Jibar
2007-06-12, 05:25 AM
So, I'm getting round to making my D20 Modern campaign setting, The City. Now... this is gonna be an arse. I've got Superheros to make, and a complete overhaul of the magic system. So, to start off easy, here's a new Advanced Class.
The Urban Ninja
The Urban Ninja is a master of his chosen environment, the skyscrapers and building blocks of the urban jungle. While the name suggests some kind of japanese martial artist, Urban Ninjas are something different. Armed with the archaic weapons associated with ninjas, an Urban Ninja instead trades stealth for freedom. The art of Parkour has been harnessed into something beautiful by Urban Ninja.
Select this character class if you want your character to have complete freedom for manouvering.
The fastest path into this advanced class is from the Fast hero basic class, though other paths are possible.
Requirements
To qualify to become an Urban Ninja a character must fulfill the following criteria.
Skills: Climb 6 ranks, Jump 6 ranks
Feat: Archaic Weapons Profiency
Urban Ninja
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Defense Bonus|Repuation Bonus
1st|
+0|
+1|
+2|
+0|Parkour +2|
+1|
+0
2nd|
+1|
+2|
+3|
+0|Happy Landings|
+1|
+0
3rd|
+1|
+2|
+3|
+1|Bonus Feat|
+2|
+1
4th|
+2|
+2|
+4|
+1|Parkour +4|
+2|
+1
5th|
+2|
+3|
+4|
+1|Urban Fury|
+3|
+1
6th|
+3|
+3|
+5|
+2|Bonus Feat|
+3|
+2
7th|
+3|
+4|
+5|
+2|Parkour +6|
+4|
+2
8th|
+4|
+4|
+6|
+2|Urban Jungle|
+4|
+2
9th|
+4|
+4|
+6|
+3|Bonus Feat|
+5|
+3
10th|
+5|
+5|
+7|
+3|Floor? What Floor?, Parkour +8|
+5|
+3 [/table]
Class Information
The following information pertains to the Urban Ninja.
Hit Die
The Urban Ninja gains 1d8 hit points per level. The character's Constituion modifier applies.
Action Points
The Urban Ninja gains a number of action points equal to 6 + one-half his character level, rounded down, every time he attains a new level in this class.
Class Skills
The Urban Ninja's class skills are as follows.
Balance (Dex), Climb (Str), Escape Artist (Dex), Jump (Str), Knowledge (Streetwise)(Int), Navigate (Int), survival (Wis), Tumble (Dex).
Skill Points at each Level: 5 + Int modifier
Class Features
The following features pertain to the Urban Ninja advanced class.
Parkour
An Urban Ninja recognises his environment and knows the many ways to get around. He gains a +2 on Climb, Jump and Balance checks. He can also make Climb checks without the proper tools at no penalty. This ability increases by +2 at 4th, 7th and 10th level, so a level 10 Urban Ninja will have a +8 bonus.
Happy Landings
Great heights pose no threat to the Urban Ninja. That building may look so tall now, but when you're diving from the roof it all seems so small. At 2nd level, an Urban Ninja can negate 10 ft of falling damage with a DC 15 Tumble check. He can then negate a further 10ft by adding +5 to the DC.
At 5th level, the DC for Happy Landings decreases by -5. He can now fall 10ft without taking damage with a DC 10 Tumble check. For every additional 10ft, he still adds +5 to the DC.
Bonus Feats
At 3rd, 6th and 9th level, the Urban Ninja gets a bonus feat. The bonus feat must be selected from the following list and the Infiltrator must meet all the prerequisites of the feat to select it.
Acrobatic, Armour Profiency (Light), Athletic, Brawl, Combat Martial Arts, Defensive Martial Arts, Dodge, Exotic Melee Weapon Profiency, Lightning Reflexes, Quick Draw, Run.
Urban Fury
At 5th level, an Urban Ninja can make stealthy attacks with their parkour skills and the environment around them. To use this ability an Urban Ninja must be within 5 feet of a wall or climbable object. By making a Climb or Jump check they can add damage to their attack. The DC for this check is 10 + 5 per extra die of damage. This ability only functions when using an archaic weapon or exotic weapon the Urban Ninja is proficient with.
Urban Jungle
At 8th level, the Urban Ninja knows instinctively where the footholds are, where his hands can grip. The Urban Ninja is treated as having a Climb Speed equal to half his land speed.
The Urban Ninja must make a Climb check on any surface with a DC greater than 0, but can always choose to take 10 on this check. He can attempt an accelerated climb, moving at double their Climb speed (full land speed) by taking a -5 on a single Climb check. The Urban Ninja retains their Dexterity bonus to Defense (if any)while climbing, and opponents get no special bonuses on their attack rolls against the climbing creature.
Unlike normal Climb Speed, the Urban Ninja does not gain the normal +8 species bonus on this check. This bonus is replaced by the Parkour ability.
Floor? what Floor?
At 10th level, the Urban Ninja has reached their maximum potential for parkour. They can now run along walls in any direction as a move action. Their speed along the wall is the same as their Climb speed. If the Urban Ninja has an attack action left, they can make an attack against each enemy 5 feet from the wall at their highest Base Attack bonus.
(Whew, formatting is a bitch)
New Exotic Melee Weapon:
{table=head]Weapon|Damage|Critical|Damage Type|Range Increment|Size|Weight|Purchase DC|Restriction
Ninja-To|
1d8|
18-20|
Slashing|
- |
Med|
4lb|
14|
-[/table]
Ninja-To
While the katana is often associated with ninjas, it was the Ninja-To that was their weapon of choice. It appears much like a katana, but the blade is straight and shorter. It can be easily concealed and quite deadly. To wield a Ninja-To, you need an Exotic Melee Weapon Profiency feat.
The Urban Ninja
The Urban Ninja is a master of his chosen environment, the skyscrapers and building blocks of the urban jungle. While the name suggests some kind of japanese martial artist, Urban Ninjas are something different. Armed with the archaic weapons associated with ninjas, an Urban Ninja instead trades stealth for freedom. The art of Parkour has been harnessed into something beautiful by Urban Ninja.
Select this character class if you want your character to have complete freedom for manouvering.
The fastest path into this advanced class is from the Fast hero basic class, though other paths are possible.
Requirements
To qualify to become an Urban Ninja a character must fulfill the following criteria.
Skills: Climb 6 ranks, Jump 6 ranks
Feat: Archaic Weapons Profiency
Urban Ninja
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Defense Bonus|Repuation Bonus
1st|
+0|
+1|
+2|
+0|Parkour +2|
+1|
+0
2nd|
+1|
+2|
+3|
+0|Happy Landings|
+1|
+0
3rd|
+1|
+2|
+3|
+1|Bonus Feat|
+2|
+1
4th|
+2|
+2|
+4|
+1|Parkour +4|
+2|
+1
5th|
+2|
+3|
+4|
+1|Urban Fury|
+3|
+1
6th|
+3|
+3|
+5|
+2|Bonus Feat|
+3|
+2
7th|
+3|
+4|
+5|
+2|Parkour +6|
+4|
+2
8th|
+4|
+4|
+6|
+2|Urban Jungle|
+4|
+2
9th|
+4|
+4|
+6|
+3|Bonus Feat|
+5|
+3
10th|
+5|
+5|
+7|
+3|Floor? What Floor?, Parkour +8|
+5|
+3 [/table]
Class Information
The following information pertains to the Urban Ninja.
Hit Die
The Urban Ninja gains 1d8 hit points per level. The character's Constituion modifier applies.
Action Points
The Urban Ninja gains a number of action points equal to 6 + one-half his character level, rounded down, every time he attains a new level in this class.
Class Skills
The Urban Ninja's class skills are as follows.
Balance (Dex), Climb (Str), Escape Artist (Dex), Jump (Str), Knowledge (Streetwise)(Int), Navigate (Int), survival (Wis), Tumble (Dex).
Skill Points at each Level: 5 + Int modifier
Class Features
The following features pertain to the Urban Ninja advanced class.
Parkour
An Urban Ninja recognises his environment and knows the many ways to get around. He gains a +2 on Climb, Jump and Balance checks. He can also make Climb checks without the proper tools at no penalty. This ability increases by +2 at 4th, 7th and 10th level, so a level 10 Urban Ninja will have a +8 bonus.
Happy Landings
Great heights pose no threat to the Urban Ninja. That building may look so tall now, but when you're diving from the roof it all seems so small. At 2nd level, an Urban Ninja can negate 10 ft of falling damage with a DC 15 Tumble check. He can then negate a further 10ft by adding +5 to the DC.
At 5th level, the DC for Happy Landings decreases by -5. He can now fall 10ft without taking damage with a DC 10 Tumble check. For every additional 10ft, he still adds +5 to the DC.
Bonus Feats
At 3rd, 6th and 9th level, the Urban Ninja gets a bonus feat. The bonus feat must be selected from the following list and the Infiltrator must meet all the prerequisites of the feat to select it.
Acrobatic, Armour Profiency (Light), Athletic, Brawl, Combat Martial Arts, Defensive Martial Arts, Dodge, Exotic Melee Weapon Profiency, Lightning Reflexes, Quick Draw, Run.
Urban Fury
At 5th level, an Urban Ninja can make stealthy attacks with their parkour skills and the environment around them. To use this ability an Urban Ninja must be within 5 feet of a wall or climbable object. By making a Climb or Jump check they can add damage to their attack. The DC for this check is 10 + 5 per extra die of damage. This ability only functions when using an archaic weapon or exotic weapon the Urban Ninja is proficient with.
Urban Jungle
At 8th level, the Urban Ninja knows instinctively where the footholds are, where his hands can grip. The Urban Ninja is treated as having a Climb Speed equal to half his land speed.
The Urban Ninja must make a Climb check on any surface with a DC greater than 0, but can always choose to take 10 on this check. He can attempt an accelerated climb, moving at double their Climb speed (full land speed) by taking a -5 on a single Climb check. The Urban Ninja retains their Dexterity bonus to Defense (if any)while climbing, and opponents get no special bonuses on their attack rolls against the climbing creature.
Unlike normal Climb Speed, the Urban Ninja does not gain the normal +8 species bonus on this check. This bonus is replaced by the Parkour ability.
Floor? what Floor?
At 10th level, the Urban Ninja has reached their maximum potential for parkour. They can now run along walls in any direction as a move action. Their speed along the wall is the same as their Climb speed. If the Urban Ninja has an attack action left, they can make an attack against each enemy 5 feet from the wall at their highest Base Attack bonus.
(Whew, formatting is a bitch)
New Exotic Melee Weapon:
{table=head]Weapon|Damage|Critical|Damage Type|Range Increment|Size|Weight|Purchase DC|Restriction
Ninja-To|
1d8|
18-20|
Slashing|
- |
Med|
4lb|
14|
-[/table]
Ninja-To
While the katana is often associated with ninjas, it was the Ninja-To that was their weapon of choice. It appears much like a katana, but the blade is straight and shorter. It can be easily concealed and quite deadly. To wield a Ninja-To, you need an Exotic Melee Weapon Profiency feat.