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Shinobi (also known as Ninja)
Shinobi are specialized mercenaries who serve a specific ruler/mayor/ political leader.
Skilled at Infiltrating enemy defenses, or serving as body guards
Working solo or with others to disrupt, infiltrate, confuse opposing political powers they create a mythic to inspire dread or fear for they are also known as Ninja.

Many years ago, the ideas of guerilla warfare were written by (Name). These ideas spurred a sneaking Rogue Nobel to create ways to fight enemies with small strike forces and they wrote the book (Title)

Shinobi are doing a job, working for a specific boss. However, they do so without letting anyone else around them know of their motives, including other party members. They only share their true identity at great risk because, if found, they will be hunted by rival political factions, and possibly their own members. It is a life of secrecy and deception, but not necessarily a path of evil... Good Shinobi are out to topple evil rulers/ lords/ political systems. Possibly free captives, or get communications to people imprisoned. They can be part of a secret rebel group like the Firebrands but with specific skills.

Requirements:
Trained in: Deception, Stealth, and Thievery
Recommended also trained in: Acrobatics, Society, and Intimidation

Shinobi wear only cloth armor. A typical outfit conceals them completely including their face, hands and even covers their shoes.
They are trained in several weapons that may be considered illegal.
Blowgun, Hand crossbow, Ninja-to sword, Shuriken, Hidden spear, Caltrops, and poisons.
(note you need Nature skill to know ingredients and Crafting: Poisons to actually make them yourself)

Feat 2
- Terrifying appearance – dressed in all black cloth, face, hands, and even shoes concealed you are the stuff of stories, gain +4 to all intimidation rolls.
- Know your Protectee – You are aware of the person you are protecting as long as they are within 30 feet of you even if they are concealed, hidden, or invisible. (Bodyguard)
- Language: Thieves Cant – you can read the special symbols, know the hand codes, and otherwise are able to understand cyphers that are used by your particular Boss
- Hold breath - character can now hold their breathing three times as long as normal (useful when walking through poison gas, or underwater, ect)
Feat 4
- Avoid creaking floors – You can move at normal speed while searching for traps such as: noisy floors, crickets, and regular traps. Note this does not let you move OVER the trap just lets you move at normal pace until you perceive a trap.
- Ceiling crawl – Using acrobatics and special claws on gloves and shoes you can crawl along a ceiling at 1/4th your normal rate.
- Propelling shove – Someone needs to move, you shove the offender 20 feet if they are the same size as you. (bodyguard)
- Smoke Bomb disappearance – you toss a smoke bomb on your own square, causing you to be hidden (temporarily) You may make a stealth check to leave your location, hopefully without being noticed.

Feat 6
- Walk on water- Character can move across water and even stand on it.
- Cloud Fall - Character can now fall 30ft without any damage (athletics roll needed to roll out of the jump though, even if fail no damage but the character is stunned one)
- Backstab – character can now backstab like a rogue does (see rogue)
- Clear the way! – Intimidation affects all creatures withing a 20ft radius of character, this effects animals, mobile plants, all who can move. {critical success all move 3 actions, success move one action away, critical failure all others are now interested as to why they were told to move) (Bodyguard)
Feat 12
- Walk through wall (Dimension door) – takes three actions, 2 to concentrate, one to move, if at the end of the movement the character is not through the wall.. they are trapped inside it.
- Save them! – character can carry/haul the individual they are protecting at full speed. (Bodyguard)
- Wall Walk – Characters can climb walls at normal movement speed
- Tree flight, If any trees (or bamboo) is within 20 feet of each other- Character can move from tree to tree like a squirrel. Note: You can not sneak doing this movement, because the trees shake
Feat 16
- Improved Sneaking – When sneaking the character casts no shadow, Emits no odor and is all but invisible with the advantages of having no shadow.
- Missile deflection- If someone shoots missiles at your Protectee you can block them regardless of the number of missiles, the character can still get hit, but you block the Protectee (Bodyguard)
- Pass without Trace – It is impossible to track your movements when using this feat. Note: You move at half speed, because you are raking/ covering your tracks.
- Float – With one action concentration the character can float in the air at their present altitude. They are subject to winds but as long as concentration is maintained they can either keep their altitude or descend at half movement, you can NOT float up!


Shinobi (also known as Ninja)
_ Personal note I did not use names because of cultural sensitivity feel free to ad your own-

Shinobi are specialized mercenaries who serve a specific ruler/mayor/ political leader.
Skilled at Infiltrating enemy defenses, or serving as body guards
Working solo or with others to disrupt, infiltrate, confuse opposing political powers they create a mythic to inspire dread or fear for they are also known as Ninja.

Many years ago, the ideas of guerilla warfare were written by (Name). These ideas spurred a sneaking Rogue Nobel to create ways to fight enemies with small strike forces and they wrote the book (Title)

Shinobi are doing a job, working for a specific boss. However, they do so without letting anyone else around them know of their motives, including other party members. They only share their true identity at great risk because, if found, they will be hunted by rival political factions, and possibly their own members. It is a life of secrecy and deception, but not necessarily a path of evil... Good Shinobi are out to topple evil rulers/ lords/ political systems. Possibly free captives, or get communications to people imprisoned. They can be part of a secret rebel group like the Firebrands but with specific skills.

Requirements:
Trained in: Deception, Stealth, and Thievery
Recommended also trained in: Acrobatics, Society, and Intimidation

Shinobi wear only cloth armor. A typical outfit conceals them completely including their face, hands and even covers their shoes.
They are trained in several weapons that are often considered illegal.
Blowgun, hand crossbow, Ninja-to sword, Shuriken, Caltrops, and poisons.
(note you need Nature skill to know ingredients and Crafting: Poisons to actually make them yourself)

Feat 2
- Terrifying appearance – dressed in all black cloth, face, hands, and even shoes concealed you are the stuff of stories, gain +4 to all intimidation rolls.
- Know your Protectee – You are aware of the person you are protecting as long as they are within 30 feet of you even if they are concealed, hidden, or invisible. (Bodyguard)
- Language: Thieves Cant – you can read the special symbols, know the hand codes, and otherwise are able to understand cyphers that are used by your particular Boss
- Hold breath - character can now hold their breathing three times as long as normal (useful when walking through poison gas, or underwater, ect)
Feat 4
- Avoid creaking floors – You can move at normal speed while searching for traps such as: noisy floors, crickets, and regular traps. Note this does not let you move OVER the trap just lets you move at normal pace until you perceive a trap.
- Ceiling crawl – Using acrobatics and special claws on gloves and shoes you can crawl along a ceiling at 1/4th your normal rate.
- Propelling shove – Someone needs to move, you shove the offender 20 feet if they are the same size as you. (bodyguard)
- Smoke Bomb disappearance – you toss a smoke bomb on your own square, causing you to be hidden (temporarily) You may make a stealth check to leave your location, hopefully without being noticed.

Feat 6
- Walk on water- Character can move across water and even stand on it.
- Cloud Fall - Character can now fall 30ft without any damage (athletics roll needed to roll out of the jump though, even if fail no damage but the character is stunned one)
- Backstab – character can now backstab like a rogue does (see rogue)
- Clear the way! – Intimidation affects all creatures withing a 20ft radius of character, this effects animals, mobile plants, all who can move. {critical success all move 3 actions, success move one action away, critical failure all others are now interested as to why they were told to move) (Bodyguard)
Feat 12
- Walk through wall (Dimension door) – takes three actions, 2 to concentrate, one to move, if at the end of the movement the character is not through the wall.. they are trapped inside it.
- Save them! – character can carry/haul the individual they are protecting at full speed. (Bodyguard)
- Wall Walk – Characters can climb walls at normal movement speed
- Tree flight, If any trees (or bamboo) is within 20 feet of each other- Character can move from tree to tree like a squirrel. Note: You can not sneak doing this movement, because the trees shake
Feat 16
- Improved Sneaking – When sneaking the character casts no shadow, Emits no odor and is all but invisible with the advantages of having no shadow.
- Missile deflection- If someone shoots missiles at your Protectee you can block them regardless of the number of missiles, the character can still get hit, but you block the Protectee (Bodyguard)
- Pass without Trace – It is impossible to track your movements when using this feat. Note: You move at half speed, because you are raking/ covering your tracks.
- Float – With one action concentration the character can float in the air at their present altitude. They are subject to winds but as long as concentration is maintained they can either keep their altitude or descend at half movement, you can NOT float up!


okay I read it several times and missed TWO words
thank you Meatshed.. NOT easy to notice.. Glad they didn's screw that up..
Should have mentioned it in more than one place... Hope they add it to the Advanced, to make it easier to find.


first I love the book
but I have a serious question I have
proficiency
in Path 2e you has Stat bonus+proficiency mod (trained, expert, ect) and then Level
so If I am trained in say.. Nature
I have +2 for Wis, +2 for trained, and +4 for being level 4 = 8
However I see Nothing Like this in the Core Player book newer ed. 2. #
all I see is Stat + proficiency
so at level four I have =4
that is a BIG change and I hate
is that the RAW??? or did I miss something???

Minor obvious note the character sheet has the money back words.
Cp, Sp, Gp, PP

should be like you write money
$ 124.45
So it should go the other way

As I said I love the book, and want to get this point down before I use the book with Pl;ayers
so PLEASE help me understand
what are the RULES???


Okay I am Honestly confused about something.
Withe new core book,, Players
lets say I am Level 3
I have Nature skill
Now I have +2 for wis, +2 for trained.... and +3 for Level??

I looked at the older Path2e
and Nexus.. and that is the way I have been doing for 3 years!!!
am I wrong????
is it just: a score of 4???
or is it 7 ?? (2+2+3)
because this makes a BIG difference at higher levels
like AC, attack, ect if I am level 10 I used to get... I thought.. a strait +10 on pretty much everything.

Yes I am aware I can Homebrew rules... I want to know what the RAW are!


I hate theBarathu... since this is 2e compatible....where are dwarf, elf, orc, gnome?


I would Love to DM/GM with Dirtcheapdungeon wall/terraign...but I have a really dumb question...Where is this Con??? I saddly probably will not make it due to financial issues this year. but still..Where might be helpful if you want people to be there in person.


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I have been working on a 2e Samurai class. All work is modified from "Legend of Five Rings" RPG so to get this official it will need some editing and a check by a lawyer, and quite probably a cultural sensitivity look but here it goes:
Samurai
The Samurai are deeply integrated in the politics of their culture. Their core is their ancestry /family and their clan to which they belong. They are then forged by their role and school with their code of honor deeply intertwined. Each Clan has their own Bushido code of Honor, Famous stories are told of the conflicts between family and clan.
HIT POINTS: 10 + Constitution Modifier
Attacks: trained in: all
defense: trained in all
Perception: Trained
Saving Throws Fortitude: Expert | Reflex: Trained | Will: Expert
Skills:
Society: expert
trained in one by clan (see below)
additional" 2 + Intelligence modifier.

Ability Modifier bonus is based upon clan as is one skill
Crab clan: Constitution
Crane: Charisma | Crane: : Charisma | Dragon: Wisdom
Lion: Intelligence | Phoenix: Wisdom | Scorpion: Dexterity
Unicorn: Constitution

** New Skill - Tea Ceremony (chr) - Takes at least 1 hour to do.
Critical Success: All participants are healed 4HP and gain the ability to use a bless spell once in the next 24 hours.
Success: gain ability to use a Bless once in next 24 hours
Failure: Nothing happens other than Ceremony.
Crit Failure: all participants receive sickened condition for 24 hours.

Note: ANY ancestry can belong to any clan.

Honor Code/Bushido code:
Crab: Courage in safeguarding the Empire from terrible hordes . rough and Warlike Crab are less courteous than others. Never flee from combat (withdraw is allowed, just not fleeing) (+1on will saves vs fear effects)
Crane: Courtesy of the deepest importance and power rests in the proper respect. Never insult someone of a higher status. (bonus Society)
Dragon: Sincerity- aligning ones words with one's deeds and intentions. Dragon do not believe in unquestioning loyalty. Never break your word/pledge. Bonus: unarmed combat
Lion: Family/clan Honor is the center of the Lion. Lion are harsh judges of themselves. Never neglect ones duty. (Bonus: Sense Motive)
Scorpion- Scorpion are the secret police. Duty and Loyalty are core because they are deeply involved in subterfuge and deception. the tents of Honor and Righteous mean little to nothing to a Scorpion. Never refuse an order from a superior. (bonu:s stealth OR thievery)
Unicorn: Compassion the core of a unicorn. Understanding and cooperation. Courtesy is not as important as it is with other clans instead being able to deal with a wide variety of beliefs and cultures is core. Never allow preventable suffering. (Bonus One level one Priest spell, usable once per day)

During Combat: Samurai are are almost always the leader in combat
During Social Encounters; Samurai follow the tents of their clan
While Exploring: You are looking for ways to improve your clan standing and possibly your personal standing within your clan.
In Downtime:: You tend to relax and enjoy your downtime as it is a rare time for oneself.

You Might: (See clan descriptions)
Other Probably: Find you aloof or intimidating.
See you as the Police (Samurai often fulfill police roles) *This is true even if part of scorpion clan
Assume you have an urgent task

Samurai Advancement:
1- Ancestry, Background, Initial Proficiencies, Samurai Feat
2- Samurai feat, Skill Feat
3- General feat, skill Increase
4- Samurai feat, Skill Feat, Defense Skill Increase
5- Ability Boost, Ancestry Feat, Skill Increase, Weapon skill increase
6 - Samurai feat, Skill feat
7 - General Feat, Weapon Skill Increase
8- Skill Feat, defense Skill Increase, Samurai Feat,Skill Increase,
9 - Ancestry feat, Skill Increase
10 - Ability Boost, Samurai Feat, Skill Feat
11 - General Feat, Skill Increase
12- Defense Skill Increase, Weapon Skill Increase
13 - Weapon Skill Increase, Ancestry Feat, Skill Increase
14 - Samurai Skill Feat, Skill Feat
15 - Ability Boost, General feat, Skill Increase
16 - Defense Skill Increase, Samurai feat
17- Ancestry Feat, Skill Increase, Weapon Skill Increase
18 - Samurai feat. Skill Feat
19- General feat, Skill Increase
20 - Ability Boost, Weapon Skill Increase, Defense Skill Increase

Class features:
You gain abilities as a Samurai. Lower Level Samurai are under stricter orders with little to no leeway in the interpretations of those orders. As a Samurai increases in rank and successfully follows the code of their clan they are allowed more leeway and more open orders. Failure to follow an order can lead to banishment, death or worse disgrace.

Samurai feats
1- Souring Slice (2 actions)- you throw your weapon: Short range:2, medium:4, Long:6 and do a Melee attach at range
1- Strike the Air(3 actions) - An effect attack that misses on purpose to throw off attackers. all attackers in 50 foot cone must save or receive slowed condition 1 (this ability does NOT stack with other slow and can not be increased)
1- Earth Bind (2 actions- concentration))- You bind yourself to the terrain, becoming almost immovable (can only stay within your 5foot hex Adds +1 AC
1 - Strike as Water (2 actions) - You do NO damage but reduce the enemies defenses by _1 AC for this and next round (does not stack)
1 - Earthen Fist (1 action) your unarmed attacks do d6 damage this round

2- Iaijuitsu (free) - you can sheath or unsheathe a melee weapon as a free action
2 - Warriors Resolve (2 actions)- You reduce your fatigued condition by one
2- Hawk's Precision (1 action) you gain a +1 to hit this round with a missile weapon
2 - Lose Water (2 actions) - on a successful hit, you do no damage but the opponent now has a bleeding condition. (can stack)
2- Fire Eyes (1 action) Add +1 to an Intimidation roll (does not stack)

4- Crescent Moon (3 actions) - you guard yourself and one other within 10 ft increasing both of your AC by +1 9does not stack)
4 - Grip of the Lord (2 actions) - (weapon must have trip ability) You ensnare a Large or giant opponent with your weapon for this and next round (save vs Samurai DC)
4 - Valor!! (1 action) You make yourself a target instead of any other player within 10 ft of you.
4- Pelting rain (2 actions) (ranged weapon only) you shoot two arrows towards an opponent, both miss (no damage) but opponent must save vs Samurai DC or receive Stupefied Condition

6 - Weapon Specialization can add +1 to hit and damage on one weapon with which they are expert or better. Is a permanent condition when using that particular weapon.
6- Crimson Strike - (2 actions) an Attack against an opponents limb holding a weapon, on a successful hit damage is rolled and opponent must save VS Samurai DC or drop weapon
6 Thunder Clap Strike - (3 actions) Character swings their melee weapon in a fast wide arc creating a thunderclap of sound, Semicircle 20ft radius, that does Base weapon damage to all who fail save in the area (No bonuses to damage except magical)

8 -Battle of the Mind (3 actions) One target within line of sight must save vs Samurai DC or do a round of battle in the mind. No damage is actually received but should be calculated to determine winner. Loser receives Frightened Condition 1
8 - Heart Piercing Strike - Melee Weapon, @ actions, plus a move action, Samurai adds wisdom bonus to attack roll for the purpose of determining a critical hit.
8- Tactics (1 to 3 actions) - Samurai Barks orders, all who follow those orders receive a +1 to a roll on next round.

10 - Spinning Blade (2 actions) - Use both Melee weapons with no penalty for using two weapons for a combined strike.
10 - Falling Rain- (1 action) (ranged attack only) - second ranged attack does not suffer usual -5 penalty
10 - Flowing Water - (action + move action) adds Bleeding condition to any successful strike (does stack)

12- Weapon Specialization - this can be stacked on previous specialization or a different weapon. +1 to Hit and +1 to damage
12 - Breath of Wind (1 action) _ Make an unarmed attack to the Solsr Plexus knocking the wind out of opponent (stunned condition)
12 - Crushing Wave (2 actions) - Target receives Both bleeding and fatigued conditions on failing a save vs Samurai DC (can stack)

14 - Disappearing World (2 actions) - A head shot to knock the opponent unconscious Save verses Samurai DC
14 - Iron Mountain (2 move action/charge) knock target prone with a charge

16 Soul Sunder (1 Action) gain Ghost touch ability) to attack Undead or Extraplaner creatures.

18- Strike the Void (3 actions) - Samurai attacks absolutely last in combat order but is able to reroll any One roll OR change from melee to ranged combat with no penalty on actions.
18 - Storm Cloud (3 actions)- Shoot 10 missile weapons in one round with no bonus to attack or damage. any that strike do base roll damage.
18 Pin the Fan (3 actions) with concentration make a single ranged attack roll, add Wisdom bonus on to hit only for determining if it is a critical hit.

As I said I liberally m stealing these ideas so
Credit to:
Legend of the Five Rings
Roleplaying
Core Rulebook
Fantasy Fight Games
1995 West County Rd B2
Roseville MN 55113 USA
Date: 2018
John Wich and David Williams owners of original rights
* I have modified their format to fit Pathfinder 2e and am receiving NO compensation hopefully am okay to share here under fair use act.. Like I said need a Lawyer to get this official.
I in NO way authorize the use of this material for financial gain.