So I'm thinking of trying to resurrect an old PC as an NPC.. here's a hint, look to the cartoon to the left.. not the one with the tin can hat....
So, Does anyone have input on a Ninja like NPC? Class and a Half or multi-class Monk-Assassin? Thoughts or input?
Finally, Is there a good listing of using base CnC classes in unique ways to create past PCs and NPC? Example: Fighters into Samurai or Archers.
Resurrecting an old favorite
Resurrecting an old favorite
Wow, Another Natural One! You guys are a sink hole for luck. Stay away from my dice.
- DeadReborn
- Ulthal
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Re: Resurrecting an old favorite
For the Ninja, I believe 2e had a Complete Book of Ninjas that you could pull ideas from, if you have access to one. I could also see your Monk-Assassin example working, as well. As for an archer, maybe a Fighter with a DEX prime and just use Siege checks for fancy shots (a point blank shot, multiple arrows, called shots, etc.), or if you use Advantages: Longhunter, Sharpshooter, Skirmisher.
Any base class can be expanded upon with role playing and the extremely flexible Siege Engine.
Any base class can be expanded upon with role playing and the extremely flexible Siege Engine.
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Which means...I AM A LEVEL TEN WIZARD!"-SpongeBob SquarePants
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Re: Resurrecting an old favorite
Here is my initial rendering of ninja... I believe that, should I write another, I will include elements from my Arduin and The Arcanum conversions.
Ninja
BtH = Level -1
HD = d6
Weapons Allowed = All
Armor Allowed = Restricted (As Rogue)
Abilities [As Per C&C PHB]
Hide
Move Silently
Sneak Attack
Back Attack
Death Attack
Unarmed Attack
Unarmored Defense
Disguise
Poisons
Climb
Open Locks
Case Target
Abilities [As Per Thief-Acrobat]
Acrobatics: This is the skilled art of tumbles, flips, and all manners of bodily maneuvering based on balance, agility, and precision of motion. It is a technically kinesthetic knowledge, so those who are untrained may only attempt the most basic of actions at the Castle Keepers discretion, and as noted in individual descriptions.
Tightrope Walking (Dexterity): A skilled acrobat can ordinarily walk a tightrope (any sort of rope, or wire, of about one inch thickness) without the need for a check. However, under windy or wet conditions, a check is required, at the Castle Keeper's discretion, with the recommended difficulties as follows, cumulative per condition:
Light Wind / -1
Moderate Wind / -2
Heavy Wind / -4
Light Wetness / -1
Moderate Wetness / -2
Downpour / -6
Using a 10 Foot Balance Pole / +2
This ability assumes the character does not wish to travel more than their walking speed, or at a degree greater than standard walking (up to a 45 degree angle is allowable.) Movement at greater speed, and angles, but must require a check for success. Moving at running speeds requires a check at -6, and one at greater than 45 degrees, but less than 75 (more than this should be a climbing check) incur a -2. Finally, if the character is using a very thin (less than 1 inch) rope, a check is always required, and is made at -2. Any failure results in the character falling, suffering appropriate damage as applicable. Note: any character can use this ability, but those not so trained are always required to make a check, and are limited to half normal speed; they cannot attempt to move quicker.
Jump (Strength or Dexterity): A successful check allows the character to move a number of feet indicated by the modifier to the check, as detailed below. The maximum distance of any jump is a function of the character's height. The difficulty modifier is applied per foot of additional movement. Movement made in this way counts for the total distance a character can travel in a round. A failed check results in the character moving the minimum distance allowed for the type of jump, with attendant results; for example, if a character wished to perform a running jump across a seven foot gap, but failed, five feet would still be cleared, and the character would fall for the remaining two, with results appropriate to the situation. Note: no check is required to move the minimum distances allowed.
Type of Jump / Min Distance / Difficulty Mod. / Max Distance
Running Jump / 5 feet / +1 / +600%
Standing Jump / 3 feet / +2 / +200%
Running High Jump / 2 feet / +4 / +150%
Standing High Jump / 2 feet / +8 / +50%
Backwards Jump / 1 foot / +8 / +25%
Very fast characters (those with a movement of greater than 30 feet per round) gain a +2 bonus on all checks where speed and momentum are applicable, such as all running jumps. Very slow characters (those with a movement of 15 feet per round or less) apply a -2 penalty to all jumps.
Vault (Dexterity): By means of pole, speed, and proper placement, a trained acrobat is able to fling himself over obstacles, much like a catapult. The use of this ability requires a pole of at least 10 feet length, and at least 30 feet of running room; the longer the pole, the more room needed, typically at a 3 to 1 ratio so a 20 foot pole would need 60 feet to gather the required speed. This ability functions nearly identically to that of Jump, except the minimum distance is the length of the pole. For each additional foot, the character suffers a -1 penalty, with a maximum distance equal to the pole plus 150% of the character's height. No check is normally needed, if the character simply wants to cover the specified minimum distance; to land on one's feet requires a check. No damage is sustained from the use of this ability, and it does not protect the character from landing in a hazardous area. Use of this ability counts as the character's movement for a round. Alternatively, a lever mechanism, such as a springboard might be used. These follow the same rules as above, except the minimum distance covered is reduced to 8 feet; maximum distance and cumulative penalties, however, remain the same.
Pratfall (Dexterity): As a master of heights, able to negate, or partially reduce damage sustained from falls and other mishaps, skilled acrobats suffer less when falling. Whenever the acrobat falls, a Dexterity save is allowed to reduce damage. Every four levels attained, the character automatically reduces a cumulative die of damage, so that at 8th level damage is reduced by 2d6 damage; this means a fall of 20 feet or less deal no damage. Should the character fall a greater distance than this amount, a Dexterity save is allowed with a difficulty equal to double the dice inflicted (a fall of 50 feet would be a difficulty of 10, for example); success on this save reduces a number of dice equal to half the character's (rounded down) level.
Example: A 6th level acrobat is walking a tightrope from one parapet to the next and a sudden gush of wind causes the character to fall. He falls 70 feet. 1d6 dice of damage is automatically reduced, meaning he will be taking 6d6. He opts to make a save, with a difficulty of 14. He makes the save with a lucky natural 20, and reduces the remaining damage by 3 (half of 6) dice, suffering much less from the mishap.
Delayed Abilities
@ 3rd - Invisibility [As Spell 1 / Day]
@ 3rd Stunning Attack [As C&C PHB]
@ 4th - Featherlight [New]
Featherlight: A ninja with this ability does not leave trails and cannot be tracked, as if affected by a pass without trace spell. This is a permanent ability, though a ninja may opt to leave a track if desired.
@ 6th - Improved Invisibility [As Spell 1 / Day]
@ 6th - Wuxia [New]
Wuxia: The ninja has mastered kinetic motion and can bend the laws of reality momentarily. Once per day, a ninja can ignore a restriction on an acrobatic skill such as ignoring the height restriction on jump distances or can use the Monk ability of Deflect Missiles as those they were 9th level. If the latter is chosen, the ninja can, instead of deflecting, cause the weapon to return to its source, or have it attack another creature within range; either use requires the ninja to make an attack roll for a ranged weapon as normal, though any magical bonuses the weapon might have are used.
@ 10th - Dojo [New]
Dojo - Having gained the confidence of superiors, the ninja is given permission to open a dojo of his own. Each month, for one year, the ninja must make a Charisma check against a difficulty of 8. If the check is successful, 1d3 students arrive, seeking training. There is always a clan representative present at the ninja's dojo sent to act as spy, enforcer, and trainer; the clan representative is always two levels lower than the ninja PC and will act as instructor to any gained followers, freeing the PC to continue adventuring -- the clan representative will never adventure, and asking is cause for alarm. Students are all zero-level, having only basic skills, though they become 1st level ninjas after one year of training. Should the ninja gain 12 or more students, the clan will send an assistant instructor who is a 6th level ninja.
@ 12th - Quivering Palm [As C&C PHB]
XP Progression
2nd - 2876
3rd - 8351
4th - 17451
5th - 34901
6th - 78801
7th - 157601
8th - 314001
9th - 628801
10th - 795601
11th - 1110801
12th - 1275901
+ / Level - 157600
Ninja
BtH = Level -1
HD = d6
Weapons Allowed = All
Armor Allowed = Restricted (As Rogue)
Abilities [As Per C&C PHB]
Hide
Move Silently
Sneak Attack
Back Attack
Death Attack
Unarmed Attack
Unarmored Defense
Disguise
Poisons
Climb
Open Locks
Case Target
Abilities [As Per Thief-Acrobat]
Acrobatics: This is the skilled art of tumbles, flips, and all manners of bodily maneuvering based on balance, agility, and precision of motion. It is a technically kinesthetic knowledge, so those who are untrained may only attempt the most basic of actions at the Castle Keepers discretion, and as noted in individual descriptions.
Tightrope Walking (Dexterity): A skilled acrobat can ordinarily walk a tightrope (any sort of rope, or wire, of about one inch thickness) without the need for a check. However, under windy or wet conditions, a check is required, at the Castle Keeper's discretion, with the recommended difficulties as follows, cumulative per condition:
Light Wind / -1
Moderate Wind / -2
Heavy Wind / -4
Light Wetness / -1
Moderate Wetness / -2
Downpour / -6
Using a 10 Foot Balance Pole / +2
This ability assumes the character does not wish to travel more than their walking speed, or at a degree greater than standard walking (up to a 45 degree angle is allowable.) Movement at greater speed, and angles, but must require a check for success. Moving at running speeds requires a check at -6, and one at greater than 45 degrees, but less than 75 (more than this should be a climbing check) incur a -2. Finally, if the character is using a very thin (less than 1 inch) rope, a check is always required, and is made at -2. Any failure results in the character falling, suffering appropriate damage as applicable. Note: any character can use this ability, but those not so trained are always required to make a check, and are limited to half normal speed; they cannot attempt to move quicker.
Jump (Strength or Dexterity): A successful check allows the character to move a number of feet indicated by the modifier to the check, as detailed below. The maximum distance of any jump is a function of the character's height. The difficulty modifier is applied per foot of additional movement. Movement made in this way counts for the total distance a character can travel in a round. A failed check results in the character moving the minimum distance allowed for the type of jump, with attendant results; for example, if a character wished to perform a running jump across a seven foot gap, but failed, five feet would still be cleared, and the character would fall for the remaining two, with results appropriate to the situation. Note: no check is required to move the minimum distances allowed.
Type of Jump / Min Distance / Difficulty Mod. / Max Distance
Running Jump / 5 feet / +1 / +600%
Standing Jump / 3 feet / +2 / +200%
Running High Jump / 2 feet / +4 / +150%
Standing High Jump / 2 feet / +8 / +50%
Backwards Jump / 1 foot / +8 / +25%
Very fast characters (those with a movement of greater than 30 feet per round) gain a +2 bonus on all checks where speed and momentum are applicable, such as all running jumps. Very slow characters (those with a movement of 15 feet per round or less) apply a -2 penalty to all jumps.
Vault (Dexterity): By means of pole, speed, and proper placement, a trained acrobat is able to fling himself over obstacles, much like a catapult. The use of this ability requires a pole of at least 10 feet length, and at least 30 feet of running room; the longer the pole, the more room needed, typically at a 3 to 1 ratio so a 20 foot pole would need 60 feet to gather the required speed. This ability functions nearly identically to that of Jump, except the minimum distance is the length of the pole. For each additional foot, the character suffers a -1 penalty, with a maximum distance equal to the pole plus 150% of the character's height. No check is normally needed, if the character simply wants to cover the specified minimum distance; to land on one's feet requires a check. No damage is sustained from the use of this ability, and it does not protect the character from landing in a hazardous area. Use of this ability counts as the character's movement for a round. Alternatively, a lever mechanism, such as a springboard might be used. These follow the same rules as above, except the minimum distance covered is reduced to 8 feet; maximum distance and cumulative penalties, however, remain the same.
Pratfall (Dexterity): As a master of heights, able to negate, or partially reduce damage sustained from falls and other mishaps, skilled acrobats suffer less when falling. Whenever the acrobat falls, a Dexterity save is allowed to reduce damage. Every four levels attained, the character automatically reduces a cumulative die of damage, so that at 8th level damage is reduced by 2d6 damage; this means a fall of 20 feet or less deal no damage. Should the character fall a greater distance than this amount, a Dexterity save is allowed with a difficulty equal to double the dice inflicted (a fall of 50 feet would be a difficulty of 10, for example); success on this save reduces a number of dice equal to half the character's (rounded down) level.
Example: A 6th level acrobat is walking a tightrope from one parapet to the next and a sudden gush of wind causes the character to fall. He falls 70 feet. 1d6 dice of damage is automatically reduced, meaning he will be taking 6d6. He opts to make a save, with a difficulty of 14. He makes the save with a lucky natural 20, and reduces the remaining damage by 3 (half of 6) dice, suffering much less from the mishap.
Delayed Abilities
@ 3rd - Invisibility [As Spell 1 / Day]
@ 3rd Stunning Attack [As C&C PHB]
@ 4th - Featherlight [New]
Featherlight: A ninja with this ability does not leave trails and cannot be tracked, as if affected by a pass without trace spell. This is a permanent ability, though a ninja may opt to leave a track if desired.
@ 6th - Improved Invisibility [As Spell 1 / Day]
@ 6th - Wuxia [New]
Wuxia: The ninja has mastered kinetic motion and can bend the laws of reality momentarily. Once per day, a ninja can ignore a restriction on an acrobatic skill such as ignoring the height restriction on jump distances or can use the Monk ability of Deflect Missiles as those they were 9th level. If the latter is chosen, the ninja can, instead of deflecting, cause the weapon to return to its source, or have it attack another creature within range; either use requires the ninja to make an attack roll for a ranged weapon as normal, though any magical bonuses the weapon might have are used.
@ 10th - Dojo [New]
Dojo - Having gained the confidence of superiors, the ninja is given permission to open a dojo of his own. Each month, for one year, the ninja must make a Charisma check against a difficulty of 8. If the check is successful, 1d3 students arrive, seeking training. There is always a clan representative present at the ninja's dojo sent to act as spy, enforcer, and trainer; the clan representative is always two levels lower than the ninja PC and will act as instructor to any gained followers, freeing the PC to continue adventuring -- the clan representative will never adventure, and asking is cause for alarm. Students are all zero-level, having only basic skills, though they become 1st level ninjas after one year of training. Should the ninja gain 12 or more students, the clan will send an assistant instructor who is a 6th level ninja.
@ 12th - Quivering Palm [As C&C PHB]
XP Progression
2nd - 2876
3rd - 8351
4th - 17451
5th - 34901
6th - 78801
7th - 157601
8th - 314001
9th - 628801
10th - 795601
11th - 1110801
12th - 1275901
+ / Level - 157600
Re: Resurrecting an old favorite
serleran wrote:Here is my initial rendering of ninja
Excellent stuff.
-
alcyone
- Greater Lore Drake
- Posts: 2727
- Joined: Mon Oct 15, 2007 7:00 am
- Location: The Court of the Crimson King
Re: Resurrecting an old favorite
Yes, well done. I might change "pratfall" to "ukemi" for the feel of it.
My C&C stuff: www.rpggrognard.com
Re: Resurrecting an old favorite
Thanks, Capt
Wow, Another Natural One! You guys are a sink hole for luck. Stay away from my dice.
Re: Resurrecting an old favorite
Aramis wrote:serleran wrote:Here is my initial rendering of ninja
Excellent stuff.
Rgr that!!!! Thanks for sharing it!
"And so I am become a knight of the Kingdom of Dreams and Shadows!" - Mark Twain
Forgive all spelling errors.
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Forgive all spelling errors.
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