Crimson Sakura- Ninja/Geisha Prestige class [Design Diary]

Sound of Azure

Contemplative Soul
Hi all,

I'm in the middle of my design process for a crossover Prestige class that mixes elements of the Ninja class in Complete Adventurer and smootrk's Geisha Base Class found here.

Here's Smootrk's basic description of what he wants:
smootrk said:
I want to make a clan oriented Geisha Spy/Assassin prc that allows concurrent increase in both basic ninja (or assassin) abilities and also the main Geisha abilities (spells, performance, lore) - ie. the levels stack for these certain core abilities. This one will likely be oriented around an organization, rather than being freely learned.

Seems straightforward enough, but I am having trouble deciding just how much spell progression to give, and how many special abilities to give... even how much sudden strike capacity to give the class. There's a lot of variation in what various PrCls have given in terms of power.

Here's what I have so far commentary in red.

Ninja of the Crimson Sakura (Ninj-eisha!)
I hope this name doesn't sound too dorky.

Blah blah description blah blah Ninja...blah blah Geisha blah blah more description blah blah
I really will write this one day, honest. :)

Hit Die: d6

Requirements
To qualify to become a Ninja of the Crimson Sakura, a character must fulfill all of the following criteria.

Skills: Bluff 8 ranks, Disguise 8 ranks, Perform (any) 6 ranks, Sleight of Hand 8 ranks
Feats: Persuasive
Spells: Ability to cast 1st-level arcane spells
Special: Sudden Strike or Sneak attack class feature +2d6
Special: The character must be approached by the Crimson Sakura Ninja Clan, and must undergo a month of intense training before she can gain access to this prestige class.
I know, an RP requirement. I wasn't really sure what to put, honestly. Is this rigourous enough?

Code:
Level	BAB	F/R/W	AC 	Spells	Special
1	+0	0/2/0	+0	+1 SC	AC Bonus, Lore, Shadow Arts, Discipline
2	+1	0/3/0	+0	-	Sudden Strike +1d6
3	+2	1/3/1	+0	+1 SC	Discipline
4	+3	1/4/1	+0	+1 SC	Discipline
5	+3	1/4/1	+1	-	Sudden Strike +2d6
6	+4	2/5/2	+1	+1 SC	Discipline
7	+5	2/5/2	+1	+1 SC	Discipline
8	+6	2/6/2	+1	-	Sudden Strike +3d6
9	+6	3/6/3	+1	+1 SC	Discipline
10	+7	3/7/3	+2	+1 SC	Shadow Mastery

6 Discipline Slots allows the Crimson Sakura to complete two full Paths and gain mastery of one, or mix and match her abilities based on what she was before. This allows for a great deal of customisation, but still retains the flavour of the class.

16/01: At the moment it's 7/10 spellcasting progression. Moved the Spellcasting progression to offset the Sudden strike mechanic. This also allows for a recognisable progression of caster level if you take the class into epic levels.


Class Skills
The Crimson Sakura’s class skills (and the key ability for each skill) are: Balance (Dex), Bluff (Cha), Concentration (Con), Craft (all appropriate craft skills, taken individually) (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Intimidate (Cha), Listen (Wis), Move Silently (Dex), Perform (all, taken individually) (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (None), Spellcraft (Int), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).

Skill Points at Each Level: 6 + Int modifier
Lower skill points match up with Ninja skill points, not Geisha.

Class features
All of the following are class features of the Crimson Sakura.

Weapon and armour proficiency: A Crimson Sakura is proficient with all simple weapons, plus the kukri, sai, and shuriken. Crimson Sakura gain proficiency with special kimonos, bucklers, and tessen.

AC Bonus (Ex): A Crimson Sakura is highly trained at dodging blows, and she has a sixth sense that lets her avoid even unanticipated attacks. When unarmoured and unencumbered, a Crimson Sakura adds her Wisdom bonus (if any) to her Armour Class. This ability does not stack with the monk’s or ninja’s AC bonus ability (a Crimson Sakura does not add the bonus twice). In addition, a Crimson Sakura gains a +1 bonus to AC at 5th level. This bonus increases by 1 at 10th level (and every 5 effective levels after). A Crimson Sakura may add together all class levels from classes that grant this AC bonus in order to determine the AC bonus granted by this class feature.

These bonuses to AC apply even against touch attacks or when the Crimson Sakura is flat-footed. The character loses these bonuses when she is immobilised or helpless, when she wears any armour (apart from a geisha kimono), when she carries a shield (apart from a tessen or buckler), or when she carries a medium or heavy load.

Lore: A Crimson Sakura may make a special Lore knowledge check with a bonus equal to her Crimson Sakura level plus her Intelligence modifier to see whether she knows some relevant information about local notable people, legendary items, or noteworthy places. (If the Crimson Sakura has 5 or more ranks in Knowledge (history), she gains a +2 bonus on this check.)
A successful Lore knowledge check will not reveal the powers of a magic item but may give a hint as to its general function. A Crimson Sakura may not take 10 or take 20 on this check; this sort of knowledge is essentially random, coming from epic stories, poems, and historical information that the Crimson Sakura has come across.

DC Type of Knowledge
10 Common, known by at least a substantial minority of the local population.
20 Uncommon but available, known by only a few people legends.
25 Obscure, known by few, hard to come by.
30 Extremely obscure, known by very few, possibly forgotten by most who once knew it, possibly known only by those who don’t understand the significance of the knowledge.

If the Crimson Sakura gains this ability from another source (such as Bard, Geisha, or Loremaster levels), levels in the Crimson Sakura class stack with levels in the class that grants Lore to determine the Lore check.

Sudden Strike (Ex): If a Crimson Sakura of 2nd level or higher 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 Crimson Sakura's target is denied a Dexterity bonus to Armour Class (whether or not the target actually has a Dexterity Bonus), she deals an extra 1d6 points of damage with her attack. This extra damage increases by 1d6 points for every three Crimson Sakura levels thereafter. A Crimson Sakura cannot 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 discernable anatomies, and creatures immune to extra damage from critical hits are all immune to sudden strikes. A Crimson Sakura can’t make a sudden strike while striking the limbs of a creature whose vitals are out of reach.

A Crimson Sakura can’t use sudden strike to deal non-lethal damage. Weapons capable of only dealing non-lethal 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 apply to the same target.

If a Crimson Sakura gets the sudden strike ability from another source (such as ninja levels), the bonuses on damage stack.

Spells per day/Spells known: A Crimson Sakura gains new spells per day at each level (except for 2nd, 5th, and 8th level) as if she had also gained a level in an arcane spellcasting class to which she belonged before adding the prestige class level. She does not gain any other benefit a character of that class would have gained. If she had more than one arcane spellcasting class before becoming a Crimson Sakura, she must decide to which class to add each level for the purpose of determining spells per day and spells known.

Shadow Arts: The ninja of the Crimson Sakura clan train in a variety of techniques, some esoteric, others deadly, but all secretive.

At 1st level, a Crimson Sakura may choose one Discipline from the lists below, and another one at 3rd, 4th, 6th, 7th, and 9th level. Most Disciplines are divided into Paths, but a few are stand alone abilities that expand the capabilities of any Crimson Sakura ninja.

At 2nd level, and every 3rd level thereafter (5th, 8th, and so on), a Crimson Sakura can choose a new Discipline in place of one she already knows. In effect, the Crimson Sakura “loses” her old discipline in exchange for the new one. The Crimson Sakura must still qualify for the new Discipline as normal.

Shadow Mastery: At 10th level, a Crimson Sakura can choose to gain mastery of one Discipline School you have gained all 3 Disciplines in. If the Crimson Sakura has not completed any of the Discipline Schools, she may choose an additional discipline at this level.


Crimson Sakura Disciplines

Path of the Lotus

Breath of the Lotus (Su): A Crimson Sakura can paralyse a foe by simply planting a kiss on them and (as a swift action) spending one use of Shadow Arts. If the target is not willing to be kissed, the Crimson Sakura must succeed at a grapple check, which provokes an attack of opportunity.

The DC to resist the Paralysis or Suggestion is 10 + 1/2 the Crimson Sakura’s class level + her Charisma modifier. Breath of the Lotus persists for 1 round per two class levels.

If the Crimson Sakura has the Suggestion class feature of the Geisha or Bard, she may freely add that effect to Breath of the Lotus, as if she had used Fascinate.

If you have levels in a class that grants the Death Attack class feature (such as Assassin levels), levels in that class stack with Crimson Sakura levels for the purpose of determining the save DC of Breath of the Lotus and the duration of its effect (and vice versa?).

Poison Lotus (Su): When using Breath of the Lotus, you may make a Poison Lotus attack instead of causing paralysis.

You may inflict a poison that deals Strength, Dexterity, or Constitution damage. The amount of initial and secondary damage depends on how any disciplines the character has learned.

Code:
Disciplines	Ability damage
2		1d4/1d4
3, 4		1d6/1d6
5		2d4/2d4
6+		3d4/3d4

Like all ability damage, damage from Poison Lotus can be healed through rest. The poison can likewise be neutralised with magic, and all skills and devices for use against or with poison are effective with Poison Lotus. Requires Breath of the Lotus.

Black Lotus (Su): When a Crimson Sakura uses Breath of the Lotus, she may instead make a Black Lotus attack. The target must make a Fort save (DC = same as Breath of the Lotus) or die. Black Lotus is a necromancy (Death) effect. Requires Breath of the Lotus, Poison Lotus, and Poison Use class feature.

Lotus Mastery: You have mastered the Lotus School. Add +2 to the DC to resist all of your Lotus techniques.

Path of the Three Masks

Mask of Deceit (Ex): A Crimson Sakura becomes resistant to attempts to read her mind. She adds her class level to Will saves against Divination spells or effects that would reveal her thoughts, such as detect thoughts. Requires Base Will save +4.

Mask of Tranquillity (Ex): A Crimson Sakura is shielded from attempts to determine her alignment by any form of divination. This ability functions like an undetectable alignment spell, except that it is always active. Requires Mask of Deceit.

Mask of Lies (Su): A Crimson Sakura can expend one use of Shadow Arts to gain a competence bonus equal to her class level to Bluff, Diplomacy, and Gather Information checks. Mask of Lies lasts for a number of minutes equal to her Charisma modifier (minimum 1).
Using this ability is a swift action that does not provoke attacks of opportunity.

Master of Masks: A Crimson Sakura who has mastered the Path of the Three Masks can, as a standard action, spend one use of Shadow Arts to insulate herself against divination effects. Master of Masks persists for 1 hour per class level. Anyone who employs a divination spell (such as detect magic), spell-like ability, or magic item that could detect the magical aura of one of your spells, spell-like abilities or supernatural abilities (including this one) must make a successful caster level check (DC 11 + your caster level) to succeed. Similarly, a spellcaster attempting to reveal the effects of one of your spells via a divination spell (such as see invisibility) must make a caster level check to succeed. The caster may check only once for each divination spell used, no matter how many of your spell effects are operating in that area.
Master of Masks is an illusion (glamer) effect.

Path of the Shadows

Shadow Jump (Su): As a standard action, you may expend one use of your Shadow Arts ability to magically transport yourself between two areas of at least partial shadow. As with dimension door, you cannot take any actions after using this ability. Shadow Jump has a range of 10 feet per class level.

Improved Shadow Jump (Su): Your Shadow Jump ability improves, allowing you to use the ability as a move action, and enables you to act after using Shadow Jump. You are limited to a single Shadow Jump per round. Requires Shadow Jump.

Swift Shadow Jump (Su): Your Shadow Jump ability improves further, allowing you to activate this power as a Swift Action. Additionally, the your range with Shadow Jump improves, allowing you to jump up to 20 feet per class level each time you use Shadow Jump. You are limited to a single Shadow Jump per round. Requires Improved Shadow Jump.

Shadow Jump Mastery: You have gained mastery over your Shadow Jump ability. You may now use Shadow Jump more than once per round, although additional uses of the ability are considered move actions.

Path of the Tarantula/ Spell Weaver

Shadow Materials: You gain the Eschew Materials feat as a bonus feat.

Still Casting: As a swift action, you may spend one use of Shadow arts to ignore the Somatic component of a spell you are casting.

Silent Casting: As a swift action, you may spend one use of Shadow arts to ignore the Verbal component of a spell you are casting.

Swift, Silent, Deadly (Path of the Tarantula Mastery): As a swift action, you may spend one use of Shadow arts to apply the effect of the Quicken Spell feat to any spell you cast without increasing the level of the spell or specially preparing it ahead of time.
Additionally, you may spend two uses of Shadow Arts to use Still Casting and Silent Casting Disciplines with a single swift action.

Path of the Songbird

Mimic (Su): As a swift action, a Crimson Sakura may spend one use of Shadow Arts to imitate any sound she has heard for up to 1 minute per class level. Listeners must make a Will save (DC equals the Crimson Sakura’s perform check) to detect the ruse.

The volume of the noise is limited by the Crimson Sakura’s skill level. She may create the noise of 1 normal human per rank she has in Perform (Oratory or Sing). The noise that Mimic produces can be virtually any sound within the volume limit. A horde of rats running and squeaking is about the same volume as eight humans running and shouting. A roaring lion is equal to the noise from sixteen humans, while a roaring dire tiger is equal to the noise from twenty humans

Mimic is normally emanated from your square, but a Crimson Sakura may also “throw” her voice for the purpose of this ability. Mimicking at range is more difficult, and less effective. A Crimson Sakura can produce noise in this fashion at a range of 10 feet, plus 5 feet per class level. She may only produce the noise of 1 human per 2 ranks of Perform (Oratory or Sing), and the DC to detect the mimicry is 10 + ½ the Crimson Sakura’s class level + her Charisma modifier.

Mimic is an Illusion (figment), effect.

Lullaby (Su): As a swift action, a Crimson Sakura with 12 or more ranks in a Perform skill can spend one use of Shadow Arts to induce a sleeping state in creatures she has already fascinated. Using this ability does not break concentration on the fascination effect nor does it allow a second saving throw against the fascination effect. Lullaby is identical to Sleep, except that it affects a total number of hit dice equal the Crimson Sakura’s ranks in the Perform skill she is using. The Crimson Sakura may choose which fascinated creatures to use Lullaby upon. Those unaffected by Lullaby remain fascinated.

A Will saving throw (DC 10 + the Crimson Sakura’s class level + her Charisma modifier) negates the effect. Lullaby is an enchantment (compulsion), mind-affecting, sleep effect. Those affected by Lullaby remain asleep for as long as the Crimson Sakura remains performing, plus 1 minute per class level.
Lullaby requires 12 or more ranks in a Perform skill, and either the Bardic Music or Geisha Performance class feature (and must have Fascinate).

Song of Idiocy (Su): As a swift action, a Crimson Sakura with 15 or more ranks in a Perform skill can spend one use of Shadow Arts to cause a state of idiocy in one or more creature she has already fascinated. Using this ability does not break concentration on the fascination effect nor does it allow a second saving throw against the fascination effect. The effect is identical to feeblemind, except that it affects a total number of hit dice equal the Crimson Sakura’s ranks in the Perform skill she is using. The Crimson Sakura may choose which fascinated creatures to use Song of Idiocy upon. Those unaffected by Song of Idiocy remain fascinated.

A Will saving throw (DC 10 + the Crimson Sakura’s class level + her Charisma modifier) negates the effect. Song of Idiocy is an enchantment (compulsion), mind-affecting effect. Those affected by Song of Idiocy remain feebleminded for as long as the Crimson Sakura remains performing, plus 1 minute per class level.
Song of Idiocy requires 15 or more ranks in a Perform skill, and either the Bardic Music or Geisha Performance class feature (and must have Fascinate), and Lullaby.

Songbird Mastery (Ex): A Crimson Sakura who has mastered the Path of the Songbird may take 10 on Balance, Perform, and Tumble checks, even if stress or distractions would otherwise prevent her from doing so.
Additionally, as a swift action she may spend one use of Shadow arts to gain a competence bonus to Balance, Perform, and Tumble checks equal to her Crimson Sakura level for 1 round.

Path of the Clever Crane

Elusive Dodge: You gain the Dodge feat, even if your do not meet the prerequisites. As a swift action, you may spend one use of Shadow Arts to apply your dodge bonus against to a number of additional opponents equal to your Dexterity modifier (minimum 1).

Elusive Duellist: Against your dodge target, you do not attract attacks of opportunity from your movement. You may forgo this benefit if you desire. Requires Elusive Dodge.

Elusive Dance: Against each time your dodge target misses you with a melee attack, your dodge bonus increases against them by +1. Your dodge bonus from elusive Dance has a maximum of your Dexterity bonus (minimum +1), or +5, which ever is lower. If you are hit by your dodge target, the bonus resets to +1. Requires Elusive Dodge.

Defensive Roll (Clever Crane Mastery): A Crimson Sakura who has mastered the Path of the Clever Crane can roll with a potentially lethal blow to take less damage from it than she otherwise would. When she would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), the Crimson Sakura can attempt to roll with the damage. To use this ability, the Crimson Sakura must spend one use of Shadow Arts and attempt a Reflex saving throw (DC= damage dealt). If she succeeds, he only takes half damage from the blow; if it fails, she takes full damage. She must be aware of the attack, and able to react to it in order to execute her defensive roll – if she is denied his Dexterity bonus to AC, he can’t use this ability. Since this effect would not normally allow a character to make a Reflex save for half damage, the evasion or improved evasion ability does not apply to the defensive roll.
Using Defensive Roll is an immediate action that does not provoke an attack of opportunity.

Path of the Ghost

Ki Evade (Su): As an immediate action, you may spend one use of Shadow Arts to cause a single attack against her to miss when it would otherwise hit. Ki Evade provides a miss chance equals 15%, plus 5% per class level, to a maximum of 50%.
See invisibility has no effect on the concealment granted by Ki Evade, but True seeing negates the miss chance. This concealment does not stack with that caused by other effects that grant concealment or by spells such as blink or displacement.

Ethereal Stride (Su): As a swift action, the Crimson Sakura may spend one use of Shadow Arts to become ethereal for 1 round. Requires Ki Evade.

Keening (Su): As a standard action you may spend one use of Shadow Arts to make a frightful Keening attack. All living creatures within 30 feet must make a Will saving throw (DC 10 + your Crimson Sakura class level + your Charisma modifier) or become panicked for a number of rounds equal to 1 + your Charisma modifier (minimum 1). This is an enchantment, mind-affecting, fear effect. A creature that has successfully saved against your Keening cannot be affected by your Keening for 24 hours.

Soul Strike (Su) (Path of the Ghost Mastery): As a swift action, you can spend one use of Shadow Arts to make a Sudden Strike you make a Soul Strike. In addition to the sudden strike’s normal effects, the target needs to make a Will saving throw or take 2 points of ability damage to an ability score of the Crimson Sakura’s choice.
This is a necromantic effect.


Stand alone Disciplines

Silent Strike (Su): As a swift action, you may expend one use of Shadow Arts to generate silence in a 5' radius for a single round when you make a Sudden Strike.

Skill Mastery: The Crimson Sakura becomes so certain in the use of certain skills that she can use them reliably even under adverse conditions. Upon gaining this ability, she selects a number of skills equal to 3 + her Intelligence modifier. When making a skill check with one of these skills, she may take 10 even if stress and distractions would normally prevent her from doing so. A Crimson Sakura may gain this ability several times, selecting additional skills for it to apply to each time.

Slippery Mind (Ex): This ability represents the Crimson Sakura's ability to wiggle free from magical effects that would otherwise control or compel her. If a Crimson Sakura with slippery mind is affected by an enchantment spell or effect and fails her saving throw, she can attempt it again 1 round later at the same DC. She gets only this one extra chance to succeed on her saving throw.

Feat: A Crimson Sakura may gain a feat in place of a Discipline ability.

---

Crimson Sakura Feats

Extra Mastery
You have mastered another Shadow Arts School.
Prerequisites: Three Shadow Arts Disciplines from the same School, Shadow Mastery.
Benefit: You gain the Mastery Ability of a School you have three Disciplines in.
Special: You can take this feat multiple times. Each time you take it, it applies to another School.

Extra Shadow Art Techniques
You can use your Shadow Arts Techniques more often.
Prerequisites: Shadow Arts class feature
Benefit: You gain two additional uses of Shadow Arts per day.

I've also considered a feat that allows the character to gain one Discipline that she qualifies for, but am unsure if that is wise at this point.

---
Three additional Paths were suggested by Smootrk (Path of the Ghost, Songbird, and Clever Crane) have been added to the main document. Opinions on these?
---

Please let me know what you think! Any assistance would be greatly appreciated.

EDIT (18/01/07): Made proposed changes to disciplines, added in three paths.
 
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smootrk

First Post
Quick glance at it looks really good, but I don't have much time for a thorough look.

One thing that did strike me, is the AC bonus. The Geisha already receives a defacto AC bonus from CHA (in addition to the Dex bonus everyone gets)... lumping an AC bonus from INT may be overkill. Instead of this, maybe you could define it as "levels stack for determining AC bonus derived from another class (only 1 class, highest bonus possible only applies if multiple classes). This way, if the PRC is tied to Monk (wis bonus) they would get that, or if Geisha (CHA bonus), or if there are other classes/prcs with similar situations they might gain those.

Anyway, my thoughts on a first look. I will look further later. Having a sort of mini-get together at my home in a couple of hours, so I don't have time until tomorrow likely. Mondays are always my busiest and hardest day to deal with schedules.
 
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Sound of Azure

Contemplative Soul
Re: the AC bonus

The AC bonus ability I gave the class is identical to the Ninja and Monk class benefit (Wis to AC + a bonus based on level). I was working under the assumption that the Geisha only gained a dodge bonus (limited to CHA). If it's changed to a direct CHA to AC + a level based modifier, then I'll alter the class ability to reflect your suggestion.

I was also trying to keep in mind that a character can qualify for this class as a Rogue/Wizard or another class combination that grants no ability of this fashion.

---
Hope the family thing went well! :)
 

smootrk

First Post
I have been reviewing it again. I like it, and forget about the AC bonus thing. I think it works OK. A Geisha/Ninja is not going to be a heavy melee combatant in any regard, and will be relying on trickery for a massive attack. If that attack does not work, the G/N is going to need to get away (lack of HP, lack of combat skill otherwise). So I think it works ok, but bear in mind, I designed the Kimonos to be equivalent to Padded Armor and capable of enchantment. It is likely that one will wear the best magical set they can afford - and it wont be as if they are unarmored.

Maybe for a good name the ability might be called Kiss of the Dragon (like Jet Li movie), and grants the Assassin Death Attack at equivalent level (lethal, paralyzing, or both, any which way is fine for me). Getting it at 10th level is essentially Epic, as a few levels of Geisha (or equivalent) and a few levels of Ninja (or equivalent), then 10 levels of PRC mean essentially 20th level character or better. Its there, but the reality of seeing it in use is not very likely. Maybe it should be CHA modified instead of INT.

You might want to allow actual Assasins to qualify, and if so, levels stack for assassin death attack, and when that 10th level peak is reached - some boost like allowing all levels to stack and both CHA and INT bonuses for DC determination (if delivered in such a kiss/lustful way).

Anyway, overall I like it. The 'Mask of' line really sounds good for names.

Poison use is really a non-issue. Doesn't Ninja get this already? But a Sleight of Hand bonus could be useful, and would work well with a Geisha ability that is already in effect (Discrete Magic).

Bardic/Geisha Performances? Any thoughts on that? or conscious decision? Everything seems to swing to the ninja side of things moreso than the other (except Lore & Spells). Even the Mask abilities are mostly deceitful things (not necessarily bad). Not sure I have any thought yet on that.

Additionally, I would love to hear from a Balance Guru on the abilities so far... I think I design stuff with some sense of balance, but I do not approach design from a systematic balancing equation point of view. However, there are folks here on ENWorld who are very good at reasoning out that aspect. It is one of the best things about ENWorld, as you can always get some very good advice on designs submitted.

Will check back on it later.
 

Sound of Azure

Contemplative Soul
smootrk said:
I have been reviewing it again. I like it, and forget about the AC bonus thing. I think it works OK.
Ok, will do. It was good to re-examine it, though.

smootrk said:
A Geisha/Ninja is not going to be a heavy melee combatant in any regard, and will be relying on trickery for a massive attack. If that attack does not work, the G/N is going to need to get away (lack of HP, lack of combat skill otherwise). So I think it works ok, but bear in mind, I designed the Kimonos to be equivalent to Padded Armor and capable of enchantment. It is likely that one will wear the best magical set they can afford - and it wont be as if they are unarmored.

Yeah, that was my take on it. In the first draft, the Crimson Sakura couldn't use armour at all, but I felt that undermined the Kimono stuff. Cool. :)

smootrk said:
Maybe for a good name the ability might be called Kiss of the Dragon (like Jet Li movie), and grants the Assassin Death Attack at equivalent level (lethal, paralyzing, or both, any which way is fine for me). Getting it at 10th level is essentially Epic, as a few levels of Geisha (or equivalent) and a few levels of Ninja (or equivalent), then 10 levels of PRC mean essentially 20th level character or better. Its there, but the reality of seeing it in use is not very likely. Maybe it should be CHA modified instead of INT.

Kiss of the Dragon? That's.... fairly appropriate. I was kind of leery of introducing the full death attack mechanic, which is why it was a suggestion. As for the timing of the ability, you can (just) qualify at 6th level, topping out the class at 15th. Perhaps granting a death attack early in the class, but having an improved version for the Kiss of the Dragon (or quicker execution).

smootrk said:
You might want to allow actual Assasins to qualify, and if so, levels stack for assassin death attack, and when that 10th level peak is reached - some boost like allowing all levels to stack and both CHA and INT bonuses for DC determination (if delivered in such a kiss/lustful way). Anyway, overall I like it. The 'Mask of' line really sounds good for names.

That's really cool, thanks for the suggestion! On assassins that was my thought after posting it up.

smootrk said:
Poison use is really a non-issue. Doesn't Ninja get this already? But a Sleight of Hand bonus could be useful, and would work well with a Geisha ability that is already in effect (Discrete Magic).

Bardic/Geisha Performances? Any thoughts on that? or conscious decision? Everything seems to swing to the ninja side of things moreso than the other (except Lore & Spells). Even the Mask abilities are mostly deceitful things (not necessarily bad). Not sure I have any thought yet on that.

Poison Use, yes that is true. Ninjas do receive this ability. I included it for those who don't otherwise get the ability (like rogues, f'rinstance).

I didn't think of the Discrete magic (good catch, though), as I was mainly thinking of concealed weapons. Perhaps some kind of Skill Mastery with Sleight of Hand, Bluff, and something else (coupled with a level based competence bonus)?

I didn't include the Performances because I couldn't immediately think of any thematic performances appropriate for the class. I could just keep the normal abilities, though. The other thing being I didn't want too many abilities right away. It's easier to add than to take away once you've written something (and gotten kinda attached ;). )

smootrk said:
Additionally, I would love to hear from a Balance Guru on the abilities so far... I think I design stuff with some sense of balance, but I do not approach design from a systematic balancing equation point of view. However, there are folks here on ENWorld who are very good at reasoning out that aspect. It is one of the best things about ENWorld, as you can always get some very good advice on designs submitted.

Yeah, I would like some more commentary, but then, it took a while for your Geisha to take off, so I can be patient in that regard. There's a lot of posters with a great sense of balance here, which is one reason I keep coming back.

Thanks for taking the time to give me a hand and keeping the design in line with your expectations.

Will check back on it later.[/QUOTE]
 

Aikuchi

Transient
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Kiss of the dragon ...
hmmm ...

death attack ...

Actually, I was thinking that usually these werent outright assassination which can or should be traced clearly (unless it was intentionally left as a calling card or perhaps to lay blane mark on another party).

Death attack that simple incapacitates them? Pure subdual damage (unconsciousness) to find some other means of disposal. More calculative and considerable rather than a blatant death attack. Some executable finesse.

This is more about deceit and misinformation rather than outright death. no?
Or am I getting it all wrong (lol) -- sorrie.

---
 

Sound of Azure

Contemplative Soul
Good point Aikuchi,

I'm trying to write back a number of effects based on misdirecting and obfuscation, using the mechanics of the Performance styles.

I initially started the class with the assumtion of an assassin type, using the geisha role as cover and as a way to live when not needed by the clan. When needed, they can totally flip out... or something. :\ I don't know.

I'd rather stick with a paralysis attack honestly, as it can be used as a getaway device as well as facilitating killing if that's necessary. It should probably come in earlier, though. I just don't want to have it be overpowering, due to the spell-casting and other class features.
 


Sound of Azure

Contemplative Soul
This class feature will be granted at 1st level, improving upon and expanding a Crimson Sakura's abilities. At present, they are their own mechanic seperate to Bardic Music, Geisha Performance, and Ki Powers, but the uses per day can be used to power any of these abilities.

I deliberately reduced the times per day of the ability, due to its flexibility for its intended Ninja/Geisha multiclass. I thought it should be important to create a new mechanic for those Crimson Sakura that have neither Ninja or Bard/Geisha levels, while still expanding the options of those classes. Breath of the Lotus would be considered one of these powers, at present.


Shadow Arts: Crimson Sakura learn to manipulate their Ki to gain several unique and wondrous powers. These abilities are functionally similar to a Ninja's Ki Power as described in Complete Adventurer. A Crimson Sakura may use Shadow Arts once per two class levels. Uses of Shadow Arts may also be used for a ninja's Ki Power, a Geisha's Performance ability, or a Bard's Bardic Music class feature.

Breath of the Lotus (Su): see above

Potential abilities:

Poison Lotus (Su): As the Poison spell, usable after using Breath of the Lotus. Fort save to resist (DC = same as Breath of the Lotus). (Perhaps you could choose from a small list of Poisons? List could be level-based, or the ability damage could scale with level).

Black Lotus (Su): Death effect, usuable after using Breath of the Lotus. Fort save to resist (DC = same as Breth of the Lotus).

Abundant Step or Shadow Jump(Su): As the Monk and Shadow dancer ability, respectively. This could be a seperate ability. If it is a Shadow Arts skill, I'd just limit the distance per jump (10 feet per class level), since it is limited in how many times per day you can use it.

Silent Strike (Su): As a swift action, expend one use of Shadow Arts to generate silence in a 5' radius for a single round when you make a Sudden Strike.

Other? Any ideas for places for these ideas?

These are folded into the Discipline system.
 
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smootrk

First Post
I like your latest ideas - in fact I like it a lot. Ki powers that can fuel Crimson Sakura abilities, Ninja abilities, or Geisha Performance. You might add text that allows these Ki abilities to function with other classes like Monks or even WuJen and the like (depending on what classes were used to step into this PRC).

Maybe most the current abilities might be re-written to be Ki abilities like this. Maybe a menu of performance or ninja-esque abilities might be generated allowing a lot of variability in character design.... sorta like building the abilities in a feat-tree sort of mentality, or like the Shadowcaster from Tome of Magic (takes abilities in certain paths, and when a path is complete gains a bonus related feat/power).

Just some random thoughts - anyway, I do like the abilities built in a Ki power sort of way.
 

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