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    OldWizardGuy

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    Post New Ninja (3.5e base Class) P.E.A.C.H

    The Ninja



    The Discussion for this class now takes place Here



    Spoiler
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    I Always Expect Ninja, that way they can't ever show up.

    The Ninja is a highly versatile Character, possessing a mutable pool of energy capable of shifting to the needed areas. Ninja Travel across the land, sometimes on orders of a powerful noble, sometimes under the orders of a senior Ninja of their Dojo, or rarely on their own. A Ninja’s power comes from his Ki, his own pool of energy composed of physical power built from training combined with metaphysical energies from meditation and focus.

    Adventures: the Ninja tends to be a very focused individual, no matter what their personal inclinations may be they are not taken to wandering aimlessly, and can be uncomfortable without a specific goal in mind. A Ninja adventures to gain Honor or renown for his Master or Dojo. Some freelance ninja (called Ronin) travel the world trying to learn new styles of the ninja art. Ronin have no masters and may adventure for any of the reasons someone else might (fame, money, land etc…)

    Characteristics: The Ninja has some of the skills and combat ability of the rogue although his focus on mastering his Ki energies prevents him from reaching the level of skill mastery the rogue exhibits.

    Alignment: Ninja can come in any sort of alignment, but tend to favor Neutrality over Good or Evil, as the life of a career Ninja tends to strip one of Ideals, leaving most rather Cynical. Wandering Ninja tend slightly toward Chaos over law, but dojo and especially Clan Ninja are more likely to be lawful.

    Religion: Ninja are often silent on the matter of religion, but when they do speak it is often about many spirits and gods great and small, similar to a Wu Jen.

    Background:Ninja come from a few distinct backgrounds. Some Ninja are trained by a single wandering master. This master may be their parent, or they may have been handpicked for training. Such relationships usually only contain a single master and student, and always involve a powerful emotional bond between master and student.

    Other Ninja come from great hidden clans. These clans are great Criminal enterprises, hiring themselves out as spies, thieves, and Assassins, as well as undertaking Mafia style criminal activities. Such clans are highly competitive and vie with each other over honor and wealth, and powerful clients. Almost any nobles will at least know how to contact a clan for a Job, and powerful or corrupt Nobles may for much more permanent relationships, where the noble will harbor and protect the clan in exchange for services. Some relationships of this kind have gone on for generations.

    Finaly, some Ninja learn their skills in a dojo. Taught by many instructors and a single Master who founded the dojo or inherited it, such Ninja sometimes form close attachments to their Dojo and stay on as an instructor and possibly eventually become a Master, or leave and found a Dojo of their own or maybe become a Wandering Master themselves. Unlike clans or master-student relationships students may join Dojos for any variety of reasons, from improving health, to picking up a hobby, to gaining honor for their family by following a traditional path. Such casual students rarely gain enough skill to actually take a level of ninja, but are not perfectly harmless. Out of those who take it all the way, some will join their local militia, some will become message runners or similar professions, and Some will even seek admittance to one of the Ninja clans, However, acceptance is extreamly rare, given only to the most renowned or Honorable Ninja.


    Other Classes: Ninja work best with other stealthy Classes, and best of all with other Ninja. Because of this, they often work in small elite squads Composed mostly of ninja with perhaps a rogue or monk.

    Role: the Ninja is a very versatile class capable of filling many roles depending of skill selection and especially Jutsu selection. However almost all Ninja can make good scouts and those with the Sense and Read Ki Jutsu are excellent spies. A Ninja’s main weakness is in protracted fights, for if they run out of Ki, most of their abilities become useless.

    Game Rule Information
    Ninja have the following game statistics.
    Abilities: Ninja benefit from a high wisdom score since it grants more Ki points per day and improves their armor class and helps them locate their foes with skills such as listen and spot. Ninja also benefit from a high Dexterity score since they rarely wear armor.
    Alignment: Any
    Hit die: d8
    Starting Gold: 4d4X10

    Ninja class skills (and the key ability for each skill) are Balance (dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Wis), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Dungeoneering, architecture, Religion, Local, History)(Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Preform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device and Use Rope
    Skill points at first level: (6+Int modifier)X4
    Skill points at each additional Level: 8+Int Modifier

    Ninja
    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special| AC Bonus| Jutsu Known|Ki Pool

    1st|
    +0
    |
    +0
    |
    +2
    |
    +2
    | Ki, AC Bonus, Jutsu (least) Trapfinding|
    +0
    |
    1
    |
    2
    |

    2nd|
    +1
    |
    +0
    |
    +3
    |
    +3
    | Evasion, Slow Fall, Weapon Finesse|
    +0
    |
    2
    |
    3
    |

    3rd|
    +2
    |
    +1
    |
    +3
    |
    +3
    | Ki Strike |
    +0
    |
    2
    |
    5
    |

    4th|
    +3
    |
    +1
    |
    +4
    |
    +4
    | , Uncanny Dodge |
    +0
    |
    3
    |
    6
    |

    5th|
    +3
    |
    +1
    |
    +4
    |
    +4
    | Ki Focus, Focused Striking |
    +1
    |
    4
    |
    8
    |

    6th|
    +4
    |
    +2
    |
    +5
    |
    +5
    | Jutsu (least or lesser) |
    +1
    |
    5
    |
    9
    |

    7th|
    +5
    |
    +2
    |
    +5
    |
    +5
    | |
    +1
    |
    5
    |
    11
    |

    8th|
    +6/+1
    |
    +2
    |
    +6
    |
    +6
    | Channel Ki, Improved Uncanny Dodge |
    +1
    |
    6
    |
    12
    |

    9th|
    +6/+1
    |
    +3
    |
    +6
    |
    +6
    | Improved Evasion |
    +1
    |
    6
    |
    14
    |

    10th|
    +7/+2
    |
    +3
    |
    +7
    |
    +7
    | |
    +2
    |
    7
    |
    15
    |

    11th|
    +8/+3
    |
    +x3
    |
    +7
    |
    +7
    | Jutsu (least, lesser, or Greater)|
    +2
    |
    7
    |
    17
    |

    12th|
    +9/+4
    |
    +4
    |
    +8
    |
    +8
    | Ki Healing |
    +2
    |
    8
    |
    18
    |

    13th|
    +9/+4
    |
    +4
    |
    +8
    |
    +8
    | |
    +2
    |
    9
    |
    20
    |

    14th|
    +10/5
    |
    +4
    |
    +9
    |
    +9
    | |
    +2
    |
    9
    |
    21
    |

    15th|
    +11/+6/+1
    |
    +5
    |
    +9
    |
    +9
    | |
    +3
    |
    10
    |
    23
    |

    16th|
    +12/+7/+2
    |
    +5
    |
    +10
    |
    +10
    |Jutsu (Least, Lesser, Greater, or Dark)|
    +3
    |
    10
    |
    24
    |

    17th|
    +12/+7/+2
    |
    +5
    |
    10
    |
    +10
    |Timeless body|
    +3
    |
    11
    |
    26
    |

    18th|
    +13/+7/+2
    |
    +6
    |
    +11
    |
    +11
    | |
    +3
    |
    11
    |
    27
    |

    19th|
    +14/+9/+3
    |
    +6
    |
    +11
    |
    +11
    | |
    +3
    |
    12
    |
    29
    |

    20th|
    +15/+10/+5
    |
    +6
    |
    +12
    |
    +12
    | |
    +4
    |
    12
    |
    35
    |

    [/table]

    Class Features
    All of the following are class features of the Ninja.
    Weapon and Armor Proficiency: Ninja are proficient with all simple weapons, plus the Bolas, Kama, Kukri, Nunchaku, Sai, Short Bow, Short Sword, long sword, bastard sword, Shuriken, Spiked Chain, and Saingham. Ninja are not proficient with any shield but are proficiant with light armor.
    (Tantos, Wakizashis, and Katanas are considered masterwork short swords, long swords, and Bastard swords respectively)

    AC Bonus (Ex) A Ninja is highly trained at dodging blows, and has a sixth sense that allows him to avoid even unanticipated attacks. when wearing light or no armor and carrying no more than a light load, a ninja adds her wisdom bonus (if any) to her Armor Class. This ability does not stack with the monk’s AC bonus ability. In addition, a ninja gains a +1 bonus to armor class at 5th level. This bonus increases by 1 for every five ninja levels thereafter.

    These bonuses to AC apply even against touch attacks or when the ninja is flat-footed. The Character loses these bonuses when he is immobilized or helpless, when he wears medium or heavy armor, carries a shield, or when he carries a medium or heavy load.

    Ki Points: A ninja can control and focus his own physical and metaphysical energies into a force called Ki, measured in Ki points. A ninja must expend Ki points to use many of his class features and special abilities. A Ninja gains a set amount of Ki at each level to which he may add his Wisdom modifier times his Ninja level. As long as a ninja’s Ki pool isn’t empty he gains a +2 bonus on all saves.To fully recover his Ki energies, a ninja must rest the full normal time for his race to recover his physical energies, and meditate for at least 15 minutes while he recovers his mental energies and combines the two. a ninja may recover partial amounts of Ki with less sleep, but the Meditation is required to regain any at all.

    A ninja may meditate for fifteen minutes at any time in order to regain Ki equal to his base ki pool (Ki pool listed on the table for his level) he must make concentration checks to resist distractions as if casting a spell although if he is damaged the meditation ends automaticaly and the ninja gains no Ki. A ninja may never raise his Ki higher than his base Ki pool in this manner.

    Jutsu: Jutsu are special techniques a ninja learns to shape their Ki in ways that would normally not be possible. Everyone has Ki energy, it moves through the bodies of every living creature, but while most techniques of the ninja merely focus or direct their Ki energies, A Jutsu shapes that energy into a form it would not naturally take, giving it form and direction beyond the ninja’s own body. Unless stated otherwise Jutsu are swift actions that do not provoke attacks of opportunity.

    Ninja Style:
    There are several sub-styles within the path of the Ninja, at first level a ninja selects the one he plans to advance in, according to the following table:
    Spoiler
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    {table=head]Level |Sudden Strike| Sneak Attack| Skirmish
    1|+1d6|+1d6|+1d6
    2||
    3|+2d6, Poison Use|+2d6 Combat Reflexes| Fast Movement +10 Mobility, +1d6 +1AC
    4||
    5|+3d6||+2d6 +1AC
    6||+3d6
    7|+4d6||+2d6 +2AC
    8||
    9|+5d6|+4d6|+3d6 +2AC
    10|Improved Initiative| Opportunist | Spring Attack, Fast Movement +20
    11|+6d6|| +3d6 +3AC
    12||+5d6
    13|+7d6|| +4d6 +3AC
    14||
    15|+8d6|+6d6|+4d6 +4AC
    16||
    17|+9d6|| +5d6 +4AC
    18||+7d6
    19|+10d6|| +5d6 +4AC
    20||
    [/table]


    Sudden Strike:
    A Sudden Strike ninja can potentially do the most damage in a single attack, but he is more limited in the ways he may do so, sudden strike damage only applies when a target is denied his dexterity bonus to armor class.
    At third level, a Sudden Strike Ninja gains the Poison Use ability. He no longer risks poisoning himself when applying poison to a weapon, and can apply poison as a swift action.
    At tenth level, a Sudden Strike Ninja gains the Improved Initiative ability, he applies a +4 bonus to initiative checks, this stacks with the Improved Initiative Feat.
    Favored Tactic:
    Strike fast and hard from the shadows, with heavy Ki investment and a poisoned weapon. If the enemy survives, retreat, and watch from hiding until the poisons secondary damage takes effect, then strike again.

    Sneak Attack:
    A Sneak Attack Ninja cannot do as much damage at once as a Sudden Strike Ninja, but they can do so more easily. The damage bonus from Sneak Attack applies anytime the target is denied their dexterity bonus to armor class And whenever the rouge is flanking them.
    At third level, A sneak Attack Ninja gains the Combat Reflexes Feat. He can now perform attacks of opportunity a number of times per round equal to 1+his dexterity modifier.
    At tenth level, A sneak Attack Ninja gains the Opportunist ability, once per round, he may make an attack of opportunity against an opponent who has just taken damage.
    Favored Tactic:
    Move into the center of combat, where you can flank the most people simultaneously, and fight defensively while taking every Attack of Opportunity that presents itself.

    Skirmish:
    A Skirmish Ninja can do the least damage out of the lot and cannot wear armor, but has the most ability to deal it, and is better at avoiding his enemies attacks. the bonus damage and AC from Skirmish only applies in turns where the ninja moves at least ten feat, and last until the beginning of the Skirmish Ninja's next turn. the AC bonus from the Skirmish Class Feature stacks with the Bonus AC from the Ninja Class, but only applies when wearing no Armor.
    at third Level, the Skirmish Ninja adds +10 to his movement speed and gains the Mobility Feat, giving him +4 to AC against attacks of opportunity made when moving into, or out of a threatened square.
    Favored Tactic:
    Before he gains the Spring Attack Feat, the Skirmish Ninja will stick to the edge of the combat zone, striking along the edges. After he has the Spring Attack feat, the Skirmish Ninja will charge straight through the middle of the battlefield, attack, and then use the rest of his movement to retreat behind friendly lines.

    Trapfinding: A Ninja can use the Search skill to find traps with a DC higher than 20, and he can use the Disable Device skill to bypass a trap or disarm magical traps. See the rouge class feature, (PhB Pg.50)
    Jutsu: A Ninja learns various Ki manipulation techniques known as Jutsu as he progresses through his career, using a Jutsu always requires expending at least one point of Ki energy, but may require more depending upon the Jutsu used.

    Evasion: Beginning at 2nd level, a Ninja can avoid taking damage from certain attacks with a successful reflex save (see the monk class feature, PhB Pg. 41)

    Weapon Finesse: starting at 2nd level a ninja gains Weapon Finesse as a bonus feat.

    Slow Fall: starting at 2nd level a ninja may reduce or eliminate the damage he takes from falling by expending 1 Ki per ten feet of falling damage to be reduced.

    Ki strike: starting at third level as a free action a ninja may expend Ki points to add an equivalent number to his attack or damage roll for one attack; he may enhance both his attack and damage for the attack so long as the total bonus is no greater than his ninja level.

    Uncanny Dodge: starting at 4th level a ninja can react to danger before his senses would normally allow him to. A Ninja retains his Dexterity bonus to armor class even when caught flat-footed or struck by an invisible attacker.

    Ki Focus: starting at 5th level a ninja may expend a number of Ki points as a standard action to grant himself an equivalent bonus to a single skill, this bonus lasts for one minute and a ninja may have only one score so enhanced at a time plus an additional skill per every five levels above 5th (2 at 10th, 3 at 15th, 4 at 20th and so on) the only skills a Ninja may enhance in this manner are: Balance, Climb, Concentration, Hide, Jump, Listen, Move silently, Search, Sleight of Hand, Spot, Swim, and Tumble.

    Focused Striking: Starting at 5th Level, A Ninja may use his Wisdom score in place of his Strength score for determining weapon damage rolls.

    Improved Uncanny Dodge: Starting at 8th level a ninja can no longer be flanked; he can react to opponents on opposite sides of himself as easily as he can react to a single opponent. This denies others the ability to sneak attack the ninja unless they have at least four more levels in a class that grants the ability to sneak attack.

    Channel Ki: starting at 8th level as a swift action a ninja may expend a number of Ki points to grant himself an equivalent bonus in a single physical ability score (Str, Con, and Dex) as a swift action, this bonus lasts for one round only, and the ninja must expend twice the stated amount of Ki to continue enhancing the same score in consecutive rounds with the ammount increasing by every consecutive round he continues the effect (x2 on the second round x3 on the third round x4 on the fourth round and so on) although he may switch to enhancing a different ability score with no penalty.
    A ninja may increase his ability score by as much as he has Ki to expend, however, if he increases his ability score by an amount greater than his class level, he takes one point of ability damage to that score and an additional point of ability damage for every five points by which he exceeds his class level.
    Improved Evasion: starting at 9th level a ninja takes only half damage on a failed reflex save.

    Ki Healing: starting at level 12, If a ninja drops below -10 hit points his Ki begins reflexively flooding his body, Healing him of an amount of hit points equal to one half the Ki points he has remaining, saving him if the amount of Ki points he has remaining is sufficient to restore him to greater than -10 hit points. However this is a reflexive action not under the Ninja’s control, and doing so will automatically drain all his remaining Ki points.

    Timeless body: at level 17 a ninja stops aging, and no longer takes penalties for age, bonuses still accrue, and the ninja still dies when his time is up.
    Last edited by madock345; 2012-06-23 at 01:38 AM.
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    Default Re: New Ninja

    @Jutsu: So... many... spoilers within spoilers... @_@
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    Default Re: New Ninja

    Quote Originally Posted by Morph Bark View Post
    @Jutsu: So... many... spoilers within spoilers... @_@
    Spoilerception!
    Last edited by madock345; 2011-09-25 at 03:34 PM.
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    Default Re: New Ninja

    Quote Originally Posted by madock345 View Post
    Spoilerception!
    Plus an implicit suggestion to remove the spoilers within spoilers for improved readability.
    Last edited by Morph Bark; 2011-09-25 at 04:44 PM.
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    Default Re: New Ninja (3.5e base Class) P.E.A.C.H

    I too feel life is too short and otherwise interesting to monkey around with your spoilers. I shall read this if they are removed.

    Rare that one gets the chance to use the "too" more than once in a sentence...
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    Default Re: New Ninja (3.5e base Class) P.E.A.C.H

    Spoilers in Jutsu Section have been Cut down Significantly. sorry about that.
    I can be friendly whenever I wish, Alas for you, wishing to be intelligent does not make it so.

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    Default Re: New Ninja (3.5e base Class) P.E.A.C.H

    Remove more spoilers. Put "The Ninja" and "Game Rule Information" above the table unspoiled, and un-(de-?)spoil the class features. Jutsus are fine.

    I'm not sure the jutsus are powerful enough to justify the high expenditures of ki that they currently require. 16*8 = 128 = 12 rounds of True Seeing per day? And that's assuming no other uses for the ki.

    I think the Ninja should have staying power for at least 3-5 rounds/encounter for 4-5 encounters/day, and be able to use at least one interesting ki power per round.
    Last edited by Siosilvar; 2011-09-25 at 05:36 PM.
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    Default Re: New Ninja (3.5e base Class) P.E.A.C.H

    Quote Originally Posted by Siosilvar View Post
    Remove more spoilers. Put "The Ninja" and "Game Rule Information" above the table unspoiled, and un-(de-?)spoil the class features. Jutsus are fine.

    I'm not sure the jutsus are powerful enough to justify the high expenditures of ki that they currently require. 16*8 = 128 = 12 rounds of True Seeing per day? And that's assuming no other uses for the ki.

    I think the Ninja should have staying power for at least 3-5 rounds/encounter for 4-5 encounters/day, and be able to use at least one interesting ki power per round.
    Done.
    I worry about that too. but I would rather find some way to give him more Ki points per day, since its harder to scale with smaller numbers. If we do just lower the Ki point cost, what happens to the lower level Ki powers? do you think they are good as written? I know the Dark Jutsu are not very good, but I like the way the system works with the lower level Jutsu.
    Last edited by madock345; 2011-09-25 at 05:50 PM.
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    Default Re: New Ninja (3.5e base Class) P.E.A.C.H

    You may wish to consider upping the save DC's on some of the Jutsu. For example, Distraction, which is one I know I'd grab right off the bat if I played this class, is Ok at the first couple of levels, but it is not going too scale well even if I pump Wis like crazy. Maybe Jutsu with saves could have either + 1/2 ninja level or + Ninja level added too there Save DC's. And jutsu with caster level vs. Ninja level checks could benefit form the Wis mod being added in on your side.

    I agree with the above posters concern about staying power on the jutsu's and Ki Points, its a very similar problem too the one the Factotum has with his Inspiration points, and I'd advise trying to address it.

    A couple of other nice things to consider giving it:

    Either Incarnum or Tome of Battle variants that allow for Chakura binds and Essentia pool/Maneuver and stance progression, respectively. Again, key word there was variant. I get that not everyone would be cool with that.

    Weapons Finesse is nice and all, saves you a feat. I would however suggest adding in another class feature no more then 2 lvls later that let's you add Either Dex or Wis Mod to damage rolls. Reduce MAD. If you want to make it stand out as a class feature, make it replace str and then give 1.5 times damage if you wield it two handed, and 1.0 damage and too hit bonus if you twf on both weapons. Makes the gap between the two styles a bit smaller, thus leading to more combat styles and greater character variation with in the class. After all, Ninja value unpredictability.

    D8 Hit die. Your Stealthy and Subtle, does not mean you should be unable to handle a pitched fight if you must have one, or endure a prolonged game of hit and run attacks with one or more opponents.

    Maybe bring it up to 8 skill points a level. Your expected to do a Lot of different things well, and Int is a Tertiary stat for you with out expending Resources such as feats to change ability's over from other stats like con or wis too drop them.

    Lastly, I'd consider adding a Jutsu at least or lesser grade, that for a low price on Ki points makes Sneak attack just flat Bi Pass all immunity's to Sneak attack damage. Why? Your Ki is strong and your skills and instincts are just that lethal. And it makes the sneak attack progression more useful. This can be balanced a bit by saying it only applies to sneak attack form Ninja progression. Also encourages not multiy classing too much.


    Note: Don't expect all of these to get implemented. But I though I'd give you a list of things that could help. My Target is Strong Teir 3, maybe very low Teir 2 though I doubt you'd get there unless you put all suggestions in. Even then I'm not sure.
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    OldWizardGuy

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    Default Re: New Ninja (3.5e base Class) P.E.A.C.H

    I added everything you Suggested except skill points (because I think only rogues should have an 8 point skill progression) and Incarnum/Essence variants (because I have never seen that system.)
    Last edited by madock345; 2011-09-25 at 06:44 PM.
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    Default Re: New Ninja (3.5e base Class) P.E.A.C.H

    Not a lot of people are familiar with it. Heck, I own the book and I barely follow how it works at best!

    And that's ok. I personally think many classes would benefit form more skills, but that's me. The other add in's more then make up for it.
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    Default Re: New Ninja (3.5e base Class) P.E.A.C.H

    I imagine this class as something like this worlds rogue, but with Ki powers to make up for less skills. eventually I would like to make Ki based variants of a few different classes (say, Monk and Fighter) for a low magic, Martial Arts themed campaign I am planning to run.
    Last edited by madock345; 2011-09-25 at 06:46 PM.
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    Default Re: New Ninja (3.5e base Class) P.E.A.C.H

    You class isn't too powerful, as I'd rank it about equal to the rogue, it has some features better and others worse, and none that would change its tier. I would however encourage you to have more jutsu options, as well as let the class pick up more. Right now you have a skillmonkey with good surprise attack, but little staying power, and few boosts to damage output, as well as having only a few abilities that challenge saves. He would be more powerful in a campaign with one or two encounters per day, and much less powerful when there are many encounters. I don't know if that is what you are going for or not.

    Small things:

    I'd give them more knowledge skills, especially as they are similar to rogue. Maybe not every type, but I can see architecture, history, local, and religion as being areas a ninja would be able to study to great effect.
    Ki Weapon: A ninja may expend 3 Ki points to give one of his weapons a +1 enhancement bonus to attack and damage rolls and causing it to be treated as a magic weapon for the purposes of overcoming damage reduction.
    Needs a time limit

    Snuff Ki: As a standard action, the ninja may attempt to snuff out the life-force of a single living being. The ninja must use Ki strike to channel the maximum number of Ki points allowed at his level into a sneak attack, and then expend an additional 10 Ki points. If the attack lands the enemy must make fortitude save equal to DC10+Ninja level + wisdom modifier or die instantly.
    Make this 1/2 ninja level, as will saves don't scale that fast, and other places where similar abilities can be found (like pathfinder) add half the total level. If you target saves, add half your total level. If it targets a skill or ac, its okay to have your full ninja level added, as opponent's opposing checks/stats will scale.
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    Default Re: New Ninja (3.5e base Class) P.E.A.C.H

    I would change the jutsu known progression to this, instead of marking the jumps at 6 and 9... do so at 4 and 8... or 5 and 9.

    {table=head] Level | set 2 | set 3
    1st | 1 | 1 |
    2nd | 2 | 2 |
    3rd | 2 | 2 |
    4th | 3 | 3 |
    5th | 3 | 3 |
    6th | 4 | 4 |
    7th | 5 | 4 |
    8th | 5 | 5 |
    9th | 6 | 6 |
    10th | 6 | 6|
    11th | 7 | 7 |
    12th | 7 | 7 |
    13th | 8 | 8 |
    14th | 9 | 8 |
    15th | 9 | 9 |
    16th | 10 | 10 |
    17th | 10 | 10 |
    18th | 11 | 11 |
    19th | 11 | 11 |
    20th | 12 | 12 |
    [/table]

    I also vote for reducing the skill points gained at each level from 8 to 6, given you have a Ki ability to give bonuses to skill checks.

    I would also reduce the Will save progression.

    Perhaps you could also include a Jutsu that enables the ninja to gain the Ambush feat of his choice for 1 round.

    The swashbuckler's Insightful Strike ability might also be a good ability for the Ninja (and Rogue) (...with the bonus to damage limited by class level or number of jutsu known).
    Last edited by Andion Isurand; 2011-09-27 at 09:13 PM.

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    Default Re: New Ninja (3.5e base Class) P.E.A.C.H

    OmegaNaut: I fixed everything you pointed out, except for more Jutsu which is something I was really hoping to have help coming up with.

    Metahuman1: I did end up changing it to 8 skill points a level, after I realized that there would not be Rogues in his world

    Andion Isurand: I actually like that progression much better, thanks for the Idea.

    I found a good way to give more Ki points without going overboard. though now I worry that it might be too much, since Ninja is supposed to be halfway between Monk and Samurai on the Ki use spectrum.

    Anyone with Ideas for more Jutsu feel free to post, even if it doesn't fit with Ninja I could use the Ideas for the rest of my Homebrew.
    Last edited by madock345; 2011-09-27 at 04:41 PM.
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    Default Re: New Ninja (3.5e base Class) P.E.A.C.H

    Unless stated otherwise, are all jutsus free/swift actions?
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    Default Re: New Ninja (3.5e base Class) P.E.A.C.H

    Swift actions, I don't think most jutsu could be used more than once a round.
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    Default Re: New Ninja (3.5e base Class) P.E.A.C.H

    id add in a "feather fall" ability for one ki/round
    also:its kinda frowned upon in d+d but i feel it would fit the system better...
    what about having a much smaller amount of ki, and you can spend a standard action to restore, say...will modifier d4 ki. that way you can use your abilities to their fullest, out of battle, and always have enough ki to fight effeiciently, but in a drawn out battle you need to be careful to manage your ki?
    just a thought

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    Default Re: New Ninja (3.5e base Class) P.E.A.C.H

    Quote Originally Posted by zegram 33 View Post
    id add in a "feather fall" ability for one ki/round
    also:its kinda frowned upon in d+d but i feel it would fit the system better...
    what about having a much smaller amount of ki, and you can spend a standard action to restore, say...will modifier d4 ki. that way you can use your abilities to their fullest, out of battle, and always have enough ki to fight effeiciently, but in a drawn out battle you need to be careful to manage your ki?
    just a thought
    added slow fall, I'm honestly not sure how I left that out at the beginning.

    as far as the ability to recover Ki at will, I'm not sure how that would work out, flavor wise, just stopping for a minute is not going to make you (much) less tired after a fight. the only way I see it working is perhaps if you had to make a concentration check to recover some Ki, one that would get more difficult the more times you did it in one day, like you are trying to find your hidden reserves or second wind or something. maybe DC20+(5x the number of times you have used it today...)?

    EDIT: Apparently I went this whole time without an actually entry for Jutsu in general, I'm not sure how that happened, but their is one now.
    Last edited by madock345; 2012-06-14 at 01:02 AM.
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    Default Re: New Ninja (3.5e base Class) P.E.A.C.H

    I would add a 15 minute mediation to regain all Ki, performed after at least 8 hours of restful calm, similar to what sorcerers have to do to regain their spells.

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    Default Re: New Ninja (3.5e base Class) P.E.A.C.H

    Quote Originally Posted by Andion Isurand View Post
    I would add a 15 minute mediation to regain all Ki, performed after at least 8 hours of restful calm, similar to what sorcerers have to do to regain their spells.
    added meditation, because it fits the flavor. Thx
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    Default Re: New Ninja (3.5e base Class) P.E.A.C.H

    PEACHes, PEACHes for everyone!

    The class looks good, you kept the original Ninja flavor and added stuff. Good!

    Skills are ok (maye a bit too much, i think they're mostly the same as the Rogue)

    Proficient with the Spiked Chain? Why an Exotic weapon?

    Ki points... I think the ninja has a LOT of ki points, and none of his abilities cost too much. That's actually good. (The ki base pool becomes a smaller and smaller part of his total pool. Say at level 10, he has a Wis of 18, he has 40+15 ki points, or 55.)
    At level 20, you should expect people to have 140 or something Ki points, while the most expensive abilities cost like 5 points.

    Sneak attack, sure. 7d6, alright.

    A lot of roguish stuff, sure (Evasion, uncanny dodge, trapfinding, poison use)

    I like how you gave yourself to the class Weapon finesse and Focused Striking. Less MADness and no need to spend feats to make the class even workable.

    Channel Ki looks good. Does the cost double every turn you keep the effect, or does it just double once?
    EDIT: ALSO, at level 8, assuming 18 Wis, you gan give yourself +44 Con, which is +176, or +44 Dex, which is a +22 to hit.
    Pretty big numbers here.
    Although yes, you can use them only for one turn, and a more reasonable idea is to "keep on" for the whole fight a +6 or something

    Ki healing is very weak, i would actually forget about it. But i guess it's cool when you're gonna rest soon and you wanna empty your pool. (And the possible lifesaver thing is cool too :P)

    Oh, and how could we forget Slow fall :P
    By the way, he only needs to use 1 Ki point and activate the ability just before he reaches the floor.

    Now, on to the Jutsu.
    They're all Swift actions ?
    You should change the activation time of some of them (For example, "Circulate Ki" should be an Immediate action)

    Anyway, you end up knowing 4/3/3/3 Jutsus, more or less half of them.
    A few proposals to change a few of them

    Distraction: Make it flat footed against One attack

    Lightning Draw: I guess this isn't executed as a Swift action, right?

    Arrow snatch: It is a passive ability, yes?

    Circulate Ki needs to be an Immediate action

    Shuriken Jutsu.. definitely too strong. If you get to apply Sneak attack to each of them, you can kill mostly anything.

    The Dark Jutsus are very weak.
    Okay, the Save or Die one is good, the other ones are very, very weak.
    True seeing is not actually that bad, you can leave it there.
    Greater invisibility? That's been around since level 7!
    And the worst of all, Analyze Ki: The ability that lets you waste a Fullround action to do what you could have done as a free action with a Knowledge check.
    Last edited by Gandariel; 2012-06-16 at 08:06 AM.
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    Default Re: New Ninja (3.5e base Class) P.E.A.C.H

    As far as rogue stuff goes, this class is to go in a Feudal Japan style setting I am working on. the rogue class will not exist. I am planning three classes with the ninja being in the middle as far as Ki dependancy goes.

    Channel Ki should increse every turn (Double second turn, Triple third turn, quadrupal fourth turn, and so on) fixing that now.
    I am aware of the massive bonus potential, it was actually intentional, as I like the idea of a ninja being able to blow his entire Ki pool for one Ridiculously Epic Thing. Like kicking someone through a stone wall or catching a seige missile in midair. However, that shouldn't happen all the time, so I will add a clause that boosting an ability by an ammount greater than your class level results in Ability Damage to the boosted score.

    Ki Healing is intentionally weak, the setting is low magic, so healing will be hard to come by. it was mostly included for the Lifesaver thing.

    I still want to come up with more jutsu, with only three classes, the ones I do have need to be quite versitile.

    slow fall: I will rephrase it to something like "you may Expend Ki points to negate one round of falling damage per point spent"

    I will be going back over much of the Jutsu to add in activation times and such detail.

    Shiriken Jutsu: will be fixed so precision damage only applies to the first shuriken.

    Greater Invisibility and true seeing as spells will not exist, these jutsu will probably be the only place they show up.

    Analyze Ki definatly has problems, I was trying to go for a "chain" of jutsu that expanded the ninja's senses, but it is too underpowered. I was thinking about letting it work as a foresight spell for something like 10 ki a round, but that might be Overpowered.


    I don't have time to edit in this stuff atm, but I will be able to put it in tonight.

    Added stuff in the setting thread.
    Last edited by madock345; 2012-06-16 at 06:04 PM.
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    Default Re: New Ninja (3.5e base Class) P.E.A.C.H

    Yeah, I'm gonna vote that the Shuriken are being given there one and only chance to be truely worth while, so leave them be on the Justsu, and the Distraction Jutsu ought to be the same. Since it's dumb for a Ninja, who specialized in ending fights fast and fatally by nailing the targets vitals, to have to jump through a tone of hoops to do so, so why not just let him blow Ki on it and have done with it for the round?
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    Default Re: New Ninja (3.5e base Class) P.E.A.C.H

    what if analyze ki had multiple uses?
    say 1) to make a knowledge check on that creature/person/whatever, gaining say...a +2 bonus per ki point spent.

    2) a death attack type ability, spend say 5 points per turn focusing on the target for 3 turns, and on the 4th turn if they succeed on a sneak attack target must fort save or die/be paralyzed at ninja's choice, can also add +1 dc by spending and extra 5 ki points up to half your ninja level?

    that way its a handy gather info ability, and also allows a ninja to faultlessly eliminate one target per day at the cost of massive ki drain (maybe even 10 points per turn instead of 5 points) since thats kinda their thing

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    Default Re: New Ninja (3.5e base Class) P.E.A.C.H

    I updated the Analyze Ki ability, but now I have the exact opposite worry, it may be overpowered.

    it also kind of steps on the toes of the type of stuff I had in mind for the Monk.

    Edit: Ninja can now wear Light Armor.
    Last edited by madock345; 2012-06-19 at 06:06 PM.
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