Path of a Ninja (Naruto-Pathfinder)


Homebrew and House Rules


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Hello all, I've seen various attempts at trying to create a "Naruto Pathfinder" game, for all us Naruto fans out there. I've followed another users creation that seemed to be pretty legit, but I fear the project has gone dark yet again. So, I'm wanting to take matters into my own hands and get this thing done so we all can play a Naruto Pathfinder game.

Now, the task is not easy. And i'm not really expecting myself to create an entire new system JUST for Naruto. I simply wish to plug in Naruto to the Pathfinder rules and tweak them until the product is one that majority of the people like. I've gotten tons of ideas from my own thoughts, as well as various things on the interwebs. Now, I know there is 'Naruto d20', but looking over it.. It's daunting to say the least. I've never play tested it so I cannot say whether it's good or not, but at a glance it seems.. Complicated.

That's why I wish to use the Pathfinder Rule-set. So that everyone has that common thing in mind, that you can ease into this game from Pathfinder. I'm asking for help from the community. From those Naruto fans out there that want a Naruto/Pathfinder RPG tabletop once and for all. One that sticks true to the Naruto Lore, but still allows your Game Master and players to create a new world with custom content. A Jutsu crafting system that is not only viable, but is something that players WANT to do. Creating fantastic jutsus, that have a balancing template for the players and GM to refer to, so no cheesy/shenanigan jutsus can be used.

Like I've mentioned above, I have a lot of ideas floating around. But first, I need to know if anyone is interested. I don't want to put work into something no one wants :/ So let me know. Who's on board with me to create something.. Amazing that Naruto/Pathfinder fans can play and enjoy at their tables, IRL or virtual.


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I am interested.

I run a lot of RPGs using various different systems- Naruto d20 is one I share a special connection with. I have ran it on three different occasions and each time there is fun to be had but also a headache as in the past the rules have been very up in the air. Thus I have been theorizing numerous routes to take to make a more solid rule set.

1.) Gestalt characters. Little Red Goblin games had a bunch of new rules in their recent wuxia source book that complemented Naruto well, and I feel one of these rules especially was true: gestalt. While making several base classes for the Naruto system seems like a good idea, I have found that simply letting someone combine two classes together freely lets them make a more varied ninja. In my games I would even consider letting wizard or sorcerer gestalts to represent someone with excess chakra. That said, I am not suggesting using magic in place of spells and such; rather...

2.) A Shinobi Tier System. Mythic Tiers are neat, but I feel like the mechanics of them can be broken down for other uses. So I propose this: While ninja characters gestalt to determine class features, they should have shinobi tiers that dictate things like their chakra pool, types of jutsu they can use, and even how strong that jutsu can be. Which leads us to...

3.) Jutsu themselves. In other established versions of Naruto d20 I have seen, everyone either wants to make lists of jutsu for either Vancian casting or psionic style manifesting. But both of these solutions remove crafting your own abilities, taking away a fun aspect of the game. In past games I ran I always had a learning system that while not perfect was flexible and let you make your own techniques. The principal was based on your level you had technique points- this wasn't an expendable pool but rather a limiter -you could use to build jutsu. Different features had different costs, like damage, saves, buffs, ect., you could buy for different technique points. These added togeather would determine A.) The mastering DC to learn/create the technique, and B.) The rank of the technique (E,D,C,B,A,S). It would also determine the chakra tax.

Looking for ideas like these?


Yep, that's what I'm looking for :)

Now, before I respond to your post, let me tell you what I've thought of as well.

1.) One base class. That's it, a simple Shinobi class. BUT from this class players can pick different.. I guess you'd say "archtypes" for said class. So while one can be a Basic Shinobi, the other can delve into Taijutsu by being a Taijutsu Master. See what I'm saying?

2.) The one part I'm really working hard on is the implementation of Chakra Points or just chakra in general. (I like and came up with the same thing as you " The rank of the technique (E,D,C,B,A,S). It would also determine the chakra tax.")

3.) As far as jutsus go, I want to create a lot of the universal jutsus out there. Such as Shadow Clone Jutsu, Fireball Jutsu, Water Bullet Jutsu, etc, etc. Then, implement a system either like the 'Words of Power' from Pathfinder or find a basic guideline to help GMs help players create their own jutsus. Because I believe my self, that, that is a very important thing in the Naruto Universe. A Characters own signature jutsu.

---

Now, for your responses.

1.) I understand where you're coming from, truly and have thought of that myself. But two classes just doesn't feel very.. Naruto-y to me. While it might give the appearance of a Naruto-like character, they don't have specials and other abilities and implementing them wouldn't fit well I feel. But I am taking various pieces from the classes (which sounds contradicting to what I just said, I know.)

2.) Hm.. I get that. I was kind of thinking the same thing with what I said above at point number 1. Players could pick a.. (yet to find a better word) archetype class such as Taijutsu Master, Ninjutsu Master, Genjutsu Master, etc. etc.

3.) Yes! I want to implement a Learning System for jutsus or I should say a learning DC. (Yet to make a formula for it but maybe you have one?) And I want to use the Pathfinder spells as a reference point for the power of jutsus and how hard they are to master while not making it impossible. If I do recall right, Naruto right from the beginning taught himself a very powerful jutsu Mass Shadow Clone Jutsu.

---

All in all, I'm mainly looking for someone interested and willing to help me put time into designing something everyone can use and enjoy. A partner if you will or a multitude of them. A community helping create this. Every game started somewhere, so why can't we be the next?


These are some basic terminology I've come up with for chakra and some basic rules with chakra:

Chakra Points (CP): These points are used to cast various jutsus as well as chakra based skills and abilities. If a character is at 0 Chakra Points, they begin taking Chakra Depletion damage (haven't figured out a balanced damage yet.) (Also, Thinking about implementing a 'below a certain point' in chakra will give a character fatigue or something of the sort.

Chakra Pool: This is the total amount of chakra a character can have. Pool sizes vary from character to character.

One of my MAIN things is to stick very close to the 'lore' and how Naruto truly works in the Manga/Anime.

Also, I've already created 5 'Races'. The only race will be human and their will be no bonuses for that. BUT, instead of 'races' there will be clans such as Uchiha, Aburame, Uzumaki, etc.

Ones I've created so far:
Aburame Clan
Akimichi Clan
Fūma Clan
Uchiha Clan
Uzumaki Clan


As a rule set, I'm not wanting to create an entirely new game per say. Just a modified version of Pathfinder.


Ashmit wrote:

Yep, that's what I'm looking for :)

Now, before I respond to your post, let me tell you what I've thought of as well.

1.) One base class. That's it, a simple Shinobi class. BUT from this class players can pick different.. I guess you'd say "archtypes" for said class. So while one can be a Basic Shinobi, the other can delve into Taijutsu by being a Taijutsu Master. See what I'm saying?

2.) The one part I'm really working hard on is the implementation of Chakra Points or just chakra in general. (I like and came up with the same thing as you " The rank of the technique (E,D,C,B,A,S). It would also determine the chakra tax.")

3.) As far as jutsus go, I want to create a lot of the universal jutsus out there. Such as Shadow Clone Jutsu, Fireball Jutsu, Water Bullet Jutsu, etc, etc. Then, implement a system either like the 'Words of Power' from Pathfinder or find a basic guideline to help GMs help players create their own jutsus. Because I believe my self, that, that is a very important thing in the Naruto Universe. A Characters own signature jutsu.

---

Now, for your responses.

1.) I understand where you're coming from, truly and have thought of that myself. But two classes just doesn't feel very.. Naruto-y to me. While it might give the appearance of a Naruto-like character, they don't have specials and other abilities and implementing them wouldn't fit well I feel. But I am taking various pieces from the classes (which sounds contradicting to what I just said, I know.)

2.) Hm.. I get that. I was kind of thinking the same thing with what I said above at point number 1. Players could pick a.. (yet to find a better word) archetype class such as Taijutsu Master, Ninjutsu Master, Genjutsu Master, etc. etc.

3.) Yes! I want to implement a Learning System for jutsus or I should say a learning DC. (Yet to make a formula for it but maybe you have one?) And I want to use the Pathfinder spells as a reference point for the power of jutsus and how hard they are to master while not making it...

Alright, I hear ya. I can even see your point on gestalt characters, that's just a personal opinion of mine anyway. But I say this next bit to help you, I really do: don't try making a shinobi base class. Or at least not just one with a few archetypes UNLESS your goal is to incorporate these characters into a standard Pathfinder campaign. Keep in mind I am stressing rules for a setting set specically set in the Naruto world.

Throwing out gestalt I hold utterly the best way to create the Naruto experience at this time is too have normal base classes (or at least special ones but the key point here is multple base classes) and then a seperate shinobi tier system. The reason behind this is because, well, just look at the ninja in Naruto; consistent they are not.

Now they all are pretty acrobatic and have access to killer jutsu, but beyond that they usually have nothing in common. Shikimaru is a fairly squishy ninja who emphasizes out-maneuvering his opponents. However we also got guys like Gai and Hoshigaki who wouldn't know subtle if it stabbed them in the face.

This is the problem you face making a single shinobi base class, because trust me I tried- everyone is going to have their own opinion of what the Naruto ninjas are like, and they won't be wrong. Even if you make archetypes you will have to make the changes so drastic you are basically making whole new classes instead. No, if you use base classes to cover broad character concepts and then you have a tier system to give everyone some common abilities and room to grow, it pays off in the end. Trust me on this.

I think we are agreeing on everything else though. I like your chakra rules as they are basically the ones I use, and recommend you make a chakra pool along the lines of (Con Mod + Wis Mod) x Level or Tier.


Ashmit wrote:
As a rule set, I'm not wanting to create an entirely new game per say. Just a modified version of Pathfinder.

I hear ya, neither am I. I'm just offering up a few ideas to make a campaign setting to do Naruto justice. Now if you just want to add shinobi to your Pathfinder game I can tell you how to do that in an instant, but they will be nerfed to be in line with Pathfinder characters.


Ya, I totally see your point with the class system. Not every Shinobi is the same.. Though I was hoping to incorporate differences through various customizations such as Secret Jutsus, Kekkei Genkais, Different Shinobi class variances, and the assortment of jutsus a player would learn.

Meaning while An Uchiha Shinobi and a Uzumaki Shinobi would have the same base class, they would have different abilities and bloodlines, as well as different jutsus that they would each learn. I don't know, i'm really interested what you have in mind for tiers though.

And I don't know we should incorporate the skills and classes with those of Pathfinder. It almost feels like trying to balance a DBZ character with Pathfinder characters. Most of the time they are going to vastly over-power regular humans. (Think of Itachi versus a fighter. Ya...) And if we did balance them, it might feel like the abilities are a bit.. underrated to be on par with others. But, who knows. Everything is yet to be created and tested.

Also, how on board are you? Are you really wanting to help me with this or just give me some ideas/suggestions? Either way is fine :)


Ashmit wrote:
. . . I understand where you're coming from, truly and have thought of that myself. But two classes just doesn't feel very.. Naruto-y to me. While it might give the appearance of a Naruto-like character, they don't have specials and other abilities and implementing them wouldn't fit well I feel. But I am taking various pieces from the classes (which sounds contradicting to what I just said, I know.). . . .

Oh... ok. Well there goes the first thing I thought of.


Quote:
(Think of Itachi versus a fighter. Ya...)

Now think of an illusion and charm focused Wizard vs a Fighter, heheh.

Naruto characters are more like Druids and Clerics than fighters, and should be balanced to that level. A Trickery domain cleric is already able to make shadow images, and eventually teleport, hop through trees, and summon monsters to his side.

But the prepping of spells doesn't match, Ki points do though. A Naruto ninja class would basically be a BAB3/4 full caster that uses ki points instead of vancian magic memorization.


Ashmit wrote:

Ya, I totally see your point with the class system. Not every Shinobi is the same.. Though I was hoping to incorporate differences through various customizations such as Secret Jutsus, Kekkei Genkais, Different Shinobi class variances, and the assortment of jutsus a player would learn.

Meaning while An Uchiha Shinobi and a Uzumaki Shinobi would have the same base class, they would have different abilities and bloodlines, as well as different jutsus that they would each learn. I don't know, i'm really interested what you have in mind for tiers though.

And I don't know we should incorporate the skills and classes with those of Pathfinder. It almost feels like trying to balance a DBZ character with Pathfinder characters. Most of the time they are going to vastly over-power regular humans. (Think of Itachi versus a fighter. Ya...) And if we did balance them, it might feel like the abilities are a bit.. underrated to be on par with others. But, who knows. Everything is yet to be created and tested.

Also, how on board are you? Are you really wanting to help me with this or just give me some ideas/suggestions? Either way is fine :)

First off consider me very on board. I really want to break into pro game design and I feel like a project like this will really help my experience. That, and I have longed to share my rules for shonen-Pathfinder campaigns; what a better place than here.

On to your feelings about Pathfinder classes- with a shinobi tier system the ninjas will not be on par with standard Pathfinder characters. Your absolutely right- Itachi would trounce a standard Pathfinder fighter, even if they were like 18th plus level; however how would Itachi stand next a that same fighter with a splash of mythic tiers? The fight is much ore even. Plus you even said so yourself you wanted this to not become too separated from standard Pathfinder. Designing a system were the usual classes can be utilized will allow just that. If you want we can still build a few base classes from the ground up but I still think the best design system is to allow a class and tier progression.

Speaking of tiers I had an idea- what if we had specific tiers to choose from. Again the tiers work basically like mythic ones: they are earned through story progression (read 'at GM's discretion') and offer you drastic abilities on top of your own. Specifically all the shinobi tiers would grant access to chakra and thus jutsu creation. But their would still be more beyond that.

One, we could have specific kinds of shinobi tiers, paths of ninja that iconic characters in the series have taken: jinjuriki, sage, prodigy, bloodline, and kinjutsu are the paths I can see now working in the system, each one representing the route in which the shinobi attains their power and what benefits/types of jutsu that gives them as they level.

Two, like access to chakra these tiers could have different universal bonuses they give. Such as making characters more acrobatic and martially inclined (again, that wuxia source book had rules calling from everyone to have the jumping abilities of monks and Improved Unarmed Strike as a free feat), as well as introducing active combat. When I ran my first Naruto game we hit a snag real quick- how do you recreate the last minute dodges and tactical deceptions set up in a turn based game? The answer is you really can't, not without preparing and delaying actions, something that really slows down games and will often leave matches were both opponents stare each other down for a whole round waiting for the other to go first.

So I made something called active combat, which is shoddy at best, I'll admit but could be refined easily with some group effort. The idea behind this was that players had another pool separate from their chakra that let them spend a reaction point to preform an immediate action, such as using a jutsu (if they either had the feat for it, or the jutsu was designed to be used like that, such as the replacement technique) or one of several different 'tactics' like avoiding dodge (+4 dodge bonus vs. attacking enemies attack) or even painful setup (letting the enemy hit you to add a bonus to your own follow up attack). I let players start out with three tactics and let them get one more at every 4th level, as well as through feats.

But anyway sign me aboard.


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OgreBattle wrote:
Quote:
(Think of Itachi versus a fighter. Ya...)

Now think of an illusion and charm focused Wizard vs a Fighter, heheh.

Naruto characters are more like Druids and Clerics than fighters, and should be balanced to that level. A Trickery domain cleric is already able to make shadow images, and eventually teleport, hop through trees, and summon monsters to his side.

But the prepping of spells doesn't match, Ki points do though. A Naruto ninja class would basically be a BAB3/4 full caster that uses ki points instead of vancian magic memorization.

Ya I see your points as well. But I was simply trying to make the point of characters in the Naruto universe seem to overpower Pathfinder classes. But perhaps not, a 20th level Wizard is a force to be reckoned with and can do crazy 9th level spells and such.

I'm just torn in making everything balanced with Pathfinder classes or make a complete new 'game' or 'setting' I should say. As Naruto d20 did.

And yes, I agree with your last statement if I understand it correctly. I thought of them as a spontaneous caster that uses Chakra or 'ki' points instead of times per day. Though some skills, jutsus whatever it may be would still be times per day.


OmNomNid wrote:
Ashmit wrote:

Ya, I totally see your point with the class system. Not every Shinobi is the same.. Though I was hoping to incorporate differences through various customizations such as Secret Jutsus, Kekkei Genkais, Different Shinobi class variances, and the assortment of jutsus a player would learn.

Meaning while An Uchiha Shinobi and a Uzumaki Shinobi would have the same base class, they would have different abilities and bloodlines, as well as different jutsus that they would each learn. I don't know, i'm really interested what you have in mind for tiers though.

And I don't know we should incorporate the skills and classes with those of Pathfinder. It almost feels like trying to balance a DBZ character with Pathfinder characters. Most of the time they are going to vastly over-power regular humans. (Think of Itachi versus a fighter. Ya...) And if we did balance them, it might feel like the abilities are a bit.. underrated to be on par with others. But, who knows. Everything is yet to be created and tested.

Also, how on board are you? Are you really wanting to help me with this or just give me some ideas/suggestions? Either way is fine :)

First off consider me very on board. I really want to break into pro game design and I feel like a project like this will really help my experience. That, and I have longed to share my rules for shonen-Pathfinder campaigns; what a better place than here.

On to your feelings about Pathfinder classes- with a shinobi tier system the ninjas will not be on par with standard Pathfinder characters. Your absolutely right- Itachi would trounce a standard Pathfinder fighter, even if they were like 18th plus level; however how would Itachi stand next a that same fighter with a splash of mythic tiers? The fight is much ore even. Plus you even said so yourself you wanted this to not become too separated from standard Pathfinder. Designing a system were the usual classes can be utilized will allow just that. If you want we can still build a few base classes from...

Sweet :) I'm glad to hear you're on board! And the tiers gave me an idea as well, maybe we are thinking of the same thing though. I'll go into detail later with you.

And I've also thought of 'active combat', or at least how to make a faster paced Pathfinder. But I have a few ideas that might work along side of the tiers that may speed up everything. Anywho, It's 11:04PM right now where I live (In Cali) so I'm gonna call it a night. I'll shoot you a PM with my e-mail so we can talk more over something faster than posting on the forums possibly. If you'd like. Or we can continue on here, your choice. But goodbye for now! Can't wait to get started! :D

Dark Archive

I think if your are using Pathfinder most of them would be multi classes (other then Guy and Rock). But I do like the idea of using something like mythic tiers to be the Shinobi tiers. But I see mixes of Monk/Ninja/Sorcerer/Wizard/ etc in a lot. such as Kakashi being a monk/sorcerer (elemental air bloodline) and his eye being a magic item.

Edit: you can also do eldritch heritage feats to add bloodlines instead of multi classing to sorcerer.


@Ashmit Sounds good, I'll PM you some contact info and we'll talk later.

@brad2411 Thanks brad, that's what I am saying, although shinobi tiers will end up being quite a bit different I think from mythic tiers. Care to help us?

Dark Archive

I don't mind helping.

OmNomNid wrote:
3.) Jutsu themselves. In other established versions of Naruto d20 I have seen, everyone either wants to make lists of jutsu for either Vancian casting or psionic style manifesting. But both of these solutions remove crafting your own abilities, taking away a fun aspect of the game. In past games I ran I always had a learning system that while not perfect was flexible and let you make your own techniques..

Another Idea for that would always be the words of power magic system paizo put out in Ultimate Magic. That way they could make there own jutsus.


http://www.narutod20.com/


Kenjishinomouri wrote:
http://www.narutod20.com/

Ashmit has found this system a little daunting to use, and I agree with him on that. I tried using this for my first Naruto game and quickly found myself running everything with changes to the point I had a whole new system. Thanks though.


@brad2411: exactly one of my thoughts.

Ashmit wrote:
3.) As far as jutsus go, I want to create a lot of the universal jutsus out there. Such as Shadow Clone Jutsu, Fireball Jutsu, Water Bullet Jutsu, etc, etc. Then, implement a system either like the 'Words of Power' from Pathfinder or find a basic guideline to help GMs help players create their own jutsus. Because I believe my self, that, that is a very important thing in the Naruto Universe. A Characters own signature jutsu.


OmNomNid wrote:
3.) Jutsu themselves. In other established versions of Naruto d20 I have seen, everyone either wants to make lists of jutsu for either Vancian casting or psionic style manifesting. But both of these solutions remove crafting your own abilities, taking away a fun aspect of the game. In past games I ran I always had a learning system that while not perfect was flexible and let you make your own techniques..

*clears throat and points*

Creating Spells and Powers:
PFSRD wrote:

Creating a Spell

Successfully researching a new spell requires time and expensive research. An optional system for researching new spells is outlined below.

The research should cost at least 1,000 gp per spell level (or even more for particularly exotic spells) and require both the Spellcraft skill and a Knowledge skill appropriate to the researcher's class. Wizards and bards use Knowledge (arcana), sorcerers use a Knowledge skill appropriate to their heritage (usually arcana, nature, or planes), druids and rangers use the Knowledge (nature) skill, and clerics and paladins use Knowledge (religion). The actual research process varies by the type of spell, often involving magical experimentation, the purchase and study of moldy scrolls and grimoires, contact with powerful magical beings or outsiders, and extensive meditation or rituals.

For each week of research, the caster makes separate Knowledge and Spellcraft checks against a DC of 20 plus twice the level of the spell being researched, modified according to Table: Spell Research Modifiers. To successfully research the spell, the caster must succeed at both checks. Failure indicates the week was wasted. Spells of 4th-6th level requires 2 weeks of successful research, while spells of 7th-9th level require 4 weeks. The researcher may employ up to two assistants in the research process to assist on the skill checks using the aid another action.
. . .

Independent Research: A psion also can research a power independently, duplicating an existing power or creating an entirely new one. If characters are allowed to develop new powers, use these guidelines to handle the situation.

Any kind of manifester can create a new power. The research involved requires access to a retreat conducive to uninterrupted meditation. Research involves an expenditure of 1,000 gp per week and takes one week per level of the power. At the end of that time, the character makes a Spellcraft check (DC 10 + spell level). If that check succeeds, the character learns the new power if her research produced a viable power. If the check fails, the character must go through the research process again if she wants to keep trying. powers learned through independent research still count against the manifester’s powers known.

Hmm... actual research process varies by the type of spell, often involving magical experimentation (Orochimaru), the purchase and study of moldy scrolls (medical ninjas) and grimoires, contact with powerful magical beings or outsiders (like the Great Toad Sage), and extensive meditation or rituals (all ninja)...

I have yet to see a conflict, though if you still want to build a single class, or maybe even braking it down into three (Taijutsu, Ninjutsu, and Genjutsu), it could still be cool. I am not trying to dissuade you from adding new stuff. I just felt the need to point out that there IS a way to do what you are talking about already available.

I was keeping up with the story up to the 10 tails bit. I think your project is nifty and would like to help, but I'm not sure how much actual help I'd actually be.


Well thank you Te'Shen :)
Any and all help is appreciated. Such as what you just linked. I would like to use Pathfinder material such as that. Like I said, I don't want to create an entirely new system. Just a slightly modified Pathfinder, for easy use to players. So they don't have to learn an entire new and complicated system. More like just learning a few new rules in regards to 'Shinobi'.

I'm getting into contact with now my main co-....worker? founder? idk. Teammate. OmNomNid. So I think so will go quickly :) and any help will only give everyone more ideas and make it go faster so we can finalize and playtest this for everyones enjoyment :D


Hm.. I like what that is. But I have a few problems with it that I believe need to be changed.

1.) I've always hated the crafting system. When does a character have time to sit down for a month in-game time to craft a weapon. While they sit and make a powerful sword for a month, everyone else is off getting stronger, having fun and perhaps even finding better equipment than the person making one. I want to change this drastically. Now, I've already seen Making Crafting Work. And I like that, but there has to be something similar to crafting spells. Something to the sort of either dedicating some time per day to work on them or perhaps a mandatory down time for the campaign.


The Cleric domains is already a good model for how you can add specialization within a single class, in Naruto Ninjas fall into categories like...
-Healing: also used offensively like Tsunade's super strength and Kabuto's chakra disrupting strikes
-Sensing: never get surprised, or even possess people with advanced skills
-Genjutsu: A Uchiha specialty
-Ninjutsu: fireballs and lightning cutters and earthen walls oh my! (would break down into 5 elemental sub categories)
-Ken/Taijutsu: Swinging around giant swords and firing of furious flurries
-Summoning: dogs, snakes, toads, slugs, bugs, all kinds of specialized subcategories to break down into

Rock Lee and Guy would be a good Barbarian variant actually, unlocking gates is like a form of frenzy that leaves the user fatigued after it wears off. So putting together an unarmed/unarmored combat Barbarian archtype would fit.


OgreBattle wrote:


The Cleric domains is already a good model for how you can add specialization within a single class, in Naruto Ninjas fall into categories like...
-Healing: also used offensively like Tsunade's super strength and Kabuto's chakra disrupting strikes
-Sensing: never get surprised, or even possess people with advanced skills
-Genjutsu: A Uchiha specialty
-Ninjutsu: fireballs and lightning cutters and earthen walls oh my! (would break down into 5 elemental sub categories)
-Ken/Taijutsu: Swinging around giant swords and firing of furious flurries
-Summoning: dogs, snakes, toads, slugs, bugs, all kinds of specialized subcategories to break down into

Rock Lee and Guy would be a good Barbarian variant actually, unlocking gates is like a form of frenzy that leaves the user fatigued after it wears off. So putting together an unarmed/unarmored combat Barbarian archetype would fit.

That's also a good idea. But the domains seem to only give spells and skills. Not so much a drastic change and extra feats, abilities and skills. It needs to be more prominent than a Domain but I see where you're getting at.

And as far as the gates, I'm really want to stick to the lore of Naruto, so I wouldn't restrict the gates to a class/archetype/domain/whatever. I think they should be a feat if anything. Anyone can learn to unlock the gates, with time a practice. I don't want much to be class restrictive except for obvious stuff like Kekkei Genkais (But that's for the 'races'.) I want a lot of customization, that will really help the players make their own unique ninja and separate them from the rest.

I'm deeply looking into each skill with the Wiki, manga and anime as references. I don't want.. Dumb stuff. Idk how else to put it. Restrictive stuff like you see in naruto video games. This is gonna be different. Anyone can build how they want, and how they build their character determines their skill and all around ability to fight, create, craft or build. I'm even wanting to make a non-combat type class/archetype thing. For those who don't really want to fight, maybe just as a healer, maybe someone who only crafts, or a sharp tongued ninja who can help the squad (instead of party), get to this easier with diplomatic ways.

I want Choice. That is one of the main things. Choice, customization, and sticking to the lore.


Ashmit wrote:

Well thank you Te'Shen :)

Any and all help is appreciated. Such as what you just linked. I would like to use Pathfinder material such as that. Like I said, I don't want to create an entirely new system. Just a slightly modified Pathfinder, for easy use to players. So they don't have to learn an entire new and complicated system. More like just learning a few new rules in regards to 'Shinobi'.

I'm getting into contact with now my main co-....worker? founder? idk. Teammate. OmNomNid. So I think so will go quickly :) and any help will only give everyone more ideas and make it go faster so we can finalize and playtest this for everyones enjoyment :D

Co-founder, huh? Flattering but consider me more a minion at the moment- you're calling the shots' I'm following the orders. If I had an equal say in things we'd probably be left running in circles. That said where do you want to start?


I'm on Skye ATM, when ever you''d like to start :)

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