PDA

View Full Version : Urban Ninja (The City) (Advanced Class)



Jibar
2007-06-12, 05:25 AM
So, I'm getting round to making my D20 Modern campaign setting, The City. Now... this is gonna be an arse. I've got Superheros to make, and a complete overhaul of the magic system. So, to start off easy, here's a new Advanced Class.

The Urban Ninja

The Urban Ninja is a master of his chosen environment, the skyscrapers and building blocks of the urban jungle. While the name suggests some kind of japanese martial artist, Urban Ninjas are something different. Armed with the archaic weapons associated with ninjas, an Urban Ninja instead trades stealth for freedom. The art of Parkour has been harnessed into something beautiful by Urban Ninja.
Select this character class if you want your character to have complete freedom for manouvering.
The fastest path into this advanced class is from the Fast hero basic class, though other paths are possible.

Requirements
To qualify to become an Urban Ninja a character must fulfill the following criteria.
Skills: Climb 6 ranks, Jump 6 ranks
Feat: Archaic Weapons Profiency


Urban Ninja
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Defense Bonus|Repuation Bonus

1st|
+0|
+1|
+2|
+0|Parkour +2|
+1|
+0

2nd|
+1|
+2|
+3|
+0|Happy Landings|
+1|
+0

3rd|
+1|
+2|
+3|
+1|Bonus Feat|
+2|
+1

4th|
+2|
+2|
+4|
+1|Parkour +4|
+2|
+1

5th|
+2|
+3|
+4|
+1|Urban Fury|
+3|
+1

6th|
+3|
+3|
+5|
+2|Bonus Feat|
+3|
+2

7th|
+3|
+4|
+5|
+2|Parkour +6|
+4|
+2

8th|
+4|
+4|
+6|
+2|Urban Jungle|
+4|
+2

9th|
+4|
+4|
+6|
+3|Bonus Feat|
+5|
+3

10th|
+5|
+5|
+7|
+3|Floor? What Floor?, Parkour +8|
+5|
+3 [/table]



Class Information
The following information pertains to the Urban Ninja.

Hit Die
The Urban Ninja gains 1d8 hit points per level. The character's Constituion modifier applies.

Action Points
The Urban Ninja gains a number of action points equal to 6 + one-half his character level, rounded down, every time he attains a new level in this class.

Class Skills
The Urban Ninja's class skills are as follows.
Balance (Dex), Climb (Str), Escape Artist (Dex), Jump (Str), Knowledge (Streetwise)(Int), Navigate (Int), survival (Wis), Tumble (Dex).

Skill Points at each Level: 5 + Int modifier

Class Features
The following features pertain to the Urban Ninja advanced class.

Parkour
An Urban Ninja recognises his environment and knows the many ways to get around. He gains a +2 on Climb, Jump and Balance checks. He can also make Climb checks without the proper tools at no penalty. This ability increases by +2 at 4th, 7th and 10th level, so a level 10 Urban Ninja will have a +8 bonus.

Happy Landings
Great heights pose no threat to the Urban Ninja. That building may look so tall now, but when you're diving from the roof it all seems so small. At 2nd level, an Urban Ninja can negate 10 ft of falling damage with a DC 15 Tumble check. He can then negate a further 10ft by adding +5 to the DC.
At 5th level, the DC for Happy Landings decreases by -5. He can now fall 10ft without taking damage with a DC 10 Tumble check. For every additional 10ft, he still adds +5 to the DC.

Bonus Feats
At 3rd, 6th and 9th level, the Urban Ninja gets a bonus feat. The bonus feat must be selected from the following list and the Infiltrator must meet all the prerequisites of the feat to select it.
Acrobatic, Armour Profiency (Light), Athletic, Brawl, Combat Martial Arts, Defensive Martial Arts, Dodge, Exotic Melee Weapon Profiency, Lightning Reflexes, Quick Draw, Run.

Urban Fury
At 5th level, an Urban Ninja can make stealthy attacks with their parkour skills and the environment around them. To use this ability an Urban Ninja must be within 5 feet of a wall or climbable object. By making a Climb or Jump check they can add damage to their attack. The DC for this check is 10 + 5 per extra die of damage. This ability only functions when using an archaic weapon or exotic weapon the Urban Ninja is proficient with.

Urban Jungle
At 8th level, the Urban Ninja knows instinctively where the footholds are, where his hands can grip. The Urban Ninja is treated as having a Climb Speed equal to half his land speed.
The Urban Ninja must make a Climb check on any surface with a DC greater than 0, but can always choose to take 10 on this check. He can attempt an accelerated climb, moving at double their Climb speed (full land speed) by taking a -5 on a single Climb check. The Urban Ninja retains their Dexterity bonus to Defense (if any)while climbing, and opponents get no special bonuses on their attack rolls against the climbing creature.
Unlike normal Climb Speed, the Urban Ninja does not gain the normal +8 species bonus on this check. This bonus is replaced by the Parkour ability.

Floor? what Floor?
At 10th level, the Urban Ninja has reached their maximum potential for parkour. They can now run along walls in any direction as a move action. Their speed along the wall is the same as their Climb speed. If the Urban Ninja has an attack action left, they can make an attack against each enemy 5 feet from the wall at their highest Base Attack bonus.


(Whew, formatting is a bitch)

New Exotic Melee Weapon:

{table=head]Weapon|Damage|Critical|Damage Type|Range Increment|Size|Weight|Purchase DC|Restriction


Ninja-To|
1d8|
18-20|
Slashing|
- |
Med|
4lb|
14|
-[/table]

Ninja-To
While the katana is often associated with ninjas, it was the Ninja-To that was their weapon of choice. It appears much like a katana, but the blade is straight and shorter. It can be easily concealed and quite deadly. To wield a Ninja-To, you need an Exotic Melee Weapon Profiency feat.

Proven_Paradox
2007-06-12, 05:59 AM
I like it. I'm not terribly familiar with D20 Modern, but this is a pretty cool class. I'd say maybe make it so that when using Floor? What Floor? the class must either end on a floor or have something to hold on.

Of course, I guess with a climb speed that isn't really necessary... Eh, I'm not sure.

Abjurer
2007-06-12, 12:00 PM
I think he should have to start and end on solid ground.

I rather like the class, though. It could function fairly well in D&D 3.5, too.
Except the rooftops thing would be a bit superfluous...

Speaking of that, though:
A rogue 3/urban ninja 5, with maxed tumble skill and a relatively high dexterity score gets a +15 on his tumble checks. That means that he can fall 25, 30 ft without damage, guaranteed, and with a good roll, he can fall a good 50-60 ft without damage. That seems like a lot to me...

Ceiling009
2007-06-12, 04:42 PM
Well, considering there isn't a rogue in d20 modern, the closest would be the base fast class, it's a bit different, but since it's based on parkour, it makes sense. Though urban fury should state when you do use it it should be either as a jumping attack or an attack from the walls, since it would be wierd really just to roll a jump check... and add damage...

Icewalker
2007-06-12, 05:29 PM
Quite awesome.

I've actually decided to try to learn minor amounts of Parkour this summer. Why not. (Well, other than the breaking bones and possible dying if you try hard enough things).

Jibar
2007-06-13, 05:38 AM
Well, considering there isn't a rogue in d20 modern, the closest would be the base fast class, it's a bit different, but since it's based on parkour, it makes sense. Though urban fury should state when you do use it it should be either as a jumping attack or an attack from the walls, since it would be wierd really just to roll a jump check... and add damage...

Hmmm... 5 feet from a wall or climbable object?
That's better.


I think he should have to start and end on solid ground.

I rather like the class, though. It could function fairly well in D&D 3.5, too.
Except the rooftops thing would be a bit superfluous...

Speaking of that, though:
A rogue 3/urban ninja 5, with maxed tumble skill and a relatively high dexterity score gets a +15 on his tumble checks. That means that he can fall 25, 30 ft without damage, guaranteed, and with a good roll, he can fall a good 50-60 ft without damage. That seems like a lot to me...

The idea is not that he has to be safe when he finishes running, only that he's got to where he wants to go. This way, if you need to jump across a 30ft gap with walls each side, you could make a jump check along the side of the wall and then use Floor to make the rest of the way.
Or if they need to go down a couple 10 feet, say... 40. They could use Floor to run down a wall and then use Happy Landings to negate the damage from the rest of the fall. With a Climb speed of 20, this could then drop them only 20ft, a DC 20 Tumble check.


Edit: Oh, hey. I added a new weapon.

Matthew
2007-06-15, 09:41 PM
Nice class and (if I'm reading the symbolism of your Avatar correctly) Happy Birthday Jibar!

Just so you know, there is a strong case for thinking the Ninja-to is an entirely fictional weapon. On the other hand, that's fine for a fictional game!

Shouldn't there be some sort of Death Attack or something?

Jibar
2007-06-16, 01:55 AM
Nice class and (if I'm reading the symbolism of your Avatar correctly) Happy Birthday Jibar!

Just so you know, there is a strong case for thinking the Ninja-to is an entirely fictional weapon. On the other hand, that's fine for a fictional game!

Shouldn't there be some sort of Death Attack or something?

No Birthday here, just happy to be leaving High School. :smallbiggrin:

I am aware of the dubious nature of the Ninja-To, but I really did not want Urban Ninjas running around with katanas while the Urban Samurai focuses on them. They kind of cut into one another then.

And the Death Attack is pretty much Urban Fury. The class isn't so much a stealth ninja as a new breed. With all the security systems and what not of today, they wouldn't be anywhere near as effective.
If you want that kind of stealth specialist, I've got Special Ops and Assassin classes planned.

Matthew
2007-06-21, 12:44 PM
Fair enough. Congratulations on finishing High School, then...

Ninja's could always be into Wakizashi's, I think. Hmmn. So many ways to make and modify a Ninja, I think you've done the right thing to leave it relatively open here.