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 ^_^
Hello!
-
I’m still getting things set up around here, but feel free to explore the
gallery.
4 years ago
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