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Eblanese Ninja (Ninja archetype)
#1
Eblanese Ninja
In a time long forgotten, the first ninjas had come into being, starting out as clans and schools of spies and assassins, utilizing sneakiness and their ki to slay their foes. One of these clans, rather than using the craven tactics and discipline of their rivals, chose a more open sort of fighting, unafraid to look their enemies in the eye while they tapped into the chaotic, untamed energy of their souls to drive their swords through their opponent’s gullet. This clan, known as Clan Eblan, soon became a kingdom, their warrior-princes and princesses the stuff of legends.

The Eblanese ninja is an archetype of the ninja class.

Class Skills: The Eblanese ninja gains Spellcraft (Int) as a class skill.

This changes the class skills of the ninja.

Limit Break (Su): At 1st level, the Eblanese ninja receives a limit break.

He Had Ten Thousand Men (Su): This Limit Break spawns a myriad of ghostly doppelgangers of the Eblanese ninja, each of them just as deadly as the one they mimic. The Eblanese ninja may use a full-round action to create one spectre of himself for each point of Wisdom modifier he has (minimum 1). He and the spectres can then engage any enemy within 30 feet + 5 feet for every four levels past 1st of him, immediately moving within range without provoking any attacks of opportunity. Each spectre is given two choices: to either make a full attack upon one enemy, or to initiate a swordskill, as well as a talent that requires no more than a swift action (the talent is optional). The swordskill and talent used are determined once by the Eblanese ninja; he picks a swordskill and a talent, and all of the spectres who would use a swordskill and talent instead of making a full attack use them as well, each of them rolling damage and such individually. The swordskill is then expended for the rest of the encounter, and cannot be recovered until the encounter is over.

This replaces the Missile Barrage limit break.

Swordplay (Su): Though sword saints may claim to be the first to have mastered such abilities, weaponizing the spirit inside themselves and their swords is no longer a jealously-kept secret. An Eblanese ninja takes part in the utilization of swordskills, learning swordskills and readying them as indicated on the table below:

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The sword is a material focus for all swordskills, though it doesn’t need to be crafted by the Eblanese ninja. The Eblanese ninja can use any swordskill he knows at will, provided he is wielding a sword. As long as he is wielding a sword he forged himself, increase the DCs of all his swordskills by 1.

The three forms of swordskills, in order of their relative power, are basic, advance, and master. An Eblanese ninja begins with knowledge of three swordskills, which must be of the basic form. As an Eblanese ninja gains levels, he can learn new swordskills. At 6th level, an Eblanese ninja can learn advance forms, and at 12th level, he can learn master forms.

An Eblanese ninja’s swordskills are supernatural abilities; using a swordskill is a standard action that does not provoke an attack of opportunity. If a target makes a successful Reflex save against a swordskill, they only take half damage from the swordskill, and all of the swordskill’s other effects are negated. The save DC for a basic form is 10 + ½ the Eblanese ninja’s level + his Wisdom modifier, the save DC for an advanced form is 12 + ½ the Eblanese ninja’s level + his Wisdom modifier, and the save DC for a master form is 14 + ½ the Eblanese ninja’s level + his Wisdom modifier.

An Eblanese ninja can ready his starting swordskills, but as he advances in level and learns more swordskills, he must choose which swordskills to ready. He readies his swordskills by practicing meditating for 10 minutes. Eblanese ninjas do not need to sleep or rest for any long period of time to ready their swordskills; anytime he spends 10 minutes meditating, he can change his readied swordskills. He may not ready any individual swordskill more than once. He begins an encounter with all readied swordskills unexpended, regardless of how many times he may have already used them since he chose them. When an Eblanese ninja initiates a swordskill, he expends it for the current encounter, so each of his readied swordskills can be used once per encounter (until they are recovered, see below).

For an Eblanese ninja to recover swordskills, he must either expend one point of animus as a standard action, or do so as a full-round action. Spending the point of animus as a full-round action grants him a deflection bonus to his AC equal to his Wisdom modifier for one round, and surrounds him in a cloak of energy of the same element he is attuned to for one round; any enemies that make an attack against him or are adjacent to him while the aura is in place take 1d6 + Wisdom modifier damage of his current element. The damage dice increase to 2d6 at 8th level, and 3d6 at 16th level. Doing either of these recovers a number of swordskills of his choice equal to his Wisdom modifier (minimum of 2). Alternately, he may use a standard action to recover one swordskill he chooses.

This replaces sneak attack.

Animus (Su): An Eblanese ninja’s martial prowess is in part fueled by a reservoir of barely controlled spiritual energy, and the passion and danger of combat causes this energy to overflow outwards. This power, called animus, waxes and wanes with an Eblanese ninja’s use of his swordskills and talents in battle. Outside combat, an Eblanese ninja has no animus to spend, but his inner power can still be used for more subtle arcane arts. His levels in Eblanese ninja count as caster levels for the purposes of qualifying for prerequisites (such as those of item creation feats or the Arcane Strike feat), and if an Eblanese ninja ever develops spellcasting from another class, he may add his Eblanese ninja level to his levels in that class to determine his overall caster level for the purposes of item creation feats.

When an Eblanese ninja enters combat, he gains an animus pool equal to 1 + his Wisdom modifier (minimum 1) at the start of his first turn, and adds one point of animus to his animus pool at the start of each turn thereafter. His animus pool persists for one minute after the last enemy combatant is defeated or the encounter otherwise ends. At the end of any round in which the Eblanese ninja initiates a swordskill or uses a talent, he adds an additional point of animus to his pool. Certain abilities require the Eblanese ninja to expend points of animus to use.

The primal power of animus can be used in several ways – the foremost of which is the augmentation of swordskills and talents. Many talents available to Eblanese ninjas can be augmented by spending points of animus (see the talent descriptions for more details), and the Eblanese ninja can augment swordskills and talents in additional ways as well.

Starting at 1st level, an Eblanese ninja may spend a single point of animus to augment a swordskill or talent as part of its required action to apply one of the following effects to it (if applicable):
  • Enhance Talent: For each point of animus spent, the Eblanese ninja adds a cumulative +2 insight bonus to all d20 rolls made (including attack rolls, CMB rolls, and skill checks) when activating that talent (maximum of three animus may be spent on this augmentation); if the talent allows the user to make multiple attacks, then this bonus only applies to the first attack.
  • Increase DC: For each point of animus spent, the Difficulty Class for all saving throws against that swordskill or talent increases by 1.
When the Eblanese ninja reaches 4th level, he may spend up to two points of animus on augmentations, rather than one, and at 5th level he gains access to the following additional augmentations:
  • Anima Burn: The Eblanese ninja adds ½ his class level to damage rolls made with that swordskill or talent. This augment costs two points of animus, and can only be applied once to a given swordskill or talent.
  • Increase Potency: For each point of animus spent, he may ignore 10 points of energy resistance or 5 points of damage reduction.
When the Eblanese ninja reaches 8th level, he may now spend up to three points of animus on augmentations. At 9th level, he gains access to the following additional augmentations:
  • Increase Range: The Eblanese ninja may target a creature within 30 feet with a swordskill or talent that normally uses a melee attack. Resolve the swordskill or talent normally, as if the targeted creature was within the Eblanese ninja’s melee reach. This augmentation costs two points of animus. 
  • Animus Rush: The Eblanese ninja may move up to his base movement speed as part of the initiation of the swordskill or activation of the talent before initiating or activating the ability. This is a teleportation effect and the Eblanese ninja must clearly see his destination. This augmentation costs three points of animus.
At 12th level he may spend up to four points of animus on augmentation, and again at 16th level, he may increase this to five points of animus per augmentation.

Elemental Attunement (Su): An Eblanese ninja contains incredible elemental power within his body, surging energies that constantly flow through his blood and muscle. Bringing these energies to bear is as easy as breathing for an Eblanese ninja, shifting the flow of power with the subtle movements of his battle stances. An Eblanese ninja can change his active element by taking a standard action to focus inwards, or by expending one point of animus as a free action when activating a talent. Whenever he initiates a swordskill, he may spend one point of animus as part of its initiation action to change all damage the swordskill deals to his active element’s associated energy type. For example, if an Eblanese ninja whose active element is currently lightning initiated the Raging Inferno swordskill, he could spend one point of animus to change his swordskill’s damage from his weapon’s normal damage type to lightning damage.

Stamina Pool (Ex): At 1st level, an Eblanese ninja gains a reservoir of stamina that he can draw upon to fuel his talents that he gains below. This stamina pool has a number of points equal to 5 x his Constitution modifier and this pool increases by 5 + his Constitution modifier per level. The pool refreshes once per day when the Eblanese ninja rests for a full 8 hours. Sustained modes take up a static amount of stamina points from the Eblanese ninja’s current and maximum stamina pool and most sustained modes stack. If he already has a stamina pool from another class, he only increases his pool by 5 + his Constitution modifier per level instead.

By spending 5 stamina points, the Eblanese ninja can do one of the following:
  • Increase his speed by 10 feet for 1 round
  • Delay and suppress his fatigue or exhaustion for 1 round
  • Increase one saving throw by +1 for 1 round
Each of these powers is activated as a swift action.

These replace ki pool.

Eblanese Ninja Talents (Su): As an Eblanese ninja gains experience, he learns a number of talents that aid him and his allies. Starting at 1st level, an Eblanese ninja gains one Eblanese ninja talent from any talent tree. He gains an additional Eblanese ninja talent for every 2 levels of Eblanese ninja attained after 1st level. An Eblanese ninja cannot select an individual talent more than once. These are considered sword saint talents when determining the prerequisites and effects of the Extra Sword Saint Talent feat, following all rules thusly.

This replaces ninja tricks, light steps, cloaked in shadows, master tricks, and shadow step.

Good for Your Soul (Ex): At 4th level, an Eblanese ninja can utilize the power of his spirit to fuel his abilities, even when his body would object. When activating talents that cost stamina to use, the Eblanese ninja may replace some or all of the cost with points of animus instead, at a rate of 5 points of stamina for 1 point of animus. This does not allow him to utilize animus to use any of the functions of the stamina pool aside from the activation of talents, e.g. he may not spend 1 point of animus as a swift action to increase his speed by 10 feet for 1 round. He is also barred from spending animus to pay for sustained modes outside of battle; when in combat, he may activate sustained modes with animus, but as soon as 1 minute has passed after combat has ceased, the sustained modes fueled by animus end, and he is fatigued for 1 hour. At 8th level, his animus pool at the start of battle is increased to 2 + his Wisdom modifier, and at 16th level, his animus pool at the start of battle is increased to 3 + his Wisdom modifier.

This replaces poison use and ninjutsu.

Prince of Eblan (Ex): At 20th level, an Eblanese ninja has reached his peak in mastery of the roiling spiritual energies inside him, ruling over his soul’s powers like the true prince he is. He may treat one swordskill or talent he activates per round as though he has already augmented it with a point of animus, and when reattuning his current element, he is cloaked in an aura of energy, functioning exactly as though he had spent a point of animus as a full-round action, although he does not recover maneuvers when reattuning his current element in such a manner.

This replaces hidden master.
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#2
Swordskills

Though sword saints may claim to be the first to have mastered such abilities, weaponizing the spirit inside themselves and their swords is no longer a jealously-kept secret. The sword is a material focus for all swordskills, though it doesn’t need to be crafted by the Eblanese ninja. The Eblanese ninja can use any swordskill he knows at will, provided he is wielding a sword. As long as he is wielding a sword he forged himself, increase the DCs of all his swordskills by 1.

The three forms of swordskills, in order of their relative power, are basic, advance, and master. An Eblanese ninja begins with knowledge of two swordskills, which must be of the basic form. As an Eblanese ninja gains levels, he can learn new swordskills. At 6th level, an Eblanese ninja can learn advance forms, and at 12th level, he can learn master forms.

Basic Forms
  • Crush Accessory: You deal damage equal to a melee attack using the focus sword to a single creature within 15 feet. One non-weapon, non-armor object of your choice in the creature’s possession takes the same amount of damage.
  • Lingering Edge: You deal damage equal to twice your Strength modifier to each creature in a 5-ft.-radius burst within 20 feet. A creature hit by lingering edge takes damage equal to your Strength modifier at the beginning of their turn for a number of rounds equal to your Wisdom modifier.
  • Magicsap: You deal damage equal to a melee attack using the focus sword + your Wisdom modifier to a single creature within 20 feet. That creature’s caster level is reduced by 1d4 for a number of rounds equal to your Wisdom modifier (multiple reductions stack) and that creature must make a successful Concentration check with a DC equal to 10 + the save DC when it casts its next spell or the spell is disrupted.
  • Powersap: You deal damage equal to a melee attack using the focus sword + twice your Wisdom modifier to a single creature within 20 feet. That creature takes 1d6 points of Strength damage if it failed the save.
  • Purifying Breeze: You deal damage equal to a melee attack using the focus sword + twice your Wisdom modifier to a single creature within 20 feet, and are granted DR 5/adamantine and magic for a number of rounds equal to your Wisdom modifier.
  • Raging Inferno: You deal damage equal to a melee attack using the focus sword to each creature in a 5 ft. radius burst within 20 feet, and they are knocked prone.
  • Rain of Wisdom: You deal damage equal to a melee attack with the focus sword to each creature in a 5 ft. radius burst within 20 feet, and are healed half the total amount.
Advance Forms
  • Binding Darkness: You deal damage equal to a melee attack using the focus sword + twice your Wisdom modifier to all creatures in a 20 ft. cone, and any who fail the save are Immobilized for a number of rounds equal to your Wisdom modifier.
  • Cloudsea Curse: You deal damage equal to a melee attack + your Wisdom modifier to each creature in a 5 ft. radius burst within 30 feet, and those who fail the save are inflicted with Slow for a number of rounds equal to your Wisdom modifier.
  • Crush Weapon: You deal damage equal to a melee attack using the focus sword to a single creature within 15 feet. Deal the same amount of damage to one weapon in wielded by the target creature. If the creature isn’t holding a weapon the creature takes extra damage equal to three times your Wisdom modifier.
  • Mindsap: You deal damage equal to a melee attack using the focus sword + twice your Wisdom modifier to a single creature within 20 feet. That creature takes your choice of 1d6 points of Intelligence damage, 1d6 points of Wisdom damage, or 1d6 points of Charisma damage if it failed the save.
  • Phantom Edge: You deal force damage equal to three times your Wisdom modifier to a single creature within 30 feet. A creature hit by this technique takes force damage equal to your Wisdom modifier for a number of rounds equal to half your sword saint level.
  • Spirit Sword: You deal damage equal to a melee attack using the focus sword + twice your Wisdom modifier to a single creature within 30 feet, and they take bleed damage equal to your Wisdom modifier for a like number of rounds.
  • Verse of Oblivion: You deal damage equal to a melee attack using the focus sword + twice your Wisdom modifier to a single creature within 30 feet. You also deal 1d4 + twice your Wisdom modifier to their MP pool, and if they have a pool of supernatural energy (such as an arcane pool or ki pool), they lose a number of points from that pool equal to your Wisdom modifier. A successful save halves this effect, rather than negating it.
Master Forms
  • Crushing Blow: You deal damage equal to a melee attack using the focus sword + four times your Wisdom modifier to a single creature within 15 feet. That creature is stunned for 1 round.
  • Doomed Aspirations: You deal damage equal to a melee attack using the focus sword + three times your Wisdom modifier to a single creature within 15 feet, and they are inflicted with the Confuse and Doom status effects; the Doom effect leaves them with -1 hit points and are stable, rather than killing them outright.
  • Ethereal Embrace: You deal damage equal to a melee attack using the focus sword + three times your Wisdom modifier to a single creature within 30 feet, and are granted the Haste status effect and fast healing equal to your Wisdom modifier for a like number of rounds.
  • Sanguine Blossom: You deal damage equal to a melee attack using the focus sword + four times your Wisdom modifier in a 60 ft. line.
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#3
Eblanese Ninja Talents

As an Eblanese ninja gains experience, he learns a number of talents that aid him and his allies. Starting at 1st level, an Eblanese ninja gains one Eblanese ninja talent from any talent tree. He gains an additional Eblanese ninja talent for every 2 levels of Eblanese ninja attained after 1st level. An Eblanese ninja cannot select an individual talent more than once. These are considered sword saint talents when determining the prerequisites and effects of the Extra Sword Saint Talent feat, following all rules thusly.

Eblanese Arts Talent Tree
Eblan has a long history of practicing the fine arts, everything from perfecting their calligraphy to shaping glass and metal to carving magnificent pieces from a giant hunk of rock. Eblanese ninjas who favor the fine arts put their skills to good use, treating the battlefield as their work table and their enemies as materials. The Craft checks associated with this talent tree must be Craft (calligraphy), Craft (carpentry), Craft (glassmaking), Craft (painting), Craft (sculpture), or Craft (sketching).
  • Imbalancing Strike: By spending 5 points of stamina as a swift action, when the Eblanese ninja makes his next attack roll or initiates his next swordskill, he may also make a Craft check as a free action. If the check matches or exceeds the enemy’s AC, the enemy takes a penalty to their AC equal to the Eblanese ninja’s Wisdom modifier for a like number of rounds. By augmenting this talent with animus, the penalty increases by 2 and the duration increases by 1 round for each point of animus spent.
  • Eye-Crossing Strike: By spending 15 points of stamina as a swift action, when the Eblanese ninja makes his next attack roll or initiates his next swordskill, it deals an additional 2d6 damage, and the enemy suffers a 20% miss chance on all attack rolls for a number of rounds equal to the Eblanese ninja’s Wisdom modifier. By augmenting this talent with animus, the Eblanese ninja may increase the extra damage dealt by 1d6 for each point of animus spent, or he may spend 2 points of animus to increase the miss chance to 50%. Prerequisites: Imbalancing Strike, Eblanese Ninja 5
  • Dizzying Strike: By spending 20 points of stamina as a swift action, when the Eblanese ninja makes his next attack roll or initiates his next swordskill, he may also make a Craft check as a free action. If the check matches or exceeds the enemy’s AC, the enemy is staggered for 1 round. By augmenting this talent with animus, he may increase the duration by 1 round for each point of animus spent, spend 3 points to daze the enemy instead, or spend 5 points to stun the enemy instead; these effects ignore all immunities if animus is spent to augment this talent in any of the listed ways. Prerequisites: Imbalancing Strike, Eye-Crossing Strike, Eblanese Ninja 13
  • Abstraction: As a standard action, the Eblanese ninja may spend 1 point of animus to manifest 1d3+1 illusory copies of himself; these copies function exactly like the mirror image spell. At 12th level, the Eblanese ninja may spent 3 points of animus to manifest 1d4+2 illusory copies. Prerequisites: At least one other Eblanese Arts talent, Eblanese Ninja 7
  • Mirage: As a swift action, the Eblanese ninja may activate this talent as a sustained mode. He is constantly under the effect of a blur spell. By augmenting this talent with animus, he may spend 1 point of animus to make the effect become that of a displacement spell for a number of rounds equal to his Wisdom modifier, at which point the effect becomes that of blur once again. This sustained mode uses up 20 points of the Eblanese ninja’s current and maximum stamina pool. Prerequisites: At least one other Eblanese Arts talent, Eblanese Ninja 5
  • Optical Illusion: As a swift action, the Eblanese ninja may activate this talent as a sustained mode. So long as he moves at least 10 feet, the Eblanese ninja gains a +2 dodge bonus to AC. This bonus increases to +4 at 8th level, and +6 at 16th level. When adjacent to an enemy, the Eblanese ninja may spend 1 point of animus to be able to follow the adjacent enemy’s movement for free until the end of the enemy’s turn. This sustained mode uses up 15 points of the Eblanese ninja’s current and maximum stamina pool.
  • Redirecting Reflection: As a swift action, the Eblanese ninja may activate this talent as a sustained mode. While this sustained mode is active, the Eblanese ninja may choose any single beneficial spell or spell-like ability affecting him with a range greater than personal; so long as the effect is still in place, all willing allies within a 30 ft. radius also enjoy the spell’s effects. By augmenting this talent with animus, he may spend 1 point of animus to extend the duration of the effect by a number of rounds equal to ½ his Wisdom modifier; he may only augment this talent once per minute. This sustained mode uses up 30 points of the Eblanese ninja’s stamina pool. Prerequisites: At least two other Eblanese Arts talents, Eblanese Ninja 9
  • Glass Sculpture: By spending 5 points of stamina as an immediate action, when targeted by an attack, the Eblanese ninja can make a Craft check. If the check equals or exceeds the enemy’s attack roll, the attack is negated, and the enemy takes 1d6 damage that counts as both piercing and slashing, as they are struck by a spray of ephemeral crystalline shards. By augmenting this talent with animus, he may increase the damage dealt by this talent by 1d6 for each point spent, to a maximum of 5d6 piercing/slashing damage.
  • Ivory Carving: By spending 10 points of stamina as an immediate action, when prompted to make a saving throw, the Eblanese ninja can make a Craft check to replace the saving throw. If the check succeeds, the effect is negated, and the creature who used the ability that prompted the saving throw must make a Will save (DC 10 + ½ class level + Wisdom modifier) or be rendered unable to use that ability again for a number of rounds equal to the Eblanese ninja’s Wisdom modifier. By augmenting this talent with animus, he may increase the duration of this talent’s effect by 1 round for each point of animus spent. Prerequisite: Eblanese Ninja 7
  • Stone Statue: By spending an additional 10 stamina points when activating either the Glass Sculpture or Ivory Carving talents, the Eblanese ninja may make a melee touch attack as a free action. If it succeeds, the enemy touched takes 3d6 piercing/slashing damage as shards of stone jut from their body. The enemy touched must also make a Fortitude save (DC 10 + ½ class level + Wisdom modifier) or be Petrified. Prerequisites: Glass Sculpture, Ivory Carving, Eblanese Ninja 13
Eblanese Culture Talent Tree
Though ninjas may be a very common choice of profession amongst Clan Eblan, that hardly means that they are quiet and reserved in everything they do. Celebrations that go for days on end are hardly a rare sight in Eblanese society, filled with brightness and passion. Eblanese ninjas who favor this aspect of life in Eblan exhibit mastery of the elements and other arcane forces that are a sight to behold indeed.
  • Eldritch Fang: By spending 5 stamina points as a swift action, the next attack made or swordskill initiated by the Eblanese ninja deals an additional 2d6 damage of the element he is currently attuned to, and the attack or swordskill ignores all damage reduction. By augmenting this talent with animus, he may increase the damage dealt by 1d6 for each point of animus spent, spend 3 points of animus to convert all elemental damage done with this talent to non-elemental, or spend 4 points of animus to ignore any elemental resistances and immunities with the attack or swordskill.
  • Eldritch Hammer: By spending 10 stamina points as a swift action, the next attack made or swordskill initiated by the Eblanese ninja deals an additional 3d6 of the element he is currently attuned to, and for every 10 damage dealt, he may move the enemy 5 feet in a straight line in any direction. By augmenting this talent with animus, he may increase the damage dealt by 1d6 for every point of animus spent, spend 3 points of animus to knock the enemy prone after being moved, or spend 4 points of animus to add a targeted dispel effect (using their class level as their caster level) to those struck. Prerequisites: Eldritch Fang, Eblanese Ninja 5
  • Eldritch Spark: By spending 15 stamina points as a swift action, the next attack made or swordskill initiated by the Eblanese ninja deals an additional 5d6 damage of the element he is currently attuned to, and inflicts a status effect for a number of rounds equal to his Wisdom modifier, based on the element he is currently attuned to: fire = Burning; ice = Frozen; wind = Squalled; earth = Weighted; lightning = Static; water = Drenched. By augmenting this talent with animus, he may either increase the damage dealt by 1d6 or the duration by two rounds for every point of animus spent, spend 3 points of animus to deal the elemental damage from this talent to all enemies within a 10 ft. radius burst of the one struck, or spend 5 points of animus to deal the elemental damage from this talent to all enemies within a 20 ft. radius burst and inflict the status effect associated with the Eblanese ninja’s current energy type upon all enemies within the area. A successful Reflex save (DC 10 + ½ class level + Wisdom modifier) halves the elemental damage from this talent when activating the burst effect, and and negates the status effect. Prerequisites: Eldritch Fang, Eldritch Hammer, Eblanese Ninja 9
  • Elemental Yin-Yang: Choose three elements from this list: fire, ice, wind, earth, lightning, and water. By spending 1 point of animus, you make the three chosen elements count as either their normal element or holy-elemental, whichever would be the most advantageous. The remaining three count as either their normal element or shadow-elemental, whichever would be the most advantageous. The effects of this talent last for a number of rounds equal to your Wisdom modifier. Prerequisite: At least two other Eblanese Culture talents, Eblanese Ninja 7
  • Energy Flux: As a swift action, the Eblanese ninja may activate this talent as a sustained mode. While this mode is active, the Eblanese ninja deals +1d6 damage of his currently attuned element with all attacks and swordskills. In addition, depending on what element he is attuned to, this sustained mode has other effects:
    Fire: You gain fast healing 1, and glow as though you were the subject of a torchlight spell.
    Ice: You gain the benefits of an endure elements spell.
    Wind: You gain a +4 dodge bonus to AC and CMD.
    Earth: You gain DR 5/adamantine.
    Lightning: You gain a +4 bonus to initiative, and your attacks inflict the Static condition (Reflex negates the Static effect; DC 10 + ½ class level + Wis mod).
    Water: You are granted a +2 bonus on all saving throws.
    The extra damage increases to +2d6 at 8th level, and +3d6 at 16th level. This sustained mode uses up 20 points of the Eblanese ninja’s current and maximum stamina pool. Prerequisites: At least one other Eblanese Culture talent, Eblanese Ninja 5
  • Energy Vortex: As a swift action, the Eblanese ninja may activate this talent as a sustained mode. While this mode is active, the Eblanese ninja may hurl orbs of elemental energy matching his current element, and each of these orbs deals 3d6 damage and requires a ranged touch attack with a maximum range of 60 feet. Also, he gains effects for his movement based on what element he is attuned to:
    Fire: Your base land speed increases by 20 feet.
    Ice: Your base land speed increases by 10 feet, and you leave a trail of ice over where you step, making it difficult terrain for 1 round.
    Wind: You gain a fly speed equal to your land speed, with good maneuverability.
    Earth: You gain a burrow speed of 20 feet and do not need to breathe while burrowing.
    Lightning: Your base land speed increases by 40 feet, but you must end your movement adjacent to at least one creature or object.
    Water: You gain a swim speed equal to twice your base land speed and do not need to breathe while underwater.
    This sustained mode uses up 30 points of the Eblanese ninja’s current and maximum stamina pool, and cannot be used in conjunction with the Energy Flux talent. Prerequisites: Energy Flux, Eblanese Ninja 9
  • Energy Retribution: When the Eblanese ninja activates either the Energy Flux or Energy Vortex talents, he gains resist 10 to all elements, except for holy and shadow, stacking with any other elemental resistances he may have. Anytime his resistances reduce the damage dealt to him, he may store the damage that was negated in a pool equal to twice his class level. As a swift action, he may release this energy in a 20 ft. radius burst centered on him, dealing the stored damage to all creatures within the radius (a Reflex save halves the damage; DC 10 + ½ class level + Wisdom modifier). Prerequisites: Energy Flux, Energy Vortex, Eblanese Ninja 11
  • Arcane Shield: By spending 5 points of stamina as an immediate action, when an enemy makes an attack against him, the Eblanese ninja can erect a small barrier of force; this functions against attacks made by incorporeal enemies. He makes a Spellcraft check, and if it matches or exceeds the attack roll against him, then the attack is negated. By augmenting this talent with animus, he may have the barrier slowly fade away, leaving him with some small amount of protection. For every point of animus spent, he gains a +2 shield bonus to AC that lasts for 1 round, increasing the shield bonus by 2 and the duration of the effect by 1 round with each point. He may spend a maximum of 3 points of animus on augmentation of this talent.
  • Arcane Ward: By spending 10 points of stamina and 1 point of animus as an immediate action, the Eblanese ninja gains resist 10 to his attuned element. By augmenting this talent with animus, he may increase the resistance by 10 for each point spent (to a maximum of resist 30), or he may spend 3 points of animus to apply the resistance to all elements, as well as non-elemental damage. Prerequisites: Arcane Shield, Eblanese Ninja 5
  • Devour Magic: When using either Arcane Shield or Arcane Ward to resist an effect originating from a spell or spell-like ability, he may make a Spellcraft check (DC 10 + spell level + casting modifier). If successful, then the Eblanese ninja is healed a number of hit points equal to twice the level of the spell or spell-like ability. Prerequisites: Arcane Shield, Arcane Ward, Eblanese Ninja 11
Eblanese Secrets Talent Tree
Whereas there are Eblanese ninjas who fight with far more flashy techniques, there are those who prefer a subtler approach. They fight with a mysterious style that most consider enigmatic and vaguely terrifying, teleporting circles around their enemies (or teleporting the enemies themselves!) and utilizing the power of the aether to either become incorporeal or force such woes upon their enemies.
  • Shadowbind Strike: By spending 10 points of stamina as a swift action, the Eblanese ninja may empower her next attack or swordskill with magic that grips his enemy’s very shadow like a vise. The attack or swordskill deals an additional 1d4 non-elemental damage and prompts a Reflex saving throw (DC 10 + ½ class level + Wisdom modifier). Failure inflicts the target with the Slow status for a number of rounds equal to the Eblanese ninja’s Wisdom modifier. At 8th level, the damage increases to 2d4, and increases to 3d4 at 16th. By augmenting this talent with animus, he may increase the duration by 3 rounds for every point spent, spend 2 points to Immobilize the enemy at 8th level, or spend 3 points to paralyze the enemy at 16th level.
  • Shadowport Strike: By spending 15 points of stamina as a swift action, the Eblanese ninja may warp dimensions to let them cover distances in an instant and attack their surprised enemies. When using this talent, the Eblanese ninja teleports up to his base movement speed, and makes a single attack against an enemy, all as a standard action, targeting their flat-footed AC; this does not actually make the enemy flat-footed, nor is it overcome by the uncanny dodge or improved uncanny dodge ability, it simply targets the opponent’s flat-footed AC. At 8th level, when the Eblanese ninja uses this talent to teleport up to the enemy, he may also teleport in any direction from that point, up to his base movement speed, as part of the attack. At 16th level, he may spend a full-round action that does not provoke attacks of opportunity to teleport to one enemy, attack, then teleport to another enemy and make an attack, continuing to give one attack for each enemy, until he runs out of attacks for a full attack, targeting the enemy’s flat-footed AC with each attack. None of the teleportation from this talent provokes attacks of opportunity. By augmenting this talent with animus, he may increase the range of all the teleportation from this talent by 10 feet for every point spent. Prerequisite: Eblanese Ninja 3
  • Shadowshift Strike: By spending 20 points of stamina as a swift action, the Eblanese ninja twists the aether to blur the line between the physical and the spectral. The next attack made or swordskill initiated by the Eblanese ninja ignores whether the enemy is incorporeal or not, as though his weapon has the ghost touch property, and enemies that are incorporeal while the Eblanese ninja is corporeal, or vice-versa, must make a Will save (DC 10 + ½ class level + Wisdom modifier) or be staggered for 1 round, ignoring immunities. At 8th level, when targeting a corporeal enemy, those that fail the save are also made incorporeal for 1 round, and all of their equipment they carry that is not the clothes or armor they are equipped with falls to the ground; incorporeal enemies that are struck are made corporeal on a failed save, lose their deflection bonus to AC, and are flat-footed for 1 round. At 16th level, enemies that fail the save are shifted between corporeal or incorporeal as appropriate, extending the duration of their shift to 3 rounds, and take 4d4 points of non-elemental damage upon shifting back to their original state. By augmenting this talent with animus, he may spend 1 point to retain the ghost touch effect for a number of rounds equal to his Wisdom modifier, spend 2 points to daze the enemy instead of staggering them, 3 points to stun them instead of staggering them, 2 points to extend the duration of the stagger effect to 3 rounds, or 2 points to treat his weapon as though it also has the bane property on enemies who are incorporeal while he is corporeal and vice-versa. Prerequisites: Shadowbind Strike or Shadowport Strike, Eblanese Ninja 7
  • Rejuvenating Ether: By spending 15 points of stamina, the Eblanese ninja may become incorporeal until the beginning of his next turn. In doing so, he is healed 1d6 for every 4 ranks he has in Stealth, removes fatigue and exhaustion, stops bleed damage, and cures the Disease, Poison, and Sap effects. By augmenting this talent with animus, he may increase the amount healed by 1d6 for each point spent, or spend 3 points to use this effect on an ally. This talent requires a standard action to use.  Prerequisites: At least one other Eblanese Secrets talent, Eblanese Ninja 9
  • Spirit Sight: As a swift action, the Eblanese ninja may activate this talent as a sustained mode. While this sustained mode is in effect, the Eblanese ninja gains the effects of the see invisibility spell. At 8th level, he also gains the effects of a blink spell. At 16th level, the see invisibility effect is replaced with the effects of a true seeing spell. By augmenting this talent with animus, he may spend 2 points to replace the blink effect with the effects of a greater blink spell for a number of rounds equal to his Wisdom modifier, or spend 2 points as a swift action to dispel any illusion or invisibility he detects with the see invisibility or true seeing effects. This sustained mode uses up 20 points of the Eblanese ninja’s current and maximum stamina pool. Prerequisite: Eblanese Ninja 5
  • Shadow Hunter: As a swift action, the Eblanese ninja may activate this talent as a sustained mode. While this sustained mode is in effect, the Eblanese ninja may spend 1 point of animus per round as a free action to make his next attack target the enemy’s touch AC, and have his weapon be treated as though it has the ghost touch property; the attack is not an actual touch attack, it simply targets the enemy’s touch AC. Whenever using this while initiating swordskills against incorporeal opponents, the DC of the swordskill and any other effects from talents delivered by the swordskill increases by 1. At 8th level, the DC bonus against incorporeal creatures increases to 2, and forces them to make normal attack rolls against corporeal enemies when attacking, rather than touch attacks. At 16th level, the Eblanese ninja may spend a number of points of animus on this talent per round equal to his Wisdom modifier, and the DC for swordskills and talents used alongside swordskills on incorporeal creatures increases by 3 instead. This sustained mode uses up 20 points of the Eblanese ninja’s current and maximum stamina pool. Prerequisites: At least one other Eblanese Secrets talent, Eblanese Ninja 7
  • Moon Dance: As a swift action, the Eblanese ninja may activate this talent as a sustained mode. While this sustained mode is in effect, the Eblanese ninja turns all of his movement into teleportation. He must have line of sight to teleport to the location. By augmenting this talent with animus, he may either increase the distance he teleports by 10 feet per point of animus spent, or spend 2 points of animus to teleport up to his base movement speed as a swift action. This sustained mode uses up 30 points of the Eblanese ninja’s current and maximum stamina pool. Prerequisites: At least two other Eblanese Secrets talents, Eblanese Ninja 9
  • Mistwalk: By spending 10 points of stamina as an immediate action, when the Eblanese ninja is targeted by an attack, spell, or spell-like ability, he may make a Stealth check. If it matches or exceeds the attack roll, the Eblanese ninja becomes incorporeal for until the beginning of his next turn, making the attack miss automatically unless the attack has the ghost touch property. If using this talent to avoid a spell or spell-like ability, the DC is 11 + the enemy’s caster level, and the spell fails unless it specifically says that it works on incorporeal creatures. By augmenting this talent with animus, the Eblanese ninja may spend 1 point to increase the duration of the incorporeality until the end of his next turn instead.
  • Shadowwalk: By spending 15 points of stamina as an immediate action, when the Eblanese ninja is targeted by an attack, spell, or spell-like ability that specifies him as the actual target, he may make a Stealth check. If it matches or exceeds the attack roll, the attack misses. If using this talent to avoid a spell or spell-like ability, the DC is 11 + the enemy’s caster level, and the spell fails. In either case, if the Stealth check is successful, the Eblanese ninja may teleport in any direction at a distance up to his base movement speed. Prerequisites: At least one other Eblanese Secrets talent, Eblanese Ninja 5
  • Moonwalk: By spending 20 points of stamina as an immediate action, when the Eblanese ninja is targeted by an attack, spell, or spell-like ability, he may make a Stealth check.  If it matches or exceeds the attack roll, the attack misses. If using this talent to avoid a spell or spell-like ability, the DC is 11 + the enemy’s caster level, and the spell fails. In either case, if the Stealth check is successful, the Eblanese ninja teleports adjacently to the enemy who made the attack or cast the spell or spell-like ability, and makes a melee touch attack. If the touch attack hits, then the enemy is teleported up to 60 feet in any direction the Eblanese ninja desires, even straight up into the air. By augmenting this talent with animus, the Eblanese ninja my increase the distance he may teleport the enemy by 10 feet for every point spent. Prerequisites: At least two other Eblanese Secrets talents, Eblanese Ninja 11
Eblanese Traditions Talent Tree
Despite the many pseudo-magical abilities that many Eblanese ninjas practice, there are some who simply would rather tear their enemies to shreds with a pair of blades instead of using the more arcane options available to them. These ninjas run and jump around the battlefield so deftly that one may mistake their movement for flight, and proceed to slice their enemies like so much cold sashimi.
  • Swiftblade: By spending 5 points of stamina as a swift action, the Eblanese ninja can, upon making his next attack, make an attack with his offhand weapon at his full base attack bonus, with both attacks dealing an additional 1d6 damage.
  • Quickblade: By spending 15 points of stamina instead, when using the Swiftblade talent, the Eblanese ninja may make two attacks with his offhand weapon, and all of the attacks made until the end of his turn deal an additional 2d6 damage. Prerequisites: Swiftblade, Eblanese Ninja 5
  • Hyperblade: By spending 30 points of stamina and 1 point of animus, the Eblanese ninja may use a full-round action to initiate two readied basic form swordskills, using his offhand weapon as the material focus for the second swordskill. Both swordskills are expended, and must be recovered as normal. By augmenting this talent with animus, he may spend 1 point to be able to initiate two readied advance forms, or 3 points to initiate two readied master forms. Prerequisites: Swiftblade, Quickblade, Eblanese Ninja 9
  • Flight of the Dragon: By spending 5 points of stamina as a swift action, the Eblanese ninja may jump with an Acrobatics check, treating the jump as though he had a running start, even if he was standing still, may exceed his base land speed, and does not provoke attacks of opportunity. At 8th level, he may spend an additional 5 points of stamina to make a second jump with the same swift action, and at 16th level, he may spend an additional 10 points of stamina to make three jumps with the same swift action; each of these jumps require a separate Acrobatics check. By spending 1 point of animus, the Eblanese ninja may treat Acrobatics checks for vertical jumps the same way as horizontal jumps for determining the DCs and results.
  • Wall of Blades: As a swift action, the Eblanese ninja may activate this talent as a sustained mode. While wielding two weapons, the Eblanese ninja gains a shield bonus to AC that applies to touch attacks equal to half of his Dexterity modifier, and a competence bonus to Reflex saves equal to ¼ of his class level. Whenever an attack misses him, the shield bonus increases by 2, and the bonus to Reflex saves increases by 1. These bonuses last until the beginning of his next turn. By augmenting this talent with animus, he may make the increased bonuses last for 1 more round for each point spent, or he may spend 1 point of animus to add his Wisdom modifier to both bonuses for a number of rounds equal to ½ of his Wisdom modifier. This sustained mode uses up 20 points of the Eblanese ninja’s current and maximum stamina pool. Prerequisite: At least one other Eblanese Traditions talent
  • Battle-Ready: As a swift action, the Eblanese ninja may activate this talent as a sustained mode. While this talent is active, the Eblanese ninja gains a bonus to initiative equal to his Wisdom modifier, and immediately has a pool of animus to spend in a surprise round, although he does not have an animus pool before then. He may spend 3 points of animus to act in a surprise round as though his turn had normally come up in battle (gaining a full round of actions). At 8th level, he gains the evasion ability, which becomes improved evasion at 16th level. This sustained mode uses up 20 points of the Eblanese ninja’s current and maximum stamina pool. Prerequisites: At least one other Eblanese Traditions talent, Eblanese Ninja 5
  • Twins’ Fury: As a swift action, the Eblanese ninja may activate this talent as a sustained mode. While this talent is active, the Eblanese ninja reduces the attack roll penalties for dual-wielding by 2, and deals +2d6 damage while wielding two weapons. Whenever an enemy makes an attack on him while wielding two weapons, the Eblanese ninja may make an attack of opportunity upon the one who attacked him with each of his weapons, although he takes a -2 penalty on each attack of opportunity. By augmenting this talent with animus, he can increase the damage dealt with each attack until the beginning of his next turn by 1d6 for every point spent. This sustained mode uses up 25 points of the Eblanese ninja’s current and maximum stamina pool. Prerequisites: At least two other Eblanese Traditions talents, Eblanese Ninja 9
  • Conniving Dodge: By spending 5 points of stamina as an immediate action, when targeted by an attack, the Eblanese ninja may make an Acrobatics check. If the check equals or exceeds the attack roll, then the attack is negated, and the Eblanese ninja may make a dirty trick, disarm, steal, or trip attempt on the attacker as a free action that does not provoke attacks of opportunity, adding his Wisdom modifier to his CMB for the roll. By augmenting this talent with animus, he may spend 1 point to also make an attack at his highest base attack bonus. Prerequisite: Eblanese Ninja 3
  • Frenzied Dragon: By spending 10 points of stamina as an immediate action, when targeted by an attack, or a spell or spell-like ability that prompts a Reflex save, the Eblanese ninja may make an Acrobatics check. If the check meets or exceeds the attack roll, or beats the saving throw for the spell or spell-like ability, then the attack, spell, or spell-like ability is negated, and the Eblanese ninja may use that Acrobatics check to jump in any direction, and may jump a distance exceeding his base land speed. If the enemy who made the attack or cast the spell or spell-like ability is within the range of his weapons, so long as he is wielding two weapons, the Eblanese ninja can make one attack at his highest base attack bonus as a free action. By augmenting this talent with animus, he may spend 1 point to replace the attack with a free attack action (allowing for feats like Vital Strike to come into play), or 1 point to increase the damage dealt by the free attack by 2d6. Prerequisites: At least one other Eblanese Traditions talent, Eblanese Ninja 7
  • Fierce Backlash: By spending 20 points of stamina as an immediate action, when targeted by an attack, spell, or spell-like ability, the Eblanese ninja may initiate a swordskill and make an Acrobatics check. The swordskill takes place before the attack, spell, or spell-like ability is resolved, and adds half of the Acrobatics check to the damage dealt by the swordskill, and the swordskill is expended as normal. If the enemy is dropped to 0 hit points or lower, or suffers some effect from the swordskill that would prevent them from performing the action needed to attack or cast a spell or spell-like ability, then the attack, spell, or spell-like ability is negated. Prerequisites: Hyperblade, at least one other Eblanese Traditions talent, Eblanese Ninja 11
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