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aimlessPolymath
2019-09-06, 12:41 AM
I was reading this thread (http://www.giantitp.com/forums/showthread.php?596851-Fluff-me-these-classes) earlier today, and I was considering what a shadowcaster/ninja or a shadowcaster/knight would look like; however, when I actually looked at the shadowcaster, I realized that it a) took 7 levels before somatic components could be ignored, and b) they somehow require both Int and Cha to use mysteries.

One class that could handle both sides seemed better to me.

https://docs.google.com/document/d/1E_vguOGotFxOA-MDMFquhR--IDG9-onVWxYC6sXGlo8/edit

Hit Die: d6.
Skills: As ninja, but with Concentration and Knowledge(Arcana).
Tier: Somewhere in T4.

Note: Flicker is a mystery that is wildly out of balance with the other options available; DM discretion applies to adjusting it alongside using this.

LevelBABFortRefWillSpecialMysteries
1st0022Sudden Strike +1d6, Ki Power, Ki Dash, Cloak of Shadows-
2nd1033Apprentice Mysteries1
3rd2133Sudden Strike +2d6,Shadow Step2
4th3144Evasion3
5th3144Sudden Strike +3d6, Shadow Veil4
6th4255Poisoned Blades.5
7th5255Sudden Strike +4d6, Ki Blitz6
8th+6/+1266Initiate Mysteries7
9th+6/+1366Sudden Strike +5d6, Shadow Sight8
10th+7/+2377Shadow-Related-Word Something9
11th+8/+3377Sudden Strike +6d610
12th+9/+4488Darkened Blades11
13th+9/+4488Sudden Strike +7d612
14th+10/+5499Master Mysteries13
15th+11/+6/+1599Sudden Strike +8d6, Shadow Veil14
16th+12/+7/+251010 Ki Transit15
17th+12/+7/+251010Sudden Strike +9d616
18th+13/+8/+361111Shadowed Strikes17
19th+14/+9/+461111Sudden Strike +10d618
20th+15/+10/+561212Shadow-Related-Word Something 2: electric boogaloo19

Proficiencies: A ninja is proficent with all simple weapons, plus plus the hand crossbow, kama, kukri, nunchaku, sai, shortbow, short sword, shuriken, and siangham. Ninjas are not proficient with any type of armor or shield.

Cloak of Shadows(Su): While they have at least one use of ki power, the ninja can add their Wisdom bonus to AC as an armor bonus. At 4th level and every four levels after, this bonus increases by 1.

Sudden Strike (Ex): If a ninja can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. Whenever a ninja’s target is denied a Dexterity bonus to Armor Class (whether the target actually has a Dexterity bonus or not), the ninja deals an extra 1d6 points of damage with her attack. This extra damage increases by 1d6 points for every two ninja levels thereafter. A ninja can’t use sudden strike when flanking an opponent unless that opponent is denied its Dexterity bonus to AC.

This damage also applies to ranged attacks against targets up to 30 feet away. Creatures with concealment, creatures without discernible anatomies, and creatures immune to extra damage from critical hits are all immune to sudden strikes. A ninja can’t make a sudden strike while striking the limbs of a creature whose vitals are out of reach.

A ninja can’t use sudden strike to deliver nonlethal damage. Weapons capable of dealing only nonlethal damage don’t deal extra damage when used as part of a sudden strike.

The extra damage from the sudden strike ability stacks with the extra damage from sneak attack whenever both would apply to the same target.

Ki Power(Su): A shadow ninja can channel her ki to manipulate shadows. She can use her ki powers a number of times per day equal to her class level plus her Wisdom bonus. Ki can be used to use mysteries; one use to use an apprentice mystery, two uses to use an initiate mystery, or three uses to use a master mystery.Some class features require uses of ki power.

If another source grants ki power, instead add a number of uses to that source equal to the shadow ninja’s class level.

Ki Dash(Su): By spending one use of ki power as a move action, a shadow ninja can move up to her speed in a straight line without provoking attacks of opportunity, and ignoring difficult terrain. The target of the first attack made after this movement is considered flat-footed against it, and loses their Dexterity bonus to AC against it.

Mysteries and Paths(Sp): A shadow ninja does not cast spells, but instead invokes mystical secrets known as mysteries. They learn one apprentice mystery at 2nd level, and learn another mystery each level thereafter. Up to 7th level, they may only learn apprentice mysteries. At 8th level onward, they may also learn initiate mysteries. At 14th level onward, they may also learn master mysteries. Ki power is expended to use mysteries; one use to use an apprentice mystery, two uses to use an initiate mystery, or three uses to use a master mystery.

In order to learn a mystery other than the first in a given path, the shadow ninja must already know all previous mysteries in the path, and also know at least two mysteries of a level lower.

A shadow ninja’s mysteries are all spell-like abilities, and are suppressed by an antimagic field; they provoke attacks of opportunity, but do not involve somatic components. To cast a mystery, the shadow ninja must have a Wisdom score of at least 10 + the mystery’s level. The save DC of a mystery is 10 + 1/2 the shadow ninja’s level + their Wisdom bonus. The caster level of these mysteries is the shadow ninja’s level.

Shadow Step(Su): Beginning at 3rd level, the shadow ninja reduces all falling damage they take as though the fall were 30 feet shorter than it actually is; furthermore, they no longer set off traps triggered by pressure, and the DC to track them without scent is increased by 5.

Evasion (Ex): Beginning at 4th level, a shadow ninja can avoid damage from certain attacks with a successful Reflex save. (See the monk class feature, page 41 of the Player’s Handbook.)

Shadow Walk(Su): Beginning at 5th level, by spending a use of ki power as a swift action, a ninja gains a +4 bonus to Balance, Jump, Climb, and Stealth checks for one minute; in addition, her jump distance is doubled and she gains a climb speed equal to her normal speed.

Poisoned Blades(Su): Beginning at 6th level, a shadow ninja never risks poisoning herself when applying poison to a weapon; in addition, when a poisoned weapon is used in a sudden strike, the save DC of the poison is increased to 10+1/2 the shadow ninja’s level + their Wisdom bonus, if it were lower.

Ki Blitz(Ex): Beginning at 7th level, a shadow ninja may Ki Dash in any direction they wish, even vertically or while in midair. If they leave the ground, they do not fall until the end of their turn.

Shadow Sight(Su): Beginning at 9th level, a shadow ninja gains darkvision 90 ft. By spending a use of ki power as a free action, this darkvision penetrates even magical darkness for one minute.

Shadow-Related-Word Something(Ex): At 10th level, when the shadow ninja makes a sudden strike, they may immediately use a mystery of apprentice level with a casting time of no more than a standard action; if the attack hits, the target of the attack may not make an attack of opportunity in reaction to the mystery.

Darkened Blades(Su): Beginning at 12th level, a shadow ninja can inflict more than physical wounds; her attacks are imbued with shadowy energies. Once per round, when she deals sudden strike damage, she can reduce the sudden strike bonus damage by 3d6 to inflict one of the following effects on her target:
-3 on Fortitude saves for one minute, and the target has a 25% miss chance on their attacks for one round, or
-3 on Reflex saves for one minute, and once during the next minute she may take a move action to deal 3d6 damage to any number of affected targets; they lose their next move action, or
-3 on Will saves for one minute, and the target is shaken for 1d4 rounds, or their existing fear is increased one category.
These effects do not stack unless otherwise noted.

Shadow Veil(Su): Beginning at 15th level, the shadow ninja is continuously under the effects of nondetection, as though cast by a caster of her level.

Ki Transit(Su): Beginning at 16th level, when the shadow ninja uses Ki Dash, she may instead teleport to any location that she can see within a distance of her speed. At her option, she may leave behind an illusory image at her starting location; the image appears real for up to one round until it is attacked or forced to make a save, at which point it disappears.

Shadowed Strikes(Ex): Beginning at 18th level, when the shadow ninja attacks a target under the effect of one of her mysteries, the target is denied their Dexterity bonus to AC.

Shadow-Related-Word Something 2: Electric Boogaloo(Ex): At 20th level, when using Shadow-Related-Word Something, the shadow ninja may use an initiate mystery.


ACF:
Domain Ninja
Choose one domain. The domain ninja treats it as a set of three paths; the level 1-3 spells form an apprentice path, the level 4-6 spells form an initiate path, and the level 7-9 spells form a master path. Unlike ordinary supernatural abilities, any xp or material components must be provided as normal. The domain ninja must take any mysteries from these paths before taking any mysteries from other paths of equal level; for example, they must take a level 2 spell from their domain before taking a level 2 mystery not from their domain.

Eldan
2019-09-06, 03:16 AM
It's niche, but perhaps give them something like the various war casters, that allows them to cast spells with a hand holding a weapon?

aimlessPolymath
2019-09-06, 09:06 AM
It's niche, but perhaps give them something like the various war casters, that allows them to cast spells with a hand holding a weapon?

All mysteries have been set to spell-like abilities and do not require somatic components.