Naruto Shinobi (3.5e Class)
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| Status: | Done. |
| Editing: | Always Editing. Speaking of which, recently realized there are comments. Taking ideas into account, but I've since lost track of Naruto. |
Contents |
[edit] Naruto Shinobi
Alright. There are probably several people thinking" Oh great, another never fully done naruto ripoff." Well, not this time! I was tired of trying to find a completed version of the famous(or infamous) ninja myself, and got tired of all the incompletes or crap-fests. My real inspiration, however was when i got wind of one of my dnd buddies made the Soul Reaper from another popular anime, Bleach. Well if he can do it, why not try it myself? This is the result.
[edit] Making a Naruto Shinobi
Shinobi are put into a party depending on the path. Should one go for ninjutsu, they could replace a potent caster. Should they choose to specialize in Taijutsu, they can become as effective a combatant as a monk.
Abilities: The Shinobi benefits from high Constitution scores, as it judges the amount of chakra points they have. Wisdom is useful for a ninjutsu or bloodline Shinobi, while a Taijutsu Shinobi prefers a high Strength.
Races: Now, According to the show, there are 5 human villages(plus other smaller ones) so i guess the most common shinboi is a human, but seeing as how humans aren't the only race, i guess other civilized races could also become shinobi, dwarf, elf, etc.
Alignment: Each Shinobi has their own path they follow. A number of ninja can be seen as lawful, however it is not uncommon to see ninja acting on their own for personal reasons, the greater good, or towards selfish goals.
Starting Gold: 2d4×10 gp (50 gp).
Starting Age: Simple.
| Level | Base Attack Bonus |
Saving Throws1 | Special | Chakra Points |
Unarmed Damage2 |
AC Bonus |
Unarmored Speed Bonus | ||||||||||||||||||||||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Fort | Ref | Will | |||||||||||||||||||||||||||||||||||||||
| 1st | +0 | +0 | +2 | +2 | Hidden Village, Ninja Path, Unarmed Strike | con+wis | 1d6 | +0 | +0 ft. | ||||||||||||||||||||||||||||||||
| 2nd | +1 | +0 | +3 | +3 | Evasion, Sudden Strike +1d6 | con+wis | 1d6 | +0 | +0 ft. | ||||||||||||||||||||||||||||||||
| 3rd | +2 | +1 | +3 | +3 | Chakra Accumulation | con+wis | 1d6 | +0 | +0 ft. | ||||||||||||||||||||||||||||||||
| 4th | +3 | +1 | +4 | +4 | Great Leap | con+wis | 1d6 | +0 | +0 ft. | ||||||||||||||||||||||||||||||||
| 5th | +3 | +1 | +4 | +4 | Trapfinding | con+wis | 1d8 | +0 | +0 ft. | ||||||||||||||||||||||||||||||||
| 6th | +4 | +2 | +5 | +5 | Purity of Body | con+wis | 1d8 | +1 | +10 ft. | ||||||||||||||||||||||||||||||||
| 7th | +5 | +2 | +5 | +5 | Acrobatics +2 | con+wis | 1d8 | +1 | +10 ft. | ||||||||||||||||||||||||||||||||
| 8th | +6/+1 | +2 | +6 | +6 | Slow Fall 20 ft | con+wis | 1d8 | +1 | +10 ft. | ||||||||||||||||||||||||||||||||
| 9th | +6/+1 | +3 | +6 | +6 | Sudden Strike +3d6 | con+wis | 1d10 | +1 | +10 ft. | ||||||||||||||||||||||||||||||||
| 10th | +7/+2 | +3 | +7 | +7 | Improved Chakra Accumulation | con+wis | 1d10 | +1 | +10 ft. | ||||||||||||||||||||||||||||||||
| 11th | +8/+3 | +3 | +7 | +7 | Poison Use | con+wis | 1d10 | +2 | +20 ft. | ||||||||||||||||||||||||||||||||
| 12th | +9/+4 | +4 | +8 | +8 | Improved Evasion | con+wis | 1d10 | +2 | +20 ft. | ||||||||||||||||||||||||||||||||
| 13th | +9/+4 | +4 | +8 | +8 | Slow Fall 40 ft | con+wis | 2d6 | +2 | +20 ft. | ||||||||||||||||||||||||||||||||
| 14th | +10/+5 | +4 | +9 | +9 | Acrobatics +4 | con+wis | 2d6 | +2 | +20 ft. | ||||||||||||||||||||||||||||||||
| 15th | +11/+6/+1 | +5 | +9 | +9 | Sudden Strike +5d6 | con+wis | 2d6 | +2 | +20 ft. | ||||||||||||||||||||||||||||||||
| 16th | +12/+7/+2 | +5 | +10 | +10 | Wholeness of Body | con+wis | 2d6 | +3 | +30 ft. | ||||||||||||||||||||||||||||||||
| 17th | +12/+7/+2 | +5 | +10 | +10 | Trap Sense +1 | con+wis | 2d8 | +3 | +30 ft. | ||||||||||||||||||||||||||||||||
| 18th | +13/+8/+3 | +6 | +11 | +11 | Slow Fall 60 ft | con+wis | 2d8 | +3 | +30 ft. | ||||||||||||||||||||||||||||||||
| 19th | +14/+9/+4 | +6 | +11 | +11 | Acrobatics +6 | con+wis | 2d8 | +3 | +30 ft. | ||||||||||||||||||||||||||||||||
| 20th | +15/+10/+5 | +6 | +12 | +12 | Diamond Body | con+wis | 2d10 | +3 | +30 ft. | ||||||||||||||||||||||||||||||||
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Class Skills (6 + Int modifier per level, ×4 at 1st level) | |||||||||||||||||||||||||||||||||||||||||
[edit] Class Features
All of the following are class features of the shinobi.
Weapon and Armor Proficiency: Shinobi are proficient with kama, nunchucks, shuriken, and all simple and marital weaponry. They are proficient with padded armor (This is equivalent to their chuunin flack jackets).
Chakra: A Shinobi gains an amount of chakra points equal to their Constitution modifier and Wisdom Modifier added together at each level. These points stack at each level. For Example; Naruto is a level 2 shinobi with an 18 Con and a 16Wis. He currently has 14 chakra points, and gains a level. He gains another 7 chakra points, bringing his total chakra pool to 21 points. The reason it's Con and Wis is because in the show, chakra is made from physical and spiritual focus. Should a Shinobi need more chakra, he may deal 2 points of temporary con and wis damage to himself to gain an amount of chakra equal to one-fourth his normal chakra. This can be used multiple times, even if it would drop the Shinobi's Constitution score to 0. If and when this happens, the Shinobi does NOT die instantly, but instead dies when he runs out of chakra.
Ninja's Path (Ex): When He first starts out, a shinobi chooses his "path". That means, he either specializes in ninjutsu, taijutsu, or develops his bloodline trait. Now, the only two bloodline traits available are Byakugan and Sharingan(Cause i'm friggin lazy) and they're low probability. Have your DM roll a d100. If the roll is anywhere from 01-10, you've got byakugan. 86-100 means you have sharingan. They'll be explained a bit later. Sharingan Users are able to learn Ninjutsu as if they had selected the path.
Hidden Shinobi Village (Ex): Each Shinobi, unless a Missing-Nin, belongs to a village. He gains a special bonus to certain things, depending on which village he hails from.
| Village | Special |
|---|---|
| Dead | Rebuke Undead as Cleric, 1/2 class level caster level, Wis bonus times/day. |
| Leaf | Can take any Shinobi prestige class without meeting the Prerequisites. |
| Missing-nin | Under Construction |
| Mist | Mist Shroud Jutsu - 3 Chakra/round, Parital Concealment |
| Rock | Immunity (Bullrush and Overrun) |
| Sand | Puppeteer Prestige Class (Under Construction) |
| Snow | Resist Cold (1/2 Class level) |
| Sound | Curse Mark (Under construction) |
| Stars | +(1/2 class level) competence bonus to Hide/Move Silently. |
| Waterfall | Manipulate Water - 1 Chakra/Gallon |
Evasion: See Monk; Player's Handbook, pg 41
Sudden Strike: If a shinobi can catch an opponent when they are unable to defend himself effectively from his attack, he can strike a vital spot for extra damage. Whenever a shinobi's target is denied a dex bonus to armor class (whether the target actually has dex bonus or not), the ninja deals an extra 1d6 points of damage with his attack. This extra damage increases by 1d6 points of damage for every six Shinobi levels thereafter. A shinobi can't use sudden strike when flanking an opponent unless the oppenent is denied its dex bonus to ac. This damage also applies to ranged attacks against targets up to 30 feet away. Creatures with concealment, creatures without discernible anatomies, and creatures immune to extra damage from critical hits are all immune to sudden strikes. A shinobi can't make a sudden strike while the limbs of a creature whose vitals are out of reach. A shinobi can't use sudden strike to deliver nonlethal damage. Weapons capable of dealing only nonlethal damage don't deal extra damage when used as part of a sudden strike. Extra damage from sudden strike ability stacks with the extra damage from sneak attack whenever both would apply to the same target.
Chakra Accumulation (Sp): Chakra Accumulation : The Shinobi can accumulate chakra at one point in his body to gain amazing gripping power. This can be used to walk on walls, ceilings, otherwise impassable terrain, or to gain a +10 bonus to grapple checks. Uses 2 chakra a round, or 1 chakra per square moved, if not in combat. At 10th level, the Shinobi can use this ability to walk/stand on water at 3 chakra per round or 2 chakra per square(out of combat). While using this ability, the Shinobi must make a DC 15 concentration check for each round the ability is active, or each square moved, or lose the effect.
Great Leap: See Ninja; Complete Adventurer, pg 8
Trapfinding: See Rogue; Player's Handbook pg 50
Purity of Body (Ex): At 6th level, a shinobi gains immunity to all diseases except for supernatural and magical diseases.
Acrobatics: See Ninja, Complete Adventurer, pg 8
Slow Fall (Ex): At 8th level or higher, a shinobi within arm’s reach of a wall can use it to slow her descent. When first using this ability, she takes damage as if the fall were 20 feet shorter than it actually is. The shinobi’s ability to slow her fall (that is, to reduce the effective distance of the fall when next to a wall) improves with her shinobi level.
Speed Climb: See Ninja, Complete Adventurer, pg 8
Poison Use: See Ninja, Complete Adventurer, pg 8
Improved Evasion (Ex): At 12th level, a shinobi’s evasion ability improves. He still takes no damage on a successful Reflex saving throw against attacks, but henceforth he takes only half damage on a failed save. A helpless shinobi does not gain the benefit of improved evasion.
Wholeness of Body (Su): At 16th level or higher, a shinobi can heal his own wounds. He can heal a number of hit points of damage equal to twice his current shinobi level each day, and he can spread this healing out among several uses.
Trap Sense +1: See Rogue, Player's Handbook, pg 50
Diamond Body (Su): At 20th level, a shinobi gains immunity to poisons of all kinds.
Ninja Path: The Specifics (Su): Alright. There are three paths. Ninjutsu; Very similar to spells, but not as potent, and you need somatic components. Unless specified, Jutsu somatic components are free actions. Taijutsu; Increase your melee potency with Combos giving you extra attacks at specified attack values. Bloodline Traits; Byakugan and Sharingan. These add special values to your repitoire of normal abilities.
you may only learn 1 jutsu whenever you attain the required level for the next set of jutsu. I.E. Naruto learned the Sexy Jutsu at level 1, and just attained level 3. He learns Shadow Clone, but can no longer learn Fireball because he must use so much time mastering his new jutsu. Jutsu with a chakra cost of #+#/d#, such as Dragon Fire Jutsu, 5+1/d6 means there is an extra chakra point used for each d6 of damage. A level 10 Shinobi using Dragon fire jutsu would pay 13 chakra points.
| Ninjutsu | Level | Chakra | Effect |
|---|---|---|---|
| Substitution | 1 | 2 | When a Character is allowed a Reflex Save, or find themselves the target of an attack of opportunity, they may use this jutsu to replace themsleves with a random scenery object nearby. A concentration check is required to pull this off, either higher than the reflex DC or higher than the enemy's attack roll, whichever situation is applicable. |
| Sexy Jutsu | 1 | 3 | The Character may use this to turn into an attractive female of the opponent's species in order to daze the opponent for 1d4 rounds. The target may opt to make a DC 10 + Shinobi's level will save to avoid being dazed. |
| Fireball | 3 | 2+1/d6 | 1d6/level(max10d6) fireball with a range of of 40 feet. |
| Shadow Clone | 3 | 2 | Create one Copy of Character. Dissapates when the character calls off the jutsu/runs out of chakra points. |
| Shadow Bind | 5 | 6&1 | Hold one target in place, target must make a grapple check opposing the character's concentration check. 6 chakra to initiate the jutsu, and 1 chakra per round after initiation. |
| Transformation | 5 | 5 | As the Polymorph spell. |
| Shuriken Replication | 5 | 6 | Creates 3 copies of one thrown weapon that last til the end of the player's action. |
| Dragon Fire | 7 | 3+1/d6 | 50 ft line dealing 1d6/level(max15) fire damage. |
| Release | 7 | 11 | Can use this ability to make a concentration check instead of will save for mind affecting spells, spell-like abilities, powers, etc. |
| Phoenix Fire | 9 | 8+1/d6 | Imbues thrown weapons with 1d6/4levels fire damage. |
| Third Eye | 9 | 6 | Creates an eye of sand, dirt, clay, etc. that can move 15 feet away from char. |
| Grand Fireball | 11 | 10+1/d8 | 1d8/level(max 15) fireball that explodes with a 20-foot radius and 80 foot limit range. |
| Summoning I | 11 | 20 | Summons one ally to combat. Under construction. |
| Dance of the Crescent Moon |
11 | 10 | Creates two copies of the character for one round to attack a target. |
| Chidori | 11 | 5+1/d12 | Character must prepare a charge attack action and designate that he is activating Chidori in order to use this attack. Adds 1d8/level(max20d8) lightning damage to one unarmed melee charge attack. This unarmed strike leaves the player slightly fatigued, increasing the normal charge attack penalty by another -2, to -4. If you choose this jutsu, you cannot choose Giant Ball Rasengan at level 20. |
| Rasengan | 11 | 1/d10 | Character must be unarmed to use this attack. Takes one round to charge. Character cannot make any other action while charging. Next round the character may move 10 feet before making the attack. This attack deals 1d10/level(max20d10)+strength mod force damage. If you choose this jutsu, you cannot choose Improved Chidori at level 20. |
| Earth Rising Wall | 13 | 11 | Creates a 15 foot long 5 foot wide wall of earth, 5 hp/level, 2 hardness/level. |
| Shadow Strangulation | 13 | 4/round | Can only use after successfully using Shadow Bind. Deal unamred strike damage per round while both are active. |
| Mass Shadow Clone | 15 | 2*x/round | As Shadow Clone, but creates x copies of character. |
| Summoning II | 15 | 22 | Summons one ally to combat. Under construction. |
| Chakra Barrier | 15 | 3/round | +5 AC per round active. Character cannot move or attack. |
| Time Space Jutsu | 16 | 10/5 miles+ 10 per passenger | Character can transport themselves anywhere they can see or remember in detail including other planes of existence. |
| Mud Cannonball | 17 | 10+1/d6 | Creates the head of a Blue Dragon that is made of mud and shoots 2 balls of mud at 2 specified targets dealing 1d6/level earth damage up to 100 feet away. Lasts 3 rounds. |
| Fire Dragon Blast | 17 | 10+1/d8 | Creates the head of a Red Dragon that is made of fire and shoots a cone of flame that reaches out 50 feet and deals 1d8/level fire damage. Lasts one round. |
| Wind Blade | 19 | 10+1/d6 | Deals 1d6/level wind damage to enemy. |
| Summoning III | 19 | 25 | Summons one ally to combat. Under construction. |
| Spirit Projection | 19 | 20 | Character projects spirit that moves at half the character's normal speed. If moved into a space with a living creature, character can start a will battle, and if they win, the player takes control of that creature for 5 minutes/50 rounds or until cancelled. The player's body remains vulnerable to attack and weather, however, and as such this jutsu should never be performed when going solo. |
| Improved Chidori | 20 | 15+1/d12 | As Chidori, but deals 20d10, Half Electric, Half Force. Can also channel Improved Chidori through an equipped melee weapon. |
| Giant Ball Rasengan | 20 | 15+1/d10 | Same as Rasengan, but takes two rounds to charge and deals 20d12+strength mod damage. Half Force, Half Wind |
Now Taijutsu! All Taijutsu are only added onto full-round attack actions, unless stated otherwise.
| Jutsu | Level | Effect | |
|---|---|---|---|
| Spinning Leaf Wind | 3 | you gain an extra attack at your Highest attack bonus | |
| Pain of a Thousand Years |
3 | Must be behind enemy. +1d6 damage and 20 foot knockforward. | |
| Lion's Combo | 5 | Extra attack at highest and another extra attack at 2nd highest bonuses. | |
| Lotus | 5 | Three extra attacks at highest attack value, 5 round fatigued effect. | |
| Open 1st Gate | 9 | Full round action to force open some of the limiters on the body's muscles. +2 damage to all attacks, +10 speed, +2 dodge ac bonus for con mod + 5 rounds, after time is up, character is fatigued for the same number of rounds. May only be used once per encounter. | |
| Initial Lotus | 11 | Must have opened 1st gate in same encounter. Extra Four Attacks at highest attack bonus, Ends 1st gate opened effect as if the length hit 0 rounds left. Adds a 4 round fatigue onto the normal fatigue time. | |
| Open 2nd Gate | 13 | Must have 1st gate already open. Full round action to force open some more of the limiters on the body's muscles.+4 damage to all attacks, +20 speed, +4 dodge ac bonus for con mod + 6 rounds, after time is up, character is fatigued for the same number of rounds. May only be used once per encounter. This overrides the 1st gate open effect, but the effect length and the fatigue rounds stack. | |
| Shadow Leaf Dance | 15 | After dealing damage to opponent, move right behind opponent for more opportunities. | |
| Mach Punch | 15 | Must be unarmed, unless character is using punching daggers. Extra 7 attacks at lowest attack bonus. | |
| Mach Kick | 17 | Same as Mach Punch, but with legs. Must be able to move legs. | |
| Open 3rd Gate | 17 | Must have 2nd gate already open. Full round action to force open some of the limiters on the body's muscles. +6 damage to all attacks, +30 speed, +6 dodge ac bonus for con mod +7 rounds, after time is up, character is fatigued for the same number of rounds. May only be used once per encounter. This overrides the 2nd gate open effect, but the effect length and the fatigue rounds stack. | |
| Secondary Lotus | 18 | Must have 3rd gate opened. Extra Six Attacks at highest attack bonus, Ends 3rd gate opened effect as if the length hit 0 rounds left. Adds a 6 round fatigue onto the normal fatigue time. | |
| Great Spinning Leaf Wind |
18 | Two extra attacks at highest bonus, +5 to hit and to damage. | |
| Open 4th Gate | 19 | Must have 3rd gate already open. Full round action to force open some of the limiters on the body's muscles. +8 damage to all attacks, +40 speed, +8 dodge ac bonus for con mod +8 rounds, after time is up, character is fatigued for the same number of rounds. May only be used once per encounter. This overrides the 3rd gate open effect, but the effect length and the fatigue rounds stack. | |
| Primary Lotus | 20 | Must have 4th gate opened. Extra Eight Attacks at highest attack bonus, Ends 4th gate opened effect as if the length hit 0 rounds left. Adds a 8 round fatigue onto the normal fatigue time. | |
| Drunken Fist | 20 | You have become one with the sake. Due to your intoxicated anger, you gain +10 to all damage rolls. On top of that, because of your erratic movement you've got a +10 dodge bonus to your ac. And to top it all off, Your inebriation makes your movements unreadable, giving you a +10 to hit your opponent. Drink and Power up! And yes, you actually need to drink an alcoholic beverage. Lasts 1d8 rounds per alcoholic beverage downed. |
And Finally, the Bloodline traits. Byakugan and Sharingan. Although Byakugan has more, Sharingan is easier to acquire.
| Sharingan Ability | Level | Chakra | Effect |
|---|---|---|---|
| Sharingan Sight | 1 | 1/round | Character is treated as having true sight out to 10 ft. Character can also see through invisibility. +2 dodge bonus to ac. |
| Sharingan Hypnotization | 5 | 10 | The user of the Sharingan is able to affect his opponent's mind as if he were using a "Suggestion" spell as an equal level sorcerer, as long as he maintains eye contact for one full round. |
| Sharingan Sight | 5 | 1/round | Character is treated as having true sight out to 20 ft. Character can also see through invisibility. +4 dodge bonus to ac. |
| Sharingan Sight | 10 | 1/round | Character is treated as having true sight out to 30 ft. Character can also see through invisibility. +6 dodge bonus to ac. Copy ninja- any technique that involves a somatic component the sharingan user can attempt to copy but must succeed a concentration check of 10 plus spell and caster level |
| Sharingan-Triple Windmill | 10 | 10 | Character can make three ranged attacks at their highest attack bonus and one Dragon Fire Jutsu on one opponent. Character must pay the jutsu cost for Dragon Fire Jutsu. |
| Sharingan Sight | 15 | 1/round | Character is treated as having true sight out to 40 ft. Character can also see through invisibility.+8 dodge bonus to ac. |
| Mangyekou Sharingan | 15 | 2/round | Character is - ohhhh ho ho hoo........ This is the big one. Alright. In order to have access to the Mangyekou Sharingan, you must kill a fellow party member. Exactly. WTF!? Heh.. you'd better be good at bribery, cause you'll have to be to convince your dm to allow this. Maybe deception, too. Point is : Good Luck. |
| Mangyekou Sharingan Amaterasu |
15 | 30 | This is a very powerful attack that should only be used in last-case scenarios. The user deals 15d20 damage, half divine, half fire, with the same parameters as a normal "fireball" spell, but at a price. He takes 1d6 damage as he bleeds from his eyes, causing a permanent -3 to Spot and Search checks as the damage slowly causes him to go blind. |
| Mangyekou Sharingan Amaterasu shield of black flames |
17 | 40 | This is a very powerful attack that should only be used in last-case scenarios. The user surrounds himself in bones covered in amaterasu flames, any persons attacking the sharingan user must succeed a dc 45 reflex save or take full 10 d20 damage, half divine, half fire. On a successful attack on sharingan user the weapon used to deal damage is now on fire and will burn until destroyed 1 round per size category larger than medium, smaller weapons are immediately destroyed. To activate user must pay a price. He takes 1d6 damage as he bleeds from his eyes, causing a permanent -3 to Spot and Search checks as the damage slowly causes him to go blind, also an additional 1 permanent damage per 3 rounds active. |
| Sharingan Sight | 20 | 1/round | Character is treated as having true sight out to 50 ft. Character can also see through invisibility. +10 doge bonus to ac. |
| Mangyekou Sharingan Amaterasu/Susanoo |
20 | 50 | This is a very powerful attack that should only be used in last-case scenarios. The user summons Susanoo a creature completely made of amaterasu that that surronds their person. Shield of black flames x 2 good and bad. User has complete concealment, and cannot act. Susanoo is equipped with his size category + 5 Bastard sword(Susanoo can be summoned in a place as small as large to his max size of gargantuan if space allows however an extra -1 to spot and search for each size in excess of large) and deals an additional 15d20 damage, half divine, half fire, to every strike. Susanoo's saves and abilities are same as user's with a +39 to base attack bonus, not including shaingan and clone, he has a ranged attack Yasaka magatama its states are the same as grand fire ball x 3 with the attribute of amaterasu cost= 3 x grand fireball, His health is twice the max of user and can be regenerated completely with spending 30 chakra |
Here's Byakugan. Byakugan users must be using unarmed attacks to use any of these abilities other than Byakugan Sight. Their unarmed strikes are also considered to do damage in accordance with their alignment for overcoming damage reduction of good or evil, lawful/chaotic.(For true neutral, just assume it breaks all 4, but only deals half damage).
| Byakugan Ability | Level | Chakra | Effect |
|---|---|---|---|
| Byakugan Sight | 1 | 1/round | Character is treated as having true sight in a 10 ft radius. Character can also see through invisibility. Character cannot be caught flat-footed. |
| Gentle Fist Style | 2 | N/A | Character has 25% chance to deal 1 point of Temporary Con and Wis damage |
| Byakugan Sight | 5 | 1/round | Character is treated as having true sight in a 20 ft radius. Character can also see through invisibility. Character cannot be caught flat-footed. |
| Divination Field 64 Strikes |
5 | 10 | Character is given an extra 5 attacks at second lowest attack bonus. if there are only two attack bonuses available, use the lowest. |
| Byakugan Sight | 10 | 1/round | Character is treated as having true sight in a 30 ft radius. Character can also see through invisibility. Character cannot be caught flat-footed. |
| Divination Field Heavenly Spin |
10 | 10+x | Character must save their action to use this jutsu. If and when they are attacked, this jutsu activates, dealing 1d6 damage times "x"(max15d6) and 15 foot knockback as the attacking opponent is blown back by a powerful force of chakra. |
| Byakugan Sight | 15 | 1/round | Character is treated as having true sight in a 40 ft radius. Character can also see through invisibility. |
| Divination Field 128 Strikes |
15 | 15 | Character is given an extra 10 attacks at second lowest attack bonus. if there are only two attack bonuses available, use the lowest. |
| Byakugan Sight | 20 | 1/round | Character is treated as having true sight in a 50 ft radius. Character can also see through invisibility. Character cannot be caught flat-footed. |
| Divination Field 256 Strikes |
20 | 20 | Character is given an extra 15 attacks at second lowest attack bonus. if there are only two attack bonuses available, use the lowest. |
Shadow Clones : Shadow Clones have the exact same stats, skills, feats, etc. as the player who created them, but the hp and chakra are cut to 1/4 the player's amount.
[edit] Epic Shinobi
| Level | Special | Chakra Points | Unarmored Ac Bonus |
Unarmored Speed Bonus |
Unarmed Damage | ||||||||||||||||||||||||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 21st | Second Ninja Path | con+wis | +4 | +40 | 2d8 | ||||||||||||||||||||||||||||||||||||
| 22nd | con+wis | +4 | +40 | 2d8 | |||||||||||||||||||||||||||||||||||||
| 23rd | con+wis | +4 | +40 | 2d8 | |||||||||||||||||||||||||||||||||||||
| 24th | con+wis | +4 | +40 | 2d8 | |||||||||||||||||||||||||||||||||||||
| 25th | con+wis | +4 | +40 | 2d8 | |||||||||||||||||||||||||||||||||||||
| 26th | con+wis | +5 | +50 | 2d10 | |||||||||||||||||||||||||||||||||||||
| 27th | con+wis | +5 | +50 | 2d10 | |||||||||||||||||||||||||||||||||||||
| 28th | con+wis | +5 | +50 | 2d10 | |||||||||||||||||||||||||||||||||||||
| 29th | con+wis | +5 | +50 | 2d10 | |||||||||||||||||||||||||||||||||||||
| 30th | con+wis | +5 | +50 | 2d10 | |||||||||||||||||||||||||||||||||||||
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8 + Int modifier skill points per level. | |||||||||||||||||||||||||||||||||||||||||
Second Ninja Path: A Shinobi, at 21st level, is able to choose another path as if he had just started his journey. It's kind of easy to figure out, if you took Ninjutsu, you're gonna take Taijutsu. If you took Taijutsu, you're gonna take Ninjutsu. If you have one of the two bloodlines, you have a free choice. You CANNOT gain a bloodline using this second chance, though.
Chakra Points: A Shinobi continues to gain chakra points that he can use for any reason.
[edit] Human Shinobi Starting Package
Weapons: 5 Shurikens; 1d2 damage; x2 crit; 1/2lb each, 2&1/2lbs total; Piercing Damage.
ShortSword; 1d6 damage; 19-20/x2 crit; 2lb; Slashing Damage
Skill Selection: Pick a number of skills equal to 7 + Int modifier.
| Skill | Ranks | Ability | Armor Check Penalty |
|---|---|---|---|
| Balance | 4 | Dex | — |
| Climb | 4 | Str | — |
| Concentration | 4 | Str | — |
| Escape Artist | 4 | Dex | — |
| Hide | 4 | Dex | — |
| Move Silently | 4 | Dex | — |
| Spot | 4 | Wis | — |
| Listen | 4 | Wis | — |
| Sleight of Hand | 4 | Dex | — |
| Disable Device | 4 | Int | — |
| Bluff | 4 | Cha | — |
| Gather Information | 4 | Cha | — |
| Sense Motive | 4 | Wis | — |
| Tumble | 4 | Dex | — |
Feat: Improved Initiative.
Bonus Feats: Stealthy.
Ability: Ninjutsu - Substitution
Gear: Backpack, Bedroll, Flint and Steel, 3 pints of Oil, 5 Trail Rations, 3 Torches, Waterskin.
Gold: 1d4 ×10.
[edit] Campaign Information
[edit] Playing a Shinobi
Religion: Seeing as how i'm going mostly from the show here, i can't really say what their religion is :/ Go to town with it.
Other Classes: Other Classes percive the Shinobi as special Rogues, but Monks see them as cheap mockeries of their devotion and abilities.
Combat: See Above Paragraph.
Advancement: The Naruto Shinobi is devoted to this path until the see it through. Until they attain the 20th Level, they are limited to cross-classing with one or more of the following:
ANBU Black Ops Agent : [[1]]
Legendary Shinobi : [[2]]
Shinobi Sage : Work In progress
Medical Shinobi : [[3]] Also a work in progress, more progress, though.
[edit] Shinobi in the World
| “ | "I won’t run away anymore… I won’t go back on my word… that is my Ninja way!" | ” |
| —Naruto Uzumaki, Human Shinobi | ||
Shinobi are whatever you as a DM want them to be. Mercenaries, Assassins, Cultists, you name it.
Daily Life: Shinobi Wake up and instantly go through their own personal training regiment, which is determined by their path. Taijutsuists get up and do several physical exercises, Ninjutsuists work on focusing and controlling their chakra, and The bloodliners work on keeping their eyes honed to the maximum.
Notables: The three most notable of the Shinobi are the Sannin. Jiraya, aka "Pervy Toad Sage", Tsunade, aka "The Legendary Sucker", and Orochimaru, aka "The really really creepy guy after sasuke's body".
ok maybe I made that last nickname up.
Organizations: There are villages of shinobi in the show, these organizations, i guess, are the main things. Hidden village of Fire, Water, Earth, Sound, and Lightning, plus many more, smaller hidden villages.
NPC Reactions: Hey, Dms, USE YOUR IMAGINATION! Lazy b******s....
[edit] Shinobi Lore
Characters with ranks in Knowledge(Local) can research Shinobi to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
| DC | Result |
|---|---|
| 5 | Shinobi are effective combatants. |
| 10 | Shinobi can use a special energy in every body and create spell-like effects. |
| 15 | Shinobi can use the energy called chakra to boost their combat effectivness twofold or more. |
| 20 | Some Shinobi have special eyes that allow them to see almost everything. |
[edit] Shinobi in the Game
A PC Shinobi could be an extra wheel or a replacement for a missing party member. Or, if going down the Sharingan path, a party liability.....
Adaptation: Idunno.
Sample Encounter
| Male human Shinobi 8 | |
| NG(CG tendencies) Medium humanoid | |
| Init/Senses | +7/Listen +14, Spot +14 Chakra 56 |
| Languages | Common, Elven, Dwarven |
| AC | 14, touch 14, flat-footed 14 (+3 Dex, +1 ninja) |
| hp | 75 (8 HD) |
| Resist | evasion |
| Fort/Ref/Will | +11/+9/+9 |
| Speed | 40 ft. (8 squares) |
| Melee | Unarmed Strike +10/+5 (1d8+3/×2) |
| Ranged | shuriken +10/+5 (1d2/×2) |
| Base Atk/Grp | +6/+1/+6 |
| Atk Options | Sexy Jutsu, Shadow Clone, Transformation, Release, Mass Shadow Clone, Rasengan |
| Combat Gear | 2 potions of cure moderate wounds |
| Abilities | Str 16, Dex 16, Con 20, Int 16, Wis 14, Cha 16 |
| SQ | Evasion, Ninja Path(Ninjutsu), Sudden Strike +2d6, Chakra Accumulation, Great Leap, Trapfinding, Purity of Body, Acrobatics +2, Slow Fall 20 ft |
| Feats | Improved Initiative, Weapon Focus (Shuriken), Weapon Focus (Unarmed), Toughness |
| Skills | Balance;+14, Bluff;+14, Climb;+16, Escape Artist;+14, Gather Information;+14, Hide;+14, Listen;+14, Move Silently;+14, Sense Motive;+14, Sleight of Hand;+14, Spot;+14, Tumble;+16 |
| Possessions | combat gear plus 5 shuriken, Backpack, Bedroll, Flint and Steel, 3 pints of Oil, 5 Trail Rations, 3 Torches, Waterskin |
EL 10: Naruto usually stays nice and quiet at his task. Or ramen shop. Until someone see fit to blame something on the PCs. Naruto then engages words with the PCs. Should the PCs see fit to attack, Naruto uses Shadow Clone, then the clones use Sexy jutsu to daze the Pcs. Begin the beating on. When Naruto is subdued(20 hp or lower) he realizes said other npc set him up, apologizes to the PCs, 75% chance he takes out his frog wallet and pays the PCs 1d20 Platinum, and chases after the other NPC.
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