Walker of the Nine Gates [Archive] - Wizards Community

Post/Author/DateTimePost
Aerodyth

08-30-07, 09:20 PM
Well... v1.1 so major tweaking needed. Based around the Kuji Kiri (Nine Cuts) Breathing Technique and various other sources.

(Edits: moved Evasions and Leap around)

Hit Die: d8
Requirements
Base attack: +4
Abilities: Wisdom 14
Skills: Jump 8, Tumble 8, Balance 8
Feats: dodge, mobility

Skill per level: 6+ Intelligence modifier
level BaB Fort Reflex Will Abilities
1 +0 +2 +2 +0 Never ending pool, Leap the clouds
2 +1 +3 +3 +0 Monk & Ninja abilities, Ki power, Gate of Opening
3 +2 +3 +3 +1 Acrobatics 10, Gate of Awareness
4 +3 +4 +4 +1 Great leap, Gate of Blood
5 +3 +4 +4 +1 Acrobatic attack, Gate of Pain
6 +4 +5 +5 +2 Evasion, Gate of Healing
7 +5 +5 +5 +2 Acrobatics 20, Gate of Energy
8 +6 +6 +6 +2 Quivering palm, Gate of Shock
9 +6 +6 +6 +3 Withstand the magus, Gate of Vengeance
10 +7 +7 +7 +3 Acrobatics 30, Improved evasion, Gate Mastery, Gate of Death

Monk / Ninja abilities - a Walker of the Nine Gates’ class level stacks with his monk’s to determine unarmed damage bonus, unarmored speed bonus, and AC bonus and to Ninja’s ghost abilities and unarmored AC bonus (a multiclass Ninja/Monk combines their Ninja, Monk, and Walker levels to determine their AC bonus)

Ki power – a Walker of the Nine Gates must use some of their personal energy or Ki to use some of their class abilities. The unused Ki points are held in a reserve point pool. A Walker adds their class level to their Ninja level to determine their Ki pool. A Walker can also count levels of Monk as Ninja levels for the purpose of determining their Ki pool.

Never Ending Pool – A Walker of the Nine Gates gains the ability to draw more Ki than normally possible. If their Ki pool is empty, they may still expend Ki at the cost of their health. For each Ki point they use after their pool empties, they take 1 point of lethal damage at the beginning of their next turn

The Nine Gates: At each level after the first, the Walker of the Nine Gates can channel theor Ki to push their bodies beyond their normal capabilities. Opening a gate is a standard action that provokes an attack of opportunity. Another gate can only be opened once the Walker of the Nine Gates has opened the one bellow it and met any extra requirements. If more than one gate is opened, the gates lower than the highest cannot close until the highest does and immediately close when it does, incurring all penalties if applicable (an unconscious character cannot be fatigued at the same time.) The bonuses and penalties for opening another gate are cumulative. A Walker of the Nine Gates may close all of their gates as a standard action that does not provoke attacks of opportunity. A Walker may not choose to close one gate at a time; all must close at the same time. If a gate is closed, all penalties are put into effect and all benefits are lost.
Example: a Walker of the Nine Gates who opens the Gate of Pain gains all of the bonuses for a total of +6 to Strength, Dexterity, and Constitution and the same goes for all other effects. Upon the closing of the Gate of Pain, all other gates close, making the character fall unconscious and endures the other penalties in order when they awaken.

Gate of Opening
• Opening: To open this gate, the Walker of the Nine Gates must spend at least 2 Ki point.
• Duration: The Gate remains opened for a number of rounds equal to the Walker of the Nine Gates’ Constitution modifier plus his class level, the Walker wills it closed, or as long as a higher gate is opened
• Cost: 0 Ki points a round
• Bonus: While the gate is opened the Walker of the Nine Gates gains a +1 bonus to Strength, Constitution, and Dexterity. He also gains a +10 bonus to base land speed.
o Additionally, the Walker of the Nine Gates gains the benefit to walk and cling to any surface as if under the spells Spider Climb and Water Walk
• Penalty: When this gate closes, the Walker becomes fatigued (-2 Strength, -2 Dexterity and cannot run or charge) for the remainder of the encounter

Gate of Awareness
• Opening: To open this gate, the Gate of Opening must have already been open for 2 rounds and the Walker must be engaged in combat or be in serious needs of its bonuses (needing to get somewhere faster than normal to save someone) and spend 1 Ki point.
• Duration: The Gate remains opened for a number of rounds equal to the Walker of the Nine Gates’ Constitution modifier plus his class level, until the Walker wills it closed, or as long as a higher gate is opened
• Cost: 1 Ki points a round
• Bonus: The Walker gains another +1 bonus to the physical abilities and +10 to speed.
o The Walker also gains the feat deft strike as a bonus feat as long as he has the gate remain open.
• Penalty: Upon its closing, the walker is exhausted (-6 to strength and Dexterity and moves at half speed. Character becomes fatigued after one hour of rest.)

Gate of Blood
• Opening: In order to open this gate, the Gate of Awareness must be open for at least 2 rounds and the character must be in combat or in serious need to use its bonuses and the Walker must spend half of their remaining Ki points (or 1 Ki point if their pool is empty).
• Duration: This gate closes in a number of rounds equal to his Constitution modifier plus his class level but may be extended at a price of 2 Ki points for 1 round.
• Cost: 3 Ki points a round
• Bonus: The Walker gains a +2 bonus to their physical abilities and a +10 bonus to speed.
o The Walker may use 4 Ki points to gain an additional move action or standard action
o Additionally, the Walker cannot use any skill that requires concentration except for the Withstand the Magus class ability.
• Penalty: When this gate closes, the Walker is paralyzed for 2 rounds (then he is exhausted afterwards.)

Gate of Pain
• Opening: The only way to open this gate from the Gate of Blood is to loose at least a quarter of your maximum hit points.
• Duration: This gate remains open until there is no threat, dire need for it, or for a number of rounds equal to his Constitution modifier plus his class level.
• Cost: 5 Ki points a round
• Bonus: The Walker gains +4 to the physical abilities and +10 to speed.
o His unarmed attacks now deal lethal damage if they do not already.
o Whenever he strikes an opponent with an unarmed attack or Monk Special weapon, he may make a Strength check opposed to the creature hit. For every increment of 5 he wins the check, the foe is pushed back 5ft. If he fails, he backs up 5ft.
• Penalty: When this gate closes, the Walker falls unconscious for 3 rounds (after he regains consciousness, he suffers the penalties from the previous gates.)

Gate of Healing
• Opening: Opening this gate requires the Walker to spend an entire round without moving more than 5 feet or attacking.
• Duration: This gate closes after a number or rounds equal to his Constitution modifier plus his class level.
• Cost: 5 Ki points
• Bonus: Opening this gate gives the Walker an immediate 40 hit points.
o As a full round action the Walker may gain an additional 20 hit points but cannot take no other actions that round.
o He gains DR10/-- and the elusive target feat.
• Penalty: When this gate closes he looses 1 level of this class and the effects of the other gates.

Gate of Energy
• Opening: Opening this gate requires the Walker to reach his max hit points.
• Duration: It closes in a number of turns equal to his Constitution modifier plus half his class level or until all enemies are dead or unable to be attacked
• Cost: 10 Ki points a round
• Bonus: The Walker gains a +5 to his physical abilities and a +20 speed bonus.
o By spending 6 Ki, the Walker may make two additional attacks at his highest bonus as a full round action
o By spending 3 Ki, he may make an additional attack at his highest bonus while attacking as a standard action
o If enemies retreat, the Walker must pursue the one that seems to be the biggest challenge.
o If all enemies are dead or the Walker cannot pursue for some reason, the gate closes.
• Penalty: When this gate closes, he takes a permanent loss of 1 to his physical abilities and Charisma.

Gate of Shock
• Opening: This gate can only be opened if the Walker is facing an opponent or group of opponents whose combined CR equal or is higher than his character level -4 and has had the Gate of Energy open for at least a full round.
• Duration: It closes in a number of turns equal to his Constitution modifier plus half his class level or until all enemies are dead or unable to be attacked
• Cost: 15 Ki points a round
• Bonus: The Walker gains a +5 bonus to his physical abilities and a +20 speed bonus.
o By spending 10 Ki, the Walker may take an additional full-round action but cannot use the weaker form from the Gate of Blood
• Penalty: The Walker looses an additional 1 to his physical abilities and Charisma as well as an additional loss of a level when it closes.

Gate of Vengeance
• Opening: This gate can only be opened if the Walker faces a total CR of opponents greater than his character level +4 and opened the Gate of Shock at least 1 round prior.
• Duration: It closes in a number of turns equal to his Constitution modifier plus half his class level or until all enemies are dead or unable to be attacked
• Cost: 21 Ki points a round
• Bonus: He gains an additional +6 to his physical abilities and +30 to speed.
• His Damage reduction increases to 15/--
• He also gains the Overwhelming Critical feat for all weapons he wields even though he may not qualify for it.
• Penalty: The toll on his body causes him to regress to his childhood physically. He then be remade as a level one character and is considered to be a reborn (see bellow)

Gate of Death
• Opening: To open this gate is to embrace death and may only be opened under that criteria and may be opened the same round that the Gate of Vengeance is and as a full round action.
• Duration:
• Cost: 30 Ki points a round
• Bonus: The Walker gains +8 to his physical abilities and +60 to his speed.
o He no longer moves to the unnoticing eye. All opponents are treated as flat-footed and he no longer provokes attacks of opportunity while moving. All creatures may make a free Spot check each round (DC 35) to negate those penalties
o His DR increases to DR20/--
o He may use spring attack if he has it and move after each attack in a full round attack.
o While using unarmed attacks, he ignores opponent’s DR and object’s harness
• Penalty: When the gate ends, so does his life. A Walker who falls using this Gate is has special rules for coming back to life (see bellow for more)

Physical manifestations
Wind Speed – the wind within a 10ft/gate radius activated increases by 5mph/gate to a max of a 45mph wind within 90ft of the Walker
Physical – nothing overtly noticeable until the Gate of Blood when the skin turns red. At each gate afterwards the skin begins to tear, letting small amounts of Ki to emanate through

Leap the Clouds – at 1th level, the Walker’s jump height and distance is not restricted by his height.

Acrobatics 10 – at 2nd level, the Walker gains a +10 bonus to jump, balance, tumble, and climb and may take 10 even when stress and circumstances would normally prevent it. The bonus increases to +20 at 6th level and +30 at 9th level

Great Leap – at 3rd level, the Walker is always treated as having a running start when jumping and if he has the run feat when jumping (+4 bonus)

Acrobatic attack – at 4th level, as long as the Walker jumps at least 5 feet towards an opponent before attacking, he gains a +2 bonus to attack and damage against that opponent for the next attack.

Evasion – at 6th level, a Walker can use reflex saves to prevent all damage if given a chance to evade half. Failure still deals full damage. If the Walker already has evasion, they gain improved evasion.

Quivering Palms – at 7th level, the Walker may use quivering palms like the monk ability once per day at the cost of 3 Ki points

Withstand the Magus – at 9th level, when the Walker is allowed to make a reflex save against an energy based attack, he may choose to attempt to stop the attack with his Ki. He must have at least one free hand in order to use this ability. He makes a Concentration check DC 1d10+reflex DC against the origin of the attack. If he is successful, he catches the attack with his hands. The attack is compressed into a small sphere in his hand. The Walker may throw the sphere and it acts like the original attack but at a new target, entitling them to the reflex save. He may choose to simply absorb the attack. Roll the damage for the attack and the Walker gains life equal to the damage that would have been dealt, not including evasion. It takes 3 Ki points to use this ability the first time a round and 6 every time afterwards for that round and it must be spent before the outcome of the roll. Only one attempt may be made per attack.

Gate Mastery – At 10th level, the Walker can choose to open up to the first six gates simultaneously, using two consecutive full-round actions, and no other actions, including reflex saves, attacks of opportunity, or talking any other immediate, swift, or free actions.

Improved Evasion – at 10th level, if a Walker fails their reflex save, they take only half damage.

Reborns – the penalty inflicted upon themselves to much for a normal body. After using the Gate of Vengeance, a Walker regresses to a childhood form. They loose all class levels and their physical stats (Con, Dex, and Str) are rerolled. If the rolls are higher than their original scores, take the average of them. They gain a +3 level adjustment. At 1st, 6th, 12th, and 18th level, they regain one feat they previously had if they can qualify for it. They may never again take more than 6 levels in this class again.

Resurrecting a Walker - A Walker during the 9th gate no longer exists. Their spirit blows apart and nothing short of a Wish or Miracle can reform it. The process takes 100 years after the spell is cast. Until then, all resurrection spells fail. Once reformed, if any spell tried to resurrect him, he is resurrected in the place he died. As a Reborn child.
Xeonas

08-30-07, 09:38 PM
An interesting concept, but the penalties for the upper level gates are far too harsh. The last gate ending in death is just fine, but permanently losing class levels and taking permanent ability damage will discourage players from ever going beyond the gate of pain. Also, what's with the regressing to a child and gaining a +3 LA? That basically make the character no fun to play and makes you roll up a whole new character.
rone_leah

08-31-07, 04:25 PM
Okay Rock lee maybe cool and all but naruto is very hard to translate into D&D especialy lee. To convert his abilities to the game because the whole point of pc classes is to help you live through the fight not die with the enemies. In other words Kamakize is not a good tactic in D&D.

I'm not saying the class can't work, just the flavor of the original concept is going to be hack-n-slashed into something different.
Aerodyth

08-31-07, 04:48 PM
An interesting concept, but the penalties for the upper level gates are far too harsh. The last gate ending in death is just fine, but permanently losing class levels and taking permanent ability damage will discourage players from ever going beyond the gate of pain. Also, what's with the regressing to a child and gaining a +3 LA? That basically make the character no fun to play and makes you roll up a whole new character.

Note, however that you can regain feats that you previously had. I just arbitrarily set the LA to +3 to counteract the fact that your Cha, Wis, and Int don't regress. Additionally, I made it so using the upper gates are incredibly harsh for the benefits they give. The gate of Energy gives a total of +13 to the three physical stats and a +60 speed bonus amongst the feats and other abilities and the penalties are made to prevent characters from using them too frequently. Recreating a character also allows a DM to create some interesting plots as former enemies might seek to even an old score while they are weak.

Side note: I actually came up with the idea from a meditation technique that alters the body's Ph levels, increasing a person's speed and strength.
rone_leah

08-31-07, 05:40 PM
Additionally, I made it so using the upper gates are incredibly harsh for the benefits they give. The gate of Energy gives a total of +13 to the three physical stats and a +60 speed bonus amongst the feats and other abilities and the penalties are made to prevent characters from using them too frequently.

Bite of the were-bear gives a total of +26 to the physical stats, in addition to blind fight, power attack, three natural attacks and at the cost of spell slot. No abilitie damage, no fatigue, no exhaustion, you can still cast spells and use any concetration skills you want it has one negative how many times per day you can use it.

Side note: I actually came up with the idea from a meditation technique that alters the body's Ph levels, increasing a person's speed and strength.

Wait you're saying you didn't base this off naruto? I find that hard to believe with the nine gates, turning red, and showing of ki. This screams with Rock Lee.
Aerodyth

09-02-07, 08:40 PM
Bite of the were-bear gives a total of +26 to the physical stats, in addition to blind fight, power attack, three natural attacks and at the cost of spell slot. No abilitie damage, no fatigue, no exhaustion, you can still cast spells and use any concetration skills you want it has one negative how many times per day you can use it.
Let's see... At the Gate of Shock, sure it's only +18 to Str, Con, and Dex; DR10/--; the ability to take two full-round actions, handful of feats and spell-like abilities, and +60 speed, that's not very good or anything is it? If I was to make the first lvl loss temporary and stat loss temporary, would that make it more balanced?

Wait you're saying you didn't base this off naruto? I find that hard to believe with the nine gates, turning red, and showing of ki. This screams with Rock Lee.
Actually it's the Kuji Kiri (Nine Cuts) Breathing Technique. The reason the skin turns red and the body starts ripping itself apart is that the blood fluctuates from acidic to basic, dissolving the veins and skin, bringing the oxygen saturated (and very red) blood closer to the skin's surface and eventually out of it. Since I was running this off Ki, I added an element of the Ki leaking from the wounds (and I have seen the Naruto fight scene to which you referance and I am fairly sure it was based of the same technique or a very similar one as well, hense the similar nature.)
rone_leah

09-03-07, 12:55 AM
Sorry if my earlier post was rude, but I did not know that the ability bonus stacked! Now I don't know how to treat this prc, bear warrior only gives a +20 to strength as a capstone rage ability. This is on an entire different level and your speeds amazing so range won't really matter. I mean casters would have a hard time emulating this class's abilities and that saying something.

Now I have some questions just to see what we're dealing with.
1. Do the ki drains stack like the stat boosts?
2. Is the never ending pool damage negated by the damage reduction?
3. Why oh why do you feel that regressing the character is a balancing factor? People will not take this class if they just get knock back down every time they use one to the class abilities.
Aerodyth

09-03-07, 10:14 AM
No hard feelings. After I responded I wondered if the bonus stacking was clear or not.

1) No, the only things that stack are penalties and bonuses. I had the Ki usage originally independant and stacking but that just got to be annoying. So the cost for each gate is the cost given.
2) My goal was to have the DR subtract from the total amount of damage inflicted upon themselves, but I think that they should take full damage from the Never Empty Pool.
3) Gates Vengeance and Death need to severely penalized and Death is actually more of a DM based decision since they may rule the PC hasn't fulfilled the mental aspect of the opening requirement. Flavor wise, given the insane amount of damage to their vital organs, the only way to survive would be a last ditch effort to revert to a prior form where the damage hasn't occurred.
4) If the lvl loss and ability damage were temporary, say for a week or month would it make it more balanced?
imakuni67

09-03-07, 10:55 AM
One note, move evasion up to 5th level if you are going to do the improved evasion substitution. Improved evasion shouldn't be given before 10th level. Either that or you could make evasion be a requirement and just give improved at 5th level. Also, leap of the clouds should be at first level.
Aerodyth

09-04-07, 05:39 PM
I was origionally going to mke evasion a reguirement but that prevents anyone using the Ninja class from taking all 10lvls as evasion is given at 12th. I see the logic in the movement of the abilities. Thanks.
Prince_of_Parkness

09-06-07, 04:26 PM
No hard feelings. After I responded I wondered if the bonus stacking was clear or not.

1) No, the only things that stack are penalties and bonuses. I had the Ki usage originally independant and stacking but that just got to be annoying. So the cost for each gate is the cost given.
2) My goal was to have the DR subtract from the total amount of damage inflicted upon themselves, but I think that they should take full damage from the Never Empty Pool.
3) Gates Vengeance and Death need to severely penalized and Death is actually more of a DM based decision since they may rule the PC hasn't fulfilled the mental aspect of the opening requirement. Flavor wise, given the insane amount of damage to their vital organs, the only way to survive would be a last ditch effort to revert to a prior form where the damage hasn't occurred.
4) If the lvl loss and ability damage were temporary, say for a week or month would it make it more balanced?

Firstoff: Well done i love the class. To everyone that thinks this is naruto based, well were did u think naruto got the idea, because they didnt make it up.

I think that the penalties are way to high. Id drop them, or give saves to halve or neglect the penalty. Also give them the abiltiy to delay the damage to open the gate by ten minutes. After ten minutes they suffer damage equal to one gate higher than they actually opened (im tired, forgive the cr*p wording, u understabd right?)
This is just