Goblyn
Explorer
This is my attempt. Comments and criticizms welcome. I haven't playetested this yet, so any feedback is appreciated.
Oh, and the Dallaxia, Semdenuri and Sarvol Wot stuff is world-specific.
Dragon Ninja
Modeled on Ryu Hayabusa of Ninja Gaiden, the Dragon Ninja class is my attempt to port him and his cool abilities into DnD. It's not play tested, so I do not know if it is over- or under- powered.
Adventures: Ryu always seemed to be on a quest for revenge, and judging by other ninja-movies I've seen, it seems to be the common shtick: train all your life to attain superhuman prowess punctuated by otherworldly powers so that you can go after whatever evil and powerful individual ends up killing your clan/father/dog.
Characteristics: Kicking a lot of ass and looking good doing it. Some of these abilities may prove to be less than useful, but they score high on the cool factor. For anyone who's ever wanted to run on walls.
Alignment: Ninja seem to gravitate towards lawful(the code-of-honour type lawful, not the follow-the-law type). There is no real restriction, though.
Religion: Ninja often look on ancestors as others look at gods, albeit with a closer connection, and look at gods like others look at powerful monsters(dragons).
Background: Ninja often are part of a clan; see the Clan Ninja PrC(this one is pending). Any particular Dragon Ninja hails originally from dallaxian colonies on Semdenuri or Sarvol Wot.
Races: Only humans and dallaxians become Dragon Ninja
Classes: Dragon Ninja work with who they must, but prefer the company of those whose agility is at least close to their own.
Game Rule Information
Dragon Ninja have the following game statistics.
Abilities: Dexterity helps a dragon ninja with many of his skills and abilities, and a high strength helps in the frequent fights he will find himself in. A good wisdom and charisma helps with his magical abilities, as well as those skills that will help him avoid some of the said fights.
Alignment: Any
Hit Die: d8
Table: The Dragon Ninja
Level BAB Fort Ref Will Special
1 +1 +0 +2 +0 Ninja Leap
2 +2 +0 +3 +0 Art Form(Level 1), Art Use 1/Day
3 +3 +1 +3 +1 Wall Jump
4 +4 +1 +4 +1 Art Form(Level 1)
5 +5 +1 +4 +1 Art Use 2/Day
6 +6/+1 +2 +5 +2
7 +7/+2 +2 +5 +2 Wall Run
8 +8/+3 +2 +6 +2 Art Form(Level 2)
9 +9/+4 +3 +6 +3
10 +10/+5 +3 +7 +3 Art Use 3/Day
11 +11/+6/+1 +3 +7 +3 Reverse Wind
12 +12/+7/+2 +4 +8 +4
13 +13/+8/+3 +4 +8 +4 Art Form(Level 2)
14 +14/+9/+4 +4 +9 +4
15 +15/+10/+5 +5 +9 +5 Art Use 4/Day
16 +16/+11/+6/+1 +5 +10 +5
17 +17/+12/+7/+2 +5 +10 +5 Art Form(Level 3)
18 +18/+13/+8/+3 +6 +11 +6
19 +19/+14/+9/+4 +6 +11 +6 Art Use 5/Day
20 +20/+15/+10/+5 +6 +12 +6
Class Skills
The dragon Ninja's class skills (and the key ability for each skill) are: Balance(Dex), Climb(Dex),
Disguise(Cha), Escape Artist(Dex), Gather Infomation(Cha), Hide(Dex), Innuendo(Wis), Jump(Str), Move
Silently(Dex), Tumble(Dex), Sense Motive(Wis).
Skill Points at First Level: (4 + Int modifier) x 4.
Skill points at each additional level; 4 + Int modifier.
Class Features
All of the following are class features of the dragon ninja.
Weapon and armor proficiency: A dragon Ninja is proficient in all simple and martial weapons, light
armor, and medium armor.
Ninja Leap: Starting from 1st level, a dragon ninja gets a +2 competence bonus to jump checks for every
level of dragon ninja he has(a 5th level dragon ninja has a +10 competence bonus)
Art Form(Level x): Starting from 2nd level, the dragon ninja gains the ability to use a spell of the specified
level a certain number of times a day as a spell-like ability. This spell is chosen from the sorcerer/wizard
spell list and once it has been chosen can never be changed.
Wall Jump: Starting at 3rd level, a dragon ninja is able to vault off of walls, sometimes bouncing between
them to attain great heights. The jump DC is +5 if the ninja wishes to begin or end his jump on a vertical
surface. The jump DC is +10 if the ninja begins and ends his jump on vertical surfaces, and the DC is +2 for
each successive wall jump.
Wall Run: A dragon ninja of 7th level or higher is able to perform part of his movement on a vertical surface.
On a successful DC 20 Balance check, the dragon ninja is able to move 20', as part of his move action, on a
vertical surface. Continual wall running requires another Balance check every 20', with cumulative +5 to the
DC each check.
Oh, and the Dallaxia, Semdenuri and Sarvol Wot stuff is world-specific.
Dragon Ninja
Modeled on Ryu Hayabusa of Ninja Gaiden, the Dragon Ninja class is my attempt to port him and his cool abilities into DnD. It's not play tested, so I do not know if it is over- or under- powered.
Adventures: Ryu always seemed to be on a quest for revenge, and judging by other ninja-movies I've seen, it seems to be the common shtick: train all your life to attain superhuman prowess punctuated by otherworldly powers so that you can go after whatever evil and powerful individual ends up killing your clan/father/dog.
Characteristics: Kicking a lot of ass and looking good doing it. Some of these abilities may prove to be less than useful, but they score high on the cool factor. For anyone who's ever wanted to run on walls.
Alignment: Ninja seem to gravitate towards lawful(the code-of-honour type lawful, not the follow-the-law type). There is no real restriction, though.
Religion: Ninja often look on ancestors as others look at gods, albeit with a closer connection, and look at gods like others look at powerful monsters(dragons).
Background: Ninja often are part of a clan; see the Clan Ninja PrC(this one is pending). Any particular Dragon Ninja hails originally from dallaxian colonies on Semdenuri or Sarvol Wot.
Races: Only humans and dallaxians become Dragon Ninja
Classes: Dragon Ninja work with who they must, but prefer the company of those whose agility is at least close to their own.
Game Rule Information
Dragon Ninja have the following game statistics.
Abilities: Dexterity helps a dragon ninja with many of his skills and abilities, and a high strength helps in the frequent fights he will find himself in. A good wisdom and charisma helps with his magical abilities, as well as those skills that will help him avoid some of the said fights.
Alignment: Any
Hit Die: d8
Table: The Dragon Ninja
Level BAB Fort Ref Will Special
1 +1 +0 +2 +0 Ninja Leap
2 +2 +0 +3 +0 Art Form(Level 1), Art Use 1/Day
3 +3 +1 +3 +1 Wall Jump
4 +4 +1 +4 +1 Art Form(Level 1)
5 +5 +1 +4 +1 Art Use 2/Day
6 +6/+1 +2 +5 +2
7 +7/+2 +2 +5 +2 Wall Run
8 +8/+3 +2 +6 +2 Art Form(Level 2)
9 +9/+4 +3 +6 +3
10 +10/+5 +3 +7 +3 Art Use 3/Day
11 +11/+6/+1 +3 +7 +3 Reverse Wind
12 +12/+7/+2 +4 +8 +4
13 +13/+8/+3 +4 +8 +4 Art Form(Level 2)
14 +14/+9/+4 +4 +9 +4
15 +15/+10/+5 +5 +9 +5 Art Use 4/Day
16 +16/+11/+6/+1 +5 +10 +5
17 +17/+12/+7/+2 +5 +10 +5 Art Form(Level 3)
18 +18/+13/+8/+3 +6 +11 +6
19 +19/+14/+9/+4 +6 +11 +6 Art Use 5/Day
20 +20/+15/+10/+5 +6 +12 +6
Class Skills
The dragon Ninja's class skills (and the key ability for each skill) are: Balance(Dex), Climb(Dex),
Disguise(Cha), Escape Artist(Dex), Gather Infomation(Cha), Hide(Dex), Innuendo(Wis), Jump(Str), Move
Silently(Dex), Tumble(Dex), Sense Motive(Wis).
Skill Points at First Level: (4 + Int modifier) x 4.
Skill points at each additional level; 4 + Int modifier.
Class Features
All of the following are class features of the dragon ninja.
Weapon and armor proficiency: A dragon Ninja is proficient in all simple and martial weapons, light
armor, and medium armor.
Ninja Leap: Starting from 1st level, a dragon ninja gets a +2 competence bonus to jump checks for every
level of dragon ninja he has(a 5th level dragon ninja has a +10 competence bonus)
Art Form(Level x): Starting from 2nd level, the dragon ninja gains the ability to use a spell of the specified
level a certain number of times a day as a spell-like ability. This spell is chosen from the sorcerer/wizard
spell list and once it has been chosen can never be changed.
Wall Jump: Starting at 3rd level, a dragon ninja is able to vault off of walls, sometimes bouncing between
them to attain great heights. The jump DC is +5 if the ninja wishes to begin or end his jump on a vertical
surface. The jump DC is +10 if the ninja begins and ends his jump on vertical surfaces, and the DC is +2 for
each successive wall jump.
Wall Run: A dragon ninja of 7th level or higher is able to perform part of his movement on a vertical surface.
On a successful DC 20 Balance check, the dragon ninja is able to move 20', as part of his move action, on a
vertical surface. Continual wall running requires another Balance check every 20', with cumulative +5 to the
DC each check.