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unosarta
2009-03-10, 04:45 PM
NINJA



{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+0|
+0|
+2|
+0|Ninjutsu 1, Ki-Pool, AC bonus

2nd|
+1|
+0|
+3|
+0|Trapfinding

3rd|
+2|
+1|
+3|
+1| Poison Use

4th|
+3|
+1|
+4|
+1|Ninjutsu 2

5th|
+3|
+1|
+4|
+1|Evasion, AC Bonus +1

6th|
+4|
+2|
+5|
+2|

7th|
+5|
+2|
+5|
+2|Uncanny Dodge

8th|
+6/+1|
+2|
+6|
+2|Ninjutsu 3

9th|
+6/+1|
+3|
+6|
+3|Ninjutsu Specialization

10th|
+7/+2|
+3|
+7|
+3|AC Bonus +2, Hide in plain sight

11th|
+8/+3|
+3|
+7|
+3|Improved Evasion

12th|
+9/+4|
+4|
+8|
+4|Ninjutsu 4

13th|
+9/+4|
+4|
+8|
+4|Improved Uncanny Dodge

14th|
+10/+5|
+4|
+9|
+4|Opportunist

15th|
+11/+6/+1|
+5|
+9|
+5|AC Bonus +3

16th|
+12/+7/+2|
+5|
+10|
+5|Ninjutsu 5

17th|
+12/+7/+2|
+5|
+10|
+5|

18th|
+13/+8/+3|
+6|
+11|
+6|Cloaked Presence

19th|
+14/+9/+4|
+6|
+11|
+6|Greater Ninjutsu Specialization

20th|
+15/+10/+5|
+6|
+12|
+6|Ninjutsu 6, AC Bonus +4[/table]

Skills: the Ninja's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Disguise (Cha), Escape Artist (Dex), Hide (Dex), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Sleight of Hand (Dex), Spot (Wis), Tumble (Dex), and Use Rope (Dex).
Skill Points per Level: 4 + intelligence modifier.
Hit Dice: 1d6

Ninjutsu: at first level, the ninja chooses a Ninjutsu style. He gains the tier 1 ability of that style. At fourth level, he may choose to gain access to the tier 2 ability, or he may choose to gain access to the tier one ability of another style. He gains another tier at eighth, twelfth, sixteenth and twentieth levels. He must choose whether to increase his tiers within one style, or gain access to a new style.

Ki-Pool: the ninja has a Ki-Pool of his total ninja level, plus his wisdom modifier. The Ki-Pool refreshes after every encounter. He uses his Ki-Points to activate his tier two and on Ninjutsu abilities.

AC Bonus: The ninja adds her Wisdom bonus, if any, to her AC while unencumbered. At 5th level and every five levels thereafter, the ninja adds an additional +1 bonus to AC. This does not stack with a monk's Wisdom bonus to AC. She loses this bonus whenever immobilized or helpless, or when wearing armor or using a shield.

Trapfinding: as Rogue.

Poison Use: at third level and higher, the ninja never risks accidentally poisoning themselves when applying poison to a weapon.

Evasion: as Monk.

Uncanny Dodge: at seventh level the ninja cannot be caught flat-footed, and reacts to danger before the ninja’s senses would normally allow it to react. See rogue class feature.

Ninjutsu Specialization: at ninth level, the ninja must choose the Ninjutsu style in which he has the most tiers. If he has two styles that both have an equal amount of tiers he must choose one. He gains a bonus ability based on his choice.

Empty Soul: you gain an additional 10% miss chance. This stacks with the Empty Body Ninjutsu.

Black Palm: you may make a hide check after any attack. If the recipient of the attack doesn’t make his spot check he counts as flat-footed for the rest of your attacks. If you move away after making the hide check you don’t provoke any attack of opportunities. If you were invisible when you made the attack, you gain a +20 bonus on the opposed checks.

Flying Crane: you may take ten on jump and tumble checks.

Lotus Stir: when you run you run at your land speed*5, or land speed*6 if you have the run feat.

Bloody Strike: you gain an additional +2d6 sneak attack.

Hide In Plain Sight: at tenth level while in anything less than bright illumination the ninja may use the hide skill even while being observed. If there is even partial cover the ninja may also use the hide skill while being observed.

Improved Evasion: as Monk.

Improved Uncanny Dodge: at thirteenth level, the ninja may no longer be flanked. This defense denies a rogue the ability to sneak attack the ninja by flanking him, unless the attacker has at least four more rogue levels than the target has ninja levels. If a character already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum level a rogue must be to flank the character.

Opportunist: at fourteenth level, whenever an opponent is struck for damage in melee by another character, the ninja may use one of his attacks of opportunity against him. The ninja may only do this as many times in a round as his wisdom modifier, but only if he has enough attacks of opportunity.

Cloaked Presence: at eighteenth level the ninja may take twenty on move silently and hide checks.

Greater Ninjutsu Specialization: at nineteenth level you gain additional abilities based on your choice for Ninjutsu specialization:

Empty Soul: you gain an additional 10% miss chance. This stacks with Ninjutsu Specialization, and the Empty Body Ninjutsu.

Black Palm: whenever you make a successful hide check after attacking an enemy, you may make another attack that doesn’t count against your attacks for the round. This attack also allows you to make a hide check, but at a -10 penalty. You may keep on making attacks until you fail a hide check. When you fail your hide check if the target isn’t dead, it has an attack of opportunity against you. If you attack when you are under the effects of a greater invisibility spell, you are not allowed to make additional attacks based on hide checks. [you may only make a total number of attacks equal to 1 + one third of your base attack bonus].

Flying Crane: you may take twenty on jump and tumble checks.

Lotus Stir: you may make ten-foot steps instead of five-foot steps.

Bloody Strike: you gain an additional +3d6 sneak attack damage [stacks with Ninjutsu specialization].


NINJUTSU STYLES

Empty Soul: an empty soul ninja is someone who focuses on not being all here. He is the epitome of defense, attacks never touch him, and spell go right through. But at such, he is probably the least able to damage enemies of all the styles.

Black Palm: the black palm ninja is the master of hiding and not being seen. Stealth is the main focus of such a ninja. If the black palm ninja doesn’t want you to see him, you don’t see him.

Flying Crane: perhaps the most beautiful style to watch fight, the flying crane ninja is a ninja who focuses solely on jumping. Like their name sake, the Flying Cranes often are able to jump with such grace they seem as if they are actually flying.

Lotus Stir: the mobility focused ninja, a lotus stir ninja is one who works on his speed, but not necessarily his damage, however, most of the lotus stirs abilities can do some serious damage if let loose.

Bloody Strike: the most focused on dealing damage, the bloody strike ninja is one who is able to do massive damage in a short period of time, and his Ninjutsu abilities only augment his abilities. It is said that the more powerful bloody strike ninjas can kill with a single strike.

EMPTY SOUL

tier 1:empty body: the empty soul ninja gains a miss chance equal to one quarter of his ninja level [minimum 1] times ten. So a level 16 ninja with this ability has a miss chance of 40%.

tier 2: Empty Strike: for two Ki-Points the ninjas attacks for a number of rounds equal to his wisdom modifier are touch attacks. AUGMENT for every one extra Ki-Point that the ninja spends in addition to the activation cost increases the duration by one round.

tier 3: Empty Figure: for 4 Ki-Points you may become ethereal for a number of rounds equal to your wisdom modifier. AUGMENT for each Ki-Point you spend in addition to the activation cost increases the duration by 1 round.

tier 4: Empty Form: for 8 Ki-Points the ninja gains 100% miss chance for a number of rounds equal to half of his wisdom modifier [minimum 1]. AUGMENT for each 4 Ki-Points you spend in addition to the activation increases the duration by 1 round.


BLACK PALM

tier 1: Shadow Lurker: the Black Palm Ninja gains a +5 bonus to hide and move silently checks. This bonus increases to +10 at 10th level, and +15 at 20th level.

tier 2: Black Shadow: for 2 Ki-Points the black palm ninja may become invisible for a number of rounds equal to twice his wisdom modifier. At eighth level this becomes greater invisibility. AUGMENT for each Ki-Point you spend in addition to the activation cost increases the duration by two rounds.

tier 3: Shadow Palm you may only use this ability once per day. For 4 Ki-Points you may make a touch attack against the target. If it is successful you disappear for the targets vision indefinitely. The only way to get rid of this effect is to cast break enchantment, wish, or miracle on the target. AUGMENT for each 4 Ki- Points you spend in addition to the activation cost you may make an additional touch attack against a different target.

tier 4: Shadow Path: for 8 Ki-Points the ninja may jump to a number of shadows equal to his wisdom modifier. He must be able to see these shadows. When he jumps to a shadow he may make an attack against anyone near by the shadow or in the shadow. AUGMENT for each 4 ki-points you spend in addition to the activation cost you may jump to an additional shadow.

FLYING CRANE

tier 1: wings of the crane: the flying crane ninja gains a +5 bonus on jump and tumble checks. This increases to +10 at 10th level, and +15 at 20th level.

tier 2: Landless Charge: for 2 ki-points the ninja may make a charge attempt of up to twice his base land speed. He then must make a horizontal jump check for the rest of the distance toward his target. If he makes the check he may make a full attack against the target with an additional attack per every 10 he made the check by [0 if he made it by less than ten], one of those attacks counts as if the opponent were flat-footed. AUGMENT for every ki point you spend in addition to the activation cost increases the number of attacks that count as if the opponent were flat-footed.

tier 3: Graceful Leap: for 4 Ki-Points you may half the DC of any jump Check. AUGMENT for every 4 ki-points you spend in addition to the activation cost you may divide the check in half again. So if you spend 12 ki-points for a DC 20 check, the check is only DC 5 instead of 20.

tier 4: Wingless Soar: for 8 Ki-Points you may fly [as the spell] up to the modifier on your jump checks. AUGMENT for each Ki-point you spend in addition to the activation cost increases the duration by 3 rounds.


LOTUS STIR

tier 1: Lotus Stride: the lotus stir ninja gains +10 base land speed. This increases to +20 at level 10, and +30 at level 20.

tier 2: Expeditious Stride: for 2 ki-points the ninja may double his base land speed for a number of rounds equal to his wisdom modifier. AUGMENT for each Ki-Point spent in addition to the activation cost increases the duration by 2 rounds.

tier 3: Lotus Strike: for 4 Ki-Points if the ninja has moved more than half of his base land speed he gains +Xd6 damage, where X is equal to the distance traveled divided by ten [rounded up]. AUGMENT for each 2 ki points spent in addition to the activation cost increases the damage by 1d6.

tier 4: Lotus Charge: for 8 ki points the ninja may make a charge for their base land speed times four. This charge is not necessarily in a straight line. At the end of the charge, the ninja may make a full attack. If he has not moved his total base land speed he may move past the target. AUGMENT for each 4 ki-Points you spend you increase the multiplier against distance able to travel by 1[maximum *7]


BLOODY STRIKE

tier 1: bloody assault: the Bloody Strike Ninja gains Sneak Attack equal to half his ninja levels [minimum +1d6 at 1, +10d6 at level 20].

tier 2: Enraged Onslaught: for 2 Ki-points all enemies count as flat-footed for your sneak attack ability for a number of rounds equal to your wisdom bonus. AUGMENT for each Ki-Point you spend in addition to the activation cost, the duration of this ability increases by 1 round.

tier 3: Crippling Blow: for 4 Ki-points you may forgo 5 sneak attack damage dice. The target receives one third your Base Attack Bonus [rounded down] as strength or dexterity damage. AUGMENT for every 2 Ki-Points spent in addition to the activation cost increases the strength or dexterity damage by 1 point.

tier 4: Slaying Strike: for 8 Ki-Points you may Expend 10d6 sneak attack damage on one target that you have made a successful attack roll against, and any number more sneak attack damage dice. Your attack forces the target to make a fortitude save [10 + ½ Ninja level + wisdom Bonus + the number of damage dice you expended in addition to the 10 you expended to make this attack (maximum +5)]. If the recipient doesn’t make the save, he dies.


so, thoughts?

TheLash
2009-03-11, 12:38 PM
I can't really comment on balance.

I can say that I really like the class though. Keep up the good work.

unosarta
2009-03-11, 02:39 PM
thank you. I'm not so good at balance either, so i hoped someone would say what they thought about that, but thanks.

ericgrau
2009-03-12, 11:13 AM
Black Palm, Landless Charge: This would allow too many extra attacks. With greater shadow armor, Black Palm is open to serious abuse. Yeah you lose wis to AC but oh well. Or even a cloak of elvenkind will probably still add 1 extra attack. Not to mention class bonuses to hide. I'd even find it worth blowing a feat on skill focus(hide). And when invisible it goes from ridiculous to doubly ridiculous. Ditto for landless charge, except boosting your jump check is even easier to do. And he likewise has class bonuses on top of that.

Crippling blow: A point of ability damage is typically worth about 2d6 damage. Giving a 1 point for 1d6 makes it the obvious choice to dump all your SA into ability damage and often stop an opponent with a single attack. Even if you had to give up 2d6 SA to get 1 point of ability damage I'm not sure it would be balanced, because simply giving the added versatility and the low dex some opponents have makes it seem like this ability is open to at least as much abuse as shivering touch.

Slaying Strike: Basically adds 1/2 the ninja level twice (once directly, and again from sneak attack dice). That makes for a save DC that scales faster than fort save modifiers, for a high chance of a 1 hit kill.

The other abilities also seemed abusive, but not nearly as much as those 4. Depending on the ki cost they might work.

The class seems to have everything a rogue has and ninjitsu powers stacked on top of that. I'm assuming it has full rogue sneak attack progression too. So it's no where near balanced. You could try stripping away a lot of rogue skills away just as a start, but I think it will take more than that.

unosarta
2009-03-12, 02:28 PM
Black Palm, Landless Charge: This would allow too many extra attacks. With greater shadow armor, Black Palm is open to serious abuse. Yeah you lose wis to AC but oh well. Or even a cloak of elvenkind will probably still add 1 extra attack. Not to mention class bonuses to hide. I'd even find it worth blowing a feat on skill focus(hide). And when invisible it goes from ridiculous to doubly ridiculous. Ditto for landless charge, except boosting your jump check is even easier to do. And he likewise has class bonuses on top of that.
hm, so do you think i should scrap the ability altogether? or simply make it higher such as 1 attack per 10 rolled?


Crippling blow: A point of ability damage is typically worth about 2d6 damage. Giving a 1 point for 1d6 makes it the obvious choice to dump all your SA into ability damage and often stop an opponent with a single attack. Even if you had to give up 2d6 SA to get 1 point of ability damage I'm not sure it would be balanced, because simply giving the added versatility and the low dex some opponents have makes it seem like this ability is open to at least as much abuse as shivering touch.
so a fixed amount then? or higher requirements? i can work with that.


Slaying Strike: Basically adds 1/2 the ninja level twice (once directly, and again from sneak attack dice). That makes for a save DC that scales faster than fort save modifiers, for a high chance of a 1 hit kill.
I don't think you understand the ability. when the ninja uses sneak attack, he may forgo 10d6 sneak attack damage, and spend 8 ki points. those sneak attack damage don't count towards the DC. because of ninjutsu specialization, anyone who actually goes for this style should have 15d6 sneak attack damage. so he can forgo only 5d6 extra at most, allowing for only a +5 to the DC at level twenty.


The other abilities also seemed abusive, but not nearly as much as those 4. Depending on the ki cost they might work.
um, it says the ki cost, so if you have anything to say on the specific ninjutsu, please do.


The class seems to have everything a rogue has and ninjitsu powers stacked on top of that. I'm assuming it has full rogue sneak attack progression too. So it's no where near balanced. You could try stripping away a lot of rogue skills away just as a start, but I think it will take more than that.
well, you are right, i was just being lazy on the skills :smallwink: i suppose that they dont make that much sense. and it only has full sneak attack if you choose not to get some other ninjutsu abilities.