hello everyone I found a shinobi class for previous versions of D&D based on Naruto manga. When reading the treads I found that the designers wanted to be as close as possible to manga and it made the job hard to acomplish. so i started to read every answer in that tread and now i'm ready to convert it for 4e shinobi class. first of all i won't use any chakra system because it's not in dnd base and most DMs don't like one character with different settings in game. instead of chakra system we can use healing surges and bonus and negative penalties for balancing shinobi with any other character in game. secoind , shinobi will be something between rogu and wizard meaning he can be as striky as rogue and in the same time he can use some sort of magical attacks. third , i'll use so much of data from the tread below so credit goes to them:
now lets start the job. here is shinobi class with changes made : (v 1 :D ) "Shinobi Class Traits"Show
Shinobi:scout ninja Power source : chakra most needed powers: dex,con,str benefits: +1 to ref,fort hit points: 10+con scoure hit point gain in each level: 5 surges for one day: 5+con modifier Skills: trained at stealth and nature, choose 3 more from below: acrobatics,arcana,athletics,bluff,diplomacy,endurance,heal,insight, perception,thievery
Shinobi are protectors of their respective villages. They are mostly noble and loyal to their lords. These warriors rely on stealth and quickness in order to perform. Adventures: Shinobi only goes out on missions together with other shinobi. However they can usually be hired out as mercenaries to travellers who require their expertise and protection. Characteristics: The characteristics of a Shinobi differ between themselves. Some focus on attacking head on, using melee combat to their advantage, other rely on their ninja techniques to defeat their opponents. The only thing that all Shinobi have in common is that they all rely on their stealth tactics in order to take on their opponents. Alignment: Shinobi can be of any alignment. Most are of neutral alignment, and usually give out their services as hired mercenaries or assassins. Good shinobi usually lend their abilities out to protect fuedal lords or ladies, protecting important people, usually as unseen guardians. Evil shinobi however are more likely to become thieves or assassins, wandering cities or the countryside forming small groups of bandits. Religion: Since true religion doesn't play much of a role in my camp or in the Naruto anime, I could not think of what to put here. Backgrounds: Most Shinobi are born and raised in these small nin-villages. They are taught and trained how to se their abilities and how to perfect them. Most shinobi dedicate themselves to a single lord or lady in the village, but may serve any others for their villages sake. It is not unusual for a shinobi of Jounin or higher rank to take up to 3 Genin under his wing in order to train them. It isn't uncommon for these three teammates to become bitter rivals as well as great friends. Races: Among the races humans are the most common to become shinobi. In fact it is nearly all but impossible to find Shinobi of races other than Humans, Half-Elves, and Half-Orcs. Classes: Shinobi get along well, depending on their alignment, with most other classes. Most good shinobi get along best with paladins and rangers, those who protect others like themselves. Neutral shinobi find companions in bards and sorcerers, liking the addition of the arcane arts to match their abilities. Evil shinobi mostly are found around each other, along with rogues, fighters, and barbarians. Although these are the norm of course there is always a possibility to find a mix of these, since Shinobi usually don't comlain about their companions...unless they reveal the Shinobi's position to the enemy. Role: A Shinobi's role in a party is mostly the scout, the stealthy assassin, or in some cases the supporting unit. They are very versatile and when 3 or more of them are put on the same squad they can use their different abilities to their advantages. jutsu: each shinobi has deferent type of attach and defence powers called jutsu. jutsus contain: ninjutsu, taijutsu, genjutsu, kinjutsu, kenjutsu, and fuinjutsu. you'll have more details in jutsu section. country specialization: each shinobi has origin in one of major shinobi countries: fire, wind, earth, water, and lightning. the name of the country won't limit him to choose affinity but, most of the shinobies of that country will have same affinity as country name so shinobi with unpopular affinity will have dificalty to find a teacher for his jutsus in that country. ranking: at first level you start as a shinobi academy student, at level 4 graduated and become genin, at level 7 after taking the chuunin exam (here is a room for DMs to make an adventure of chuunin exame) you become chuunin, in level 11 with starting of your paragon path you become junin, at level 14 you'll be special junin who is specialist in some aspects of shinobi art. at level 17 you'll become sennin who is the most powerful shinobi in the world after kage and master of many jutsus. at level 21 with your epic destiny you'll reachto kage level. reaching the kage level won't make you kage because you still need some experiance with your new powers. you'll become a kage of a village when you reach level 30 and leave the shinobi adventures to make your shinobi country.
The following are class features of the Shinobi class. 1- Weapon and Armor Proficiency: Shinobi are proficient with Light armors, including the Ninja Vest and with the following weapons: Kunai, Needle, Nunchaku, and Shuriken.The are also proficient in one of the following weapons: Battle Fan, Crossbow (any), Longsword (ninja type), or Shortsword. 2- bloodline: a character can take one of the several bloodlines available for him. each bloodline will grant bonuses and penalties. bloodline is just a possibility and so many shinobies can continue without having one. each player can choose just one bloodline at creation time. 3- ninja scribe: allows the shinobi to make scrolls much like that of divin and arcane casters. when casting from the scroll the user makes a technique check (1d20+1/2 level) the resault of this check is the save dice for scroll and the level of scroll equals the level of shinobi. 4- affinity: each shinobi has an affinity that must choose at start of level one, and can't change the affinity at all some has no affinity and there is a feat that let character have two affinities. some ninjutsus (ninja art of encounter) has affinity. the shinobi will have +2 bonus to those with similar affinity and -2 penalty to others in damage roll. he can't use jutsus with oposith affinity. for example if character has fire affinity he will have +2 at fire justus and -2 at lightning and earth jutsus and he can't use water jutsus. there is 5 affinities: fire, wind, earth, water, and lightning
you glare at your enemy, your eyes briefly glow with chakra and your foe reels under your mental assault. you vanish from his sight -------------------------------------------------------------------------------------- at will--chakra,genjutsu standard action, ranged 1 x 0 requirement : you must have eye contact with target, so you must see him. target : one creature attack : cha vs will -------------------------------------------------------------------------------------- hit : 1 x d6+cha modifier psychic damage, and you are invisible to the target until the start of your next turn. -------------------------------------------------------------------------------------- increase damage to 2 x d6+cha modifier in level 11 and 3d6+cha modifier at level 21.
kage shuriken (shuriken's shadow)
you create a small cloud of whirling shurikens (by trowing one shuriken to your target) that relentlessly attack creatures in the area. --------------------------------------------------------------------------------------- at will--ninjutsu,weapon,chakra standard action, area 1 x square within 10 squares requirement : you must wielding shuriken , kunai or needle (senbon). target : each creature in square attack : int vs reflex --------------------------------------------------------------------------------------- hit 1 x d6+int modifier damage. --------------------------------------------------------------------------------------- increase damage to 2 x d6+int modifier and 3 square in level 11, and to 3d6+int modifier and 5 square in level 21. --------------------------------------------------------------------------------------- effect : the jutsu's area is filled with sharp shurikens. any creature that enters the area or starts it's turn there takes chakra damage equal to your wis modifier (minimum 1 x ). the cloud remains in place until the end of your next turn.you can dispel it earlier as a minor action.
a false stumble and a shove place the enemy exactly where you want him --------------------------------------------------------------------------------------- encounter--taijutsu,weapon standard action , melee , weapon target : one creature adjacent to you attack : dex vs will --------------------------------------------------------------------------------------- hit : 1 x +dex modifier damage , and you slide the target 1 square --------------------------------------------------------------------------------------- unmoldable chakra : you slide the target a number of squares equal to your int modifier (minimum 1 x )
demonic embrace
a line of twisting chakra streams from your hand to your target's heart, feeding on his vital force as you grow stronger --------------------------------------------------------------------------------------- encounter--chakra , implement , ninjutsu standard action , ranged 5 target : one creature in range attack ; con vs will --------------------------------------------------------------------------------------- hit : 2 x d8+con modifier chakra damage , and you gain 5 temporary hit points --------------------------------------------------------------------------------------- demon born : you have ranged of 10 x with gaining temporary hit points equal to your int modifier
burning chakra
a fierce burst of chakra erupts from your hands and scorches nearby foes --------------------------------------------------------------------------------------- encounter--chakra , affinity , ninjutsu standard action , close blast 3 target : each creature in blast attack : int vs reflex --------------------------------------------------------------------------------------- hit : 2 x d6+int modifier affinity damage --------------------------------------------------------------------------------------- no bloodline : you have close blast of 5
a rapid barrage of projectiles leaves your enemies clearing the blood from their eyes --------------------------------------------------------------------------------------- daily--taijutsu , weapon standard action , close blast 3 requirement : you must be wielding shuriken , kunai , or needles (senbon) target : each enemy in blast that you can see attack : con vs AC --------------------------------------------------------------------------------------- hit : 2 x +con modifier damage , and the target is blinded untill the end of your next turn --------------------------------------------------------------------------------------- miss : half damage , and the target is not blinded --------------------------------------------------------------------------------------- increase damage to 3 x +con modifier in level 11 and 4[W]+con modifier in level 21
darkened mind
you inflict a waking nightmare upon your enemy so that he can no longer tell what is real and what exists in his mind. under its influence he staggers about, trying to avoid falling from imaginary heights or stepping on unrreal serpents --------------------------------------------------------------------------------------- daily--genjutsu , implement , charm standard action , ranged 1 x 0 target : one creature attack : cha vs will --------------------------------------------------------------------------------------- hit : 3 x d8+cha modifier psychic damage , and you slide the target 3 squares --------------------------------------------------------------------------------------- sustain minor : you slide the target 1 x square , whether you hit or miss (save ends)
affinity sphere
you conjure a rolling ball of affinity and control where it goes --------------------------------------------------------------------------------------- daily--affinity , implement , ninjutsu standard action , ranged 1 x 0 target : one creature adjacent to the flaming sphere attack : con vs reflex --------------------------------------------------------------------------------------- hit : 2 x d6+con modifier affinity damage --------------------------------------------------------------------------------------- effect : you conjure a medium sphere of affinity in an unoccupied square within range, and the sphere attacks an adjacent creature. any creature that starts its turn next to the sphere takes 1 x d4+con modifier affinity damage. as a move action, you can move the sphere up to 6 squares. --------------------------------------------------------------------------------------- sustain minor : you can sustain this power until the end of encounter. as a standard action, you can make another attack with the sphere
you are stealthy and fleet of foot at the same time --------------------------------------------------------------------------------------- at will--taijutsu move action , personal --------------------------------------------------------------------------------------- effect : you can move your speed and make a steath check. you do not take the normal penalty from movement on this check
shunshin
you will appear and disappear in an instant, allowing them to retreat or attack suddenly. To facilitate the movement the ninja will often use nearby elements such as mist, sand or leaves to mask their appearance or disappearance. --------------------------------------------------------------------------------------- encounter--ninjutsu , teleportation move action , personal --------------------------------------------------------------------------------------- effect : you can teleport 5 x squares , and you gain a +2 power bonus to all defences until the end of your next turn.
leaf fall
you fall gently, like a leaf --------------------------------------------------------------------------------------- daily--ninjutsu free action , personal trigger : you fall --------------------------------------------------------------------------------------- effect : you take no damage from the fall , regardless of its distance , and does not fall prone at the end of the fall
chakra boost
your form blurs as you hastily withdraw from the battle field --------------------------------------------------------------------------------------- daily--ninjutsu move action , personal --------------------------------------------------------------------------------------- effect : shift up to twice your speed
you strike and weave , causing your foe to lurch forward so that you can duck around him and slip into his space ---------------------------------------------------------------------------------------- encounter--taijutsu , weapon requirement : you must be wielding a sword , kunai or you must use your fist (1 x d4) target : one creature attack : dex vs will ---------------------------------------------------------------------------------------- hit : 2 x +dex modifier damage. in addition , you switch places with the target and can then shift 1 square ---------------------------------------------------------------------------------------- unmoldable chakra : you shift number of squares equal t your int modifier (minimum 1 x )
Daijurin (great ray)
you fire rays of chakra at your foe ---------------------------------------------------------------------------------------- encounter--ninjutsu , chakra standard action , ranged 1 x 0 targets : one creature , or two creatures no more that 5 x squares apart from each other attack : con vs reflex , one attack per target ----------------------------------------------------------------------------------------- hit : 1 x d10+con modifier damage ----------------------------------------------------------------------------------------- byakugan : gain a bonus to each attack's damage roll equal to your int modifier
affinity shock
you harl a crackling of affinity that explodes at a point you designate , engulfing all nearby creatures in its embrace ----------------------------------------------------------------------------------------- encounter--affinity , implement , ninjutsu standard action , area burst 2 x within 10 squares target : each creature in burst attack : int vs reflex ----------------------------------------------------------------------------------------- hit : 2 x d6+int modifier affinity damage ----------------------------------------------------------------------------------------- sharingan : your attack will be burst 3 x within 10 squares
rasengan
you concentrate a contained, fast, rotating sphere of chakra in the palm of your hand which can cause much destructive impact. ----------------------------------------------------------------------------------------- encounter--chakra , implement , ninjutsu standard action , chakra target : one creature or object attack : con vs AC ----------------------------------------------------------------------------------------- hit : 2 x d8+con modifier chakra damage
you follow up a fierce attack with a series of quick , painful strikes woven between your enemy's attacks ----------------------------------------------------------------------------------------- daily--taijutsu , weapon standard action , melee , weapon requirement : you must be weilding a kunai , sword , or you must use your fist (1 x d4) target : one creature attack : dex vs AC ----------------------------------------------------------------------------------------- hit : 2 x +dex modifier damage ----------------------------------------------------------------------------------------- effect : until the end of the encounter , the target takes damage equal to your dex modifier each time it attacks you , and you shift as an immediate reaction after such an attack ----------------------------------------------------------------------------------------- sharingan or byakugan : add your int modifier to your attack roll unmoldable chakra : you can move instead of shift without upertunity attack no bloodline : change hit to 3 x +dex modifier
Narakumi (Hell Viewing)
you cause an illusory , twisted image in your enemy's mind. under its psychic assault , your enemy loses the ability to distinguish friend from foe ----------------------------------------------------------------------------------------- daily--genjutsu , implement , illusion standard action , ranged 1 x 0 target : one creature attack : cha vs will ----------------------------------------------------------------------------------------- hit : 2 x d6+cha modifier psychic damage ----------------------------------------------------------------------------------------- miss : half damage ----------------------------------------------------------------------------------------- sustain minor : the target makes a melee basic attack against one of it's adjacent allies of your choice (save ends)
you blend into your surroundings ---------------------------------------------------------------------------------------- atwill--genjutsu standard action , personal ---------------------------------------------------------------------------------------- effect : make a stealth check. until the end of your next turn , you remain hidden. if at the end of your next turn you do not have cover or concealment against a creature , thet creature may notice you by perception check.
luck of kami
refusing the result that fate has decreed for you , you pray kami and try to rewrite what has been written ---------------------------------------------------------------------------------------- daily--fuuinjutsu free action , personal trigger : you make a roll you dislike ---------------------------------------------------------------------------------------- effect : reroll the attack roll , skill check , ability check , or saving throw , using the higher of the two resaults
chakra walk
by pulsing the chakra to your foot you bestow on yourself the ability to cling to almost any surface and climb as easily as spider even you can walk on water. ---------------------------------------------------------------------------------------- encounter--ninjutsu move action , personal ---------------------------------------------------------------------------------------- effect : on this move action , you move with a climb speed equal to your speed and ignor hard terrain until your next turn
henge (transform)
with a snap of your fingers , you suddenly look like someone else ---------------------------------------------------------------------------------------- daily--ninjutsu minor action , personal ---------------------------------------------------------------------------------------- effect : you make yourself , your clothing , your equipment & audible properties of any creature including a specific individual whom you've seen. the illusion lasts for 1 x hour , although you can end it as a minor action. you must keep the same appearance for the entire duration. anyone who attempts to see through your ruse makes an insight check opposed by your bluff check , and you gain a +5 x power bonus to your check.
While at an elevated position, you grab your opponent from behind. Firmly locking yourself to their back, you will lock your ankles to their neck to get their body rigid. you will then plant them head first into the ground. Essentially a belly to back piledriver, the move can provide a great concussion to your opponent's head ---------------------------------------------------------------------------------------- encounter--Taijutsu, Weapon standard Action Melee target : one creature attack : Dexterity vs. Fortitude ---------------------------------------------------------------------------------------- hit: 1 x d10+dex modifier damage and the target takes a -1 penalty to AC and reflex defence until the end of your next turn ---------------------------------------------------------------------------------------- Unmoldable chakra: the penalty to AC and reflex defence is equal to your str modifier
Mugen Onsa (Illusion Tune)
you assail your foe's mind with unreal images until he can see nothing else ---------------------------------------------------------------------------------------- encounter--illusion , genjutsu standard action , ranged 1 x 0 target : one creature attack : cha vs will ---------------------------------------------------------------------------------------- hit : 1 x d10 + cha modifier psychic damage , and you and all your allies in range are invisible to the target until the end of your next turn ---------------------------------------------------------------------------------------- sharingan : you gain a power bonus to stealth checks equal to your intelligence modifier until the end of the encounter
affinity burst
a chakra line streaks from your finger to the spot you indicated , where it bursts in to a great ball of affinity ---------------------------------------------------------------------------------------- encounter--ninjutsu , affinity standard action , are burst 2 x within 20 squares target : each creature in burst attack : con vs reflex ---------------------------------------------------------------------------------------- hit : 3 x d6+con modifier affinity damage
you deal your enemy a wound that continues to bleed , and you circle in for the kill ---------------------------------------------------------------------------------------- daily--taijutsu , weapon standard action , melee weapon requirement : you must be weilding a sword or kunai target : one creature attack : dex vs fort ---------------------------------------------------------------------------------------- hit : 2 x +dex modifier damage , and the target takes ongoing damage equal to 5+your str modifier and grants combat advantage to you (save ends) ---------------------------------------------------------------------------------------- miss : half damage , and no ongoing damage
seal of five elements
you bind your target's fortunes to five elements of affinity. under their dire influence , all sorts of mischance and bad luck befall your enemy ---------------------------------------------------------------------------------------- daily--fuuinjutsu , chakra standard action , ranged 1 x 0 target : one creature attack : con vs will ---------------------------------------------------------------------------------------- hit : until the end of your next turn , whenever the target makes a saving throw or an attack roll , you roll a d20 x without modifiers. if your result is higher than the target's unmodified die roll , the target's attack misses or the target's saving throw fails ---------------------------------------------------------------------------------------- sustain minor : make a con vs will attack against the target . on a hit the effect continues and on a miss the effect ends
a shower of your affinity pummels a wide swath of ground & covers the area in your affinity ---------------------------------------------------------------------------------------- daily--affinity , ninjutsu , implement , zone standard action , area burst 3 x within 20 squares target : each creature in the burst attack : con vs fort ---------------------------------------------------------------------------------------- hit : 2 x d8+con modifier affinity damage , and the target is immobilized (save ends) ---------------------------------------------------------------------------------------- miss : half damage , and the target is slowed (save ends) ---------------------------------------------------------------------------------------- effect : the burst creates a zone of affinity. the zone is difficult terrain until the end of the end of the encounter or for 5 x minutes
will come next : level 9 daily --------------------------------------- does anyone has any idea of these created jutsus? v 1 : evel 9 daily jutsus added v .9 : level 7 encounter jutsus added v .8 : level 5 and 6 jutsus added v .7 : level 2 utility & level 3 encounter jutsus added. some minor changes in previous jutsu's names and descriptions v .6 : level 1 encounter and daily jutsus added v .5 : level 1 at will jutsus added, bloodline changed for kaguya a little, and some parts reshaped with decks thanks to fragsie v .4 : weapons added v .3 : bloodlines added v .2 : chakra balance deleted v .1 : mass change in basics
hello surry for being late, had some problem with logging in first of all i'm glad to have help ok for the question about the shinobi you can search google for naruto and you'll see they are totally different with wath you say about just using sword. they have some sort of attacks like magic. second i'm agree with you about the design and keep it in mind it was the first post and need a lot of work but i'm sure the result will be nice. for the chakra balance why is it not good? can anyone tell me? and for the features i think chakla walk and some others can be feets for future levels of this class ha? thanks
Okay, before I get started, I'm just going to say that I hate seeing "Naruto" and "ninja"/"shinobi" in the same sentence. To me, Naruto isn't a ninja. I'm sorry (and don't worry), it's nothing personal, but only the low level jutsu have a ninja-like feel to me. Okay, enough of that.
First of all, you should get rid of the longsword and scythe. Those weapons are too big to carry around, and the sickle fulfills the role of a kama very well so far, so I'd switch to that. Most ninjas we see in movies and entertainment carry small, compact weapons, which works perfectly for a stealth-based class.
You have too many skills, as well. You should reduce it to 10 (the rogue's count).
Additionally, strikers (except the barbarian) aren't known for their hp, so having Con as one of your major stats doesn't help you. Go with Wisdom, especially since chakra is supposed to be a mystical energy to begin with.
You also have too many class features. As far as I know, the warlock has the most class features (5), and you've got more than that, so you need to trim it down some. I'll go one by one:
Tree Jump should be a power, probably an encounter.
Chakra Boost can't be done. You're basically bypassing the necessity for getting Fleet-Footed and Boots of Striding and Springing, which every rogue needs. If it was an encounter power at paragon tier that lasted until the end of your next turn, then it would work, but not as a feature.
Chakra Walk is definitely a power.
Ninja Scribe sounds like the Ritual Caster feat. I'm sure you have something different in mind, but making scrolls is most definitely a feat.
Your Affinity is not specific. +2 what? Attack? Damage? Both? If it's attack, then it's too strong. It's +1 at most. If it's +2 damage, then it's probably fine.
Country Specialization and naming off the different kinds of jutsu are pure flavor, with no mechanical significance. Neither will affect your power selection, and the jutsu themselves have no keywords.
Take my word for it: DON'T do Chakra Balance!!!
Also, the last big problem: If you're making a striker, then you need some form of extra damage.
I hope this helps you out. Good luck with your class.
I assume jutsu will be powers, taijutsu, genjutsu, chakra, affinities, etc. being descriptors.
Tree Jump: Just make difficult terrain mean nothing to shinobi. Make this an encounter utility power move action or an at-will standard action.
Chakra Boost: I like this.
Chakra Walk should be a utility power: you can move normally (and hence can walk, run, charge, etc.) on the surface of water with an Acrobatics check or upside-down and vertical surfaces with a successful Athletics check (climbing rules p182); water counts as unstable (20), upside-down counts as difficult terrain. Remember granting CA when balancing and climbing; considering what Chakra Walk involves, it seems reasonable to me.
Boots of Spider Climbing (PHB 246) have a similar effect, and is Lv 5, so Chakra Walk should be around Lv 5. Since Lv 6 is when you gain 1 utility power, I'd set it at Lv 6, and no earlier.
Scribing a technique scroll would probably be a ritual, in the same category as Brew Potion. Creating a ritual scroll (PHB 298) is meant for rituals, but homebrew a "creating a technique scroll" rule which works the same but allows anyone to use the scribed power once (using up the scroll) or, if they're the same class the power is from (Fighter, Shinobi, etc), they can learn it, resulting in knowing extra powers. As with scribing a ritual scroll, you need to merely know the power you scribe, no skill checks involved.
Chakra Balance: generating some sort of characteristic randomly is interesting, but perhaps it should be handled differently than +/-s...
I look forward to seeing more of the class; are you going to post powers (jutsus) and map the affinities so we know which are allied and opposed?
hello thanks for guiding me. first lets talk about con modifier,
"Hanzo187"]I'm just going to say that I hate seeing "Naruto" and "ninja"/"shinobi" in the same sentence
you may not like naruto and don't look at it as shinobi. may be naruto is not a classic shinobi but, isn't this game about fantasies wrote:
I'm just going to say that I hate seeing "Naruto" and "ninja"/"shinobi" in the same sentence[/quote] you may not like naruto and don't look at it as shinobi. may be naruto is not a classic shinobi but, isn't this game about fantasies?
"Hanzo187"]First of all, you should get rid of the longsword and scythe. Those weapons are too big to carry around, and the sickle fulfills the role of a kama very well so far, so I'd switch to that. Most ninjas we see in movies and entertainment carry small, compact weapons, which works perfectly for a stealth-based class.
for long sword , i don't know the name of the sword most samurais carry. for the scythe it's ok, i'll delete it wrote:
First of all, you should get rid of the longsword and scythe. Those weapons are too big to carry around, and the sickle fulfills the role of a kama very well so far, so I'd switch to that. Most ninjas we see in movies and entertainment carry small, compact weapons, which works perfectly for a stealth-based class.[/quote] for long sword , i don't know the name of the sword most samurais carry. for the scythe it's ok, i'll delete it.
"Hanzo187"]You have too many skills, as well. You should reduce it to 10 (the rogue's count).
for the skills i changed them to trained at stealth and nature, choose 3 more and that should fix the problem. and shinobi can't train in extra skill in level up he can just relearn new one instead of currently learned wrote:
You have too many skills, as well. You should reduce it to 10 (the rogue's count).[/quote] for the skills i changed them to trained at stealth and nature, choose 3 more and that should fix the problem. and shinobi can't train in extra skill in level up he can just relearn new one instead of currently learned.
"Hanzo187"]Additionally, strikers (except the barbarian) aren't known for their hp, so having Con as one of your major stats doesn't help you. Go with Wisdom, especially since chakra is supposed to be a mystical energy to begin with.
the reason for high hp is that shinobi's attacks will be weak so he must have some way for survival in first levels. As i read in naruto fan sites, and as described in anime, chakra is somthing made from body sorce and is not something spiritual, so i chose con, if i'm right it's the source for body power and choosing condition will be right wrote:
Additionally, strikers (except the barbarian) aren't known for their hp, so having Con as one of your major stats doesn't help you. Go with Wisdom, especially since chakra is supposed to be a mystical energy to begin with.[/quote] the reason for high hp is that shinobi's attacks will be weak so he must have some way for survival in first levels. As i read in naruto fan sites, and as described in anime, chakra is somthing made from body sorce and is not something spiritual, so i chose con, if i'm right it's the source for body power and choosing condition will be right.
"Hanzo187"]Tree Jump should be a power, probably an encounter.
Tree Jump may be a utility that can be learned in level 6? wrote:
Tree Jump should be a power, probably an encounter.[/quote] Tree Jump may be a utility that can be learned in level 6?
"Hanzo187"]Chakra Walk is definitely a power.
and yes Chakra Walk will be definitely a power i was wrong in making it a class feature maybe a power for level 6 wrote:
Chakra Walk is definitely a power.[/quote] and yes Chakra Walk will be definitely a power i was wrong in making it a class feature maybe a power for level 6.
"Hanzo187"]Your Affinity is not specific. +2 what? Attack? Damage? Both? If it's attack, then it's too strong. It's +1 at most. If it's +2 damage, then it's probably fine.
i was thinking it for damage wrote:
Your Affinity is not specific. +2 what? Attack? Damage? Both? If it's attack, then it's too strong. It's +1 at most. If it's +2 damage, then it's probably fine.[/quote] i was thinking it for damage.
"Hanzo187"]Country Specialization and naming off the different kinds of jutsu are pure flavor, with no mechanical significance.
maybe, but it'll give some background story for characters, and if any dm wants to make some sort of camp for this class he will have reasons for choosing teachers in some places that can teach jutsus that are affinity based wrote:
Country Specialization and naming off the different kinds of jutsu are pure flavor, with no mechanical significance.[/quote] maybe, but it'll give some background story for characters, and if any dm wants to make some sort of camp for this class he will have reasons for choosing teachers in some places that can teach jutsus that are affinity based.
"Hanzo187"]If you're making a striker, then you need some form of extra damage.
i don't know any better code name for this kind of creature may be he is not just a striker as i described he is something between shinobi and wizard wrote:
If you're making a striker, then you need some form of extra damage.[/quote] i don't know any better code name for this kind of creature may be he is not just a striker as i described he is something between shinobi and wizard.
"Hanzo187"]Chakra Boost can't be done. You're basically bypassing the necessity for getting Fleet-Footed and Boots of Striding and Springing, which every rogue needs. If it was an encounter power at paragon tier that lasted until the end of your next turn, then it would work, but not as a feature.
as i told he is not just a rogue, if he was there was no need for crreating a new class wrote:
Chakra Boost can't be done. You're basically bypassing the necessity for getting Fleet-Footed and Boots of Striding and Springing, which every rogue needs. If it was an encounter power at paragon tier that lasted until the end of your next turn, then it would work, but not as a feature.[/quote] as i told he is not just a rogue, if he was there was no need for crreating a new class!
"Hanzo187"]Take my word for it: DON'T do Chakra Balance!!!
i can't agree with you just think of Dreamstryder wrote:
Take my word for it: DON'T do Chakra Balance!!![/quote] i can't agree with you just think of Dreamstryder:
"Hanzo187"]generating some sort of characteristic randomly is interesting, but I think are interesting, but I wonder if it should be handled differently than +/-s...[/quote wrote:
generating some sort of characteristic randomly is interesting, but I think are interesting, but I wonder if it should be handled differently than +/-s...
"Dreamstryder"]I assume jutsu will be powers, taijutsu, genjutsu, chakra, affinities, etc. being descriptors.
they are powers for shinobi, but affinity is the type of material used in some ninjutsus wrote:
I assume jutsu will be powers, taijutsu, genjutsu, chakra, affinities, etc. being descriptors.[/quote] they are powers for shinobi, but affinity is the type of material used in some ninjutsus.
"Dreamstryder"]Tree Jump: Just make difficult terrain mean nothing to shinobi. Make this an encounter utility power move action or an at-will standard action.
hmmmm logical. let it be an enconter power for level 2 or 3 wrote:
Tree Jump: Just make difficult terrain mean nothing to shinobi. Make this an encounter utility power move action or an at-will standard action.[/quote] hmmmm logical. let it be an enconter power for level 2 or 3?
"Dreamstryder"]Chakra Boost: I like this.
me too :D wrote:
Chakra Boost: I like this.[/quote] me too :D
"Dreamstryder"]Chakra Walk should be a utility power: you can move normally (and hence can walk, run, charge, etc.) on the surface of water with an Acrobatics check or upside-down and vertical surfaces with a successful Athletics check (climbing rules p182) wrote:
Chakra Walk should be a utility power: you can move normally (and hence can walk, run, charge, etc.) on the surface of water with an Acrobatics check or upside-down and vertical surfaces with a successful Athletics check (climbing rules p182); water counts as unstable (20), upside-down counts as difficult terrain. Remember granting CA when balancing and climbing; considering what Chakra Walk involves, it seems reasonable to me.
ok let me tell you something using the word class feature was wrong at all, i was just writing ideas of the class and i'm agree the place for this will be utility power and your words will be done it's for level 6 :D
"Dreamstryder"]Chakra Balance: generating some sort of characteristic randomly is interesting, but I think are interesting, but I wonder if it should be handled differently than +/-s...
ya specifically when it comes to paragon paths and there will be a taijutsu master who cant't use any other sort of jutsu ! but instead of +-? any idea wrote:
Chakra Balance: generating some sort of characteristic randomly is interesting, but I think are interesting, but I wonder if it should be handled differently than +/-s...[/quote] ya specifically when it comes to paragon paths and there will be a taijutsu master who cant't use any other sort of jutsu ! but instead of +-? any idea?
"Dreamstryder"]Scribing a technique scroll would probably be a ritual, in the same category as Brew Potion. Creating a ritual scroll (PHB 298) is meant for rituals, but homebrew a "creating a technique scroll" rule which works the same but allows anyone to use the scribed power once (using up the scroll) or, if they're the same class the power is from (Fighter, Shinobi, etc), they can learn it, resulting in knowing extra powers. As with scribing a ritual scroll, you need to merely know the power you scribe, no skill checks involved.
well it will have different posibilities : 1- retual scrolls and they will have classic rituals in themselves or something near them. 2- save scrolls (any better name?) that will save objects in them, objects that sealed in them wrote:
Scribing a technique scroll would probably be a ritual, in the same category as Brew Potion. Creating a ritual scroll (PHB 298) is meant for rituals, but homebrew a "creating a technique scroll" rule which works the same but allows anyone to use the scribed power once (using up the scroll) or, if they're the same class the power is from (Fighter, Shinobi, etc), they can learn it, resulting in knowing extra powers. As with scribing a ritual scroll, you need to merely know the power you scribe, no skill checks involved.[/quote] well it will have different posibilities : 1- retual scrolls and they will have classic rituals in themselves or something near them. 2- save scrolls (any better name?) that will save objects in them, objects that sealed in them.
"Dreamstryder"]I look forward to seeing more of the class wrote:
I look forward to seeing more of the class; are you going to post powers (jutsus) and map the affinities so we know which are allied and opposed?
thanks. and yes i'll finish what i started. first i'll write about bloodlines and the changes it make on some abilities and skills, next will go on for affinity and it's system. and at last will start the hard work of making jutsus.