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<blockquote data-quote="Libertad" data-source="post: 9218884" data-attributes="member: 6750502"><p><img src="https://i.imgur.com/SqUOwXa.jpg" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p></p><p><a href="https://www.deviantart.com/benedickbana/art/Cyber-Ninja-Fuma-897471907" target="_blank">Cyber Ninja Fuma by benedickbana on Deviantart</a></p><p></p><p><strong>Cyborg Ninja</strong></p><p><strong>Origin</strong> Cyborg (Major Enhancements, 24 Point Buy, 14 is purchasable maximum)</p><p><strong>Archetype</strong> 6th Level Charming Hero; <strong>Class</strong> Duelist</p><p><strong>Background</strong> Raised by Assassins (+1 Dexterity); <strong>Profession</strong> Espionage (+1 Dexterity)</p><p><strong>Wealth Level</strong> 3</p><p><strong>Speed</strong> 40 Feet (climbing is not considered difficult movement)</p><p></p><p><strong>Hit Points</strong> 39 (6d8+6); <strong>Defense</strong> 15/16 (10 + 2 + Dexterity modifier, +1 when wielding finesse weapon); <strong>Influence Dice</strong> 6 (d8, Trick DC is 13)</p><p></p><p>Strength 10 (+0) Dexterity 16 (+3) Constitution 12 (+1) Intelligence 10 (+0) Wisdom 10 (+0) Charisma 14 (+2)</p><p><strong>Saving Throws</strong> Charisma +5, Dexterity +6</p><p><strong>Skills</strong> Acrobatics +6, Athletics +3, Deception +5, Intimidation +5, Perception +3, Persuasion +5, Security +3, Sleight of Hand +6, Stealth +6</p><p><strong>Languages</strong> English, Japanese, Mandarin, Russian</p><p><strong>Equipment Proficiencies</strong> Basic, Advanced, Historical</p><p><strong>Passive Perception</strong> 13</p><p><strong>Proficiency Bonus</strong> +3</p><p><strong>Special Feature: Safe House:</strong> While employed by the agency, you have access to a level 3 safe house somewhere in the city. This safe house serves as a secure haven that no one else knows about and can be used for a long rest. (See chapter 6 for details on safe houses.)</p><p></p><p><strong>Talents</strong></p><p></p><p><em>Advanced Combat Training:</em> Can attack two times instead of once when taking the Attack action.</p><p></p><p><em>Charm:</em> roll influence die and add it to a rolled Charisma check before determining the result.</p><p></p><p><em>En Guarde:</em> Add Charisma and Dexterity modifiers to initiative rolls.</p><p></p><p><em>Precision:</em> Add additional damage die to melee attacks with finesse weapons, can’t be applied to bonus action attacks.</p><p></p><p><strong>Tricks</strong></p><p></p><p><em>Disarming Strike:</em> add influence die to damage of a successful hit, target drops a held item if they fail a Strength save.</p><p></p><p><em>Entering Without Breaking:</em> When making a check to enter a restricted area, spend influence die and add to check. If successful, you leave no trace of your entry.</p><p></p><p><em>Flèche:</em> Add influence die to melee weapon attack before determining the result. Target is Distracted by you until the end of their next turn regardless of whether you hit or miss.</p><p></p><p><em>Parry:</em> when damaged with a melee attack, spend reaction to reduce damage by influence die + Charisma modifier.</p><p></p><p><em>Quick Change:</em> Spend influence die as an action to instantly gain a new disguise. Add influence die to checks made to convince others of the disguise for the next hour.</p><p></p><p><em>Tripping Strike:</em> add influence die to damage of a successful hit, targets falls Prone if they fail a Strength save.</p><p></p><p><strong>Feats</strong></p><p></p><p><em>Guerilla (2nd level, Major):</em> Ignore poor visibility effects, can hide from targets from whom you have poor visibility, missing with a ranged attack while hiding doesn’t reveal your position.</p><p><em>Spy Training (4th level, Major):</em> Proficient in Persuasion, +1 Influence Die, learn 2 Spy tricks, advantage on checks to blend into crowds, conceal items on person, or pretend to be a normal person. Can modify 3 (Proficiency bonus) weapons or tools to to look like mundane objects vs casual scrutiny.</p><p><em>Fast Feet (6th level, Minor):</em> +10 base speed, ignore difficult terrain when Dashing, advantage on Athletics checks during foot chases.</p><p><em>Free Running (6th level, Minor):</em> Climbing is not considered difficult movement, ignore movement requirement for jumps, can jump down up to 15 feet without taking damage and land on feet, advantage on Acrobatics checks during foot chases.</p><p></p><p><strong>Cybernetics</strong></p><p></p><p>Maximum Strain is 4, begins play with 4 Strain worth of cybernetics.</p><p></p><p><em>Concealed Weapon Arm:</em> Replaces one arm. Has a wakizashi (shortsword) built into it, attacks can be made with it as though holding it. Can only be detected by a detailed security scan.</p><p></p><p><em>Jet Boost Feet:</em> Replaces feet. Long jump is 30 feet, high jump is 15 feet regardless of running start. Jumping in this manner destroys any worn footwear.</p><p></p><p><strong>Equipment:</strong> A memento of your lost childhood innocence, a memento from the spy who loved you, concealed carry pistol with suppressor (bulk 2), 1 wakizashi (Bulk 1), 10 shuriken, fake passport and ID, surveillance kit (Bulk 2), earpiece, ear protection, safety goggles, utility knife/multitool, 50 feet of rope (Bulk 1), combat harness (+4 Bulk)</p><p></p><p><strong>Attacks</strong></p><p></p><p><em>Pistol, Concealed Carry +6:</em> 1d8+3 ballistic; Range 100/200; 8 Rounds; Reload Bonus; PV 2; Properties Light, Semi-Auto, Versatile (1d10); Bulk 2 (Bulk is 1 if suppressor is removed but adds Loud property)</p><p></p><p><em>Shuriken +6:</em> 1d4+3 piercing; PV 1; Properties Finesse, Light, Thrown (30/60); Bulk -</p><p></p><p><em>Unarmed Strike +6:</em> 2d4+3 bludgeoning; PV 1; Properties Finesse, Light, Special; Bulk -</p><p></p><p><em>Wakizashi +6:</em> 2d6+3 piercing or slashing; PV 1; Properties Finesse, Light; Bulk 1 (one built into cybernetic arm has 0 Bulk)</p><p></p><p><em>Off-Hand Wakizashi +6:</em> 1d6 piercing or slashing; PV 1; Properties Finesse, Light; Bulk 1</p><p></p><p><strong>Level Up Choices</strong></p><p></p><p>8th: Tricks: Go To Sleep (feat); Feats: Advanced Spy Training (Stealth Expertise, Major)</p><p>9th: Tricks: Lunge</p><p>10th: Feats: Blind Fighting (Minor), Tumbling (Minor)</p><p></p><p><strong>The Vault Core Rules Changes</strong></p><p></p><p><em>Espionage Advanced Weapon Proficiency Duplicate:</em> Sleight of Hand proficiency</p><p></p><p><strong>Details:</strong> The first of our non-human origin builds, I opted to break with convention and built a high-Dexterity rogue-style character who is first and foremost a Charming Hero. Duelist helps cover the sword-fighting aspect of a ninja, and their wakizashis can deal greatsword damage while also being dual-wielded. Disarming and Tripping Strikes are designed to impose broadly useful penalties on enemies, while Parry is good at negating potentially dire blows in melee. The cyborg ninja also has ranged capabilities at their disposal, being proficient in Advanced equipment that grants them access to most non-automatic firearms, while their Wealth Level lets them easily buy a suppressor for their concealed carry pistol. For their feats, Guerilla lets them both see and hide better in darkness, while Spy Training grants them access to more stealthy tricks and a bonus skill. Fast Feet and Free Running significantly increase the mobility options and feel highly appropriate for a ninja, so I took both of those at 6th level.</p><p></p><p>Regarding ideal cybernetics, I had quite the number of useful options for ninja types, but I decided on a concealed weapon arm and jet boosts. The former was to have a built-in wakizashi to let them be armed at all times, and the latter helps them reach otherwise unreachable locations on top of their already great climbing capabilities. The Spy ability to disguise weapons and tools can be applied to their other wakizashi and pistol to take their weapons into otherwise restricted places while having one more slot for another tool or weapon. They may need to leave their excess shurikens behind, but that’s not a huge loss.</p><p></p><p>The cyborg ninja’s major weakness is their glass cannon nature. I was torn between taking feats that would directly enhance their staying power such as Healthy, or making them a better ninja in general. I went with the latter option on account that the cyborg ninja can ideally outmaneuver foes in a variety of ways, from three-dimensional movement to hiding in darkness. They can do quite a bit of damage in melee, but ideally they’ll only start combat once they have the advantage.</p></blockquote><p></p>
[QUOTE="Libertad, post: 9218884, member: 6750502"] [IMG]https://i.imgur.com/SqUOwXa.jpg[/IMG] [url=https://www.deviantart.com/benedickbana/art/Cyber-Ninja-Fuma-897471907]Cyber Ninja Fuma by benedickbana on Deviantart[/url] [B]Cyborg Ninja[/B] [B]Origin[/B] Cyborg (Major Enhancements, 24 Point Buy, 14 is purchasable maximum) [B]Archetype[/B] 6th Level Charming Hero; [B]Class[/B] Duelist [B]Background[/B] Raised by Assassins (+1 Dexterity); [B]Profession[/B] Espionage (+1 Dexterity) [B]Wealth Level[/B] 3 [B]Speed[/B] 40 Feet (climbing is not considered difficult movement) [B]Hit Points[/B] 39 (6d8+6); [B]Defense[/B] 15/16 (10 + 2 + Dexterity modifier, +1 when wielding finesse weapon); [B]Influence Dice[/B] 6 (d8, Trick DC is 13) Strength 10 (+0) Dexterity 16 (+3) Constitution 12 (+1) Intelligence 10 (+0) Wisdom 10 (+0) Charisma 14 (+2) [B]Saving Throws[/B] Charisma +5, Dexterity +6 [B]Skills[/B] Acrobatics +6, Athletics +3, Deception +5, Intimidation +5, Perception +3, Persuasion +5, Security +3, Sleight of Hand +6, Stealth +6 [B]Languages[/B] English, Japanese, Mandarin, Russian [B]Equipment Proficiencies[/B] Basic, Advanced, Historical [B]Passive Perception[/B] 13 [B]Proficiency Bonus[/B] +3 [B]Special Feature: Safe House:[/B] While employed by the agency, you have access to a level 3 safe house somewhere in the city. This safe house serves as a secure haven that no one else knows about and can be used for a long rest. (See chapter 6 for details on safe houses.) [B]Talents[/B] [I]Advanced Combat Training:[/I] Can attack two times instead of once when taking the Attack action. [I]Charm:[/I] roll influence die and add it to a rolled Charisma check before determining the result. [I]En Guarde:[/I] Add Charisma and Dexterity modifiers to initiative rolls. [I]Precision:[/I] Add additional damage die to melee attacks with finesse weapons, can’t be applied to bonus action attacks. [B]Tricks[/B] [I]Disarming Strike:[/I] add influence die to damage of a successful hit, target drops a held item if they fail a Strength save. [I]Entering Without Breaking:[/I] When making a check to enter a restricted area, spend influence die and add to check. If successful, you leave no trace of your entry. [I]Flèche:[/I] Add influence die to melee weapon attack before determining the result. Target is Distracted by you until the end of their next turn regardless of whether you hit or miss. [I]Parry:[/I] when damaged with a melee attack, spend reaction to reduce damage by influence die + Charisma modifier. [I]Quick Change:[/I] Spend influence die as an action to instantly gain a new disguise. Add influence die to checks made to convince others of the disguise for the next hour. [I]Tripping Strike:[/I] add influence die to damage of a successful hit, targets falls Prone if they fail a Strength save. [B]Feats[/B] [I]Guerilla (2nd level, Major):[/I] Ignore poor visibility effects, can hide from targets from whom you have poor visibility, missing with a ranged attack while hiding doesn’t reveal your position. [I]Spy Training (4th level, Major):[/I] Proficient in Persuasion, +1 Influence Die, learn 2 Spy tricks, advantage on checks to blend into crowds, conceal items on person, or pretend to be a normal person. Can modify 3 (Proficiency bonus) weapons or tools to to look like mundane objects vs casual scrutiny. [I]Fast Feet (6th level, Minor):[/I] +10 base speed, ignore difficult terrain when Dashing, advantage on Athletics checks during foot chases. [I]Free Running (6th level, Minor):[/I] Climbing is not considered difficult movement, ignore movement requirement for jumps, can jump down up to 15 feet without taking damage and land on feet, advantage on Acrobatics checks during foot chases. [B]Cybernetics[/B] Maximum Strain is 4, begins play with 4 Strain worth of cybernetics. [I]Concealed Weapon Arm:[/I] Replaces one arm. Has a wakizashi (shortsword) built into it, attacks can be made with it as though holding it. Can only be detected by a detailed security scan. [I]Jet Boost Feet:[/I] Replaces feet. Long jump is 30 feet, high jump is 15 feet regardless of running start. Jumping in this manner destroys any worn footwear. [B]Equipment:[/B] A memento of your lost childhood innocence, a memento from the spy who loved you, concealed carry pistol with suppressor (bulk 2), 1 wakizashi (Bulk 1), 10 shuriken, fake passport and ID, surveillance kit (Bulk 2), earpiece, ear protection, safety goggles, utility knife/multitool, 50 feet of rope (Bulk 1), combat harness (+4 Bulk) [B]Attacks[/B] [I]Pistol, Concealed Carry +6:[/I] 1d8+3 ballistic; Range 100/200; 8 Rounds; Reload Bonus; PV 2; Properties Light, Semi-Auto, Versatile (1d10); Bulk 2 (Bulk is 1 if suppressor is removed but adds Loud property) [I]Shuriken +6:[/I] 1d4+3 piercing; PV 1; Properties Finesse, Light, Thrown (30/60); Bulk - [I]Unarmed Strike +6:[/I] 2d4+3 bludgeoning; PV 1; Properties Finesse, Light, Special; Bulk - [I]Wakizashi +6:[/I] 2d6+3 piercing or slashing; PV 1; Properties Finesse, Light; Bulk 1 (one built into cybernetic arm has 0 Bulk) [I]Off-Hand Wakizashi +6:[/I] 1d6 piercing or slashing; PV 1; Properties Finesse, Light; Bulk 1 [B]Level Up Choices[/B] 8th: Tricks: Go To Sleep (feat); Feats: Advanced Spy Training (Stealth Expertise, Major) 9th: Tricks: Lunge 10th: Feats: Blind Fighting (Minor), Tumbling (Minor) [B]The Vault Core Rules Changes[/B] [I]Espionage Advanced Weapon Proficiency Duplicate:[/I] Sleight of Hand proficiency [B]Details:[/B] The first of our non-human origin builds, I opted to break with convention and built a high-Dexterity rogue-style character who is first and foremost a Charming Hero. Duelist helps cover the sword-fighting aspect of a ninja, and their wakizashis can deal greatsword damage while also being dual-wielded. Disarming and Tripping Strikes are designed to impose broadly useful penalties on enemies, while Parry is good at negating potentially dire blows in melee. The cyborg ninja also has ranged capabilities at their disposal, being proficient in Advanced equipment that grants them access to most non-automatic firearms, while their Wealth Level lets them easily buy a suppressor for their concealed carry pistol. For their feats, Guerilla lets them both see and hide better in darkness, while Spy Training grants them access to more stealthy tricks and a bonus skill. Fast Feet and Free Running significantly increase the mobility options and feel highly appropriate for a ninja, so I took both of those at 6th level. Regarding ideal cybernetics, I had quite the number of useful options for ninja types, but I decided on a concealed weapon arm and jet boosts. The former was to have a built-in wakizashi to let them be armed at all times, and the latter helps them reach otherwise unreachable locations on top of their already great climbing capabilities. The Spy ability to disguise weapons and tools can be applied to their other wakizashi and pistol to take their weapons into otherwise restricted places while having one more slot for another tool or weapon. They may need to leave their excess shurikens behind, but that’s not a huge loss. The cyborg ninja’s major weakness is their glass cannon nature. I was torn between taking feats that would directly enhance their staying power such as Healthy, or making them a better ninja in general. I went with the latter option on account that the cyborg ninja can ideally outmaneuver foes in a variety of ways, from three-dimensional movement to hiding in darkness. They can do quite a bit of damage in melee, but ideally they’ll only start combat once they have the advantage. [/QUOTE]
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