Ninja Class Conversion (Comments Please)


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Gene wrote:

Maybe give them Improved Feint and Greater Feint as they gain levels?

Or maybe some ninja-trickery (something like the eggs full of crushed pepper that they'd throw into peoples' eyes) that allows them to flank (or just deny their Dexterity bonus) an opponent without having to have someone flank with them?

I agree that the invisibility is a bit too powerful; but I agree that they need some mechanic to allow them to reliably get their sneak attacks in.

Although the invisibility is only a handful of uses a day (say 4 to 12 at 20th).

Hmmm, hate to give them feats, it always seems like cheating.

The problem is, they will always be able to do their bonus damage while invisible. That's a given. And that's a core ability. I'd have to rip that out, which I was trying not to do.

The more I think of it though, the more I'm thinking the invisibility may need to go. If they had sneak attack and no invisibility, that would be ok. I'm almost wondering if maybe instead of invisibility they had a limited range teleport (moving faster than the eye could follow) for a ki point. Basically teleport in, sneak attack, and teleport back out. They wouldn't get iterative attacks, it would only be usable a few times a day. So, maybe teleport 40inches total. If they are 20 inches from a target, teleport in, stab, teleport 20 inches away. It gives them sort of a limited spring attack at 1st level, which would be unique, but not too overpowering if I limit it to teleporting to a target and sneak attacking until say 12th level, when it becomes like a spring attack...

Hmmmm

Liberty's Edge

mdt wrote:
The more I think of it though, the more I'm thinking the invisibility may need to go. If they had sneak attack and no invisibility, that would be ok. I'm almost wondering if maybe instead of invisibility they had a limited range teleport (moving faster than the eye could follow) for a ki point. Basically teleport in, sneak attack, and teleport back out. They wouldn't get iterative attacks, it would only be usable a few times a day. So, maybe teleport 40inches total. If they are 20 inches from a target, teleport in, stab, teleport 20 inches away. It gives them sort of a limited spring attack at 1st level, which would be unique, but not too overpowering if I limit it to teleporting to a target and sneak attacking until say 12th level, when it becomes like a spring attack...

I really dig this idea; kinda gives them a bit of a reputation as someone who's able to kill you before you can react.

Very nifty.

RPG Superstar 2012 Top 32

Sounds like my Quickjack class. It was based on the Scout and has skirmish, but relies on short sneak attacks. I play a ninja with Hide in Plain Sight as a template ability (Dark Creature from Tome of Magic), and it allows my ninja to attempt a sudden strike almost every round. And then I can use my Swift Invisiblities if I'm fighting a very Perceptive foe.

Quickjack

BAB: +3/4
Good Saves: Reflex
Hit Dice: 1d8

Class Skills: Acrobatics, Bluff, Climb, Craft, Disable Device, Escape Artist, Knowledge (dungeoneering, geography, local, nature, planes), Linguistics, Perception, Profession, Sleight of Hand, Stealth, Survival, Swim.

Skill Ranks Per Level: 6 + Int modifier.

Quickjacks are proficient in all Simple Weapons, handaxe, longbow, rapier, scimitar, shortbow, shortsword, and throwing axe. Quickjacks are proficient in light armor, but not shields.

1. Dimensional Pocket, Skirmish +1d6, Trapfinding, Warp Pool
2. Bonus Feat, Dimensional Hop
3. Evasion, Fast Movement
4. Skirmish +1d6/+1 AC
5. Blink
6. Bonus Feat, Fast Movement, Uncanny Dodge
7. Dimensional Haven, Skirmish +2d6/+1 AC
8. Dimension Door
9. Fast Movement, Improved Uncanny Dodge
10. Bonus Feat, Skirmish +2d6/+2 AC
11. Improved Blink
12. Fast Movement, Improved Evasion
13. Improved Dimensional Haven (sustaining health), Skirmish +3d6/+2
14. Bonus Feat, Teleport
15. Anchor Resistance, Fast Movement
16. Skirmish +3d6/+3
17. Greater Teleport
18. Bonus Feat, Fast Movement, Freedom of Movement
19. Greater Dimensional Haven (Astral Body), Skirmish +4d6/+3 AC
20. Gate

Dimensional Pocket (Su). As long as the Quickjack has at least 1 point in his Warp Pool, he can access an extradimensional storage space. This extradimensional space can hold upto 10 pounds worth of gear per class level. Removing or stowing an object from the Dimensional Pocket is a free action.

Skirmish (Ex). As the Scout ability. It improves at levels 4, 7, 10, 13, 16, and 19.

Trapfinding (Ex). As the Rogue ability.

Warp Pool (Su). A Quickjack as a number of points in his Warp Pool equal to 1/2 his class level + Charisma bonus (minimum 1). The Quickjack can spend a Warp Pool point as a free action to gain a +20 bonus to Acrobatic skill checks to Jump for 1 round, gain a +4 Dodge bonus to AC for 1 round, or to increase his speed by +10 feet per Warp point spent for 1 round.

Bonus Feat. At levels 2, 6, 10, 14, and 18, the Quickjack may select a bonus feat from the following list of bonus feats. He must meet all requirements for the selected feat.
Acrobatic, Agile Manuvers, Alertness, Athletic, Blindfight, Combat Expertise, Deadly Aim, Dodge, Double Slice, Exotic Weapon Proficiency, Expeditious Dodge, Greater Two Weapon Fighting, Improved Critical, Improved Disarm, Improved Feint, Improved Initiative, Improved Precise Shot, Improved Trip, Improved Two Weapon Fighting, Lightning Stance, Martial Weapon Proficiency, Mobility, Point Blank Shot, Precise Shot, Pinpoiny Accuracy, Quick Draw, Rapid Reload, Rapid Shot, Shot on the Run, Spring Attack, Stealthy, Two Weapon Defense, Weapon Finesse, Weapon Focus, Whirlwind Attack, Wind Stance.

Dimensional Hop (Su). At 2nd level, by spending 1 point from his Warp Pool, the Quickjack can teleport upto 10 feet per point of his Charisma bonus (minimum 10 feet) as a swift action.

Evasion (Ex). At 3rd level, the Quickjack gains the rogue ability of the same name.

Fast Movement (Ex). At 3rd level, and every 3 levels beyond 3rd, the Quickjack's speed increases by 10 feet.

Blink (Su). At 5th level, the Quickjack gains the benefits of the Blink Spell as a swift action for 1 number of rounds equal to his Charisma bonus (minimum 1) by spending 1 point from his Warp Pool.

Uncanny Dodge (Ex). At 6th level, the Quickjack gains the rogue ability of the same name.

Dimensional Haven (Su). At 7th level, by spending 1 point from his Warp Pool as a standard action, the Quickjack can benefit from a Rope Trick effect (without the need to use a rope) with a caster level equal to the Quickjack's class level. At 13th level, the Quickjack gains the benefits of the Improved Dimensional Haven. All within the effects of the Dimensional Haven benefit from the effects of a Ring of Sustainance and heal a number of hit points equal to their hit dice each hour. At 19th level, the Quickjack can remain safe within his Dimensional Haven and use Astral Projection.

Dimension Door (Su). At 8th level, by spending 1 Warp Point as a swift action, the Quickjack can use a Dimension Door effect with a caster level equal to his class level.

Improved Uncanny Dodge (Ex). At 9th level, the Quickjack gains the benefits of the rogue's Improved Uncanny Dodge ability of the same name.

Improved Blink (Su). At 11th level, the Quickjack can benefit from the Improved Blink spell for a number of rounds equal to his Charisma bonus (minimum 1 round) by spending 1 Warp Point as a swift action.

Improved Evasion (Ex). At 12th level, the Quickjack gains the rogue ability of the same name.

Teleport (Su). At 14th level, the Quickjack can use Teleport with a caster level equal to his class level as a swift action by spending 1 Warp Point.

Anchor Resistance (Ex). At 15th level, the Quickjack gains Spell Resistance 15 + his class level against effects that would suppress his ability to teleport or use dimensional or astral travel.

Greater Teleport (Su). At 17th level, the Quickjack can use Greater Teleport as a swift action by spending 2 points from his Warp Pool.

Freedom of Movement (Ex). At 18th level, the Quickjack is protected with a constant Freedom of Movement effect.

Gate (Su). At 20th level, as a full round action, the Quickjack can spend 3 points from his Warp Pool and use a Gate effect.


Requia wrote:
Invisibility as a swift action + sneak attack makes this a fair bit more powered than a rogue, since it can get the sneak attack in a lot of situations where the rogue can't, and all of the situations where a rogue can.

Actually all it does is mimic a Rogue with a built in wand of Invisibility. Sure there is a small differance with the action needed to cast invisibility, but as soon as that same Rogue gets a wand of Improved Invisibility he will pull way into the lead. A Rogue with HiPS is no different and arguably far more powerful as it is pretty cheap to get See Invisibility permanently enchanted on yourself whereas it is much harder and more expensive to up your Perception enough to be on par with the average sneaky build.

The only time I think it really becomes a HUGE balance issue is when your Ninja starts being able to remain invisible or ethereal for multiple rounds and start using Ghost Strike to get multiple rounds of full attack with SS damage while staying Ethereal the entire time. But they don’t need SA to do that anyway so really all a full SA is making them more reliable and useful in combat.

Personally I like the feel of the less mystical Ninja as well and would consider scrapping the whole invisible/ethereal thing and giving them HiPS(EX) or POSSIBLY even HiPS(SU).


Gene wrote:

Maybe give them Improved Feint and Greater Feint as they gain levels?

Or maybe some ninja-trickery (something like the eggs full of crushed pepper that they'd throw into peoples' eyes) that allows them to flank (or just deny their Dexterity bonus) an opponent without having to have someone flank with them?

I agree that the invisibility is a bit too powerful; but I agree that they need some mechanic to allow them to reliably get their sneak attacks in.

I do like the possibility of leaving them with SS instead of full SA and giving them Improved Feint and Greater Feint. Also letting them take Craft Alchemy to create their tools like blinding powder and such. But good old HiPS(EX) as the Dark Creature gets is very appropriate I think.


SmiloDan wrote:

Sounds like my Quickjack class. It was based on the Scout and has skirmish, but relies on short sneak attacks. I play a ninja with Hide in Plain Sight as a template ability (Dark Creature from Tome of Magic), and it allows my ninja to attempt a sudden strike almost every round. And then I can use my Swift Invisiblities if I'm fighting a very Perceptive foe.

Quickjack . . .

That looks like a really interesting concept.


Ok, so, which do you guys think would be more balanced :

A) Sneak Attack, Replace Invisibility at 2nd with Limited Teleport (10 Feet + 5 feet per 2 full levels, start at 15 feet, max 60 feet at level 20) for spending a ki point, with built in Spring Attack on the Teleport at 11th level (t-port half-distance, attack with sneak attack, t-port again as a full action).

B) Sudden Strike, Keep Invisibility, Add in Hide In Plain Sight as a Ninja Advanced Talent (10th level or higher).


Both look very tempting. If you do decide to eliminate the invisibility I would up the total they can teleport. 60 feet at lvl 20 isn't much when you are talking about a battle map. There may be times they need to make a single jump of 60' to reach their objective. Also remember you have to balance the fact that if you are taking away invisibility you also take away etherealness, which can be used to travel through solid objects or even fly albeit slowly.

Personally as much as I like and see potential for the teleportation, I would give them the SS with invisibility (later etherealness) and maybe HiPS(EX).

It is a hard decision because the teleporting can be equally handy.

RPG Superstar 2012 Top 32

Maybe have alternative class features for the same class? Some get invisiblity, some dimensional hopping (check out the Flicker mystery from Tome of Magic's Shadowcaster), some get crazy social skills (Bluff, Diplo, Disguise, Intimidate, Sense Motive), etc. etc.


SmiloDan wrote:
Maybe have alternative class features for the same class? Some get invisiblity, some dimensional hopping (check out the Flicker mystery from Tome of Magic's Shadowcaster), some get crazy social skills (Bluff, Diplo, Disguise, Intimidate, Sense Motive), etc. etc.

Hmmm... might try this, kind of like the ranger's combat paths...

RPG Superstar 2012 Top 32

mdt wrote:
SmiloDan wrote:
Maybe have alternative class features for the same class? Some get invisiblity, some dimensional hopping (check out the Flicker mystery from Tome of Magic's Shadowcaster), some get crazy social skills (Bluff, Diplo, Disguise, Intimidate, Sense Motive), etc. etc.
Hmmm... might try this, kind of like the ranger's combat paths...

Yeah, I think that would be really cool. It could represent different ninja clans, but they'd all be ninjas. Some turn invisible, some teleport, some are crazy liars (Great at Bluff), some can use illusions.

I think it would be neat to somehow incorporate some of the Shadowcaster Mysteries into a ninja build...maybe with ranger/paladin/spellthief-like casting, maybe with a different set of mechanics altogether.

I'm currently playing a Dark Whisper Gnome Ninja, but it isn't an Oriental campaign, so I call myself a Shadow Stalker. Maybe I should design a Shadow Stalker class that uses Mysteries or Mystery-like powers to enhance an stealthy skirmisher type. Besides my Gloomblade, which is more like a Mystery-using Duskblade. I also came up with the Fangblade, which is a poisoner class that doesn't quite step on the toes of the Assassin PrC.

Gloomblade:
Gloomblade

Gloomblades are to Shadowcasters what Duskblades are to Sorcerers.

BAB: +1
Good Saves: Fortitude and Will
Hit Dice: 1d10

Class Skills: Acrobatics, Climb, Craft, Fly, Intimidate, Knowledge arcana, Knowledge planes, Perception, Profession, Spellcraft, Stealth, Swim.

Skill Ranks Per Level: 2 + Int modifier.

Gloomblades are proficient in all Simple and Martial Weapons, Light and Medium Armor, and Shields (but not tower shields).

LEVEL ABILITY
1. Armored Casting (light), Fundamentals, Mysteries
2. Bonus Feat
3. Channel Mystery, Umbral Sight (lowlight vision)
4. Sustaining Shadow (eat 1 meal/week)
5. Quick Cast 1/day
6. Bonus Fundamental, Armored Casting (medium)
7. Umbral Sight (darkvision 60 feet)
8. Sustaining Shadow (sleep 1 hour/night)
9. Dark Power +2
10. Quick Cast 2/day
11. Umbral Sight (see in magical darkness)
12. Bonus Fundamental, Sustaining Shadow (50% fortification)
13. Channel Mysteries (full attack), Dark Power +4
14. Hide in Plain Sight
15. Quick Cast 3/day, Umbral Sight (blindsense 30 feet)
16. Sustaining Shadow (immune to poison and disease)
17. Dark Power +6
18. Bonus Fundamental
19. Umbral Sight (blindsight 60 feet)
20. Penetrating Critical, Quick Cast 4/day, Sustaining Shadow (no need to breath, eat, drink, or sleep)

Armored Casting (Ex). Gloomblades can cast the mysteries they know as spells while wearing light armor with no chance of arcane spell failure. At 6th level, they can cast mysteries they cast as spells in Medium Armor or when using a Heavy Shield with no chance of arcane spell failure.

Fundamentals (Su). At 1st level, Gloomblades learn 3 fundamentals, minor supernatural abilities they can use at will. At 6th level, and every 6 levels beyond 6th, they learn one additional fundamental.

Mysteries (Spell, Sp, or Su). Mysteries are magical effects similar to spells that the Gloomblade can cast. As the Gloomblade grows in power, he learns to cast more mysteries and more powerful mysteries. A Gloomblade can cast each mystery he knows a number of times per day equal to his Intelligence Bonus. learn. The Save DC is 10 + the mystery level + the Gloomblade's Intelligence modifier. At 1st level, the Gloomblade learns 1 first level mystery. At 2nd level, and every level thereafter, the Gloomblade learns one additional mystery. At 5th level, he can begin learning 2nd level mysteries. At 9th level, he can begin learning 3rd level mysteries. At 13th level, he can begin learning 4th level mysteries. At 17th level, he can begin learning 5th level mysteries. A Gloomblade can choose to learn a fundamental in place of a mystery if he so chooses.

Whenever a Gloomblade gains the ability to cast a higher level mystery, he also improves the lower level mysteries he knows. Lower level mysteries that he used to cast a spells he can now use as spell-like abilities. Lower level mysteries he used to cast as spell-like abilities he can now cast as supernatural abilities.

A Gloomblade must have an Intelligence score of 10 + the level of the mystery he wishes to learn. The Save DC is 10 + the mystery level + the Gloomblade's Intellegence modifier if the mystery is cast as a spell or spell-like ability. If the mystery is cast as a supernatural ability, the Save DC is 10 + 1/2 the Gloomblade's class level + his Intelligence modifier.

Bonus Feat. At 2nd level, the Gloomblade can choose a bonus feat from the following list. He must meet all the requirements of the selected feat.
Alertness, Arcane Strike, Blindfight, Combat Casting, Greater Spell Penetration, Magical Aptitude, Skill Focus, Spell Penetration, Stealthy, or any feat from pages 136-138 of the Tome of Magic.

Channel Mystery (Su). Beginning at 3rd level, the Gloomblade can use a standard action to cast any touch or ranged touch mystery he knows and deliver it through his weapon with a melee attack. Casting a mystery in this manner does not provoke attacks of opportunity. The mystery must have a casting time of 1 standard action or less. If the attack is successful, the attack deals damage normally, then the effect of the mystery is resolved.
At 13th level, the Gloomblade can cast any touch or ranged touch mystery he knows as part of a full attack action and mystery affects each target he hits melee that round. Doing so discharges the mystery at the end of the round, in the case of a mystery that would otherwise last more than 1 round.

Umbral Sight (Su). Beginning at 3rd level, the Gloomblade gains low-light vision (or superior low-light vision if he already has low-light vision). At 7th level, he gains darkvision with a range of 60 feet (or an additional 30 feet if he already has darkvision). At 11th level, the Gloomblade gains the ability to see perfectly in complete darkness, even magical darkness, out to 60 feet. At 15th level, he gains blindsense with a range of 30 feet. At 19th level, he gains blindsight with a range of 60 feet.

Sustaining Shadow (Ex). Beginning at 4th level, the Gloomblade imbues his body with shadow-stuff. He only needs to eat one meal a week. Beginning at 8th level, he only needs to sleep 1 hour per night. At 12th level, the Gloomblade has a 50% chance to ignore the extra damage from a critical hit, skirmish, sneak attack, or sudden strike damage. Beginning at 16th level, the Gloomblade is immune to all poisons and diseases. At 20th level, the Gloomblade does not need to breathe, eat, drink, or sleep.

Quick Cast (Su). Beginning at 5th level, the Gloomblade can cast 1 mystery per day as a swift action, as long as the normal casting time of the mystery is 1 standard action or less. At levels 10, 15, and 20, the Gloomblade gains additional uses of Quick Cast.

Dark Power (Ex). Beginning at 9th level, the Gloomblade can more easily overcome the Spell Resistance of any opponent he wounds in melee combat. If the Gloomblade injures an opponent in melee combat, for the rest of the encounter he gains a +2 bonus on Caster Level Checks to overcome the opponent's Spell Resistance. This increases to +4 at 13th level and +6 at 17th level.

Hide in Plain Sight (Ex). Beginning at 14th level, the Gloomblade can use the Stealth skill to hide, even while being observed (except in natural daylight, the area of a daylight spell, or a similar effect).

Penetrating Critical (Ex). Beginning at 20th level, if the Gloomblade scores a critical hit on an opponent while channeling a mystery, he automatically overcomes the opponent's Spell Resistance (if any). The Gloomblade also adds half his class level to save DC, if any, of the channeled mystery.

Fundamentals:

Arrow of Dusk (deal 2d4 non-lethal/x3)
Black Candle (use darkness/light)
Caul of Shadow (gain +1 deflection bonus to AC, +1 per 6 levels)
Mystic Reflections (detect magic)
Shadow Hood (subject takes -1 penalty to attack rolls and Dex checks)
Sight Obscured (+5 on Sleight of Hand and Stealth checks)
Umbral Hand (stronger mage hand)
Widened Eyes (gain low-light vision)

Mysteries:

First Level:

Carpet of Shadow (create difficult terrain)
Fall of Night (blur + feather fall for 1 rd/level, cast as immediate action)
Grim Mask (Cause Fear + Disguise Self)
Life Fades (1d6 non-lethal damage per level + fatigued)
Mesmerizing Shade (daze subject 1 round or -1 to attacks, checks, saves)
Piercing Sight (gain darkvision and see invisiblity)
Shadow Skin (gain DR for 1 round as immediate action)
Shadowy Stride (Sanctuary + Pass without Trace)
Steel Shadows (+3 armor and +3 shield bonus)

Second Level:

Chilling Caul (opponent takes 1d6 cold damage and suffers 20% miss chance for 1 round/level)
Dancing Shadows (you grant subjects concealment)
Flesh Fails (opponent suffers 4 Str dmg, 4 Dex dmg, or 2 Con dmg)
Flicker (short distance teleports as immediate actions)
Sharp Shadows (foes striking you take piercing damage)
Swift Shadow Step (gain +10 speed per level and 50% chance for 1 round as swift action)
Tangled Shadows (opponent takes half the damage you suffer for 1 round per level)
Umbral Touch (deal damage and slow opponents with a touch)
Wraithstrike (melee attacks resolved as touch attacks for 1 round as swift action)

Third Level:

Aura of Shade (gain cold resistance and cause cold damage)
Bolster (gain 5 temporary hit points per level)
Crows Cloak (Fly and gain blinding touch attack for 1 minute/level)
Curtain of Shadow (blocks line of sight and causes cold damage)
Darken Magic (Dispel Magic by touch and deal 2 hps/dispelled spell level)
Shadow Investiture (gain cold resistance 15, evasion, see in darkness)
Shadow Vision (opponent is penalized on most actions and has 50% miss chance)
Step Into Shadows (Dimension Door)
Vampiric Touch (steal opponent's health)

Fourth Level:

Chilling Tentacles (black tentacles grapple and area causes cold damage)
Devour Magic (dispel magic by touch and gain 5 hit points per spell level dispelled)
Greater Chilling Caul (opponent takes 2d6 cold damage and is blinded for 1 round per level)
Greater Life Fades (deal 1d6 non-lethal dmg/level plus exhaustion)
Prison of Night (entrap subject in shadowy prison that deals Con dmg on failed escape attempt)
Unveil (remove negative conditions)
Voyage into Shadow (shadow walk)
Wraithfist (deal 1 temporary negative level per round as melee touch attack)

Fifth Level:

Consume Essence (slay creature and instantly animate it as dark creature under your control)
Dark Discorporation (transform into shadowy, flying swarm)
Greater Flesh Fails (many suffer Str 6, Dex 6, or Con 4 damage)
Shadow Time (act freely for 1d4+4 rounds)
Tomb of Night (entrap subject in shadowy prision that deals negative level on failed escape attempt)
Umbral Body (become incorporeal)

Fangblade:
Fangblade

Fangblades are mystical assassins that can magically coat their weapons with poison.

BAB: +3/4
Good Saves: Fortitude
Hit Dice: 1d8

Class Skills: Acrobatics, Appraise, Bluff, Climb, Craft, Disable Device, Disguise, Escape Artist, Heal, Intimidate, Knowledge local, Knowledge nature, Linguistics, Perception, Profession, Sense Motive, Sleight of Hand, Stealth, Survival, Swim, Use Magic Device.

Skill Ranks per Level: 6 + Int modifier.

Fangblades are proficient with all Simple Weapons, plus the hand crossbow, rapier, sap, scimitar, shortbow, and shortsword. Fangblades are proficient in Light Armor, but not shields.

LEVEL ABILITY
1. Create Poison (1), Poison Pool, Poison Use, Sneak Attack +1d6, Trapfinding, Venomous Sting (First Level).
2. Poison Power
3. Create Poison (1d2)
4. Poison Power
5. Sneak Attack +2d6, Venomous Sting (Second Level)
6. Poison Power
7. Create Poison (1d3)
8. Poison Power
9. Sneak Attack +3d6, Venomous Sting (Third Level)
10. Advanced Poison Powers, Poison Power
11. Create Poison (1d4)
12. Poison Power
13. Sneak Attack +4d6, Venomous Sting (Fourth Level)
14. Poison Power
15. Create Poison (1d6)
16. Poison Power
17. Sneak Attack +5d6, Venomous Sting (Fifth Level)
18. Poison Power
19. Create Poison (1d8)
20. Poison Power, Overwhelming Virulance.

Create Poison (Su). As a swift action, the fangblade spends 1 point from his Poison Pool and magically conjures a venomous substance to coat his weapon. This venomous substance persists for up to 1 hour per class level, or until the fangblade successfully strikes a target with the envenomed weapon. When the fangblade creates the poison, he decides if it does Strength, Dexterity, Constitution, Intelligence, Wisdom, or Charisma damage. At 1st level, it causes 1 point of ability damage. This increases to 1d2 at 3rd level, 1d3 at 7th, 1d4 at 11th, 1d6 at 15th, and 1d8 at 19th. The target of the poison is allowed a Fortitude save with a DC of 10 + 1/2 the fangblade's class level + the fangblade's Constitution modifier to negate the poison each round. The target of the poison must make a Fortitude save each round for a number of rounds equal to the fangblade's Constitution bonus (minimum 1 round) or until it makes a successful Fortitude save.

Poison Pool (Su). At 1st level, the fangblade has a Poison Pool with a number of points in it equal to 4 + his Constitution bonus (if any). At 2nd level, and every level thereafter, the fangblade adds 2 to his Poison Pool.

Poison Use (Ex). The fangblade never risks poisoning himself when he poisons his weapon.

Sneak Attack (Ex). As the rogue ability of the same name.

Trapfinding (Ex). As the rogue ability of the same name.

Venomous Sting (Su). Whenever the fangblade uses his Create Poison ability, he can also add a carrier effect to the poison. The fangblade learns 2 Venomous Stings at 1st level and 1 additional venomous sting each class level thereafter. At 1st level, the fangblade can only choose First Level Venomous Stings; at 5th level, he can learn Second Level Venomous Stings; at 9th, Third Level; at 13th, Fourth Level; at 17th, Fifth Level. Each Venomous Sting adds a condition or effect to the poison created by the fangblade; if the target fails the save for the poison, he also suffers from the condition or effect of the venomous sting.

First Level
1. Bleed (lose a number of hit points each round equal to the number of sneak attack dice the fangblade has).
2. Dazzled for 1 minute per failed save.
3. Fascinated for 1 minute per failed save.
4. Fatigued for 1 minute per failed save.
5. Shaken for 1 minute per failed save.
6. Sickened for 1 minute per failed save.

Second Level
1. Confused for 1 round per failed save.
2. Entangled for 1 minute per failed save.
3. Nauseated for 1 minute per failed save.
4. Sleep for 1 minute per failed save.
5. Slowed for 1 minute per failed save.
6. Spell-hindered for 1 minute per failed save (Must succeed on a Concentration check with a DC equal to the Poison DC + the attempted spell level to successfully cast a spell)

Third Level
1. Dazed for 1 round per failed save.
2. Deafened for 1 hour per failed save.
3. Exhausted for 1 minute per failed save.
4. Flat-footed for 1 round per failed save.
5. Frightened for 1 minute per failed save.
6. Grappled for 1 round per failed save.

Fourth Level
1. Blind for 1 hour per failed save.
2. Gain 1 temporary negative level per failed save. Lasts 1 hour per fangblade level.
3. Insanity for 1 hour per failed save.
4. Staggered for 1 minute per failed save.
5. Stunned for 1 round per failed save.
6. Reduced Spell Resistance by 1 per failed save. Lasts 1 hour per fangblade level.

Fifth Level
1. Dead
2. Disabled for 1 minute per failed save.
3. Panicked for 1 minute per failed save.
4. Paralyzed for 1 minute per failed save.
5. Petrified permanently
6. Unconscious for 1 hour per failed save.

Poison Power (Ex, Sp, or Su) At 2nd level and every 2 levels thereafter, the fangblade learns a poison power from the following list. After 10th level, he can also choose Poison Powers from the list of Advanced Poison Powers.

Draining Toxicity (Su). By spending 1 additional Poison Point, the fangblade increases the toxicity of his Create Poison ability. For 1 round, the fangblade's Create Poison ability causes ability drain instead of ability damage.

Extend Duration (Su). By spending 1 additional Poison Point, the fangblade can double the duration of his Create Poison ability.

Increase Cure (Su). By spending 1 additional Poison Point, the fangblade can increase the number of successful Fortitude saves to resist his Create Poison from 1 to 2.

Poison Resistance (Ex). By spending 1 Poison Point as an immediate action, the fangblade reduces the ability damage or ability drain he suffers from a failed Fortitude save against a poison by 1. This Poison Power can be taken multiple times. Each time it is selected, the amount of ability damage or drain is reduced by an additional 1.

Sneaky Potentcy (Ex). On a successful Sneak Attack, the fangblade increases the Save DC of any poison he uses on the Sneak Attack by the number of Sneak Attack Dice he has.

Undetectable Poison (Sp). As a free action, the fangblade can spend 1 Poison Point and mask the toxicity of any poison he handles for upto 1 hour per class level. Any attempts to magically detect poison fail if the caster fails a caster level check with a DC of 10 + the fangblade's class level.

Advanced Poison Powers:

Double Poison (Ex). The fangblade can spend 2 Poison Points and cause 2 different kinds of ability damage when using his Create Poison ability.

Empower Poison (Su). When using his Create Poison ability, the fangblade can spend 2 additional Poison Points and multiply the ability damage caused by that use of Create Poison by 1.5

Extra Venomous (Su). When using his Create Poison ability, the fangblade can spend 1 additional Poison Point and add a second Venomous Sting effect to the poison.

Greater Increase Cure (Su). By spending 2 additional Poison Points, the fangblade can increase the number of successful Fortitude saves to resist his Create Poison from 1 to 3. The fangblade must have the Increase Cure Poison Power before selecting this Advanced Poison Power.

Greater Undetectable Poison (Sp). As a free action, the fangblade can spend 1 Poison Point and mask the toxicity of any poison he handles for upto 1 day per class level. Any attempts to magically detect poison fail if the caster fails a caster level check with a DC of 20 + the fangblade's class level.

Hardy Body (Ex). As an immediate action, the fangblade can spend 1 Poison Point and re-roll a failed Fortitude save. He must abide by the results of the re-roll, even if it is worse than the original roll.

Heighten Poison (Ex). When using his Create Poison ability, the fangblade can spend a number of additional Poison Points (up to 1/2 his class level) and add that number to the Save DC of his poison.

Intensify Poison (Su). When using his Create Poison ability, the fangblade can spend 8 additional Poison Points and Maximize, and then Double, the ability damage caused by that use of Create Poison. The fangblade must have Empower Poison and Maximize Poison before selecting this Poison Power.

Maximize Poison (Su). When using his Create Poison ability, the fangblade can spend 3 additional Poison Points and cause the maximum amount of ability damage for this dose of poison.

Overcome Immunity (Su). When using his Create Poison ability, the fangblade can spend 2 additional Poison Points and affect a target that is normally immune to poison.

Poison Immunity (Ex). The fangblade is immune to all poisons. He must have the Poison Resistance Poison Power before selecting this Advanced Poison Power.

Overwhelming Virulance (Ex). At 20th level, on a successful Sneak Attack, the fangblade can spend 1 Poison Point to increase the Save DC of any poison he uses on the Sneak Attack by an amount equal to the extra damage caused by the Sneak Attack.

Ninjafied Quickjack:
Ninjafied Quickjack

BAB: +3/4
Good Saves: Reflex
Hit Dice: 1d8

Class Skills: Acrobatics, Bluff, Climb, Craft, Disable Device, Disguise, Escape Artist, Knowledge (dungeoneering, geography, local, nature, planes), Linguistics, Perception, Profession, Sleight of Hand, Stealth, Survival, Swim.

Skill Ranks Per Level: 6 + Int modifier.

Quickjacks are proficient in all Simple Weapons, kama, katana (bastard sword), kukri, nunchaku, sai, shortbow, shortsword, shuriken, siangham. Quickjacks are not proficient in armor.
1. Dimensional Pocket, Skirmish +1d6, Trapfinding, Unarmored Defense, Warp Pool
2. Bonus Feat, Dimensional Hop
3. Evasion, Fast Movement
4. AC +1, Skirmish +1d6/+1 AC
5. Blink
6. Bonus Feat, Fast Movement, Uncanny Dodge
7. Dimensional Haven, Skirmish +2d6/+1 AC
8. AC +2, Dimension Door
9. Fast Movement, Improved Uncanny Dodge
10. Bonus Feat, Skirmish +2d6/+2 AC
11. Improved Blink
12. AC +3, Fast Movement, Improved Evasion
13. Improved Dimensional Haven (sustaining health), Skirmish +3d6/+2
14. Bonus Feat, Teleport
15. Anchor Resistance, Fast Movement
16. AC +4, Skirmish +3d6/+3
17. Greater Teleport
18. Bonus Feat, Fast Movement, Freedom of Movement
19. Greater Dimensional Haven (Astral Body), Skirmish +4d6/+3 AC
20. AC +5, Gate

Dimensional Pocket (Su). As long as the Quickjack has at least 1 point in his Warp Pool, he can access an extradimensional storage space. This extradimensional space can hold upto 10 pounds worth of gear per class level. Removing or stowing an object from the Dimensional Pocket is a free action.

Skirmish (Ex). As the Scout ability. It improves at levels 4, 7, 10, 13, 16, and 19.

Trapfinding (Ex). As the Rogue ability.

Unarmored Defense (Ex). The Quickjack adds his Wisdom bonus (if any) to his AC. This applies to his touch AC and his flat-footed AC. His AC improves by +1 per 4 levels.

Warp Pool (Su). A Quickjack as a number of points in his Warp Pool equal to 1/2 his class level + Wisdom bonus (minimum 1). The Quickjack can spend a Warp Pool point as a free action to gain a +20 bonus to Acrobatic skill checks to Jump for 1 round, gain a +4 Dodge bonus to AC for 1 round, or to increase his speed by +10 feet per Warp point spent for 1 round.

Bonus Feat. At levels 2, 6, 10, 14, and 18, the Quickjack may select a bonus feat from the following list of bonus feats. He must meet all requirements for the selected feat.
Acrobatic, Agile Manuvers, Alertness, Athletic, Blindfight, Combat Expertise, Deadly Aim, Dodge, Double Slice, Exotic Weapon Proficiency, Expeditious Dodge, Greater Two Weapon Fighting, Improved Critical, Improved Disarm, Improved Feint, Improved Initiative, Improved Precise Shot, Improved Trip, Improved Two Weapon Fighting, Lightning Stance, Martial Weapon Proficiency, Mobility, Point Blank Shot, Precise Shot, Pinpoiny Accuracy, Quick Draw, Rapid Reload, Rapid Shot, Shot on the Run, Spring Attack, Stealthy, Two Weapon Defense, Weapon Finesse, Weapon Focus, Whirlwind Attack, Wind Stance.

Dimensional Hop (Su). At 2nd level, by spending 1 point from his Warp Pool, the Quickjack can teleport upto 10 feet per point of his Wisdom bonus (minimum 10 feet) as a swift action.

Evasion (Ex). At 3rd level, the Quickjack gains the rogue ability of the same name.

Fast Movement (Ex). At 3rd level, and every 3 levels beyond 3rd, the Quickjack's speed increases by 10 feet.

Blink (Su). At 5th level, the Quickjack gains the benefits of the Blink Spell as a swift action for 1 number of rounds equal to his Wisdom bonus (minimum 1) by spending 1 point from his Warp Pool.

Uncanny Dodge (Ex). At 6th level, the Quickjack gains the rogue ability of the same name.

Dimensional Haven (Su). At 7th level, by spending 1 point from his Warp Pool as a standard action, the Quickjack can benefit from a Rope Trick effect (without the need to use a rope) with a caster level equal to the Quickjack's class level. At 13th level, the Quickjack gains the benefits of the Improved Dimensional Haven. All within the effects of the Dimensional Haven benefit from the effects of a Ring of Sustainance and heal a number of hit points equal to their hit dice each hour. At 19th level, the Quickjack can remain safe within his Dimensional Haven and use Astral Projection.

Dimension Door (Su). At 8th level, by spending 1 Warp Point as a swift action, the Quickjack can use a Dimension Door effect with a caster level equal to his class level.

Improved Uncanny Dodge (Ex). At 9th level, the Quickjack gains the benefits of the rogue's Improved Uncanny Dodge ability of the same name.

Improved Blink (Su). At 11th level, the Quickjack can benefit from the Improved Blink spell for a number of rounds equal to his Wisdom bonus (minimum 1 round) by spending 1 Warp Point as a swift action.

Improved Evasion (Ex). At 12th level, the Quickjack gains the rogue ability of the same name.

Teleport (Su). At 14th level, the Quickjack can use Teleport with a caster level equal to his class level as a swift action by spending 1 Warp Point.

Anchor Resistance (Ex). At 15th level, the Quickjack gains Spell Resistance 15 + his class level against effects that would suppress his ability to teleport or use dimensional or astral travel.

Greater Teleport (Su). At 17th level, the Quickjack can use Greater Teleport as a swift action by spending 2 points from his Warp Pool.

Freedom of Movement (Ex). At 18th level, the Quickjack is protected with a constant Freedom of Movement effect.

Gate (Su). At 20th level, as a full round action, the Quickjack can spend 3 points from his Warp Pool and use a Gate effect.


Just make it invisibility as per the spell, with a relatively small uses per day (3? 4? not sure). Since it requires a standard action to pull off it balances, its nothing the assassin PrC isn't already doing, and as a tradeoff for reduced combat effectiveness, it gives better sneak power than just one round.

Oooh, the teleport as a swift action would be *nifty* though.

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