Showing posts with label ninja. Show all posts
Showing posts with label ninja. Show all posts

Tuesday, 1 April 2008

Naruto D&D rules Part 2!

Ok, first regeneration of chakra points.

Methinks an hour per point sounds reasonable. Also, if the character's HP is also less than 0, Chakra begins falling at a rate of 2 per round.

Secondly...The Prototype of the "Kishimoto Ninja" clss to go with these rules!

HD = D6

Get a ninja or fighter (there's no reason why they should, but methinks there's no real reason why they shouldn't get fighter's ones too either) feat at second level and every other level after that.

Get Light Armour Proficiency at 6th level.

Important stats! Con, Wis and Str.

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Class Skills: -

Balance,
Bluff,
Climb,
Concentration,
Craft,
Gather Information,
Handle Animal,
Heal,
Jump,
Listen,
Move Silently,
Open Lock,
Sense Motive,
Sleight of Hand,
Spot,
Survival,
Tumble,
Use Chakra.

If you use extra skills in your campaign, it is at the DM's discretion to add these to the list.

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Skill Points at first = 6+ Int Mod X 4

Skill Points at Level up = 6 + Int Mod

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Weapon and Armour Proficiencies: -

Kunai, Katana, Dagger, Kama, Nunchaku, Sai, Siangham, Bolas. No Armour (I'll do ANBU vests later...they'll be light armour). [These are just from the player's handbook (except the Katana, that's the DM's guide]. With such a wide variety of extra weapons out there, the DM may add others at his discretion] When using a shield, or carrying a medium or heavy load, a ninja loses her AC bonus (See abilities)

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Special Abilities (With references to their page numbers in the player's handbook or explanation if they aren't in there)

1st level - Sneak Attack + 1d6 [Page50], AC Bonus [Page 40 (Also below)]

2nd level - Evasion [Page 50]

3rd level - Sneak Attack + 2d6

4th level - Trap Sense +1 [Page 50], Uncanny Dodge [Page 50]

5th level - Sneak Attack + 3d6, AC Bonus +1

7th level - Sneak Attack + 4d6, Trap Sense +2

8th level - Improved Uncanny Dodge [Page 50]

9th level - Sneak Attack + 5d6

10th level - Trap Sense +3, Special Ability (See below), AC Bonus +2

11th level - Sneak Attack + 6d6

13th level - Sneak Attack + 7d6, Trap Sense +4, Special Ability

15th level - Sneak Attack + 8d6, AC Bonus +3

16th level - Trap Sense +5, Special Ability

17th level - Sneak Attack + 9d6

19th level - Sneak Attack + 10d6, Trap Sense +6, Special Ability

20th level - AC Bonus +4


Special Abilities: On attaining 10th level, and at every three
levels thereafter (13th, 16th, and 19th), the ninja gains a special ability of her choice from among the following options.

Crippling Strike (Ex): A ninja with this ability can sneak attack opponents with such precision that her blows weaken and hamper them. An opponent damaged by one of her sneak attacks also takes 2 points of Strength damage. Ability points lost to damage return on their own at the rate of 1 point per day for each damaged ability.

Defensive Roll (Ex): The ninja can roll with a potentially lethal blow to take less damage from it than she otherwise would. Once per day, when she would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), theninja can attempt to roll with the damage. To use this ability, the ninja must attempt a Reflex saving throw (DC = damage dealt). If the save succeeds, she takes only half damage from the blow; if it fails, she takes full damage. She must be aware of the attack and able to react to it in order to execute her defensive roll— if she is denied her Dexterity bonus to AC, she can’t use this ability. Since this effect would not normally allow a character to make a Reflex save for half damage, the ninjaq’s evasion ability does not apply to the defensive roll.

Improved Evasion (Ex): This ability works like evasion, except that while the ninja still takes no damage on a successful Reflex saving throw against attacks such as a dragon’s breath weapon or a fireball, henceforth she henceforth takes only half damage on a failed save. A helpless ninja (such as one who is unconscious or paralysed) does not gain the benefit of improved evasion.

Opportunist (Ex): Once per round, the ninja can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as the ninja’s attack of opportunity for that round. Even a ninja with the Combat Reflexes feat can’t use the opportunist ability more than once per round.

Skill Mastery: The ninja becomes so certain in the use of certain skills that she can use them reliably even under adverse conditions. Upon gaining this ability, she selects a number of skills equal to 3 + her Intelligence modifier. When making a skill check with one of these skills, she may take 10 even if stress and distractions would normally prevent her from doing so. A ninja may gain this special ability multiple times, selecting additional skills for it to apply to each time.

Feat: A ninja gain a bonus feat in place of a special ability.

AC Bonus (Ex): A ninja is highly trained at dodging blows, and she has a sixth sense that lets her avoid even unanticipated attacks.

When unarmored and unencumbered, the ninja adds her Wisdom bonus (if any) to her AC. In addition, a ninja gains a +1 bonus to AC at 5th level. This bonus increases by 1 for every five ninja levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level).
These bonuses to AC apply even against touch attacks or when the ninja is flat-footed. She loses these bonuses when she is immobilized or helpless, when she wears any armor other than light (instead decreasing by 2), when she carries a shield, or when she carries a medium or heavy load.

Unarmed Strike: The Ninja gains Unarmed Strike as a bonus feat at first level and functions like the monk's. [Page 41]

Saves: - The BAB, Fort, Ref and Will are the same as the Monk's [Page 40]

I'll release more Naruto D20 stuff as I think of it, but methinks this class is done ^_^

Rules Addon - Naruto D&D - Fits anywhere...probably...

I'm (hopefully) not going to devote too much time to this as it was only supposed to be an errand thought...but here goes.

I've decided to do Jutsus as feats...feats that also need a Chakra Use skill.

I shall explain why. Using chakra is something that, in theory, everybody can do and each jutst is learned and used mor like feats than magic. You learn them once and can do them as many times as you like during the day, provided you have chakra...unlike the magic system in D&D. I've done a system of chakra reserve and I'll get to that in a bit.

Anyhow, each of these feats will have prerequisites...minimum skill ranks in the Use Chakra skill. This is because being able to use chakra in the first place is neccesary in order to use jutsus...simple enough? !Update! These will all be [Ninja] Feats, and be gained automatically every so often by the Ninja Class I made in another post.

This skill is also used for two things: -

1 - Determining ability to use the skill. The modifier for this is Wisdom. Therefore, ranks plus wisdom bonus.

2 - Determining how often jutsus can be used. The modifier for this is Constitution. Therefore, chakra points per day is Skill ranks plus Con bonus, plus Ninja level (so it's easier for ninjas to actually use them).

If you get to 0 in chakra reserve, you CAN do more...but it does temporary Constitution damage.

!!!EDIT!!!

I'm adding Genjutsu and Ninjutsu as skills.

I may add Taijutsu, but that's physical combat and mthinks that's represented a lot already by feats and the like.

As for Genjutsu and Ninjutsu, the way I see it working is that you gain a chance to dispell Genjutsus with that skill and Ninjutsu is essentially Spellcraft for Jutsus. It'll probably have other uses too...I'm not sure.

As for how chakra regenerates...at the time of writing, I'd not figured it out, but now I've updated and it's in a later post. [EDIT - I did!]

Also, you can't have ranks in this skill if you don't have a soul. Chakra is the soul, essentially, afterall.

Handseals must be performed in order to do these jutsus...so they're essentially somatic components. The trick is, do I allow things without hands to do them, like other somatic components...or do I do it faithfully to the series and they have to be specific hand seals. For humans, this makes little difference (as well as most humanoid species) but it will make the difference between a dragon being able to do it or not...

Also, I think it'd be alright to have a feat that enables you to do them one-handed.

As for another one that allows no handed...I'm not sure. Moving on...

As for the jutsus themelves...they're essentially feats. They have prerequisites and what not. However, since they're also magical-ish...To learn these complex techniques, you have to spend time to learn them. The time is the same amount of weeks + the amount of prerequisites to gain the feat (not including prerequisites concerning alignment or ability numbers {such as strength and whatnot}), divided by 2, minimum time 1 week.

And now...to the jutsus I've already prepared.

All of these require that the person have ranks in Chakra Use. This can't be used untrained. This prerequisite also doesn't count towads the time it takes to learn it.


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Chakra Focus - The user can focus their chakra better. User can run up walls. Same as spider climb ability, but can only be performed with run actions. Must have chakra reserve left to perform. Can not perform with 0 chakra with Con as a replacement.

Chakra Focus 2 - Allows Waterwalking as a spell like ability. Cannot be used at 0 chakra.
(Prerequisite - Chakra Focus 1)

Chakra Focus 3 - Allows spiderclimb ability. Costs 1 chakra reserve point per round.
(Prerequisite - Chakra Focus 1 & 2)



Medical Ninja - (Prerequisite: Chakra Focus 1) - You gain Cure Minor Wounds as a Supernatural Ability. Costs 1 chakra reserve point per round.

Medical Ninja 2 - (Prerequisite: Chakra Focus 1 & Previous Medical Ninja feats) - You gain Cure Light Wounds as a Supernatural Ability. Costs 1 chakra reserve point per round.

Medical Ninja 3 - (Prerequisite: Chakra Focus 2 & Previous Medical Ninja feats) - You gain Cure Moderate Wounds as a Supernatural Ability. Costs 2 chakra reserve points per round.

Medical Ninja 4 - (Prerequisite: Chakra Focus 3 & Previous Medical Ninja feats) - You gain Cure Serious Wounds as a Supernatural Ability. Costs 2 chakra reserve point per round.


Henge - The same as the disguise skill. Can be synergised with Disguise, if you have the neccessary minimum ranks for synergy. Costs 1 chakra point per ten minutes use (10 rounds).

Bunshin - This jutsu creates the visual illusion of yourself. This illusion cannot speak but can move around. You can move the image within a radius equal to miles X your wisdom modifier + 50o feet. Costs 1 chaka point for each Bunshin created.

Kage Bunshin (Prerequisite: Bunshin*) - The bunshin is a copy of you in every way. It can use any jutsus you know and anything it learns when it dispells, you now know. This can be used to cheat with learning skills and whatnot (if your DM makes you take time out to do it). To make this copy, you must sacrifice chakra points. 1 point goes to creating the body and the rest is the kage bunshin's chakra reserve. If the original person loses chakra points or becomes unconscious, then the bunshin's dispell. This is because they have an intangible link to the user.


And now, to tackle bloodlines.

Bloodlined abilities are ALSO feats..but having these is part of having an inherited template.

It's simply called the Bloodline template as it's remarkably simple. You can only get bloodline feats if you have this template and have the neccessary prerequisites. For example. To get Sharingan 2 you not only need the template, but Sharingan 1.

I'm not sure whether to do level adjustments as the amount of bloodlined feats -1 (rounded down to nearest 1) or whether each individual bloodline feat will hav their own level adjustment.

Oh well. That's all I have for now. Input would be appreciated.

I'll work on this later, using one of my own Naruto RP charaters as a base.


Until then, have fun folks...