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| #1grey_mu_gammaJul 31, 2009 15:42:04 | This is a class i am making for one of my players, and I need a little feedback. I am starting them at level 3, and this is how far I have gotten. (Not complete) Please send me feedback and if you can tips for paragon paths. This is my first time doing this so, PEACH. Ninja “The Shadows hide you, brother, and your Blade be swift.” Role: Striker. Your attacks are movement based, and your blows precise. You can easily get in and out of a fight without too much damage taken. You are one with your mind and spirit, and you know your limits. You are trained for assassination, so that is what you do. Movement is your major point before you finally land a strike. Power source: Martial and Chi. You have control over Body and Mind. Key Abilities: Dexterity, Strength, Intelligence Armor Proficiencies: Cloth, Leather Weapon Proficiencies: Light Blade, Shuriken, Hidden blades (Pata), and unarmed Bonus to Defense: +1 Reflex, +1 Will Hit Points at 1st level: 11+ Constitution Hit points gained per level: 5 Healing surges per day: 6+Constitution score Trained Skills: Stealth, Acrobatics Class Skills: Choose four of the following skills: Acrobatics, Athletics, Bluff, Endurance, Insight, Perception, Stealth, Streetwise, Thievery, Diplomacy Build Options: Quick Ninja, Brute Ninja Class Features: Nerve Strike, Martial Training Creating a Ninja Ninja’s have three paths to choose from, Tactical Ninja, Quick Ninja, and Brute Ninja. The tactical prefer a battle plan, the quick a fast shot, and the brute a incapacitating blow. Dexterity, Strength and Intelligence are the most important ability scores, but wisdom or constitution couldn’t hurt either. Quick Ninja You are the classic Ninja. You can easily outmaneuver opponents, and within seconds you can land a volley of blows, and still get out before getting knocked over. Dexterity is vital for you, while Intelligence and Constitution could help as well. Suggested Feats: Suggested Skills: Acrobatics, Athletics, Stealth, Thievery, Streetwise Suggested At-Will powers: Suggested Encounter power: Suggested Daily power: Brute Ninja If they are in your way, you kill them. You can destroy anyone in your way with a blow from your katana, or fist. Strength is your big, while Constitution is your strong second, and Dexterity is your third. Suggested Feats: Suggested Skills: Athletics, Endurance, Intimidate Suggested At-Will powers: Suggested Encounter power: Suggested Daily power: Ninja Class Features All Ninja’s profit from these class features. Fade You gain the following Daily Power. Nerve Strike You grab the nerve leading to the neck and shoulder, and knock your opponent out. Daily Power Martial, Sleep, Physic Standard action Melee Touch Prerequisite: You must be trained in stealth. Target: Single Enemy within touch Special: Critical for this attack can be a natural 19 or 20 Attack: Dexterity Vs AC Hit: 1d10+ Dexterity Modifier. Effect: Target is unconscious for 1d4 rounds and weakened. Miss: Deals half damage, and that target gives combat advantage to attackers. Martial Training You gain a +1 to attack rolls with all light blades, +2 to attack rolls with hidden blades, and a +2 to all unarmed attacks. Ninja Arts Training Each Ninja is different and unique; some prefer a subtle dodge, others, a more patient attack. Please pick 1 of the following options that you have learned: Offhand Parry: You gain the following At-Will ability. Offhand Parry Ninja attack? Your hand flies up instinctively, faster than you can blink, blocking the attack while you shift off to the side for the final blow. At-Will Immediate Reaction Personal Trigger: You are missed by a melee attack to reflex Effect: You shift 1 square adjacent to attacking foe. Shadow’s Observance Through long years of study and Meditation, you can take a minor action to find an opponent’s weakness, (Roll 1d20, if 1-5, you take a -2 to attack rolls against them, 6-12 is nothing, 13-16 you gain combat advantage to target, 17-19 you gain combat advantage and +1 to hit on target, 20 you can land critical with -1 to normal critical value to that target). According to what feature you choose to be trained in, you can make certain powers stronger. Powers of the Ninja You know your limits through training and meditation. You are different, this you know. The stronger you become, the more feats and powers you learn that seemed impossible. Level 1 At-Will Exploits 禁 Serpent Feint Bite Ninja Attack 1 You strike, and within the blink of an eye you are off to the side of your opponent. At-Will Martial, Weapon Minor Action Melee weapon Requirement: Must be wielding a light blade Target: One creature Special: Shift 1 square before, or after, you attack. Attack: Dexterity vs. AC Hit: 1[W] + Dexterity Modifier damage. Increase damage to 2[W} + Dexterity Modifier damage at 21st level. 禁 Armpit Strike Ninja Attack 1 You make a quick jab at the opponent’s armpit. At-WillMartial Minor Action Melee touch Requirement: light blade or unarmed Target: One creature Special: Shift 1 square before or after you attack Attack: Strength vs. AC Hit: 1d4 or 1[W] (with dagger) +Strength Modifier Increase to 2d4 or 2[W] (with dagger)+Strength Modifier 禁 Swarm Strike Ninja Attack 1 In a flurry of punches, you drop two opponents. At-WillMartial, Weapon Standard Action Melee Weapon Target: Two creatures Special: Shift one square after attack Attack: Strength vs. AC per creature Hit: 1[W] + Strength Modifier damage to each target 禁 Panther Throw Ninja Attack 1 As your opponent attacks you, you grab their armor and throw them to the ground. At-willMartial Immediate interrupt Melee touch Target: One creature Attack: Dexterity vs. AC Hit: 1d6+Strength modifier damage, and opponent lands one space behind you and is knocked prone. (Save ends) Increase damage to 2d6+Strength modifier damage at 21st level. Miss: Opponent’s attack falls through and you are knocked prone (Save ends) Level 1Encounter Exploits 禁 Bear Claw Ninja Attack 1 As you attack, your weapon appears to multiply. As you hit, multiple gashes appear in the targets chest. EncounterMartial, Weapon Standard Action Melee Weapon Target: One Creature Attack: Strength vs. AC Hit: 1[W] +Strength Modifier Miss: Half damage of 1[W] 禁 Leaping Strike Ninja Attack 1 You jump into the air, high above your opponent, and land a fatal blow. Encounter Martial, Weapon Standard Action Melee Weapon Prerequisite: Must be trained in Acrobatics Target: One creature Special: You gain combat advantage for a turn, and if target is same or smaller size as you, you jump over them, landing on other side of starting point one square away. Attack: Dexterity vs. Reflex Hit: 1[W] +Dexterity Modifier damage. Miss: Target can counter attack if defense less than 3 above attack roll. If so, 1[W] damage + Strength Modifier. If defense is 3 above attack roll, player is knocked prone (Save Ends). 禁 Prey Ninja Attack 1 Ignoring all else, you focus on the target ahead. Nothing can stop you, no target, and no obstacle. EncounterMartial, Weapon Move Action Melee Weapon Prerequisite: Must be trained in athletics Special: If there are monsters, terrain, or obstacles in your way, you run past, with no penalties. All obstacles or monsters in your way are shoved one square. This attack does not provoke Opportunity Attacks against you. You stop one square away from your target. Target: One creature. Attack: Dexterity vs. Reflex Hit: 1[W] +half speed+ Strength modifier Miss: You are stopped at first obstacle/monster. You provoke an Opportunity Attack, and are knocked prone if successful. Shadows Observance: You gain combat advantage until the end of your next turn to the target creature. 禁 Twin Fang Strike Ninja attack 1 You plunge your blade into the heart of the enemy twice, drawing gushes of blood. EncounterMartial, Weapon Standard Action Melee Weapon Target: One creature Special: Shift up to two diagonal squares before or after attack Attack: Strength vs. AC Hit: 1[W] +Strength Modifier Secondary Attack: Dexterity vs. AC Deals 1 [W] + Strength Modifier + Dexterity Modifier If target is bloodied during either attack, deal bonus 2 damage per 5 Hp under bloodied. Miss: Creature head buts you, you are knocked prone. (Only on second attack) Level 1 Daily Exploits 禁 Grasshopper Kick Ninja attack 1 You swing your body low to the ground, then lift your left leg high into the air behind you, then swing your right leg up an over into your opponent. DailyMartial Standard Action Melee touch Target: One creature Prerequisite: Must be trained in Acrobatics Attack: Strength vs. Reflex Hit: 1d4 + Strength Modifier Secondary Attack: Dexterity vs. Reflex Deals 2d4 + Dexterity Modifier Miss: Half Damage 禁 Nose Breaker Ninja attack 1 When the opponent attacks you, you shift, and then deliver a quick strike to his nose. DailyMartial, weapon Immediate interrupt Melee touch or weapon Trigger: Creature attacks you Target: Triggered Creature Special: Creature is weakened until end of encounter, and you shift one square within reach of touch or weapon of it. Attack: Intelligence vs. Reflex Hit: 1d4 + Strength Modifier + Intelligence Modifier or with weapon 1[W] + Dexterity Modifier Miss: Half damage, target not weakened Offhand Parry: shift one more square after attack 禁 Scull Crusher Ninja attack 1 You grab the opponents head, and slam it into your knee. DailyMartial Standard action Melee touch Target: One Creature Attack: Strength vs. Fortitude Hit: 1d6 damage + Strength Modifier + 2 ongoing damage (no type) Critical: Creature is unconscious Level 2 Utility Exploits 禁 Swift Feet Ninja Utility 2 You run, you jump, you climb, you crawl, no matter, you are light on your feet. At-WillMartial Move Action Personal Prerequisite: You must be trained in Acrobatics and Athletics Effect: You can move at your running speed with no penalty while doing a move action that usually penalizes your speed. That action is combined with this one, even if it were a standard action. This does not count difficult terrain. 禁 Nimble dodger Ninja Utility 2 “Quick! He’s incapable of rapid coarse correction!” EncounterMartial Move Action Personal Prerequisite: You must be trained in Athletics Effect: You can shift a number of squares equal to half your speed 禁 Wolf’s Cunning Ninja Utility 2 You can identify enemies without further thought. EncounterMartial Minor action Personal Trigger: You roll a Knowledge check that you do not like Prerequisite: You must be trained in the Knowledge Skill above Effect: You re-roll the check before the DM announces the result. 禁 Stay Alive Ninja Utility 2 You gather up your strength, you will not be defeated that easily. At-WillMartial Standard Action Personal Prerequisite: You must be trained in Athletics or Nature Effect: You roll 1d4 and add that to your next Second Wind or saving throw. Level 3 Encounter Exploits 禁 Pouncing Strike Ninja attack 3 You leap into the air, and cripple your target. EncounterMartial, weapon Standard Action Melee Weapon Prerequisite: You must be trained in Acrobatics Special: You jump to attack foe Target: One creature Attack: Strength vs. Reflex Hit: Deal 2[W] + Falling damage (if any) + Strength Modifier. Target is knocked Prone. |