Tuesday, 1 April 2008

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.


--------------------


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...

Monday, 31 March 2008

An update...running late...whoops

The other day I was asked by someone in an IRC to do some stats for the creatures in Gears of War.

I said I'd have one done by now...I don't.

Whoops.

I promise I'm doing it though ^_^

Check back soon...

Saturday, 29 March 2008

New Weapon - Greatsword - 3,550 gold value - "The Wedding Dress Pillar"


This weapon came from an in-joke which I really can't be bothered to go in to. To be honest, it's not that funny anyway.

Anyhow, the image used is "borrowed" from a guy called Wen M. Please support the artist by visiting his DeviantArt page. Thankyou ^_^

And now...for stats!

The Wedding Dress Pillar. It's forged for medium-sized characters.

Magic Greatsword.

+1 to hit.


Surestriking. Harms creatures with damage reduction as if it had a +5 enchanment bonus.

Vampiric. Any living opponent struck by the blade must make a Fortitude save (DC 16) or lose an additional 1d4 hit points, which are immdiatly added to the wielder's current hit point total. Any hit points above the wielder's maximum are treated as temporary hitpoints (Multiple additions of temporary hit points don't stack) and dissapear after one hour.



3,550 gold


2d6 damage

19-20/X2

8lbs

Slashing.

Kamiki Theron - Cleric of Sharess - CR 10 - CG


This is an NPC I was going to use as an aid in the city of Domusremeny, if the party ever looked for a temple. When the party didn't find any of Mystra, they didn't bother thinking to go to any temples of any other Deities. Seeing that Sharess is allies with Selune and Mystra (especially in my campaign setting, what with a holy war agoing on) it was planned that she would b the one to help them...But our cleric doesn't seem to trust anyone who isn't with Mystra.

Oh well. Here she is anyway. She is based off of a piece of artwork by Enumasam. Please visit his gallery, as it's very good. She seemed very "Sharess-y" to me, so here she is...

---------------

Female Half-elf

Cleric Level 10:

CR 10;

Size M (4 ft., 10 in. tall);

HD 10d8+40;

hp 91;

Init +1 (+1 Dex);

Spd 30 ft.;

AC 11 (+1 Dex);

Attack +8/+3 melee, or +8/+3 ranged;

SV Fort +11, Ref +6, Will +9;

AL CG;

Str 13, Dex 12, Con 18, Int 12, Wis 15, Cha 18.

Languages Spoken: Common, Dwarven, Elven.


Skills and feats: Craft (Alchemy) +2, Diplomacy +6, Gather Information +6, Heal +7, Hide +1, Knowledge (History) +14, Knowledge (Local) +2.5, Knowledge (Religion) +8, Knowledge (The Planes) +5, Listen +3, Move Silently +1, Profession (Apocathery) +9, Search +2, Spot +3;

Negotiator [+2 to Sense Motive and diplomacy]

Brew Potion,

Leadership,

Craft Wondrous Item.



Possessions: 16,000 gp in gear.

Cleric Domains: Charm, Good.

Good Spells at +1 caster level.

She can boost her charisma by 4 points once per day. Activating this is a free action and lasts 1 minute.

Cleric Spells Per Day: 6/5+1/5+1/3+1/3+1/2+1.


0-level

1. Create Water
2. Detect Magic
3. Detect Poison
4. Read Magic
5. Purify Food & Drink
6. Virtue


1-level

1. Bless Water
2. Command
3. Deathwatch
4. Remove Fear
5. Moon Lust

D - Charm Person


2-level

1. Light of Mercuria
2. Stabilize
3. Summon Elysian Thrush
4. Consecrate
5. Enthrall

D - Calm Emotions


3-level

1. Create Food & Water
2. Light of Venya.
3. Visage of the Deity, Lesser

D - Suggestion


4-level

1. Divination
2. Imbue with Spell Ability
3. Tongues.

D - Emotion


5-level

1. Atonement
2. Hallow/MArk of Justice (Change daily)

D - Charm Monster

Elmira Suval - CR7 - LG - Wizard


This character is based on artwork by MizzDraconia.

Please visit her gallery, as her collection is rather good.

Anyhow, on to the NPC...

------------------------

Female human Wiz7:

Elmira Suval

CR 7;

Size M (5 ft., 6 in. tall);

HD 7d4+28; hp 49;

Init +1 (+1 Dex);

Spd 30 ft.;

AC 11 (+1 Dex);

Attack +6 melee, or +4 ranged;

SV Fort +6, Ref +3, Will +6;

AL LG;

Str 17, Dex 13, Con 18, Int 19, Wis 12, Cha 12.

Languages Spoken: Common, Dwarven, Giant, Halfling, Orc.


Skills and feats: Concentration +11, Hide +1, Knowledge (Arcana) +12, Knowledge (Dungeoneering) +12, Knowledge (Local) +13, Knowledge (Nature) +9, Knowledge (Nobility and Royalty) +12, Knowledge (Religion) +14, Knowledge (The Planes) +11, Listen +1, Move Silently +1, Spellcraft +12, Spot +1;

Craft Wand, Craft Wondrous Item, Empower Spell, Heighten Spell, [Scribe Scroll], Silent Spell.


Possessions: 7,200 gp in gear.


Wizard Spells Known (4/5/4/3/2):

0th -- Acid Splash, Arcane Mark, Dancing Lights, Daze, Detect Magic, Detect Poison, Disrupt Undead, Flare, Ghost Sound, Light, Mage Hand, Mending, Message, Open/Close, Prestidigitation, Ray of Frost, Read Magic, Resistance, Touch of Fatigue.

1st -- Animate Rope, Cause Fear, Grease, Hypnotism, Magic Missile, Obscuring Mist, Shocking Grasp, Sleep, Summon Monster I, Unseen Servant.

2nd -- Acid Arrow, Blur, Knock, Minor Image, Misdirection, Spectral Hand, Whispering Wind.

3rd -- Daylight, Dispel Magic, Hold Person, Secret Page.

4th -- Confusion, Fire Trap.

New Deity - Oocata - God of Jungles and Enclosed Spaces

The usual disclaimer here; please buy the books if you like what you see...

Oocata - God of Jungles and enclosed spaces

Alignment = NE

(Represented by a snarling monkey)

[Domains: Darkness (BoVD), Plant, Shadow (Eberron), Animal.]

Favoured Weapon = Monkey's Claw (Spiked Gauntlet)

Darkness Domain.

(There is a darkness domain in the Faerun book, as well and it's different. However, to keep it removed from mainland Faerun, I've gone with the version as described in the Book of Vile Darkness. The way I see it, it'd be cool to see these guys go up against Clerics of Shar and with different spells at their disposal, it'd at least be an interesting fight. In case of confusion though, I'll refer to it in spell-level lists as...*thinks*..."Shrouding Darkness".)


Granted Power: -

Character gains the Blind-Fight feat.


Shrouding Darkness Domain Spells: -

1. Darkvision.

2. Darkbolt*.

3. Deeper Darkness.

4. Damning Darkness*.

5. Evard's Black Tentacles.

6. Wall of Force.

7. Shadow Walk.

8. Utterdark*.

9. Screen.






Shadow Domain

Granted Power: -

Bluff and Hide are Class skills. (Originally, this special ability was the same as the "Shrouding Darkness" one...so I changed it to this. Methinks it's still balanced nicely.)



Shadow Domain Spells

1. Obscuring Mist.

2. Darkness.

3. Deeper Darkness.

4. Shadow Conjuration.

5. Shadow Evocation.

6. Shadow Walk.

7. Shadow Conjuration, Greater.

8. Shadow Evocation, Greater.

9. Shades.








!!!Extra Spells!!!


Damning Darkness

Evocation [Darkness, Evil]

Level: Cleric 4, Shrouding Darkness 4, Sorceror/Wizard 4
Components: V, M/DF
Casting Time: 1 action.
Range: Touch
Target: Object Touched
Duration: 10 minutes / level (D)
Saving Throw: None.
Spell Resistance: No.

This spell is similar to Darkness, except that those within the darkness also take unholy damage. Creatures of good alignment take 2d6 points of damage per round in the darkness, and creatures neither good nor vil take 1d6 points of damage.

As with the Darkness spell, the area of darkness is a 20-foot radius, and the object that serves as the spell's target can be shrouded to block the darkness (and thus the damaging effect).

Damning Darkness counters or dispels any light spell of equal or lower level.

Arcane Material Component: A dollup of pitch with a tiny needle hidden inside it.











Darkbolt

Evocation [Darkness, Evil]

Level: Cleric 2, Shrouding Darkness 2, Sorceror/Wizard 2
Components: V, S.
Casting Time: 1 action.
Range: Close (25ft + 5ft / 2 levels)
Target: One creature.
Duration: Instantaneous.
Saving Throw: Fortitude Partial
Spell Resistance: Yes.

The caster makes a ranged touch attack against a foe, launching a bolt of cold darkness from his left hand. The bolt deals 1d8 points of damage per two caster levels (maximum 5d8). Half the damage is cold and the other is no specific type.
When struck, the foe must succeed at a Fortitude save or be stunned for 1 round, overwhelmed by the evil charge of the darkbolt.






Utterdark

Conjuration (Creation) [Evil]

Level: Shrouding Darkness 8, Demonic 8, Sorceror/Wizard 9.
Components: V, S, M/DF.
Casting Time: 1 hour.
Range: Close (25ft + 5 ft / 2 levels)
Area: 100ft/level radius spread, centredon caster.
Duration: 1 hour/level.
Saving Throw: None.
Spell Resistance: No.


Utterdark spreads from the caster, creating an area of cold, cloying magical darkness. This darkness is similar to that created by the Deeper Darkness spell, but no magical light counters or dispels it.

Furthermore, evil-aligned creatures can see in this darkness as if it were simply a dimly-lit area.

Arcane Material Component: A black stick, 6 inches long, with humanoid blood smeared on it.

New Deity - Alia - Goddess of Beauty and Serenity

Another Deity in the Evosan Pantheon I came up with.

Since I'm using this in a Ferunian pantheon, I've not included any spells which come with that resource book. This is because I originally only wrote these for my benefit and as such, didn't need them as I already had the Faerun book in front of me whilst playing anyway...

So...umm...sorry.

As usual, please buy the books if you see someting out of them you like.

----------------------

Alia - Goddess of Beauty and Serenity

(Portrayed as a beautiful elven woman.)

[Domains: Beauty (BoTR), Good, Elf, Purification (SC)]

Favoured Weapon = Rapier

Domain Lists: -



Beauty Domain

Granted Ability: -

This domain perains to intense physical and aristic beauty; most of the spells present the subjects with such overpowering beauty that they are unable to properly function.
You can perform a feat of beauty, which is a supernatural ability, to gain an enhancement bonus to your Charisma equal to your level. Activating this power is a free action; it lasts 3 rounds and is usable once per day.


Beauty Domain Spells: -

1. Charm Person.

2. Hypnotic Pattern.

3. Fair Light*.

4. Rainbow Pattern*.

5. Mind Fog.

6. Mass Sugestion

7. Statue.

8. Sympathy.

9. Power Word, Kill.






Purifiction


Granted Power: -

You cast all abjuration spells at +1 caster level.


Purification Domain Spells: -

1. Nimbus of Light*.

2. Deific Vengeance*.

3. Recitation*.

4. Castigate*.

5. Dance of the Unicorn*.

6. Fires of Purity*.

7. Righteous Wrath of the Faithful*.

8. Sunburst*.

9. Visage of the Deity, Greater*






!!!Extra Spells!!!


Castigate

Evocation [Sonic]

Level: Cleric 4, Paladin 4, Purification 4.
Components: V.
Casting Time: 1 standard action.
Range: 10 ft.
Area: 10 foot burst radius centred on you.
Duration: Instantaneous
Saving Throw: Fortitude half.
Spell Resistance: Yes.

Shouting your deity's teachings, you rebuke your foes with the magic of your sacred words.

This has no effect on creatures that cannot hear. All creatures whose alignment differs from yours on both axes take d4 points of damage per caster level (maximum 10d4). All creatures whose alignment differs from yours n one component take half damage and this spell does not deal damage to those who shre your alignment.

A fortitude saving throw reduces this by half.








Dance of the Unicorn

Abjuration

Level: Druid 5, Purification 5.
Components: V, S.
Casting Time: 1 standard action.
Range: 5 ft/level
Area: 5 ft/level-radius emanation centred on you.
Duration: 1 minute/level (D)
Saving Throw: None.
Spell Resistance: No.

You surround yourself with a purifying, siwrling mist that washes the air clean of smoke, dust and poisons.

Non-magical contaminents, including inhaled poisons are automatically negated within the cloud. Dance of the Unicorn also grants everyone within the mist a +4 bonus on saving throws against magical or supernatural gas effects; uch as Acid Fog, Cloudkil and green dragon's breath.

The cloud of mist leaves everything within the area damp.
















Deific Vengeance

Conjuration (Summoning)

Level: Cleric 2, Purification 2.
Components: V, S, DF.
Casting Time: 1 standard action.
Range: Close (25 ft + 5 ft / 2 levels)
Target: One creature.
Duration: Instantaneous
Saving Throw: Will half.
spell Resistance: Yes

You call out to your deity, declaring your foe's crimes and asking your deity to punish him.

As a result, this spell deals 1d6 points of damage per two caster levels (maximum 5d6) or 1d6 points per caster level (maximum 10d6) if the target is undead.









Fair Light

Evocation [Light]

Level: Cleric 4, Bard 4, Beauty 3.
Range: Personal.
Area: 60 foot.

As Daylight, but the light must centre on you. The Fair Light is just as bright as daylight, but it is filled with sparkles and pure luminescence, giving all who are good of heart cascading halos and all who are evil long, gloomy shdows and dark outlines.

Thse light effects not only clearly reveal whether the beings in the light are good or evil (unless their alignment is masked by any means), they also boost and decrease morale.

All good beings in the 60 foot radius of the Fair Light receive a +1 morale bonus to attack and save rolls. All evil beings in the light siffer a -1 morale penalty to such rolls.

As Daylight, Fair Light counters and dispels equal or lesser darkness spells such as Deeper Darkness.







Fires of Purity

Evocation [Fire]

Level: Druid 6, Purification 6, Sorceror/Wizard 6.
Components: V, S, DF.
Casting Time: 1 standard action.
Range: Touch
Target: Creature Touched.
Duration: 1 round/level.
Saving Throw: See text.
Spell Resistance: Yes (Harmless); See text.

The creature you touch bursts in to magical flames that do not harm the subject, but are capable of harming anyone else who comes in to contact with the creature.

With a succesful melee attack, the subject deals an extra 1 point of fire damage per caster level (max = +15).

If the defender has spell resistance, it applies to this effect.

Creatures that makes successful melee attacks against the subject are susceptible to the same damage unless they attack with weapons that have reach, such as longspears.

The subject of Fires of Purity takes only half damage from fire-based attacks. If such an attack allows a Reflex save, for half damage, the subject takes no damage on a successful save.








Nimbus of Light

Evocation [Light]

Level: Cleric 1, Puification 1.
Components: V, S, DF.
Casting Time: 1 standard action.
Range: Personal.
Target: You
Duration: 1 minute/level or until discharged.

A glittering corona of sunlight surrounds your body at a few inches distance, until you release it as a focused blast of divine energy.

The nimbus of light glows around you like a lantern, providing bright illumination in a 30 foot radius (and shadowy immunination for an additional 30 foot) from you.

As a move action, you can coalesce the energy from a Nimbus of Light around your outstretched arm, and and then as a standard action fling it toward a foe within 30 feet.

You must succeed on a ranged touch attack with the energy to strike the target. A Nimbus of Light deals 1d8 points of damage +1 point per round that has elapsed since you cast the spell (maximum = 1d8 + caster level). Attacking with a Nimbus of Light ends the spell, whether your ranged attack is successful or not.





Recitation

Conjuration (Creation)

Level: Cleric 4, Purification 3.
Components: V, S, DF.
Casting Time: 1 standard action.
Range: 60 ft.
Area: All allies within a 60 foot radius burst, centred on you.
Duration: 1 round/level.
Saving Throw: None.
Spell Resistance: Yes

By reciting a sacred passage or decleration, you invoke your deity's blessing upon yourself and your allies.

The spell affects all allies within the spell's area at the moment you cast it.

Your allies gain a +2 luck bonus to AC, on attack rolls and on saving throws, or a +3 luck bonus if they worship the same deity as you.

Divine Focus: In addition to your holy symbol, this spell requires a sacred text as a divine focus.






Righteous Wrath of the Faithful

Enchantment (Compulsion) [Mind-Affecting]

Level: Cleric 5, Purification 7.
Components: V, S, DF.
Casting Time: 1 standard action.
Range: 30 ft.
Targets: Allies within a 30 foot radius burst, centred on you.
Duration: 1 round/level.
Saving Throw: None.
Spell Resistance: Yes.

Allies are suffused with a divine fury and gain one additional melee attack each round, at their highest attack bonus, when making a full-round attack. This additional attack is not cumilitive with other effects that grant extra attacks, such as a Haste spell. They also gain a +3 morale bonus on melee attack rolls and damage rolls. This bonus on melee atacks rolls does stack with the bonus provided by Haste.






Visage of the Deity, Greater.

Transmutation [Evil or Good]

Level: Cleric 9, Competition 9, Mysticism 9, Purification 9.
Components: V, S, DF.
Casting time: 1 standard action.
Range: Personal.
Target: You.
Duration: 1 round/level.

You feel the hand of your deity upon you. Your appearance reflects the divine power and your deity's touch grants you resistance from some of the damages of this world.

You also take on many of the qualities of half-celestial or half-fiendish creature.

Your creature type changes to Outsider for the duration of the spell.

Unlike other outsiders, you can be brought back from the dead if you are killed in this form.

Good clerics undergo the following transformation: -

- You grow feathered wings that allow you to fly at twice your normal speed (good maneuverability)

- You gain +1 to natural armour.

- You gain low-light vision.

- You gain resistance to acid 10, cold 10, and electricity 10.

- You gain immunity to disease.

- You gain a +4 racial bonus on saving throws against poison.

- You gain damage reduction 10/magic.

- You gain spell resistance 25.

- You gain the following bonuses to your ability scores: +4 Str, +2 Dex, +4 Con, +2 Int, +4 Wis, +4 Cha.


Evil Clerics undergo the following transformation: -

- You grow batlike wings that allow you to fly at your normal speed (average maneuverability).

- You gain +1 natural armour.

- You gain bite and claw attacks. If you are medium sized or larger, your bite deals 1d6 points of damage and each claw attack deals 1d4 points of damage.
If you are small, your bite deals 1d4 points of damage and each claw attack deals 1d3 points of damage.

- You gain dark-vision out to 60 feet.

- You gain immunity to poison.

- You gain resistance to acid 10, cold 10, electricity 10 and fire 10.

- You gain damage reduction 10/magic.

- You gain spell resistance 25.

- You gain the following bonuses to your ability scores: +4 Str, +4 Dex, +2 Con, +4 Int, +2 Cha.