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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).

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2006-09-28, 12:13 PM
Appendix B: New Feats

Lunar Variation, Crust [Engetsu Shinobi]: You have diligently maintained your physical defense training despite diverging studies.
Prerequisites: Total Lunar Crust AC Bonus 5+
Benefit: Apply your character level to determine the benefit and maximum AC bonus of Lunar Crust.
Special: Lunar Crust is normally determined by Engetsu Shinobi class level.

Lunar Variation, Strike [Engetsu Shinobi]: You have diligently maintained your physical offense training despite diverging studies.
Prerequisites: Lunar Strike 2d6+
Benefit: Apply your character level to determine progression of Lunar Strike and Unarmed Strike.
Special: Lunar Strike and Unarmed Strike are normally determined by Engetsu Shinobi class level.

Lunar Variation, Stride [Engetsu Shinobi]: You have diligently maintained your mobility training despite diverging studies.
Prerequisites: Total Lunar Stride 10'+
Benefit: Apply your character level to determine the benefit of Lunar Stride.
Special: Lunar Stride is normally determined by Engetsu Shinobi class level.

Lunar Vigilance [Engetsu Shinobi]: You have spent extra time studying and deciphering trapping techniques.
Prerequisites: All of the following – Alertness, Lunar Prevarication class feature, Search 8 Ranks, Disable Device 8 ranks.
Benefit: Provided you would be able to take 10, you may emulate a Rogue’s Trapfinding ability (locate traps of DC20 or greater and disarming magic traps).
Special: You may gain this feat twice. The second time you take this feat you may conduct Trapfinding as normal.

True Lunar Serenity [Engetsu Shinobi]: You have become a true master of your own character; you have the pragmatic undertone to shrug off emotional influences without losing sight of your true disposition.
Prerequisites: Lunar Serenity class feature
Benefit: You regain the ability to benefit from moral and emotional bonuses (Aid, heroism, Inspire Competence, etc.). You retain your Lunar Serenity immunities.
Special: Without this feat, Lunar Serenity grants immunity to all moral and emotion effects, including those that are beneficial or harmless.

Greater Lunar Serenity [Engetsu Shinobi]: Your ability to shrug off emotional influences extends to other baleful mind effects.
Prerequisites: All of the following - Lunar Serenity class feature, Iron Will
Benefit: You gain an additional +4 to all will saves.
Special: None.

Lunar Perception [Engetsu Shinobi]: Your mental focus is now beyond even the most powerful of illusions.
Prerequisites: All of the following - Lunar Serenity class feature, True Lunar Serenity, Iron Will, and Greater Lunar Serenity
Benefit: You gain immunity to all Illusions. You may choose to accept the effects of an illusion if you wish.
Special: None.

Lunar Sight [Engetsu Shinobi]: You have attuned your normal senses to animal like prowess.
Prerequisites: All of the following – Alertness, Blind Fight, and Lunar Serenity class feature.
Benefit: You gain Blindsense out to 10’ + 5’ * your Wisdom bonus (if any). If you already posses Blindsense, add 5' to your range.
Special: You can gain this feat multiple times. Each time you take this feat you add 5' to the range of your Blindsense.

Lunar Vision [Engetsu Shinobi]: Your constant nocturnal activities and honed perception have adapted your eyes to the darkest of nights.
Prerequisites: All of the following – Alertness, Blind Fight, and Lunar Serenity class feature.
Benefit: You gain Darkvison out to 10’ + 10’ * your Wisdom bonus (if any). If you already posses Darkvison, add 10' to your range.
Special: You can gain this feat multiple times. Each time you take this feat you add 10' to the range of your Darkvision.

Lunar Silence [Engetsu Shinobi]: You are terrifyingly efficient at silencing your victims.
Prerequisites: Lunar Strike class feature.
Benefit: Add +2 to the Difficulty Class for saving throws against the silence effect of your Lunar Strike.
Special: You can gain this feat multiple times. Its effects stack.

Lunar Suppression [Engetsu Shinobi]: Your lethal strikes can silence even opponents who are on their guard.
Prerequisites: Lunar Strike +2d6
Benefit: Any opponent receiving damage from a Lunar Strike is subject to the silencing effect. Opponents who are not flat footed receive a +4 to their Fortitude save to resist the effect.
Special: Without this feat, only flatfooted opponents are subject to being silenced by Lunar Strike.

Greater Lunar Suppression [Engetsu Shinobi]: Your ability to strike weakpoints and silence opponents is nearly perfect.
Prerequisites: All of the following - Lunar Strike +2d6, Lunar Sppression
Benefit: Opponents who are not flat footed no longer receive +4 to their Fortitude save to resist being silenced.
Special: Without this feat, opponents who are not flat footed receive a +4 to their Fortitude save to resist the silencing effect of Lunar Strike.

Lunar Paraphernalia [Engetsu Shinobi]: You have specialized in maintaining your mobility and precision when using heavy equipment.
Prerequisites: All of the following – Int 13+ in addition to Lunar Strike or Lunar Crust class feature
Benefit: Subtract your Intelligence Modifier from the total Armor Check Penalty when determining the effectiveness of Lunar Crust or failure of Lunar Strike.
Special: Armor check penalty normally reduces AC bonus granted by Lunar Crust and if it exceeds the characters Dexterity bonus will nullify Lunar Strike.

Greater Lunar Paraphernalia [Engetsu Shinobi]: You have further improved your ability to combine refinement and heavy equipment.
Prerequisites: All of the following – Int 13+ and Lunar Paraphernalia.
Benefit: Subtract your Intelligence Modifier from the total Armor Check Penalty for all skills/abilities.
Special: Armor check penalty normally affects several skills and abilities including Hide, Move Silently, Swim, Tumble, etc.

Lunar Swathe [Engetsu Shinobi]: Your ability to deal with heavy equipment extends to spell casting.
Prerequisites: All of the following – Int 13+ and Lunar Paraphernalia.
Benefit: Subtract ½ your Engetsu class level plus Intelligence bonus (if any) from your total Arcane Spell Failure percentage.
Special: None.

Greater Lunar Swathe [Engetsu Shinobi]: Your ability to deal with heavy equipment extends to spell casting.
Prerequisites: All of the following – Int 13+, Lunar Paraphernalia and Lunar Swathe
Benefit: Subtract your Engetsu class level plus Intelligence bonus (if any) from your total Arcane Spell Failure percentage.
Special: None.

Lunar Shell [Engetsu Shinobi]: Your have specialized in parrying and evading physical attacks.
Prerequisites:Lunar Crust class feature.
Benefit:The AC bonus provided by Lunar Crust increases by 2. You are still subject to all the normal limitations of Lunar Crust.
Special: You may take this feat multiple times. Its effects stack, within the normal limits of the Lunar Crust class feature.

Lunar Mantle [Engetsu Shinobi]: Your focused will becomes a tangible shield against incoming spells.
Prerequisites:Lunar Serenity class feature.
Benefit:You gain spell resistance equal to 10 + ½ Engetsu class level.
Special: None.

Greater Lunar Mantle [Engetsu Shinobi]: Your resistance to spells becomes resilient against all but the strongest spells.
Prerequisites:All of the following - Lunar Serenity class feature, Lunar Mantle.
Benefit:Your spell resistance increases to equal 10 + Engetsu class level.
Special: None.

Lunar Mantle Penultimate [Engetsu Shinobi]: With focused intent and force of intellect, you shrug off spells with unequaled ease.
Prerequisites: All of the following - Lunar Serenity class feature, Lunar Mantle, Greater Lunar Mantle.
Benefit:Add your Intelligence bonus (if any) to your spell resistance.
Special: None.

Greater Lunar Phases [Engetsu Shinobi]: Your supernatural disguise capability begins to show tangible benefit.
Prerequisites: All of the following - Lunar Phases class feature and Spell Focus (Transmutation).
Benefit: Lunar Phases now acts as the spell Alter Self. You still gain no statistical changes for altering your apparent size.
Special: None.

Lunar Phases Penultimate [Engetsu Shinobi]: Your size alteration now includes a change in real body mass.
Prerequisites: All of the following - Lunar Phases class feature, Spell Focus (Transmutation), and Greater Lunar Phases.
Benefit: You now gain all bonuses and penalties for assuming a different size.
Special: None.

Lunar Presentiment [Engetsu Shinobi]: Your quickness in self defense borders on premonition.
Prerequisites: Total Lunar Crust AC Bonus 5+
Benefit: You no longer loose the benefits of Lunar Crust when flat footed.
Special: Without this feat, lunar Crust does not function when flatfooted.

Lunar Sprint [Engetsu Shinobi]: You are a bastion of sheer speed.
Prerequisites: Total Lunar Stride 10'+
Benefit: Your Lunar Stride bonus increases by 10’
Special: You may gain this feat multiple times. Its effects stack.

Lunar Fist [Engetsu Shinobi]: You have focused your training on fighting bare handed.
Prerequisites: All of the following - Improved Unarmed Strike, Lunar Strike 1d6+
Benefit: Increase your Unarmed Strike damage by one die category.
Special: You may gain this feat multiple times. Its effects stack.

Implement Focus [Metamagic]: You have learned to intensify your spells by using a weapon to assist in channeling arcane energies.
Prerequisites: Int 13+
Benefit: By focusing through a prepared sword, staff or similar weapon, you can increase the save DC for a spell by +1. Preparing the weapon requires one hour of focus, and only one weapon may be prepared at any given time. One preparation allows a number of spells to be focused through the weapon equal to the character’s Intelligence modifier.

Eligible items include swords, staffs, and any other weapon of rigid, relatively straight construction exceeding one foot in length and weighing four pounds or more. The weapon must also be of masterwork quality and one of which the character is proficient. You must still complete all normal somatic components, but you may hold a two handed weapon in one hand to do so.

The Implement Focus technique is extremely stressful on the weapon, which must survive a Fortitude save of DC 10 + spell level each time it is used as a focus or be shattered instantly (ruining the spell). Magic weapons add their enhancement as a bonus to save.
Special: A Wizard may select this feat as one of his bonus metamagic feats.

Implement Extension [Metamagic]: You have learned to extend the duration of your spells by using a weapon to assist in channeling arcane energies.
Prerequisites: Int 13+
Benefit: By focusing through a sword, staff or similar weapon, you can double the duration of a spell. One preparation allows a number of spells to be focused through the weapon equal to the character’s Intelligence modifier.

Eligible items include swords, staffs, and any other weapon of rigid, relatively straight construction exceeding one foot in length and weighing four pounds or more. The weapon must also be of masterwork quality and one of which the character is proficient. You must still complete all normal somatic components, but you may hold a two handed weapon in one hand to do so.

The Implement Extension technique is extremely stressful on the weapon, which must survive a Fortitude save of DC 15 + spell level each time it is used as a focus or be shattered instantly (ruining the spell). Magic weapons add their enhancement as a bonus to save.
Special: A Wizard may select this feat as one of his bonus metamagic feats.

Serene Implement [Metamagic]: With practice you have learned to decrease the stress on an implement that is used for arcane focus.
Prerequisites: Int 13+
Benefit: When using a weapon to focus arcane energy via one of the Implement feats, you may apply either your will save or the weapon’s fortitude save, whichever is higher to avoid shattering the weapon. In either case you still apply a magic weapon’s enhancement as a bonus to save.
Special: A Wizard may select this feat as one of his bonus metamagic feats.

Implement Mastery [Metamagic]: You are a master of using weapons to focus arcane power.
Prerequisites: Int 13+ and Serene Implement
Benefit: Arcane focus via use of the Implement feats no longer risks shattering the focusing weapon.
Special: A Wizard may select this feat as one of his bonus metamagic feats.

Ki Clout [General]: You have mastered channeling Ki through your body.
Prerequisites: All of the following - Wis 13+ and Weapon Focus (Unarmed Strike) in addition to Base Attack Bonus +6 or Ki Strike class feature.
Benefit: Your unarmed strikes are empowered with raw Ki energy, gaining a +1 enhancement bonus.
Special: You can gain this feat multiple times. Its effects stack, to a maximum of +5.

Ki Aspect [General]: You can reshape your Ki to augment your strikes with devastating energy.
Prerequisites: All of the following - Wis 13+, Base Attack Bonus +6, and Ki Clout
Benefit: Choose an energy type (Fire, Acid, Cold, Sonic, or Electricity). You may now add now add +1d6 damage of your chosen element when making unarmed strikes. If you have more then one element available (see below) you may switch between elements as a swift action. You can only strike with one element at a time. This damage is not multiplied in the case of a critical hit.
Special: You can gain this feat multiple times, each time you may choose a new element, or improve the damage of an existing element by +1d6 to a maximum of 3d6.


New Epic Feats:

Lunar Seer [Engetsu Shinobi]: You have become nearly one with the environment; nothing can escape your attention.
Prerequisites: All of the following – Level 21+, Wis 25+, Lunar Serenity class feature, and Lunar Sight.
Benefit: Your Blindsense is now Blindsight.
Special: None.

Lunar Serenity Paragon [Engetsu Shinobi]: Your mind is simply above all outside influences.
Prerequisites: All of the following – Level 21+, Lunar Serenity class feature, True Lunar Serenity, Iron Will, Greater Lunar Serenity and Lunar Perception
Benefit: You gain immunity to all mind effects. You may choose to accept a mind effect if you wish.
Special: None.

Lunar Paraphernalia Paragon [Engetsu Shinobi]: You have further improved your ability to combine refinement and heavy equipment.
Prerequisites: All of the following – Level 21+, Int 13+, Lunar Paraphernalia and Greater Lunar Paraphernalia.
Benefit: You have mastered the use of skills and equipment. You are no longer subject to Armor Check Penalties.
Special: Armor check penalty normally affects several skills and abilities including Hide, Move Silently, Swim, Tumble, etc.

Lunar Mantle Paragon [Engetsu Shinobi]: You can now focus the entirety of your intellectual prowess into a virtually impenetrable barrier against incoming spells.
Prerequisites: All of the following - Level 21+, Int 25+, Lunar Serenity class feature, Lunar Mantle, Greater Lunar Mantle, Lunar Mantle Penultimate.
Benefit: Add your Intelligence score to your spell resistance. This replaces the Intelligence modifier bonus of Lunar Mantle Penultimate.

Lunar Mantle Focus [Engetsu Shinobi]: Your already immaculate mastery of nullifying incoming spells grows ever stronger.
Prerequisites: All of the following - Level 21+, Int 25+, Lunar Serenity class feature, Lunar Mantle, Greater Lunar Mantle, Lunar Mantle Penultimate, Lunar Mantle Paragon.
Benefit: Add +5 to your spell resistance.
Special: You can gain this feat multiple times. Its effects stack.

Damon_Caskey
2006-09-28, 12:13 PM
Appendix C: New Spells

Olfactory Prevarication

Transmutation

Level: Sorcerer/Wizard 2
Casting Time: 1 Standard Action.
Range: Touch.
Effect: Change target’s scent.
Duration: 1 hour + 1 hour per 3 caster levels.
Components: V, S
Saving Throw: Will negates (harmless).
Spell Resistance: Yes.

The target's natural odor changes to any scent desired by caster, or alternatively, is masked entirely.

Strength of the scent is typical for the target’s creature type, and has no effect on others around the target aside from their own predisposition to a given aroma (Thus, a human made to smell like raw meat might attract the attention of a dog, but a human made to smell like a ghoul’s stench will have no real effect, though others might avoid him).

Targets with masked scent have no odor at all, and cannot be tracked or detected by Scent.

Blizzard

Evocation

Level: Sorcerer/Wizard 5
Casting Time: 1 Standard Action
Range: Personal.
Area: Cylinder 2’ * Caster level wide, 40’ high.
Duration: 1 Round.
Components: V, S
Saving Throw: Reflex/Fortitude Half (see below).
Spell Resistance: Yes.

A ferocious Blizzard of ice and snow centers around the caster, dealing 1d6 bludgeoning (Reflex half) and 1d6 cold (Fortitude half) per two caster levels (maximum 10d6 each) to all creatures and unattended objects in the affected area. In addition the howling winds within a Blizzard act on creatures in a similar manor as Gust of Wind (blown back creatures are shunted outward from caster). The Blizzard itself has no effect on the caster.

Spot and listen checks suffer a -4 penalty within the affect, and ranged attacks are impossible.

The Blizzard leaves a thin (1”) sheet of ice on solid surfaces within the area that imposes all normal penalties for Ice navigation by creatures (including the caster). The ice is an after affect; it is non magical and will melt at a rate typical of prevailing conditions.

Rock Shower

Conjuration

Level: Sorcerer/Wizard 5
Casting Time: 1 Standard Action
Range: Personal.
Area: Cylinder 2’ * Caster level wide, 40’ high.
Duration: 1 Round.
Components: V, S
Saving Throw: Reflex Half
Spell Resistance: No.

A great maelstrom of boulders batter down around the caster, dealing 1d6 bludgeoning damage (Reflex half) per two caster levels (maximum 15d6) to all creatures and unattended objects in the affected area. A small eye in the maelstrom of rocks protects the caster from harm.

Damon_Caskey
2006-09-28, 12:13 PM
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Damon_Caskey
2006-09-28, 12:18 PM
Change log:

09/26/2006 B: Major change to a class feature.

-Lunar Traces (Sierra) and Lunar Traces (Urbanite) have been combined into a single feature; Lunar Traces (Steps). The feature no longer grants immunity to tracking, instead increasing the DC class level. This is to allow some fair chance (albeit small) for others to track an Engetsu Shinobi.

-Lunar Traces Cognizance is moved from 20th to 12th level replacing Lunar traces (Urbanite). Due to scaling the feature is weak when acquired, but still provides some use at playable levels.

09/26/2006: A bit of retooling and one fairly profound mechanical change.

-Added a quick run down of pros and cons in Overview.
-Removed most level references in class features to reduce text and allow for quick revision if needed.
-Reworded a few things, most notably spells for simplicity (I hope).
-Restored Spellcraft as a class skill. It really didn’t have a large effect on balance, made no flavor sense to be absent, and was really just an annoyance.

09/25/2006: New information added to aid in implementing class.

-Added Lore section (Found under "Playing an Engetsu Shinobi").

09/14/2006: New epic feats added, both related to SR. Its time to die Gandaulf.

-Engetsu Riaru updated.
-Added Lunar Mantle Paragon and Lunar Mantle Focus.
-A couple of typo fixes.

09/13/2006: New variant added.

-Added Engetsu Riaru ("Real Engetsu"), the Engetsu Shinobi without baggage.

09/11/2006: More feats and a bit of tweaking.

-Split Lunar Swathe into Lunar Swathe and greater Lunar Swathe.
-Added Lunar Mantle, Greater Lunar Mantle, Lunar Mantle Penultimate, Greater Lunar Phases and Lunar Phases Penultimate.

09/06/2006: More feats and some renaming.

-Changed some progressive feat names to better match standard format (basically, replaced "Penultimate" with "Greater").
-Added Lunar Suppression and Greater Lunar Suppression. Let's go Wizard hunting!

08/17/2006: Quick change to make class more modular.

-Lunar Swathe class feature from Emitter variant is now a selectable feat (class gains it as a bonus feat in place of feature).

08/16/2006: A couple of new feats, one new spell and some text fixes.

-Added Olfactory Prevarication spell.
-Added Lunar Paraphernalia Penultimate & Lunar Paraphernalia Paragon.
-Relabeled some feats to properly reflect type and fixed some descriptive text.

08/10/2006: By popular demand a spontaneous caster variant is added.

-Added Engetsu Emitter Variant.

08/01/2006: Simple clarification of Lunar Serenity feature. As written, it was far too subjective.

-Lunar Serenity reworded to encompass only specific effects.

07/26/2006: Nothing earth shattering, just a change in epic rules and some typo hunting.

-Epic spells per day rolled back to standard rules.

07/05/2006: A few mechanical changes in epic progression, some clean up, and a facelift.

-Lunar Serenity Paragon feat is now epic (it practically was with all the requirements anyway).
-Added Lunar Vigilance feat.
-Revamped Epic Engetsu (spellcasting, added Lunar Serenity Paragon to epic bonus feats list, corrected some inconsistencies caused by past updates.)

-Reformatted entire class with color and fonts for ease of reading.

07/01/2006: Some rewording and material added.

-Lunar Savant reworded to prevent access to exclusive class skills.
-Added spellcasting sidebar to clarify rules.

07/01/2006: A potential well for shape changing abuse is removed.

-Lunar Phases changed to simulate Disguise Self instead of Alter Self.

06/30/2006: A previous update is rolled back and a huge new addition is added.

-Lunar Prevarication changed back to ¼ class level. I like ½ for insertion, but it is just too much.
-Added a class analysis, see below.
-Fixed Lunar Shell feat (no longer adds Intelligence bonus to AC as this is a standard feature).

06/19/2006: Minor updates to make inserting into core rules smoother.

-Lunar Prevarication changed from ¼ to ½ class level bonus for insertion simplicity.
-Lunar Prevarication Kip Up feature increased from DC15 to DC20.
-Lunar Pundit is renamed Lunar Savant, original Lunar Savant feature (ability to take any skill as class skill) is eliminated.


06/19/2006: At the risk of bringing out the pitchforks, I am implementing two suggestions that slightly increase the classes power.

-Lunar Crust now adds Intelligence bonus to AC (The total bonus is still limited to ½ class level)
-Spells now begin at level 2 instead of 4. This means the class gains 10 total caster levels rather then 9.

06/19/2006: No mechanical changes, just some organizing and new pictures.

-Added several illustrations, most of the character that inspired the class in the first place.
-Added table for large and small Engetsu Shinobi.
-Improved table reference system in general.

06/19/2006: Minor changes to wording and mechanics to keep class core compatible.

-Able Learner and Jack of All Trades bonus feats replaced with Lunar Savant and Lunar Pundit respectively (Functionally identical, but no longer fills any potential feat requirements for PrCs and eliminates non core source dependency).

-Lunar Traces numeric cadence replaced with descriptive label.

06/14/2006: Rewrite to match new class format standard and some minor mechanical changes to remove unnecessary errata and take another small bite out of dips.

-Class reformatted from 3.5 to PHBII standard.
-Adaptive weapon and armor proficiencies no longer restricted to a starting character. (Restriction no longer needed due to previous anti dipping nerfs).
-Kip Up, Great Leap, and Acrobatic bonus feats replaced with Lunar Prevarication. (Same effect, but with fewer PrC baiting bonus feats and scales with class level to curb dipping.)

-Spell casting reworded for clarity (yet again, heh).
-Lunar Traces III is now weaker but scales with class level and clarified to cover carried equipment.

06/11/2006: A whole laundry list this go round. As a singular class, power level changes very little; most changes are designed to quell multi-classing and PrC abuse.

-Spell casting rules rewritten for clarity.
-Tumbling tricks replaced with Great Leap and Kip Up.
-Lunar Strike no longer stacks with or substitutes as other precision based damage features.
-Weapon Focus, Weapon Finesse, and Double Unarmed Damage removed from Adaptive Weapon proficiency.
-Adaptive Proficiency now gives fewer points.
-Adaptive skills replaced by Able Learner/Jack of All Trades feat choice.
-Endurance bonus feat moved from 2nd to 3rd level.
-Lunar Phases now has limited use per day.
-An Ex Engetsu looses all supernatural class abilities.

06/09/2006: Minor nerf.

-Generic bonus feat option removed from adaptive weapon proficiency list
-Weapon pool is now only available to starting characters.

06/03/2006: After further review, a previous nerf is deemed ineffective, and unneeded; it changes a dip into Wizard from attractive to nearly necessary and is therefore removed.

-Restriction on wands/staves is removed, along with new feat for regaining their use.
-Lunar Stride progression slowed slightly.

5/31/2006: Three class features get a nerf. This should only affect munchkin attempts and will likely have little consequence on the class when played as intended.

-AC Bonus is renamed Lunar Crust, and no longer freely works in armor.
-Lunar Strike is subject to failure due to armor penalty.
-Add restriction preventing the use of wands and staves.

5/29/2006: A very simple and quick fix to a wording issue.

-As worded in the AC bonus class feature, Engetsu Shinobi did not get Dex AC. Fixed.

5/23/2006: Some clarifying made and minor tweaks.

-Two spells are gained rather then one when caster level increases. This eases confusion when multiclassing with Wizards.
-Adaptive Weapon proficiency listed and reworded.
-Armor bonus no longer functions when encumbered.

5/15/06: After further reviews suggested class needed yet more enhancements, class is fully restored to its original design. This should just about do it, but we’ll see.

-Fast Movement is now Lunar Stride, has slightly improved progression and most importantly is no longer an enhancement bonus.
-AC bonus now works with armor and shields (formerly the Lunar Crust feature).
-Lunar Crust is now obsolete and has been replaced by Lunar Phases.
-Lunar Strike can now potentially silence an enemy.
-New Moon Passing is now Lunar Traces. It is now spread through class levels and includes a nondection effect at level 20.

5/13/2006: As suggested, a light shot in the arm. Mostly done by restoring a few original features. Should also help make dipping into Wizard less (though still tempting) of an attraction.

-Added analysis.
-Changed spell casting description to (hopefully) alleviate some confusion.
-Concentration and Profession restored as class skills.
-Restored spell casting to original design (begins at 4th and at 20th caps with 5th level spells)
-Removed inability to prepare Read Magic from memory.
-Increased weapon pool to 2 + Int. Modifier (From 1 + Int. Modifier)

5/8/2006: Just some window dressing and clarity additions.

-Added overview
-Added Lunar Fealty edicts.

5/7/2006: A bit of restoration after the serious neutering done in last update.

-Found and corrected more typos.
-Replaced Perfect Two-Weapon Fighting, Two-Weapon Rend, and Combat Archery in epic bonus feat list with Dexterous Fortitude, Polyglot, and Epic Will

-Added Speak Language to skills.
-Added tumbling tricks at 6th level.
-Restored Lunar Serenity to immunity.

5/5/2006: Some massive toning down going on here, this should quiet the “OMFG itzz uberzz!” whining.

-Corrected typos.
-Revised flavor text.
-Spell progression start moved from 4th to 6th level. Spells now cap at level 4.
-Unarmed damage lowered very slightly. Now begins at 1d3 at 1st level.
-Spellcraft and Concentration removed from skill list.
-Weapon proficiency list removed and replaced with a “weapon pool” system.
-Lunar Serenity moved to level 8 and immunity replaced with +4 to will save on emotional effects.
-Most class features are now gained at later levels, and have been spread out for even progression.

Damon_Caskey
2006-09-28, 07:07 PM
No takers?

Fax Celestis
2006-09-28, 07:13 PM
Homebrew takes time, especially with people who aren't regulars around here. Give it some time. I'm still digesting it; it is a rather large chunk of change.

Eighth_Seraph
2006-09-28, 09:20 PM
Yeah, give me a few days as well, though the opressively largely fonted change log is a tad extremely unnecessary. Also, maybe putting the actual class early on in the first post would help for us to understand what the rest of all this is.

Damon_Caskey
2006-09-28, 10:44 PM
Yeah, give me a few days as well, though the opressively largely fonted change log is a tad extremely unnecessary. Also, maybe putting the actual class early on in the first post would help for us to understand what the rest of all this is.

Thank you gentlemen.

Yes, I do tend to be a bit into detail, and if you can believe it cut quite a bit of text before posting here. Because the class has a large number of features, it tends to look more powerful then it is and results in sticker shock. I placed the flavor and details before the crunch to make no mistake this isn’t a power grab.

The Change Log was a result of individuals accusing me of trying to “sneak in” changes in response to critiques and act as if I planed it as such. Now there can be no question about the class development, although in actuality, it’s been around for years.

Perhaps I am a bit too used to dealing with less then mature reviewers elsewhere and a bit of reordering is a good idea.

Thanks for taking the time to read, I’m looking forward to your thoughts.

Cheers,
DC

Fax Celestis
2006-09-28, 11:26 PM
You'll find we're much nicer than that around here.

Damon_Caskey
2006-09-30, 04:26 PM
Switched Change Log to small font, considering this audience probably lacks the "spoon feeding required" mentality I'm used to, I’ll look for some other ways to compact.

Cheers,
DC

Damon_Caskey
2006-10-03, 10:17 PM
Bump.

Moribundus
2006-10-04, 12:05 AM
Ok, this may seem like spam.... it is not.


WOW

Ummm... that is awesome.... I can't imagine the time that went into it... and IMO it looks like it would be great to play!

Damon_Caskey
2006-10-04, 10:44 PM
Hey thanks!

I realize it is a long read, but I am all about adding the maximum amount of flavor and seasoning to my work.

I’m fairly confident those who take the time to read and review will have a positive outlook on the class, or at least acknowledge it isn't a thrown together flavorless pack O features.

I hope that is what will happen at least...

DC

Damon_Caskey
2006-10-08, 01:28 PM
Bump.

Damon_Caskey
2006-10-12, 11:12 PM
Come on guys, it's been here long enough for a fair read. Only one person has any thoughts?

DC