Atama Ninja

Zeigfreid

First Post
Hi

So here's a prestige class, though you'll have to forgive me: the formating is crap.

Atama Ninja

The atama ninja is a masters of psionic shinobi, an ancient subschool of the telepath discipline whose study is the art of death. Because an atama ninja's training focuses on both physical and mental discipline, they are also excelent infiltrators and information gatherers and are frequently employed by the daimyo of less overt samurai families. Only the atama ninja's sense of honor differenciates him from murders and scoundrels, and it is this honor that makes them even more frightening.

Psions and wilders who chose this class are versitile and powerful characters, having both powers of stealth and mind with which to carry death onto the enemies of their lords. Psi-warriors and make excelent ninja enforcers, having a wealth of psionicly feuled combat abilities. Of the physical side of atama ninja, it is rogues and ninja that most often graduate into this class as assassins of the highest order. Rangers, monks, and even samurai could conceivably enter this class, though they would generally be more specialized in their killing styles.

As NPCs, atama ninja are members of hidden clans that practice their elite syles high atop mountains or deep in dark forests. These minor clans sell their services to the highest bidders, and the identities of their members are kept secret. Some lords are wealthy enough to pay the clan for a group of atama, but since they do not fear death they are normally found alone - or more often, not found at all.

Hit Dice: 1d6

Requirements:

To qualify to become an atama ninja. a character must fulfill all the following criteria.

Alignment: Any evil.
Skills: Hide 8 ranks, Move Silently 6 ranks
Feats: Up the Walls, Speed of Thought
Powers: Must be able to manifest 2nd level powers

Class Skills:

The atama ninja's class skills (and the key ability for each skill) are Autohypnosis* (Int), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Forgery (Cha), Gather Info (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Profession (Wis), Psicraft (Int), Search (Int), Sense Motives (Wis), Spot (Wis), Tumble (Dex), and Use Rope (Dex). See chapter 4 of the Players Handbook for skill descriptions. Skills marked with an asterisk are described in chapter 3 of the Expanded Psionics Hanbook.

Skill Points at Each Level: 4 + Int modifier

Table 1-1: The Atama Ninja
level BAB Fort Ref Will Special
1 +0 +0 +0 +2 Death Attack, Clearity
2 +1 +0 +0 +3 Sneak Attack +1d6, Skill Augmentation
3 +1 +1 +1 +3 Aural Feedback
4 +2 +1 +1 +4 Sneak Attack +2d6, Skill Augmentation
5 +2 +1 +1 +4 Visual Feedback
6 +3 +2 +2 +5 Sneak Attack +3d6, Skill Augmentation
7 +3 +2 +2 +5 Weapon Resonance
8 +4 +2 +2 +6 Sneak Attack +4d6, Skill Augmentation
9 +4 +3 +3 +6 Revisionist
10 +5 +3 +3 +7 Sneak Attack +5d6, Synaptic Death Attack

Table 1-1: The Atama Ninja
Level Spells per Day
1 -
2 +1 level of existing manifester level
3 -
4 +1 level of existing manifester level
5 -
6 +1 level of existing manifester level
7 -
8 +1 level of existing manifester level
9 -
10 +1 level of existing manifester level

Class Features:

All of the following are class features of the atama ninja prestige class.

Weapon and Armor Proficiency: Atama ninja gain no proficiency with any weapon or armor.

Sneak Attack: This is exactly like the rogue ability of the same name. The extra damage dealt increases by +1d6 every other level (2nd, 4th, 6th, 8th, and 10th). If an atama ninja gets a sneak attack bonus from another source (such as rogue levels), the bonuses on damage stack.

Death Attack: If an atama ninja studies his victim for 3 rounds and then makes a sneak attack with a melee weapon that sucessfully deals damage, the sneak attack has the additional effect of possibly wither paralyzing or killing the target (atama ninja's choice). While studying the victim, the atama ninja can undertake other actions so long as his attention stays focused on the target and the target does not detect the atama ninja as an enemy. If the victim of such an attack fails a Fortitude save (DC 10 + the atama ninja's class level + the atama ninja's Int modifier) against the kill effec, she dies. If the saving throw fails against the paralysis effect, the victim's mind and body become enervated, rendering her helpless and unable to act for 1d6 rounds plus 1 round per level of the atama ninja. If the victim's saving throw suceeds, the attack is just a normal sneak attack. Once the atama ninja has completed the 3 rounds of study, he must make the death attack within 3 the next 3 rounds. If a death attack is attempted and fails (the victim makes her save) or if the atama ninja does not launch the attack within 3 rounds of completing the study, 3 new rounds of study are required before he can attempt another death attack.

Clearity of Vision (Ex): An atama ninja is immune to spells and abilities that affect his senses directly, is immune to figments and glamers, and cannot be blinded, deafened, or dazzled. Spells and abilities that affect his senses indirectly, such as invisibility, function normaly against him.

Skill Augmentation (Su): Starting at 2nd level, an atama ninja may chose one skill to receive the benefits of this ability. An atama ninja may augment the chosen skill by spending psionic power points in combination with a skill check as though he were augmenting a power. For every power points he spends he gains a +1 insight bonus to that skill check.

An atama ninja may never spend more power points in this way than his manifester level. Using this ability never provokes an attack of opportunity.

At 4th, 6th, and 8th level, an atama ninja may chose one additional skil to receive the benefits of this ability.

Aural Feedback (Ps): When an atama ninja reaches 3rd level, he can create mind-affecting static that disrupts the auditory sense of all creaturs within its area. This ability's effect is identical to that of the arcane spell silence, with the following exceptions: Aural Feedback is psi-like, mind-affecting, and can only target a point in space.

Visual Feedback (Ps): When an atama ninja reaches 5th level, he can create mind-affecting static that disrupts the visual senses of all creatures within its area. This ability's effect is identical to that of the arcane spell silence, with the following exceptions: Visual Feedback affects vision instead of hearing, is psi-like, mind-affecting, and can only target a point in space.

Weapon Resonance (Ex): At 7th level, an atama ninja learns Keen Edge, psionic. These powers are in addition to any powers the atama ninja normally learns by advancing a level.

Revisionist (Ex): At 9th level, an atama ninja learns modify memory, psionic. These powers are in addition to any powers the atama ninja normally learns by advancing a level.

Synaptic Death Attack (Ps): At 10th level, an atama ninja may chose to make a death attack as a psi-like ability by expending his psionic focus and paying a cost of 7 power points. This ability's effect is identical to the death attack ability described above, with the following exceptions. A synaptic death attack requires that the victim make a will save, has a range of touch, is mind-affecting, does not require 3 rounds of study, and does not require that the victim be unaware of the atama ninja. Making a synaptic death attack precludes the use of the sneak attack ability.

An atama ninja may augment a synaptic death attack by spending psionic power points in combination with the attack as though he were augmenting a power. For every 2 additional power points he spends, this ability's save DC increases by 1.

z.
 

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Hmmm.

I think it's broken - it can do too much, and even if it is true to the concept, it needs revising.

First off, Aural/Visual feedback should cost power points, or perhaps simply offer a competence bonus to Hide/Move Silently checks vs. creatures vulnerable to mind-affecting abilities.

Clarity of Vision is also quite a bit potent. In fact - well, frankly, it's crazy. I'd make it require an expenditure of Psionic Focus in order to raise Clarity of Vision and purge blindness/dazing from the body as well as raise immunity.

Aside from that, I'd cut down on sneak attack dice, lower the efficacy of their death attack (which I really think is more the realm of the Assassin, but to each his own), and clarify the Synaptic Death Attack. I'd raise the PP expenditure for Synaptic Death Attack to 9 PP, comparing it with Slay Living.
 

Aural/Visual Feedback only affect a 15 foot radius and can only affect a point in space, enemies who don't want to fight blind can simply leave. You are right, though, it should probably cost PSP. The reason I didn't want to do that in the first place is that the Atama Ninja only gets around 70 points at 10th level (15th character level). If I did give them a cost, it would probably be 3.

Clarity of vision is hardly crazy, it makes you immune to a very specific and small number of spells and effects. Your enemies can still make themselves invisible or use darkness and silence on you, you just can't be effected by Aural/Visual feedback. I could deal with saying that it's active while you are focused.

They get sneak attack dice at even levels because they don't get proper psionic progression. Remember that a prestige class should be as powerful as one and a half or two base classes, and while this class is a little more impressive than the Assassin as far as versatility (though he gets a similar spell progression, clearity, and skill bonuses), you have to bear in mind that it's a rogue class with psion BAB. I don't agree with you that it needs less sneak attack dice. Also, at 15th level this character can manifest 4th level psionic powers, just like the assassin can

Synaptic death attack can't cost 9 because a psion can't spend more than his caster level in PSP. Now that I look at it again, I could change the exceptions part so that it still requires your opponent to be unaware of your presence. However, you should consider that the target of a synaptic death attack gets an AO (it's a psi-like ability) and has a chance of foiling the atama ninja's attempt.

One question though: what is it about the synaptic death attack that I should clearify. I thought it was pretty clear, but maybe there is something I haven't noticed?

Thanks for the feedback so far.

z.
 

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