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 Prestige Class: Jounin (Pathfinder)

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Boose
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PostSubject: Prestige Class: Jounin (Pathfinder)   Sat Dec 03, 2011 3:12 pm

Those who have shown extraordinary amounts of strength and intelligence are promoted to Jounin. This is a high ranking position, and they are usually sent on more difficult missions than other spies or scouts, usually involving assassination or theft, or in some cases, information gathering. Jounins are also believed to be mature enough to handle a squad of warriors.

Jounin are very versatile in combat and can take on various tasks, from scouting and surveillance, combat support, and especially leading a group of well-trained tacticians. However, they are just as capable of running solo missions that require stealth and discretion.

Characteristics: Jounin rely not only on their stealth and cunning in the field, but their supernatural abilities fueled by their ki give them an added weapon in their already prolific arsenal.

Role: The jounin spends almost all of his time honing his skills, practicing his art, or working on his next assignment. Even when not specifically working, the jounin is ever vigilant and ready for the situation to turn deadly. Most jounin feel more comfortable with a group of others as well trained and prepared as themselves, however they are just as capable of carrying out their missions with a ragtag group or even on their own.


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PostSubject: Re: Prestige Class: Jounin (Pathfinder)   Sat Dec 03, 2011 3:40 pm

Jounins have the following game statistics:

Alignment: Any.
Hit Die: d6

Requirements

To qualify to beome a jounin, a character must fulfill the following criteria.
Feats: Dodge, Mobility, use of a ki pool.
Skills: Steath 5 ranks
Special: The character must perform a high-risk and high profile mission to prove their worth of the rank of jounin.


Class Skills

The jounin class skills (and the key ability for each skill) are Acrobatics (Dex), Bluff (Cha), Climb (Str), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Perception (Wis), Sense Motive (Wise), Sleight of Hand (Dex), Stealth (Dex), and Swim (Str)

Skill Points at Each Level: 6 + Int modifier.


Class Features

All of the following are class features of the jounin.

Weapon and Armor Proficiency: jounin are proficient with all simple weapons, plus the kama, katana, kusarigama, nunchaku, sai, shortbow, short sword, shuriken, siangham, and wakizashi. They are proficient with light armor but not with shields.

Ki Pool (Su): At 1st level, a jounin gains a pool of ki points, supernatural energy he can use to accomplish amazing feats. The number of points in the jounin's ki pool is equal to 1/2 his jounin level + his Charisma modifier. As long as he has at least 1 point in his ki pool, he treats any Acrobatics skill check made to jump as if he had a running start. At 10th level, he also reduces the DC of Acrobatics skill checks made to jump by 1/2 (although he still cannot move farther than his speed allows).

By spending 1 point from his ki pool, a jounin can make one additional attack at his highest attack bonus, but he can do so only when making a full attack. In addition, he can spend 1 point to increase his speed by 20 feet for 1 round. Finally, a jounin can spend 1 point from his ki pool to give himself a +4 insight bonus on Stealth checks for 1 round. Each of these powers is activated as a swift action.

The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive. If the jounin possesses levels in another class that grants points to a ki pool, jounin levels stack with the levels of that class to determine the total number of ki points in the combined pool, but only one ability score modifier is added to the total. The choice of which score to use is made when the second class ability is gained, and once made, the choice is set. The jounin can now use ki points from this pool to power the abilities of every class he possesses that grants a ki pool.

Ki Stride (Ex): A jounin can move across a wall or ceiling, or even water or other surfaces that cannot support your weight at your full speed. This ability can be used for a total of one minute per jounin level each day. Using this ability expends 1 ki point from his ki pool and is a swift action to activate.

Elemental Bond (Sp): At 1st level, the jounin chooses a specific elemental domain in which he will mold his ki. He may choose from either the air, earth, fire, heal, or water domain and gains a new spell every other level (you can refer to the cleric domains for a list of spells). The caster level of a jounin is half his HD for the sake of DC.

Clone (Su): Starting at 2nd level, a jounin may create an exact replica of himself to act as a decoy as a swift action. This clone is of minimal substance, therefore cannot cause damage and disapates if damaged. However, the clone appears real enough that it provides combat benefits such as flanking. The jounin must make a Concentration check (DC 10 + 1 for each additional round) to sustain the clone.

Advanced Technique (Su): At 2nd level a jounin must chose to specialize in a specific type of jutsu: Ninjutsu, Genjutsu, or Taijustu. From that point on, the jounin has chosen his path of training and must stay on this line. Each technique is a standard action and uses 1 ki point from the ki pool unless otherwise specified.
A jounin who specializes in ninjutsu has learned to focus his ki to inflict harm upon his enemies body, while also molding his ki to perform incredible feats. Genjutsu instead focuses on an enemies mind, creating illusions to confuse, bewilder, and frighten them. Unlike the other two, a jounin who specializes in taijustu chooses to hone their own body and mind into a perfect fighting machine.
Ninjustu: Temporary Paralysis – The jounin can force his ki through a target's body, disrupting the flow of energy from the brain. The enemy must make a Fortitude saving throw (DC 10 + the jounin's remaining ki pool) or be paralyzed for 1d4 rounds. A jounin may increase the effect by 1 round per ki used.
Genjutsu: False Surroundings – An area of 40 ft radius emanates from the jounin, and is transformed into whatever he so chooses it to be. Smells, sounds, and thermal illusions are included in the illusion. The genjutsu lasts for 1 minute/ki used and may be moved so long as he is concentrating to make it so.
Taijutsu: Leaping Tiger Strike – As a movement action, the jounin soars through the air at a distance up to his movement, striking his enemy.

Swift Movement (Ex): A jounin's land speed is faster than the norm by +10 feet at 4th level. This benefit applies only when he is wearing no armor or light armor, and not carrying a heavy load. Apply this bonus before modifying the jounin's speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the jounin's land speed.

Improved Uncanny Dodge (Ex): At 4th level, a jounin can no longer be flanked. This defense denies another rogue the ability to sneak attack the jounin by flanking her, unless the attacker has at least four more rogue levels than the target does.

Advanced Technique Rank 2 (Su): The jounin continues his trainings in his chosen field at 5th level.
Ninjutsu: Lightning Blade – The jounin creates a seal upon any surface, including clothing, stone, or skin, which stores a light weapon. As an immediate action, the weapon is drawn at the same speed as a flash of lighting, and therefore an enemy is considered flat-footed for an attack the same turn that the seal is broken. A seal lasts for 24 hours before the weapon is ejected and the seal broken.
Genjutsu: Shocking Vision – The jounin produces an illusiory image of the one things that his enemy would never wish to see. The image is so vivid that the target becomes shaken for 1d6 rounds. Each progressing round, the target must make a Will check (DC 10 + the jounin's remaining ki pool) or become frightened, and then panicked. He may extend the illusion one round for each additional ki used.
Taijutsu – Attack of the Tornado Winds – Jumping into the air with a vicious ferver, the jounin strikes each enemy within melee range at his highest attack bonus, and causes such a powerful gust of wind that each one must make a Fortitude check (DC 10 + the jounin's remaining ki pool) or be knocked back 5 ft. The jounin may increase the power of the wind and push his enemies an extra 5 ft for each additional ki used.

Substitution (Su): At 6th level, when a jounin is hit with a critical hit, then he may choose to instead replace himself with a clone of their specific element and teleport themselves up to 20 ft away. He may use this ability a number of times per day equal to 1/3 his class level + his Charisma modifier.

Advanced Technique Rank 3 (Su): By 8th level, the jounin is nearly complete with the trainings in his chosen field:
Ninjutsu: Debilitating Strike – Focusing his ki into a precise needle of energy, the jounin may strike specific points in his enemies body that decrease the flow of energy and hamper them. On a successful melee attack, he may chose to add one point of either Strength, Dexterity, or Constitution damage to the strike.
Genjutsu: Blinding Darkness – This technique produces a complete and utter darkness around the target, causing them to become blinded for 1d4 rounds. This darkness is an illusion and therefore is unable to be seen by anyone but the target.
Taijutsu: Hummingbirds Wing – The jounin moves faster than the eye can see, seemingly transporting himself up to his movement and then striking a single enemy within range. Any enemy struck during this technique is caught completely unaware, and as such considered flat-footed.

Escape (Su): At 9th level the jounin may evade even the deftest of strikes. As an immediate interupt he may replace himself with a clone and shift 5 ft. The clone will last for one round, even if damaged or killed. The jounin is considered invisible for one round or until he takes an action, at which point the clone will disappear. He may use this ability 1 + his Charisma modifier per day (minimum of 1).

Advanced Technique Rank 4 (Su): The jounin completes his trainings in his chosen field at 10th level:
Ninjutsu: Chimera Strike – Upon making an attack against an opponent, the jounin can use his ki to create two physical manifestations of himself on either side of his target. These clones are so dense that they are capable of dealing damage. Each attack is rolled seperately, however the target is considered flat-footed for these extra attacks and any special damage that the jounin causes is also caused by the clones. This technique is considered a swift action and uses 2 ki points.
Genjutsu: Dream of Death – The jounin reaches deep into the mind of his enemy and produces a world of torture and suffering completely controlled by the jounin. Meer moments in reality seems like days within this vivid illusion, allowing him to torture his enemies beyond their breaking point. Eventually, the target must make a Fortitude save (DC 10 + the jounin's ki pool) or die. Even if the Fortitude save is successful and the target lives, they still suffer 4d6 damage from the torture sustained within the vision. This technique uses 2 ki points.
Taijutsu: Strikes of One Thousand Vipers – Honing is body to a precise fighting machine, the jounin is capable of striking with a speed and accuracy unmatched. The jounin is capable of making one extra attack at his highest base attack bonus, with each additional attack being made at the highest attack as well. The attacks must be made with either a light weapon or unarmed attack against a single target. This technique uses 2 ki points.
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