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| Raiziel0706-21-05, 02:05 AM | This is my first post ever, so I can't promise anything worthwhile. I was inspired to make a class based on the Ninjas from the Anime Naruto. I didn't want it to be too over complicated, so I couldn't make it too true to the show, but what I aimed for was an Illusionist/Elementalist/Rogue. I'm not including a spell list because I thought that would be the best way to leave some flexibility to altering the class. I need a little help nailing down a few particulars, as I dont know quite how to fairly balance it. Here we go: Abilities: Dex is important to a ninja for avoiding damage in a battle. Int is also important as the spellcasting an jutsu learning is based on PC's Int. Just about anything is useful to a ninja other than Cha as it is a battle focused class. Alignment: Any HD: d6 Table: BAB:Average FortSave:Poor RefSave:Good WillSave:Poor Special------------------------------------Spell Level 1 Eschew Materials, Lesser Silent Spell------- 0 and 1 2 Improved Unarmed Strike(monk) 3 Slow Fall 20 4 Quick Draw-----------------------------------2 5 Toughness, Slow Fall 30 6 Fast Movement(barbarian)---------------------3 7 Slow Fall 40 8 Weapon Finesse------------------------------4 9 Evasion, toughness, Slow Fall 50 10 Combat Casting--------------------------------5 11 Slow Fall 60 12 Improved Evasion------------------------------6 13 Slow Fall 70 14 Toughness------------------------------------7 15 Uncanny Dodge, Slow Fall 80 16-------------------------------------------------8 17 Slow Fall 90 18 Improved Uncanny Dodge----------------------9 19 Slow Fall Any 20 Toughness Class Skills: Balance, Climb, Concentration, Escape Artist, Hide, Jump, Listen, Move Silently, Search, Spellcraft, Spot, Survival, Tumble, Use Rope Skill Points: (2+Intmod) X4, (2+Int) Weapon & Armor Proficiency: Shuriken, Dagger(any small dagger-like weapon), Katana(bastard sword), Unarmed Strike, Short Sword Padded and Leather Armor Features: Eschew Materials: CkN do not need any of the minor materials for their spells. In the spell description, any component without a specified price is unnecessary. Any arcane focus or major component is still required. Lesser Silent Spell: CkN who become familiar with a jutsu(spell), do not need to use the vocal part of any spell that is equal to or less than 1/3 of their ninja level. All jutsus cast by a CkN have a verbal component if they do not fall into this category. Improved Unarmed Strike: CkN are trained in small arms and close quarted combat, including hand-to-hand, and so deal unarmed damage as a monk. Slow Fall: Also as a monk, a CkN can use a nearby vertical surface to slow down their fall in order to survive. Quick Draw: CkN, trained in small arms, are used to drawing shuriken or throwing knives from pouches that are near at hand on the leg or waist, and so are not penalized for having to draw such a weapon. Toughness: At points in a CkN career, they are tested to gain a higher rank. The ranking system is 1-4 Student 5-8 Genin 9-13 Chuunin 14-19 Jounin 20+ Sannin It is up to the DM to provide a suitable testing scenario for each advancement level. So that the secret to passing can not be taught, the tests are not standardized. An additional rank of Kage exists, but it is also up to the DM to decide if this position opens or if the PC is allowed to attain it. All level 9 spells are considered forbidden jutsu and are only accessible to kages. Fast Movement: CkN are trained to have stamina and endurance, and so can move farther in less time. Weapon Finesse: After years of use in small arms, a CkN learns to use their speed instead of strength to strike an opponent. Evasion: Upon becoming a Chuunin, a CkN learns to anticipate attacks and so is better at dodging them. Combat Casting: After being introduced to combat for a time, a CkN is used to dashing about while performing their hand seals(somatic component), and so is accustomed to casting while on the run. Improved Evasion: The CkN has become even better at evading damage. Uncanny Dodge: After becoming a Jounin and surviving years of combat, a CkN has adapted something of a sixth sense for approching danger and so can dodge it....uncannilly. Improved Uncanny Dodge: etc...etc...etc... CkN do not suffer spell failure percentage while wearing padded or leather armor. CkN jutsus require both hands to do hand seals(the exception is covered in some new feats later in the post) and so must have both hands free to cast. Spells: As said, Im not going to post an end all spell list. Even in the anime, new jutsus were commonly made, and so I will only lay down a loose guideline. CkN specialize in illusionary jutsus and also elemental jutsus. Spells dealing with Fire, Cold, Water, Electricity, Earth, Air, Shadows, Darkness and therefore Light, and other such things are normal, although some spells are more common in different villages. I made an easy clan system by using the Cleric Domains: Air, Earth, Fire, Healing, Plant, Strength, Sun and Water. Clans tend to keep their special Jutsus secret, but a CkN gains access to priviliged information at higher ranks. My system was to gain access to all 1-st lvl clan spells at 9th CkNLvl and the next SplLvl at each class level. Chakra: I made a chakra point system as follows: Chakra Points (CP) = ((IntMod-1)d4 +10) every level. At first level roll the d4's and add 10. At each level add 10 and the new die result to the previous total. Spell cost: Spells cost a number of CP as follows: 0 1 1 2 2 4 3 9 4 16 5 25 6 36 7 49 8 64 9 81 Past 0 and 1st level spells, the cost is just SplLvl^2. Learn Jutsu: I wasn't sure which way to lean on this point. I had wanted an unlimited number of spells able to learn, but I was unsure as to how fair that would be, so just read the rest and any comments would be appreciated. All jutsus must be taught or learned from some sort of scroll, like a wizard. It takes a number of days equal to (its CP cost - CkN's IntMod)(minimum 1) to learn a new jutsu. Special Summons: In the anime, summoning was something of a special jutsu. A ninja first needed to find a contract holder for the type of animal they wished to summon. By signing their name and applying their fingerprints, both in their own blood, the ninja gains the ability to summon from that animal line. The contract holders can only be summoned by another ninja who has already signed the contract, and so summoning can only be taught, not learned from a scroll. Special Summons lower than 4th level are useless in battle and so shouldnt be included as part of the spell list. As a 4th level spell a CkN can summon a small form of the animal. At each level up, the animal gains an additional size factor and all bonuses and penalties of that size. The ninth lvl SpclSummon animal is the king of that animal line and can cast certain spells based on the type of animal it is. Since there is an extensive list of possible summons and spells, this is another place where the DM and player can decide how to customize their version. This spell requires blood from the user, and so the user sustains a point of damage for each SplLvl of the summon. Also, it is possible to summon multiple low level summons using a high level spell similar to the existing summon spells although more flexible with the possible combinations of summons. New Feats: Armed Casting: Prereq-Dex 13 -CkN can cast while holding an object 1lb or lighter. 1/2 Casting: Prereq-Dex 15, Armed Casting-CkN can cast one handed. Fast Seal: Prereq-Dex 17 -CkN can cast all spells that normally take a standard action as a free action but must have both hands free(can not armed cast, or 1/2 cast). This is similar to quicken spell except that it requires the free hands and Dex and does not increase the spell level. Stealth casting: Prereq-Int 13 -this is the name I gave to the ability of the CkN to cast spells without verbal components of well known spells. It is similar to silent spell except that it requires the Int and only works on spells of low levels in regard to the caster level. This is how far I've gotten so far. Any help or suggestions would be extremely appreciated. |
| stealth_monkey06-21-05, 02:13 AM | Your class seems ok so far. However, you may want to look at this: http://boards1.wizards.com/showthread.php?t=356723 One important thing you've forgotten is the exact spell progression (i may have read the class wrong) eg exactly when they gain what level spells. I think this is the most important balance factor, too quick and your class will be very overpowered, too slow and your class will be left in the dust |
| Raiziel0706-21-05, 02:26 AM | ok, added the spl levels. checking out the link you sent. thanks. |