|
Post by starlandra on Apr 26, 2008 20:16:08 GMT
wu-jen shinobi ninja are well known through out the realms, but not as well known is that the training of such ninja vary as much as the temples, and various compounds they seem to emerge from. The Temple Shou Gao lies within the ruins of the once great Golden Throne Empire, is hidden to most mortals. But within it's walls, the arts of deception, misdirection, and assassination are feverantly studied. Once one has passed the 13 rituals of Wu-Jen, he/she is sold to the mighty warlords to be used as they wish... much to their enemies dismay. 10 monk 10 sorc 20 skill points in Hide, Move silently, and Spellcraft all by level 24 feats required weap focus in one of the following; katana, nunchaku, sai, assassin dagger, or shuriken AND weap focus short bow still spell spell focus: Illusion great spell focus: Illusion A wu-jen shinobi has mastered the arts of death with blade, arrows, and the mystic arts of deception. Once the 13 rituals have been passed (meet the requirements for wu-gen shinobi) he/she gains the following abilities Some spells, listed below, use Sorcerer level + Monk level (including legendary levels if the character's control class is Sorcerer or Monk) to calculate caster levels. Only Illusion spells can be calcualted this way. Level 1 Color spray Level 2 Continual flame Ghostly visage Invisibility Level 3 Displacement Invisibility sphere Level 4 Improved invisibility Phantasmal killer Shadow conjuration Level 5 Greater shadow conjuration Level 6 Ethereal visage Shades Level 7 Shadow shield Level 8 Mass blindness/deafness Level 9 Weird Like the monk, Wu-Jen Shinobi are not permitted to use shields, and if they do will lose there quasi bonuses. Wu-Jen Shinobi's may never splash Paladin, or will lose all quasi bonuses. Once a Day, a Wu-Jen Sinobi can carefully prepare his/her weapon to deliver a killing blow. DC for the attack = Sorc+monk levels including LL levels.
|
|
|
Post by chirikov on Apr 26, 2008 21:08:32 GMT
why restrict pally splash but not bg? you even get cleave and hide as part of the build
what does this quasi offer that other classes cannot do? you have a 1xday death attack which frankly isnt worth building around with that kind of limitation, youre restricted to one spell school with no dc bonuses, and your bab is lousy with no way to boost it
|
|
|
Post by FunkySwerve on Apr 26, 2008 21:51:57 GMT
This has a lot in common with our forthcoming Night Blade quasi, which was originally the Ninja. No, no ETA.
Funky
|
|
|
Post by starlandra on Apr 26, 2008 23:48:19 GMT
chirlov the once a day death attack was more RP purposes, and I can see plenty of uses for a full out melee build that can cast spells with no penalty to DC. No pally splash again is also RP, as I dont' see how any paladin could walk the life of a ninja. And a BG saves splash does not help you end saves at all, BG counts towards your +20 cap. I could get a build like this to a 90+ ab by 60 which works plenty well in hell
and Funky... cool looking forward to it
|
|
|
Post by chirikov on Apr 27, 2008 3:15:44 GMT
as a melee build, itll miss out on 8 bab unless you go non-pure, where you might be able to reduce that a couple points. monk progression gives you back that missing attack, but its still kinda painful, especially if youre going to juggle cha for dc and str/dex for ab
id like to see what build you can come up with that has both 90+ ab and a good spell dc. closest to this quasi would be a bane knight, the dc isnt quite high enough to guarantee success but it only needs to pump a single stat compared to this one, even with the penalty
im pretty sure bg saves do not count towards the +20 cap. only difference between dark blessing and divine grace that i know of is that dark blessing will drop your saves if you have a negative cha mod (and theres the align differences of course)
|
|
|
Post by geth999 on Apr 27, 2008 6:09:11 GMT
And a BG saves splash does not help you end saves at all, BG counts towards your +20 cap. Wrong. BG splash does the same as Pally splash except you have to remain Evil. I recently asked about how CoT saves worked in the build forums and you said the same thing there in which people tried to correct you there as well. C'mon now Star.... pay attention when you get something wrong so you don't keep making the same mistakes.
|
|
|
Post by Acaos on Apr 27, 2008 7:06:24 GMT
CoT does count towards the +20 cap. BG and Paladin do not.
Acaos
|
|
|
Post by edonil on Apr 28, 2008 20:59:39 GMT
You could use Shadow dance insted of monk hide in plain sight just seem more ninja like than monk even if you have Invisibility as a spell other ninja like spells Expeditious retreat Tenser's transformation for a ab bonus ki (focus) Evard's black tentacles ninja likes to set up traps a better version that have a high dc (changes to a will save) and better grabingattack cheers edonil
|
|
|
Post by dodrudon on Jan 23, 2009 2:55:53 GMT
*bump*
|
|
|
Post by Yojimbo on Jan 23, 2009 21:16:47 GMT
To me if you want to make a QC Ninja I would do Ranger/Assassin. Why you ask? Ranger is a bit of a steathy fighter and is not as standard as Rogue for Assassin. I Do Assassin as Ninjutsu(or is it Ninjitsu?) is the art of assassination or steathy kills. A comibination of Assassin and a Wiz or Sorc might not be bad I don't know we will see what Ninja Funky has planned first I guess.
|
|
|
Post by FunkySwerve on Jun 27, 2009 10:04:49 GMT
Bumping for consideration at this weekend's DM meeting.
Funky
|
|
|
Post by MightyKhan on Oct 12, 2010 8:03:56 GMT
I think not only monk, but SD and assassin would fit the theme equally well. If this quasi would be implemented with a choice of monk, SD and assassin, it would essentially give 6 different styles. or perhaps an SD or assassin splash (vs blackguard for improved tensers+saves) could give special/suitable bonuses?
though perhaps all of that is not worth the zots.
|
|
|
Post by FunkySwerve on Oct 12, 2010 8:37:34 GMT
Actually, that could wind up being a lot of build flexibility for the buck.
Funky
|
|
|
Post by MightyKhan on Oct 12, 2010 9:01:02 GMT
First thoughts: Sorcerer CC: spell oriented, using Illusion spells and other school (depends on other class) Mnk: melee combat, improved Tenser's, Mage Armor, abjuration ShD: stealth, improved GV, EV, enchantment Asn: deadly/debilitating strikes, ranged w/ shuriken?, improved phantasmal killer & weird, necromancy
also: wind fire wheel as one of the possible key weapons
perhaps silent spell as a requirement, with autosilent as bonus feats (only I and II, you can get III if you decided to go sorc CC)
|
|
|
Post by MightyKhan on Oct 18, 2010 12:35:29 GMT
==Covert Arcanist== While stealth and guile are the most common tactics employed by the assassin-spies from the east, some even use magic to enhance their abilities. Spells that play tricks on the eye, divert the mind or even weaken the soul of their victims are not unusual practice...
==Prerequisites== before level 28: 16 levels of Monk, Assassin OR Shadow Dancer 10 levels of Wizard Silent spell Spell Focus: Illusion Great Spell Focus: Illusion Weapon Focus: Katana, Wind Fire Wheel, Sai, Katar or a monk specialty weapon. Stealthy
==Definitions== TCA: total CA level; wiz+mnk+asn+shd, including LLs if the controll class is wiz, mnk, asn, or shd. EC: enabler class; the non-wizard class that was used to meet the CA prerequisites.
==Bonuses== Feat: Auto Silent Spell I Feat: Auto Silent Spell II Wind Fire Wheel, Sai and Katar become monk specialty weapons.
==Spells== All illusion spells use total CA level to determine casterlevel and spellpenetration. All divination spells use total CA level, if EC was monk, to determine ... All enchantment spells use total CA level, if EC was shadow dancer, ... All necromancy spells use total CA level, if EC was assassin, ... All DCs for spells from the above schools use either Intelligence or (9/10)xDexterity, whichever is higher.
A few spells are altered: - Fear - Receives +(Intimidate skill / 20) DC. - Confusion - Receives +(Hide skill / 20) DC. - Cloud of Bewilderment - is considered an enchantment spell and uses enchantment foci instead of evocation to determine the spell effects. - Clairaudiance/Clairvoyance - Cures and prevents blindness with ESF divination; this effect is in addition to the normal effects and lasts for 1 round per 6 caster levels. - True Seeing - becomes a swift action. When cast on self, the CA completely ignores any concealment. This effect lasts (CL / 30) rounds with SF Divination, improving to (CL / 20), (CL / 15), and (CL / 10) with GSF, ESF, and LSF divination. - Tenser's Transformation - treated as illusion spell. At CL41, increases Legendary BAB by 1 per focus in Illusion. - Black Blade of Disaster - treated as necromancy. The BBoD has increased AB (casterlevel + 10 per focus) and inflicts Mortal Strikes with DC equal to a 9th level necromancy spell.
==Epic Spells== Clarity of Sight (requires EC Monk): For 5 rounds, the party may ignore concealment.
Silent Night (requires EC Shadow Dancer): For 10 rounds, all enemies in a Gargantuan radius around the target point are silenced and the party may ignore any verbal components of spells.
Victim's Demise (requires EC Assassin): The CA points out a single enemy, applying 9th level hell penalties to that enemy for 10 rounds, as well as removing mind, death, sneak attack and critical hit immunities if the target fails a will save vs DC TCA+5.
|
|