StoryKeeper
2008-01-27, 09:48 PM
This is a ninja/warlock prestige class intended to combine some of the ninja-flavored abilities of the warlock with the deadly ambush ability of the ninja. I feel that it may be slightly overpowered, and if this is the case, please give me suggestions for how to balance it.
Eldritch Ghost
Requirements:
Skills: Move Silently 8 ranks
Special: Ghost Step class feature, the ability to use two invocation one of which must be leaps and bounds.
D6
BAB: As ninja
Saves: As ninja
1- Ki powers, paralyzing blast, +1 invoker level
2- Dark Surge 1d6, Mist Walker
3- +1 invoker level,
4- Dark Surge 2d6, Evasion, +1 invoker level
5- Eldritch Power,
6- Dark Surge 3d6, Hide in Plain Sight, +1 invoker level
7- +1 invoker level
8- Dark Surge 4d6,
9- Clouded Memory, +1 invoker level
10- Dark Surge 5d6, Shadow Strike, +1 invoker level
Skills: ninja lists for skills. (4+int mod/level)
Invocations: At 1st, 3rd, 4th, 6th, 7th, 9th, and 10th level, an Eldritch ghost gains invocations known and caster level as though they had gained a level in the invocation-using class to which they belonged before adding the prestige class level. If you had more than one invocation-using class before taking this prestige class, you must choose which class to add the level in for invocations known and caster level. The eldritch ghost does NOT increase the damage her eldritch blast does, nor does she gain any other benefits of her other invocations using class.
Ki Power- An eldritch ghost continues to gain ki powers and uses of ki powers as a ninja.
Paralyzing Blast- An eldritch ghost may choose to turn her eldritch blast into a paralyzing blast. A creature hit with a paralyzing blast must make a fortitude save (DC 10+ eldritch ghost level+ CHA mod) or be completely paralyzed for a number of rounds equal to 1/2 the ghost's class level (minimum 1). A paralyzing blast cannot have an eldritch essence invocation added to it.
Dark Surge: An eldritch ghost learns to shape his eldritch blast to best strike his opponent's weak points. A dark surge deals 1d6/ 2levels damage + either the ghost's sudden strike or eldritch blast damage (whichever is higher). The target of the surge must be denied their dexterity bonus to their AC (flanking is also acceptable), or else this attack simply functions as an eldritch blast. Half of a Dark Surge's damage is untyped, and the other half is considered piercing. Dark Surge does not suffer teh standard miss chance against incorporeal creatures.
Mist Walker: Through a combination of eldritch energy and a ghost's understanding of ki, an eldritch ghost automtically gains the ability to use the Mist Walker Invocatin (see below).
Evasion: at 4th level, an Eldritch Ghost gains evasion (see class feature of rogue for details).
Eldritch Power: At 5th level, an eldritch ghost may choose to make one of her invocations unavailable for 1 hour/class level. During this time, the eldritch ghost may not use the selected invocation, and if the invocation were active when this power was used, its effects end instantly. During this time, the eldritch ghost gains additional uses of her ki powers equal to the level of the invocation she set aside (an eldritch ghost setting aside an ESL 2 invocation gains two uses of her ki powers.) When this ability ends, any unused extra uses of ki powers disappear, and the invocation selected is usable again. This ability may be used up to 1 hour/day/class level. You may divide the uses of this ability up into however many hour-long increments you want (a 5th level eldritch ghost may use this ability 5 times for 1 hour, 2 times for 2 hours and 1 time for 1 hour, etc.). Each time this ability is used, you may choose a new invocation to become unavailable.
Hide In Plain Sight: a 6th level eldritch ghost may use the hide skill while being observed so long as she is in an area not brightly lit.
Clouded Memory: Once/round, an eldritch ghost may attempt to erase any memory a creature has of his presence. The creature must be within 100 ft. and the ghost must have line of sight to the target. The target must make a will save (DC= 10+class level+ CHA mod) or be dazed for a round, and forget it had seen, heard, or spoken to the eldritch ghost in the past ten rounds. The target creature must not have taken any damage from the eldritch ghost, and this power does not erase memories of any creatures other than the eldritch ghost.
Shadow Strike: By studying a creature for 5 consecutive rounds, an Eldritch Ghost may release a surge of ki-laced eldritch energy through her hand and into the target (melee touch attack). The attack is created specifically to disrupt the studied creature's system, and will not work on another target. If successful, the attack begins destroying the creature's ki pathways forcing the creature to make a Will Save (DC 20+ CHA modifier) every minute until they either make two succesfull saves in a row (at which time the effect ends) or fail two saves (at which time the target dies). The target is paralyzed until they make a succesfull save representing the damage being done to their nervous system. Additionally, the attack damages the creature's ability to use magic or ki powers. An attempt to use a psionic power, psi-like power , ki power or a spell or spell-like ability requires a DC 20+ ghost's CHA modifier concentration check. A successful check allows the spell, power, etc. to work normally, but a failed check results in the power behind the ability further damaging the user's pathways increasing the save DC of teh death effect by 5 per failed check.
Invocation:
Mist Walker: As gaseous form but with a flight speed equal to your base land speed.
Suggestions?
edit: I changed a few things to increase the synergy between the ki powers and the eledritch blasts. Thoughts?
edit: hmm... I think I goofed again... my apologies! Please use the table so kindly posted by ronnyfire until I get this figured out.
edit: updated with suggested abilities. Anything need moved or added?
Eldritch Ghost
Requirements:
Skills: Move Silently 8 ranks
Special: Ghost Step class feature, the ability to use two invocation one of which must be leaps and bounds.
D6
BAB: As ninja
Saves: As ninja
1- Ki powers, paralyzing blast, +1 invoker level
2- Dark Surge 1d6, Mist Walker
3- +1 invoker level,
4- Dark Surge 2d6, Evasion, +1 invoker level
5- Eldritch Power,
6- Dark Surge 3d6, Hide in Plain Sight, +1 invoker level
7- +1 invoker level
8- Dark Surge 4d6,
9- Clouded Memory, +1 invoker level
10- Dark Surge 5d6, Shadow Strike, +1 invoker level
Skills: ninja lists for skills. (4+int mod/level)
Invocations: At 1st, 3rd, 4th, 6th, 7th, 9th, and 10th level, an Eldritch ghost gains invocations known and caster level as though they had gained a level in the invocation-using class to which they belonged before adding the prestige class level. If you had more than one invocation-using class before taking this prestige class, you must choose which class to add the level in for invocations known and caster level. The eldritch ghost does NOT increase the damage her eldritch blast does, nor does she gain any other benefits of her other invocations using class.
Ki Power- An eldritch ghost continues to gain ki powers and uses of ki powers as a ninja.
Paralyzing Blast- An eldritch ghost may choose to turn her eldritch blast into a paralyzing blast. A creature hit with a paralyzing blast must make a fortitude save (DC 10+ eldritch ghost level+ CHA mod) or be completely paralyzed for a number of rounds equal to 1/2 the ghost's class level (minimum 1). A paralyzing blast cannot have an eldritch essence invocation added to it.
Dark Surge: An eldritch ghost learns to shape his eldritch blast to best strike his opponent's weak points. A dark surge deals 1d6/ 2levels damage + either the ghost's sudden strike or eldritch blast damage (whichever is higher). The target of the surge must be denied their dexterity bonus to their AC (flanking is also acceptable), or else this attack simply functions as an eldritch blast. Half of a Dark Surge's damage is untyped, and the other half is considered piercing. Dark Surge does not suffer teh standard miss chance against incorporeal creatures.
Mist Walker: Through a combination of eldritch energy and a ghost's understanding of ki, an eldritch ghost automtically gains the ability to use the Mist Walker Invocatin (see below).
Evasion: at 4th level, an Eldritch Ghost gains evasion (see class feature of rogue for details).
Eldritch Power: At 5th level, an eldritch ghost may choose to make one of her invocations unavailable for 1 hour/class level. During this time, the eldritch ghost may not use the selected invocation, and if the invocation were active when this power was used, its effects end instantly. During this time, the eldritch ghost gains additional uses of her ki powers equal to the level of the invocation she set aside (an eldritch ghost setting aside an ESL 2 invocation gains two uses of her ki powers.) When this ability ends, any unused extra uses of ki powers disappear, and the invocation selected is usable again. This ability may be used up to 1 hour/day/class level. You may divide the uses of this ability up into however many hour-long increments you want (a 5th level eldritch ghost may use this ability 5 times for 1 hour, 2 times for 2 hours and 1 time for 1 hour, etc.). Each time this ability is used, you may choose a new invocation to become unavailable.
Hide In Plain Sight: a 6th level eldritch ghost may use the hide skill while being observed so long as she is in an area not brightly lit.
Clouded Memory: Once/round, an eldritch ghost may attempt to erase any memory a creature has of his presence. The creature must be within 100 ft. and the ghost must have line of sight to the target. The target must make a will save (DC= 10+class level+ CHA mod) or be dazed for a round, and forget it had seen, heard, or spoken to the eldritch ghost in the past ten rounds. The target creature must not have taken any damage from the eldritch ghost, and this power does not erase memories of any creatures other than the eldritch ghost.
Shadow Strike: By studying a creature for 5 consecutive rounds, an Eldritch Ghost may release a surge of ki-laced eldritch energy through her hand and into the target (melee touch attack). The attack is created specifically to disrupt the studied creature's system, and will not work on another target. If successful, the attack begins destroying the creature's ki pathways forcing the creature to make a Will Save (DC 20+ CHA modifier) every minute until they either make two succesfull saves in a row (at which time the effect ends) or fail two saves (at which time the target dies). The target is paralyzed until they make a succesfull save representing the damage being done to their nervous system. Additionally, the attack damages the creature's ability to use magic or ki powers. An attempt to use a psionic power, psi-like power , ki power or a spell or spell-like ability requires a DC 20+ ghost's CHA modifier concentration check. A successful check allows the spell, power, etc. to work normally, but a failed check results in the power behind the ability further damaging the user's pathways increasing the save DC of teh death effect by 5 per failed check.
Invocation:
Mist Walker: As gaseous form but with a flight speed equal to your base land speed.
Suggestions?
edit: I changed a few things to increase the synergy between the ki powers and the eledritch blasts. Thoughts?
edit: hmm... I think I goofed again... my apologies! Please use the table so kindly posted by ronnyfire until I get this figured out.
edit: updated with suggested abilities. Anything need moved or added?