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3rd Ed Shinobi concept
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<blockquote data-quote="RakeRon" data-source="post: 796194" data-attributes="member: 11119"><p>I was told to post it here by one of the admins so this is just a simple repost.</p><p></p><p>After a few days of reading the available manga and watching all 23 available fansubed anime that is known as Nuruto I decided to make the Shinobi class for 3ed D&D. However even though it isn't near play test ready yet (imho) I'm still making some progress & even blackshirt is helping me by letting me play test it in one of his campanes when its ready. Now on to the point of this thread: if I managed to make this into a well balanced class, would anyone be interested in playing it or contributing to its developement?</p><p></p><p>Top 3 stats for a Shinobi is: Dex, Con, and Int.</p><p></p><p>Every other level (1,3,5,etc.) gains 1 extra combat movent if the opponent is flat footed.</p><p></p><p>It has a max sneak attack bonus of +5d6 (first strike only, levels are being determaned at the moment) cuz lets face it. With the extra movents you'll be dishing out plenty of damage and having full rogue sneak attack is overkill.</p><p></p><p>Shinobi is devided into clans based on elements: Fire, Wind, Water, Earth, Forest, Sound, and Iron/Metal. Depending on which clan you're with will determine what techniques you learn after rank 0 techniques.</p><p></p><p>Shinobi are primaraly dexterious races like humans, elves, and half-elves. The only exception in the Clan of Ore (Iron/metal) which are only made up of Dwarves.</p><p></p><p>Shinobi can't use bows or crossbows. Instead they use shurikans, throwing knives, and large shurikans (both solid & colapsable). Large solid shurikans deal a base damage of 2d10 and can go a distance of 10' + (str mod * 10') and get a -1 accuracy penitly for every 10' after 20'. The same goes for colapsable shurikans except their base damage is 1d10.</p><p></p><p>Shinobi have hand to hand combat skills like the monk except they only have a max of 1d12. Improved Taijitsu & Advanced Taijitsu make up for the lower die type.</p><p></p><p>Current feats available until i make a better list: exotic weapons profinsioncy (martial arts weapons), improved taijitsu, advanced taijitsu, improved tumble, improved dodge, combat casting (for techniques until i come up with better), unarmed strike, deflect arrow, inertial armor, improved unarmed strike.</p><p></p><p>So far thats what I got off the top of my head. I will have more later, even more if ppl show interest.</p></blockquote><p></p>
[QUOTE="RakeRon, post: 796194, member: 11119"] I was told to post it here by one of the admins so this is just a simple repost. After a few days of reading the available manga and watching all 23 available fansubed anime that is known as Nuruto I decided to make the Shinobi class for 3ed D&D. However even though it isn't near play test ready yet (imho) I'm still making some progress & even blackshirt is helping me by letting me play test it in one of his campanes when its ready. Now on to the point of this thread: if I managed to make this into a well balanced class, would anyone be interested in playing it or contributing to its developement? Top 3 stats for a Shinobi is: Dex, Con, and Int. Every other level (1,3,5,etc.) gains 1 extra combat movent if the opponent is flat footed. It has a max sneak attack bonus of +5d6 (first strike only, levels are being determaned at the moment) cuz lets face it. With the extra movents you'll be dishing out plenty of damage and having full rogue sneak attack is overkill. Shinobi is devided into clans based on elements: Fire, Wind, Water, Earth, Forest, Sound, and Iron/Metal. Depending on which clan you're with will determine what techniques you learn after rank 0 techniques. Shinobi are primaraly dexterious races like humans, elves, and half-elves. The only exception in the Clan of Ore (Iron/metal) which are only made up of Dwarves. Shinobi can't use bows or crossbows. Instead they use shurikans, throwing knives, and large shurikans (both solid & colapsable). Large solid shurikans deal a base damage of 2d10 and can go a distance of 10' + (str mod * 10') and get a -1 accuracy penitly for every 10' after 20'. The same goes for colapsable shurikans except their base damage is 1d10. Shinobi have hand to hand combat skills like the monk except they only have a max of 1d12. Improved Taijitsu & Advanced Taijitsu make up for the lower die type. Current feats available until i make a better list: exotic weapons profinsioncy (martial arts weapons), improved taijitsu, advanced taijitsu, improved tumble, improved dodge, combat casting (for techniques until i come up with better), unarmed strike, deflect arrow, inertial armor, improved unarmed strike. So far thats what I got off the top of my head. I will have more later, even more if ppl show interest. [/QUOTE]
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