Killer, Cyborg Ogre Ninja

Ogre Ninja - minivault.comHoly crap! I’m actually posting things!

That’s right, exams are finished for the semester, so expect a few posts from me this week.

This one is going to be very crunch-oriented, and mostly to prove a point. But watch later this week for something on adventure design, and adventure prep as I get ready for my group’s next game.

Okay, so over on ChattyDM‘s message board, the “complaints” section is staffed by a Cyborg Ogre Ninja named Killer. Of course, this resulted in people statting him up, including Phil himself.

So what point am I trying to prove? Simple.

I can make a better Cyborg Ogre Ninja than him.

Or, more accurately, d20 Modern can make a better Cyborg Ogre Ninja than D&D.

Alright, so we take the standard d20 Modern Ogre. CR 2. And just to match the D&D version, we’ll make him CR 12.

Add a few levels of Fast Hero [3], Dedicated Hero [3], and the Ninja AdC [4]. Strong Hero might be good for later levels, to increase damage output. Phil went with a large Greatsword for a damage build, but I’m making a cybernetic Ogre here. Progress Level 8 equipment is open for the taking.

Killer, Cyborg Ogre Ninja: CR 2; Large giant; HD 4d8+12 + 3d8+9 + 3d6+9 + 4d6+12; hp 98; DR 4/-; Mas 16; Init –1; Spd 50 ft.; Defense 24 (23 vs ranged), touch 18 (17 vs ranged), flat-footed 23 (–1 size, –1 Dex, +1 armour, +5 natural, +9 class +1 dodge vs melee); BAB +10; Grap +20; Atk +18 melee (2d8+6 fire, 19-20 x2, Internally Mounted Beam Sword), or +9 ranged (1+6, shuriken); Full Atk +18/+13 melee (2d8+6 fire, 19-20 x2, Internally Mounted Beam Sword), or +9/+4 ranged (1+6, shuriken); FS 10 ft. by 10 ft.; Reach 10 ft.; SQ low-light vision; AL chaos, evil; SV Fort +10, Ref +7, Will +6; AP 0; Rep +2; Str 22, Dex 8, Con 16, Int 6, Wis 10, Cha 7.

Occupation: Criminal (Hide and Move Silently as class skills, Personal Firearms Proficiency as a bonus feat)
Skills: Climb +6, Listen +3 (+9 Faith), Speak Giant, Spot +3 (+9 Faith), Hide +11, Move Silently +18, Sleight of Hand +15.

Feats: Brawl [Occupation], Archaic Weapons Proficiency, Combat Martial Arts, Defensive Martial Arts, Stealthy [Bonus, Fast 2], Combat Throw, Weapon Focus (Stun Baton) [Bonus, Dedicated 2], Streetfighting, Improved Combat Throw [Bonus, Ninja 3].

Talents: Increased Speed (+5 feet) [Fast 1], Improved Increased Speed (+10 feet) [Fast 3], Skill Emphasis: Move Silently [Dedicated 1], Faith [Dedicated 3].

Ninja Class Abilities: Living Weapon (1d6), Atemi Strike (+1d6), Uncanny Stealth (full speed).

Equipment: Mastercraft (+1 to hit) Internally Mounted Beam Sword (PL 7), Shuriken, Poison (varying), Chameleonic Surface Silent Suit (PL 7), Piercing Visor, Grappling Tether, Aquaconverter.

Cybernetics: 4 implant slots due to Con modifier. Internal Weapon Mount (Stun Baton), Fortified Skeleton, Invisiware, Anti-Shock Implant.

Now, I’ll bet that some of these things up above are unfamiliar to many of you, so I’ll place feats, talents, and class abilities here. There are a lot of them, so I’ll place them at the end of the article. Everything here is OGL or fan-created.

So we have a large Ogre ninja which, in itself, isn’t that bad. He moves at 50 feet, and is pretty tough, but does middling unarmed damage. He can throw people like no tomorrow, though, and gets to attempt it every time someone missed his 24 defense. But where Killer earns his name is when we add in the equipment.

First, we have an internally mounted beam sword. Yeah, that’s right, a lightsaber that does 2d8 damage mounted in his arm. If that in itself wasn’t enough, it counts as a light weapon for a large creature, so he gets to apply certain benefits to it. With the Streetfighting feat, he gets to add 1d4 to damage with a light weapon once per round, and his Atemi Strike ability (limited sneak attack) only works with light weapons.

Shuriken may seem weak compared to a beam sword or a gun, but they’re small, easily concealable, good for using poison, and still deal 7 damage per hit, thanks to his strength bonus.

The Silent Suit grants a +10 to Move Silently thanks to PL 7 sonic technology, and has a chameleonic surface, giving +6 to Hide. No armour check penalty means proficiency feats are overrated. This suit allowed me to give him some Sleight of Hand ranks without Hide and MS suffering.

Piercing Visor to see through walls, Grappling Tether because it’s awesome and useful for a ninja (see it below), and Aquaconverter to breathe underwater round out the general equipment. Pretty good so far, and we haven’t even touched cybernetics.

I limited myself to the SRD’s cybernetics for OGL reasons, but some of the rules from d20 Cyberscape would be useful here. The internal weapon mount came first, of course, and the Fortified Skeleton gave a much-appreciated DR 4/-. The anti-shock implant negates cybernetic characters’ electrical vulnerability.

But the big item on the list: Invisiware. That’s right, it turns you invisible for a minute at a time, as a free action, without turning visible when you attack. There is nothing on that list of features that a cybernetic ninja wouldn’t like.

So how do we make a Cyborg Ogre Ninja in d20 Modern? We make it well.

Feats:

Brawl
Benefit: When making an unarmed attack, the character receives a +1 competence bonus on attack rolls, and the character deals nonlethal damage equal to 1d6 + his or her Strength modifier.
Normal: Unarmed attacks normally deal nonlethal damage equal to 1d3 + Strength modifier.

Archaic Weapons Proficiency
Benefit: The character takes no penalty on attack rolls when using any kind of archaic weapon.
Normal: A character without this feat takes the –4 non­proficient penalty when making attacks with archaic weapons.

Combat Martial Arts
Prerequisite: Base attack bonus +1.
Benefit: With an unarmed strike, the character deals lethal or nonlethal damage (the character’s choice) equal to 1d4 + the character’s Strength modifier. The character’s unarmed attacks count as armed, which means that opponents do not get attacks of opportunity when the character attacks them unarmed. The character may make attacks of opportunity against opponents who provoke such attacks.
Normal: Without this feat, a character deals only 1d3 points of nonlethal damage. Unarmed attacks normally provoke attacks of opportunity, and unarmed combatants cannot normally make attacks of opportunity.

Streetfighting
Prerequisites: Brawl, base attack bonus +2.
Benefit: Once per round, if the character makes a successful melee attack with an unarmed strike or a light weapon, the character deals an extra 1d4 points of damage.

Defensive Martial Arts
Benefit: The character gains a +1 dodge bonus to Defense against melee attacks.
Special: A condition that makes the character lose his or her Dexterity bonus to Defense also makes the character lose dodge bonuses. Also, dodge bonuses stack, unlike most other types of bonuses.

Combat Throw
Prerequisite: Defensive Martial Arts.
Benefit: The character gains a +2 bonus on opposed Strength and Dexterity checks any time the character attempts trip or grapple attacks, or when the character trys to avoid a trip or grapple attack made against him or her.

Weapon Focus
Choose a specific weapon. A character can choose unarmed strike or grapple for your weapon for purposes of this feat.
Prerequisites: Proficient with weapon, base attack bonus +1.
Benefit: The character gains a +1 bonus on all attack rolls he or she makes using the selected weapon.
Special: A character can gain this feat multiple times. Each time the character takes the feat, the character must select a different weapon.

Improved Combat Martial Arts
Prerequisites: Combat Martial Arts, base attack bonus +4.
Benefit: The character’s threat range on an unarmed strike im­proves to 19–20.
Normal: A character without this feat threatens a critical hit with an unarmed strike only on a 20.

Improved Combat Throw
Prerequisites: Defensive Martial Arts, Combat Throw, base attack bonus +3.
Benefit: In melee combat, if an opponent attacks and misses the character, the character may immediately make a trip attack against the opponent. This counts as an attack of opportunity, which the character can make even if he or she is unarmed. Attacking unarmed in this way does not provoke an attack of opportunity.
Special: This feat doesn’t grant the character more attacks of opportunity than he or she is normally allowed in a round.

Talents:

Increased Speed
The Fast hero’s base speed increases by 5 feet.

Improved Increased Speed
The Fast hero’s base speed increases by 5 feet. This talent stacks with increased speed (10 feet total).

Skill Emphasis
The Dedicated hero chooses a single skill and receives a +3 bonus on all checks with that skill. This bonus does not allow the hero to make checks for a trained-only skill if the hero has no ranks in the skill.

Faith
The Dedicated hero has a great deal of faith. It might be faith in self, in a higher power, or in both. This unswerving belief allows the Dedicated hero to add his or her Wisdom modifier to the die roll whenever the hero spends 1 action point to improve the result of an attack roll, skill check, saving throw, or ability check.

Ninja Class Abilities: (see here for the class, abilities used reprinted below for convenience)

Living Weapon
The ninja attacks with either fist interchangeably, or even with elbows, knees, and feet. This means that the ninja may even make unarmed strikes when his or her hands are full, and there is no such thing as an off-hand attack for a ninja striking unarmed.
The ninja also deals more damage with unarmed strikes. At 1st level, the ninja deals 1d6 points of damage with an unarmed strike.
This is an increase to Combat Martial Arts damage; this has no effect on Brawl.

Atemi Strike
When an opponent is denied their Dex modifier to their AC, the ninja may make an attack with a light melee weapon, or any weapon which you could use with Weapon Finesse, including unarmed strike to a vital area to deal extra damage. This extra damage is +1d6 at 2nd level, it increases to +2d6 at 5th level and +3d6 at 8th level. Should the ninja score a critical hit with an atemi strike, this extra damage is not multiplied.
The ninja can not use this ability merely by flanking an opponent, they must either be flat-footed (unaware/unready for the attack), or otherwise unable to effectively defend themselves.
A ninja can not make an atemi strike that deals nonlethal damage with a weapon that normally deals lethal damage. If a weapon normally deals nonlethal damage (such as a Sap), then the atemi strike also deals nonlethal damage. A ninja may use his Combat Martial Arts/Living Weapon ability to make either lethal or nonlethal atemi strikes. The ninja must be considered “armed” to gain the benefits of this technique.

Uncanny Stealth
Ninjas learn to move quickly yet quietly.
At 4th level, a ninja no longer suffers the –5 penalty on Hide and Move Silently checks while moving at full speed.
At 7th level, a ninja suffers only a –10 penalty on Hide and Move Silently checks while running or charging (instead of the normal –20 penalty).

Equipment:

Beam Sword
The beam sword is the Energy Age’s most potent melee weapon. A small metal handle generates a solid beam of plasma contained by a gravity-induced force field

Shuriken
A shuriken is a thrown, star-shaped projectile with four to eight razor-sharp points. A character may draw a shuriken as a free action.

Silent Suit
The silent suit uses cutting-edge sonic dampening technology to increase the stealth of the user. Silent suits look like form-fitting bodysuits with padding on the shoulders, elbows, and knees. Sonic dampening field generators are built into the suit, reducing to a minimum the noise made by movement. A character wearing a silent suit gains a +10 equipment bonus on all Move Silently checks.

CHAMELEONIC SURFACE
Chameleonic materials are the end result of the marriage of sensor technology and nanotechnology. Similar in many ways to the painton LCD of the Information Age, the chameleonic surface armor gadget allows any armor to remake its own image to better blend in with the background. Microsensors on the surface of the armor detect surrounding imagery and project it from the opposite side, in effect coloring the wearer to look just like whatever is behind him. The armor blends in with any background.

This gadget provides the armor’s wearer a bonus on Hide checks. For light armor, this bonus is +4; for medium, +6, for heavy, powered, and environmentally sealed armor, +10.

Piercing Visor
The piercing visor allows a person to see through solid objects. Through a combination motion-sensor data, gravity fluctuations, ambient light penetration, x-rays and ultraviolet light, heat and infrared signatures, sound waves and sonar, and other sensory inputs, the visor creates an accurate computer-rendered image of what lies beyond intervening objects. Any character wearing a piercing visor may, as an attack action, activate the visor’s sensors and see through a wall, floor, object, or creature at a range of up to 100 feet.

The visor can penetrate 6 inches of metal (except lead, which it cannot see through) and 1 foot of other materials, including concrete, wood, and plaster.

Grappling Tether
Replacing duracable and the grappling tag, the grappling tether is another application of gravity technology put to practical use. The grappling tether is a beam of pure gravity energy, up to 200 feet in length, fired from a metal tube. At the end of the tether is an anchor of intense gravity. When the anchor touches a solid object, it latches on with a grip that can only be broken by an equally strong anti-gravity force.

While the tube is held with the anchor attached to an object, the user can retract the tether to either pull the object to her (if the object is smaller in mass than the character), or pull herself to the object (if the object is greater in mass than the user, or the anchor is attached to a wall, ceiling, or other fixed surface). The anchor is released with a simple push of a button.

Aquaconverter
Also known as “mechanical gills,” the aquaconverter is a simple device that takes in water, separates its molecules into hydrogen and oxygen atoms, and then feeds the oxygen into a breather tube and the hydrogen into power-generating mechanisms. Worn as a backpack with a breather tube placed in the mouth, the aquaconverter is a limitless and self-powering way to breathe safely underwater.

Cybernetics:

Internal Weapon Mount (PL 7)
The recipient has a subcutaneous weapon embedded in her body, usually in a prosthetic forearm or hand. The weapon extends from the prosthesis and is visible when in use.

Benefit: The recipient has a melee or ranged weapon hidden under her skin. Attempts to disarm the recipient of the attached weapon automatically fail, and the weapon itself cannot be attacked unless it is extended. Extending or retracting the weapon is a free action.

Spotting a subcutaneous weapon requires a successful Spot check opposed by the recipient’s Sleight of Hand check. The weapon’s size applies a modifier to the Sleight of Hand check.

Fortified Skeleton (PL 7)
The recipient’s skeleton is fortified with high-impact polymers, increasing his ability to shrug off physical damage.

Benefit: The recipient gains damage reduction 4/–.

Invisiware (PL 8 )
This technology enables its recipient to turn invisible for a short time. Invisiware uses crystalline refractors grafted to the skin and powered by rechargeable solar battery units protruding from various points on the recipient’s body (usually the spine).

Benefit: By using invisiware to bend light around its body, a creature can turn invisible. An invisible creature gains a +40 bonus on Hide checks if immobile, or a +20 bonus if moving. Pinpointing the location of an invisible creature that isn’t attempting to hide requires a Spot check (DC 40 if the creature is immobile or DC 20 if it is moving).

While invisible, the creature gains 50% concealment against attacks from other creatures that correctly pinpoint its fighting space.

Activating or deactivating invisiware is a free action. However, the technology consumes a great deal of the battery power; after 10 rounds (1 minute) of use, the solar batteries must be recharged for 1 hour, during which time the invisiware cannot be activated.

Anti-Shock Implant (PL 6)
This tiny implant, embedded near the recipient’s brain stem, protects itself and other cybernetic hardware against electricity damage.

Benefit: The implant negates the recipient’s special vulnerability to electricity (see Benefits and Drawbacks, above).

One Comment

ChattyDm  on December 17th, 2007

Very Cool indeed!

He can work the Night Shift will fantasy Killer sleeps! :)

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