Psionic Ninja (Pathfinder Class)

From D&D Wiki
Jump to navigation Jump to search
512px-Searchtool.png The main contributor(s) of this page determined that this page should be reviewed. Reason: Newly created– other Improving, reviewing, or removing templates may be required.


You can help D&D Wiki by reviewing this page. When this page has been reviewed so that this template is no longer applicable please remove this template. If you do not understand how to review this page please leave comments on this page's talk page before making any edits.
All pages needing to be reviewed


Psionic Ninja[edit]

Psionic Ninja[edit]

<-Strong points and weak points, and effectiveness with party members.->.

Abilities: Wis and Dex.

Races: Any.

Alignment: Any.

Starting Gold: 5d10

Starting Age: Any

Table:Psionic Ninja

Hit Die: d8

Level Base
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special Spells per Day Power
Points/Day
Powers
Known
Maximum Power
Level Known
0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +0 +2 +2 Collective, Lesser Strategies, Sneak Attack +1d6, 3 2 1st
2nd +1 +0 +3 +3 Evasion, Ninja Trick, Spirit of many
7 3 1st
3rd +2 +1 +3 +3 Telepathy, No trace, Sneak attack +2d6 12 4 2nd
4th +3 +1 +4 +4 Strategy, Ninja Trick 18 5 2nd
5th +3 +1 +4 +4 Improved Share +1, Sneak attack +3d6 26 6 3rd
6th +4 +2 +5 +5 Coordinate, Teamwork feat, Light steps, Ninja Trick, No Trace +2 36 7 3rd
7th +5 +2 +5 +5 Strategy, Sneak attack +4d6 47 8 4th
8th +6/1 +2 +6 +6 Echo effect, Ninja Trick 59 8 4th
9th +6/1 +3 +6 +6 No Trace +3, Sneak attack +5d6 73 9 5th
10th +7/2 +3 +7 +7 Strategy, Master Tricks, Ninja Trick 89 10 5th
11th +8/3 +3 +7 +7 Improved Share +2, Sneak attack +6d6, Improved Evasion 107 11 6th
12th +9/4 +4 +8 +8 Teamwork feat, Ninja Trick, No Trace +4 127 12 6th
13th +9/4 +4 +8 +8 Strategy, Sneak attack +7d6 148 14 7th
14th +10/5 +4 +9 +9 Pooled Knowledge, Ninja Trick 171 15 7th
15th +11/6/1 +5 +9 +9 Collective range(Unlimited), No trace +5, Sneak attack +8d6 196 16 8th
16th +12/7/2 +5 +10 +10 Strategy, Ninja Trick 222 17 8th
17th +12/7/2 +5 +10 +10 Improved share +3, sneak attack +9d6 251 18 9th
18th +13/8/3 +6 +11 +11 Teamwork feat, Ninja Trick, No trace +6 281 19 9th
19th +14/9/4 +6 +11 +11 Collective Range(Planar), Sneak attack +10d6 312 20 9th
20th +15/10/5 +6 +12 +12 Master Strategist, Hidden Master, Ninja Trick 344 21 9th

Class Skills (6 + Int modifier per level, ×4 at 1st level)

Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (local) (Int), Knowledge (engineering) (Int), Knowledge (psionics) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Swim (Str), and Use Magic Device (Cha).

Class Features[edit]

All of the following are class features of the <-class name->.

Weapon and Armor Proficiency: Psionic Ninja are proficient with all simple weapons, plus the kama, katana, kusarigama, nunchaku, sai, shortbow, short sword, shuriken, siangham, and wakizashi. They are proficient with light armor but not with shields.

Powers Known:' A Psionic Ninja begins play knowing one tactician power of your choice. Each time he achieves a new level, he unlocks knowledge of a new power.

Choose the powers known from the tactician power list. (Exception: The feat Expanded Knowledge does allow a tactician to learn powers from the lists of other classes.) A tactician can manifest any power that has a power point cost equal to or lower than his manifester level.

The total number of powers a Psychic Ninja can manifest in a day is limited only by his daily power points.

A Psionic Ninja simply knows his powers; they are ingrained in his mind. He does not need to prepare them (in the way that some spellcasters prepare their spells), though he must get a good night’s sleep each day to regain all his spent powers.

The Difficulty Class for saving throws against the tacticians powers is 10 + the power’s level + the tactician’s Intelligence modifier.

Collective (Su): A Psionic Ninja learns to use psionic power to connect willing minds through an internal network that strengthens their psychic bonds. As a standard action, a tactician can join any number of willing targets into his collective (up to his limit, see below). The tactician must have line of sight to each target, each target must have a Wisdom score of at least 1, and all targets must be within Medium range (100 ft. + 10 ft. per class level). The collective can contain up to his key ability modifier or half his tactician level, whichever is higher. The tactician is always considered a member of his own collective, and does not count against this limit.

The tactician can choose to remove a member as a free action on his turn, and any member can voluntarily leave the collective as a free action on their turn. Any member whose Wisdom drops to zero or who moves out of range of the collective is automatically removed. If a member enters a null psionics field, the connection to the collective is suppressed until the member leaves the field. A member who leaves the collective for any reason immediately loses any and all benefits they may have gained from being a member. A tactician is aware of the status of his collective and can, roughly, sense the presence of each member, although beyond telling if such a creature is still a member, this has no mechanical benefit until higher levels (see telepathy below).

A tactician can manifest certain powers through his collective. If a tactician power specifies one or more willing targets (or is harmless) and has a range greater than personal, he can manifest this power on a member of his collective regardless of the range of the actual power. All other non-range restrictions still apply. He may manifest any power with the Network Descriptor this way, regardless of their actual ranges or targets. If he is capable of manifesting powers or casting spells from a different class (as is the case for a multiclass tactician), any compatible spell or power with a range greater than touch can also be used through the collective.

If a member of the collective dies, the member is removed from the collective and the tactician must make a Fortitude save (DC 15) or lose 1 power point for every Hit Die of the fallen member or be sickened for an equal number of rounds.

At 15th level, a tactician’s collective range is limitless on the same plane as the tactician

At 19th level, a tactician’s range reaches even across other planes and dimensions.

Spirit of Many (Su): A tactician of 2nd level gains special abilities when manifesting powers with the Network descriptor. He can manifest these powers on any member of his collective, even if they are out of the power’s range or would normally be immune to the power. Whenever a tactician manifests a power with the Network descriptor targeting only members of his collective, the power loses the mind-affecting descriptor (if it had it) and is treated as a supernatural ability (bypassing Power Resistance and becoming immune to dispel attempts), although it still provokes an attacks of opportunity to manifest as normal. Network powers manifest only on members of the collective never allow saving throws – their saving throw entry becomes “None,” although if the power specifies a subsequent saving throw, subjects attempt those saves normally. The tactician also adds the following augment to all powers with the network descriptor:

Telepathy (Su): When a tactician reaches 3rd level, all willing members of his collective (including the tactician himself) can communicate with each other telepathically, even if they do not share a common language. Psionic creatures who are willing members in a tactician’s collective (including the tactician himself) may manifest unknown powers known by another willing psionic creature in the collective as if they were making physical contact.

Strategy (Su): At 4th level, and every three tactician levels thereafter, a tactician learns a new tactical strategy, granting him special abilities in combat. Unless specified otherwise, using a strategy is a swift action that does not provoke attacks of opportunity. Strategies are often orders or suggestions that the tactician issues to members of his collective. A tactician may not direct a strategy at himself unless a strategy specifies otherwise.

Strategies may be used a number of times per day equal to 3 + the tactician’s Charisma modifier.

The tactician chooses his strategy from the list below.

Collective Defenses:The tactician is able to harness the sensory information available through his collective to bolster the defenses of members of his collective. For a number of rounds equal to the tactician’s Charisma modifier (minimum 1), the tactician and all members of his collective within line of sight of the tactician gain an insight bonus to Armor Class equal to the tactician’s Intelligence modifier (minimum 1).

Coordinated Distraction: The tactician can direct a member of his collective to attack a single enemy, granting the directed member a +1 competence bonus on the attack roll for a number of rounds equal to the tactician’s Charisma modifier (minimum 1). If the directed member performs the attack, regardless of where the directed member is in relation to the tactician, the tactician treats the enemy as being flanked and the tactician may make a single melee attack against the targeted enemy as an Immediate action. The tactician may only make one such attack per use of this strategy. Alternatively, the tactician may make the initial attack against the targeted enemy, gaining the +1 flanked, but but using the strategy in this fashion makes it a full-round action instead of a swift action. At 8th level and every four tactician levels thereafter, the competence bonus on the attack roll increases by 1.

Coordinated Maneuvers:The tactician can sense when opponents have become vulnerable to different kinds of attack and direct his allies to capitalize on these weaknesses, granting members of his collective a +1 insight bonus on one type of combat maneuver attempt, such as bull rushes or repositions, for a number of rounds equaling his Charisma modifier (minimum 1). The tactician chooses the kind of maneuver this benefit applies to when he activates this strategy. At 8th level and every four levels thereafter, the insight bonus increases by 1.

Directed Assault:The tactician directs a member of his collective to attack a particular target, granting this ally a +1 competence bonus on the attack roll for a number of rounds equal to the tactician’s Charisma modifier (minimum 1). If the attack is made, the tactician may immediately make a single attack at any target within range as an immediate action. This attack does not count as an attack action, so does not qualify for special abilities that can be used with an attack action, such as Vital Strike. At 8th level and every four tactical levels thereafter, the competence bonus increases by 1.

Disruptive Terrain:The tactician charges the terrain around him with psychokinetic energy. Any creature not in the tactician’s collective treats the terrain as difficult terrain for a number of rounds equal to the tactician’s Charisma modifier (minimum 1). The area of terrain affected is a burst effect centered on the tactician with a range of 5 feet per three tactician levels. The affected area does not change if the tactician moves after using this strategy. Selecting this strategy requires the tactician to be at least 10th level.

Distracting Gaze:The tactician can target one enemy within 30 feet and make a ranged touch attack against that enemy. If the attack is successful, that enemy is treated as if the tactician was adjacent to him for the purposes of determining if he is flanked for a number of rounds equal to the tactician’s Charisma modifier (minimum 1). Treat the direction for flanking as the direction of the tactician. Selecting this strategy requires the tactician to be at least 7th level.

Focus Attack:The tactician can direct a member of his collective to attack a single enemy. If the directed member performs the attack, all subsequent attacks on that target for the next round by anyone in the collective deal an additional 1d6 points of damage. An individual gains this additional damage on only one successful attack per round, even if they make multiple successful attacks on the targeted enemy. At 8th level and every four tactician levels thereafter, this damage increases by 1d6.

Guard Target:The tactician directs a member of his collective to guard a specific target (which may be the tactician, but not the directed member), granting the directed member a +1 competence bonus to attack rolls. In addition, the directed member can spend an attack of opportunity to redirect an attack made at the target as if it was made at him, even if the attack itself would not normally have provoked an attack of opportunity. Anytime the directed member redirects an attack in this fashion, the tactician gains a cumulative +1 bonus to his next attack against the source of the redirected attack. This effect lasts a number of rounds equal to the tactician’s Charisma modifier (minimum 1). If the directed member would not normally be able to make an attack of opportunity, for example, if they already made one and do not possess the Combat Reflexes feat, they may not redirect attacks. At 8th level and every four tactician levels thereafter, the competence bonus on attack rolls increases by 1.

Hold Position:The tactician can direct a member of his collective to hold their ground, granting the directed member a +1 dodge bonus to AC and a +1 competence bonus to attack rolls for a number of rounds equal to the tactician’s Charisma modifier (minimum 1). For each round the directed member does not move from the spot, the tactician may immediately take a free move action on the same round, but must move toward the directed member in as direct a manner as possible. The tactician gains a +1 dodge bonus to his AC during this move. At 8th level and every four tactician levels thereafter, the dodge bonuses and the competence bonus to attack rolls increase by 1.

Into the Fray:The tactician directs a member of his collective to charge a particular enemy, granting the ally a +1 competence bonus on the damage roll. If the charge is performed, the tactician may charge the same enemy as an immediate action, gaining a +1 competence bonus on the damage roll. At 8th level and every four tactician levels thereafter, the competence bonus increases by 1

Reposition: The tactician direct each ally in collective to take a 5-foot step as a free action immediately. The tactician may also immediately take a 5-foot step. This does not count against the number of 5-foot steps allowed in the tactician’s or each ally’s turns. If all directed allies takes their 5-foot step, the tactician may immediately make a full attack against any target within range and gain a +1 competence bonus on the attack and damage rolls. Selecting this strategy to be at least a 13th level tactician. At 16th level and every four tactician levels thereafter, the competence bonus increases by 1.

Telempathic Resistance: The tactician shares not only thoughts, but also resilience to members of his collective. For a number of rounds equal to the tactician’s Charisma modifier (minimum 1), all members of the tactician’s collective gain a +1 insight bonus to saving throws At 8th level and every four tactician levels thereafter, the insight bonus increases by 1.

Improved Share (Su): A tactician learns special techniques when manifesting powers with the Shared descriptor. Beginning at 5th level, the tactician may maintain two powers with the Shared descriptor at any time instead of only one. Should he manifest a third power with the Shared descriptor, the tactician can choose which of the maintained Shared powers ends immediately.

Every six tactician levels thereafter (11th, 17th), the tactician may maintain an additional power with the Shared descriptor before a maintained power with the Shared descriptor expires.

Coordinate (Su): At 6th level, as long as the tactician maintains psionic focus, he may share any one teamwork feat he has with one member of his collective within line of sight and line of effect. Declaring which member of the collective gains the teamwork feat is a free action that can only be done once per round. The ally’s positioning and actions must still meet the prerequisites listed in the teamwork feat to receive the listed bonus, but the ally need not meet the feat prerequisites to gain the benefit.

Echo Effect (Su): At 8th level, the tactician gains the ability to copy non-permanent magical and psionic effects within his collective. If a member of the collective is affected by a magical or psionic effect with a duration greater than 1 round, the tactician can echo it onto another member of his collective. To do so the tactician must first identify the power properly (see the Spellcraft skill description).

Echoing a magical or psionic effect is a standard action that provokes attacks of opportunity and costs the tactician a number of power points equal to the original effect’s caster or manifester level (whichever applies). As a supernatural ability, a tactician is permitted to spend more power points than his manifest level on this effect. The new target must be legal for the effect in question (for instance, if you attempt to echo an unaugmented Empathic Connection on a dog, the echo will fail). If the effect allows a saving throw, the new target is entitled to a saving throw when the effect is echoed (same DC as the original power).

Only the basic effect and augmentation are echoed: metamagic and metapsionic feats do not echo. The echo has all the same decisions made as the original. For example, Specified Energy Adaption echoes would guard against the same energy type, while a 5pp Empathic Connection (extended duration) could not be echoed as a 5pp Empathic Connection (affects aberrations). The echo takes effect at the same caster or manifester level as the originator. When the original ends or leaves the collective, all echoes of it also end. An echo can be dispelled as normal without terminating the original.

A tactician can spend power points to augment this supernatural ability. For every 4 additional power points spent, the echo may reach an additional target. If the augment would raise the cost of the echo above the tactician’s manifester level, the echo attempt fail (although he may still attempt to echo it onto a single target). The tactician knows if an effect is beyond his ability to echo this way when he identifies it.

Master Strategist (Su): Upon achieving 20th level, a tactician has learned how to turn his collective into a truly cohesive battle unit. The tactician may use two daily uses of his strategy ability and grant all of his allies an insight bonus on attack and damage rolls, armor class, and saving throws equal to his intelligence for two minutes. This ability may not be used if the tactician is not engaged in combat.

Ninja Tricks: As a ninja continues her training, she learns a number of tricks that allow her to confuse her foes and grant her supernatural abilities. Starting at 2nd level, a ninja gains one ninja trick. She gains one additional ninja trick for every 2 levels attained after 2nd. Unless otherwise noted, a ninja cannot select an individual ninja trick more than once.

Tricks marked with an asterisk (*) add effects to a ninja’s sneak attack. Only one of these tricks can be applied to an individual attack and the decision must be made before the attack is made.

A complete listing of ninja tricks can be found here: Ninja Tricks

No Trace: At 3rd level, a ninja learns to cover her tracks, remain hidden, and conceal her presence. The DC to track a ninja using the Survival skill increases by +1. In addition, her training gives her a +1 insight bonus on Disguise skill checks and on opposed Stealth checks whenever she is stationary and does not take any action for at least 1 round. Every three levels thereafter, the increase to Survival DCs and the bonuses on Disguise and opposed Stealth checks increase by 1.

Light Steps: At 6th level, a ninja learns to move while barely touching the surface underneath her. As a full-round action, she can move up to twice her speed, ignoring difficult terrain. While moving in this way, any surface will support her, no matter how much she weighs. This allows her to move across water, lava, or even the thinnest tree branches. She must end her move on a surface that can support her normally. She cannot move across air in this way, nor can she walk up walls or other vertical surfaces. When moving in this way, she does not take damage from surfaces or hazards that react to being touched, such as lava or caltrops, nor does she need to make Acrobatics checks to avoid falling on slippery or rough surfaces. Finally, when using light steps, the ninja ignores any mechanical traps that use a location-based trigger.

Master Tricks: At 10th level, and every two levels thereafter, a ninja can select a master trick in place of a ninja trick. Unless otherwise noted, a ninja cannot select an individual ninja trick more than once.

Tricks marked with an asterisk (*) add effects to a ninja’s sneak attack. Only one of these tricks can be applied to an individual attack and the decision must be made before the attack is made.

A complete listing of ninja master tricks can be found here: Ninja Master Tricks

Hidden Master: At 20th level, a ninja becomes a true master of her art. She can, as a standard action, cast greater invisibility on herself. While invisible in this way, she cannot be detected by any means, and not even invisibility purge, see invisibility, and true seeing can reveal her. She uses her ninja level as her caster level for this ability. Using this ability consumes 10 power points from her power points. In addition, whenever the ninja deals sneak attack damage, she can sacrifice additional damage dice to apply a penalty to one ability score of the target equal to the number of dice sacrificed for 1 minute. This penalty does not stack with itself and cannot reduce an ability score below 1.

Augment: For every additional power point you spent, you can choose an additional target, so long as the target is a member of your collective.

Sneak Attack: 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.

The ninja’s attacks deal extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the ninja flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two ninja levels thereafter. Bonus damage from sneak attacks is precision damage. Should the ninja score a critical hit with a sneak attack, this precision damage is not multiplied. Ranged attacks count as sneak attacks only if the target is within 30 feet.

With a weapon that deals nonlethal damage (such as a sap, unarmed strike, or whip), a ninja can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, even with the usual –4 penalty.

The ninja must be able to see the target well enough to pick out a vital spot, and must be able to reach this spot. A ninja cannot sneak attack while striking a creature that has concealment.


Ex-<-pluralized class name->[edit]

<-Describe what happens when a character violates the alignment restrictions of any other class restrictions. If there are no behavior or alignment restrictions delete this section->.

Epic <-class name->[edit]

Table: The Epic <-class name->

Hit Die: d<-Die size for Hit Die->

Level Special
21st <-any improvements to class features gained at this level, including any bonus feats->
22nd <-any improvements to class features gained at this level, including any bonus feats->
23rd <-any improvements to class features gained at this level, including any bonus feats->
24th <-any improvements to class features gained at this level, including any bonus feats->
25th <-any improvements to class features gained at this level, including any bonus feats->
26th <-any improvements to class features gained at this level, including any bonus feats->
27th <-any improvements to class features gained at this level, including any bonus feats->
28th <-any improvements to class features gained at this level, including any bonus feats->
29th <-any improvements to class features gained at this level, including any bonus feats->
30th <-any improvements to class features gained at this level, including any bonus feats->

<-number of skill points-> + Int modifier skill points per level.

<-existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-another existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-... repeat.->

Bonus Feats: The epic <-class name-> gains a bonus feat (selected from the list of epic <-class name-> bonus feats) every <-number of feats per level-> levels after 20th.

Epic <-class name-> Bonus Feat List: <-list of bonus epic feats->.


Back to Main PagePathfinder HomebrewClassesBase Classes