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ramza

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Everything posted by ramza

  1. No offense meant but you should really do something about your writing style... it's barely readable... Make your posts more structured and more comprehensive and people might be able to better help you... Cheers.
  2. What do you think of my ninja class btw? Ooops! forgot to describe the Acrobatics feat: Starting at 6th level, a ninja gains a +2 bonus to Climb, Jump and Tumble checks. This bonus increases to +4 at 12th level and +6 at 18th level. And to answer your question, there's the Clod class which is rather funny and ridiculous at the same time (I am not the one who invented it though)... clod_class.pdf
  3. :geek:
  4. Ok, I am making my first try: I have never liked the way the Ninja class has been integrated in 3,5E as I always imagined ninjas to be something closer to the ones we can find in Final Fantasy games (and a bit to those we see in Naruto). That's how I decided to borrow a few ideas here and there and to make a brand new variant class. I believe that ninjas are fairly capable warriors, that they can fight unarmed (not as good as monks though) and that they can cast a small array of spells. None of these features were integrated in the DnD class. WOTC made instead a class that resembles a lot the Assassin PrC. IMHO, a ninja is closer to a monk than a rogue... I kinda like the final result. My main worry is that this class may be a bit too strong. I may split the Ninja class into two specialties: the ninja who is good at combat (gets flurry attack) and the ninja who's good at casting spells (gets spellcasting instead). Another thing I may do is rearrange the way some feats are distributed. For example, Hide in plain sight at level 7 may be too much. The ninja may gain a "lesser feat" at that feat (speedy climbing for example) and gain HIPS at a later stage. NINJA VARIANT CORE CLASS Ninjas move through the shadows, striking down the unwary and vanishing again with ease. Ninjas walk where others cannot. They blend their training in stealth and assassination with a focused mind. Their rigorous preparation sharpens their minds and bodies, giving them supernatural abilities of stealth and making them phantoms in the eyes of many. Although ninjas in battle lack the staying power of martial characters such as fighters or barbarians, they excel at making combat occur on their terms-appearing and disappearing seemingly at a whim. - Hit Die: d8. - Proficiencies: All simple and exotic weapons. Ninjas are not proficient with armor nor shields. - Skill Points: 6 + Int Modifier. - BAB: average - High Saves: Fortitude, reflex, will CLASS SKILLS: Bluff, Concentration, Craft Weapon, Craft Armor, Craft Trap, Disable Trap, Hide, Jump, Listen, Move Silently, Open Lock, Search, Spot, Tumble (may add a few others) CLASS FEATURES: Level 1: Unarmed strike, Flurry attack, Canny Defense, Deadly Strike (works like Sneak Attack) +1d6 Level 2: Evasion Level 3: Hidden step, Silent step Level 4: Uncanny Dodge Level 5: Deadly Strike +2d6 Level 6: Acrobatics +2 Level 7: Hide in Plain Sight Level 8: Improved Uncanny dodge Level 9: Improved Evasion Level 10: Deadly Strike +3d6 Level 11: Fast step Level 12: Acrobatics +4 Level 13: Leap of the Clouds (Great Leap) Level 15: Deadly Strike +4d6 Level 16: Speedy Climbing Level 17: Mind over matter Level 18: Acrobatics +6 Level 19: A Thousand Faces Level 20: Deadly Strike +5d6 Flurry attack: gets the flurry attack bonus (see monk) when using exotic weaponry. Unarmed attacks: Ninjas deal more damage when fighting unarmed (1d6 at 5th level and 1d8 at 10th level). Unarmored combat bonuses: Ninjas get the same bonuses as a Monk when fighting unarmored (moves faster, extra AC). Canny Defense: adds INT modifier to AC. Spellcasting: gets the Wu jen's spell list and can cast up to 4th level spells (spell progression is similar to the Assassin's). Leap of the Clouds: At 4th-level or higher, a ninja's jumping distance (vertical or horizontal) is not limited according to his height. (See the Jump skill description, page 70 of Core Rulebook I) This is an extraordinary ability. Mind over Matter: An 8th level Ninja gains the supernatural ability to pass through walls and walk over water. The ninja can use this ability by making a Concentration skill check with a DC of 15 with the following modifiers: A ninja cannot pass through other materials, and cannot use this to pass through armor worn by a creature, or a construct. This ability can be used a number of times per day equal to half the ninja’s level (rounded down) plus her Int modifier, so a 9th level ninja with 16 Int can use it 7 times a day (9/2 = 4.5, rounded down it is 4, + 3 from Int). Walking Through Walls Modifiers +1 per 1 inch of wood +2 per 1 inch of stone +3 per 1 inch of iron Walking Over Water Modifiers +2 per 5’ of water crossed +5 if rough water +10 if rapid water Fast Step: At 9th level the ninja can move her normal movement rate while being hidden and moving silently without a penalty. This is an Extraordinary ability. Hidden Step: +4 enhancement bonus to the Hide skill. Silent Step: At 14th level the Ninja is granted a +4 enhancement bonus to the Move Silently skill. This is an Extraordinary ability. A Thousand faces: A ninja can change appearance at will (humanoid only). Speedy Climbing: A Ninja can climb vertical surfaces at her land speed rather than at half speed (see the Climb skill description), provided that she has at least one free hand and can begin and end her movement on a horizontal surface. This ability isn't quite the equivalent of walking up walls, but it comes close.
  5. Are these real pictures of him or what? They look kinda pathetic (no offense there)... I have always been wondering but never dared to ask...
  6. I tried the Saturday Night Rumble last week and it was pretty cool. In order to gain time, we will be using pre-generated characters for the next sessions. I strongly suggest any of you to try this at least once. It is not that hard to learn how the interface works and the DMs are very creative. Lots of fun to be had there! I have been asked to recruit new players so that we can run more sessions or multiple sessions at the same time. In case you are interested, just send an email to the administrator with the days you are available and a character sheet of your character. We use d20 rules, and 3,5E when playing d&d. heres the email: admin@rpgtonight.com
  7. So, how is it going?
  8. Here, read these and quickly come back to talk about it: http://www.drowtales.com/ http://www.fantasyrealmsonline.com/ http://www.lfgcomic.com/
  9. Nice... However, I am interested to see how much better (or worse) your character will fare compared to a pure wizard (or any other class for that matter) when you will have reached higher levels (above level 15)...
  10. I have kinda created a variant Bard class. They keep bardic lore and bardic singing, and they gain bonus feats every 5 levels (starting at level 5). Moreover, the spellcasting system and the bardic song are handled differently. I got inspired from both the NWN bard and the Monte Cook bard. From what I understand, a Bard's greatest advantages are his skill points, his spells and his singing. I have tried to develop the latter two features in order to make them more viable (especially on one-on-one combat). 1) I decided that bards cast spellsongs. These are divided in four different levels : Spellchords (lv1), Spellnotes (lv2), Spellmelodies (lv3), Spellchants (lv4). I mostly use Monte Cook's spellcasting system for that (Complete Book of Eldritch Might or something like that). 2) I also decided to use NWN 1's bardic music feature. It may seem overpowered to some of you but I really think that it is that particular ability that improves a bard's odds of survival. To balance a bit things, I have made the bardic music bonuses increase in a much smoother way. I have completely changed the way they were handled in NWN2 but I recycled some ideas: I have kept some of the inspirations because they determine the bardic music bonuses as the bard progresses in levels. I still haven't finalized my variant bard class' description, but I may post it here once it is done.
  11. It was just a lousy mage that barely had a purpose...
  12. Both of you are right, I have a misconception of "high level campaigns". They are not just hack and slash games... Only bad GMs would create challenges that cannot be beaten by the players. Moreover, Bards offer a lot of flexibility with their numerous skills. Thus, there are many rp opportunities... They have more chances of finding a way out of problems than other classes... My whole theorycrafting crumbles to dust. However, thinking in terms of one-on-one combat (ie: Contest of Champions module for NWN1) or pure hack and slash campaigns, what would be the odds of survival for a Bard? As I have said, Bards are ill-suited for combat, thus the need for me to improve them... I try to achieve some balance in which every class should have approximately the same chances to win against a character of another class. As stated earlier, I tend to think that fighters and wizards would have no problems dealing with a single bard. On the other hand, bards wouldn't be able to stand against a high BAB or a 9th level spell. Am I wrong? What can we do to fix this? Add more feats like I have done?
  13. Ditto... And as I said earlier, Conan's world is different... so are its inhabitants... It is very unlikely Conan would be accompanied by spellcasters of all sorts and/or unnatural creatures... Both cases apply to the NPCs you meet in MotB... Conan would be better off in the OC rather than in EXP1...
  14. It's really up to you... It's kinda hard to integrate Conan in the FR... Conan's world (at least in the movies) seemed like one where magic was rare and not as developed as in D&D. Swords and fists were likely more commonplace and more useful... Sp. there isn't anything to plan about except from the feats you can take and the weapons you want to specialize with...
  15. errr, what?
  16. Do you mean that only a bad GM would make a bard player face a high level opponent? I know that a bard should not try to compare with a pure fighter or wizard. However, I am still wondering why the latter classes can survive a solo high level campaign/combat and why the former cannot. That means that the Bard is flawed more or less... Any of the base class proposed by the PhB should be able to live up to the challenge... I may be underestimating the bard nevertheless... They have the Use magic device skill and this may turn the odds in his favor...
  17. For Kirottu
  18. Does this mean that if my character dies, everything will become like before?
  19. I started a new game a few month ago but I quit a few days later... The graphics are way too horrid... anyway, I may give it a try with those cheats... Just a question: I know I am a bit extreme but I killed all the Mortuary denizens before leaving the building... Unfortunately, I realized that there are a few sidequests later in the game that take place there... Did I mess up? Should I start a new game?
  20. ramza

    Pssst

  21. :'( :sad:
  22. ramza

    Pssst

    Hey! I have got a mere 800 posts and I have been here since 2004...
  23. Any news...?
  24. I subscribed to their website yesterday and took a look around. Seems fun but don't expect me to be a GM. The controls lok too complicated for me to handle... How about that Obsidianite campaign? Never heard of it... What platform did you use?
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