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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!


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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!


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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 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!


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Ciaran Barnes wrote:

First off, well done on the filling out the concept. I knew you had more ideas.

BONUS LANGUAGES
This is just a weird thought I had, but what if the language changed, depending on which element he was channeling? Or maybe a requirement that he can't channel an element until he can speak the language? Your way is much simpler. I'm just spitballing.

ELEMENTAL EMBODIMENT
Is there some length of time to choose a new element, such as spending 15 minutes contemplating the natural forces or an hour performing a ritual? Currently, it seem like he wakes up and has a new one.

NATURE'S BOON
There is some redundant info at the beginning. You say that he picks a new spirit (singular) each day, but just above that you say that at higher levels he can pick more than one at a time. Redundancy has a time and place in the rules, but small changes can create contradictions if you aren't careful.

I like what you've done here so far. Obviously I could suggest variant sets of skills, but so could anyone who reads this. For example, I might swap out fire' Diplomacy with Perform. Or, I might extend the bonus to all Charisma-based ability and/or skill checks. Similarly, I like light as a free cantrip, but spark would also be thematically appropriate. So if I understand correctly, these bonuses are active 24 hours a day, depending on the element chosen. At 5th, two elements are active, 24 hours a day, etc. Is that right?

AVATAR FORM
The duration is probably not a big deal, but there are two other ways to go about it. You've got barbarian style rounds/day split up as needed, and you have hunter style minutes/day split up as needed in one-minute increments. One of those would be simpler and still do the job. Yours has two scaling numbers: duration and uses/day. The numbers start small, then ramp up very quickly. At levels, 1, 2, 3, 4, 5, 6, and 7 the total durations are 1, 2, 6, 8, 15, 18, 28 and on and on. If you retain this method, then what if you made is so that channeling more than one element at once consumed a...

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.


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Overhauled the Class, updated with new content.

I'll need additional feedbacks and suggestions please!


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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.


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Can I please get some feedback and input on my new homebrew, the Avatar?

The Avatar Class

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.


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Thanks to the input of Mr. Turner, I have updated and reworded the Empyreus and made some more fixes and updates.

I'd wholly appreciate more feedback and more constructive criticisms.


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Yeah, thanks for the advice. I actually got the idea from the Empyreus from reading about most of the DSP classes notably the Vitalist and Tactician.

Also, I have 4 other homebrews that need some extra eyes to fix. But I want to do this one class at a time rather than all at once.


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Thanks again, guys.


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I updated and reworded some of the abilities and the class features mix well with each other now.

Can I please get some more feedback on this?


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Can I please get some feedback and input on my homebrew, the Empyreus?

The Empyreus Class

Its designed to be a well-rounded versatile class, capable of combining a offense, support and crowd control in a single turn.
They don't excel in any roles expected from the standard classes, but are expected to contribute in their own niche that any adventuring party will find valuable.