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AfterCrescent

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[3.5]Ninja - A little boost to the CA Ninja
« on: November 13, 2008, 07:01:41 PM »
Okay, so in the spirit of the Hexblade and the Knight, I've also worked on the Ninja a bit. My next project, if I do so, will be the CW Samurai. :lmao

Anyways, Tier 3 power level and all that jazz. Let's see how it turned out. :D

Ninja
Hit Die: d6
Alignment: Any
Important Stats: Dex>Int>Wis>Con>Cha>Str


Class skills: Balance, Climb, Concentration, Decipher Script, Disable Device, Disguise, Escape Artist, Forgery, Hide, Jump, Listen, Move Silently, Open Lock, Perform, Search, Sense Motive, Sleight of Hand, Spot, Survival, Swim, Tumble, Use Magic Device, Use Rope.
Skill Points Per Level: 8 + Int modifier

Class Chart[spoiler]
Level           BAB                Fort       Ref        Will         Class Features
1          +0                         +0        +2         +0          Ki Power (Will saves), Sneak Attack +1d6, AC Bonus +0, Trapfinding
2          +1                         +0        +3         +0          Ghost Step (Invisible)
3          +2                         +1        +3         +1          Sneak Attack +2d6, Poison Use
4          +3                         +1        +4         +1          Evasion, Great Leap
5          +3                         +1        +4         +1          Ki Power (Mettle of Will), Sneak Attack +3d6, AC Bonus +1
6          +4                         +2        +5         +2          Acrobatics +2, Ki Dodge 1/encounter
7          +5                         +2        +5         +2          Sneak Attack +4d6, Speed Climb
8          +6/+1                    +2        +6         +2          Great Acrobatics, Trackless Step
9          +6/+1                    +3        +6         +3          Ki Power (Force of Will), Sneak Attack +5d6, Improved Poison Use
10         +7/+2                   +3        +7         +3          Ghost Step (Ethereal), AC Bonus +2, Ki Dodge 2/encounter
11         +8/+3                   +3        +7         +3          Sneak Attack +6d6, Ghost Strike
12         +9/+4                   +4        +8         +4          Improved Evasion, Acrobatics +4
13         +9/+4                   +4        +8         +4          Ki Power (Mind Blank), Sneak Attack +7d6
14         +10/+5                 +4        +9         +4          Ghost Sight, Ki Dodge 3/encounter
15         +11/+6/+1            +5        +9         +5          Sneak Attack +8d6, AC Bonus +3, Master Poison Use
16         +12/+7/+2            +5       +10        +5          Ghost Mind, Hide in Plain Sight
17         +12/+7/+2            +5       +10        +5          Sneak Attack +9d6
18         +13/+8/+3            +6       +11        +6          Ghost Step (Superior), Acrobatics +6, Ki Dodge 4/encounter
19         +14/+9/+4            +6       +11        +6          Sneak Attack +10d6
20         +15/+10/+5          +6        +12       +6          AC Bonus +4, Superior Evasion[/spoiler]

Class Abilities[spoiler]
Weapon and Armor Proficiency: Ninjas are proficient with (insert list), light armor, but not shields.

Ki Power (Ex): Ninjas hold an inner ability referred to as Ki. A Ninja's Ki strengthen's as it levels up in the following ways:
* At 1st level, a Ninja gains a +2 bonus on Will saves, due to its Ki.
* At 5th level, a Ninja gains the Mettle ability, but only for Will saves.
* At 9th level, a Ninja no longer fails will saves on a roll of 1. In addition, a Ninja gains the slipper mind feature, as a Rogue.
* At 13th level, a Ninja's ki power purifies its mind. The ninja becomes immune to mind-affecting effects.

Sneak Attack (Ex): A Ninja gains 1d6 sneak attack at level 1, and increasing sneak attack dice as the chart above indicates.

AC Bonus (Ex): While wearing light or no armor, a Ninja may add his Wisdom bonus to his Armor Class. This ability functions like the Monk's AC Bonus and does not stack with the Monk or Swordsage's AC Bonus.

Trapfinding (Ex): A Ninja gains the trapfinding ability.

Ghost Step (Su): A Ninja can, as a swift action, activate his Ghost Step ability. A Ninja can use his Ghost Step ability a number of times per encounter equal to 1/2 his Ninja levels + his Wisdom modifier. Each use of his Ghost Step ability lasts for 1 full round.
* At 2nd level, a Ninja can turn invisible with his Ghost Step ability.
* At 10th level, a Ninja can turn ethereal with his Ghost Step ability. He may still choose to turn invisible instead, if he desires.
* At 18th level, a Ninja's Ghost Step acts as Superior Invisibility in addition to turning him ethereal.

Poison Use (Ex):
* At 3rd level, a Ninja never risks accidentally poisoning herself when applying poison to an object.
* At 9th level, a Ninja can apply poison to a weapon as a move action.
* At 15th level, a Ninja becomes immune to poisons of any kind and may apply poison to a weapon as a swift action

Evasion (Ex):
* At 4th level, a Ninja takes no damage from an effect that allows a reflex save for half if he makes the save.
* At 12th level, a Ninja takes only half damage from an effect that allows a reflex save for half if he fails the save.
* at 20th level, a Ninja takes no damage from any effect that allows a reflex save.

Great Leap (Ex): A Ninja gains the Run feat and may always make jump checks as if he had a running start.

Acrobatics (Ex): A Ninja gains a bonus on Balance, Climb, Jump, and Tumble checks as indicated on the chart above.

Ki Dodge (Su): Beginning at 6th level, a Ninja may, once per encounter, focus her Ki Power to allow her supernatural reflexes. Activating Ki Dodge requires a swift action and lasts for a number of rounds equal to 3 + Ninja's Wisdom modifier. At 6th level, the ability grants a 20% miss change to the Ninja. This miss chance is not concealment, and will not negate precision based damage. At 8th level, and every 2 levels thereafter, the miss chance increases by 5%, to a maximum of 50% at 18th level. A Ninja gains additional uses of this ability as indicated on the table above.

Speed Climb (Ex): A Ninja becomes so adept at climbing, that she gains a climb speed equal to her land speed.

Great Acrobatics (Ex): A Ninja is so dexterous that he may use his Dexterity bonus in place of any Strength bonus for all skills.

Trackless Step (Ex): A Ninja leaves not trail and may not be tracked. He may leave a trail if so desired.

Ghost Strike (Su): At 11th level, any armor worn by the Ninja and any weapons wielded by the Ninja are under a constant Ghost Touch effect. This effect ends 1 round after the item leaves the Ninja's possession.

Ghost Sight (Su): A Ninja can see invisible and etheral creatures and objects as easily as he can see material creatures and objects.

Ghost Mind (Ex): Anyone attempting to use a Divination spell to locate/observe/learn about the Ninja must succeed on a caster level check (DC 20+ Ninja's class level) or the effect fails. Effects that observe an area do not fail, but the Ninja is not detected if the caster level check is not successful.

Hide in Plain Sight (Su): As the Shadowdancer's HiPS.[/spoiler]

One thing to note is that I'm a believer that you need X minutes of down time between encounters to refocus your mind/catch your breath/etc. So whether X is 5 minutes in your game or 15, know that you can't just start/end encounters at will to stay invisible forever. ;)
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Bozwevial

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Re: [3.5]Ninja - A little boost to the CA Ninja
« Reply #1 on: November 13, 2008, 07:25:13 PM »
I like it. It's a lot more workable than the CA ninja originally was, that's for sure. Who ever thought sudden strike was a good idea?

AfterCrescent

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Re: [3.5]Ninja - A little boost to the CA Ninja
« Reply #2 on: November 13, 2008, 08:36:10 PM »
Hippies. Damn them. :smirk
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Clerics just wake up one morning and decide they need to kick ass, and it needs to be kicked NOW. ~veekie


AfterCrescent

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Re: [3.5]Ninja - A little boost to the CA Ninja
« Reply #4 on: November 14, 2008, 03:54:58 AM »
Sure. You can reflavor the swordsage to be 'ninja-y'. You can reflavor Wizards to be priests and clerics, so why not just ban everything but Wizards?

I'd rather fix the poorly designed classes (which is what I'm trying to do). Care to contribute something useful? :P
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The 13th Guard - An alternate history campaign idea.
Clerics just wake up one morning and decide they need to kick ass, and it needs to be kicked NOW. ~veekie

Callix

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Re: [3.5]Ninja - A little boost to the CA Ninja
« Reply #5 on: November 14, 2008, 04:19:58 AM »
Swordsage.

If you want to go further, Swordsage/Rogue or Swordsage/half-level-Wizard gestalt. Tada! Ninja.
Get your Naruto on.
If we're going there, Arcane Variant Swordsage.

...See? Logical extension can leave you in very, very bad places.

EDIT: On the class, it looks pretty neat. Actual sneak attack can also help the teamwork thing D&D kind of needs; CAd ninja tended not to play too well with guys in full plate.
« Last Edit: November 14, 2008, 04:26:28 AM by Callix »
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veekie

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Re: [3.5]Ninja - A little boost to the CA Ninja
« Reply #6 on: November 14, 2008, 06:19:34 AM »
Hmm, I wonder if adding some alternatives for Ghost Step would be nice, only I can't think of any.
The mind transcends the body.
It's also a little cold because of that.
Please get it a blanket.

I wish I could read your mind,
I can barely read mine.

"Skynet begins to learn at a geometric rate. It becomes self-aware at 2:14 a.m. Eastern time, August 29th. At 2:15, it begins rolling up characters."

[spoiler]
"Just what do you think the moon up in the sky is? Everyone sees that big, round shiny thing and thinks there must be something round up there, right? That's just silly. The truth is much more awesome than that. You can almost never see the real Moon, and its appearance is death to humans. You can only see the Moon when it's reflected in things. And the things it reflects in, like water or glass, can all be broken, right? Since the moon you see in the sky is just being reflected in the heavens, if you tear open the heavens it's easy to break it~"
-Ibuki Suika, on overkill

To sumbolaion diakoneto moi, basilisk ouranionon.
Epigenentheto, apoleia keraune hos timeis pteirei.
Hekatonkatis kai khiliakis astrapsato.
Khiliarkhou Astrape!
[/spoiler]

There is no higher price than 'free'.

"I won't die. I've been ordered not to die."

AfterCrescent

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Re: [3.5]Ninja - A little boost to the CA Ninja
« Reply #7 on: November 14, 2008, 06:21:56 AM »
Well if you come up with any, I'd be very interested :D
The cake is a lie.
Need to play table top? Get your game on at:
Brilliant Gameologists' PbP Forum. Do it, you know you want to.
The 3.5 Cleric Handbook
The 13th Guard - An alternate history campaign idea.
Clerics just wake up one morning and decide they need to kick ass, and it needs to be kicked NOW. ~veekie

RobbyPants

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Re: [3.5]Ninja - A little boost to the CA Ninja
« Reply #8 on: November 14, 2008, 09:53:24 AM »
When you say "alternatives" for Ghost Step, do you mean in addition to, or as an ACF?
My balancing 3.5 compendium
Elemental mage test game

Quotes
[spoiler]
Quote from: Cafiend
It is a shame stupidity isn't painful.
Quote from: StormKnight
Totally true.  Historians believe that most past civilizations would have endured for centuries longer if they had successfully determined Batman's alignment.
Quote from: Grand Theft Otto
Why are so many posts on the board the equivalent of " Dear Dr. Crotch, I keep punching myself in the crotch, and my groin hurts... what should I do? How can I make my groin stop hurting?"
Quote from: CryoSilver
I suggest carving "Don't be a dick" into him with a knife.  A dull, rusty knife.  A dull, rusty, bent, flaming knife.
Quote from: Seerow
Fluffy: It's over Steve! I've got the high ground!
Steve: You underestimate my power!
Fluffy: Don't try it, Steve!
Steve: *charges*
Fluffy: *three critical strikes*
Steve: ****
Quote from: claypigeons
I don't even stat out commoners. Commoner = corpse that just isn't a zombie. Yet.
Quote from: CryoSilver
When I think "Old Testament Boots of Peace" I think of a paladin curb-stomping an orc and screaming "Your death brings peace to this land!"
Quote from: Orville_Oaksong
Buy a small country. Or Pelor. Both are good investments.
[/spoiler]

veekie

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Re: [3.5]Ninja - A little boost to the CA Ninja
« Reply #9 on: November 14, 2008, 12:13:31 PM »
ACF
The mind transcends the body.
It's also a little cold because of that.
Please get it a blanket.

I wish I could read your mind,
I can barely read mine.

"Skynet begins to learn at a geometric rate. It becomes self-aware at 2:14 a.m. Eastern time, August 29th. At 2:15, it begins rolling up characters."

[spoiler]
"Just what do you think the moon up in the sky is? Everyone sees that big, round shiny thing and thinks there must be something round up there, right? That's just silly. The truth is much more awesome than that. You can almost never see the real Moon, and its appearance is death to humans. You can only see the Moon when it's reflected in things. And the things it reflects in, like water or glass, can all be broken, right? Since the moon you see in the sky is just being reflected in the heavens, if you tear open the heavens it's easy to break it~"
-Ibuki Suika, on overkill

To sumbolaion diakoneto moi, basilisk ouranionon.
Epigenentheto, apoleia keraune hos timeis pteirei.
Hekatonkatis kai khiliakis astrapsato.
Khiliarkhou Astrape!
[/spoiler]

There is no higher price than 'free'.

"I won't die. I've been ordered not to die."

RobbyPants

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Re: [3.5]Ninja - A little boost to the CA Ninja
« Reply #10 on: November 14, 2008, 12:45:58 PM »
Just off the top of my head, some replacements could be:

Ghost Strike: Your attack is resolved at a touch attack.  Perhaps all attacks for that round.
Perhaps at 10th level, you can ignore the 50% miss chance for striking ethereal opponents (this seems to be a bit late, level wise though).  I'm not sure how to scale it at 18th level.  Perhaps some small amount of Str or Con damage, as you're striking their soul?

Quick Strike: You gain the benifit of Haste for one round.
Perhaps the 10th and 18th level scaling of this could be a longer duration (2 and 3 rounds respectively)?

Jaunt: You teleport 10 feet as a swift action.
The easiest way I can think to scale this is to increase the distance at 10th and 18th levels.  Is 20 and 30 feet enough, or should you be getting a bit more at that high of a level?


One question: what is Superior Invisibility for the 18th level version?
« Last Edit: November 14, 2008, 12:53:21 PM by RobbyPants »
My balancing 3.5 compendium
Elemental mage test game

Quotes
[spoiler]
Quote from: Cafiend
It is a shame stupidity isn't painful.
Quote from: StormKnight
Totally true.  Historians believe that most past civilizations would have endured for centuries longer if they had successfully determined Batman's alignment.
Quote from: Grand Theft Otto
Why are so many posts on the board the equivalent of " Dear Dr. Crotch, I keep punching myself in the crotch, and my groin hurts... what should I do? How can I make my groin stop hurting?"
Quote from: CryoSilver
I suggest carving "Don't be a dick" into him with a knife.  A dull, rusty knife.  A dull, rusty, bent, flaming knife.
Quote from: Seerow
Fluffy: It's over Steve! I've got the high ground!
Steve: You underestimate my power!
Fluffy: Don't try it, Steve!
Steve: *charges*
Fluffy: *three critical strikes*
Steve: ****
Quote from: claypigeons
I don't even stat out commoners. Commoner = corpse that just isn't a zombie. Yet.
Quote from: CryoSilver
When I think "Old Testament Boots of Peace" I think of a paladin curb-stomping an orc and screaming "Your death brings peace to this land!"
Quote from: Orville_Oaksong
Buy a small country. Or Pelor. Both are good investments.
[/spoiler]

veekie

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Re: [3.5]Ninja - A little boost to the CA Ninja
« Reply #11 on: November 14, 2008, 01:07:52 PM »
Ghost Strike, maybe take a leaf out of the Soulknife for Knife to the Soul?
Cuts into Int/Wis/Cha instead of physical stats.

For Quick Strike, more attacks like Raging Mongoose gives seems to fit better than a longer duration Haste though, especially considering they can get magical Haste for much more rounds than that.

Jaunt, hmm, immediate action short range teleport, exchanging places with someone else with that teleport, seems to be fairly classic ninja moves. That said, the same thing is done by a 2nd level spell(sans immediate action, which is done by a level 1 conjuror) so...
The mind transcends the body.
It's also a little cold because of that.
Please get it a blanket.

I wish I could read your mind,
I can barely read mine.

"Skynet begins to learn at a geometric rate. It becomes self-aware at 2:14 a.m. Eastern time, August 29th. At 2:15, it begins rolling up characters."

[spoiler]
"Just what do you think the moon up in the sky is? Everyone sees that big, round shiny thing and thinks there must be something round up there, right? That's just silly. The truth is much more awesome than that. You can almost never see the real Moon, and its appearance is death to humans. You can only see the Moon when it's reflected in things. And the things it reflects in, like water or glass, can all be broken, right? Since the moon you see in the sky is just being reflected in the heavens, if you tear open the heavens it's easy to break it~"
-Ibuki Suika, on overkill

To sumbolaion diakoneto moi, basilisk ouranionon.
Epigenentheto, apoleia keraune hos timeis pteirei.
Hekatonkatis kai khiliakis astrapsato.
Khiliarkhou Astrape!
[/spoiler]

There is no higher price than 'free'.

"I won't die. I've been ordered not to die."

RobbyPants

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Re: [3.5]Ninja - A little boost to the CA Ninja
« Reply #12 on: November 14, 2008, 01:17:16 PM »
Jaunt, hmm, immediate action short range teleport, exchanging places with someone else with that teleport, seems to be fairly classic ninja moves. That said, the same thing is done by a 2nd level spell(sans immediate action, which is done by a level 1 conjuror) so...
I actually had it as swift, not immediate.  I guess it depends on if you want to have defensive uses for the ability as well.

Still, the idea behind the swift version is to get you in place for flanking to deliver Sneak Attack.  You can also use it to bypass barriers and attack flat-footed foes.  I think this ability will work out very similar to Ghost Step in practice, but with a different flavor.  That, and they're both situational, so sometimes you wish you had one, and sometimes you wish you had the other.
My balancing 3.5 compendium
Elemental mage test game

Quotes
[spoiler]
Quote from: Cafiend
It is a shame stupidity isn't painful.
Quote from: StormKnight
Totally true.  Historians believe that most past civilizations would have endured for centuries longer if they had successfully determined Batman's alignment.
Quote from: Grand Theft Otto
Why are so many posts on the board the equivalent of " Dear Dr. Crotch, I keep punching myself in the crotch, and my groin hurts... what should I do? How can I make my groin stop hurting?"
Quote from: CryoSilver
I suggest carving "Don't be a dick" into him with a knife.  A dull, rusty knife.  A dull, rusty, bent, flaming knife.
Quote from: Seerow
Fluffy: It's over Steve! I've got the high ground!
Steve: You underestimate my power!
Fluffy: Don't try it, Steve!
Steve: *charges*
Fluffy: *three critical strikes*
Steve: ****
Quote from: claypigeons
I don't even stat out commoners. Commoner = corpse that just isn't a zombie. Yet.
Quote from: CryoSilver
When I think "Old Testament Boots of Peace" I think of a paladin curb-stomping an orc and screaming "Your death brings peace to this land!"
Quote from: Orville_Oaksong
Buy a small country. Or Pelor. Both are good investments.
[/spoiler]

AfterCrescent

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Re: [3.5]Ninja - A little boost to the CA Ninja
« Reply #13 on: November 14, 2008, 05:36:23 PM »
Just off the top of my head, some replacements could be:

Ghost Strike:
I think this may be a bit too powerful. You're basically saying "All your attacks are now touch attacks at level 2." And remember that the 50% miss chance is covered by "Ghost Touch" property the Ninja gets at 11.

Quote
Quick Strike: You gain the benifit of Haste for one round.
Perhaps the 10th and 18th level scaling of this could be a longer duration (2 and 3 rounds respectively)?
This got me thinking of a "shadow magic" class feature. Basically invocations, but things like swift expeditious retreat... It might make the current incarnation a bit too strong, though.

Quote
Jaunt: You teleport 10 feet as a swift action.
The easiest way I can think to scale this is to increase the distance at 10th and 18th levels.  Is 20 and 30 feet enough, or should you be getting a bit more at that high of a level?
Making this an immediate action of 10'/Base speed/Base Speed +X' would be an interesting ACF. Thoughts?

Quote
One question: what is Superior Invisibility for the 18th level version?
As the Superior Invisibility spell, from SpC.

Ghost Strike, maybe take a leaf out of the Soulknife for Knife to the Soul?
Cuts into Int/Wis/Cha instead of physical stats.
What damage do you think would be appropriate?
The cake is a lie.
Need to play table top? Get your game on at:
Brilliant Gameologists' PbP Forum. Do it, you know you want to.
The 3.5 Cleric Handbook
The 13th Guard - An alternate history campaign idea.
Clerics just wake up one morning and decide they need to kick ass, and it needs to be kicked NOW. ~veekie

RobbyPants

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Re: [3.5]Ninja - A little boost to the CA Ninja
« Reply #14 on: November 14, 2008, 08:57:18 PM »
I think this may be a bit too powerful. You're basically saying "All your attacks are now touch attacks at level 2."
I was under the impression that Ghost Step wasn't at-will, so it wouldn't be all your attacks.  Per your entry:
A Ninja can use his Ghost Step ability a number of times per encounter equal to 1/2 his Ninja levels + his Wisdom modifier. Each use of his Ghost Step ability lasts for 1 full round.
Although, having all those uses be per encounter instead of per day seems rather high to me.  A typical encounter should be done in 5 rounds or so, and you don't have to be that high of a level or have that high of a Wis to be able to do this every round.

I'd either set to Wis mod (minimum 1) per encounter, or once per encounter plus one per four ninja levels.

And remember that the 50% miss chance is covered by "Ghost Touch" property the Ninja gets at 11.
Well, that I just missed. :P
My balancing 3.5 compendium
Elemental mage test game

Quotes
[spoiler]
Quote from: Cafiend
It is a shame stupidity isn't painful.
Quote from: StormKnight
Totally true.  Historians believe that most past civilizations would have endured for centuries longer if they had successfully determined Batman's alignment.
Quote from: Grand Theft Otto
Why are so many posts on the board the equivalent of " Dear Dr. Crotch, I keep punching myself in the crotch, and my groin hurts... what should I do? How can I make my groin stop hurting?"
Quote from: CryoSilver
I suggest carving "Don't be a dick" into him with a knife.  A dull, rusty knife.  A dull, rusty, bent, flaming knife.
Quote from: Seerow
Fluffy: It's over Steve! I've got the high ground!
Steve: You underestimate my power!
Fluffy: Don't try it, Steve!
Steve: *charges*
Fluffy: *three critical strikes*
Steve: ****
Quote from: claypigeons
I don't even stat out commoners. Commoner = corpse that just isn't a zombie. Yet.
Quote from: CryoSilver
When I think "Old Testament Boots of Peace" I think of a paladin curb-stomping an orc and screaming "Your death brings peace to this land!"
Quote from: Orville_Oaksong
Buy a small country. Or Pelor. Both are good investments.
[/spoiler]

AfterCrescent

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Re: [3.5]Ninja - A little boost to the CA Ninja
« Reply #15 on: November 14, 2008, 09:00:18 PM »
The reason I set it up with that number, which can seem like a lot, is because of my little blurt on how 'encounter' abilities should work. He can go invisible for a number of rounds, but he has to be visible and regathering his "ki" or "ninjutsu" or whatever for X minutes before he can do it again.
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RobbyPants

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Re: [3.5]Ninja - A little boost to the CA Ninja
« Reply #16 on: November 14, 2008, 09:58:25 PM »
So, basically barring a long encounter, it's at-will, with a one minute recharge at the end of combat?
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AfterCrescent

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Re: [3.5]Ninja - A little boost to the CA Ninja
« Reply #17 on: November 14, 2008, 09:59:51 PM »
If you're okay with 1 minute. I personally think that's too short of a time. I'd go with 15 minutes at least. So yes, you can be invisible long enough to rob a house, but you can't be invisible and run all over town.
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Re: [3.5]Ninja - A little boost to the CA Ninja
« Reply #18 on: November 14, 2008, 11:31:40 PM »
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Jaunt: You teleport 10 feet as a swift action.
The easiest way I can think to scale this is to increase the distance at 10th and 18th levels.  Is 20 and 30 feet enough, or should you be getting a bit more at that high of a level?
Making this an immediate action of 10'/Base speed/Base Speed +X' would be an interesting ACF. Thoughts?
Seems nice, I'm to read that as 10', teleport up to your speed and then something more? The last one seems somewhat lackluster though, perhaps make it Base Speed + 1 round invis + illusion left behind? Suckerbait I call it.

Ghost Strike, maybe take a leaf out of the Soulknife for Knife to the Soul?
Cuts into Int/Wis/Cha instead of physical stats.
What damage do you think would be appropriate?

Hmm, the Soulknife just deals the number of dice of his own 'sneak attack' as mental stat damage, but if it were to work that way, that thing could 1 hit kill animals(low int, only takes one hit), and 2-3 hit kill most others. Not sure if thats an issue to be concerned about. I think if it were to be put in, at least target Cha or Wis.

As for the recharge rate, I'd say 5 minutes is probably fine.
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Re: [3.5]Ninja - A little boost to the CA Ninja
« Reply #19 on: November 14, 2008, 11:56:46 PM »
Hmm, I wonder if adding some alternatives for Ghost Step would be nice, only I can't think of any.
Incorporeality could work.
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