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Green Lightning – Class – Ranger

Ranger

Level Base Attack Resist Save Reflex Save Will Save Defense

Bonus

Special Ability
01 1 2 2 0 1 1st Favored Enemy, Track, Wild Empathy
02 2 3 3 0 1 Combat Style
03 3 3 3 1 2 Endurance
04 4 4 4 1 2 Animal Companion
05 5 4 4 1 3 2nd Favored Enemy
06 6/1 5 5 2 3 Improved Combat Style, Snipe Attack +1d6
07 7/2 5 5 2 3 Woodland Stride
08 8/3 6 6 2 4 Swift Tracker
09 9/4 6 6 3 4 Evasion , Snipe Attack +2d6
10 10/5 7 7 3 5 3rd Favored Enemy
11 11/6/1 7 7 3 5 Combat Style Mastery
12 12/7/2 8 8 4 5 Snipe Attack +3d6
13 13/8/3 8 8 4 6 Camouflage
14 14/9/4 9 9 4 6  
15 15/10/5 9 9 5 7 4th Favored Enemy, Snipe Attack +4d6
16 16/11/6/1 10 10 5 7  
17 17/12/7/2 10 10 5 7 Hide In Plain Sight
18  18/13/8/3 11 11 6 8 Snipe Attack +5d6
19 19/14/9/4 11 11 6 8  
20 20/15/10/5 12 12 6 9 5th Favored Enemy

 

A Ranger is the master of the wild. They know how to live of the land and focus their efforts in taking on foes long before they get into melee.  Able to track and transverse land better than most. They use their skills of survival to aid the group best. They also can specialize in fighting certain types of people, animals and monsters in the world.

 

Favored Enemy – At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Notice, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.

 

At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired), increases by +2. If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table below. If a specific creature falls into more than one category of favored enemy, the ranger’s bonuses do not stack; he simply uses whichever bonus is higher.

Main Classed Favored Enemies

 

Humans                        covers human and human types (ie Dwarves, Elves, Kinder)

Animals                        covers animals and Exceed

Demons                        covers Demons and Devils

Undead                         covers Zombies, Skeletons, Vampires and physical formed undead

Constructs                    covers magical constructs, robots and drones

Monsters                      Monsters and Monstrous creatures

Ghosts                          covers Ghosts

Sea Creature                 covers all manner of water based creature

Elementals                    covers all elemental based creatures

Creations                      covers abominations and Chimeras

Ethereal                        covers creatures and beings of a higher plane

Class based                  Based on the player class type of a target (each class taken separately)

Subhuman                    covers races like goblins, kobolds, orcs, trolls and giants

Spirits                           covers Fey, Sprites, Pixies, Fairies and the like

 

Track – A ranger adds half his level (minimum 1) to Survival skill checks made to follow or identify tracks.

 

Wild Empathy – A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time. The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.

 

Combat Style – At 2nd level, a ranger must select one of two combat styles to pursue: archery or two-weapon combat. This choice affects the character’s class features but does not restrict his selection of feats or special abilities in any way. If the ranger selects archery, he is treated as having the Rapid Shot feat, even if he does not have the normal prerequisites for that feat. If the ranger selects two-weapon combat, he is treated as having the Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat. The benefits of the ranger’s chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.

 

Evasion – At 9th level, a ranger can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save (such as a red dragon’s fiery breath or a fireball), he instead takes no damage. Evasion can be used only if the ranger is wearing light armor or no armor. A helpless ranger (such as one who is unconscious or paralyzed) does not gain the benefit of evasion.

 

Animal Companion – At 4th level, a ranger forms a bond with his hunting companions. This bond can take one of two forms. Once the form is chosen, it cannot be changed. The first is a bond to his companions. This bond allows him to spend a move action to grant half his favored enemy bonus against a single target of the appropriate type to all allies within 30 feet who can see or hear him. This bonus lasts for a number of rounds equal to the ranger’s Wisdom modifier (minimum 1). This bonus does not stack with any favored enemy bonuses possessed by his allies; they use whichever bonus is higher.

 

The second option is to form a close bond with an animal companion. A ranger who selects an animal companion can choose from the following list: badger, bird, camel, cat (small), dire rat, dog, horse, pony, snake (viper or constrictor), or wolf. If the campaign takes place wholly or partly in an aquatic environment, the ranger may choose a shark instead. This animal is a loyal companion that accompanies the ranger on his adventures as appropriate for its kind. A ranger’s animal companion shares his favored enemy bonus.

 

The Animal Companion also is able to have levels themselves in classes (they can’t take abilities to take on their own companion) and they gain 15 build points as well at and 2 points every level afterwards.

 

Improved Combat Style – At 6th level, a ranger’s aptitude in his chosen combat style (archery or two-weapon combat) improves. If he selected archery at 2nd level, he is treated as having the Many-shot feat, even if he does not have the normal prerequisites for that feat. If the ranger selected two-weapon combat at 2nd level, he is treated as having the Improved Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat. As before, the benefits of the ranger’s chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.

 

Snipe Attack – If a Ranger can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. The Ranger’s attack deals extra damage anytime her target would surprise or they feign their attack on the target. This extra damage is 1d6 at 6th level, and increases by 1d6 every three levels thereafter also ignoring the targets Armor and End Bonus in their ADS score. Should the Ranger score a critical hit with a snipe attack, this extra damage is not multiplied. Snipe attacks do not cover Melee actions strictly Ranged Combat only. The Ranger must be able to see the target well enough to pick out a vital spot. A  Ranger cannot snipe attack while striking a creature with concealment. Unlike Sneak Attack Snipe Attack does not ever cancel out Improved Uncanny Dodge.

 

Woodland Stride – Starting at 7th level, a ranger may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that are enchanted or used in a technique that are manipulated to impede motion, however, still affect him.

 

Swift Tracker – Beginning at 8th level, a ranger can move at his normal speed while using Survival to follow tracks without taking the normal –5 penalty. He takes only a –10 penalty (instead of the normal –20) when moving at up to twice normal speed while tracking.

 

 

Combat Mastery – At 11th level, a ranger’s aptitude in his chosen combat style (archery or two-weapon combat) improves again. If he selected archery at 2nd level, he is treated as having the Improved Precise Shot feat, even if he does not have the normal prerequisites for that feat.

If the ranger selected two-weapon combat at 2nd level, he is treated as having the Greater Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat. As before, the benefits of the ranger’s chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.

 

Camouflage – A ranger of 12th level or higher can use the Stealth skill to hide in any of his favored terrains, even if the terrain doesn’t grant cover or concealment.

 

Hide in Plain Sight – While in any of his favored terrains, a ranger of 17th level or higher can use the Hide skill even while being observed.

 

Weapon Proficiencies: Simple, Martial

 

Armor Proficiencies: Light, Medium, Shields

 

Hit Die: 1d8

 

Skills: (points per level 40 + INT MOD)

 

Animal Empathy, Climb, Concentration, Craft, Gather Info, Jump, Knowledge Area, Knowledge Nature, Knowledge poisons, Knowledge Geography, Medical, Navigate, Notice, Pilot, Profession, Ride, Search, Stealth, Survival, Swim,  Taunt, Use Rope, Use Magic Device

Green Lightning – Class – Ranger

Green Lightning – Class – Ranger
 

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Fairy Tail RPG Green Lightning RPG General News Naruto RPG One Piece RPG

Green Lightning – Class – Punk

Punk

Level Base Attack Resist

Save

Reflex Save Will Save Defense

Bonus

Special Ability
01 1 4 0 0 1 Dirty Fighter
02 2 4 0 0 1  
03 3 5 1 1 2  
04 4 5 1 1 2 Sneak Attack 1d6
05 5 6 1 1 3 Gang Up +1
06 6/1 6 2 2 3  
07 7/2 7 2 2 3  
08 8/3 7 2 2 4 Sneak Attack 2d6, Dirty Attack
09 9/4 8 3 3 4  
10 10/5 8 3 3 5 Gang Up +2
11 11/6/1 9 3 3 5  
12 12/7/2 9 4 4 5 Sneak Attack 3d6
13 13/8/3 10 4 4 6  
14 14/9/4 10 4 4 6  
15 15/10/5 11 5 5 7 Gang Up +3
16 16/11/6/1 11 5 5 7 Sneak Attack 4d6
17 17/12/7/2 11 5 5 7  
18  18/13/8/3 12 6 6 8  
19 19/14/9/4 12 6 6 8  
20 20/15/10/5 13 6 6 9 Gang Up +4, Sneak Attack 5d6

Warriors of the street, Punks are strong fighters that are known to ignore typical rules of fighting, and try to move in quick and strike hard. They don’t care what kind of weapon they have on hand as long as it can mess up their target.

 

Dirty Fighter – A Punk at level 1 can use any weapon or improvised weapon at only a -2. If they have the Improvised weapon feat they take no penalty on using any item as a weapon.

 

Sneak Attack – If a punk can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. The punk’s attack deals extra damage anytime her target is surprised, or when the punk flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every four punk levels thereafter and ignores the targets Armor and End Bonus in their ADS score. Should the punk score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a weapon that deals non-lethal damage (like a sap, whip, or an unarmed strike), a punk can make a sneak attack that deals non-lethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal non-lethal damage in a sneak attack, not even with the usual –4 penalty. The punk must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A punk cannot sneak attack while striking a creature with concealment.

 

Gang Up – A punk in range of 30’ from his allies can take a partial action to motivate his friends to have a better attack and damage result.

 

Dirty Attack – At level 8 a punk can make a second sneak attack in the same round with their second attack when performing a feint attack. A punk can only pull this off as many times as their Dex Bonus per day (this cannot be increase through build points or abilities)

 

 

Weapon Proficiencies:

Simple, Martial

 

Armor Proficiencies:

Light

 

Hit Die: 1d6

 

Skills: (points per level 30 + INT MOD),

Acrobatics, Animal Empathy, Climb, Craft, Drive, Gather Info, Intimidate, Jump, Notice, Profession, Perform, Repair, Ride, Streetwise, Swim, Taunt, Use Tech, Use Rope

Green Lightning – Class – Punk

Green Lightning – Class – Punk
 

Categories
Fairy Tail RPG Green Lightning RPG General News Naruto RPG One Piece RPG

Green Lightning – Class – Psychic

Psychic          

Level Base Attack Resist Save Reflex Save Will Save Defense Bonus Special Ability
01 0 2 0 4 1 Psychic Shield, Psychic Power (lesser)
02 1 3 0 4 1 Mind Reading
03 2 3 1 5 2 Psychic Power (lesser)
04 3 4 1 5 2 Psychic Energy
05 3 4 1 6 2 Psychic Power (lesser)
06 4 5 2 6 3  
07 5 5 2 7 3 Psychic Power (lesser)
08 6/1 6 2 7 3  
09 6/1 6 3 8 4 Psychic Power (lesser)
10 7/2 7 3 8 4 Psychic Barrier
11 8/3 7 3 9 4 Psychic Power (greater)
12 9/4 8 4 9 5  
13 9/4 8 4 10 5 Psychic Power (greater)
14 10/5 9 4 10 5  
15 11/6/1 9 5 11 6 Psychic Power (greater)
16 12/7/2 10 5 11 6  
17 12/7/2 10 5 12 6 Psychic Power (greater)
18  13/8/3 11 6 12 7  
19 14/9/4 11 6 13 7 Psychic Power (greater)
20 15/10/5 12 6 13 7  

Masters of the mind Psychics have a unique collection of powers and attacks at their disposal, either through the use of Empathy to seek into the minds of others and extract information, or by moving objects with their mind that they have no chance of doing with their bodies.

 

Psychic Shield – a psychic at first level can use their Wisdom Modifier to create a shield that grants them a bonus equal to their modifier for their level in rounds. It requires concentration to maintain, so each round the shield is activated if the player takes other actions they must make a concentration check 10+each round the shield is active.

 

Psychic Power – gain a unique ability or attack, at early levels these choices are limited in their form, but after level 11 the power of these abilities and attacks greatly increase. The player gains each new power with the chance to use them 1/per day. Once the player chooses a power they cannot switch out that power for a new one. They must wait to gain a new power to choose the new power in its place. The choices of powers are as follows

 

Lesser

Minor Telekinesis – the player can move an object within line of sight weighting 5lbs per level

 

Memory – the player can access the minds of willing subjects and find hidden memories Will save DC 10+level

 

Minor Elemental Power – the player can tap their Elemental alignment and do a 1d6 ranged touch attack with it within 60’

 

Mind Fog – the player can make a target perform a will save DC 10+level vs being distracted and falling surprised

 

Suggestion – the player can make a target perform a will save DC 10+level vs unwillingly performing a simple task requested of the player

 

Minor Illusion – the player can cause a single target to make a DC 10+Wis Mod +level vs Hallucination that last for 1+level in rounds

 

Dancing Lights – the player can create an illusion of 1d6 flames that give off a light source of 60ft, the flames can each float or be placed on touched objects and remain 10mins per level of the user

 

Mental Block – The player can use their psychic abilities to boost their or an allies Will save by their psychic level for 1d10+1 rounds

 

Psychic Strike – The player can add psychic damage to their attacks doing 1d6 psychic damage. The effect on the weapon lasts for the player’s level in rounds.

 

Float – The player can slow their decent or hover above the ground for 10 minutes a level

 

Painless – The player can use their Wisdom and Spirit Modifiers to heal a targets HP for 1 round a level. Requires concentration rolls to maintain.

 

Calm Mind – the player can remove the active effect of mental status effects from a character at a bonus of 1+level in the DC to resist the effects.

 

Drain Power – the player can reduce the mana / chi  of a target by 1d4 x level by having the target make a Will save DC (10+Wisdom Mod+ level)

 

Message – the player can send a message to a target they personally have been in contact with, within a day’s travel from their location.

 

Psychic Armor – The player is able to add their Wisdom Mod to their ADS score for their level in rounds granting them a greater resistance to damage from attacks

 

Force Push – The player can have a target make a will save DC (10 + Wisdom Mod +level) or be flung back and knocked prone 1d10x10 ft.

 

 

Greater

Telekinesis – the player can move an object within line of sight weighting 20lbs per level

 

Elemental power – the player can tap their Elemental alignment and do a 1d6for every 2 psychic levels, ranged touch attack with it within 60’

 

Psychic Guardian – The player can summon a copy of an animal, or monster of equal ½ level. for their level in rounds the creatures attacks do psychic damage instead of what type they normally do for resistances

 

Psionic Weapon  – The player can craft one of two weapon types, Melee Psionic weapon or a ranged Psionic Weapon, ether one will form the form the player wants the weapons look to be but the stats are always the same. The weapon lasts for the players level in rounds.

 

Melee Psionic Weapon

+1 2d10 x4 (on a critical strike the weapon does an additional 1d4 INT damage)

 

Ranged Psionic Weapon

+1 2d8 100ft x4 (on a critical strike the weapon does an additional 1d4 INT damage)

 

Psionic Strike – The player can add psychic damage to their attacks doing 3d6 psychic damage. The effect on the weapon lasts for the player’s level in rounds.

Domination – The player chooses a target to make a will save DC (10+Wisdom Mod + level) verse domination. On a fail the target is the players willing subject for 24 hours, at which point the target is able to roll another save (repeated each day till free)

 

Fly – The player is able to fly 60’ Good for their 1d10xlevel in rounds

 

Psychic Enhancement – the player can use their psychic power to add their Spirit Modifier to boost their all their saves and attacks for 1 round per level

 

Memory Wipe – the player can access the minds of a target and find remove selective memories from their min Will save DC 10+ Wisdom Mod+ level

 

Sever Power – the Player can cause a target to make a will save (10 + wisdom mod + level) vs having 1d4 of their powers/ abilities/ techniques or spells locked from use for 24 hours, the locked powers are the casters choice.

 

Mind Melt – the player can select a target to make a will save DC 10+ Wisdom Mod + Level versus 1d6 Endurance Damage

 

Mind Switch – the player chooses two targets (they can choose themselves) and have the targets make a will save DC (10+wisdom Modifier + level) vs switching bodies with two targets. If one target is dying the target not dying gains a +6 bonus to the save to resist the switch. If the body dies and the mind is switched then the new mind can claim the body. Otherwise the each of the targets can reroll the save after 24 hours pass. They can keep attempting the saves for up to one in game month. If they do not or choose not to switch back then their body switch will be final. The switch changes the characters looks and physical stats (STR, END, DEX and COM) as well as physical defects and abilities. Their mental stats, abilities, and defects remain the same as their original body. They however lose any unique powers and abilities of the new body, only maintaining any mental based powers, abilities, techniques or known spells of their original form.

 

Grand Illusion – the player can cause all targets within 30ft of the placement of the attack 10ft per level to make a DC (10+Wis Mod +level) vs Hallucination that last for 1+level in rounds

 

Mind Fog Mass – the player can make all targets within 30ft perform a will save DC 10+level vs being distracted and falling surprised

 

Psionic Storm – Player unleashes a storm of Psychic energy in a field of 120ft doing 1d6 psychic damage. It damages all in the area for the player’s level in rounds.

 

Projection – The player can send a visual message to any known target as long as the player has met them at one point. The projection can be of the player or of objects or of the view of a location to send info.

 

Psionic Armor – grants the player their psychic level in ADS Bonus for 1d10+Wisdom Mod in rounds

 

Force Push, Mass – The player can have all targets within 30ft  make a will save DC (10 + Wisdom Mod +level) or be flung back and knocked prone 1d10x10 ft.

 

 

Mind Reading – The player can use the skill Empathy to reach further into a targets mind to gain access to hidden information.

 

Psychic Energy – The player can trade a daily use of a psychic power to grant themselves or another ether a +2 Moral boost, or regenerate 2d8 Chi / Mana

 

Psychic Barrier – A psychic player can use their power to form a barrier that grants their allies the effect of psychic shield

 

Weapon Proficiencies:

Simple

 

Armor Proficiencies:

Light

 

Hit Die: 1d8

 

Skills: (points per level 40 + INT MOD),

Animal Empathy, Atonement, Bluff, Concentration, Craft, Diplomacy, Empathy, Gamble, Gather Info, Knowledge Astrology, Knowledge Occult, Knowledge Religion, Martial Arts, Navigate, Notice, Perform, Profession, Read Lips, Search, Seduction, Stealth, Taunt, Use Rope, Use Magic Device

Green Lightning – Class – Psychic

Green Lightning – Class – Psychic

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Fairy Tail RPG Green Lightning RPG General News Naruto RPG One Piece RPG

Green Lightning – Class – Priest

Priest

Level Base Attack Resist Save Reflex Save Will Save Defense

Bonus

Special Ability
01 0 0 2 2 1 Lay On Hands
02 0 0 3 3 1 Minor Blessing
03 1 1 3 3 2  
04 1 1 4 4 2 Minor Blessing
05 1 1 4 4 3 Holy Talisman
06 2 2 5 5 3 Minor Blessing
07 2 2 5 5 3  
08 2 2 6 6 4 Blessing
09 3 3 6 6 4  
10 3 3 7 7 5 Blessing, Holy Barrier
11 3 3 7 7 5  
12 4 4 8 8 5 Blessing
13 4 4 8 8 6  
14 4 4 9 9 6 Major Blessing
15 5 5 9 9 7 Holy Word
16 5 5 10 10 7 Major Blessing
17 5 5 10 10 7  
18  6/1 6 11 11 8 Major Blessing
19 6/1 6 11 11 8  
20 6/1 6 12 12 9 Holy Miracle, Major Blessing

 

The Priest is the best class for fending off the powerhouses that is demonic power in the game. They gain abilities and bonuses against all forms of demonic powers including those possessed. Their strong will let’s them make up for their weak attacks. They also gain the power to grant Blessings and heal by Laying on hands.

 

Lay On Hands – At 1st Level and higher a Priest, as a full action the Priest can place their hands on their target and Heal them (Priest level + Spirit Score) once per day.

 

 

Minor Blessing – At 2nd level and every level there after a Priest gains a holy ability blessed upon them from a higher power. Priest’s gain an additional choices at 4th and 6th levels. The Priest must choose at the level they gain the blessing which one of the choices (seen below) will take, once the choice is made it cannot be changed. Choosing the same blessing twice adds an additional use of the blessing per day. Each Blessing has 1 use per day. Each ability is a one use version of Techniques with the same name.

 

Animal Friendship – user can befriend hostile/unfriendly creatures

 

Mending Touch – user can repair minor damage items with touch

 

Friendly Face – grants bonus of +4 to all social rolls when active

 

Pain touch – Touch cause 1d8+level damage

 

Liberation – Target is granted a +4 to Reflex saves

 

Mad laughter – Target that fails will save (DC 10 + Level) is unable to act

 

Bull Strength – +2 STR for (4+Level) in rounds

 

Cat’s Grace – +2 DEX for (4+level) in rounds

 

Summon Wind – Creates a gust of wind that can be used to move sails (4+level in rounds)

 

Create Water – Creates 1 gallon of water per level

 

Glitter Light –  Creates a small sphere of light that acts like a free floating torch, lasts 1 round per level

 

Holy Talisman – At 5th level and every level there after the Player is able to do a touch attack, which does damage equal to their (Spirit Mod x their Priest Level) to demonic powers, This is granted a 1/3 their level in uses a day, thus at level 5 its 1, 6 its 2, 9 its 3 and so on. The attack can be combed with other attacks to grant holy damage to an attack.

 

Blessing – At 8th Level and every level there after Priest gain a stronger blessing from their higher power. Priest’s gain an additional choices at 10th and 12th levels.  The Priest must choose at the level they gain the blessing which one of the choices (see below) will take, once the choice is made it cannot be changed. Choosing the same blessing twice adds an additional use of the blessing per day. Each Blessing has 1 use per day. Each ability is a one use version of Techniques with the same name.

 

Summon Animal Minor – Summons a small to medium creature to aid in a fight lasting 4+levels in rounds

 

Repair – fixes Major Damages on items with touch

 

Charm – Causes target to make will save (Dc 10+level vs Charm effect).

 

Bleeding Touch – Touch does 2d8+level in damage

 

Freedom of Movement – Grants self and allies within 30ft the ability to move freely through difficult terrain, through techniques or otherwise

 

Tongues – user causes all targets in 30ft to perform will save (DC 10+level) vs. No Action for 1d6 rounds

 

Heroic Strength – Grants target a Strength boost of +4 for (4+level) in rounds

 

Blinding Light – A burst of light that blinds all within a area DC 10 +Level

 

Holy Barrier – At 10th level a shield that blocks damage equal to their (Spirit Mod x Priest Level) to all attacks, The ability requires concentration Rolls to maintain (DC 10+Priest Level) while doing other actions, Failing to do so drops the shield. Priest Gain this ability 1/per day

 

Major Blessing – At 14th Level and every level there after the Priest is able gain a powerful blessing from their higher power. Priest’s gain an additional choices at 16th, 18th and 20th levels. The Priest must choose at the level they gain the blessing which one of the choices (seen below) will take, once the choice is made it cannot be changed. Choosing the same blessing twice adds an additional use of the blessing per day. Each Blessing has 1 use per day. Each ability is a one use version of Techniques with the same name.

 

Summon Animal Major – Summons a Large or Huge Creature to aid user in battle, lasting (4+level) in rounds

 

Puppet Guardian – user can summon a puppet to fight along as their aid, lasting (4+level) in rounds

 

Domination – User causes a target to make a will save (DC 10+level) vs complete control of the targets actions

 

Decay Touch – Touch attack does 3d8+level in damage

 

Searing Light – Fires a laser blast for 120ft doing 1d6 ½ level (max 10d6)  to normal races, or 1d6 per level to undead or demonic (max 20d6)

 

Aura of Insanity – user generates a 30’ aura that causes all targets inside to have to make a will save (DC 10+level) vs. No action for 2d10 rounds

 

Godly Strength – user grants self and allies in 30ft +6 STR for (4+level) in rounds

 

 

Holy Word – At 15th level and every level after that the Priest increases the strength of Holy Talisman by x4

Holy Miracle – At 20th level a Priest can return a target that has been dead in rounds equal to their own level to 0 HP

 

Weapon Proficiencies: Simple, Martial

 

Armor Proficiencies: Light, Medium, Shields

 

Hit Die: 1d8

 

Skills: (points per level 40 + INT MOD)

 

Animal Empathy, Appraise, Concentration, Craft, Decipher Script, Diplomacy, Knowledge Astrology, Knowledge Biology, Knowledge History, Knowledge Poisons, Knowledge Occult, Knowledge Religion, Medical, Notice, Profession, Use Magic Device

 

 

Green Lightning – Class – Priest

Green Lightning – Class – Priest

Categories
Fairy Tail RPG Green Lightning RPG General News Naruto RPG One Piece RPG

Green Lightning – Class – Pirate

Pirate

 

Level Base Attack Resist Save Reflex Save Will Save Defense

Bonus

Special Ability
01 0 2 0 0 1 Navigator Feat
02 1 3 0 0 1 Bonus Feat
03 2 3 1 1 2 +5 HP, DR 1/-
04 3 4 1 1 2 Parley
05 3 4 1 1 3  Bonus Feat
06 4 5 2 2 3 +5 HP, DR 2/-
07 5 5 2 2 3 Scourge of the Sea
08 6/1 6 2 2 4 Bonus Feat
09 6/1 6 3 3 4 +5 HP, DR 3/-
10 7/2 7 3 3 5  
11 8/3 7 3 3 5 Bonus Feat
12 9/4 8 4 4 5 +5 HP, DR 4/-
13 9/4 8 4 4 6  
14 10/5 9 4 4 6 Bonus Feat, Pirate Legend
15 11/6/1 9 5 5 7  +5 HP, DR 5/-
16 12/7/2 10 5 5 7  
17 12/7/2 10 5 5 7 Bonus Feat
18  13/8/3 11 6 6 8 +5 HP, DR 6/-
19 14/9/4 11 6 6 8  
20 15/10/5 12 6 6 9  Bonus Feat

 

 

Strong and Hardy Warriors of the sea, Pirates, are a strong force in a fight. While they don’t have a diverse array of abilities they make up for it in Hit points, Feats and DR along with vast weapon choices they stand as equivalent of a living battleship.

 

Types of Pirates

Most pirates are a combination of both Peace Maine and Morgania ideals. Even the final version certain amount of pirates display these original concepts.

 

Peace Maine

A Peace Maine is a Pirate who goes on adventures, and doesn’t really care about personal treasures or going around fighting other Pirates.

 

Morgania

The Morgania, fight for treasure and personal gain. They are greedy and love to fight just to cause other people pain and misery.

 

+5 Hp – At 3rd level and every three levels after that Pirates gain 5 extra Hit points on top of their normal levels.

 

+1 DR – At 3rd level and every three levels after that Pirates gain +1/- damage reduction

 

Parley – At 4th level a pirate can make a Bluff (Bluff skill +level to the roll) to get the rivals in a 30ft area to become surprised until attacked again. The ability only works 1 per battle

 

 

 

Scourge of the Seas – At 7th level the pirate can roll an intimidation roll and add their reputation score with to one target. If the target is lower level then the pirate they will flee if the result is successful. If the target is equal or higher they will suffer the effects of fear if the roll is successful.

 

Pirate Legend – At 14th level the pirate can make their Scourge roll effect a 30’ area.

 

Bonus Feats – Able Sniper, Brutal Throw, Catch off Guard, Cleave, Close Quarters Fighting, Close Shot, Combat Expertise, Dazzling Display, Deadly Aim, Deadly Stroke, Deafening Critical, Double Slice, Exhausting Critical, Far Shot, Fire in the Hole, Greater Two Weapon Fighting, Greater Vital Strike, Grenadier, Improved Bull Rush, Improved Critical, Improved Precise Shot, Improved Two Weapon Fighting, Improved Unarmed Strike, Improved Vital Strike, Improvised Weapon Mastery, Leap Attack Doubles, Lucky Bullet, Many shot, Martial Weapon Proficiency, Monkey Grip, Pinpoint Targeting, Precise Shot, Point Blank, Power Attack, Power Throw, Power Critical, Prone Attack, Quick Draw, Rapid Reload, Resounding Blow, Ranged Disarm, Ranged Sunder, Sickening Critical, Sharp-Shooting, Sharp Shooter, Shot on the Run, Staggering Critical, Strike Back, Stunning Critical, Tiring Critical, Throw Anything, Trick Shot, Vital Strike, Weapon Finesse, Weapon Focus, Whirl Wind, Attack Focus, Brilliant Planned Attack, Combat Reflexes, Improved Initiative, Improved Overrun, Monster Hunter, Planned Attack, Rally Behind the Jolly Roger, Reckless Offense, Sea Legs, Spring Attack, Cumbrous Resistance, Diehard, Dodge, Greater Resistance, Iron Will, Lighting Reflexes, Mobility, Call of the Sea, Poison Expert, Poison Master, Ship Shape, Wanted Dead or Alive

 

Weapon Proficiencies: Simple, Martial

 

Armor Proficiencies: Light, Shields

 

Hit Die: 1d8

 

Skills: (points per level 40 + INT MOD)

Acrobatics, Appraise, Bluff, Climb, Craft, Demolitions, Disable Device, Decipher Script, Drive, Forgery, Gamble, Intimidate, Jump, Knowledge Area, Knowledge Astrology, Knowledge Geography, Knowledge Law, Navigate, Notice, Perform, Pick Pocket, Pilot, Profession, Repair, Ride, Stealth, Swim, Taunt, Use Rope, Use Magic Device

Green Lightning – Class – Pirate

Green Lightning – Class – Pirate

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Fairy Tail RPG Green Lightning RPG General News Naruto RPG One Piece RPG

Green Lightning – Class – Pilot

Pilot

 

Level Base Attack Resist Save Reflex Save Will Save Defense

Bonus

Special Ability
01 0 0 4 2 1 Rotary Engine, Tail Wind
02 1 0 4 3 1  
03 2 1 5 3 2 Strafe Attack
04 3 1 5 4 2 Twin Shot
05 3 1 6 4 3 Propeller Engine
06 4 2 6 5 3 Strafe Attack +1
07 5 2 7 5 3  
08 6/1 2 7 6 4 Going Heavy
09 6/1 3 8 6 4 Strafe Attack +2
10 7/2 3 8 7 5 Combustion Engine
11 8/3 3 9 7 5  
12 9/4 4 9 8 5 Strafe Attack +3, Dropping Payload
13 9/4 4 10 8 6  
14 10/5 4 10 9 6  
15 11/6/1 5 11 9 7 Jet Engine, Strafe Attack +4
16 12/7/2 5 11 10 7 Ejector Seat
17 12/7/2 5 12 10 7  
18  13/8/3 6 12 11 8  Strafe Attack +5
19 14/9/4 6 13 11 8  
20 15/10/5 6 13 12 9 Super Sonic Engine, All out

Be it in Cars, Ships, Planes, or Giant Robots, the Pilot is a cool headed master of the vehicle and using it in combat situations. They also have a few skills outside the vehicles they use but their main skills lie behind making vehicles do amazing things.

 

Rotary Engine – The pilot grants any vehicle they are in and all its inhabitants a ADS Bonus of +1

 

Tail Wind – The Pilot can improve their PS Score to match their base attack for rounds equal to their level 1 / per day. This ability cannot be bought up to have extra uses.

 

Strafe Attack – A player can strike a line of targets as they move past without provoking an attack of opportunity at a -4 to hit each target at third level the player can only make this attack on one target, they gain an additional target every third level.

 

Twin Shot – The pilot can use two vehicle/ piloted machine’s based weapons in one attack to the similar effect of the Two Weapon Fighting feat. Normally the feat does not apply to vehicles and machines that are piloted.

 

Propeller Engine – An improved version of Rotary Engine granting a +2 bonus to ADS

 

Going Heavy – The Player can perform a ramming attack with a vehicle / piloted machine doing 1d10 for every 100lbs of the machines weight, the pilots vehicle and machine takes only ¼  the damage of hitting the target.

 

Combustion Engine – An improved version of Rotary Engine granting a +4 bonus to ADS

 

Dropping Payload – Similar to Twin shot this ability grants the vehicle / piloted machine the ability of the feat Improved Two Weapon Fighting

Jet Engine – An improved version of Rotary Engine granting a +6 bonus to ADS

 

Ejector Seat – The player can escape a machine or vehicle as a free action, normally it’s a full round action and leaves the pilot at risk when a vehicle or machine is about to be destroyed. In Vehicles of larger seating the pilot also awards this ability to all other riders.

 

Super Sonic Engine – An improved version of Rotary Engine granting a +8 bonus to ADS

 

All Out – The Pilot is able to unless all attacks of a vehicle or piloted machine in one massive blast that takes all the damage from all the weapons and multiples it by x4 unleashing it in one massive attack

 

Weapon Proficiencies:

Simple, Martial

 

Armor Proficiencies:

Light

 

Hit Die: 1d6

 

Skills: (points per level 40 + INT MOD),

Acrobatics, Bluff, Craft, Demolitions, Drive, Gamble, Knowledge Area, Knowledge Astrology, Knowledge Geography, Knowledge Mechanics, Knowledge Military Science, Martial Arts, Navigate, Notice, Perform, Pilot, Profession, Repair, Ride, Search, Streetwise, Survival, Swim, Use Rope, Use Technology

Green Lightning – Class – Pilot

Green Lightning – Class – Pilot

Categories
Fairy Tail RPG Green Lightning RPG General News Naruto RPG One Piece RPG

Green Lightning – Class – Nurse

Nurse

Level Base Attack Resist

Save

Reflex Save Will Save Defense

Bonus

Special Ability
01 0 4 2 0 1 Healing Touch, Needle Arm +1
02 1 4 3 0 1 Aura
03 2 5 3 1 2 Surgical Strike
04 3 5 4 1 2 Doctors Bag +1
05 3 6 4 1 3 Needle Arm +2
06 4 6 5 2 3 Run By Attack
07 5 7 5 2 3  
08 6/1 7 6 2 4 Doctors Bag +2
09 6/1 8 6 3 4  
10 7/2 8 7 3 5 Needle Arm +3
11 8/3 9 7 3 5  
12 9/4 9 8 4 5 Doctors Bag +3
13 9/4 10 8 4 6  
14 10/5 10 9 4 6  
15 11/6/1 11 9 5 7 Needle Arm +4
16 12/7/2 11 10 5 7 Doctors Bag +4
17 12/7/2 12 10 5 7  
18  13/8/3 12 11 6 8  
19 14/9/4 13 11 6 8  
20 15/10/5 13 12 6 9 Needle Arm +5, Doctors Bag +5

Nurses are the saving graces in many a battle. The most powerful healing class they are skilled in boosting and aiding their allies along with demoralizing the enemies.

 

Healing Touch – at first level the Nurse is granted with a healing touch. This ability which 1/per day a nurse can heal their CHA Bonus x their level in HP to one target.

 

Aura – Nurses at second level gain the choice in an aura type this aura can be activated 1/per day and can do a variety of tasks. The aura lasts the Nurses level +1 in rounds. Once chosen a nurse cannot change their aura. But the feat Blinding Aura grants a choice of an advanced aura type.

 

Calm – grants all allies within 30ft +4 protection from fear causing saves

Help – grants all allies within 30ft +5 in a selected skill

Protection – grants all allies within 30ft +4 Resistance save

Uneasiness – grants all enemies within 30ft -4 to Reflex saves

Sexy – Stuns all enemies, Will DC 10+level

Fear – Releases an aura of fear to all enemies in 30ft Will DC 10+level

Charm – Release an aura that causes all enemies in 30ft to be charmed Will DC 10+level

Comfort – grants all allies within 30ft Regeneration 1d4

 

Needle Arm – Needle arm is a boost ability of one of the following, Attack (to hit and damage), Skill (+5 to a chosen skill [stacks with aura ability]), or Defense (ADS and saves) the boost is based on the ranking of the needle arm and lasts 1 round +level. This ability boosts to +2 granting a higher bonus in the attack and defense and granting a boost of +10. It increases at levels 5, 10, 15, and 20. The ability can be used 1 +level /per day

 

Surgical Strike – Nurses at level three gain a unique bonus to their own weapons, Nurses using thrown weapons can Use their INT and CHA Bonus (if they have one) to add to their thrown weapons to hit. This doesn’t add to the damage of the weapon only increases their to-hit score with thrown weapons.

 

Doctors Bag – at fourth level a nurse can heal with tools such as bandages at a higher rate granting healing from the item multiplied by the Doctors Bag level. Doctors bag +1 allows cloth be used to create bandages healing 2d6 HP, This ability can also lessen injuries severity by 10. This increases at level 8 3d6 or 20 to injury roll, 12 4d6 or 30 to injury roll, 16 5d6 or 40 to injury roll, and 20 6d6 or 50 to injury roll. Nurses can use this ability as long as they have supplies. It takes a full round to activate however and leaves the nurse prone while in use.

 

Run By Attack – A unique attack of a nurse where they can move through enemies and strike at all as she passes by. A player can strike targets within reach as they run past (provokes attacks of opportunity. The attacks suffer a -4 to hit but add +2 damage with each hit and the player doesn’t have to stop at the target they hit they can keep moving.

 

Weapon Proficiencies:

Simple, Needle, Net, Whip

 

Armor Proficiencies:

Light

 

Hit Die: 1d6

 

Skills: (points per level 40 + INT MOD),

Acrobatics, Animal Empathy, Bluff, Concentration, Craft, Decipher Script, Diplomacy, Disguise, Drive, Escape Artist, Gather Info, Intimidate, Jump, Knowledge Biology, Knowledge Poisons, Medical, Notice, Perform, Pilot, Profession, Read Lips, Search, Seduction, Survival, Use Rope, Use Tech

Green Lightning – Class – Nurse

Green Lightning – Class – Nurse

Categories
Fairy Tail RPG Green Lightning RPG General News Naruto RPG One Piece RPG

Green Lightning – Class – Noble

Noble

Level Base Attack Resist Save Reflex Save Will Save Defense Bonus Special Ability
01 0 0 2 2 1 Fascinate, Inspire Courage +1, Recognition
02 1 0 3 3 1
03 2 1 3 3 2 Inspire Competence
04 3 1 4 4 2 Line of Credit
05 3 1 4 4 2 Leadership
06 4 2 5 5 3 Impressive Argument
07 5 2 5 5 3
08 6/1 2 6 6 3 Inspire Courage +2
09 6/1 3 6 6 4 Inspire Greatness
10 7/2 3 7 7 4
11 8/3 3 7 7 4
12 9/4 4 8 8 5 Inspirational Leader
13 9/4 4 8 8 5
14 10/5 4 9 9 5 Inspire Courage +3
15 11/6/1 5 9 9 6 Inspire Heroics
16 12/7/2 5 10 10 6
17 12/7/2 5 10 10 6
18  13/8/3 6 11 11 7 Great Leadership
19 14/9/4 6 11 11 7
20 15/10/5 6 12 12 7 Inspire Courage +4

 

A Noble, the upper crust of the world with great influences on society, they tend to not fight much as they have servants for these things. They are in ways a lot like bards but instead of performing they use their influence, power and money do their fighting.

 

Noble Performance – A Noble is trained to use the Perform skill to create effects on those around him, including himself if desired. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. At each level after 1st a Noble can use Noble Performance for 2 additional rounds per day. Each round, the Noble can produce any one of the types of Noble Performance that he has mastered, as indicated by his level.

 

Starting a Noble Performance is a standard action, but it can be maintained each round as a free action. Changing a Noble Performance from one effect to another requires the Noble to stop the previous performance and start a new one as a standard action. A Noble Performance cannot be disrupted, but it ends immediately if the Noble is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. A Noble cannot have more than one Noble Performance in effect at one time.

At 7th level, a Noble can start a Noble Performance as a move action instead of a standard action.

 

At 13th level, a Noble can start a Noble Performance as a swift action. Each Noble Performance has audible components, visual components, or both. If a Noble Performance has audible components, the targets must be able to hear the Noble for the performance to have any effect, and such performances are language dependent. A deaf Noble has a 20% chance to fail when attempting to use a Noble Performance with an audible component. If he fails this check, the attempt still counts against his daily limit. Deaf creatures are immune to Noble Performances with audible components. If a Noble Performance has a visual component, the targets must have line of sight to the Noble for the performance to have any effect. A blind Noble has a 50% chance to fail when attempting to use a Noble Performance with a visual component. If he fails this check, the attempt still counts against his daily limit. Blind creatures are immune to Noble Performances with visual components,

 

Fascinate – At 1st level, a Noble can use his performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the Noble, and capable of paying attention to him. The bard must also be able to see the creatures affected. The distraction of a nearby combat, or other dangers prevents this ability from working. For every three levels the Noble has attained beyond 1st, he can target one additional creature with this ability. Each creature within range receives a Will save (DC 10 + 1/2 the Noble’s level + the Noble’s Cha modifier) to negate the effect. If a creature’s saving throw succeeds, the Noble cannot attempt to fascinate that creature again for 24 hours. If it’s saving throw fails, the creature sits quietly and observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a –4 penalty on all skill checks made as reactions, such as Notice checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function.

 

Inspire Courage – A 1st-level Noble can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the Noble’s performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 8th level, and every six bard levels there-after, this bonus increases by +1, to a maximum of +4 at 20th level. Inspire courage is a mind-affecting ability. Inspire courage can use audible or visual components. The Noble must choose which component to use when starting his performance.

 

Recognition – At 1st level and every level thereafter, Nobles can use their reputation to give bonuses to Diplomacy checks. A Noble can use their reputation bonus to influence the way he acts in social arguments, The higher the reputation the stronger their influence on people they approach in a diplomatic way.

 

Inspire Competence – A bard of 3rd level or higher can use his performance to help an ally succeed at a task. That ally must be within 30 feet and be able to hear the Noble. The ally gets a +5 competence bonus on skill checks with a particular skill as long as she continues to hear the Noble’s performance. This bonus increases by +5 for every four levels the Noble has attained beyond 3rd (+10 at 7th, +15 at 11th, +20 at 15th, and +25 at 19th). Certain uses of this ability are infeasible, such as Stealth, and may be disallowed at the GM’s discretion. A Noble can’t inspire competence in himself. Inspire competence relies on audible components.

 

Line of credit – At 4th level and every Level there after Nobles may rely on a line of credit. This allows the Noble to purchase food, items or even transportation when they don’t have money on hand, This only works in areas that can be influenced as Neutral or Good relation to the Nobles home, Hostile Territories will not provide such an offer, it is up the GM how much and when the purchases can be held off before this function is cut off and the Family may take more drastic actions (i.e. sending collectors after the character) the amount the Noble is able to take is on average (10,000 x the Noble’s Level +Reputation)

 

Leadership – At Level 5 a Noble gains the Benefit of the Feat Leadership for free, granting them ether a powerful Cohort or several weak Followers, For more on this feat see the chapter on Feats.

 

Impressive Argument – At level 6 and every level there after a Noble can expel a use of their Noble Performance to cause a target to make a Will Save (DC 10 +½ nobles class level + CHA mod) command Fascinated targets. That target (if normally Hostile will ether flee or surrender, if not Hostile they will be inspired to give aid in combat to the Noble)

 

Inspire Greatness – At Level 9 and every level thereafter, a Noble can use a use of their Noble Performance granting 2 extra hit die, +2 to hit, and +1 to Resistance saves to any ally within 30ft

 

Inspirational Leader – At level 12 and every level there after the Noble’s using Noble Performance effect double the bonuses on Cohorts

 

Inspire Heroics – At level 15 and every level there after a Noble through a use of their Noble Performance grant an additional +4 Moral Bonus, +4 on PS to allies in 30ft.

 

Great Leadership – At level 18 A Noble is granted the ability to gain a second Cohort / more followers. This is normally denied by the rules.

 

Weapon Proficiencies: Simple, Martial

 

Armor Proficiencies: Light, Medium, Shield

 

Hit Die: 1d8

 

Skills: (points per level 50 + INT MOD), Animal Empathy, Bluff, Concentration, Craft, Diplomacy, Disguise, Drive, Gamble, Gather Info, Intimidate, Knowledge (all skills), Notice, Perform, Pilot, Profession, Ride, Seduction, Stealth, Swim, Taunt, Use Magic Device, Use Tech

 
Green Lightning – Class – Noble

Green Lightning – Class – Noble
 

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Fairy Tail RPG Green Lightning RPG General News Naruto RPG One Piece RPG

Green Lightning – Class – Ninja

Ninja

Level Base Attack Resist Save Reflex Save Will Save Defense

Bonus

Total

Chi

Special Ability
01 1 0 0 0 1 10 Replacement, Technique
02 2 1 1 1 1 30  
03 3 1 1 1 2 60 Technique
04 4 2 2 2 2 90  
05 5 2 2 2 3 120 Ninja Vanish , Technique
06 6/1 3 3 3 3 150  
07 7/2 3 3 3 3 180 Technique
08 8/3 4 4 4 4 210  
09 9/4 4 4 4 4 240 Technique
10 10/5 5 5 5 5 270 Ninja Leap
11 11/6/1 5 5 5 5 300 Technique
12 12/7/2 6 6 6 5 330  
13 13/8/3 6 6 6 6 360 Technique
14 14/9/4 7 7 7 6 390  
15 15/10/5 7 7 7 7 420 Ninja Teleport, Technique
16 16/11/6/1 8 8 8 7 450  
17 17/12/7/2 8 8 8 7 480 Technique
18  18/13/8/3 9 9 9 8 510  
19 19/14/9/4 9 9 9 8 540 Technique
20 20/15/10/5 10 10 10 9 570 Cheater of Death

 

Skilled warriors throughout the land, the ninja use all the types of Jutsu to aid them in their goals. Masters of stealth, users of magical tricks through their chi, and resourceful warriors are the skills of a good ninja. Ninja’s are a powerfully combatant to have in the field of battle for any team.

 

Chi – power from with that is used to perform techniques and ninja abilities

 

Techniques – powerful attacks that tap into the natural world (see techniques section for list of choices) at 1st level all ninjas start with 1 Technique of their Rank which is D, They can only choose Rank D from the list (unless otherwise given to them at which it’s no higher than Rank C) To achieve Rank B or Higher it requires a higher rank as a ninja through in game tests and actions. After the First level all but the Ninja gain a new one from 3rd level and every other 3rd level. Basic Ninja instead gain them from 3rd every 2 levels thereafter.

 

Replacement – Grants the ninja the ability to avoid 1 attack for 2 chi, Only one replacement can be active at a time. Once used the player moves anywhere within a 30ft radius. Strong attacks are unavoidable fully with replacement. (Any S-Class techniques or other attacks that do more then, 125 damage, or more in a hit.)  A reflex roll can be made if the player has Evasion to take 1/4, normally replacement would just cut the damage by half.

 

Ninja Vanish – Grants the Ninja Invisibility for one round per 4 chi. This ability grants a +20 Stealth bonus. Using techniques while this is active requires a concentration roll to maintain the invisibility. Failing to pass a roll (DC 10 +ninja level) cause the invisibility to drop yet the technique will still be performed.

 

Ninja Leap – Grants the Ninja a Glide movement for one round per 10 chi. The Ninja Leap allows the character to glide across a small area beyond jumping distance, Leaping 120ft forward or upward.

 

Ninja Teleport – Grants the Ninja a Teleport for 15 chi per use. The Ninja Teleport allows the Ninja to move across a full Miles distance in a brief moment. This allows the ninja to cover a great distance in mere moments of time.

 

Cheater of Death – Grants the Ninja a chance to survive death 200 chi, Cheater of Death allows the Ninja to expel a vast amount of chi to heal and stabilize themselves at +10 Hp per level

 

Weapon Proficiencies:  Simple, Shuriken, Sai, Tonfa, Chain and Sickle, Boomerang, Nunchaku

 

Armor Proficiencies:  Light

 

Hit Die: 1d8

 

Skills: (points per level 40 + INT MOD) Acrobatics, Bluff, Climb, Concentration, Craft, Demolitions, Disable Device, Disguise, Escape Artist, Gather Info, Intimidate, Jump, knowledge poisons, knowledge Ninjutsu, Notice, Open Lock, Profession, Perform, Read Lips, Search, Stealth, Streetwise, Swim, Taunt, Use Rope, Use Tech

Green Lightning – Class – Ninja

Green Lightning – Class – Ninja

Categories
Fairy Tail RPG Green Lightning RPG General News Naruto RPG One Piece RPG

Green Lightning – Class – Monk

Monk

Level Base Attack Resist

Save

Reflex Save Will Save Defense

Bonus

Special Ability
01 0 2 2 2 1 Bonus Feat, Unarmed Attack, Elemental Strike
02 1 3 3 3 1 Bonus Feat, Evasion
03 2 3 3 3 2 Mind of Water, Speed Bonus +10 ft
04 3 4 4 4 2 Slow Fall 20
05 3 4 4 4 3 Purity of Body, PS Bonus +1
06 4 5 5 5 3 Bonus Feat, Slow Fall +30, Speed Bonus +20ft
07 5 5 5 5 3 Wholeness Of Body
08 6/1 6 6 6 4 Slow Fall +40
09 6/1 6 6 6 4 Improved Evasion, Speed Bonus +30ft
10 7/2 7 7 7 5 Slow Fall +50, PS +2
11 8/3 7 7 7 5 Diamond Body
12 9/4 8 8 8 5 Abundant Step, Slow Fall +60, Speed Bonus +40
13 9/4 8 8 8 6 Diamond Soul
14 10/5 9 9 9 6 Slow Fall +70
15 11/6/1 9 9 9 7 Elemental Palm, PS +3, Speed Bonus +50
16 12/7/2 10 10 10 7 Slow Fall +80
17 12/7/2 10 10 10 7 Timeless Body, Tongue of Sun and Moon
18  13/8/3 11 11 11 8 Slow Fall +90, Speed Bonus +60
19 14/9/4 11 11 11 8 Spirit Body
20 15/10/5 12 12 12 9  Natural Form, Slow Fall (any), PS +4

 

A Monk, is a person in tune with the environment and world on a spiritual level that they can manipulate the world to aid them in fighting and defense. The monk’s skill and power is mainly defensive with supporting attacks that make a great defensive character to have on your side.

 

Elemental Strike – The monk at first level can expend a round to tune into their birth element to convert their attacks to do elemental type damage (types listed below).

Fire – Unarmed attacks are fire damage, crits burn slowly doing 1d2 damage for 1d4 rounds

Water – Unarmed attacks are cold damage, crits slows a target for 1d4 rounds

Wind – Unarmed attacks are slashing damage, crits knock target prone

Earth – Unarmed attacks are acid damage, crits burn slowly doing 1d2 damage for 1d4 rounds

Lighting – Unarmed attacks are electric damage, crits stun target for 1 round DC 10+level resist

 

Unarmed Attack – At First level and every level there after a Monk uses both STR Bonus and DEX Bonus in a melee attack when unarmed. Granting them an stronger Melee attack then most classes.

 

Evasion – At 2nd level or higher, a monk can avoid damage from many area-effect attacks. If a monk makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A helpless monk does not gain the benefit of evasion.

 

Fast Movement – At 3rd level, a monk gains an enhancement bonus to his land speed. A monk in armor or carrying a medium or heavy load loses this extra speed.

 

Mind of Water – A monk of 3rd level or higher gains the ability to add their Spirit Mod to their protection score to avoid attacks greater

 

 

Slow Fall – At 4th level or higher, a monk within arm’s reach of a wall can use it to slow his descent. When first gaining this ability, he takes damage as if the fall were 20 feet shorter than it actually is. The monk’s ability to slow his fall (that is, to reduce the effective distance of the fall when next to a wall) improves with his monk level until at 20th level he can use a nearby wall to slow his descent and fall any distance without harm.

 

PS score Boost – When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his PS score. In addition, a monk gains a +1 bonus to PS score at 4th level. This bonus increases by 1 for every four monk levels thereafter, up to a maximum of +5 at 20th level. These bonuses to PS score apply even against touch attacks or when the monk is surprised. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.

 

Purity Body – At 5th level, a monk gains a higher resistance to diseases and poisons allowing them to add their level in a resistance roll to avoid the effects of the threat.

 

Wholeness of Body – At 7th level or higher, a monk can heal his own wounds as a standard action. He can heal a number of hit points of damage equal to his monk level. They can do this action based on their total Spirit Score.

 

Improved Evasion – At 9th level, a monk’s evasion ability improves. He still takes no damage on a successful Reflex saving throw against attacks, but henceforth he takes only half damage on a failed save. A helpless monk does not gain the benefit of improved evasion.

 

Diamond Body – At 11th level, a monk can add ½ their level in their Armor Defense Score making them greater resistant to damage. This does not count as DR but a natural armor thus cannot be reduced using attacks that lower DR.

 

Abundant Step – At 12th level or higher, a monk can slip between spaces, as if using the ability Ninja Teleport.  Using this ability is a move action that can be done ½ their level in times per day.  His caster level for this effect is equal to his monk level. He cannot take other creatures with him when he uses this ability.

 

Diamond Soul – At 13th level a monk gains resistance to elements (Fire, Cold, Electric, Acid) equal to ½ Monk level

 

Elemental Palm – Starting at 15th level, a monk can set up their elemental attack to release a quick burst attack that they can throw. The damage 1d6+lvl in the element type they fall under, for a range of 30’ ft.

 

Timeless Body – At 17th level, a monk can add ½ their level to saves to avoid stat drain.

 

Tongue of Sun and Moon – At 17th Level a Monk can speak with any living creature

 

Spirit Body – At 19th level, a monk gains the ability to take on Spirit form making them immune to attacks (The exception is form other creatures with spiritual forms) they can maintain this form based on their level + spirit score in rounds. While in this form they can still make elemental attacks that hit their targets.

 

Nature Form – At 20th level, a monk can take on the form of their Element for 1d10 round +their level acting as an elemental of equal their size in terms of types of attacks

 

 

 

Bonus Feat – At 1st level, 2nd level, and every 4 levels thereafter, a monk may select a bonus feat. These feats are as follows:

 

Catch off Guard, Close Quarters Fighting, Dazzling Display, Deflect Arrows, Flame Stance, Fist of Iron, Flying Kick, Improved Disarm, Improved Grapple, Improved Trip, Improvised Weapon Mastery, Karmic Strike, Martial Weapon Proficiency, Mountain Stance, Prone Attack, Quick Draw, Scorpion Style, Shatter Defenses, Throw Anything, Weapon Finesse, Improved Initiative, Cumbrous Dodge, Cumbrous Resistance, Cumbrous Reflexes, Cumbrous Will, Dodge, Expeditious Dodge, Greater Resistance, Iron Will, Lighting Reflexes, Lightning Stance, Mobility, Wave Stance,  Wind Stance, Hunted Man

 

Weapon Proficiencies: club, crossbow (light and heavy), dagger, hand ax, javelin, Kama,

Nunchaku, quarter staff, sai, shuriken, siangham, sling

 

Armor Proficiencies: None

 

Hit Die: 1d8

 

Skills: (points per level 40 + INT MOD),

Acrobatics, Animal Empathy, Climb, Concentration, Craft, Decipher Script, Diplomacy, Escape Artist, Jump, Knowledge Astrology, Knowledge History, Knowledge Religion, Martial Arts, Medical, Notice, Perform, Profession, Stealth, Swim, Taunt, Use Rope, Use Magic Device


 
Green Lightning – Class – Monk

Green Lightning – Class – Monk