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Aran Banks
2010-08-20, 12:24 PM
Just like it says on the tin.

I want to make a Naruto fighting thing where people run around with like 4 common types of weapons (shuriken, dagger-things, needles, katanas, whatever) and maybe some custom weapons.

The ninjutsu + taijutsu would be Tome of Battle stuff, and the genjutsu would be... something. Hopefully also Tome of Battle stuff, but I'm not sure (illusions are damn good).

The First thing I'm looking at is take certain disciplines. I think Desert Wind and Shadow Hand are fantastic ninja things. And there was that assassination discipline on these forums here, which sounds totally ninja-y. What other disciplines would work for this?

The Second bit is classes. Proficiencies of any kind seem useless (all ninjas MUST wear light armor or cloth or something, and no one uses weapons other than the classic japanese stuff).

The Third and Final thing so far is common ninja techniques. I was thinking that ninjas started at level 2 before taking any manuevers--this would be where they learn shadow dopplegangers, basic genjutsu, the only weapon proficiencies they'll ever need to know, and it'll make sense that beginner ninjas don't have quasi-signature moves already.

Post!!!

Aran Banks
2010-08-20, 12:25 PM
Post Reserved.

Aran Banks
2010-08-20, 12:26 PM
Another Post Reserved.

Aran Banks
2010-08-20, 12:31 PM
Last Post Reserved. You may post.

katarl
2010-08-20, 04:00 PM
I did dabble a bit with a naruto rules system a while back, as none of the members of my group had an attention span long enough to read Naruto D20 in it's entirety, so I came up with the idea of splitting the different characters in the series into 'Earth' physical types, 'Heaven' jutsu types and 'Sky' mental and skill-based types, and then creating a very generic class system for each of them. You might try something like that, or use the smart/tough/fast classes from modern.

But that said, your best bet is to download said system and then find ways to convert the techniques, feats, skills etc. in them to ToB:Bo9s rules.

Dead_Jester
2010-08-20, 04:26 PM
Not a specialist of Naruto, but you might want to check out some of the homebrew disciplines in the Age of Warriors (http://www.giantitp.com/forums/showthread.php?t=134088) thread, especially the flashier ones (you might need to change the preferred weapons with the creator's agreement). Setting Sun could also work for the less supernatural stuff and for just throwing people around.

As for classes, a slightly modified Swordsage would be really easy to make and would fit the standard ninja archetype. You might also want a more martial archetype with full bab for the more fightery (and less stealthy) people.

As for the progression, you could make a disciple that all of them have acces to from the start (a selection of mostly universal or common techniques), and later give them the choice to select other disciplines as they gain in levels so they can customise their skills as they see fit.

Prime32
2010-08-21, 09:48 AM
Take a look at some of this: http://brilliantgameologists.com/boards/index.php?topic=6002

Also:

Arcane and divine spellcasters are banned, replaced with psionics - all characters receive Wild Talent as a bonus feat. Use of the 3rd-party book Hyperconscious: Explorations In Psionics is allowed (shadow clone jutsu = throw ectoform).

Characters use their character level in place of their BAB for attack rolls. However, for every two points of BAB a character possesses he may learn one manouever from any school, and for every five points he learns one stance (see Tome of Battle, the character must meet prerequisites as normal). He initiates these manouvers as a warblade of a level equal to his BAB. If he possesses levels in a martial adept class these manouvers are not pooled with the ones from that class.

PCs can be any race, but are treated as humans in flavour terms (halflings and gnomes being children).


Skills

Concentration now grants a synergy bonus on Heal checks.

New Feats

Expert Focus [Psionic]
Prerequisites: Concentration 9 ranks
Benefit: Select one feat you possess which grants a benefit while you are psionically focused. You gain that benefit at all times.
Special: You may select this feat multiple times. Each time, select a different feat.

Explosives Expert
Benefit: You may create paper bombs, smoke bombs and exploding tags.

Explosives Master
Prerequisites: Character level 6th, Explosives Expert
Benefit: Your paper bombs and exploding tags deal 1d6 points of damage per two character levels. In addition, you may create paper bombs with a blast radius of 10ft.

Extra Element [Psionic]
Prerequisites: Character level 4th
Benefit: You gain access to one additional energy type when using powers which would normally allow a choice between different types of energy.
Special: You may select this feat multiple times. Each time you select a different energy type, and the reqired level increases by 4.

Hands of a Healer [Psionic]
Prerequisites: Concentration 4 ranks
Benefit: As a standard action, you may expend your psionic focus and expend 1 power point to heal a target of a number of points of damage equal to your Heal check result. This is a psi-like ability with a range of touch, and has no effect on undead creatures.

Kai! [Psionic]
Prerequisites: Concentration 6 ranks
Benefit: You may expend your psionic focus as a standard action to dispel effects targetting you. This is a psi-like ability (manifester level equals 1st or your highest manifester level) which functions as dispel psionics except that you may only target yourself, and any other targets of the effect are still affected.

Psionic Skill Mastery [Psionic]
Prerequisites: 4 ranks in the specified skill
Benefit: You may expend your psionic focus to take 15 on a check made with the selected skill.
Normal: You may only expend your psionic focus to take 15 on Concentration checks.

Psionic Weapon, Extended [Psionic, Fighter]
Prerequisites: Psionic Weapon
Benefit: While psionically focused, your melee weapons gain the psychokinetic burst (http://www.d20srd.org/srd/psionic/items/weapons.htm#psychokineticBurst) property.
Special: A fighter may select this feat as a fighter bonus feat, as long as she meets the other prerequisites.

Psionic Weapon Focus [Psionic, Fighter]
Prerequisites: Concentration 3 ranks, Proficient with selected weapons.
Benefit: When you attain your psionic focus, choose a number of weapons you are proficient with equal to 1 + your Intelligence bonus (if any). You gain a +1 bonus to attack and damage rolls made with the chosen weapons while psionically focused. Expending your psionic focus ends this effect, however you can choose the same weapons (or a different group of weapons) when you attain your psionic focus again.
Special: You can gain this feat multiple times. Each time you do, you can choose two additional weapons you are proficient with to gain a +1 bonus to attacks with while psionically focused.
A fighter may select this feat as a fighter bonus feat, as long as she meets the other prerequisites.
This feat counts as Weapon Focus for the purpose of qualifying for feats and prestige classes. Be careful, however, as losing your psionic focus may inadvertently cause you to lose the benefits of a feat or prestige class until you reattain your psionic focus.

Secret Knowledge [Psionic]
Prerequisite: Manifester level 3rd, Ranks in Knowledge (psionics) equal to double the level of selected spell +3.
Benefit: As Expanded Knowledge, except that you can select a spell from any list instead of a power. The casting time of the spell is doubled (1 swift action becomes 1 standard action, 1 standard action becomes 1 round, etc.) and you must provide all normal components.

Summoning Master [Psionic]
Prerequisite: Ability to manifest summon monster, psionic.
Benefit: Choose one additional creature from the summoning lists at each level which matches your existing theme - you may summon that creature instead of the one you chose when you learned summon monster, psionic. In addition, you gain an extra augment option - if you expend an additional 2 power points when manifesting summon monster, psionic, you may instead create an animal messenger effect.

Water Step [Psionic]
Prerequisite: Up the Walls, Balance 9 ranks or ability to use body equilibrium (http://www.d20srd.org/srd/psionic/powers/bodyEquilibrium.htm)
Benefit: When using Up the Walls, you may walk along non-solid surfaces as if using body equilibrium. You must end your movement on a solid surface or sink.

Up the Walls, Improved [Psionic]
Prerequisite: Up the Walls
Benefit: When using Up the Walls, you need not end your movement on a horizontal surface.
Special: If you possess the Water Step feat, you need not end your movement on a solid surface.



Items

These items can be created by a character with the Explosives Expert feat. Each of these items has 1 hit point and explodes if damaged. Apart from the smoke bomb, an explosion grants creatures within its area concealment for 1 round.

Paper bomb
This sheet of paper is inscribed with mystic characters. It is a move action to set the fuse, which can be up to 1 minute in length. After the specified amount of time has passed the bomb explodes, dealing 3d6 points of damage in a 5ft radius, +1 per character level of the creator. (Reflex DC = 10 + half creator's level + creator's Int modifier).

Smoke bomb
This is a thrown weapon with a range increment of 10ft. On impact it creates a nonmagical obscuring mist effect which lasts for 1 round per level of the creator.

Exploding tag
This small card is inscribed with characters unique to the creator. Tags are normally tied to a throwing weapon, inflicting a -2 penalty on the weapon's attack roll. Tying multiple tags to a single weapon is impossible. It is a swift action to detonate a tag. As a move action, a character may expend their psionic focus to detonate all their tags at once. A tag cannot be detonated if its creator is more than 1 mile away. When it explodes a tag deals 2d6 damage in a 5ft radius, +1 per character level of the creator. (Reflex DC = 10 + half creator's level + creator's Int modifier).

Powers

Powers in this setting have verbal and somatic components if their manifesting time is greater than 1 swift action. You may manifest a power without the verbal component, but its manifester level is reduced by one. You may simplify a power's somatic components so that they ignore ASF and you gain a +2 bonus on checks to cast defensively, but its manifester level is reduced by two.

Bonus pp are always based on your Constitution score. A character with half their full pp becomes fatigued, while one with quarter their full pp becomes exhausted.

Powers which would normally allow the manifester to choose between multiple types of energy are now restricted to a single type (chosen at character creation) but have their damage dice increased by one size. A character may take the Extra Element feat to gain access to additional energies.

Summon monster, psionic

{table]{colsp=2}Metacreativity (Summoning)
Level:|Psion 1, Psychic warrior 1
Display:|Auditory, Material, Visual; see text
Manifesting Time:|1 standard action
Range:|5 ft.
Effect:|One or more summoned creatures
Duration:|1 round/level (D)
Saving Throw:|None
Power Resistance:|No
Power Points:|1
[/table]
You place your hand on the ground and a creature appears in a poof of smoke.

This power functions as summon monster I or summon nature's ally I, except as noted above. You must choose one monster from each list when you learn this power - you can only summon the chosen monster, but its Intelligence score is 4 higher than normal. All monsters you choose must be thematically linked (all canines, etc.). The monster may dismiss the spell itself, but will not usually do so unless ordered.

Augment: You can augment this power in one or more of the following ways.

For every 2 additional power points you spend, you may duplicate a summon monster or summon nature's ally spell of one level higher.
If you spend 2 additional power points, this power’s duration is 10 minutes per level rather than 1 round per level.


Trap field, psionic
Clairsentience/Psychoportation
Level: Bloodline of Ice 2
Display: Visual
Manifesting Time: 1 swift action
Range: Touch
Target: One wall power
Effect: See text
Duration: Concentration (max 1 round/level)
Power points: 3

When you manifest this power immediately after manifesting a wall power which encloses an area, you infuse the area with psionic energy. As long as you are remain either adjacent to or within the wall and maintain your concentration, you threaten every square within it.

Augment: If you spend 2 additional power points, you do not need to maintain concentration - as long as you are either adjacent to or within it the effect remains.


Bloodlines

A character may only possess one bloodline. The exception are branch bloodlines - a character may possess a single branch of his main bloodline, and select feats corresponding to either.

Bloodline Technique
Prerequisite: Any bloodline feat
Benefit: Select one power from the list of powers associated with your bloodline. That power is added to your list of powers known, but its cost is reduced by one.
Special: You may select this feat multiple times. Each time you select a different power.

Corpse Bone Pulse (Shikotsumyaku)
Corpse Bone Pulse [Bloodline]
Benefit: You may create weapons from your bones. Essentially, you may draw an unlimited number of masterwork melee weapons from your own body, in the same time it would take to draw a normal version of the weapon. Since these weapons are made of bone they are not affected by heat metal and similar effects, but disintegrate after 1 minute. Alternately, you may "draw" or retract a pair of claws.
Associated powers: call weaponry, claws of the beast, crystal shard, ectoplasmic cocoon, hammer, swarm of crystals, thicken skin, wall of ectoplasm
Special: A character may only possess one bloodline.

Tough as Bone [Bloodline]
Prerequisites: Corpse Bone Pulse
Benefit: You gain two hit points per Corpse Bone Pulse bloodline feat you possess.

Bone Spikes [Bloodline]
Prerequisite: Corpse Bone Pulse
Benefit: You may grow armour spikes from your body as an immediate action. When you attempt to damage an opponent in a grapple, your unarmed damage is increased by one size category and its type changes to piercing. You may use your armour spikes to make attacks of opportunity against charging opponents who enter the area you threaten.

Great Bone Weapon [Bloodline]
Prerequisite: Corpse Bone Pulse
Benefit: As a move action you may grow a bone weapon up to two size categories larger than yourself. You (and only you) may wield it as if it were a weapon of your size.

Elemental Bloodline
Elemental Bloodline [Bloodline]
Benefit: Choose an element (fire, cold, acid, electricity or sonic). Your damage-dealing powers using that element deal 1 extra point of damage per damage die.
Associated powers: all psychokinesis powers with the selected energy descriptor and energy wall (versions of the power which do not use your element do not receive the discount).
Special: A character may only possess one bloodline.

Multiple Elemental Bloodline [Bloodline]
Prerequisites: Elemental Bloodline, Extra Element
Benefit: The benefits of your bloodline also apply to the element you selected for Extra Element.
Special: If you have selected Extra Element multiple times, you may select this feat once for each element.


Bloodline of Ice (branch bloodine)

[b]Bloodline of Ice [Bloodline]
Prerequisites: Elemental Bloodline (cold)
Benefit: You may create snow as a standard action at will - this functions as create water, except that it is frozen.
Associated powers: chill metal, psionic trap field, swarm of crystals, wall of ice


Sharingan (branch bloodine)
Sharingan [Bloodline]
Prerequisites: Elemental Bloodline (fire)
Benefit: You gain a +4 bonus on Psicraft checks.
Associated powers: defensive precognition, false sensory input, feat leech, offensive precognition, offensive prescience, psionic suggestion, psionic true seeing

Mangekyou Sharingan [Bloodline, Epic]
Prerequisites: Sharingan
Benefit: You gain one of the following powers as a psi-like ability, usable once per day (manifester level equals your character level). You are dazzled for one round after using one of these abilities.

Tsukuyomi (psionic phantasmal killerHC)
Amaterasu (psionic disintegrate)
Susanoo ()
Kamui (ultrablast)

Special: You may select this feat multiple times. Each time you select a different PLA.


Mokuton (wood manipulation) (branch bloodine)

Mokuton [Bloodline]
Prerequisites: Elemental Bloodline (earth) and Mixed Elemental Bloodline (water) or vice versa
Benefit: The reach of your natural attacks is increased by 5 ft.
Associated powers: animate plants, changestaff, grip of iron, oak body, plant growth, wall of thorns, warp wood, wood shape

Binding Mokuton [Bloodline]
Prerequisites: Mokuton
Benefit: You gain the Improved Grab ability.

Reaching Mokuton [Bloodline]
Prerequisites: Mokuton
Benefit: As a full-round action you can make a single attack at your highest attack bonus with double your normal reach.



Pseudo-bloodlines
These techniques are not technically genetic, but are taught only to a certain family line.

Akimichi Bloodline
Akimichi Bloodline [Bloodline]
"I'm just BIG-BONED!"
Benefit: You gain a +2 bonus to Constitution and a -2 penalty to Dexterity, as well as a +2 circumstance bonus on Intimidate checks and saving throws against poison. You must eat at least twice as much as normal.
Associated powers: expansion, grip of iron, hammer, psionic lion's charge
Special: Treat Improved Natural Attack as a bloodline feat for this bloodline.


Beast Partner
Beast Partner [Bloodline]
Prerequisites: Psicrystal Affinity, Wild Cohort (http://www.wizards.com/default.asp?x=dnd/re/20031118a)
Benefit: You may combine your psicrystal with your wild cohort. This is a non-magical, permanent effect. The combined being has the higher of the hit point totals of either creature. This otherwise functions as the fusion (http://www.d20srd.org/srd/psionic/powers/fusion.htm) power.
Associated powers: animal affinity, bite of the wolf, claws of the beast, psionic scent, share pain
Special: The combined psicrystal/cohort cannot use the psicrystal's Flight ability unless the wild cohort has a fly speed.

Sychronised Strike [Bloodline]
Prerequisites: Beast Partner
Benefit: In any round where you and your beast partner perform the same action (eg. both charging an opponent) both of you gain a +2 bonus on damage rolls for that action.

Aran Banks
2010-08-23, 12:57 AM
Prime32, that's an awesome resource (the spoilered one). I'd have to compile a decent group of classes to synergize it with, but I really like it.

I couldn't get the link to work. Maybe too busy...

@Dead_Jester: Yeah, I was thinking a slightly modified swordsage, paired with a warblade. Though Prime32 has interesting stuff.

Prime32
2010-08-23, 02:12 PM
Prime32, that's an awesome resource (the spoilered one). I'd have to compile a decent group of classes to synergize it with, but I really like it.If you use psionics for ninjutsu then I have more for you.

http://brilliantgameologists.com/boards/index.php?topic=8360

EdroGrimshell
2010-08-23, 02:23 PM
I've always seen the shinobi as having a combination of psionics, incarnum, and ToB manuevers. It may be hard to get all you need off just ToB.

Prime32
2010-08-23, 02:40 PM
The Second bit is classes. Proficiencies of any kind seem useless (all ninjas MUST wear light armor or cloth or something, and no one uses weapons other than the classic japanese stuff).
Take a look at this variant (http://www.d20srd.org/srd/variant/adventuring/defenseBonus.htm) if you don't want people wearing armour. Tactical vests reduce the wearer's speed by 5ft and grant DR 1/- (which stacks with other DR), but do not inflict any other penalties.

For the weapons, simple. Make kunai and shuriken martial weapons. Everything else is an exotic weapon (increase or decrease damage as appropriate). Sure, some ninjas wield katana or needles, but those are basically character-specific gimmicks. Maybe a PrC specialising in the use of needles?


The Third and Final thing so far is common ninja techniques. I was thinking that ninjas started at level 2 before taking any manuevers--this would be where they learn shadow dopplegangers, basic genjutsu, the only weapon proficiencies they'll ever need to know, and it'll make sense that beginner ninjas don't have quasi-signature moves already.So do you want to grant this to all PCs without them needing to expend resources on it? (eg. Brachiation (http://www.realmshelps.org/cgi-bin/feats.pl?Brachiation) as a bonus feat)

Aran Banks
2010-08-24, 05:27 PM
I'll look at that armor.

But the idea behind getting inherent ninja abilities isn't to make them free, it's to make it so that you can be a level 1 ninja and suck, but as a level 1 ninja, you'll learn shadow clone jutsu and gain brachiation just like all the other level 1 ninjas. I want signature moves to be delayed by about 2 levels while you pick up iconic naruto ninja stuff.

Prime32
2010-08-24, 09:26 PM
So... a "ninja" race or template then? Or everyone must take their first level in "ninja"?

EDIT: Nitpick, shadow clone is a high level technique. Basic clones are just illusions.

You'll probably want to reduce the Disguise bonus from disguise self, and allow Spot checks to penetrate basic clones.

Aran Banks
2010-08-28, 07:29 PM
A "ninja" class, 2 levels long.

Oh, shadow clone is a high-level jutsu? But that's wrong... shadow clones are just like people but with ridiculously low HPs!

Prime32
2010-08-29, 06:03 AM
Oh, shadow clone is a high-level jutsu? But that's wrong... shadow clones are just like people but with ridiculously low HPs!"Just like people" is the important part. "Dozens of spells per round" is the important part.
http://naruto.wikia.com/wiki/Sage_Art:_Super_Great_Ball_Spiralling_Large_Group_ Spheres

Eldan
2010-08-29, 11:52 AM
For the shadow clones, just look at Mislead... (http://www.d20srd.org/srd/spells/mislead.htm) it's level 6 and turns you invisible, but otherwise is a lot worse than shadow clones, can't cast, can't use other abilities.

Prime32
2010-08-29, 04:03 PM
For the shadow clones, just look at Mislead... (http://www.d20srd.org/srd/spells/mislead.htm) it's level 6 and turns you invisible, but otherwise is a lot worse than shadow clones, can't cast, can't use other abilities.The Psionic Naruto Builds thread uses throw ectoform from Hyperconscious.

Aran Banks
2010-08-29, 06:37 PM
I still don't see how Shadow Clone Jutsu is overpowered. It's throw ectoform, and you can make your shadow clones progressively more powerful.