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THE NINJA CLASS
Ninja are a highly specialized breed of individual who
are taught the arts of fighting nearly from the day they are
born. Each Ninja has undergone EXTREME rigorous training.
This training requires equal if not greater discipline than
that required to learn the skills of the monk. Ninja are
taught to do one thing, to kill, and to do it stealthfully
with such quickness that legends describe their abilities as
magic.
To become a Ninja a character must have at least a 15
in strength, dexterity, and constitution. The character must
also possess at least a 14 in intelligence and wisdom.
ALL Ninja are absolutely neutral in alignment.
Variation from this neutrality would be a breech of
discipline and a threat to clan honor.
Many Ninja skills are similar to that of monks, and
like monks Ninja are skilled in open-hand combat. Any open-
handed strike struck by the Ninja 5 better than what was
required 'to hit' has a percentage equal to the Ninja's
assassination chance to stun that creature for 1-6 rounds.
Though skilled in unarmed combat, Ninja mastery of
this technique is not equal to that of monks.
Ninja mastery is centered on defensive and offensive
weapon combat. Ninja have developed the skill of dodging and
parrying attacks to a level far beyond other classes. In
combat a Ninja may completely avoid damage from a blow that
would have struck damage. Ninja can avoid one such blow for
every three levels of experience he/she possesses. To
prevent damage from a blow, the Ninja must make a successful
save to parry at his/her level (See Ninja ability chart). A
successful save indicates no damage was taken from the blow.
(Note: Magical save, dexterity, or any other adjustments
except those listed below effect the parry roll.) This
attempt to avoid damage can be made in addition to the
ninja's regular attacks. If the ninja chooses to make NO
attacks for the round and do nothing but parry then then the
ninja will get both strength, dexterity, and weapon plus
bonuses to the parry roll. (The bonus for specialized
weapons is also included), if a shield is employed then the
+2 bonus plus any its bonuses are also included. This means
generally that an inoffensive ninja is almost impossible to
hit. Of course no actions or extra movement are allowed
during such a parrying phase.
Like monks, Ninja can dodge missiles cast at them. A
successful save versus paralyzation is required to dodge a
missile, and if the save is made, no damage is taken. If the
Ninja is in possession of a shield, +2 is added to the
Ninja's saving throw to dodge the missile. If the shield is
magic, and additional +1 is added to the Ninja's save for
each of the shield's pluses. Unlike monks, Ninja can only
dodge one missile per round for each of his/her levels of
experience. If the Ninja possesses a shield, 2 extra
missiles may be blocked per round.
Ninja can dodge certain spell effects like monks on a
successful save versus paralyzation. These effects are:
Flame strike, blade barrier, trip, ray of enfeeblement,
lightning bolt, cone of cold (at closer than 30Ft range to
caster), otilukes freezing sphere. Ninja can also dodge the
spell like effects of certain items as follows: The ball
lightning and shooting stars effects of a ring of shooting
stars, the ray of a wand of negation, paralyzation, or
polymorphing, and any effects not listed which apply to a
narrow area of effect no more than 5 feet to either side of
the Ninja.
Ninja combat effectiveness is nearly without peer,
Ninja fight off the fighters chart and save as clerics. For
every level of the Ninja, he/she inflicts and extra one-half
point of damage with the weapons he/she uses. When fighting
with a weapon, any blow struck by the Ninja 5 better than
required 'to hit', has percentage equal to the Ninja's
assassination chance of inflicting double normal damage. On
a hit of natural 20, the Ninja has a chance off the
assassination chart to instantly kill.
Ninja completely shun the use of armor unless it is
used in a disguise they are wearing. Ninja will NEVER wear
any armor heavier than chainmail. The shield is the only
armor a Ninja will utilize outside of a disguise. Ninja
depend on their speed, parrying ability, and natural agility
to serve as their armor. Ninja unlike monks get their
dexterity bonus to their armor class. All undisguised Ninja
are armor class 10 not including their dexterity bonus. This
may be lowered to 9 or below by a shield or any magical
analogue, such as a ring or bracers. Ninja will not wear
cloaks because it impairs their movements.
Ninja are proficient in two weapons at first level and
thereafter become proficient in one new weapon each
succeeding level. Ninja who specialize (use two
proficiencies on one weapon) get increased attacks and combat
damage (see Ninja ability table), specialized weapons give
the Ninja +2 'to hit' and damage with that weapon in addition
to any other bonuses the Ninja may have. Ninja may
specialize in only up to three weapons. Ninja may NOT double
speacialize.
Ninja may disguise themselves as well as assassins, and
Ninja's of the sixth level and better can change simple
disguises in a matter of only 3 segments.
Ninja perform as a thief one level below their own,
except for moving silently and hiding in shadows which they
perform at two levels ABOVE their own. Ninja back-stabbing
ability is equal to that of thieves.
Ninja, though they only recieve a d4 for hitpoints, are
entitled to the hit-point bonus restricted to fighters.
Ninja do not use oil in combat, as it is a dangerous
item to carry, and to bulky when carried properly.
Ninja possess a silent language spoken by Genin level
Ninja and above, different sects of Ninja had differing
versions of this 'tongue'. Ninja are also conversant in
thieves Cant, though it is one rare occasion they utilize it.
Ninja can use any magic item that is UNRESTRICTED to
other classes, and those items usable by fighters and
thieves. Ninja though they do not shun magic, feel it is a
weakness to depend on magicks. They therefore utilize items
of this nature only rarely. Ninja however, highly prize
magic weaponry, and such is highly sought after, these and
magic shields are the only FAVORED magicks.
Ninja are limited in magicks as followed. No Ninja may
possess more than three magic weapons, excess will be given
to the Ninja's Jonin for distribution to worthies. One magic
shield, and no more than 4 miscellaneous magic items.
Protection items worn by ninja only give half their bonus to
armor class (round up) this only applies to A.C. but not
saving throws which remain uneffected.
SPECIAL COMBAT SITUATIONS
-------------------------
It is inevitable that Ninja and Monks will meet sooner
or later. The clash of their aspects will almost always come
to a combat situation.
The combat style of the Ninja is known to monks as it
is to other Ninja and this system is provided to relieve the
tension and apparent superiority of Ninja to monks.
In a direct confrontation in open-hand combat, or armed
combat a Ninja's ability to parry blows is changed to an
armor class. Subtract the Ninja's save to parry from 20.
Take the result and subtract it from 10, this is the Ninja's
armor class (to the Monk only!) in a mixed combat situation
the Ninja will retain the ability to parry the blows of OTHER
characters besides the monk. For the determination of armor
class versus the monk, DO NOT add in the Ninja's dexterity
bonus. (Example: A 10th level Chunin is about to do combat
with a monk. His save to parry is 11. Subtract this from 20
and the result is 9. Subtract 9 from 10 and you get 1.
Armor class 1 is about the same armor class as an uprated
monk of the same level.)
In weapon combat the Ninja WILL NOT add one-half point
of damage per level against the monk. The monks knowledge of
this style of fighting will negate this ability.
Consequently, the monks weapon damage bonuses are also
negated by the Ninja's familiarity with the combat style.
If the Ninja utilizes a shield in combat, his/her armor
class will be bettered only by 2 regardless of the plus of
the shield. His/her saves to dodge missiles will be
uneffected however.
The resulting combat will now be more even. The Ninja
having a hit point and possibly hit point superiority. The
monk having damage inflicting superiority.
NINJA EXPERIENCE TABLE
4- SIDED DICE
FOR
ACCUMULATED
EXPERIENCE POINTS LEVEL HIT POINTS LEVEL TITLE
---------------------- ----- ----------- -----------
0 - 5,000 1 2 CHIGO
5,001 - 10,000 2 3 BUSHI
10,001 - 20,000 3 4 GENIN
---------------------- ----- ----------- -----------
20,001 - 40,000 4 5 GENIN
40,001 - 80,000 5 6 GENIN
80,001 - 120,000 6 7 GENIN
---------------------- ----- ----------- -----------
120,001 - 200,000 7 8 GENIN
200,001 - 400,000 8 9 GENIN
400,001 - 800,000 9 10 CHUNIN
---------------------- ----- ----------- -----------
800,001 - 1,200,000 10 11 CHUNIN
1,200,001 - 1,600,000 11 12 CHUNIN
1,600,001 - 2,000,000 12 13 CHUNIN
---------------------- ----- ----------- -----------
2,000,001 - 2,400,000 13 14 JONIN
2,400,001 - 2,800,000 14 15 JONIN
2,800,001 - 3,800,000 15 16 JONIN
---------------------- ----- ----------- -----------
3,800,001 - 6,000,000 16 17 JONIN
6,000,001 + 17 18 MASTER JONIN
---------------------- ----- ----------- -----------
NINJA ABILITY EXPLANATIONS
A) At first level Ninja are able to do a standing vertical
leap of 50% of their height, +5% for every level above
second. (A six foot Ninja could jump 3 feet [50%] vertically
at first level with NO running start.) A Ninja can do a
running vertical leap EQUAL to their own height, +5% per
level above second.
Ninja can do a standing long jump equal to 125% of
their height, +5% at second, and +10% for every level above
5th. Ninja can do a running long jump equal to 300% of their
height, +20% for every level above second.
B) At second level, Ninja gain the ability of VIBRATION
DETECTION, this ability is similar to thieves hear noise
ability. Base chance of success at second level is 25% to
detect moving bodies or object within a 60 foot range indoors
or up to 100 yards outdoors. This ability increases 3% for
each level above second.
Also at second level the Ninja is only surprised 16% of
the time. For every other level above second the chance to
surprise the Ninja goes down by 1%.
C) At third level the Ninja gains the ability to concoct
poisons. The Ninja learns to make one poison of his/her
choice at third level and thereafter learns to make one new
poison at odd numbered succeeding level. Typical poisons
will take from 2-8 hours to concoct, provided the materials
are on hand. Deadly poisons will usually require rare and
hard to find ingredients.
D) At fourth level the Ninja gains the ability to blend
into the landscape. For this ability to work the Ninja must
be in a natural surrounding or near cover of some kind. The
Ninja needs one turn to prepare and then he/she may hide with
an 85% chance to be undetected, even in broad daylight. This
ability increases 5% for every level above 9th. This ability
generally uses dirt, shrubbs, rocks, ect. to cover the
Ninja's presence. This ability was primarily used for
ambushes.
The fourth level Ninja can fall up to 20 feet without
taking damage if he/she is within 1 foot of a substantial
substance from which they can slow their decent.
E) The ability to draw a weapon and strike in one motion
is gained at fifth level. Ninja who are NOT surprised may
initially draw AND strike with a weapon in the first segment
of combat. Ninja may change weapons during the attack phase
of combat within 1 segment.
F) Charm and Fear spells have on a 40% chance of effecting
a sixth level Ninja. At each level above 6th the chance is
reduced by 3%.
A sixth level the Ninja can fall upto 30' if he/she is
within 4 feet of a surface.
G) At seventh level the Ninja gains the ability to detect
life within a creatures body, even the slightest traces will
be noted by the Ninja's keen senses. This ability can only
be practiced at ranges of 1 foot or less.
H) At eighth level a Ninja gains a mind masking ability
similar to that of monks. E.S.P., empathy, and related
mental effects have only a 50% chance of affecting an 8th
level Ninja. The chance of effecting the Ninja goes down 5%
for every level beyond 8th.
I) Missile assassination ability is gained at 9th level.
The Ninja gains the ability to make a back-stabbing or
assassination attempt with any missile weapon he/she is
specialized with. To assassinate, the Ninja must surprise
the victim, all missile assassination attempts are made at a
-25% penalty to the Ninja's assassination roll. To make a
backstabbing attempt, the ninja must make a normal
assassination roll to inflict the damage multiplier elsewise
the damage is normal.
J) At tenth level, Ninja become immune to haste and slow
spells as do monks.
K) At eleventh level Ninja cannot be Geased or Quested.
Ninja of this level can pass without trace and move at normal
speed through overgrown areas as if he/she were a druid of
seventh level ability.
L) The ability to recognize toxins is gained at 12th
level. A 12th level Ninja has a base 75% chance to
correctly identify a toxin, this ability increases 5% for
every level beyond 12th. Ninja of 12th level can create
poison anti-dotes for any poison they RECOGNIZE. The anti-
dotes effectiveness is equal to the Ninja's chance to
identify the toxin. Anti-dotes will take 3-12 rounds to make
with all the proper materials at hand.
M) At 13th level Ninja can attack more effectively with
his/her specialized weapon. A strike with this weapon doing
more than 50% of an opponents emaining itpoints has a base
50% chance to STUN, or incapacitate that opponent. For every
level of the victim above the Ninja the chance is decreased
by 5%, the chance is increased by 5% for every level the
Ninja has above the victim's.
At 13th level a Ninja can fall any distance if he/she
is within 8 feet of a surface.
N) At 14th level the Ninja gains the ability to open locks
and free bars in absolute silence. This ability also allows
the 14th level Ninja to open locks in 50% of the time it
takes a normal thief. At 15th level the time required is
40%, at 16th level it is 30%, and at 17th level the Ninja
need take only 20% of the normally required time to open a
lock or free a bar. It is rumored that 17th level Ninja need
no tools to open locks. The ability to quickly open locks is
an extension of the Ninja's sensitivity to vibrations.
O) At 15th level the Ninja becomes semi-immune to all
poisons including gases, ingested, or otherwise insinuated
into the body, acting as a slow poison at half the ninja's
level (round up). This gives the ninja time to complete a
task and then seek out medical aid before dying. This is an
extension of the Ninja's ability to control his/her body.
P) At 16th level of ability the Ninja leaves no trace.
Ninja of the 16th and 17th level of ability move so swiftly
and lightly that they leave no discernable trail on ANY
surface. It is said the Ninja of the 16th and 17th level can
walk on water and cross bogs without being hindered. Treat
this as body equilibrium (the psionic ability). The Ninja
can practice this for up to 1 hour per day ( For purposes of
walking on water an such).
Q) Master Jonin can recieve a mortal blow and by force of
will continue to remain conscious and function as if he/she
still retained 1 hitpoint. If the blow does not take them
more points negative than they possessed at first level then
he/she may continue to function for up to 1 turn for every 4
constitution points he/she has. (Example: A master Jonin who
had 15 points at first level could survive being knocked down
to -15 hitpoints and still remain conscious.) The Ninja must
immediately seek medical attention because if at the end of
his/her conscious time the Ninja has not been healed to
positive hitpoints he/she will lapse into unconsciousness and
thereafter be treated as any other character brought to
negative hitpoints. Even if a Ninja survives an ordeal,
he/she must spend a weeks time in uninterrupted meditation to
restore the lost vital energies.
NINJA ABILITY TABLE
OPEN SPECIALIZED OPEN SAVE
NINJA HAND WEAPON WEAPON HAND TO SPECIAL
LEVEL MOVE ATKS ATTACKS ATTACKS DAMAGE PARRY ABILITIES
----- ---- ---- ------- ----------- ------ ----- ---------
1 15" 1 1 3/2 1-4 15 A
2 15" 1 1 3/2 1-4 15 B
3 15" 1 1 3/2 2-5 14 C
------------------------------------------------------------------------------
4 16" 1 1 3/2 2-5 14 D
5 16" 3/2 3/2 3/2 3-6 13 E
6 16" 3/2 3/2 3/2 3-8 13 F
------------------------------------------------------------------------------
7 16" 3/2 3/2 2 3-9 12 G
8 17" 3/2 3/2 2 4-10 12 H
9 17" 2 3/2 2 3-12 11 I
------------------------------------------------------------------------------
10 17" 2 2 2 3-12 11 J
11 17" 2 2 5/2 4-13 10 K
12 18" 2 2 5/2 4-13 10 L
------------------------------------------------------------------------------
13 18" 5/2 5/2 5/2 4-16 9 M
14 18" 5/2 5/2 3 4-16 9 N
15 18" 5/2 5/2 3 5-17 8 O
------------------------------------------------------------------------------
16 19" 5/2 3 7/2 6-18 8 P
17 20" 3 3 7/2 8-20 7 Q
----- ---- ---- ------- ----------- ------ ----- ---------
NINJA ASSASSINATION TABLE
NINJA * * LEVEL OF INTENDED VICTIM * *
LEVEL - 1- - 2- - 3- - 4- - 5- - 6- - 7- - 8- - 9- -10- -11- -12- -13- -14- -15- -16- -17+
----- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ----
1 75% 60% 50% 40% 25% 10% 5% 1% == == == == == == == == ==
2 80% 75% 60% 50% 40% 25% 10% 5% 1% == == == == == == == ==
3 85% 80% 75% 60% 50% 40% 25% 10% 5% 1% == == == == == == ==
4 90% 85% 80% 75% 60% 50% 40% 25% 10% 5% 1% == == == == == ==
5 95% 90% 85% 80% 75% 60% 50% 40% 25% 10% 5% 1% == == == == ==
6 100% 95% 90% 85% 80% 75% 60% 50% 40% 25% 10% 5% 1% == == == ==
7 K 100% 95% 90% 85% 80% 75% 60% 50% 40% 25% 10% 5% 1% == == ==
8 K K 100% 95% 90% 85% 80% 75% 60% 50% 40% 25% 10% 5% 1% == ==
9 K K K 100% 95% 90% 85% 80% 75% 60% 50% 40% 25% 10% 5% 1% ==
10 K K K K 100% 95% 90% 85% 80% 75% 60% 50% 40% 25% 10% 5% 1%
11 K K K K K 100% 95% 90% 85% 80% 75% 60% 50% 40% 25% 10% 5%
12 K K K K K K 100% 95% 90% 85% 80% 75% 60% 50% 40% 25% 10%
13 K K K K K K K 100% 95% 90% 85% 80% 75% 60% 50% 40% 25%
14 K K K K K K K K 100% 95% 90% 85% 80% 75% 60% 50% 40%
15 K K K K K K K K K 100% 95% 90% 85% 80% 75% 60% 50%
16 K K K K K K K K K K 100% 95% 90% 85% 80% 75% 60%
17 K K K K K K K K K K K 100% 95% 90% 85% 80% 75%
----- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ----