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theperfect25
2017-02-13, 05:36 PM
Cybernetic ninja

Description:Those who have undergone great accident or survived mortal wounds may come back stronger and more determined then they once were. Let it be through technological or magical means, their are those who have gone to augment themselves to gain what they wish. Many who choose do so become lethal figures moving nimbly as swiftly across the battlefields. Hiding and striking at the unexpected, all more deadly then they once were.

Attribute:Dexterity for a nimble body as well as Wisdom for healthy mind.

Alignment:any non chaotic alignment.

Starting gold: 4d6x10 (average 140gp)

Starting age:any

Health:Hp D6


level
BAB
Fort
Ref
Will
Special


1
0
0
0
0
Implants, fast throw


2
1
0
0
0
double jump


3
2
1
1
1
evasion


4
3
1
1
1
swift strike D6


5
3
1
1
1
fan of blades, implants


6
4
2
2
2
deflect


7
5
2
2
2
Dexterous toss


8
6/1
2
2
2
blade of dragon, swift strike 2d6


9
6/1
3
3
3
implants


10
7/2
3
3
3
improved deflection


11
8/3
3
3
3
improved evasion


12
9/4
4
4
4
swift strike 3d6, improved fast strike


13
9/4
4
4
4
implants, improved fan of blades


14
10/5
4
4
4
greater deflection


15
11/6/1
5
5
5
Path chosen(Journeyman)


16
12/7/2
5
5
5
swift strike 4d6


17
12/7/2
5
5
5
implants, divine blade of the dragon


18
13/8/3
6
6
6
Path chosen(Expert)


19
14/9/4
6
6
6
masterful deflection


20
15/10/5
6
6
6
Path chosen(Master), swift strike 5d6


Class Skills: (4+int, x4 first level)

Main class features
Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Int), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex).

Weapon and Armor Proficiency
A cybernetic ninja is proficient with all simple and martial weapons, and with light armor.

Main Class Features:

Implants
A cyborg ninja’s body has been modified by either mechanical or magical means, their bodies are more flexible and lighter than others of their race. Because of this their weight is halved as well as gain the trap finding ability, like that of a rogue. Whenever a Cybernetic ninja gains this ability they may also gain one of the following abilities from the following list.




name of implant
prerequisite
benefit


storage compartment
N/A
Gaining this implant creates a compartment or multiple compartments on the body that is capable of holding small items. This implant allows an area that is equal to a total of 1 square foot of space on the individual. able to carry a max of 10 lbs.


compatible compartments
storage compartment
Using the technology of the storage compartments, this implant allows any objects within the compartment to be transfer into the hands of the cybernetic ninja as a free action. Giving access to the quick draw feat towards any weapon that is inside the compartment(s).


Magical compartments
compatible compartments
Magical aura warps space within your storage compartment. Making the space within your compartments bigger then what they seem. The compartment can now hold a total of 3 square feet of items as well as 15lbs x wisdom mod within it. The size it takes up on the body does not change.


Jump boosters
N/A
This implant gives small retractable boosters within the legs of the cybernetic ninja, giving them a +10 bonus to all jump checks they take.


fall redactors
Jump boosters
this implant gives the capability of sending bursts of energy downwards to slow the descent of a fall. Gaining the extra ordinary ability to use featherfall on themselves whenever they wish.


climbing spikes
N/A
This implant adds retractable climbing spikes that protrude from your limbs and can be used to climb. Giving the cybernetic ninja a +10 to all climb checks.


Running bursts
Jump boosters
Using the boosters within your legs can allow for a farther burst of speed in all movements. Gaining this implant raises your base movement speed by +10ft. This implant can be taken multiple times.


Bladed barbs
climbing spikes
With further augmentation the climbing spikes can be made into a more formidable grabbing tool. Gaining this implant gives a +4 grapple bonus and the cybernetic ninja does not provoke attacks of opportunity when performing a grapple.




Fast throw
When a cyborg ninja is wielding a light throwing weapon they may throw two light throwing weapons at the same time instead of one. This incurs a -2 penalty and may be used with every attack in a full round attack. These two attacks are both scored as hit with one attack roll.

Double Jump
With implants placed within their body, a cyborg ninja may send magic pulses down their legs enabling them to take multiple jumps with a single leap. Once per round when making a jump, in the middle of a jump they may roll another jump skill and either add it to their previous roll or to begin jumping a separate direction.

Evasion
Starting at level 3 a Cybernetic ninja gains access to the evasion ability. a Cybernetic ninja can avoid magical and unusual attacks with great agility. If they make a successful Reflex saving throw against an attack that normally deals half damage on a successful save, they instead takes no damage.

Swift Strike
Starting at level 4 a cyborg ninja has learned to burst forth and strike all enemies in front of them with a blur of movement. As a standard action they may roll a jump check, moving forward in any straight line equal to their jump check in feet. This supernatural ability allows the cyborg to make an attack against all targets that they have passed through, dealing normal damage with an additional +1d6/4 levels of damage to all targets. This ability may only be used with a light melee weapon. If a cybernetic ninja uses their double jump ability during a swift strike, it immediately ends the attack.

Fan of blades
Starting at level 5, a cybernetic ninja has learned to throw small blades in order to effect a much larger area of effect. By gathering a large number of light throwing weapons in your hands you may throw them in such a way that they cover a small area of affect and hit multiple targets. As a standard action you may throw a total of 3/level of light throwing weapons creating a 15ft cone of deadly blades. This cone deals a total amount of damage equal to 1d4/2 levels of slashing damage to everyone within the cones range. A reflex save equal to 10+wisdom mod+1/2 level for half damage.

Deflect
Starting at level 6 a cyborg ninja has gained supernatural reflexes in order to block attacks from a designated direction. As a move equivalent action a cyborg ninja may position themselves to block all attacks in a designated direction. When activating this as the last action of their turn they must choose a line next to them, any attack that moves through that line they receive an ac bonus equal to half their level as a misc modifier. This modifier also counts towards their touch ac.

Dexterous toss
Starting at level 7 a cybernetic ninja may add their dexterity to throwing damage instead of strength. They may also add an additional 20ft to all throwing weapon ranges.

Blade of the Dragon
Starting at level 8, through built up energy or magical power a Cybernetic ninja may unleash their power through a single bladed weapon. While this ability is activated the use of double jump and swift strike cannot be used because the sword is diverting power from their entire body. Activating and deactivating this ability is a swift action and allows the user to make a single strike once a round as a standard action.The blade deals damage equal to 1d12/3 levels Because the blade is magically enhanced from the body of the cyborg ninja they add their charisma modifier to their damage instead of strength.

Because the blade requires so much raw energy to use, you may only attack once a round with it. However, feats such as cleave may be used with the blade since it is a single swing.

Improved deflection
Starting at level 10, the instincts of the blade are constant for a cybernetic ninja. As long the Cybernetic ninja is holding a weapon in their hand, they gain their wisdom modifier to their ac.

Improved evasion
Starting at level 11 a cybernetic ninja gains the improved evasion ability. This ability works like evasion, except that while they still takes no damage on a successful Reflex saving throw against attacks, now they only take half damage from a failed save.

Improved fast strike
Starting at level 12 a cyborg ninja may choose to take a -4 on all attacks they take for a round and may throw three light throwing weapons instead of two. Each one counting as a hit for one attack.

Improved fan of blades
Starting at level 13 a Cyborg ninjas hands have become adept at throwing blades in order to strike many different enemies. Their fan of blades becoming more deadly to their enemies. At this level, when using their fan of blades ability, they may affect a 20ft cone as well as add their wisdom modifier to their damage.

greater deflection
Starting at level 14, whenever a cybernetic ninja uses their reflect ability and a melee attack misses you by 10 or more, the attack is deflected and hits the opponent for full damage instead of you.

Path Chosen
At level 15 a Cybernetic ninja may choose to specialize down a specific path. Once a path has been chosen then they will receive all of the benefits of that path at the specified level. Once a path has been chosen they may not switch paths unless they undergo a special meditative ritual to realign themselves that requires 200gp/level in supplies, which is expended during the ritual. The ritual itself only takes 24 hours, interruption of it will cause the ritual to fail. A Cybernetic ninja gains additional abilities from the path that they have chosen at the levels of 15, 18, and 20. As they progress through the understanding and capability of the path that they have chosen.

Secret Bladesman
Journeyman:A Secret Bladesman is one who relishes hidden. Practicing the arts of stealth and inner peace at the same time. A Cybernetic ninja who undergoes this path learns how to properly wield and use poisons at level 15. These poisons last twice as long as they normally would and may imbue their effects towards any attack the bladesman may use, even towards abilities like fan of blades and dragon blade.
Expert:Being a master of the mind and body comes with practice and care, such has secret bladesman has done at level 18. Gaining the Mettle training feat towards fortitude saves as well as will saves. With the mastery of self has also enabled them to not take any penalties towards stealth while moving.
Master: The Art of the blade is the most prominent discipline, learning how to silence as well as to make the blade lethal is the ultimate goal of the secret bladesman. As such a master bladesman gains the ability to gain a d6 damage towards their swift strike ability for every two levels instead of four as long as their enemies did not have line of sight to them at the beginning of the round.

Bird of Prey
Journeyman:A bird of prey is one who strikes at their foes both nimbly and with great force. A cybernetic ninja going down this path learns the ways of movement towards battle to bring devastation towards their enemies. Starting at level 15, when a bird of prey uses their swift strike ability they may choose to continue their strike even if they use their double jump ability.
Expert:A bird of prey learns that power comes from movement. Starting at level 18 a bird of prey has mastered their movement in the air to enable them to use their double jump ability for a second time in a single jump. Enabling them to make a third jump check in the air.
Master: A master bird of prey lets no force stop their assault, dashing through the air with strength of a dragon. Starting at level 20 a master bird of prey may use their blade of the dragon with their swift strike ability. Doing so however does not add the usual d6 swift strike extra damage with their attack.


Divine blade of the dragon
At level 17 the blade of the dragon has become more then an empowered blade. expanding with pure magical force the blade has become a force of destruction. Whenever the Blade of the dragon ability is used, the blade becomes a reach weapon able to hit targets afar and close up. The blade gains the ghost touch weapon enchantment as well as the bane enchantment, the bane target chosen as it is summoned with a swift action. When dealing damage it also deals double the cybernetic ninjas wisdom modifier as bonus damage instead of once.

Masterful deflection
whenever a cybernetic ninja uses their reflect ability and a ranged attack misses you by 10 or more, the attack is deflected and hits a chosen opponent within throwing range for full damage instead of you. A ranged weapon can be reflected back a number of times per round equal to their dex modifier.



Notes: This is a class based off of the video game character Genji from Blizzards: Overwatch. I have made a number of the characters into dnd 3.5 form, basing them mostly off of team work and tactical use on a battlefield. If you would like to see more from the overwatch cast, comment or message me. -theperfect25


Other Overwatch classes:Tracer: http://www.giantitp.com/forums/showthread.php?507332-Overwatch-Classes-Tracer-theperfect25
Zenyatta: http://www.giantitp.com/forums/showthread.php?508838-Overwatch-Classes-Zenyatta-theperfect25
Reaper: http://www.giantitp.com/forums/showthread.php?507428-Overwatch-Classes-Reaper-theperfect25
Mercy: http://www.giantitp.com/forums/showthread.php?507439-Overwatch-Classes-Mercy-theperfect25
Pharah: http://www.giantitp.com/forums/showthread.php?508058-Overwatch-Classes-Pharah-theperfect25
McCree: http://www.giantitp.com/forums/showthread.php?507534-Overwatch-Classes-McCree-theperfect25

theperfect25
2017-02-14, 12:49 AM
Finished all of the editing and am now doing testing on balancing with a campaign party.