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[OA, PrC] The Ninja Mystic (Revised)

Is this prestige class balanced?

  • Too weak.

    Votes: 0 0.0%
  • Well Balanced.

    Votes: 1 33.3%
  • Too powerful.

    Votes: 2 66.7%

Ishamael

First Post
For easier reading, see the .zip file attached. Let me know what you think!

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The Ninja Mystic

For the ninja, everything is a weapon. They train to harness their ki and direct it into a deadly flow that compliments their proficiency in battle. However, some have discovered that their philosophical ties to the elements can be used to access a greater power.
The ninja mystic uses elemental magic to bolster his already formidable abilities. Weaving the ancient arts of ninjutsu with the even older secrets of elemental attunement results in a truly versatile warrior.
Ninja mystics act as advisors and special agents within the clans. Some help in the creation of magical items, while some are purely field agents, using their spells to give them an extra edge.
Hit Die: d6

Requirements:

To qualify to become a ninja mystic, a character must fulfill the following criteria.
Base Attack Bonus: +4
Skills: Move Silently 8 ranks, Hide 8 ranks, Concentration 4 ranks, Knowledge (Arcane) 4 ranks
Special: Sneak Attack +2d6
Special: Must belong to a ninja clan.

Class Skills:
The ninja mystic’s class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Heal (Wis), Hide (Dex), Innuendo (Wis), Intimidate (Cha), Intuit Direction (Wis), Jump (Str), Knowledge (all skills, taken individually), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Pick Pocket (Dex), Profession (Wis), Scry (Int, exclusive skill), Search (Int), Sense Motive (Wis), Spot (Wis), Swim (Str), and Tumble (Dex).
Skill points at Each Level: 4 + Int modifier.

Class Features:

Weapon and Armor Proficiency: Ninja Mystics gain no proficiency in any weapon or armor. Though Ninja mystics cast divine spells, they suffer the same chance of spell failure that arcane spellcasters do from wearing armor.
Sense Elements: As the shugenja ability of the same name.

Sneak Attack: Any time the ninja mystic’s target would be denied her Dexterity bonus to AC (whether she actually has a Dexterity bonus or not), the ninja mystic’s attack deals +1d6 points of damage. This extra damage increases by +1d6 points every other level (+2d6 at 3rd level, +3d6 at 5th level, and so on). Should the ninja mystic score a critical hit with a sneak attack, this extra damage is not multiplied.
It takes precision and penetration to hit a vital spot, so ranged attacks can only count as sneak attacks if the target is 30 feet away or less.
With a sap or an unarmed strike, the ninja mystic can make a sneak attack that deals subdual damage instead of normal damage. He cannot use a weapon that deals normal damage to deal subdual damage in a sneak attack, not even with the usual –4 penalty, because he must make optimal use of his weapon in order to execute the sneak attack.
A ninja mystic can only sneak attack living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Additionally, any creature immune to critical hits is similarly immune to sneak attacks. Also, the ninja mystic must also be able to see the target well enough to pick out a vital spot and must be able to reach a vital spot. The ninja mystic cannot sneak attack while striking at a creature with concealment or by striking the limbs of a creature whose vitals are beyond reach.
If a ninja mystic gets a sneak attack bonus from another source (such as rogue levels), the bonuses to damage stack.

Spellcasting: Beginning at 1st level, the ninja mystic gains the ability to cast a small number of divine spells. A ninja mystic casts spells in much the same way a shugenja does. He does not have to prepare his spells ahead of time or keep a spellbook, though he does not specialize in a particular element in the way the shugenja does. The ninja mystic often uses a series of precise movements and finger positions as his somatic spell components. Unlike other divine spellcasters, the ninja mystic suffers the same chance of failure that arcane casters do when wearing armor.. To cast a spell, the ninja mystic must have a Wisdom score of 10 + the spell’s level. Ninja mystic bonus spells are based on Wisdom, and saving throws against these spells have a DC of 10 + spell level + the ninja mystic’s Wisdom modifier (if any). The ninja mystics spell list appears below.

Acrobatics: A 2nd level ninja mystic gains a +10 competence bonus on Balance, Climb, Jump, and Tumble checks. At 6th level, this bonus increases to +20. In addition, a ninja mystic can always choose to take 10 on Balance, Climb, and Tumble checks, even when circumstances would normally prevent him from doing so.

Leap of the Clouds: A 2nd level ninja mystic jumping distance (vertical or horizontal) is not limited according to his height.

Silencing Attack: If the ninja mystic successfully hits a flat-footed opponent with a melee attack, the opponent is unable to speak for one round. This prevents casting spells with a verbal component and shouting for help.

Opportunist: Once per round, the ninja mystic can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as the ninja mystic's attacks of opportunity for that round. Even a ninja mystic with the Combat Reflexes feat can't use the opportunist ability more than once per round.

Always Sneaky: The ninja mystic is always taking 10 on Move Silently and Hide. Unless the ninja mystic wants to be seen or heard, make opposed Spot and Listen checks to detect the ninja mystic’s presence.

Class Level BaseAttack Bonus Fort Save Ref Save Will Save Special Spells Known
0 1 2 3 4 5
1 +0 +0 +2 +2 Sneak Attack, +1d6, Sense Elements 2 -- -- -- -- --
2 +1 +0 +3 +3 Acrobatics+10, Leap of the Clouds 3 1 -- -- -- --
3 +2 +1 +3 +3 Sneak Attack, +1d6 3 2 -- -- -- --
4 +3 +1 +4 +4 Silencing Attack 3 2 1 -- -- --
5 +3 +1 +4 +4 Sneak Attack, +1d6 4 3 2 -- -- --
6 +4 +2 +5 +5 Acrobatics+20 4 3 2 1 -- --
7 +5 +2 +5 +5 Sneak Attack, +1d6 4 4 3 2 -- --
8 +6 +2 +6 +6 Opportunist 5 4 3 2 1 --
9 +6 +3 +6 +6 Sneak Attack, +1d6 5 5 4 3 2 --
10 +7 +3 +7 +7 Always Sneaky 5 5 4 3 2 1


Spells Castable

0 1 2 3 4 5
4 -- -- -- -- --
5 3 -- -- -- --
5 4 -- -- -- --
5 4 3 -- -- --
6 5 4 -- -- --
6 5 4 3 -- --
6 6 5 4 -- --
7 6 5 4 3 --
7 7 6 5 4 --
7 7 6 5 4 3


Ninja Mystic’s Spell List

Level 0 – Daze, Ghost Sound, Mage Hand, Light, Flare, Cure Minor Wounds, Detect Poison, Guidance,
Detect Magic, Read Magic, Prestidigitation,
Level 1 – Change Self, Expeditious Retreat, Silent Image, Sleep, Burning Hands, Hypnotism, Spider Climb,
Cure Light Wounds, Obscuring Mist, Endure Elements, Jump, True Strike, Ventriloquism, Feather Fall,
Magic Weapon, Pass without Trace, Detect Evil, Know the Shadows, Fire Shuriken,
Level 2 – Detect Thoughts, Invisibility, Minor Image, Silence, Bull’s Strength, Greater Magic Weapon,
Hold Person, Cat’s Grace, Levitate, Cure Moderate Wounds, Resist Elements, Flame Blade, Endurance
Level 3 – Haste, Major Image, Keen Edge, Cure Serious Wounds, Gaseous Form, Land Womb
Level 4 – Fireball, Earthen Bolt, Steam Breath, Fire Shield, Cure Critical Wounds, Poison, Poison Needles
Level 5 – Wall of Fire, Wall of Ice, Dimension Door, Improved Invisibility, Telekinesis, Ghostform,
 

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