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Squangos
2006-07-06, 08:59 AM
Ever want to play a character who can bounce up walls, dodge any attack and crumple like wet tissue (http://en.wikipedia.org/wiki/N_%28game%29)? Now I hope you can (currently a work in progress).

N ja


I'll try and reduce the image so it doesn't stretch anything. (http://www.harveycartel.org/metanet/n/n_downloads/jump/jump800x600.jpg)
TABLE N-1: THE N JA HIT DIE: d6

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

01st|
+0|
+0|
+2|
+2|Hastened Metabolism, N ja Movement, N ja Form, Run

02nd|
+0|
+0|
+3|
+3|N ja Speed

03rd|
+0|
+1|
+3|
+3|N ja

04th|
+0|
+1|
+4|
+4|Great Leap

05th|
+0|
+1|
+4|
+4|?

06th|
+0|
+2|
+5|
+5|Improved Run

07th|
+0|
+2|
+5|
+5|Scything Wake

08th|
+0|
+2|
+6|
+6|Shadow Form

09th|
+0|
+3|
+6|
+6|?

10th|
+0|
+3|
+7|
+7|N ja Form(?)

11th|
+0|
+3|
+7|
+7|?

12th|
+0|
+4|
+8|
+8|?

13th|
+0|
+4|
+8|
+8|?

14th|
+0|
+4|
+9|
+9|?

15th|
+0|
+5|
+9|
+9|?

16th|
+0|
+5|
+10|
+10|?

17th|
+0|
+5|
+10|
+10|?

18th|
+0|
+6|
+11|
+11|?

19th|
+0|
+6|
+11|
+11|?

20th|
+0|
+6|
+12|
+12|Supreme Form[/table]

Class Skills (4 + Int modifier, × 4 at 1st Level): Appraise, Balance, Bluff, Climb, Craft, Disable Device, Disguise, Escape Artist, Hide, Jump, Listen, Move Silently, Open Lock, Perform, Profession, Search, Sense Motive, Sleight of Hand, Spot, Swim, Tumble, and Use Magic Device.

N ja are ascetics who seek to redistribute the belongings of others in accordance with their beliefs. This lifestyle attracts the attenion of a powerful like-minded being, who becomes their Patron. Their god-like speed, dexterity, jumping power, and reflexes are all a result of an amazingly heightened metabolism; sadly, so is a shortened natural life-span.
N ja have an unquenchable thirst for wealth, a natural propensity for exploring rooms infested by increasingly lethal enemies, and a devout belief in N. In accordance with the teachings of N, it is every N ja's profound hope that one day they will develop the skill, intelligence, and inexplicable ability to reincarnate necessary to achieve mastery.

Abilities: N ja have transcended the mortal limitations on speed and agility at the cost of their resiliance
Races: Any race can be an N ja, though Dwarves distain the lack of fighting ability.
Alignment: N ja are rarely lawful; their dependancy on taking the wealth of others does not sit well with most societies. N ja can be good, evil or neutral, depending on the Patron that chose them.
Starting Gold: None. N ja start off with a peasant's outfit and the ability to create their N ja Form; that is all their Patrons and the dictates of N deem neccessary.
Starting Age:

Class Features

Weapon and Armour Proficiency: N ja are proficient with no armour or weaponry.

Hastened Metabolism: Due to the Patron and the Positive and/or Negative Energy Planes (depending on alignment), an N ja runs far beyond the edge of mortal capacities. However, this comes at a loss of his vitality. An N ja reduces his hit points by (N ja level)2, to a minimum of 1 per hit die.

Hastened Metabolism: (Revised flavour) Due to the energies of the Positive and Negative Energy Planes flowing through her system at ever-increasing speeds, an N ja runs far beyond the edge of mortal capacities; cell growth and cell death replacing muscle as soon as it tears. However, this comes at a loss of his vitality. An N ja reduces his hit points by (N ja level)2, to a minimum of 1 per hit die. (Regeneration/fast healing at high levels?)

N ja Movement: N ja hone their skills diligently, focusing on one style of movement.
Soaring Light: A good N ja focuses on Balance and Jump.
Pervading Void: A neutral N ja focuses on Sleight of Hand and Tumble.
Englufing Darkness: An evil N ja focuses on Hide and Move Silently.

N ja Form: Running through magical fields at high speed, coupled with their Patron's aligned powers and fast metabolism, causes a tar-like substance to coat their bodies. This substances takes on different traits depending on the N ja's alignment: Good N ja have pearly white, Neutral N ja have dull grey and Evil N ja have silky black. As more and more magical energy seeps into this substance, its effects increase.

Sustains the N ja (sleep and nourisment).
Absorbs items like a portable hole. Any items beyond a peasant's outfit are absorbed.
Can shroud the N ja in a silence effect.
Each round of duration requires absorbed items of a value equal to her N ja class level. / Lasts for a number of rounds equal to (GP value of abosrbed items / Class level).


N ja Speed: An N ja’s land speed is faster than the norm for his race by +10 feet per class level. A N ja in armor or carrying a medium or heavy load loses this extra speed.

Agile Defense: N ja gains her Reflex save as a bonus to AC while in her N ja form.

Incorporeal Form: An N ja can become incorporeal every so often. (Neutral only?)

Give to the Poor: A good N ja may create food and water, as the spell, for any individual who the DM classifies as poor. Using this ability takes a move action to give the individual the nourishment and requires the N ja to be in his N ja Form, though any round he uses this ability does not count for duration purposes.

Running Theft: An N ja can lift any object from a person not currently held by them with a Sleight of Hand check.

Running Grab: An N ja can take any held object. This counts as a disarm attempt with a bonus equal to the N ja's ranks in Sleight of Hand plus her Strength modifier.

Jump Through Space: An N ja can travel between two locations instantly, duplicating a Greater Teleport, with a successful DC 50 Jump check. The N ja is exhausted for one hour afterwards. A natural 1 means that the N ja ends up in a random location.

Jump Through Plane: An N ja can jump between planes on a successful DC 100 Jump check. The N ja is exhausted afterwards for two hours. A natural 1 strands the N ja in the void between planes; he dies and cannot be revived except by use of a Wish spell followed by True Ressurection.

Jump Through Time: The great planar Multiverse serves only to slow down an Epic N ja. Thus, Epic N ja learn to harness their speed to arrive before they leave.
The N ja must expend all remaining Patron's Blessings the first time he travels more than a day through time; the contract with his current Patron is broken by such an action, though such an action attracts more suitable Patrons. (?) By succeeding on a Jump DC of (20 x number of rounds travelled forward in time?) and a Knowledge (the planes) check with DC (20 to 30), you ride the fringe of a plane or demiplane where time flows faster long enough to travel the desired amount forward in time.
A natural 1 erases all trace of the N ja throughout the Multiverse's existance. Nothing can revive her, since no being of that description ever existed.
Use this link for stuff, probably. (http://www.wizards.com/default.asp?x=dnd/pg/20030409b)

Scything Wake: The speed of a nth level N ja is such that the air around her is ripped apart. Anything that passes within 5 feet suffers 1d6 points of damage per speed modifier, up to a maximum of 5d6 while running between 4x and 5x base land speed. Hardness applies. (Evil only?)

Supreme Form: One round a day, a level 20 N ja can assume her Supreme Form. While in this Form, she suffers no damage from any effect.
Lifefont Form: A good N ja can expend a Patron's Blessing to access planar powers of good and life. Any good creature (or neutral creature chosen to benefit) the N ja passes through due to his incorporeality is healed 100 hit points; evil creatures instead suffer 100 points of damage.
Void Form: A neutral N ja can expend a Patron's Blessing to evade all forms of detection. All senses and non-epic spells see him as unoccupied space.
Entropic Form: An evil N ja can expend a Patron's Blessing to unleash the true absorbative force of their Form. This acts similarly to a Sphere of Annihilation, except the material absorbed goes to their Patron.

Uncanny Dodge:

Improved Uncanny Dodge:

Evasion:

Improved Evasion:

Greater Evasion: An N ja's reflexes are such that even certain hits can be avoided. Spells such as Magic Missile count as Reflex Half spells to the N ja, with a -10 penalty on the reflex save.

Patron's Blessing: For every 10,000 gp given to the poor by a good N ja, every 10,000 gp absorbed into the neutral N ja's Form, or every life taken by an evil N ja, the Patron grants them a stored contingent Raise Dead effect, which activates whenever the N ja dies in the pursuit of wealth. An N ja can store a number of Blessings equal to half his class level. Any Blessings earned past that limit are given one hour after the N ja Form gains the capacity to accept them.

N: N, 'the way of the n ja,' is a highly advanced system of spiritual, cognitive, and physical training. It emphasizes pacifism and humility. An N ja may never knowingly or willingly make an attack roll to grapple, sunder, or use any weapon, including natural attacks and unarmed strikes, to harm anything. Ever.

Good:
Soaring Light
Give to the Poor
Lifefont Form

Neutral:
Pervading Void
Void Form

Evil:
Engulfing Darkness
Entropic Form

Flavours: Black
Pink
Gold
Blue
Purple/Lavender
Red/Maroon
White
Yellow/Tan
Grey
Clear

Playing an N ja
As a N ja, you seek to redistribute the Multiverse, starting with yourself.

Religion
All N ja closely follow the teachings of N. Some degree of veneration goes towards the N ja's Patron, but those mighty beings who embody alignments are but scaffolding about a grand edifice.

Other Classes


Combat
The stresses on your body caused by following N leave combat undesireable in most circumstances. If you are forced into combat, you seek to take the armaments of your foes before running.

Advancement

Abardam
2006-07-06, 09:15 AM
Code of Conduct: An N ja may never use any weapon, including natural attacks and unarmed strikes, to harm anything. Ever.

N ja's Persistence: When reduced to dying, an N ja may automatically stabilize with a successful DC 20 Will Save and be brought up to 1 hp. This ability is treated as a full-round action and may be used X times per day.

Squangos
2006-07-06, 09:58 AM
Thanks for your contribution; the completely non-violent Code of Conduct slipped my mind. I haven't decided to use N ja's Persistence just yet, but it did inspire the Patrons' Blessing class feature.

P.S.: If someone has a smaller picture of the ninja from N, or knows how to directly link to the Flash game, could you let me know? Thanks.

Squangos
2006-07-23, 09:49 PM
Since I added the Jump Through Time class feature, my mind turned to the thought of what would happen to the souls of all the N ja who catastropically fail. They no longer exist in the multiverse, so why not make them a collective Vestige?

N, Speed Lifeform

Legend: ?

Special Requirements: ?

Manifestation: ?

Sign: Your skin takes on a dull grey hue.

Influence: ?

Granted Abilities: N grants you great speed, the energy to run tirelessly
Speed of N: You gain a +30ft. enhancement bonus to your base land speed. This bonus also applies to any mount you ride.
N's Resiliance: You suffer no ill effects from continuous running.
Flash Move: By sacrificing d6 hit points, you can use Dimension Door as a move action.
Grace of N: You gain the benefits of the Evasion feat, though your armour check penalty applies to the necessary Reflex save.

Squangos
2006-07-26, 09:06 AM
OK, just copying the flavour text of the enemies in the game N and adding the standard enemy table to them (using the latest version of monster table in the future)
Various enemies seek to kill the ninja:

* Mines are stationary but will blow the ninja apart if touched
Mine CR 20
Always N Small construct
Init -1; Senses darkvision 60 ft., tremorsense 60 ft.; Listen +13, Spot +13
Languages --

AC 30, touch 8, flat-footed 30
(-1 Dex, +1 size, +22 natural)
hp 377 (26 HD); fast healing 5; DR 10/adamantine and magic
Immune construct immunities
Resist endure pain, stability (+8 against bull rush or trip); SR 23
Fort +27, Ref +9, Will +11
Weakness vulnerability to sonic

Speed 0 ft. (0 squares)
Melee explosion +100 (24d6+8d6+10/19-20/x4)
Atk Options Cleave, Great Cleave, Power Attack, magic strike, metal strike
Space 5 ft.; Reach 5 ft.
Base Atk +19; Grp +0

Abilities Str 33, Dex 8, Con --, Int 5, Wis 12, Cha 8
SQ construct traits
Feats Improved Critical (explosion), Weapon Focus (explosion)
Skills Climb +20, Listen +13, Spot +13
Advancement 27-40 HD (Large)
(These guys are pretty reasonable: don't touch them and they won't blow you up)

* Homing turrets fire explosive, ninja-seeking rockets
Homing Turret CR 20
Always N Small construct
Init +20; Senses darkvision 60 ft., tremorsense 60 ft.; Listen +13, Spot +13
Languages --

AC 30, touch 8, flat-footed 30
(-1 Dex, +1 size, +22 natural)
hp 377 (26 HD); fast healing 5; DR 10/adamantine and magic
Immune construct immunities, Missile damage
Resist endure pain, stability (+8 against bull rush or trip); SR 23
Fort +27, Ref +9, Will +11
Weakness vulnerability to sonic

Speed 0 ft. (0 squares)
Spell-like Abilities (CL 20):
At will--summon Missile
Atk Options Cleave, Great Cleave, Power Attack, magic strike, metal strike
Space 5 ft.; Reach 5 ft.
Base Atk +19; Grp +0

Abilities Str 33, Dex 8, Con --, Int 5, Wis 12, Cha 8
SQ construct traits, spell-like abilities
Feats ?
Skills Climb +20, Listen +13, Spot +13
Advancement 27-40 HD (Large)
(There are two key differences between you and these guys: they can't move and you can't fire deadly ninja-seeking rockets)

* Gauss turrets fire an instantaneous shot in a straight line at the ninja (but their targeting reticules are slow-moving)
Gauss Turret CR 20
Always N Small construct
Init +20; Senses darkvision 60 ft., tremorsense 60 ft.; Listen +13, Spot +13
Languages --

AC 30, touch 8, flat-footed 30
(-1 Dex, +1 size, +22 natural)
hp 377 (26 HD); fast healing 5; DR 10/adamantine and magic
Immune construct immunities, Missile damage
Resist endure pain, stability (+8 against bull rush or trip); SR 23
Fort +27, Ref +9, Will +11
Weakness vulnerability to sonic

Speed 0 ft. (0 squares)
Ranged Depleted uranium +100 (10d12)
Atk Options Cleave, Great Cleave, Power Attack, magic strike, metal strike
Space 5 ft.; Reach 5 ft.
Base Atk +19; Grp +0

Abilities Str 33, Dex 8, Con --, Int 5, Wis 12, Cha 8
SQ construct traits
Feats Improved Critical (explosion), Weapon Focus (explosion)
Skills Climb +20, Listen +13, Spot +13
Advancement 27-40 HD (Large)
(The bad news: these guys fire depleted uranium at supersonic speeds; The good news: they can't move and their targeting software is obsolete)

* Laser drones move and fire at the ninja if in their lines of sight

Laser Drone CR 20
Always N Large construct
Init +20; Senses darkvision 60 ft., tremorsense 60 ft.; Listen +13, Spot +13
Languages --

AC 30, touch 8, flat-footed 30
(-1 Dex, -1 size, +22 natural)
hp 377 (26 HD); fast healing 5; DR 10/adamantine and magic
Immune construct immunities
Resist endure pain, stability (+8 against bull rush or trip); SR 23
Fort +27, Ref +9, Will +11
Weakness vulnerability to sonic

Speed 10 ft. (2 squares)
Ranged laser +100 (24d6+8d6+10/19-20/x4)
Atk Options Cleave, Great Cleave, Power Attack, magic strike, metal strike
Space 5 ft.; Reach 5 ft.
Base Atk +19; Grp +0

Abilities Str 33, Dex 8, Con --, Int 5, Wis 12, Cha 8
SQ construct traits
Feats Improved Critical (explosion), Weapon Focus (explosion)
Skills Climb +20, Listen +13, Spot +13
Advancement 27-40 HD (Large)
(Sluggish but deadly, these guys need 5 seconds of charging before firing; use it to run for cover)

* Zap drones deliver a fatal electric shock, and come in either blind or seeking varieties

Gauss Turret CR 20
Always N Small construct
Init +20; Senses darkvision 60 ft., tremorsense 60 ft.; Listen +13, Spot +13
Languages --

AC 30, touch 8, flat-footed 30
(-1 Dex, +1 size, +22 natural)
hp 377 (26 HD); fast healing 5; DR 10/adamantine and magic
Immune construct immunities, Missile damage
Resist endure pain, stability (+8 against bull rush or trip); SR 23
Fort +27, Ref +9, Will +11
Weakness vulnerability to sonic

Speed 0 ft. (0 squares)
Melee explosion +100 (24d6+8d6+10/19-20/x4)
Atk Options Cleave, Great Cleave, Power Attack, magic strike, metal strike
Space 5 ft.; Reach 5 ft.
Base Atk +19; Grp +0

Abilities Str 33, Dex 8, Con --, Int 5, Wis 12, Cha 8
SQ construct traits
Feats Improved Critical (explosion), Weapon Focus (explosion)
Skills Climb +20, Listen +13, Spot +13
Advancement 27-40 HD (Large)
--
N Medium construct
Init +15; Senses Listen +20, Spot +20; darkvision 60 ft., low-light vision
Languages Common, Draconic, Orc

AC 35 (+15 Dex, +10 natural), touch 25, flat-footed 20
hp 137 (18 HD); fast healing 15, DR 15/magic
Immune construct immunities
Fort +6, Ref +21, Will +8

Speed 40 ft. (8 squares)
Melee force blade +29/+24 (5d4+10/17-20)
Base Atk +13; Grp +18
Spell-like Abilities (CL 9):
At will--shield, magic missile (5 missiles)
3/day--alarm
2/day--greater teleport, wall of force

Abilities Str 20, Dex 40, Con ~, Int 13, Wis 14, Cha 8
SQ Construct traits, spell-like abilities, fast healing 15, DR 15/magic, force blade
Feats Alertness, Improved Critical (force blade), Weapon Finesse, Weapon Focus (force blade), Run, Combat Expertise, Improved Toughness
Skills Hide +20, Listen +20, Move Silently +20, Sense Motive +15, Spot +20
(These fast moving guards have a deadly electric touch. Some even have upgraded nav software, which lets them run chasing algorithms!!!)

* Chaingun drones fire a short stream of bullets in the direction of the ninja, if in their line of sight

Gauss Turret CR 20
Always N Small construct
Init +20; Senses darkvision 60 ft., tremorsense 60 ft.; Listen +13, Spot +13
Languages --

AC 30, touch 8, flat-footed 30
(-1 Dex, +1 size, +22 natural)
hp 377 (26 HD); fast healing 5; DR 10/adamantine and magic
Immune construct immunities, Missile damage
Resist endure pain, stability (+8 against bull rush or trip); SR 23
Fort +27, Ref +9, Will +11
Weakness vulnerability to sonic

Speed 0 ft. (0 squares)
Melee explosion +100 (24d6+8d6+10/19-20/x4)
Atk Options Cleave, Great Cleave, Power Attack, magic strike, metal strike
Space 5 ft.; Reach 5 ft.
Base Atk +19; Grp +0

Abilities Str 33, Dex 8, Con --, Int 5, Wis 12, Cha 8
SQ construct traits
Feats Improved Critical (explosion), Weapon Focus (explosion)
Skills Climb +20, Listen +13, Spot +13
Advancement 27-40 HD (Large)
--
N Medium construct
Init +15; Senses Listen +20, Spot +20; darkvision 60 ft., low-light vision
Languages Common, Draconic, Orc

AC 35 (+15 Dex, +10 natural), touch 25, flat-footed 20
hp 137 (18 HD); fast healing 15, DR 15/magic
Immune construct immunities
Fort +6, Ref +21, Will +8

Speed 40 ft. (8 squares)
Melee force blade +29/+24 (5d4+10/17-20)
Base Atk +13; Grp +18
Spell-like Abilities (CL 9):
At will--shield, magic missile (5 missiles)
3/day--alarm
2/day--greater teleport, wall of force

Abilities Str 20, Dex 40, Con ~, Int 13, Wis 14, Cha 8
SQ Construct traits, spell-like abilities, fast healing 15, DR 15/magic, force blade
Feats Alertness, Improved Critical (force blade), Weapon Finesse, Weapon Focus (force blade), Run, Combat Expertise, Improved Toughness
Skills Hide +20, Listen +20, Move Silently +20, Sense Motive +15, Spot +20
(These drones are equipped with a rapid-fire (but not so accurate) machine gun)

* Floorguards scoot along the ground toward the ninja if he's detected

Gauss Turret CR 20
Always N Small construct
Init +20; Senses darkvision 60 ft., tremorsense 60 ft.; Listen +13, Spot +13
Languages --

AC 30, touch 8, flat-footed 30
(-1 Dex, +1 size, +22 natural)
hp 377 (26 HD); fast healing 5; DR 10/adamantine and magic
Immune construct immunities, Missile damage
Resist endure pain, stability (+8 against bull rush or trip); SR 23
Fort +27, Ref +9, Will +11
Weakness vulnerability to sonic

Speed 0 ft. (0 squares)
Melee explosion +100 (24d6+8d6+10/19-20/x4)
Atk Options Cleave, Great Cleave, Power Attack, magic strike, metal strike
Space 5 ft.; Reach 5 ft.
Base Atk +19; Grp +0

Abilities Str 33, Dex 8, Con --, Int 5, Wis 12, Cha 18
SQ construct traits
Feats Improved Critical (explosion), Weapon Focus (explosion)
Skills Climb +20, Listen +13, Spot +13
Advancement 27-40 HD (Large)
--
N Small construct
Init +15; Senses Listen +20, Spot +20; darkvision 60 ft., low-light vision
Languages Common, Draconic, Orc

AC 35 (+15 Dex, +10 natural), touch 25, flat-footed 20
hp 137 (18 HD); fast healing 15, DR 15/magic
Immune construct immunities
Fort +6, Ref +21, Will +8

Speed 40 ft. (8 squares)
Melee force blade +29/+24 (5d4+10/17-20)
Base Atk +13; Grp +18
Spell-like Abilities (CL 9):
At will--shield, magic missile (5 missiles)
3/day--alarm
2/day--greater teleport, wall of force

Abilities Str 20, Dex 40, Con ~, Int 13, Wis 14, Cha 8
SQ Construct traits, spell-like abilities, fast healing 15, DR 15/magic, force blade
Feats Alertness, Improved Critical (force blade), Weapon Finesse, Weapon Focus (force blade), Run, Combat Expertise, Improved Toughness
Skills Hide +20, Listen +20, Move Silently +20, Sense Motive +15, Spot +20
(Like happy little puppies, these robots will eagerly scamper along the ground towards you. Unlike most puppies, they'll kill you if they get close enough.)

* Thwumps attempt to shock and crush the ninja if he's in their path

Gauss Turret CR 20
Always N Small construct
Init +20; Senses darkvision 60 ft., tremorsense 60 ft.; Listen +13, Spot +13
Languages --

AC 30, touch 8, flat-footed 30
(-1 Dex, +1 size, +22 natural)
hp 377 (26 HD); fast healing 5; DR 10/adamantine and magic
Immune construct immunities, Missile damage
Resist endure pain, stability (+8 against bull rush or trip); SR 23
Fort +27, Ref +9, Will +11
Weakness vulnerability to sonic

Speed 0 ft. (0 squares)
Melee explosion +100 (24d6+8d6+10/19-20/x4)
Atk Options Cleave, Great Cleave, Power Attack, magic strike, metal strike
Space 5 ft.; Reach 5 ft.
Base Atk +19; Grp +0

Abilities Str 33, Dex 8, Con --, Int 5, Wis 12, Cha 8
SQ construct traits
Feats Improved Critical (explosion), Weapon Focus (explosion)
Skills Climb +20, Listen +13, Spot +13
Advancement 27-40 HD (Large)
--
N Large construct
Init +15; Senses Listen +20, Spot +20; darkvision 60 ft., low-light vision
Languages Common, Draconic, Orc

AC 35 (+15 Dex, +10 natural), touch 25, flat-footed 20
hp 137 (18 HD); fast healing 15, DR 15/magic
Immune construct immunities
Fort +6, Ref +21, Will +8

Speed 40 ft. (8 squares)
Melee force blade +29/+24 (5d4+10/17-20)
Base Atk +13; Grp +18
Spell-like Abilities (CL 9):
At will--shield, magic missile (5 missiles)
3/day--alarm
2/day--greater teleport, wall of force

Abilities Str 20, Dex 40, Con ~, Int 13, Wis 14, Cha 8
SQ Construct traits, spell-like abilities, fast healing 15, DR 15/magic, force blade
Feats Alertness, Improved Critical (force blade), Weapon Finesse, Weapon Focus (force blade), Run, Combat Expertise, Improved Toughness
Skills Hide +20, Listen +20, Move Silently +20, Sense Motive +15, Spot +20
(According to legend, in pre-robotic times there existed a race of large, spiky stone bastards, whose complete invulnerability and hereditary hatred of heroic Italian plumbers led to their persecution, and eventually to extinction. Thankfully, they've been recreated, in robot form, and 3 of their 4 sides have been rendered harmless.)

* Bounceblocks don't actually kill you, but they can slow you down enough for everything else to do its job.

Bounceblock CR 20
Always N Large construct
Init +0; Senses --
Languages --

AC 30, touch 8, flat-footed 30
(-1 Dex, +1 size, +22 natural)
hp 377 (26 HD); fast healing 5; DR 10/adamantine and magic
Immune construct immunities
Resist endure pain, stability (+8 against bull rush or trip); SR 23
Fort +27, Ref +9, Will +11
Weakness vulnerability to sonic

Speed 0 ft. (0 squares)
Atk Options Cleave, Great Cleave, Power Attack, magic strike, metal strike
Space 10 ft.; Reach 0 ft.
Base Atk +0; Grp +0

Abilities Str 33, Dex 8, Con --, Int 5, Wis 12, Cha 8
SQ construct traits
Feats Improved Critical (explosion), Weapon Focus (explosion)
Skills Climb +20, Listen +13, Spot +13
Advancement 27-40 HD (Large)
(It won't stop weapons, but it's kinda fun to jump on)

martyboy74
2006-07-26, 09:32 AM
You forgot to put a DC for jump through time.

CommanderFalken
2006-07-26, 11:25 AM
:o :o :o

I can't believe you took the time to do this...

Good job, though. It looks kinda balanced, although the DC100 makes the traveling a little unlikely...

Dancing_Zephyr
2006-07-26, 12:20 PM
I have only one problem with the N ja. At level six you are likely to only have 1hp due to Hastened Metabolism. 6+5d6 has an average of 23.5, and you would get -36hp from Hastened Metabolism.

Maybe have it half the hp gained at each level?

My bad I think I miss read it, but it would still only leave you with 6 hp. I still make my suggestion.

martyboy74
2006-07-26, 12:24 PM
I have only one problem with the N ja. At level six you are likely to only have 1hp due to Hastened Metabolism. 6+5d6 has an average of 23.5, and you would get -36hp from Hastened Metabolism.

Maybe have it half the hp gained at each level
You have it mixed up. It's Hp-(N ja level)2, to a minimum of 1 hp per die.

Squangos
2006-07-29, 11:21 PM
What the… I leave this alone for a couple of days and a load of replies!

Let's see, DC for an ability that I'm not sure even Epic spells can achieve… Suppose I'll either say accuracy or scale is more difficult, not sure which (probably scale; being able to go back in time millenia rather than hours should be tougher if you're running…). Also, forwards would be easier than backward, as with spells and powers that deal with time.

As for the DC 100 (and all the other Jump Through DCs, for that matter), I was thinking of giving a decent bonus depending on how far you run beforehand…
With the proviso that you have to run the same distance afterwards…
And if you run into anything after "Jumping Through", you suffer a hefty amount of damage (and most likely die). Do the rules for running into things already exist, or just say they fall horizontally?

To simulate the game, they need a totally abysmal amount of hp. But if they only got 1 hp each level, regardless of anything else, none would survive past level 1. Hence why Hastened Metabolism gets more and more powerful.
I might even bump the Hit Die up to d8 or d10, if they're still too weedy at first level.

Squangos
2006-08-03, 06:09 PM
OK, in a vain attempt to revive discussion of this and to help develop the class, I pose the following problem:

There are two routes I can take to model the wallbouncing and related abilities of the ninja in N (the N ja, as it were):
Give him a huge land speed boost and say each walljump takes a certain amount of land speed.
Give him a load of move actions a round and say each walljump takes a move action.

The first option is pretty fair on everyone; Gnomes are only 10ft. slower than Half-Orcs. However, the mechanics for walljumping could get rather intricate, with only one Jump allowed per movement. This is the option I favour.

The second option is very harsh on the slower races; 10ft. slower per move action would add up to a large penalty, screwing Halflings who would otherwise love this class. Not to mention horrendous Expeditious Retreat abuse… However, the N ja gets to bounce off the walls like a loon - which is very accurate to the game - though he would lack the bonuses high speed would give. This is the option my friend seems to favour.

The question is, which is best?