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New Class- Shinobi
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<blockquote data-quote="Balgus" data-source="post: 2720413" data-attributes="member: 8113"><p>Shinobi of the Hidden leaf- Shinobi relies on quickness and cunning. He is adept at manipulating his </p><p>body's energy into physical forces. </p><p></p><p>I basically took the bard:</p><p>- spells and class features + jutsu</p><p>- 2 skills/lvl +Evasion and impr evason (kawarini)</p><p>- Weapons and armor/shield proficiency +Monks’ AC bonus, and WIS to AC</p><p></p><p>weapon prof- all simple, kunai, shuriken</p><p>armor and shield prof- none, but shinobi gets WIS bonus to AC</p><p>HD- D6</p><p>skills- 4+int</p><p>Monk's AC bonus</p><p>Bard's BAB and Saves</p><p>Level / CP / Class Ability </p><p>1 / 2 Speed +10, improved unarm strike, Jutsu 1</p><p>2 / 5 </p><p>3 / 10 evasion </p><p>4 / 14 Jutsu 2 </p><p>5 / 20 Speed +20 </p><p>6 / 27 </p><p>7 / 35 Jutsu 3 </p><p>8 / 44 </p><p>9 / 54 Chuunin Rank (D6) </p><p>10 / 65 Speed +30 </p><p>11 / 75 Jutsu 4 </p><p>12 / 83 </p><p>13 / 91 Improved Evasion or Kawarini</p><p>14 / 100 Jutsu 5 </p><p>15 / 110 Speed +40 </p><p>16 / 121 </p><p>17 / 133 Jutsu 6 </p><p>18 / 148 </p><p>19 / 165 Jounin Rank (D8) </p><p>20 / 200 (Something Cool)</p><p></p><p>Skill list: balance, climb, concentration, disguise, escape artist, gather info, hide, jump, listen, move Silently, spot, suvival, tumble, use rope</p><p></p><p>Jutsu- at any lvl where you receive a new jutsu, you may choose from any of the following. Manifesting the jutsu uses one chakra point from your chakra pool per lvl of manipulation. You can spend up to your lvl in chakra points per round. </p><p></p><p>Upon gaining access to a second jutsu, you can take a second one, or the same one again to increase its power. The jutsu now does one Die higher in damage, But you have to pay +1 CP to manifest. </p><p>Example- you take firee breath at lvl 1, and again at lvl 4. You now deal 4d6 (5 CP) in damage instead of the normal 4d4 (4CP). But since you can only spend your lvl in CP per round, you can only manifest 3D6 (4CP).</p><p></p><p>Katon Ryuuha- fire breath- you deal 1d4 per chakra point spent. </p><p>*at chuunin lvl, you can control your fire breath: You can breathe in a line (5ft x 30ft), cone (15ft x 15ft) or semicircle (10 ft radius). reflex (DC 10 +caster lvl/2 + Wis Bonus) for half damage.</p><p></p><p>Kage Bunshun- you produce one clone per chakra point spent. Each clone has only one HP, deducted form you HP total. If the clone is destroyed, you lose that HP. If you recall that clone, you regain HP. </p><p>*Taking this jutsu a second time will allow your clones to manifest jutsu at ½ your lvl and at 1.5x normal CP cost. These CP does not count towards your max CP manifested per round.</p><p></p><p>Shadow Bind- Roll D4 per CP spent. The total X3 is the maximum distance your shadow can travel to bind target. Will save (DC 10+ caster lvl/2 +Wis) harmless. Otherwise, target must imitate caster exactly. Duration-concentration</p><p>*Multiple Bind- taking jutsu second time will allow you to split your shadow to bind more than one target. Each target makes Will save. The total shadow length does not change. </p><p></p><p>64 point Strike- Every target in 10 ft radius makes reflex save to move out of target area. Caster then deals any combination of 1,2,4,8,16,32,64 points to anyone left in area. Caster must pay 1,2,3,4,5,6,7 CP respectively to deal full 64 points of damage (so if you only have 4 cp, you can only deal combo of 1,2,4,8 = 15pts of total damage, 5 cp = 1,2,4,8,16 = 31 total)</p><p>*At Chuunin lvl, your radius increases to 20 ft</p><p>*At Jounin lvl, you learn 128 point strike</p><p></p><p>Garouga- Blind Spinning charge- Deal 1d4 per chakra point spent. Caster moves into target square (AoO) but the charge does not stop. The attacker must move the full distance of the move action, pushing the target back that distance, and cannot voluntarily stop mid charge. </p><p>*With the mobility feat, you can change directions of the charge, but the full move distance is kept. You spend 1 CP per turn of up to 90 degrees</p><p>*At Chuunin lvl, you may hit a second target if your speed allows. </p><p>*Taking Jutsu a second time will allow you to charge at 3x your speed, and hit the same target a second time (if your mvmt permits) or multiple targets twice each. Note that you need at least 10 ft for a charge.</p><p></p><p>Lightning Edge- Chidori- Touch attack -Deal 1d4 per chakra point spent. </p><p></p><p>Kawarini- If you pay CP equal to your lvl, you can avoid damage altogether by placing a clone in your place. Attacker then makes spot check to see if he notices where you went. If check fails, you can move your character up to 50 ft away from original position without being noticed. Target gets +2 circumstantial bonus against spot check because attacker is occupied with attack and is not expecting the switch.</p><p></p><p>Chuunin Rank- your strength at chakra manipulation is increased from 1d4 to 1d6 per chakra point spent. This stacks with jutsu increases (so if you took firebreath at lvl1, and again at lvl4, your jutsu strength would be D6 per CP. At lvl 7, you take Kage Bunshun and at lvl 9, your fire breath will deal 8d8 damage instead of just 9D6)</p><p></p><p>Jounin Rank- your strength increases from 1d6 to 1d8 per chakra point. This stacks with the jutsu increases (so with the same example, you will deal 18D10 at lvl 19 instead of 19D8)</p></blockquote><p></p>
[QUOTE="Balgus, post: 2720413, member: 8113"] Shinobi of the Hidden leaf- Shinobi relies on quickness and cunning. He is adept at manipulating his body's energy into physical forces. I basically took the bard: - spells and class features + jutsu - 2 skills/lvl +Evasion and impr evason (kawarini) - Weapons and armor/shield proficiency +Monks’ AC bonus, and WIS to AC weapon prof- all simple, kunai, shuriken armor and shield prof- none, but shinobi gets WIS bonus to AC HD- D6 skills- 4+int Monk's AC bonus Bard's BAB and Saves Level / CP / Class Ability 1 / 2 Speed +10, improved unarm strike, Jutsu 1 2 / 5 3 / 10 evasion 4 / 14 Jutsu 2 5 / 20 Speed +20 6 / 27 7 / 35 Jutsu 3 8 / 44 9 / 54 Chuunin Rank (D6) 10 / 65 Speed +30 11 / 75 Jutsu 4 12 / 83 13 / 91 Improved Evasion or Kawarini 14 / 100 Jutsu 5 15 / 110 Speed +40 16 / 121 17 / 133 Jutsu 6 18 / 148 19 / 165 Jounin Rank (D8) 20 / 200 (Something Cool) Skill list: balance, climb, concentration, disguise, escape artist, gather info, hide, jump, listen, move Silently, spot, suvival, tumble, use rope Jutsu- at any lvl where you receive a new jutsu, you may choose from any of the following. Manifesting the jutsu uses one chakra point from your chakra pool per lvl of manipulation. You can spend up to your lvl in chakra points per round. Upon gaining access to a second jutsu, you can take a second one, or the same one again to increase its power. The jutsu now does one Die higher in damage, But you have to pay +1 CP to manifest. Example- you take firee breath at lvl 1, and again at lvl 4. You now deal 4d6 (5 CP) in damage instead of the normal 4d4 (4CP). But since you can only spend your lvl in CP per round, you can only manifest 3D6 (4CP). Katon Ryuuha- fire breath- you deal 1d4 per chakra point spent. *at chuunin lvl, you can control your fire breath: You can breathe in a line (5ft x 30ft), cone (15ft x 15ft) or semicircle (10 ft radius). reflex (DC 10 +caster lvl/2 + Wis Bonus) for half damage. Kage Bunshun- you produce one clone per chakra point spent. Each clone has only one HP, deducted form you HP total. If the clone is destroyed, you lose that HP. If you recall that clone, you regain HP. *Taking this jutsu a second time will allow your clones to manifest jutsu at ½ your lvl and at 1.5x normal CP cost. These CP does not count towards your max CP manifested per round. Shadow Bind- Roll D4 per CP spent. The total X3 is the maximum distance your shadow can travel to bind target. Will save (DC 10+ caster lvl/2 +Wis) harmless. Otherwise, target must imitate caster exactly. Duration-concentration *Multiple Bind- taking jutsu second time will allow you to split your shadow to bind more than one target. Each target makes Will save. The total shadow length does not change. 64 point Strike- Every target in 10 ft radius makes reflex save to move out of target area. Caster then deals any combination of 1,2,4,8,16,32,64 points to anyone left in area. Caster must pay 1,2,3,4,5,6,7 CP respectively to deal full 64 points of damage (so if you only have 4 cp, you can only deal combo of 1,2,4,8 = 15pts of total damage, 5 cp = 1,2,4,8,16 = 31 total) *At Chuunin lvl, your radius increases to 20 ft *At Jounin lvl, you learn 128 point strike Garouga- Blind Spinning charge- Deal 1d4 per chakra point spent. Caster moves into target square (AoO) but the charge does not stop. The attacker must move the full distance of the move action, pushing the target back that distance, and cannot voluntarily stop mid charge. *With the mobility feat, you can change directions of the charge, but the full move distance is kept. You spend 1 CP per turn of up to 90 degrees *At Chuunin lvl, you may hit a second target if your speed allows. *Taking Jutsu a second time will allow you to charge at 3x your speed, and hit the same target a second time (if your mvmt permits) or multiple targets twice each. Note that you need at least 10 ft for a charge. Lightning Edge- Chidori- Touch attack -Deal 1d4 per chakra point spent. Kawarini- If you pay CP equal to your lvl, you can avoid damage altogether by placing a clone in your place. Attacker then makes spot check to see if he notices where you went. If check fails, you can move your character up to 50 ft away from original position without being noticed. Target gets +2 circumstantial bonus against spot check because attacker is occupied with attack and is not expecting the switch. Chuunin Rank- your strength at chakra manipulation is increased from 1d4 to 1d6 per chakra point spent. This stacks with jutsu increases (so if you took firebreath at lvl1, and again at lvl4, your jutsu strength would be D6 per CP. At lvl 7, you take Kage Bunshun and at lvl 9, your fire breath will deal 8d8 damage instead of just 9D6) Jounin Rank- your strength increases from 1d6 to 1d8 per chakra point. This stacks with the jutsu increases (so with the same example, you will deal 18D10 at lvl 19 instead of 19D8) [/QUOTE]
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