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theperfect25
2017-08-03, 07:58 PM
Cyber ninja

Description:It is known through the world that their are the physically weak. But sometimes the very will of an individual can overcome this weakness with the advances of mechanization and magic. These individuals may take the route of the ninja. Even with the intricacies of the life they live, they find subtlety in the motions of the world and have found how to use their own enhancements to be an exemplar to this way of life.

Combat:A cyborg Ninja focuses on fast and quick movements. Moving in and out of combat to be able attack and deal damage from multiple positions in multiple ways. Using their own Cybernetics to give them personified bonus's in certain areas of their choosing.

Attribute:A Cyborg Ninja use Dexterity as their main Attribute, Charisma needed to power their unnatural and cybernetic pool of power.

Alignment:Cyborg ninjas are not limited upon what alignment they may be.

Starting gold: 5d6x10 (average 175gp)

Starting age:Moderate

Health:d8


level
BAB
Fort
Ref
Will
fast strike
Special


1
0
0
2
0
-
Implants, bonus feat


2
1
0
3
0
–1/–1
Fast Strike, evasion


3
2
1
3
1
+0/+0
Implant, Swift Strike +1d6


4
3
1
4
1
+1/+1
Dextrous throw, bonus feat


5
3
1
4
1
+2/+2
Fan of Blades


6
4
2
5
2
+3/+3
Implant, deflect


7
5
2
5
2
+4/+4
Swift Strike +2d6


8
6/1
2
6
2
+5/+5/+0
Blade of the Dragon, bonus feat


9
6/1
3
6
3
+6/+6/+1
Implant


10
7/2
3
7
3
+7/+7/+2



11
8/3
3
7
3
+8/+8/+8/+3
Swift Strike +3d6


12
9/4
4
8
4
+9/+9/+9/+4
Implant, bonus feat


13
9/4
4
8
4
+9/+9/+9/+4
Superior deflection


14
10/5
4
9
4
+10/+10/+10/+5
Path chosen(Journeyman)


15
11/6/1
5
9
5
+11/+11/+11/+6/+1
Implant, Swift Strike +4d6


16
12/7/2
5
10
5
+12/+12/+12/+7/+2
bonus feat


17
12/7/2
5
10
5
+12/+12/+12/+7/+2
Soul of the dragon


18
13/8/3
6
11
6
+13/+13/+13/+8/+3
Path chosen(Expert), Implant


19
14/9/4
6
11
6
+14/+14/+14/+9/+4
Swift Strike +5d6


20
15/10/5
6
12
6
+15/+15/+15/+10/+5
Path chosen(Master), bonus feat


Class Skills: (6+int, x4 first level)
Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha)


Main class features

Weapon and Armor Proficiency:
A Cyborg Ninja is proficient with all simple and martial weapons, as well as all light armor. They are automatically proficient with all light throwing weapons.

Implants:
A Cyborg Ninja's body is mechanically and magically modified, this making them unnaturally flexible and lightweight comparably to others of their race. Because of this and the magical nature of their implants, their bodies can be modified and gain different abilities depending on what type of implants they choose. All cyborg Ninja immediately gain access to the double jump Implant as well as the magic storage Implant. A cyborg ninja gains another implant at level 3 and every 3 levels afterwards.

Implant list:


Implant name
prerequisite
benefit


double jump
-
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.


magic storage
-
They may store up to 20lbs of light weapons or small items within their own body, this storage does not count towards their carrying capacity and gains a +5 sleight of hand bonus to concealment. To bring out the weapons is the same as drawing them. This implant takes 10lbs no matter how much is held within it.


Improved magic storage
magic storage
add +charisma modifier x 10lbs to magic storage capacity. This can be taken multiple times.


spiked grippers
Enhanced leg reflexes
Small gripping spikes can be deployed from their body to give grip to nearly any surface. Gaining a +5 bonus to all climbs skills as well as no longer takes penalties for moving at full speed while climbing.


Auto loaders
improved magic storage
A cyborg ninja may cybornetically teleport any item within their magic storage to their hands or bring any small item to their magic storage as a move action. Weapons can be drawn from the storage as if under the effect of the quickdraw feat. Any item can be a maximum of the size of the cyborg ninjas hand.


Enhanced leg reflexes
-
Magic constantly imbues the cyborg ninjas legs, giving them a +5ft movement and a +1 to all reflex saves. Can be taken multiple times.


Gripping feet
Enhanced leg reflexes, spiked grippers
The cyborg ninja can move at full speed on all walls as if it was flat terrain. This even effects walking on the ceiling.


Swift movements
Enhanced leg reflexes
The cyborg ninja can take a free 5ft movements every round. This may be in addition to any 5ft free movements.


Springed joints
Enhanced leg reflexes
The cyborg ninja may add a +5 skill bonus to all jump checks.


enhanced arm reflexes
-
Magic imbued arms give a +1ac bonus when activating their deflect ability and gain a +1 to all reflex saves. Can be taken multiple times.


improved evasion
enhanced arm reflexes, and Enhanced leg reflexes
gain the improved evasion ability.


programmed maneuver
enhanced arm reflexes
choose 1 type of maneuver such as bullrush, trip, disarm, etc. The cyborg ninja gains a +4 to using that maneuver. This can be taken multiple times but must choose a different maneuver.


pinpoint reflexes
enhanced arm reflexes
the cyborg ninja gains a +1 to all attack and damage rolls made with a light bladed weapons.


Power coupling
-
when rolling to determine the amount of rounds before using swift strike again. subtract 1 from the roll.(min 1)




Fast strike:
When unarmored or wearing light armor, a cyborg ninja may throw a multitude of light throwing weapons at the expense of accuracy. When doing so, they may make one extra attack in a round at their highest base attack bonus, but this attack takes a –2 penalty, as does each other attack made that round. The resulting modified base attack bonuses are shown in the Fast strike Attack Bonus column. When a Cyborg ninja reaches 5th level, the penalty lessens to –1, and at 9th level it disappears. When a Cyborg Ninja reaches 11th level, her Fast strike ability improves. In addition to the standard single extra attack they get from Fast strike, they get a second extra attack at their full base attack bonus.

Swift Strike:
A cyborg ninja may choose as a standard action to burst forth and strike their enemies with a quick blur of motion. When activating this ability they may roll a jump check and burst forth in a straight line, striking all that they pass. When moving in this way they may strike all within their jumps range, (with a 10ft move jump distance is the total jump roll) rolling a single attack roll and comparing it to all within the line. Each hit dealing normal damage as well as an additional d6 damage. Every four levels after level 3 a Cyborg Ninja deals an additional d6 damage while using this ability. This ability can only be used with light melee weapons and once activated cannot be used again for another 1d4 rounds as the magic energy within your body is recharging.

Dexterous Throw:
When using a light throwing weapon the cyborg ninja may use their dex modifier instead of str modifier for additional damage. Add 20ft to the range increment of all light ranged throwing weapons.

Fan of Blades:
By gathering a 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 volley of light throwing weapons creating a 20ft cone of deadly blades. This cone deals a total amount of damage equal to 1d6/2 levels to everyone within the cones range. Reflex of 10+1/2lvl+ dex modifier. This attack requires a total amount of light throwing weapons equal to 4x their cyborg ninja level.

Deflect:
Using their superb reflexes, a Cyborg ninja may use a single light weapon bladed weapon to help deflect enemy attacks. When activated as the last action of their turn with a move action, they must choose a line adjacent to them(next to their model on the board.). Any attack that crosses through that line gives a +1 ac bonus for every three levels the cyborg ninja possesses to the Cyborg Ninja, this bonus is only for the singular attack. As long as the Cyborg ninja is wearing light armor or none, as well as having a minimum of a light load, they may add their chr modifier to their ac as a misc modifier. This Misc Modifier is a constant passive bonus to the cyborg ninja as long as they are not flat-footed.

Blade of the Dragon:
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 your entire body. You may make a single strike once per round with this blade as a standard action. The blade deals damage equal to 2d6/3 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

Superior deflection:
While using Deflect, if an attack passes through their deflection line and misses by 10 or more, the attack is instantly reflected back to the attack, dealing full damage to them instead.

Soul of the dragon:
As the magic of a Cyborg Ninja enhances and becomes greater they begin to further understand the spirit of their blade. When using the Blade of the Dragon ability their, sword becomes even further imbued with magic. The Blade they use become inlaid and enlarged with magic giving the weapon a reach of 10ft while still threatening adjacent squares. A cyborg ninja now adds double their charisma modifier to damage and their blade gains the ghost touch ability.

Path's Chosen
At level 14 a Cyborg 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 Cybernetic process that requires 100gp/level in supplies, which is expended during the process. The process itself only takes 24 hours, interruption of it will cause the ritual to be reset. A Cyborg Ninja gains additional abilities from the path that they have chosen at the levels of 14, 18, and 20, As they progress through their understanding and power of the path that they have chosen.

secret bladesman
Journeyman: A secret bladesman prizes themselves with stealth, honing their skills and body to perform expertly with a silent and deadly blow. Starting at level 14 a Cyborg ninja that has gone down this path gain the hide in plain sight ability as well as gain the poison use ability.
Expert: Starting at level 18 a Secret bladesman gains the mettle ability towards fortitude and will saves.
Master: Starting at level 20 The cyborg ninjas swift strike abilities damage becomes an additional d6 damage for every 2 class levels. This ability only works as long as the enemies did not have line of sight to the cyborg ninja at the beginning of the round.

Bird of Prey
Journeyman: The Bird of Prey learn and maneuver with quick and fast movements, gaining a +10ft speed bonus as well as gain a +10 skill bonus to all jump checks.
Expert: the fleeting feet of a bird of prey allows them to make a third jump into the air
Master: A perfect blend of speed and power allows the Bird of prey to use their swift strike with their dragon strike, they however do not add additional swift strike damage atop the dragon strike.

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 and pathfinder 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

http://www.giantitp.com/forums/showthread.php?521091-All-of-Theperfect25-s-works&p=21905353#post21905353

theperfect25
2017-08-22, 04:00 PM
redid a number of abilities for balancing purposes. rewording swift strike and some implant abilities.