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I've seen several unchained ninja homebrews in many PF forums, many simply taking notes from the unchained rogue without adding more or less of what makes a ninja stand out from the rogue. This is hopefuly my final version of the Unchained Ninja. (Now as a pdf version!) I thank everyone for the criticism and feedback you have shared while working on this homebrew class. What separates this from the UC rogue and other UC ninja homebrews are several new additions: 1. Ninja Clans - A new class feature. It allows ninjas to be affiliated with a clan, granting them new Ki Powers, Class Skills, Ki Masteries and their own clan trick at the cost of imposed restrictions. This makes ninjas more diverse in how they're made, lending inspiration from historical and mythical ninja clans. 2. Ninjutsu Training - Replacing the old ninja's No Trace class feature, Ninjutsu Training lets a ninja select two class skills to specialize based on their chosen clans, letting them specialize further into their role. 3. Improved Light Steps - The old ninja's light steps class feature was good, but not great. I simply included new things which grants the UC ninja more mobility, without being broken. 4. New Ninja Tricks and Archetypes - I tossed in several new ninja tricks and archetypes to further expand the ninja's versatility in a given role. I have also taken extra effort to make sure that the UC ninja is compatible with the original ninja class, including most of its archetypes. Feedback is highly appreciated! ![]()
So I homebrewed a PF version of the Artificer. For those who don't know what it is, its the more science-y version of the alchemist.
I also threw in a new class feature, which wasn't found from the old 3e Artificers, which are Inventions and Upgrades. Think of Inventions as a basic freebie at 1st level, which can be improved upon at later levels. These freebies are either a free weapon, a free firearm, a free suit of armor, a familiar, or a racial feature. This class already has its own custom spell list and a few archetypes. I would really appreciate comments, suggestions, criticisms and feedbacks in order to improve this class. ![]()
New updates! The return of the previously abandoned Kirigakure clan ninja, as well as a new Unchained Ninja Archetype: The Kirigakure Clan are now relegated as the maritime ninja. With a selection of new Ki powers and tricks making them suitable for campaigns set on the high seas! The Shugenja makes the ninja draw from the Kannagi and Miko mythologies of being able to strike maladies and hexes upon their foes. Be sure to check it out! ![]()
Just a little homebrew project I've been working on alongside my Unchained Ninja Homebrew. The Avatar is a hybrid class of the Barbarian and the Druid. Their general idea is based around media portrayals of 'martial class elementalists', such as the ones found in the avatar cartoon, the elemental spirit brothers from DotA, among other examples. They fit the same role as that of the Bloodrager - as a full-BAB martial class with some 4th level spells and a variety of powers. Feedback is highly appreciated! ![]()
New exciting updates! Three new Unchained Ninja Archetypes to give even more new way to play the ninja! The Origami Master archetype lets any Ninja create tools and weapons out of paper from mere playing cards, parchment, and even Harrow Decks and Spell Scrolls. The Yama-Inu archetype gives the Ninja the terrain versatility of the ranger, allowing them to serve as the party's frontline scout and ambusher in hazardous places. The Oniwaban archetype turns the Ninja into an information gathering spy, sacrificing the Rogue's toolkit, in place of the Investigator's versatility! Please check it out! ![]()
Coidzor wrote:
Thanks for the feedback, highly appreciated! As for the Flared Muzzle, it only grants a Scatter weapon quality of 15ft. I will specify that it does not stack with Adjusted Sights. As for the possibility of having a heavilly modified firearm, I decided to place limitations to the number of times a weapon modification can be applied to a firearm. I have also rebalanced the Improved Rifling modification, having the absolute minimum misfire chance of 1 instead of 0 (thus still requiring a gunslinger to slap the reliable enchantment on their firearm). In the case Air Repeaters, while their base cost is lower, it is still an unwieldy weapon that takes at a long time to reload and cannot take certain modifications such as specialized gunpowders, thus reducing their versatility in combat. ![]()
This homebrew attempts to make firearms more fun and immersive by offering new options to players when playing a gunslinger, swashbuckler or any class proficient with firearms. They must possess the Gunsmithing feat to be able to modify firearms and craft these new specialized ammunitions. Link: Gunsmithing Expanded ![]()
Just saying. It would save you so much headache to make a Saiyan homebrew if you just make it an Kineticist Archetype. Give it a Ki Pool and Improved Unarmed Attack and Flurry as class features. Burn affects Ki Pool instead of CON. Gather Power replenishes the Ki pool. At later Levels, Gathering Power exceeding beyond the Ki Pool makes this kineticist a Super Saiyan, granting bonuses to Attack and Damage per round equal to its level. As an added bonus, it can use Flurry of Blows with Kinetic Blasts. DONE! ![]()
Errant Inlad wrote: This is amazing. Have you considered publishing this as a PDF? It's high quality and just needs a bit of proof reading, plus a few more tricks for some of the clans. Long as the upfront doesn't cost you too much, it could be a way to earn a bit of cash off your RPG developer skills. Currently, I have no plans yet to publish a pdf. This is just a hobby of mine, but thanks for the words of encouragement! ![]()
Hi, thanks for the input. This is greatly appreciated. I'll try to explain each point: >Text has 1d6 sneak attack gained each 4 levels, table has 1d6 each 5 levels. The sneak attack progression is based on the marionette's HD, not levels. >The bard has no obvious ability to repair their marionette, or to replace it if its destroyed. Yep, you're correct. Aside from mending, the bard has no access to Make Whole. I've added an entry to explain how to replace a lost or broken marionette as well as added the spells to repair constructs. Thanks. >Is there a maximum range the bard can control the marionette at? Do they need line of sight or line of effect to it? The range is given on the table. Line of sight required. >Do wondrous items need to be specially called out to work on a construct/marionette, or would most work? Pretty sure I already wrote that down. the marionette 'cannot benefit from or use wondrous items except from those that would affect objects and constructs.' >I'm not sure why you'd call this a trickster bard. Combat yes, teamwork yes, performance not especially, but not a trickster in any case any more than a cavalier is. Ventriloquy lets the bard fight through his marionette as though there was a 2nd bard in the party. The marionette can hold and deliver touch spells and even maintain a bardic performance, letting the bard do other tasks such as concentrating on illusions, skill checks, performing a separate performance, etc. Take note, all the puppeteer needs is a free action to maintain control of the marionette, he still has a standard, move and a swift action. Furthermore, the marionette gains Construct Points, granting it special abilities that further specializes it to excel at certain tasks. >At a glance no, right now it trades a lot of out of combat ability for a lot of in-combat ability, but I might change my mind. The marionette shares the same skills as the puppeteer - letting the puppeteer perform tasks through his marionette as pickpocketing, disarming traps, manipulating objects, etc at a safe distance, or performing multiple tasks in unison. What it lacks in skill versatility, it makes up for in other aspects. ![]()
Thought of a neat little bard archetype idea while working on my Unchained Ninja Homebrew. Gonna share it here. Presenting the Puppeteer Bard archetype. What it lacks in versatility as a skill-monkey bard, it makes up for by being a trickster bard, capable of specializing in combat, performance or teamwork shenanigans using their marionette. Please tell me what you think of this homebrew. ![]()
Ethereal Gears wrote:
Hey, thanks for that feedback. I appreciate it! Regarding The Oni's Healing Ninja Trick, the reason it is kept at level 16 is due to how ninjas aren't supposed to be a one-man army, in terms of survivability, as they should rely on a cleric or paladin to provide healing. The Oni Healing ninja trick is essentially an emergency option due to how lethal certain monsters are at higher levels of play and its meant to keep a ninja alive after taking an unlucky crit and should not be meant to be a ninja trick to replace a cleric's healing. Regardless, I rebalanced it to be available at 12th level instead. ![]()
THRIAE HOMEBREW RACE
Standard Racial Traits Ability Score Modifiers: The ability scores of Thriae are determined by their roles in the hive.
Type: Thriae are humanoid creatures with the Thriae subtype.
Alternate Racial Traits The following alternate racial traits may be selected in place of one or more of the standard racial traits above. Merope: Rather than sticky wax or poison stingers, Thriae nobility can instead produce the honey Merope, which grants herself or allies who imbibe on the sweet nectar with supernatural benefits. A Thriae can produce 1 dose of merope/day.
WIP: Racial Class Archetypes [b]Mead Brewer Alchemist Archetype
Royal Apiarist Druid Archetype
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TheGreatWot wrote: I didn't mention this in my comments, but props on not only the function, but the style of the additions. I love the diversity of choices, and some of the names are pretty cool and fitting as well (although I don't know anything about the Japanese language, honestly). Thanks for the feedback, the Japanese words are based on the research I did on actual tools, martial arts styles and weapons ninjas used historically. Even the clans are all based on actual ninjas (obviously I had to embellish certain things, but I tried to keep it as accurate as possible) Things like the Fuuma clan being talented marksmen is a fact, and they did invent the Fuuma Shuriken, which was a stacked shuriken. The Kato clan were the very progenitors of 'ninja riding on kites' myths, particularly Kato Danzo, nicknamed "the Flying Kato". I just changed it to an actual flight power in PF. The Hosoya clan, although not ninjas (though their roles extended into being saboteurs and arsonists), did design pyrotechnics and were under the service of Nobunaga to create cannons and muskets. The only actual person in the Sarutobi clan who was known of being an animal handler is Sarutobi Kizuki, who kept monkeys as pets but never used them in actual missions. The Koga ninjas weren't the only ninjas to use poisons, but were the most successful in using poison to kill several prominent warlords. And lastly, the Mochizuki clan were indeed a geisha school under the ownership of Mochizuki Chiyome who did train kunoichi (female ninjas). ![]()
TheGreatWot wrote:
Thanks for the feedback, I'll work on them immediately. As for the input regarding the Slayer = Ninja parallels, I do understand there is more room for my homebrew UC ninja to be less martial-focused and be more "ninja-like" (more stealth, infiltration, scouting foci) I'll see what I can do to make the clans less Slayer-like and add more versatility options outside of combat. ![]()
I've seen several unchained ninja homebrews in many PF forums, many simply taking notes from the unchained rogue without adding more or less of what makes a ninja stand out from the rogue. This is my version of the Unchained Ninja.. What separates this from the UC rogue and other UC ninja homebrews are 4 new things: 1. Ninja Clans - A new class feature, it allows ninjas to be affiliated with a clan, gaining new Ki Powers, Class Skills and Ki Masteries at the cost of restrictions. This makes ninjas more diverse in how they're made, lending inspiration from historical ninja clans. 2. Ninjutsu Training - Replacing the old ninja's No Trace class feature, Ninjutsu Training lets a ninja select two class skills to specialize based on their selected clans, letting them specialize further into their role. 3. Improved Light Steps - The old ninja's light steps class feature was good, but not great. I simply included new things which grants the UC ninja more mobility, without being broken. 4. Ninja Weapon Stances - Included in the new ninja tricks section, Ninja Weapon Stances allows players to even further customize their ninjas by making them have a unique fighting style based on their ninja weapons similar to the monk's style feats. Currently I'm only providing the 'standard' stances, and the 'improved' and 'greater' stances are still WIP. Feedback is highly appreciated! ![]()
I decided to work on an unchained version of the Ninja Class. It borrows heavily from the UC Rogue, but comes with a new class feature known as Ninja Clans. Ninja Clans grants the UC Ninja new ninja tricks, new ki powers, and a different set of skill bonuses for the No Trace feature. They also gain a ninja specialty and a mastery at 10th level, as well as restrictions based on their chosen clan to further make the UC ninja separate from the UC rogue. ![]()
Ciaran Barnes wrote:
For bonus languages, the first thing an Avatar might need to commune with an elemental is to speak its language, hence why the bonus language has no restrictions. (Though this sort of logic can be safely ignored in the confines of this game. Too many arbitrary rules as is...) For elemental embodiment, thanks for pointing that out. Revised and added. For nature's boon, yes variant skills can be done, but that is up to you and the DM. The reason why I chose Light instead because Spark has a lot less utility going for it. And yes, the more spirits an Avatar can attune, the more abilities he gets indefinitely until he attunes to a new set of spirits. This isn't a big deal with the Nature's Boons because it only offers skills and cantrips and a few feats that are thematic but very situational. As for avatar form, I'm having trouble rewording it because the Elemental Body spell only reaches up to 'Huge Elemental', but tell me what you think of the new revised wording. As for the duration, this is actually slightly based off of the Druid's wild shape ability which is a 1-hour ability with an addition use per day. Mine is a bit more scaled down to several minutes with an additional use per day. You're right about the Air Boons stacking with the Avatar Form's stat bonuses. This is designed as intended. As you may notice from the Air Avatar's Wrath Powers, he is the least offensive-based avatar and more focused on stealth and overall damage evasion. ![]()
The Avatar is actually not based off of 'Avatar the animated series' Instead, they're based off the Ember, Storm and Earth Spirits from DoTA. Particularly, the entire premise that they're entities whose powers come from becoming living vessels to the elemental spirits. The only difference herein is that the spirit and the host can coexist without the spirit destroying the main hosts' soul. The Incarnate Archetype however, is much closer to that concept, as the elemental spirit and the soul are almost one and the same, preventing the Avatar from adopting other elements, but making his primary element much, much stronger. ![]()
Cyrad wrote: Maybe they get a blast that can be full-attacked like the vigilante warlock? I addressed that in the Avatar Form class feature. "While in Avatar Form, an Avatar may use his 1st level domain powers at-will as an attack rather than as a standard action. Furthermore, he is not restricted to how many times he may use his domain powers per day."Its not powerful, but its something of a 'backup ranged weapon'
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Okay, thanks for the input. I suppose you guys are right that this isn't my best idea and needs more time to be polished. I'll be back once I have a good idea how to fix this thing. @Cryad,
2) As for the Avatar Form, there already are new powers and stat boosts once they gain access to the Elemental Body spells. Specifically, in addition to stat boosts, they gain a size bonus, elemental immunities, elemental abilities like burn, vortex, whirlwind, etc. 3) Yes, you're right. I should definitely flesh out the Avatar Form and the Wraths some more. I tried to make it similar to the Barb's Rage and Rage Powers, which I suppose is very unoriginal. The Class Features at 4th, 8th, 12th, 16th and 20th, I am quite happy with already, at least until a better idea comes up. ![]()
Can I please get some feedback and input on my new homebrew, the Avatar? Its designed to be a frontline combatant, capable of transforming into an Elemental known as his Avatar Form and using Wraths to further improve his combat repertoires. They're pretty much designed as a divine-oriented elemental barbarian and expected to function just as well as one would expect, but with some added versatility. ![]()
I'm sorry, but this class feels like you just grabbed the Ranger, Bard and Investigator and put it in a blender. Hybrid classes are supposed to stand out from their parent classes by taking a route not taken by either parent classes. Your class has a good approach but a lack of its own original features. ![]()
Thanks for the advice.
I also followed your suggestion regarding the split talent pool. Its a good idea, especially since you're right regarding how the Empyreus is 3/4 BAB with no spellcasting. I also fleshed out his class features more, making him more in-tune of the 'Magic Battery' sort of class, being able to use wands and rods by using his own pool rather than the wands' charges - as well as logically applying it further by letting him replicate spells for crafting. If possible, can I ask you to balance-check the Quintessence powers as well?
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