for their natural wit and capability with engineering. An extremely exceptional Half-Orc or individual from the savage humanoids might be inducted, but they are otherwise shunned as undisciplined, useless, and better off dead.
Alignment: ”There is no good and evil, only achievement and failure.”
Engetsu Shinobi may be any lawful alignment. To the Engetsu Shinobi, moral semantics simply do not exist. At heart an individual Engetsu may be good, evil or indifferent, but he always puts his own feelings aside for clan without thinking twice. When not on assignment good Engetsu may exist as reliable farm hands, virtuous adventurers, or village protectors, while evil Engetsu might serve themselves as greedy barons or cunning thieves, but all drop any pretence of personal convictions when given a mission by the clan. An Engetsu who ceases to be lawful is no longer an Engetsu Shinobi. See Ex Engetsu Shinobi for details.
Starting Gold: 2d4*10
Starting Age: As Wizard
Class Features: The class features of the Engetsu Shinobi revolve around versatility, offence, and panache. You can be anyone, anywhere, anytime and are always dangerous as you do so.
Weapon and Armor Proficiency: ”The Engetsu arsenal is vast, but fields no weapon greater then a sharpened mind.”
Engetsu Shinobi are proficient with all simple weapons, light armor, and shields (but not tower shields). In addition at first level the Engetsu Shinobi adds a number of points equal to 1 + his intelligence modifier into a “weapon pool”. He may then select from the following until all points are expended:
-Martial Weapon Proficiency (Single weapon) - 1 point
-Armor Proficiency (Medium) - 1 point
-Armor Proficiency (Heavy) - 1 point + Medium Armor Proficiency
-Tower Shield Proficiency - 1 point
-Exotic Weapon proficiency (Single weapon) - 2 points
-Martial Weapon Proficiency (All) - 5 points
Leftover points are wasted, and the initial selections may not be changed or added to. (The Engetsu may choose to add proficiencies via feats as normal). Typically an Engetsu will train with melee and ranged weapons most often used in his area to avoid attracting attention. Heavier armor is rarely beneficial to Engetsu, but ability to don it properly may be necessary for a disguise, thus many Engetsu learn to do so anyway.
Armor of any type interferes with a Shinobi’s movements, which can cause his spells with somatic components to fail.
Spells: ”The energies of the word are an invaluable but fickle tool. Use them wisely.”
Engetsu Shinobi study arcane magic in the same manor as Wizards, augmenting their physical and mental prowess with potent spells.
Beginning at 2nd level an Engetsu Shinobi may prepare and cast arcane spells as a Wizard ½ his Engetsu Shinobi class level. Use the Wizard class table or see Appendix A: Engetsu Spellcasting to determine spells per day.
The Engetsu Shinobi follows all standard rules governing Wizards including bonus spells, components, spell failure, spell books, acquiring new spells, etc. but may not choose a specialty school and does not gain bonus metamagic feats or a familiar.
Lunar Crust (ex): ”One cannot stop the mighty river, but it can be diverted.”
The Engetsu Shinobi is highly trained in actively parrying and evading incoming attacks. Upon reaching 2nd level, add the Engetsu Shinobi’s Intelligence bonus (if any) plus the amount indicated in Table A: The Engetsu Shinobi to the Engetsu Shinobi’s AC. The total bonus may not exceed the Engetsu Shinobi class level.
These bonuses to AC apply even against touch attacks. He loses these bonuses when flat-footed, immobilized or helpless. Lunar Crust does function with armor, though encumbrance is a factor. Subtract the Engetsu's total armor check penalty from his Lunar Crust AC bonus. Lunar Crust can be reduced to zero by an armor check penalty (no AC bonus), but not below.
Lunar Whispers: ”No greater asset exists then information, the son of communication.”
Using a subtle system of code words, body language and gestures, Engetsu can identify one another, communicate in secrecy, and coordinate with supreme efficiency. Engetsu may pass messages via code words embedded in writing or verbal conversation. Communication may also be facilitated solely through body gestures, though participants must be able to observe one another. Like speaking normally, using Lunar Whispers is a free action within reasonable circumstances as determined by the DM. Lunar Whispers is only effective between Engetsu.
Naturally, the Engetsu guard this secret fiercely, and anyone found attempting to decipher a message will almost certainly be marked for death, as would be any clan member teaching his code to a non Engetsu.
Unarmed Strike: ”Plans can fail; your steel may one day not avail you. Be ready.”
At 1st level, an Engetsu Shinobi gains Improved Unarmed Strike as a bonus feat. An Engetsu Shinobi follows all rules of a Monk when fighting unarmed, but causes differing amounts of damage. See unarmed Damage in the Table A: The Engetsu Shinobi to determine the Damage for Engetsu Shinobi fighting unarmed.
Engetsu of large or small size cause differing amounts of damage when fighting unarmed. See Table B: Large and Small Engetsu to determine damage cause by a large or small Engetsu Shinobi’s unarmed strike.
Due to differing offensive styles, damage from Monks and Engetsu Shinobi do not stack. If a character possesses increased unarmed damage from both Engetsu Shinobi and Monk levels, only the highest damage from either applies.
Lunar Strike (ex): ”A silent scream is the most pleasing of sounds.”
Starting at 2nd level if an Engetsu Shinobi can catch an opponent when he is unable to defend himself effectively from attack, he can strike a vital spot for extra damage. This ability is identical to the Sneak Attack feature of Rogues in all aspects other then the following:
-This extra damage is 1d6 at 2nd level, and it increases by 1d6 every four Engetsu Shinobi levels thereafter.
-A flatfooted opponent who takes damage from a Lunar Strike must succeed on a Fortitude save or be silenced of a number of rounds equal to 1 + the Engetsu Shinobi’s Intelligence modifier. The DC is 10 + ½ the Engetsu Shinobi level + the Engetsu Shinobi’s Intelligence modifier. Any opponent not susceptible to damage from a Lunar Strike (such as a creature immune to critical hits) is likewise immune to the silence effect.
-Any time the Engetsu Shinobi would be denied his dexterity bonus to AC or if the total armor check penalty of his equipment ever surpasses his Dexterity bonus, he also loses the benefit of Lunar Strike.
-Lunar Strike utilizes a different type of technique then that employed by Sneak Attack. Therefore Lunar Strike does not stack with any other precision damage (Sneak Attack, Death Attack, Insightful Strike, etc) nor qualify as a substitute for Sneak/Death Attack features when multi-classing.
Lunar Stride (ex): ”The greatest of skill means nothing if it is never applied. Steel your body and hasten to the goal.”
In addition to endless sprints and marathons, Engetsu Shinobi must learn the timing of ones own body to extract the utmost speed. An Engetsu Shinobi’s base land speed increases as indicated in Table A: The Engetsu Shinobi.
Endurance: ”The Engetsu have a word for rest: Death”
The lifestyle of an Egnetsu Shinobi in itself results in incredible stamina. Moreover the paranoid mentality of the Engetsu is such that most starkly refuse to remove their armor, even when bathing. An Engetsu Shinobi gains Endurance as a feat at 2nd level.
Run: ”The body has its limits, but only a sloth never strives to break them”
Basic training of Engetsu Shinobi consists mostly of brutal calisthenics, a good portion of which are sprints. An Engetsu Shinobi gains Run as a feat.
Lunar Traces, Steps (ex): ”To truly be unseen, one must remain invisible even when their presence has passed.”
As part of their stealth training, Engetsu Shinobi are extremely skilled at leaving no prints, tracks, or disturbances in the wild along with concealing themselves behind layers of aliases and false leads within civilization. The DC for tracking an Engetsu Shinobi increases by an amount equal to his Engetsu Shinobi class level. He may choose to forgo this ability if he wishes.
Lunar Prevarication: ”You must be as water, flow around your enemies and obstructions, then wash them away.”
Engetsu Shinobi train especially hard in the arts of mobility. An Engetsu Shinobi gains a competence bonus equal to ¼ his Engetsu Shinobi level to the following skills: Balance, Climb, Disguise, Escape Artist, Jump and Tumble.
In addition with a successful tumble check of DC20 an Engetsu Shinobi can instantly stand from a prone or fallen position (kip up, rolling recovery, back or front handspring from down position, windmill to feet, etc.) as a free action that does not provoke an attack of opportunity. Failure results in the recovery consuming a move action and incurring attacks of opportunity as normal.
Lunar Phases (Su): ”A thousand faces is not nearly enough.”
Knowing full well the ease with which a mundane disguise can be spotted, the Engetsu have developed a technique of mental focus that allows them to take control of their own body composition.
An Engetsu Shinobi gains the ability to change his appearance at will, as if using the Disguise Self spell. This affects the Engetsu Shonibi’s body but not his possessions. It is not an illusory effect, but a minor physical alteration of appearance within the limits described for the spell.
In addition, Engetsu Shinobi may alter his apparent size by one category by redistributing body mass. He does not however acquire the qualities associated with a size change. For example, a human Engetsu could disguise himself as a Halfling and slip into small spaces, but his weight would remain the same and he would not gain the attack and AC bonuses of a small creature.
Lunar Serenity (ex): ”The raging dragon, the horrors of beings unspoken… less then nothing. Unchecked emotion is your true enemy.”
An Engetsu Shinobi’s severe mental training allows him to regard any calamity or situation with total calm or (if need be) utter indifference. The Engetsu Shinobi is unflappable even in the sight of unspeakable horrors or exhilarating adventures. The Engetsu gains immunity to sadness, anger, humor, moral penalties, and all fear effects.
Unfortunately, this immunity comes at a cost. It is a cold pragmatism and not enlightenment or blessing that gives the Engetsu Shinobi his mental edge, and he therefore can no longer benefit from moral bonuses of any kind (Good Hope, Bardic Inspiration, Aid, etc.).
Lunar Serenity does not provide any bonus or protection from mind effects in general, and furthermore the Engetsu Shinobi cannot suppress this ability.
Lunar Savant: ”Pure steel is the most beautiful of metals, and the quickest to break.”
Engetsu Shinobi tirelessly study every form of knowledge from public speaking to astronomy in order to prepare for any situation. An Engetsu Shinobi may attempt a trained check in any non exclusive skill; the Engetsu is treated as if he possessed a single rank in the relevant skill.
Evasion (ex): ”Simply, be quick, or taste the shame of failure in the afterlife.”
Thanks to his acrobatics and reflexes, an Engetsu Shinobi can thwart even widespread magic attacks. If an Engetsu Shinobi makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if an Engetsu Shinobi is wearing light armor or no armor. A helpless Engetsu Shinobi does not gain the benefit of evasion.
Lunar Traces, Cognizance (su): ”What good is it to hide the body when the smell of magical steel and a living mind gives you away? Learn this.”
The Engetsu reaches a new plateau of stealth capabilities, capable of concealing his mind, magic, and equipment with sheer force of will. He is now considered to be under the effect of a Nondetection spell (self and carried items) at all times with an equivalent caster level equal to ½ his Engetsu Shinobi class level. The Engetsu Shinobi may drop his Nondetection at will, but he may only resume the effect once per day.
Self-Sufficient: ”As they say, if you want something done right…”
Engetsu Shinobi are few in number and must take care of themselves without aid. An Engetsu Shinobi gains Self-Sufficient as a feat.
Improved Evasion (ex): ”The fire that finds no flesh finds no glory.”
The supreme reflexes of the Engetsu Shinobi are such that he escapes harm even on a miscue. The Engetsu Shinobi’s evasion ability improves. He still takes no damage on a successful Reflex saving throw against attacks, but henceforth he takes only half damage on a failed save. A helpless Engetsu Shinobi does not gain the benefit of improved evasion.
Hide in Plain Sight (su): ”When shadows fall, your allies have arrived.”
Engetsu Shinobi can literally disappear without a trace, seeming to melt into shadows at will. The Engetsu Shinobi can use the Hide skill even while being observed. As long as he is within 10’ of some sort of shadow, an Engetsu Shinobi can hide himself from view in the open without anything to actually hide behind. He cannot, however, hide in his own shadow.
Playing an Engetsu Shinobi
Other Classes: ”If you can’t beat them, join them, then beat them.”
The Engetsu Shinobi generally has little trouble with other classes, and little camaraderie for that matter. They can get along with near anyone when given a reason to do so and are simply too detached to feel passionately about other professions one way or another. Inwardly an Engetsu Shinobi might scoff at the way Monks shun the use of equipment or a Fighter’s full reliance on it. He might have little use for a Bard’s happy go lucky attitude, the Barbarian’s lack of subtlety, a Cleric’s preaching, a Sorcerer’s self importance or a Rogue’s larcenous habits but even so the Engetsu Shinobi knows each and every profession has its place and uses. Engetsu Shinobi are most likely to befriend Rangers or Wizards, the former sharing the same rugged individuality of the Engetsu Shinobi and the latter a fellow arcane spell caster.
Religion: ”Allow loyalty toward gods to exceed that of clan, and you will meet your patron soon enough.”
As their name implies the Engetsu as a whole seek to emulate the semantic concept of the moon, and therefore do not worship any particular deity (even those who hold might hold the moon as a patron symbol). As individuals most Engetsu share this agnostic view toward the gods. A few may occasionally prey to Obad-Hai or Ehlonna during their travels, but this is uncommon. Due to a stringently pragmatic viewpoint of the world, most Engetsu simply look upon the gods as entities of great power and little more, and scoff at the idea of worship.
Combat: ”It’s not just about killing. It’s ALL about killing.”
On the open battlefield, you make an excellent skirmish fighter with ranged or melee attacks. You have the skill and accuracy to hit fast and hard with the mobility to strike when and where it counts. You are not a juggernaut; you simply don’t have the armor or hit points needed for pitched battles and slugfests. You can stand toe to toe for short periods when you have to however, and have no qualms about such tactics when the time calls for them, a caveat that often catches enemies (and even allies) off guard to devastating effect.
A single attack from you can often put an enemy spell caster out of commission, and you can dish out raw damage with the best of them. Judicious use of spells can turn the tide of battle your way, and thanks to tactical synergy you are especially deadly when paired with a Rogue or Ranger.
Lunar Fealty: ”To disavow to is to call your brothers the enemy. Death itself will give only repose; you shall never be safe.”
The Engetsu is subject to one and only oath; loyalty to clan. Violation of an order from the clan or of any of the edicts below results in the Engetsu being cast off from his clan and declared a rogue shinobi. See Ex-Engetsu Shinobi.
-At any time the Engetsu Shinobi may receive orders to carry out a task or mission and must comply (rarely would an order be given to force sudden abandonment of the Engetsu’s party, as this in itself might attract undo attention, but attempting to subvert the party toward a new mission would be well within bounds.).
-The Engetsu Shinobi is required to conduct himself with professionalism at all times and avoid attracting notice. Unnecessary actions, attacking the innocent without practical benefit, excessive revelry, inciting conflict without rationale, improper self care or any similar discrepancies are all unacceptable unless they are crucial to a given assignment.
-Self improvement is a must. An Engetsu is expected to study his magic along with all forms of knowledge he can attain and practice his physical skills whenever possible. Proper self hygiene is expected at all times unless absolutely a necessity toward a mission or disguise.
-The Engetsu value life, but only so far as utility is concerned. Engetsu are expected to spare lives if possible, but to kill or torture without mercy when practicality dictates. While highly subjective in most cases, an Engetsu who for example uses his skills to commit mass murder without apparent reason is probably going to find his career cut abruptly short.
-Intentionally revealing identity as an Engetsu Shinobi is a direct violation of clan law.
-Anyone who discovers the Engetsu’s identity is expected to be dealt with immediately. (As the Engetsu value efficiency, “recruitment” is preferable, but elimination is required should capture prove impractical).
Ex-Engetsu Shinobi: “Your own fallacy is the cause of this pain.”
An Engetsu Shinobi who becomes non-lawful or violates any edict listed under Lunar Fealty is cast away from the clan and cannot gain new levels as an Engetsu Shinobi. As a result, he looses all supernatural class abilities. In addition any Ex-Engetsu is declared as a rogue and immediately marked for death by their former clan.
Table A: The Engetsu Shinobi
Hit Die: d6
{table]
Level Base Attack Bonus Fort Save Ref Save Will Save Unarmed Damage Lunar Crust Lunar Stride Special
1st +1 0 2 2 1d3 +0 0' Unarmed Strike, Lunar Whispers
2nd +2 0 3 3 1d4 +1 0' Lunar Strike +1d6, Spells (See Class Features)
3rd +3 1 3 3 1d4 +1 0' Endurance
4th +4 1 4 4 1d4 +1 5' Run
5th +5 1 4 4 1d4 +1 5' Lunar Traces (Steps)
6th +6/+1 2 5 5 1d4 +1 5' Lunar Strike +2d6, Lunar Prevarication
7th +7/+2 2 5 5 1d4 +1 10'
8th +8/+3 2 6 6 1d6 +2 10' Lunar Phases, Lunar Serenity
9th +9/+4 3 6 6 1d6 +2 10' Lunar Savant
10th +10/+5 3 7 7 1d6 +2 15' Lunar Strike +3d6, Evasion
11th +11/+6/+1 3 7 7 1d6 +2 15'
12th +12/+7/+2 4 8 8 1d6 +2 15' Lunar Traces (Cognizance)
13th +13/+8/+3 4 8 8 1d6 +2 20'
14th +14/+9/+4 4 9 9 1d8 +3 20' Lunar Strike +4d6, Self-Sefficient
15th +15/+10/+5 5 9 9 1d8 +3 20'
16th +16/+11/+6/+1 5 10 10 1d8 +3 25' Improved Evasion
17th +17/+12/+7/+2 5 10 10 1d8 +3 25'
18th +18/+13/+8/+3 6 11 11 1d8 +3 25' Lunar Strike +5d6, Hide In Plain Sight
19th +19/+14/+9/+4 6 11 11 1d8 +3 30'
20th +20/+15/+10/+5 6 12 12 1d10 +4 30'
[/table]
Class Skills (6 + Int. modifier per level, *4 at level 1): Balance (Dex), Bluff (chr), Climb (Str), Concentration (Con), Craft (Int), Disable Device (Dex), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Speak Language (-), Spellcraft(Int), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex).