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[d20 Modern] Test-drive my GI Joe Ninja class...
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<blockquote data-quote="(Psi)SeveredHead" data-source="post: 1756288" data-attributes="member: 1165"><p>Making it a PDF is a barrier. My computer can't open PDFs online; I have to download it. I'm not even sure why I'm saving it, but anyway...</p><p></p><p>Don't call it a ninja. Call it a Cobra Ninja, or GI Joe Ninja, or (villains in GI Joe) Ninja. That will keep people from freaking out <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Although there's an AdC in Future that has an Occupation as a requirement, that is <em>not</em> a good thing. One ninja could have Military, another Criminal, yet another Athlete, and so forth. This doesn't mean the Ninja Clan occupation is bad, just that the AdC should be more flexible in terms of requirements.</p><p></p><p>Other than that, the requirements look good. It is, of course, not easy to take without selecting a few of the occupations, though, but that's not too harsh, it just means you may have to wait a few more levels. (Must check to see if Criminal is a valid occupation.)</p><p></p><p>He should have Knowledge (current events) and Knowledge (streetwise) as class skills. If you're going to assassinate someone, you should at least know the political situation in that country, and what killing them might do. Streetwise is fairly obvious, IMO. You probably also want to add Bluff... makes it easy to use "Ninja Hand Movement" (what is the Japanese term for that), also known as Improved Feint in plain English <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Generally speaking, the <em>only</em> abilities granted at level 3, 6, and 9 are bonus feats. Since you have 10 "letters" what you did was okay, but you could just grant two abilities on some of the levels instead.</p><p></p><p>Each ability should be clear on what it does right away. You shouldn't have an ability called Sho, it should be called Sho Healing or something to that effect. That makes it easier on those of us who don't understand Japanese.</p><p></p><p>Pyo is probably overpowered; I suppose it's more balanced because you're not increasing unarmed damage the way the martial artist class does, but it still makes me uneasy.</p><p></p><p>To is definitely overpowered; only one class in the core book has this ability, and it's base class Defense bonus is the lowest possible, rather than the highest possible, and it's designed to work with a class that already has a low Defense bonus. In other words, it's filling in a gap, not adding more power.</p><p></p><p>As someone who has played a Fast/Martial Artist I can tell you that they get high Defense bonuses without armor or any other kind of help. Unlike in DnD, D20 Modern characters already learn to dodge.</p><p></p><p>Based on the flavor text, I wonder if this couldn't grant a bonus to Listen and Spot or just give you Uncanny Dodge... I think those abilities would be more balanced. Because of the Kai ability, I would go for the latter.</p><p></p><p>Zai: the part of the full-round action isn't really necessary. By that level you'll have enough Tumble skillz (tm) to get out of the area anyway, and see the withdraw action.</p><p></p><p>PS why the split in Ninja Weapons Proficiencies? Why not let each just grant you 5 or so proficiencies?</p><p></p><p>The combo of decent BAB, decent class Defense, decent saves, and decent hit points and skills looks good to me.</p><p></p><p></p><p></p><p>Nah... but it does need to be able to cut open a tank with a katana <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p></blockquote><p></p>
[QUOTE="(Psi)SeveredHead, post: 1756288, member: 1165"] Making it a PDF is a barrier. My computer can't open PDFs online; I have to download it. I'm not even sure why I'm saving it, but anyway... Don't call it a ninja. Call it a Cobra Ninja, or GI Joe Ninja, or (villains in GI Joe) Ninja. That will keep people from freaking out :) Although there's an AdC in Future that has an Occupation as a requirement, that is [i]not[/i] a good thing. One ninja could have Military, another Criminal, yet another Athlete, and so forth. This doesn't mean the Ninja Clan occupation is bad, just that the AdC should be more flexible in terms of requirements. Other than that, the requirements look good. It is, of course, not easy to take without selecting a few of the occupations, though, but that's not too harsh, it just means you may have to wait a few more levels. (Must check to see if Criminal is a valid occupation.) He should have Knowledge (current events) and Knowledge (streetwise) as class skills. If you're going to assassinate someone, you should at least know the political situation in that country, and what killing them might do. Streetwise is fairly obvious, IMO. You probably also want to add Bluff... makes it easy to use "Ninja Hand Movement" (what is the Japanese term for that), also known as Improved Feint in plain English :) Generally speaking, the [i]only[/i] abilities granted at level 3, 6, and 9 are bonus feats. Since you have 10 "letters" what you did was okay, but you could just grant two abilities on some of the levels instead. Each ability should be clear on what it does right away. You shouldn't have an ability called Sho, it should be called Sho Healing or something to that effect. That makes it easier on those of us who don't understand Japanese. Pyo is probably overpowered; I suppose it's more balanced because you're not increasing unarmed damage the way the martial artist class does, but it still makes me uneasy. To is definitely overpowered; only one class in the core book has this ability, and it's base class Defense bonus is the lowest possible, rather than the highest possible, and it's designed to work with a class that already has a low Defense bonus. In other words, it's filling in a gap, not adding more power. As someone who has played a Fast/Martial Artist I can tell you that they get high Defense bonuses without armor or any other kind of help. Unlike in DnD, D20 Modern characters already learn to dodge. Based on the flavor text, I wonder if this couldn't grant a bonus to Listen and Spot or just give you Uncanny Dodge... I think those abilities would be more balanced. Because of the Kai ability, I would go for the latter. Zai: the part of the full-round action isn't really necessary. By that level you'll have enough Tumble skillz (tm) to get out of the area anyway, and see the withdraw action. PS why the split in Ninja Weapons Proficiencies? Why not let each just grant you 5 or so proficiencies? The combo of decent BAB, decent class Defense, decent saves, and decent hit points and skills looks good to me. Nah... but it does need to be able to cut open a tank with a katana :D [/QUOTE]
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