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    Halfling in the Playground
     
    OldWizardGuy

    Join Date
    Nov 2010
    Location
    NW USA
    Gender
    Male

    Post Feudal Japan Setting (3.5) WIP PEACH

    I am planning a Martial Arts themed campaign in a very low magic setting based on feudal japan. Unless someone can come up with another necessary role to fill I am only planning to have three “Player Classes” Ninja, Monk, and Samurai. But would like to make each customizable enough that two people could start off as the same class and have very different characters. Here are the basics of the setting:

    • No common or playable fantasy races, although the Gods and nature spirits are quite real and powerful, players may have to deal with them.
    • No Magic, except that which might be used by said nature spirits, and no magic Items except possibly rare gifts from the spirits or sacred artifacts, even then they should only grant passive bonuses.
    • Classes run on Ki points
    • The Religion will be as close as I can make it to Shinto
    • Monks will not suck
    • Tier wise, all classes should balance out as mid to high threes
    • All characters will chose a style at character creation, which will work almost like a Bloodline, providing growing strengths and weaknesses and powers in particular areas as the player advances. (for instance, a characters martial arts style might be ranged combat themed, so they would start off with a penalty in close combat and a bonus in long range combat, while developing new abilities as they advance in level. )
    • Being based on ancient Japan, there will be strict social conventions and Law vs. Chaos will probably be a major theme.
    • Monks will have the most Ki power, Samurai will have the least, and Ninjas will be in the middle.
    • The setting will still be Islands, but probably larger than actual Japan.
    • Everyone starts with one martial art.
    • you will have the option to either learn a new martial art or get extra powerful benefits in one you already know at levels 5, 10, and 15. Martial arts learned in this way advance based on the level you got them, not from level one.

    This setting uses the SRD Honor System Variant

    Honor codes for the different Classes are as follows:
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    Ninja Code
    this is the basic Ninja code, although different Ninja clans or Dojos may have their own versions.

    Do what you’re told by your superiors.
    Always look out for ways to make money for the Clan/Dojo.
    Do not hide or hold back money from the Clan/Dojo.
    Respect your elders in the Clan, and in the Organization in general.
    Never let a debt go unpaid.
    Never be late paying your debts.
    Don’t get caught.
    If you do get caught, keep your mouth shut.
    Complete missions, or Die trying

    Bushido
    Despite this code, a samurai may be Evil. An Evil samurai either disregards the code, or has fooled himself into thinking he follows it. Evil samurai may take advantage of their position, while pretending to follow the code while in the eyes of the public, or their superiors and peers.

    Gi (honesty and justice): A samurai deals openly and honestly with others and cleaves to the ideals of justice. Moral decisions do not come in shades of gray, only right and wrong.
    Yu (heroic courage): A samurai never fears to act, but lives life fully and wonderfully. Respect and caution replace fear.
    Jin (compassion): A samurai takes every opportunity to aid others, and creates opportunities when they do not arise. As a powerful individual, a samurai has a responsibility to use that power to help others.
    Rei (polite courtesy): A samurai has no reason to be cruel, and no need to prove his strength. Courtesy distinguishes a samurai from an animal, and reveals one’s true strength.
    Meyo (honor): A samurai’s conscience is the judge of his honor. The decisions he makes and how he carries them out are a reflection of his true nature.
    Makoto (complete sincerity): When a samurai has said that he shall perform an action, it is as good as done. He need not make promises; speaking and doing are as if the same.
    Chugo (duty and loyalty): A samurai feels responsible for his actions and their consequences, and loyal to the people in his care. A samurai’s loyalty to his lord is unquestionable and unquestioning.

    Samurai however, are not necessarily of the noble class, and thus may not neccesarily have a Code at all. here the term is used to refer to those who fight in the style of the samurai, armed and armored, head on, with a focus on the physical side of Martial arts, as opposed to Monks who use martial arts as paths to enlightenment, or to help them understand the philosophy behind the art, or Ninja, who (with notable exceptions) don't care about their art in the abstract, only what it can get for them.
    Even among the noble classes, great variation can be found in the code, depending on what region or island you are on.

    I had an Idea that Monks would exist outside of the normal code of Honor, As their positions as priests would put them outside the normal social order, free to move between all the social classes.


    Well, that’s all I have so far but, Here, is the Ninja I am working on for the setting. Any Ideas/suggestions would be wonderful, as I have DM’ed before but never built a setting from the ground up like this and I'm not entirely sure I know what I'm doing. I have no Idea what I'm doing.

    Honor System Added and I did some more work on the ninja in the Background section.

    I know it sounds like Samurai are getting the short end of the stick so far (Lowest Ki and Martial arts) but I will try to make it up to them.

    Backgrounds: because only humans will be playable in this setting, players will instead choose from four backgrounds at character creation, representing both their early life, and their social standing.

    Noble: your character was born to a wealthy noble family, trained from birth to lead and be followed
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    Starting Gold: 10d4x10 (average 200)
    may start with one masterwork item (or more if DM allows, he is a noble, after all)
    Begin with five free ranks in Diplomacy.
    +2 bonus on Diplomacy checks, Knowledge (Nobility and History) checks, bluff checks, and intimidate checks made against merchants and peasants.
    +2 charisma, +2 to any physical ability score.
    Voice of the Emperor: all nobles are taught from youth how to inspire obedience and trust from others, and everyone else is taught to obey and respect nobles. A noble may make an opposed charisma check against anyone, except a dedicate, of at least Indifferent attitude, if successful treat it as a suggestion spell at caster level 3 except that the duration ends as soon as the noble is no longer in line of sight of the target. ( or one minute, whichever comes first. ie. They instinctually respond with obediance when a noble starts givng orders, but start actually thinking about them pretty soon)


    Merchant: Your character was born into the merchant class, you grew up learning all the skills needed to trade and barter.
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    Starting Gold:6d4x10: (average 150)
    begin with five free ranks in any craft or profession skill.
    +2 bonus on Sense motive, Appraise Checks, Gather information Checks, and checks made while haggling.
    Merchants know where to buy and who to buy from. they may buy any item at 20% of it's usual price and may find rare items in one city size smaller than listed in the DMG.
    +2 intelligence and any one physical ability score.

    Peasant: Your character was born into the Peasantry, a servant, farmer or even slave, you have fought tooth and nail to claw your way into higher social standing and wealth.
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    Starting gold 2d4 silver pieces
    gain the self sufficiency feat any one other feat free.
    start with five ranks in Survival and three extra hit points.
    4 extra skill points at first level and one extra every level after that.
    +2 to Wisdom and any physical ability score.
    -2 to all charisma based checks made against higher class people.



    Ronin: You were a wanderer, traveling across the land by yourself or with a small group, you learned to get by.
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    Starting Gold: 5d4 (12 gp 5 sp)
    You are physically tough and hardy from a life on the road or in the wilderness:
    +2 Strength and Constitution
    Start with 5 free ranks in Survival
    gain weapon proficiency Longbow, shortbow, and Crossbow
    You speed is calculated as being 10ft higher for determining distance traveled in overland movement.
    Gain Self sufficiency free feat


    Performer: you come from a family of Performers, acrobats, playwrights, or even the famous Geisha.
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    +2 Charisma and Dexterity
    5 free ranks in any Perform skill
    +2 on Balance, Tumble, and Perform
    You Gain Acrobatic as a bonus feat.
    Once per day, You can fascinate an audience of intelligent creatures who are at least Indifferent in attitude for a number of rounds equal to your perform skill.


    Low-life: you grew up as a gang member in a city, working docks or mugging pedestrians for cash.
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    +2 Strength +2 any mental ability score
    start with 5 ranks in profession (gambler)
    +1 Hitpoint per level
    Gain Toughness as a free feat
    Gang Tattoos: you have tattoos on your arms, telling those that know how to read them what gang you were (or maybe still are) in, and your criminal record. +5 on Intimidate, Gather Information, and Survival Checks made in cities.
    you suffer a -5 penalty on Diplomacy and Bluff checks against Police, City Guards, Respectable people, and anyone else in authority who can read your tattoos


    Dedicate: Your birth family was either a peasant who sold you to a monastery or a wealthier family looking to gain favor with the gods. you grew up in a temple, taught the ways of the gods and spirits as well as mundane fields of knowledge, you have respect wherever you go, but lack the nobles ability to command.

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    starting Gold: 3d4x10 (average 75)
    +2 to all knowledge checks
    may ask for basic room and board anywhere in exchange for prayers and blessings
    Dedicates live in a temple for their early years, where they strive for balance in all things +1 to all ability scores.
    begins with 5 free ranks in knowledge (Religion)
    Favored of the Gods: the spirits are both subtle and capricious, and only someone who has studied them closely can interact with them safely. a Dedicate receives +2 on all charisma based checks made when interacting with spirits or gods, and always knows if something will offend them, (unless it is a rare type of spirit or very minor local god)



    I know merchants are underpowered, they need something. I worry peasants are too powerful, but social interaction will probably be a key factor in this setting and they start off with major disadvantages in that, so i'm not sure.

    No class is limited to a single background. a dedicate may come of age, and decide to leave the temple to learn from a wandering Ninja Master. a Peasant may distinguish himself somehow enough to earn the favor of a samurai lord. A noble may decide he has wasted his life sitting around indulging himself and join a temple as a monk.



    Jutsu


    Least
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    Iron Nails
    Least. Monk/ Ninja
    Cost/Upkeep: 1 per turn
    Activation Time: swift action
    Duration: Upkeep
    Range: Personal
    Target: you
    Saving Throw: No
    Effect:
    Your fingernails may be dead cells, but they can still carry your Ki.
    By channeling your Ki through your fingernails, you harden and sharpen them, adding +2 piercing damage to your unarmed attacks, or functioning as a 1d4 claw attack, you are proficient with your claws.
    Your fingernails also allow you to grip surfaces more easily, giving a +5 bonus to climb and grapple checks.

    Enduring the Elements
    Least Monk/Samurai
    Cost/Upkeep: 10 Ki per Hour
    Activation time: Standard Action
    Duration: Upkeep
    Range: Personal
    Target: You
    Saving throw: No
    Effect:
    You can draw upon your inner strength to fortify yourself against the elements.
    You function as though under the effect of Endure Elements
    If you are at least level 10, and expend 10 Ki per round, you instead gain energy resistance equal to your class level.

    Blessing of The Resting Kami
    Least. Monk
    Cost: 1
    Activation Time: Full round
    Duration: Instantaneous
    Range: You or Touch
    Target: You or One willing target
    Saving Throw: No
    Effect:
    You have asked the Kami of rest and recovery to look on you or another with favor.
    Make a DC 12 Cha check. If you succeed, the targets natural healing rate is doubled for 24 hours. For every 3 points by which you beat the check, the multiplier increases by 1.

    Protection from the Tainted
    Least. Monk (Dedicate Background, Taint variant rules)
    Cost: 1
    Activation Time: full round
    Duration: 1 hour/HD
    Range: You or Touch
    Target: You or One willing target
    Saving Throw: No
    Effect:
    You have prayed to the Kami, and they will protect you from the taint.
    You gain Resist Taint 5 per HD.

    Lethal Weapon
    Lesser. Samurai
    Cost/Upkeep: 5
    Activation time: Standard Action
    Duration: one Minute
    Range: Touch
    Target: one weapon or improvised weapon
    Saving Throw: No
    Effect:
    You Can channel your own energies through even the simplest of tools, infusing them with your will and purpose.
    The target weapon or Improvised weapon now deals lethal damage even if it normally does not.
    If it would normally deal less than 1d6 damage, it now deals that instead.
    If it normally deals lethal damage you are at least level 10, and expend 10 extra Ki, it's critical threat range is doubled and all critical threats are automatically successful.
    You re automatically proficient with the affected weapon.
    Special: if your weapon is under the effect of both Ki weapon and Lethal Weapon, You are at least level 10 and you expend 15 total extra Ki, your weapon gains the Speed special Ability.

    Twilight Sight
    Least Ninja/Samurai
    Cost/Upkeep: 1Ki
    Activation Time: Standard Action
    Duration: one Minute
    Range: Personal
    Target: You
    Saving throw: no
    Effect:
    Flooding your pupils with Ki, you dialate them beyond their natural limit.
    You Gain Low-Light Vision, you can now see twice as far as normal in conditions of poor illumination.
    If you are at least level ten, you may expend five extra Ki to gain dark-vision out to sixty feet

    Projective Meditation
    Least/ Monk
    Cost/Upkeep: 2+1/round
    Activation: full round action
    Duration: Upkeep
    Range: 100ft per level
    Target: personal
    Save: no
    Effect:
    Falling into a deep trance, you reach for one of the first keys to enlightenment, and detach yourself from your body.
    Your body is helpless while you are in the trance, although you are aware if you take damage and can return to your body at will.
    You release your spirit from your body, allowing you to travel in invisible, incorporeal form.
    Your spirit can move 100ft per round, and can see and hear as well as you could if you were present. your spirit can be detected, damaged, and blocked in anyway that an incorporeal creature could. your spirit can take no actions other than to move and observe.
    if you are at least level 10, your spirit can manifest visibly, and communicate verbally by expending 5 Ki a round.
    if you are at least level 15, you may move things physically by expending a number of Ki points equal to the weight (in pounds) of the object to be moved.
    if you are at least level 18, you may expend 30 Ki to attempt a possession. the target must make a will save equal to 10+your level+your wisdom modifier, or your spirit will overtake his, while possessing the target you have all of his physical ability scores, but your own mental ability scores. you don't need to expend any Ki to maintain control, but the target gets a new saving throw every round, and if you enter a temple, or other holy ground, or are exorcized, you loose control and are ejected back into your own body, taking damage equal to the hitdice of the creature you possessed x 1d6

    Deft Strike
    Samurai: Least
    Cost/Upkeep: 1
    Activation: standard
    Duration: instant
    Range: Personal
    Target: You
    Save:no
    Effect:
    Pausing for a moment, you focus yourself before making a single attack that somehow finds the hidden weakness in the armor of your foe.
    you may make a single attack at your base attack bonus that ignores armor and shield bonuses to your enemies armor class
    if you are at least level five, you may ignore natural armor as well
    if you are at least level ten, you may bypass damage reduction equal to your wisdom modifier.

    Focused Gaze
    Least Ninja/Monk
    Cost/Upkeep: 1Ki
    Activation Time: swift
    Duration: instant
    Range: 30 Feet
    Target: any creature
    Saving throw: Will; Will partial, see text
    Effect:
    You can emit your Ki through your Eyes, sending those who meet your gaze reeling.
    Treat this as a gaze attack.
    You may render the Target Flatfooted for one round unless it succeeds on a will save equal to your 10+1/2 Ninja level+ wisdom modifier.
    if you are at least level eight target is Dazzled for 1d4 rounds even if it makes its save.
    If you are at least level 15 and expend 10 extra Ki target is blinded for 1d4 rounds if it fails its save, and flatfooted if it makes it.

    Ki Weapon
    Least Ninja/Samurai
    Cost/Upkeep: 3
    Activation Time: Standard
    Duration: one minute/level
    Range: touch
    Target: weapon
    Saving throw: no
    Effect:
    You can focus your power into your weapon, giving it strength beyond the merely physical.
    The target weapon gains an enhancement bonus to attack and damage rolls equal to 1/5 your class level (min 1) your weapon is considered a magic weapon.
    If you are at least level 10, and expend 5 extra Ki, target weapon is considered Adamantium.
    Special: if your weapon is under the effect of both Ki weapon and Lethal Weapon, You are at least level 10 and you expend 15 total extra Ki, your weapon gains the Speed special Ability.

    Fleet Foot
    Least: Monk/Ninja
    Cost/Upkeep: 2
    Activation Time: Standard
    Duration: one minute per level
    Range: Personal
    Target: You
    Saving throw: no
    Effect:
    You learned to more efficiently focus Your Ki in such a way as to grant speed.
    your movement speed is increased by 30 ft
    at level ten you may expend 5 Ki to increase your speed by sixty feet instead
    at level 18 you may expend 10 ki Per Round to increase your speed by 100ft, may run across water so long as you end your movement on solid ground, and function as though under the effect of the spells Haste, and Blur.

    Lightning Draw
    Least: Samurai/Ninja
    Cost/Upkeep: 1
    Activation: free
    Duration: instant
    Range: personal
    Target: You
    Save: no
    Effect:
    You have trained long and hard to react to danger in an eye blink.
    you may expend one Ki to draw a weapon as a free action, or two ki to draw a hidden weapon as a free action.
    if you have the quick draw feat, you may expend one Ki to draw a hidden weapon as a free action.
    if you are at least level five, and expend five extra Ki, you may make an attack at your base attack bonus as part of the free action, you may do this even if it is not your turn.
    at level ten, this attack gains a bonus to attack and damage equal to your level.

    Arrow snatch
    Least: Monk/Ninja
    Cost/Upkeep: 2
    Activation:free
    Duration: instant
    Range: Personal
    Target: You
    Save:no
    Effect:
    As the arrows draw near, the world seems to slow to a crawl, and you pluck them out of the air with a dissmissive laugh.
    Once per round as a free action when targeted by a ranged attack, you may expend 2 Ki to catch the projectile as though you have the snatch arrows feat, even if you do not meet the prerequisites
    If you do have the snatch arrows feat, you may do this any number of times, although the Ki cost doubles each time you do so in one round.

    Ki Influence
    Least: Monk
    Cost/Upkeep: 5
    Activation: standard
    Duration: 1 minute per level
    Range: 10 ft
    Target: one non-hostile creature
    Save: yes
    Effect:
    Kenobi is an Asian name...
    You may influence the weak minded around you by touching their minds with your Ki.
    by expending 5 Ki you may give yourself a bonus on bluff checks equal to your caster level.
    if you are at least level 6, you may expend 10 Ki to effect the target with a Suggestion effect, causing them to interpret everything you say in the most favorable fashion.

    Least Chant of the Herb Kami
    Least. Monk (Miko)
    Cost: 5
    Activation Time: 10 Minutes
    Duration: instantaneous
    Range: Touch
    Target: Healing Herbs worth at least 10gp
    Saving Throw: No
    Effect: You call on the aid of the kami of a healing herb, increasing it's potency.
    Make a Cha check with a DC of 15. If you succeed, the herbs potency increases. The Herbs gain the following effect; You may target one creature in touch range as a full round action. Roll a Heal check and divide the result by 3. They are healed that much HP. one person can only benefit from healing in this manner once per day.
    Many temples are financially supported by sales of sacred herbs and medicines which are tended to by temple novices and dedicates. the preparation, blessing, and selling of those herbs, however, is traditionally the duties of the temple Miko.

    Lesser
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    Reiki
    Lesser: Monk/Samurai
    Cost/Upkeep: Varies
    Activation: Full round Action
    Duration: instant
    Range: touch
    Target: touch
    Save: yes; harmless
    Effect:
    You can feel the flow of energy in the body of your fallen ally, and with hard earned skill, subtly guide it back into it's proper alignment.
    You may Expend Ki points to gain an equivalent bonus to Heal Checks
    If you expend at least 10 Ki you may cure the following effects: Dazzled, Dazed, Sickened,
    If you expend at least 15 Ki you may also remove these additional effects: nauseous, stunned, Staggered, and Paralyzed, and removes all non-lethal damage.
    providing long term care while expending at least 10 Ki points per patient per day causes patients to recover at four (rather than 2) times the normal rate.

    Ki Cling
    Lesser: Ninja
    Cost/Upkeep: 3
    Activation: swift
    Duration: 1round
    Range: personal
    Target: you
    Save: no
    Effect:
    You have learned to push your Ki into the surfaces under your hands and feat, binding yourself to them more securely than should be possible.
    By expending three Ki You may climb at your move speed without penalty, however you must begin and end on a solid surface.
    If you are at least level 10, and expend six Ki/round you may Walk on walls and celings as though under the effect of the Spider Climb spell.

    Calm Before the storm
    Lesser: Samurai
    Cost/Upkeep: 10
    Activation: Full round action
    Duration: one minute per level
    Range: Personal
    Target: You
    Save:no
    Effect:
    You have found that taking a few moments before combat to ground and center yourself can improve your performance.
    You sit and meditate (considered Helpless and Prone) possibly reciting prayers, or other mantra, for a full round before entering combat.
    after you are done, for the duration of the jutsu you have a +2 moral bonus to armor class, attack, and damage rolls, as well as saving throws.
    If you are at least level 10, the cost increases to 15, and the bonus increases to +4
    at level 20, the cost increases to 20 and the bonus increases to +6

    Razing Strike
    Lesser: Ninja/Samurai
    Cost/Upkeep: 2
    Activation: free
    Duration: instant
    Range: 30 ft
    Target: One Creature, Immune to Critical Hits
    Save: no
    Effect:
    you can push Ki down the length of your weapon, striking at vital points in the spirit, rather than the body.
    any time you would be eligible to deal precision damage (sneak attack, critical hits, skirmish, etc...) to a creature or object immune to those effects, you may expend 2Ki to bypass that immunity

    Focused Shot
    Lesser: Ninja
    Cost/Upkeep: 5
    Activation: full round action
    Duration: one round
    Range: Personal
    Target: You
    Save: no
    Effect:
    You have learned to bring Mind, body, and Bow together in a single moment of absolute Concentration.
    you may expend five Ki to have a single ranged attack ignore penalties for distance, cover, and concealment
    if you are at least level ten and expend 5 extra Ki, this may be a sneak attack at any range.
    you may substitute a concentration check for your attack roll, for this attack.

    Circulate Ki
    Lesser: Samurai
    Cost/Upkeep: 3
    Activation:Swift
    Duration: 1 round per level
    Range: Personal
    Target: You
    Save: no
    Effect:
    You can manually control the circulation of Ki throughout your Body, moving it faster and more forcefully through your system than would naturally occur.
    By expending 3 Ki, you may function as though you had the Diehard feat, and gain temporary hit points equal to your level for an number of rounds equal to your class level.
    If you are at least level 12, and expend 20 Ki, you also gain fast healing 2 for the duration.

    Communicative Meditation
    Lesser: Monk
    Cost/Upkeep:20
    Activation: full round action
    Duration: at least one round
    Range: anywhere on same plane
    Target: any known person
    Save: will
    Effect:

    Falling into a deep trance, you reach out of your body to touch upon consciousness of another.
    you form a connection between yourself and another person, this is only possible when their mind is open to contact which usually only occurs during sleep, however you can most effectively contact someone else in a similar trance.
    If the person you are contacting is asleep, the contact is one way only, as per the Dream spell, you may only deliver your message and then the trance ends.
    If, however, the recipient is in a similar trance waiting to be contacted, the Ki cost of the Jutsu is Halved between you, and you may communicate in all ways as though you were talking to each other face to face. because of the intimate nature of the contact you have a +10 to sense motive, and a -10 penalty to bluff checks.
    if the target of the spell is neither sleeping nor trancing, you may remain in your trance until they are available, or you may end it immediately.
    Anyone with this jutsu or sense Ki is always aware if someone is trying to contact them.
    If you are at least level 15, you may expend 20 Ki at any point in the communication to strike at the spirit of the recipient, they must make a will save equal to 10+1/2your level+wis modifier or take damage equal to 1d6/2 class levels.

    Ward Aginst the Yokai
    Lesser. Monk
    Cost: 5
    Activation Time: 20 minute ceremony
    Duration: 24 hours
    Range: A 20ft by 20ft by 20ft cube.
    Target: The cube.
    Saving Throw: No
    Effect:
    You have prayed to the Kami to keep the trickster Yokai away.
    Make a Cha check. That determines the Will DC for the Aversion effect. The area is warded witha Aversion effect against Yokai (Fey, some outsiders).

    Ward Aginst the Dead
    Lesser. Monk
    Cost: 5
    Activation Time: 20 minute ceremony
    Duration: 24 hours
    Range: A 20ft by 20ft by 20ft cube.
    Target: The cube.
    Saving Throw: No
    Effect:
    You have prayed to the Kami to keep the restless dead away.
    Make a Cha check. That determines the Will DC for the Aversion effect. The area is warded with a Aversion effect against undead. Mindless undead recive no saving throw, and all undead are affected.

    Blessing of the Hunting Kami
    Lesser. Monk
    Cost: 2 per HD of the Target
    Activation Time: standard action
    Duration: 1 Min per target's HD
    Range: Creature Touched
    Target: One creature
    Saving Throw: Yes (Harmless)
    Effect:
    You have asked the Kami of hunters to grant a boon to a warrior.
    Make a DC 20 Cha check, but subtract each level about first the target has from the DC. The effect depends on the targets HD.
    1-3HD; The target gains a +2 Morale bonus to attack and damage rolls.
    4-6HD; The Target also gains lowlight vision and scent.
    7-9HD; The Morale bonus to attack and damage rolls is now +4. They also gain a +10 enhancement bonus to their base speed.
    10-12HD; The target also heals for half the base damage they deal.
    13-15HD; The morale bonus increases to +6. Their critical threat range increases by 1.
    16-19HD; While under the blessing, the target also gains DRX/Magic and Jade. X equals their STR mod plus their CON Mod.
    20HD; The Kami of the Hunt greatlly favors the strong. Their critical threat range increases by a addtional 2, and they're treated as rolling the maximum result before critical multipliers.

    Shuriken Jutsu
    Lesser: Ninja
    Cost/Upkeep: at least 1
    Activation: swift
    Duration: instant
    Range: Personal
    Target: You
    Save: no
    Effect:
    Shuriken may be small, but their true strength lies in numbers...
    When attacking with shuriken, You may expend Ki to throw an additional number of shuriken at your base attack bonus. you must expend one Ki per extra shuriken to be thrown, up to your class level. you may target any number of creatures you could normally attack with shuriken. extra shuriken thrown in this manner are not eligible for extra damage from sneak attacks.
    if you are at least level 8, you may expend five Ki per shuriken thrown to have them be eligible for sneak attack damage.
    If you are at least level 12, any creature you hit with at least six shuriken continues bleed from the large number of wounds, taking damage per turn equal to one half of the shuriken you hit him with rounded down, this bleeding can be stopped with a DC15 Heal check, or when the target receives any kind of Healing.

    Lesser Chant of the Herb Kami
    Lesser: Monk (Miko)
    Cost: 10
    Activation Time: 20 Minutes
    Duration: instant
    Range: touch
    Target: Sacred Healing Herbs worth at least 50gp touched
    Saving throw: no
    Effect:
    You chant prayers to the Kami as you prepare the sacred healing Herbs.
    Make a DC 18 Charisma check, if you are successful, the herbs gain the following ability; you may make a DC 15 Healing Check to brew the herbs into a tea, which if drunk gives a +5 bonus on saves vs. poison, Disease and any magical effect originating from the Yokai for 48 hours, and allows an immediate retry on a save against those effects.
    Many temples are financially supported by sales of sacred herbs and medicines which are tended to by temple novices and dedicates. the preparation, blessing, and selling of those herbs, however, is traditionally the duties of the temple Miko.

    Greater
    Spoiler
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    Analyze Ki
    Greater: Samurai
    Cost/Upkeep: 10
    Activation: standard
    Duration: 1 Round per Level
    Range: 60ft
    Target: one creature
    Save: no
    Effect:
    after thousands of hours of spars and duels, both in practice and in Ernest, you have learned to focus all of your senses on your opponent.
    You may attune yourself completely to your enemy, all of your senses both mystical and mundane focus on one individual. you take a -5 penalty on spot and listen checks for the duration.
    you may add one half your samurai level to you armor class for all attacks made by the target, all attack and damage rolls you make on the target, all sense motive and bluff checks made on the target, and all knowledge checks made to learn about the target.
    If you are at least level twenty, you have learned to maintain absolute focus in many directions, you may apply the benefits of the jutsu to as many targets as you choose, paying an additional 10 Ki for each extra Target.

    Restore the Tainted
    Greater: Monk (Taint Variant)
    Cost/Upkeep: 10
    Activation: A Relgious Purifcation ceremony that lasts 8 hours
    Duration: instant
    Range: Touch
    Target: One creature
    Save: Yes (Harmless if willing)
    Effect; By asking the Kami to remove the taint of dishonor, you can bring peace of mind to others.
    Make a Cha check against DC 20. If you make the DC, the targets Taint score is lowered by 1d4. For every 3 points that you beat the check, a addtional 1d4 taint is removed. If the target is unwilling, and revels in the taint of dishonor, the Cha check also serves as a Will save DC. They take 1d6 Lawful damage for ever point of taint removed. In order to use this ceremony, the target must be ritualy clensed in a complex Shinto ceremony, and recive pardon from both the Kami and a lawful athourity.

    Bind the Yokai
    Greater: Monk
    Cost/Upkeep: 10
    Activation: full round action
    Duration: instant
    Range: 10ft per HD
    Target: A Yokai that you know is in range.
    Save: Yes
    Effect; By making sacred signs and symbols, you bind a yokai so it cannot cause miscief.
    Make a opposed Cha check agianst the target Yokai. If you win, the Yokais supernatural and spell-like abilitys are supressed for 6 hours per HD. If the Yokai wins, you take a -2 penalty to cha by every point you failed. If your Cha reaches 0, you are rended comatose for 1d6 days.

    Crouching Tiger, Awesome Jumping
    Greater Monk/Ninja
    Cost/Upkeep: 10 per round
    Activation Time: swift
    Duration: upkeep
    Range: Personal
    Target: You
    Saving throw: no
    Effect:
    You can propel yourself with Ki energies when you jump, performing seemingly impossible feats of grace and distance.
    you may fly with poor maneuverability at a speed equal to your base land speed.
    you must end your movement on a solid surface or fall, taking appropriate damage.
    If you are at least level five, your weight is calculated as being one tenth of your actual weight for determining what surfaces will support you, (ie. tiny tree branches)
    at level 10 your maneuverability increases to good, and you no longer take falling damage (but still must end your turn on a solid surface)
    at level 20, if you are a monk, Any surface qualifies as a solid surface, including clouds, water, and other airborne objects, you must pay the upkeep at the beginning of your turn or they will cease to support you. (the idea of this is that you are just briefly touching down in each place)

    Bind the Ghosts
    Greater: Monk
    Cost/Upkeep: 10
    Activation: full round action
    Duration: instant
    Range: 10ft per HD
    Target: A Undead that you know is in range.
    Save: Yes
    Effect; By making sacred signs and symbols, you bind the Restless dead so they cannot cause harm.
    Make a opposed Cha check agianst the target Undead. If you win, the undead is a corpse for 1 hour per HD. If the Undead wins, you take 1 con damage for ever 3 points you failed.

    Banish Yokai
    Greater: Monk
    Cost/Upkeep: 10
    Activation: full round action
    Duration: instant
    Range: 10ft per HD
    Target: A Yokai that you know is in range.
    Save: Yes
    Effect; By making sacred signs and symbols, you banish a yokai back to the night world
    Make a opposed Cha check agianst the target Yokai. If you win, the Yokai is banished back to the night world. If you fail, you must do the Yokais bidding for 1 hour for each point you failed by.

    Lay the Dead to Rest
    Greater: Monk
    Cost/Upkeep: 10
    Activation: full round action
    Duration: instant
    Range: 10ft per HD
    Target: A Undead that you know is in range.
    Save: Yes
    Effect; By making sacred signs and symbols, you return the Restless dead to their graves
    Make a opposed Cha check agianst the target Undead. If you win, the undead is permently dead. If you lose, you take 1d4-2 taint per HD of the Undead you were attempting to lay to rest.


    Sense Ki
    Greater: Monk/Samurai/Ninja
    Cost/Upkeep: 5
    Activation: Free
    Duration: permanent
    Range: 30ft+
    Target: personal
    Save:no
    Effect:
    You are sensitive to the Ki energies of those around you.
    as long as you have at least 1point of Ki remaining, you are aware of all living creatures within 30 ft. as a free action you may expend 5 Ki to expand the effect to a sixty foot radius or a 120ft cone for one round. You can identify the exact square a creature occupies, but they are considered to have total concealment against you unless you can see them.
    if you are at least level 10 you are instead aware of all creatures within 60 feat, and can expend 10 ki to expand the effect to a 180 ft cone.
    if you are a monk, taking this jutsu instead doubles the area of your Ki Sense ability.

    Locate Ki
    Greater: Monk
    Cost/Upkeep: 10
    Activation: full round action
    Duration: instant
    Range: 10 miles
    Target: any well known creature or type of creature
    Save: no
    Effect:
    You are particularly sensitive to the energies of your friends and enemies.
    You become aware of the exact location of either a well known creature, or all the creatures of a specific type (ie. Bears)
    if many instances of that type of creature are present within range, you are aware of the greatest centers of population, and a rough estimate of how many are there.
    for an extremely familiar person (lover, best friend, pet) the range is doubled
    if you are at least level 15, you may expend an additional 10 Ki to become aware of their general condition, (as the Status spell)

    Querent Meditation
    Greater: Monk
    Cost/Upkeep: 20
    Activation: Full Round Action
    Duration: 1 Hour
    Range: Personal
    Target: You
    Save: no
    Effect:
    one of the oldest teachings of enlightenment is that all things are one. you reflect on this as you look deep within yourself to find the answers we all know.
    You may meditate on a course of action for a period of one hour, during which time you recive an answer as per the spell Augury, letting you know if that course of action will bring Good, Bad, or Mixed results in the immediate future.
    if you are at least level 15, and expend 40 Ki, you are instead given advice in the form of a single sentence. for instance, if you are planning to attack a sleeping bandit camp who has hidden traps around most of their camp except the trail they take to get water from the river, the sentence might be "search along water for worn earth, and step lightly to victory"
    Depending on which monk you ask, the guidance comes either from the Gods and spirits, or from deep within yourself.

    Flash Step
    Greater: Ninja/monk
    Cost/Upkeep: 10
    Activation: swift
    Duration: instant
    Range: 20ft per level
    Target: You
    Save: no
    Effect:
    You have learned to focus large amounts of Ki into your feat, before releasing it in a single burst of speed and power.
    as part of the swift action used to manifest the Jutsu, you may move up to ten feet per level, you do this at such speed that you appear to disappear and reappear at the new location. you must have line of effect to the new location.
    If you are a ninja, you may expend 5 extra Ki to dissappear and reappear in a puff of smoke that leaves everyone except you in a 5ft radius sickened
    If you are at least level 15 you may make a single attack at your full base attack bonus when you reappear. enemies are always considered flat-footed against this attack.
    If you are under the effect of any jutsu that increases you land speed, the range of this is doubled.

    Restorative Meditation
    Greater: Monk
    Cost/Upkeep: None
    Activation: 24 Hours
    Duration: Instant
    Range: Personal
    Target: You
    Save: no
    Effect:
    You can sink into the deepest recesses of your mind, allowing your subconscious to direct your bodies energies in the most efficient way possible.
    By focusing all of your energies inward, away from external processes, you may restore your body from intense damage, you meditate for twenty four hours, making concentration checks to resist distractions if needed. when you emerge you are at full hitpoints and cured of the following conditions: ability damage, blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, sickened, stunned, and poisoned, and has a full Ki point total. if this state is interrupted, your bodies restructuring processes are left incomplete, you are stunned for 1d4 rounds, have one half of your hit point and Ki pool total.
    If you are at least level 16, you may regrow lost limbs in this manner, by remaining in this meditation for at least eight hours a day, for a period of 4d4 weeks and taking no actions more strenuous than walking and eating.someone with ranks in the Healing skill must give you longterm care for this period.

    Iron Body
    Greater: Monk Lesser: Samurai
    Cost/Upkeep: at least 5
    Activation: standard
    Duration: upkeep
    Range: personal
    Target:You
    Save:No
    Effect:
    By focusing you energy into your skin, you give it unnatural hardness.
    you gain damage reduction/magic equal to half the amount of Ki you expend each turn, this damage reduction cannot exceed 1/2 your class level.
    Special: If you are a samurai, the damage reduction is instead /- and the duration is instead equal to 1 round/class level, and stacks with damage reduction from the samurai class.

    Greater Chant of the Herb Kami
    Greater: Monk (Miko)
    Cost: 20
    Activation Time: 1 Hour
    Duration: Instant
    Range: Touch
    Target: Sacred Herbs worth at least 300Gp touched
    Saving Throw: no
    Effect:
    Calling on the greater Kami of protective herbs, you bring to full life the powers of the plants before you.
    Make a DC20 Cha check, If you are successful the herbs gain the following quality: If sprinkled in a circle as a standard action these herbs function identically to a Magic Circle of protection against Evil, except that the duration is 24 hours or untill the circle is broken and undead cannot cross the circle. If thrown into the air as a move action, these herbs affect Yokai in a 10ft square in front of the thrower as if it had had Dismissal cast upon it, with a caster level equal to the level of the Miko who blessed the Herbs. Undead are affected as though Turned by a Cleric of the level of the Miko that blessed the Herbs.
    Many temples are financially supported by sales of sacred herbs and medicines which are tended to by temple novices and dedicates. the preparation, blessing, and selling of those herbs, however, is traditionally the duties of the temple Miko.

    Dark
    Spoiler
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    Spirit Sight
    Dark: Monk
    Cost/Upkeep: 10 per round.
    Activation: Standard Action
    Duration: Upkeep
    Range: Personal
    Target: You
    Save: No
    Effect:
    You can peer beyond the flesh, and gaze into the world of the spirit, where all things appear as they are within.
    You gain the effect of the True sight Spell as well as dark-vision out to 120 ft.
    You can also see exactly what and who each person is, in symbolism and the intensity of their Ki all that they are is spelled out before you (Class, HD, How honorable they are etc...) you automatically succeed on sense motive checks to catch lies, and are aware of the general emotional state of everyone around you.
    if you are at least level 18 you may expend 30 extra Ki to peer back through the layers of time, learning either the specifics of a past event of which you are aware, or learning the general history of the location.

    Voidness
    Dark: Ninja
    Cost/Upkeep:30
    Activation: swift
    Duration: Upkeep
    Range: 60 ft
    Target: 1creature per level
    Save: will
    Effect:
    You have learned to reach for the inner void, the abscence of thought or desire, and become liken unto it.
    You Project an aura of Vacancy, becoming part of the background, not invisible or undetectable, but irrelevant, unimportant. Each creature within sixty feet must make a will save vs 10+your ninja level+wisdom modifier or dismiss you as unimportant as soon as they see you, treating you as nothing more important than part of the background. and when you are gone, they will forget you were ever there at all.
    Special: A bonus or penalty of up to +/-5 may apply if you are unusually conspicuous, or particularly dressed to blend in.

    Snuff Ki
    Dark: Ninja/Samurai
    Cost/Upkeep: 20
    Activation: Free
    Duration: Instant
    Range: 30ft
    Target: One Creature
    Save: Fortitude
    Effect:
    You can projecting your Ki through your weapon and into the heart of your foe, and in doing so,will it to stop.
    You attempt to use your own Ki energies to crush that of your foe. you must successfully land an attack against your enemy, at which point you expend at least 20 Ki in an attempt to snuff out Their life force. if the target has HD equal to or less than half your level rounded down, they die instantly. if not, they must make a save equal to 10+1/2your level+your Wisdom modifier+the number of Ki over 20 you decide to spend divided by five.

    Last Gasp
    Dark: Samurai
    Cost/Upkeep: all of it.
    Activation: free
    Duration: one round per level
    Range:personal
    Target: you
    Save:no
    Effect:d
    You can push your body beyond all boundaries, flooding your physical form with more energy than it can possibly hold.
    you may apply a bonus equal to one half your level on all rolls and ability scores. gain extra hit points equal to Class level x wisdom modifier, gain Fast healing 4, are under the effect of Haste, and damage reduction 10/- you also do not die if you fall bellow -10 hit points, but can continue functioning until the duration expires, at which point your extra hit points remaining vanish, and if you are below -10 hit points, you die. unlike temporary hitpoints, the extra hitpoints from this jutsu are not lost first.
    You may use any other jutsu or Ki based techniques you wish while this Jutsu is active, the Ki cost is subtracted from your hitpoints.
    the sheer stress of pushing so much Ki through your body is to much for anyone to handle; if you survive, you have no Ki, you take 6 points of damage to all physical ability scores and are left at -1 hit points unless you would otherwise have less. you must roll to become stable as normal.

    Mandate of Heaven
    Dark: Monk(Dedicate background)
    Ki cost; 30 ki
    Duration; Instantaneous
    Effect
    Heaven is the source of order. You have asked the Clestial Kami to bring order to the disordered.
    Make a Cha check. That is the will save for this jutsu. Chaotic creatures in 60ft take 1d8 lawful damage per 2 HD(will save for half). Inaddtion, undead are affected as if you used a turning attempt as a cleric of your level. Extraplanar creatures are banished(will save negates). In order to use this jutsu, the monk must be purified according to Shinto, be sworn to a lawful algined athourity that takes it's mandate from the emporer, and must proform relgious rites after using the jutsu. If you fail to perfrom rites within twenty four hours of using this jutsu, you gain a negative level which can only be removed by said rites.

    High Ritual of the Herb Kami
    Dark: Monk (Miko)
    Cost: 50
    Activation time: 24 Hours
    Duration: Instant
    Range: Touch
    Target: Blessed Herbs grown in the inner sanctum of a temple, tended by the Miko, and prayed over daily, worth at least 2,000 Gp
    Saving Throw: no
    Effect:
    Tending the plant from the time it was just a seed, you nurture the Spirit within, until it is a king among the Kami of Herbs.
    make a DC 25 Cha Check, If you succeed the herbs gain the following effect: These herbs may be placed in a blessed censure and burned during the blessing of a building, this provides the effect of the Hallow spell, Heightened to 9th level, with the spell Bless attached.
    These rare and powerful herbs are used only when consecrating a new temple, or for blessing the palace or grave of the emperor, they are prepared and blessed only by the High Priestess, the Head Miko of the Imperial Temple in the Capital City.

    Last edited by madock345; 2012-06-26 at 01:10 PM.
    I can be friendly whenever I wish, Alas for you, wishing to be intelligent does not make it so.

    My Ninja and its Setting also, My Samurai P.E.A.C.H!

  2. - Top - End - #2
    Halfling in the Playground
     
    OldWizardGuy

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    Nov 2010
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    NW USA
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    biggrin Re: Fuedal Japan Setting (3.5) WIP PEACH

    The Ninja
    Spoiler
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    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
    |
    4
    |

    3rd|
    +2
    |
    +1
    |
    +3
    |
    +3
    | Ki Strike |
    +0
    |
    2
    |
    6
    |

    4th|
    +3
    |
    +1
    |
    +4
    |
    +4
    | , Uncanny Dodge |
    +0
    |
    3
    |
    8
    |

    5th|
    +3
    |
    +1
    |
    +4
    |
    +4
    | Ki Focus, Focused Striking |
    +1
    |
    4
    |
    10
    |

    6th|
    +4
    |
    +2
    |
    +5
    |
    +5
    | Jutsu (least or lesser) |
    +1
    |
    5
    |
    12
    |

    7th|
    +5
    |
    +2
    |
    +5
    |
    +5
    | |
    +1
    |
    5
    |
    14
    |

    8th|
    +6/+1
    |
    +2
    |
    +6
    |
    +6
    | Channel Ki, Improved Uncanny Dodge |
    +1
    |
    6
    |
    16
    |

    9th|
    +6/+1
    |
    +3
    |
    +6
    |
    +6
    | Improved Evasion |
    +1
    |
    6
    |
    18
    |

    10th|
    +7/+2
    |
    +3
    |
    +7
    |
    +7
    | |
    +2
    |
    7
    |
    20
    |

    11th|
    +8/+3
    |
    +x3
    |
    +7
    |
    +7
    | Jutsu (least, lesser, or Greater)|
    +2
    |
    7
    |
    22
    |

    12th|
    +9/+4
    |
    +4
    |
    +8
    |
    +8
    | Ki Healing |
    +2
    |
    8
    |
    24
    |

    13th|
    +9/+4
    |
    +4
    |
    +8
    |
    +8
    | |
    +2
    |
    9
    |
    26
    |

    14th|
    +10/5
    |
    +4
    |
    +9
    |
    +9
    | |
    +2
    |
    9
    |
    28
    |

    15th|
    +11/+6/+1
    |
    +5
    |
    +9
    |
    +9
    | |
    +3
    |
    10
    |
    30
    |

    16th|
    +12/+7/+2
    |
    +5
    |
    +10
    |
    +10
    |Jutsu (Least, Lesser, Greater, or Dark)|
    +3
    |
    10
    |
    32
    |

    17th|
    +12/+7/+2
    |
    +5
    |
    10
    |
    +10
    |Timeless body|
    +3
    |
    11
    |
    34
    |

    18th|
    +13/+7/+2
    |
    +6
    |
    +11
    |
    +11
    | |
    +3
    |
    11
    |
    36
    |

    19th|
    +14/+9/+3
    |
    +6
    |
    +11
    |
    +11
    | |
    +3
    |
    12
    |
    38
    |

    20th|
    +15/+10/+5
    |
    +6
    |
    +12
    |
    +12
    | |
    +4
    |
    12
    |
    40
    |

    [/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; 2012-06-24 at 08:25 PM.
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  3. - Top - End - #3
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    OldWizardGuy

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    Martial Arts
    characters begin at level one with one martial art known, and may choose to learn a new one at levels 5, 10, and 15.
    if they do not choose to learn a new martial art, they can instead "invest" in one already known. this represents that they have spent the time it would take to learn a new martial art to perfect their skill in one they already know.
    your level in a martial art is counted from the level that you learned it, not your character level, thus, if you choose to learn a new martial art at every opportunity at level twenty you would have 20 levels in the first, 15 in the second, 10 in the third, and 5 in the fourth.

    Karate: A well rounded martial art. It focuses on hand to hand, mostly Strikes.
    Restricted to: Monks, Ninja
    Spoiler
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    Extended Description:
    Spoiler
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    Karate is a generic term for the various kick/punch arts which originated in Okinawa and Japan. Karate is a Japanese word that translates into English as, “empty hand.” It is a martial art of unarmed self-defense in which directed blows of the hands or feet are delivered with special shouts from a poised stance. Karate is related to judo but stresses striking techniques, through kicks and punches, rather than wrestling or throwing an opponent. Karate as a means of self-defense has the oldest history, going back hundreds of years. It is only in recent years that the techniques which have been handed down were scientifically studied and the principles evolved for making the most effective use of the various moves of the body. Training based on these principles and knowledge of the working of the muscles and the joints and the vital relation between movement and balance enable the modern student of Karate to be prepared, both physically and psychologically, to defend himself successfully against any would-be assailant. As a physical art, Karate is almost without equal. Since it is highly dynamic and makes balanced use of a large number of body muscles, it provides excellent all-around exercise and develops coordination and agility.

    Level 1: gain the Improved Unarmed Strike feat, unarmed damage increases to 1d6, -2 penalty to attack and damage rolls with melee weapons.

    Level 3: Strong Block: when fighting defensively or using the Total defense action, you can apply the modifier as damage reduction rather than to your armor class.

    Level 6: Stance: you can root yourself in a martial arts stance as a standard action. so long as you are rooted and take no movement greater than a five foot step in a round, you gain +4 to resist bull rushes, grapples, and trip attacks.

    Level 9: You know how to hit where it hurts, when you confirm a critical hit with an unarmed attack, the target is stunned for one round. your unarmed strikes now deal 2d6 damage

    level 13: your unarmed strikes now deal 3d6 damage.

    Level 20: Your blows are delivered with incredible power. anytime you score a critical hit with an unarmed attack, your target is knocked back 5ft x your strength modifier and stunned for 1d4 rounds.

    Invest I: your strength increases by 2, and your critical threat range for unarmed attacks is doubled this stacks with the improved critical feat.

    Invest II: you gain an extra attack at your base attack bonus when making a full unarmed attack.
    you automatically confirm all critical hits with unarmed attacks. your constitution increases by 2

    Invest III: whenever you use your Strong Block ability, you may choose to split the total damage from a melee attack between you and your opponent, rather than applying DR, your unarmed attacks get x3 damage on a critical hit, Your unarmed attacks bypass hardness lower than 20, your constitution and strength increase by 2.


    Ninjutsu: The classic art of the Ninja. An amalgam of techniques and skills pulled from many other martial arts. Ninja who take this Martial Art lack some of the versatility they might otherwise have, but excel in their major skills.
    Restriction: Ninja

    Spoiler
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    Level 1: Gain the Dodge Feat, You may add your intelligence modifier to your Initiative checks.

    Level 2: You make all Jump Checks as though you had a running start.

    Level 4: Double your ranged increment for thrown weapons.

    Level 7: Joint Lock: anytime you win a Grapple Check, deal damage equal to your unarmed strike.

    Level 9: when using the Total Defense action, you may add your intelligence modifier to your armor class.

    Level 11: Vital Area: if you score a critical Hit on an attack where you applied precision damage, the target must make a fortitude save vs. damage dealt or be stunned for one round.

    Level 17: Slip Through: whenever an opponent misses you with an attack, you may choose to move through their space without making a tumble check or provoking an attack of opportunity.

    Level 20: Bend like a reed in the Wind: whenever you would take damage roll a d10. if you get a 10, you avoid the attack. this does not apply when you are denied your dexterity bonus to armor class.

    Invest I: +2 Dexterity, you may designate one small weapon (Dagger, Sap, Shuriken, sling, etc...) per point of Int modifier as being "Specially Hidden," your specially hidden weapons can be retrieved as a free action and can never be found with a search check, unless the person making it has senses beyond the ordinary.

    Invest II: +2 Intelligence, Double Jointed: you can pull your joints out of their sockets, and over-extend them. you may elect to give yourself a bonus to an escape artist check or tumble check by taking 1d4 damage per 2 points to be added,

    Invest III: +2 Dexterity +2 Intelligence, Wide Open: once per round, you may make an attack of opportunity on an enemy who has just missed you with a melee attack. Skill Mastery: Choose a number of skills equal to 3+ Int modifier. you may always take 10 with these skills, regardless of circumstances.


    Path of the Crimson Cloud
    Restriction: Samurai and Ninja Class only
    Restriction: Once chosen, you must invest in this martial art at each opportunity. If you fail to invest a martial art, you cannot progress any further.
    The Crimson Cloud is a formidable and difficult to master martial art. It pushes it's user beyond normal human limits, and yet, the greatest Practitioners know only fourteen of the fifteen forms. And these are formidable enough.

    Spoiler
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    1st level; The First Form of the Crimson Cloud, Red Mist. This is a simple form, that increases blood-lust. You gain a bonus to attack rolls equal to 1/4 the damage you deal with swords for one round.

    3rd level; The Second Form, Bleeding Mist. anytime you deal damage, you deal a bonus 2 damage for 2 rounds. This effect stacks and has a upper limit of your LV+Con mod.

    5th; The Third Form, Cover with Red Mist. By spending 5 KI, you create a 20ft by 20ft cloud of fog. Targets inside the cloud take a penalty to AC equal to your Str Mod.

    7th Level; The 5th Form, Mist Edge. When striking from or in the effect of Cover with Red Mist, you deal extra damage equal to your Con plus your Str mod.

    9th level; The sixth form, Mist Blade. When inside the effect of Cover with Red Mist, you resolve melee attacks as touch attacks.

    11th level; The 8th form, Red Fog. This abillity is identical to Cover with Red mist, but the penalty increases to Str mod+Con mod, and it's treated as solid fog to everyone but you. This ability costs 10 Ki.

    13th level; The 9th form, Bleeding Devil. Your attacks cause the target to bleed to 1/2 the damage it took the next round, and 1/4 the damage the round after that. This ism a upgrade of Bleeding mist, but does not replace it.

    15th level; The 10th form, Red Fog Dragon. You increase your melee reach by 10ft, and make a addtional attack at your highest base attack bonus inside the Red Fog.

    17th level; 12th Form, Crimson Dragon Rampage. This abillity costs 30 Ki and for you to be in a Crimson Mist. You may make a full attack against every target in reach.

    19th level; The 13th form, Crimson Lighting. This abillity costs 25 Ki and can only be used as a charge attack. You may move up to your base land speed times your Con mod. You deal a extra 10d12 Electricity damage, as you are moving at speeds that allow for massive static build up and discharge.

    20th level; The 15th Form, Crimson Devouring. When you deal damage inside the Crimson Mist, you are healed for as much damage as you inflicted.

    Investment I; The fourth form, Bloody mist. Every time you deal damage, the area of the cloud increases by 5ft.

    Investment II; The 7th form, Hidden in the Bloodmist. While inside any of your mist abillities, you gain total concelment.

    Investment III; Crimson Cloud. The Ki cost to activate is 20. This is identical to Red Fog, but every other creature inside the fog takes damage equal to your attack every round.

    Special: Samurai Only:
    Invest IV; the 14th form, Crimson Dragon Slashing through the Clouds. You may make a attack in a 15ft cone, with a Ref save equal to your Attack roll for half damage.

    Epic Levels:
    The 15th form, Crimson Typhoon. The power of this Form is almost unparralled. Those who seek to master this final form realize that it's broken into four stages, each containing but a part of the whole.

    Level 21:, Gathering the Storm. They requires you to make full attacks that deal damage. For every 10 damage that you deal, you gain 1 Crimson Ki point, which is storing in a special pool, seperate from your normal Ki, and decays at thge rate of 1 per minute.

    Level 24:, Summon the Winds. You use Crimson Ki to enhance your physical state. Each point spent enhancing your physical state gives you a +2 Ki bonus to Str and Con for 3 rounds. Your Speed increases by 5ft for every point spent, and your HP increases by 3 for every point spent.

    Level 27:, Crimson Downpour. You need to have a Str score of 40 to use this Form. Move up to your speed. Make a full attack aginst every possible target in reach, and treat any hits as confirmed criticals.

    The few that reach Crimson Downpour, never dream of the final step. Only one mortal has ever reached this level of mastery, and even the Kami and Gods fear him.

    Level 30:, Crimson Judgement. This requires a Str score of 80 to use, and costs 20 Crimson Ki. This abillity has a range of 50ft per HD. Take your HD and make that many full attacks aginst everything in range. This bypasses incorpralilty, DR, Regeneration, Hardness and force efects. The user takes 30d10 damage from the incridible strain this form takes on their body.




    Chaste Master

    This Martial art is built off the supression of the base urges, that also tend to waste vital Ki energies. While the personal sacrfices of this martial art are considerable, the power it can unlock is beyond most peoples compherhension. This martial art has two paths. One, many Noble Warriors embark on, and is a paragon of physical might. The other one is a path trod by monks, who establish a reputation as powerful mystics.

    The Samurai's path.

    Spoiler
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    Level 1; They gain Vow of Chastity as a bonus feat. In addtion, they gain Ki equal to their Str mod plus their Con mod each time they advance a level. If they lose the Benifits of Vow of Chastity, they lose this martial art.

    Level 3; The First use a Chaste Warrior has for the Art is; Petals on the Moonlight. By spending 3 Ki, The opponet they're targeting is considered flanked.

    Level 5; The Next use is; Moonlit Shadow. The User spends 5 Ki and makes a bluff check opposed by the targets spot check. If the Chase warrior wins, they may move behind the target, and the target belives that the chaste master hasn't moved. This allows the Chaste master to treat the target as flatfooted.

    Level 7; A intresting use of the Chaste master is that they tend to heal fast. They gain Mind over Body as a bonus feat.

    Level 9; A shadow of the ultimate move, Moonshadow blade is a formidable attack. By spending 10 Ki, the user treats the weapon they're using for the attack as a brilliant energy weapon.

    Level 11; The Chaste master learns a powerful defencive move, Armor of Chasity. This has a upkeep of 5 per round, and gives the Chaste master DR5/X. X equals their Wis mod plus their Con mod.

    Level 13; The Chaste Master has learned to use Ki more effectivly. All the costs of Jutsus are decreased by their Wis mod, to a minimum of 1.

    Level 15; The Chaste Master has learned a move known only to a select few martial artists. Moonbeams Slice Though The Night Air. They may make a attack out to 50ft. The attack deals 2d8 force damage per HD and bypasses all hardness and DR. This abillity costs 30 Ki, and cannot be used again for 3 rounds.

    Level 17; The Chaste Master can heal extremely rapidly if they choose to do so. They can activate fast healing X with a upkeep of 10 Ki. X equals their Wisdom modifer.

    Level 19; The Chaste Master is capable of feats that few others can dream of. They're busy dreaming of other things. Things you have put completly behind you. Yup, completly behind you.... In anycase, a Chaste Master gains immunity to charm and phantasm spells and effects.

    Level 20; A chaste Master can reach physical and spirtual perfection. They are able to use 50 Ki to unleash a special state called Chaste Ascendance. This state lasts for 3+Wis modifer rounds, and while it lasts a Chaste master's rolls gain a +10 perfection bonus.

    Investments;
    Invest 1; The Chaste master has just begun their path. They may spend any number of Ki to gain 1/2 that as a dodge bonus for a number of rounds equal to their wisdom modifer.

    Invest 2; The Chaste Master can empower all they do with the power of chasity. By spending any number of Ki points, they gain that as a perfection bonus to saves or skill checks.

    Invest 3; The Chaste Master is sometimes called a chaste monster, for the truely monstrus amount of Ki they posscess. The Chasity bonus to their Ki pool increases to Wisdom modifer times Con modifer per level. This is retroactive.

    Invest 4; The Chaste Master is a true monster when it comes to Ki. They regain X Ki per minute. X equla their con mod.


    Chaste Master

    Monks Path

    The Chaste Hermit is a Chase Master who has learned to apply the Ki he is no longer wasting to enhance his or her mental abllilties. These go far beyond several common Monk Justsus, but are draining on the Monks Ki.
    Spoiler
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    1st; They gain Vow of Chastity as a bonus feat. In addtion, they gain Ki equal to their Wis or Int mod plus their Con mod each time they advance a level. If they lose the Benifits of Vow of Chastity, they lose this martial art.

    3rd; The First Use for this art is a two fold one. They may use Ki in place of power points, and gain a manifester level equal to their level -2. They Learn the Empty Mind, Mind Thrust and Biofeedback Powers. When they gain this abillity, they choose either Wisdom or Intelligence. This determines the Save Dc's for the powers.

    5th; They learn the Astral Construct, Object Reading, Psionic Levitate and Painful Strike powers.

    7th; They learn the Mental Barrier and Inflict Pain powers.

    9th; They have larned to enhance their blows with Psionic Energy. They gain Psionic Fist as a bonus feat.

    11th; They learn the Aura sight and Inertial Barrier powers.

    13th; They have learned how to Focus their mental energies more easily. They gain Psionic Medatiation as a bonus feat.

    15th; They Learn the Crisis of Breath and Empathic Feedback powers.

    17th; They're fists can channel a lot of Psionic energy. They gain greater psionic fist as a bonus feat.

    19th; The Learn the Death Urge power.

    20th; They can unleash huge amounts of Psionic power. They learn the Ultrablast and Energy Missile powers.

    Invest;
    Invest 1; Pick a Psion Disipline. You may learn 1 power from that displine every 3 levels.

    Invest 2; The Chaste Master is sometimes called a chaste monster, for the truely monstrus amount of Ki they posscess. The Chasity bonus to their Ki pool increases to Wisdom modifer times Con modifer per level. This is retroactive.

    Invest 3; The Chaste Master is a true monster when it comes to Ki. They regain X Ki per minute. X equals their con mod.
    Last edited by madock345; 2012-06-30 at 08:21 PM.
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  4. - Top - End - #4
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    Fearan's Avatar

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    Default Re: Fuedal Japan Setting (3.5) WIP PEACH

    As is, your setting supports possibility of building a Samurai with a peasant or merchant origins, which is "err, what?" in a Feudal Japan. Samurai is actually a noble class. You can remove the problem by renaming your fighting class to "bushi", which is simply "a warrior". This will let your player build both a samurai (daisho-wielding warrior, or mounted archer) and low-class fighter like a peasant with a spear or maybe even a teppo (crude firearm).
    Next, monks. Do you mean "kung-fu-fighting, monastery-living monks", or "ritual casting, spirit sealing Shinto priest-like monks"?
    By the way, are you familiar with L5R?
    English isn't my native. Sorry for all misunderstandings.
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  5. - Top - End - #5
    Barbarian in the Playground
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    Default Re: Fuedal Japan Setting (3.5) WIP PEACH

    Quote Originally Posted by Fearan View Post
    As is, your setting supports possibility of building a Samurai with a peasant or merchant origins, which is "err, what?" in a Feudal Japan. Samurai is actually a noble class.
    Only if he was basing his setting on the Edo Period and cleaving exactly to the letter to the mibunsei social divisions. But maybe that's not what he's doing. Heck--the actual Edo Period didn't live up the ideals and strictures that supposedly defined it.

    Also, bushi and samurai are near-synonyms that were simply used in different time periods to designated individuals from families/clans that were traditionally martial. A "neutral" term for a warrior (without confusion about class designation) would musha.

  6. - Top - End - #6
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    OldWizardGuy

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    Default Re: Fuedal Japan Setting (3.5) WIP PEACH

    I do understand that a peasant samurai would be an oddity, which is why I adressed it like this :
    a Peasant may distinguish himself somehow enough to earn the favor of a samurai lord
    Agreed, this would be very unusual. but it is certainly possible, and gives good flavor and role-play possibilities. On the other hand, I am not an expert in Edo period Japan. My knowledge in the area comes from lifelong casual interest, and far too much anime for my brain to resemble that of an ordinary human. (Ruroni Kenshion is actually quite cultural, if you read the manga...)

    If this would be truly impossible in actual Japan, rather than just highly unlikely, I'm sorry.

    Next, monks. Do you mean "kung-fu-fighting, monastery-living monks", or "ritual casting, spirit sealing Shinto priest-like monks"?
    By the way, are you familiar with L5R?
    Mostly the former, Because this setting is supposed to be low-magic and martial arts based. something like the shaolin monks we have, but a little flavor of the latter. they will be the most Ki intensive class, which is why I am saving them for last, so I can have all the Kinks in the system worked out.
    Last edited by madock345; 2012-06-17 at 08:57 PM.
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  7. - Top - End - #7
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    NecromancerGuy

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    Default Re: Fuedal Japan Setting (3.5) WIP PEACH

    Try Ranger with no spellcasting. Everyone needs a wilderness expert. Or maybe refluff the spells as special tricks he picked up?

    And you forgot the barbarian. Those would have existed, sure, few and far between, and mostly in the north, but they would have been there.

    Also, Binder, or something close to it. Instead of vistiges? They beg for favors from the kami.
    Power restored for christmass. I'm back!

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  8. - Top - End - #8
    Halfling in the Playground
     
    OldWizardGuy

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    Default Re: Fuedal Japan Setting (3.5) WIP PEACH

    Jutsu Are Here! a vastly improved list with entries for all the classes and a system to keep weak jutsu relevent at higher levels.

    3 new Backgrounds added also

    I will start working on Martial Arts and Samurai soon, anyone with Jutsu ideas is encouraged (ie. Begged) to post them, I need some more.

    anyone who is familiar with martial arts is likewise encouraged to post ideas for those.
    I can be friendly whenever I wish, Alas for you, wishing to be intelligent does not make it so.

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  9. - Top - End - #9
    Ogre in the Playground
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    Default Re: Fuedal Japan Setting (3.5) WIP PEACH

    You may want to take a look at what Pathfinder has done with the monk.

    Also, if there's a concern about evil samurai not meeting the code, the easy thing to do is just make the code closer to what historical samurai codes looked like. There was a lot less emphasis on compassion, and many versions had no notion of avoiding harm to innocents. This comes up in some versions of the Tale of the Forty Seven Ronin, where the fact that they tried to avoid harm to bystanders is seen as something worth pointing out.
    My homebrew:

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    Completed:
    ToB disciplines:

    The Narrow Bridge
    The Broken Blade

    Prestige classess:
    Disciple of Karsus -PrC for Karsites.
    The Seekers of Lost Swords and the Preserver of Future Blades Two interelated Tome of Battle Prcs,
    Master of the Hidden Seal - Binder/Divine hybrid
    Knight of the Grave- Necromancy using Gish



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    Default Re: Fuedal Japan Setting (3.5) WIP PEACH

    When I have stable access to a compter, I'll write up a set of jutsu for the dedicate background. Hello begging to Kami
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    OldWizardGuy

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    Default Re: Fuedal Japan Setting (3.5) WIP PEACH

    Sample martial art is posted! note that the number of abilities and the levels they are aquired at will not be the same for each martial art, it entirely depends when it is appropriate and how versatile the martial art is.

    Grimsage: I look forward to it! I'm afraid I couldn't really look into a binder variant, I have never done anything with that class...

    Joshua: I added a paragraph in the code section that I hope will adress this, along with some other issues that were raised.
    Last edited by madock345; 2012-06-20 at 09:05 PM.
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    NecromancerGuy

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    Default Re: Fuedal Japan Setting (3.5) WIP PEACH

    Posting from my Ipod, have a pair of capstone Jutsus. Also, they're going to be monk dedicate jutsus. Also, god/Kami, same thing, right?

    Mandate of Heaven
    Dark Monk(Dedicate background) Jutsu
    Ki cost; 30 ki
    Duration; Instantaneous
    Effect; Heaven is the source of order. You have asked the Clestial Kami to bring order to the disordered.
    Make a Cha check. That is the will save for this jutsu. Chaotic creatures in 60ft take 1d8 lawful damage per 2 HD(will save for half). Inaddtion, undead are affected as if you used a turning attempt as a cleric of your level. Extraplanar creatures are banished(will save negates). In order to use this jutsu, the monk must be purified according to Shinto, be sworn to a lawful algined athourity that takes it's mandate from the emporer, and must proform relgious rites after using the jutsu.
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    OldWizardGuy

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    Default Re: Fuedal Japan Setting (3.5) WIP PEACH

    Quote Originally Posted by Grimsage Matt View Post
    Posting from my Ipod, have a pair of capstone Jutsus. Also, they're going to be monk dedicate jutsus. Also, god/Kami, same thing, right?
    Added Mandate of Heaven, cause it's awsome, thank you.
    I stuck on a penalty, because the Kami get pretty pissed if you forget to thank them.
    Kami means "spirit" more or less, it is used to refer to the gods, but also to nature spirits and ancestor spirits, and the spirits of like, everything, because Shinto has enough spirits to populate japan all on their own.
    Celestial Kami makes it pretty clear you're talking about the gods though.

    Anyone familiar with martial arts is encouraged to make their own, I will gladly include it.
    Last edited by madock345; 2012-06-21 at 03:31 AM.
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    Default Re: Fuedal Japan Setting (3.5) WIP PEACH

    Back, and now with 25% more jutsu.

    All of these are Monk (Dedicate Background).
    Least
    Blessing of The Resting Kami
    Least. Monk
    Cost: 1
    Activation Time: swift action
    Duration: Instantaneous
    Range: You or Touch
    Target: You or One willing target
    Saving Throw: No
    Effect:
    You have asked the Kami of rest and recovery to look on you or another with favor. Now, they heal faster.
    Make a DC 12 Cha check. If you succeed, the targets natural healing rate is doubled for 24 hours. For every 3 points by which you beat the check, the multiplier increases by 1.

    Protection from the Tainted
    Least. Monk
    Cost: 1
    Activation Time: swift action
    Duration: 1 hour/HD
    Range: You or Touch
    Target: You or One willing target
    Saving Throw: No
    Effect:
    You have prayed to the Kami, and they will protect you from the taint.
    You gain Resist Taint 5 per HD.
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    OldWizardGuy

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    Default Re: Fuedal Japan Setting (3.5) WIP PEACH

    Thankyou! both jutsu added.
    Last edited by madock345; 2012-06-21 at 05:20 PM.
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    Default Re: Fuedal Japan Setting (3.5) WIP PEACH

    No Onmyoji or Miko classes? You could use adept or bard as a base.

    Even in low-magic settings, it's practically taken for granted that priestly types can do non-flashy stuff like tell fortunes, place charms on an area that prevent minor spirits from entering, etc. Though most of the benefits would probably be related to sensing things or diplomancing supernatural creatures. Maybe something to do with removing taint.
    Last edited by Prime32; 2012-06-21 at 08:12 PM.

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    Default Re: Fuedal Japan Setting (3.5) WIP PEACH

    IRL during times of strife, many monasteries would train "sohei" or "warrior monks" to protect the common people & the shogun. think priests with sticks (clerics anyone?), though you may not want divine magic (or any, as you stated, but perhaps for sohei npc's?).

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    Default Re: Fuedal Japan Setting (3.5) WIP PEACH

    Just chiming in to say that Samurai (or Bushi or whatever you're going to call them) should get the most Martial Arts, not the least, and should definitely have access to unarmed fighting techniques. Like anywhere else, Samurai were masters of all combat, not just Katanas.
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    Default Re: Fuedal Japan Setting (3.5) WIP PEACH

    i kinda have to wonder, if samurai get the most martial arts,

    samurai were masters of several forms of combat from armed (katana & wakizashi, spears & polearms, as well as mastery of the bow), mounted combat (they were also experts at firing the bow from horseback), & unarmed combat (i list it last because the other classes emphasize it more because of the social restrictions of their culture).

    to explain more on the social restrictions, none but samurai could bear arms & armor, & none but samurai could train in their class of weapons. while i would agree that they certainly have training in unarmed combat, i would argue that the monks & ninja put more emphasis on unarmed strikes.

    now if you are referring to martial arts for armed combat (like aikido), these should have been taught exclusively to the samurai due to the social restrictions.


    of course, i am unsure as to the exact limitations/ social & class restrictions of the OP's setting, IMO i would run a game with the restrictions being a little less strict than banning all weapons for the masses.

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    Default Re: Fuedal Japan Setting (3.5) WIP PEACH

    I'm not sure I follow. Are you saying that you think Monks and Ninjas should be better at unarmed combat that Samurai simply because Samurai trained with other weaponry and Monks and Ninja could only fight with their bodies?

    Think of it this way:

    A warrior in feudal japan is taught how to fight, spends all of his life learning the arts of war and perfecting his craft. He does not dilute his focus by branching out to master other skills.

    Ninjas, however, seek mastery of acrobatics, infiltration, misdirection, stealth, and thievery. They learn and develop unarmed combat for the purposes of self-defense only, and utilize it as a last resort. They are assassins that kill with poisons or with daggers upon sleeping throats. They are not warriors.

    Monks are more of a fuzzy area. In D&D, Monks are warriors, but historically, that is not necessarily the case. It really depends on what the OP means to do with Monks in his campaign, because they could range from Cloistered Clerics to Binders to Swordsages to Unarmed Brawlers or anything in between. It could make some sense for Monks to be better at Unarmed Combat than Samurai, but only if that is literally all the Monks of his campian setting focus on - mastery of unarmed combat (likely supplemented by supernatural strength).

    But, a Samurai isn't beaten by a Ninja of equal level in a face-to-face, Unarmed Combat duel, not without trickery. Suggesting that something like this should happen regularly is like suggesting that Army Rangers should often lose in unarmed combat contests against gang thugs, because the thugs aren't allowed to train with AK-47s and thus must be better at unarmed combat.
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    Default Re: Fuedal Japan Setting (3.5) WIP PEACH

    no i am not saying the monk/ ninja should be better in a straight match up vs. a samurai, only that due to their limited options they focused more on unarmed combat than the samurai who had a lot more options to choose from.

    samurai were exclusively trained in the arts of war (sword, spear, bow, & horse) while at the same time the only class allowed to possess arms & armor in feudal japan (IRL anyway). i think that from a flavor perspective both the samurai & monk/ ninja deserve their own advantages & disadvantages, say the samurai gain access to higher quality arms & armor (the daisho from the samurai class of oriental adventures fits well with less Ki for the samurai, since the weapons have their own Ki) & martial training, while the ninja/ monk focus on their own areas of expertise.

    EDIT: i made a mistake, the ancestral daisho comes from the samurai class in d20 rokugan campaign setting from L5R, a d20/ 3.X rework for L5R (much better than oriental adventures). anyway, the daisho (paired katana & wakizashi) gain an enchantment bonus based on your character level (+1 @ Lv 4, +2 @ Lv 7...) & a small investment of XP each time it grows stronger.
    Last edited by zorenathres; 2012-06-22 at 04:25 PM. Reason: mistake in facts

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    OldWizardGuy

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    Post Re: Fuedal Japan Setting (3.5) WIP PEACH

    1. Everyone gets the same number of martial arts, one at charecter creation, one at fifth level, one at 10th, and one at 15th (unless they invest)
    2. yes, samurai will be the best in direct combat, they will be the only classes with access to medium or heavy armor, and despite having less ki, should have much more staying power in a fight, (ie. most of their abilities last for multiple rounds, wheres the monk and Ninja's abilities are usually on a Ki per round basis) I think they will end up with a d12 hit dice and damage reduction like barbarians.
    3. Onmyōdō seems more like a class feature than a class, it will probably end up being something monks can learn if they want.
    4. I would love to do something with Miko(s? I'm not sure how to pluralize that), I am a fan (primarily from inuyasha), but I don't know if they are fit for a player class all on their own, it would probably pass muster if Miko are just female Monks, but I would like to find a way to give them a bit more individuality than that.
    5. Non-Flashy almost-magic will be part of the monk class, but I don't think it should be particuarily powerful.
    6. Monks will be more focused on hand to hand, yes, but their are some weapons that they have always been able to use: quarterstaffs, tessen, bows (I think?) and some other traditional weapons. Ninja began as peasants looking for ways to secretly fight samurai, so I don't think they'd be very concerned about weather they were allowed to have weapons or not.

    PS. I just wanna thank all you guys for pitching in, it's nice to see that some more people are intrested in this.
    Last edited by madock345; 2012-06-22 at 05:29 PM.
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    NecromancerGuy

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    Default Re: Fuedal Japan Setting (3.5) WIP PEACH

    Mandate of heaven is flashy, but it also has a explanation. Your asking the gods, and they have listened. And unlike the cleric, you have to do something and undergo a pain in the ass purifcation ceremony just to use it.

    Also, heres some more Favor Justsu. Monk(Dedicate)

    Least Chant of the Herb Kami
    Lesser. Monk
    Cost: 5
    Activation Time: swift action
    Duration: Instaneous
    Range: Herbs touched
    Target: Herbs
    Saving Throw: No
    Effect: You call on the aid of the kami of a healing herb, increasing it's potency.
    Make a Cha check with a DC of 15. If you succeed, the herbs potency increases. The Herbs gain the following; You may target one creature in touch range. Roll a Heal chech and divide the result by 3. They are healed that much HP.

    Ward Aginst the Yokai
    Lesser. Monk
    Cost: 5
    Activation Time: 20 minute ceremony
    Duration: 24 hours
    Range: A 20ft by 20ft by 20ft cube.
    Target: The cube.
    Saving Throw: No
    Effect:
    You have prayed to the Kami to keep the trickster Yokai away.
    Make a Cha check. That determines the Will DC for the Aversion effect. The area is warded witha Aversion effect against Yokai (Fey, some outsiders).

    Ward Aginst the Dead
    Lesser. Monk
    Cost: 5
    Activation Time: 20 minute ceremony
    Duration: 24 hours
    Range: A 20ft by 20ft by 20ft cube.
    Target: The cube.
    Saving Throw: No
    Effect:
    You have prayed to the Kami to keep the restless dead away.
    Make a Cha check. That determines the Will DC for the Aversion effect. The area is warded with a Aversion effect against undead. Mindless undead recive no saving throw, and all undead are affected.

    Blessing of the Hunting Kami
    Lesser. Monk
    Cost: 2 per HD of the Target
    Activation Time: swift action
    Duration: 1 Min per HD
    Range: Creature Touched
    Target: One creature
    Saving Throw: Yes (Harmless)
    Effect:
    You have asked the Kami of hunters to grant a boon to a warrior.
    Make a DC 20 Cha check, but subtract each level about first the target has from the DC. The effect depends on the targets HD.
    1-3HD; The target gains a +2 Morale bonus to attack and damage rolls.
    4-6HD; The Target also gains lowlight vision and scent.
    7-9HD; The Morale bonus to attack and damage rolls is now +4. They also gain a +10 enhancement bonus to their base speed.
    10-12HD; The target also heals for half the base damage they deal.
    13-15HD; The morale bonus increases to +6. Their critical threat range increases by 1.
    16-19HD; While under the blessing, the target also gains DRX/Magic and Jade. X equals their STR mod plus their CON Mod.
    20HD; The Kami of the Hunt greatlly favors the strong. Their critical threat range increases by a addtional 2, and they're treated as rolling the maximum result before critical multipliers.
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    Default Re: Fuedal Japan Setting (3.5) WIP PEACH

    just a note, in L5R & the d20 rogukan campaign setting, there are (in terms of ninja) the peasant ninja, the mystic ninja, & the samurai, who has no class levels in ninja but nevertheless is asked by his lord or clan to perform dishonorable deeds in secret for the benefit of his lord/ clan (many scorpion ninja had samurai levels & posed as samurai in their daily lives).

    many lords would keep several retainers (personal attendants/ guardians to their lord) specifically for the purpose of managing any underworld schemes their lord may be involved in, & of course taking care of problems that cannot normally be dealt with due to limitations of law or face (their lord must appear honorable & lawful at all times in society).

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    NecromancerGuy

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    Default Re: Fuedal Japan Setting (3.5) WIP PEACH

    Now for the Greater Kami Justsus.... Must think of cool things.....

    Restore the Tainted
    Greater: Monk
    Cost/Upkeep: 10
    Activation: A Relgious Purifcation ceremony that lasts 8 hours
    Duration: instant
    Range: Touch
    Target: One creature
    Save: Yes (Harmless if willing)
    Effect; By asking the Kami to remove the taint of dishonor, you can bring peace of mind to others.
    Make a Cha check against DC 20. If you make the DC, the targets Taint score is lowered by 1d4. For every 3 points that you beat the check, a addtional 1d4 taint is removed. If the target is unwilling, and revels in the taint of dishonor, the Cha check also serves as a Will save DC. They take 1d6 Lawful damage for ever point of taint removed. In order to use this ceremony, the target must be ritualy clensed in a complex Shinto ceremony, and recive pardon from both the Kami and a lawful athourity.

    Bind the Yokai
    Greater: Monk
    Cost/Upkeep: 10
    Activation: full round action
    Duration: instant
    Range: 10ft per HD
    Target: A Yokai that you know is in range.
    Save: Yes
    Effect; By making sacred signs and symbols, you bind a yokai so it cannot cause miscief.
    Make a opposed Cha check agianst the target Yokai. If you win, the Yokais supernatural and spell-like abilitys are supressed for 6 hours per HD. If the Yokai wins, you take a -2 penalty to cha by every point you failed. If your Cha reaches 0, you are rended comatose for 1d6 days.

    Bind the Ghosts
    Greater: Monk
    Cost/Upkeep: 10
    Activation: full round action
    Duration: instant
    Range: 10ft per HD
    Target: A Undead that you know is in range.
    Save: Yes
    Effect; By making sacred signs and symbols, you bind the Restless dead so they cannot cause harm.
    Make a opposed Cha check agianst the target Undead. If you win, the undead is a corpse for 1 hour per HD. If the Undead wins, you take 1 con damage for ever 3 points you failed.

    Banish Yokai
    Greater: Monk
    Cost/Upkeep: 10
    Activation: full round action
    Duration: instant
    Range: 10ft per HD
    Target: A Yokai that you know is in range.
    Save: Yes
    Effect; By making sacred signs and symbols, you banish a yokai back to the night world
    Make a opposed Cha check agianst the target Yokai. If you win, the Yokai is banished back to the night world. If you fail, you must do the Yokais bidding for 1 hour for each point you failed by.

    Lay the Dead to Rest
    Greater: Monk
    Cost/Upkeep: 10
    Activation: full round action
    Duration: instant
    Range: 10ft per HD
    Target: A Undead that you know is in range.
    Save: Yes
    Effect; By making sacred signs and symbols, you return the Restless dead to their graves
    Make a opposed Cha check agianst the target Undead. If you win, the undead is permently dead. If you lose, you take 1d4-2 taint per HD of the Undead you were attempting to lay to rest.
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    OldWizardGuy

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    Default Re: Fuedal Japan Setting (3.5) WIP PEACH

    zorenathres: Huh, thats pretty cool, I'll have to think of someway to incorporate that.

    Grimsage: all of the jutsu you posted up are now included.
    I took your herb one and kind of ran with it after i got to thinking about Miko...
    there is now a Miko-only herb-based Jutsu for each jutsu level.
    thanks for the Herb Idea.
    and thank you Prime32 for making me consider how to include Miko.
    gotta love those shrine girls.
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    Default Re: Fuedal Japan Setting (3.5) WIP PEACH

    I'm doing something similar over at the BG forums if u wanna compare notes. I've had to do a lot of research for it
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    OldWizardGuy

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    Default Re: Fuedal Japan Setting (3.5) WIP PEACH

    The Ninja now lives in this thread, with a few minor changes. the only one of which anyone else will probably notice is that Ki Healing is now a purely reflexive ability, you can no longer use it at will.

    Oh, and a very major change, which is that you can now select from three distinct paths of ninja at level one, giving you different bonus abilities at levels 3 and 10 and a different kind of damage progression, depending on your fighting style. I think they are balanced against eachother fairly well, but balance is not my expertise. if anyone sees anything wrong with that I would love to know.

    Everything above Game Rule Information is over a year old, from before I even decided to make more than one class, and needs to be re-written. But other than that, and the new changes, I think it's about done. Of course I might be wrong, and if i am, please tell me.
    Last edited by madock345; 2012-06-23 at 01:34 AM.
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    Default Re: Fuedal Japan Setting (3.5) WIP PEACH

    Read a oriental themed manga recently, so here's a pair of little somethings.

    Martial Art; Path of the Crimson Cloud . Fighter Class only.

    The Crimsion Cloud is a formidable and difficult to master martial art. It pushes it's user beyond normal human limits, and yet, the greatest practions know only fourteen of the fifteen forms. And these are formidable enough.
    However, once chosen, you must invest all your martail arts into this skill. If you fail to invest a martial art, you cannot progress any further.

    1st level; The First Form of the Crimson Cloud, Red Mist. This is a simple form, that increases bloodlust. You gain a bonus to attack rolls equal to 1/4 the damage you deal with swords for one round.

    3rd level; The Second Form, Bleeding Mist. Everytime you deal damage, you deal a bonus 2 damage for 2 rounds. This effect stacks and has a upperlimit of your LV*Con mod.

    5th; The Third Form, Cover with Red Mist. By spending 5 KI, you create a 20ft by 20ft cloud of fog. Targets inside the cloud take a penalty to AC equal to your Str Mod.

    7th Level; The 5th Form, Mist Edge. When striking from or in the effect of Cover with Red Mist, you deal extra damage equal to your Con plus your Str mod.

    9th level; The sixth form, Mist Blade. When iside the effect of Cover with Red Mist, you resolve melee attacks as touch attacks.

    11th level; The 8th form, Red Fog. This abillity is identical to Cover with Red mist, but the penalty increases to Str mod+Con mod, and it's treated as solid fog to everyone but you. This abillity costs 10 Ki.

    13th level; The 9th form, Bleeding Devil. Your attacks cause the target to bleed to 1/2 the damage it took the next round, and 1/4 the damage the round after that. This ism a upgrade of Bleeding mist, but does not replace it.

    15th level; The 10th form, Red Fog Dragon. You increase your melee reach by 10ft, and make a addtional attack at your highest base attack bonus inside the Red Fog.

    17th level; 12th Form, Crimson Dragon Rampage. This abillity costs 30 Ki and for you to be in a Crimson Mist. You may make a full attack against every target in reach.

    19th level; The 13th form, Crimson Lighting. This abillity costs 25 Ki and can only be used as a charge attack. You may move up to your base land speed times your Con mod. You deal a extra 10d12 Electricity damage, as you are moving at speeds that allow for massive static build up and discharge.

    20th level; The 15th Form, Crimson Devouring. When you deal damage inside the Crimson Mist, you are healed for as much damage as you inflicted.

    Invested;
    5th level; The fourth form, Bloodly mist. Every time you deal damage, the area of the cloud increases by 5ft.

    10th level; The 7th form, Hidden in the Bloodmist. While inside any of your mist abillities, you gain total concelment.

    15th level; Crimson Cloud. The Ki cost to activate is 20. This is identical to Red Fog, but every other creature inside the fog takes damage equal to your attack every round.

    20th level; the 14th form, Crimson Dragon Slashing through the Clouds. You may make a attack in a 15ft cone, with a Ref save equal to your Attack roll for half damage.
    Last edited by Grimsage Matt; 2012-06-24 at 10:29 PM.
    Power restored for christmass. I'm back!

    Spoiler
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    dragonflycave.com/newpay.aspx][/url]


  30. - Top - End - #30
    Halfling in the Playground
     
    OldWizardGuy

    Join Date
    Nov 2010
    Location
    NW USA
    Gender
    Male

    Default Re: Fuedal Japan Setting (3.5) WIP PEACH

    Grimsage: Awsome! I actually really like this, although I'm considering putting some kind of restriction on it because it's kind of powerful.

    The Samurai now exists!
    Last edited by madock345; 2012-06-26 at 02:38 AM.
    I can be friendly whenever I wish, Alas for you, wishing to be intelligent does not make it so.

    My Ninja and its Setting also, My Samurai P.E.A.C.H!

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