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Author Topic: Cardboard Tube Samurai (For D&D 3.5)  (Read 4093 times)
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ConfusedUs
 

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« on: 2004-01-29, 03:05 »

Here's the updated Cardboard Tube Samurai, now 3.5 compatible.

I was just working off the SRD, so if I missed anything, let me know and I'll fix it right up.

And, without further ado: Here is the Cardboard Tube Samurai 3.5, for the readers of Penny Arcade


Alone he wanders... Watching... Waiting...
Righting wrong, wronging evil, he watches from the shadows of song, of legend, of myth.

Weilding a tube, a tube of steel, he moves, a flash of light, a swirl of darkness.

His enemies fall, justice is done, for the cardboard tube samurai has come.

Evil rises, but one will always be there.

The one who is one with the tube shall bring the light, and crush the darkness. The tyrant will fall, and the murderer perish.

For the cardboard tube samurai has come.


Special Thanks to Gabe and Tycho at www.penny-arcade.com for this great character!

Requirements
Alignment: Any non-evil
Skills:
-Jump: 8 ranks
-Intimidate: 4 ranks
Feats: Quick-Draw, Power Attack, Improved Unarmed Strike
Base Attack Bonus: +7
Special: You must find the cardboard tube.
Hit Die: d10

The cardboard tube is a unique, semi-intelligent minor artifact. It has the power to choose to whom it offers its power. Since its creation by the Neutral Good halfling rogue Dritt Smokestone, it has passed through the hands of countless mortals. Myth has it that the infamous gnome Zim Wizzlewhump, known as Kobold-bane, once held this
weapon, but discounted it as worthless junk. Others have found the tube, and known it for the powerful artifact it is. The tube was last seen in the hands of the human known only as Gabriel the Mad.

Monks and fighters are most often chosen by the tube, although rogues and bards are nearly as common.

Class Skills
Balance(dex), Bluff(cha), Diplomacy(cha), Hide(dex), Intimidate(cha), Jump(str), Move Silently(dex), Sense Motive(wis), and Tumble(dex)

Skill points per level: 4 + int modifier

Code:
Lvl   BAB     F   R   W   Special
1       1     0   2   0     Living Legend, Tube of Steel
2       2     0   3   0     Flight from Danger, "Hm. Ninjas!"
3       3     1   3   1     Improved Trip, One with the Tube
4       4     1   4   1     Holding the Reigns of the World
5       5     1   4   1     Bonus Feat, Deflect Arrows
6       6     2   5   2     Tube of Health
7       7     2   5   2     Bonus Feat
8       8     2   6   2     Bonus Feat, Say It!
9       9     3   6   3     Shreiking Tube
10      10    3   7   3     Path Through Oblivion


Class Features
The Cardboard Tube Samurai is proficient with light armors. He is proficient with the cardboard tube. He is not proficient with shields. He gains no other weapon or armor proficiencies.

Living Legend (ex): The Cardboard Tube Samurai is recognized for his bravery wherever he goes. For every level of CBTS you possess, there is a 5% chance that NPCs will recognize you and respond to you in a manner favorable to your alignment and reputation.
http://www.penny-arcade.com/view.php3?date...003-03-03&res=l

Tube of Steel (su): The Cardboard Tube Samurai's weapon is as hard as steel. Treat it as a katana in terms of damage, critical threat range, and reach (1d10, 19-20/x2, masterworked). The tube weighs one pound, can switch between bludgeoning damage and slashing damage as a free action, and is finessable. The tube can be weilded in both hands, or in one with a -2 penalty to attacks. It can be used to make trip attempts. Antimagic, Dispel Magic, and even Mordikanien's Disjunction can not dispel this basic enchantment; however, any additional enchantments are subject to the usual loss. The tube can NOT be sundered. If the weilder of the tube converts to an evil alignment, the tube attempts to swing its weilder to neutral, forcing a will save (DC20) once per hour for three days. If the weilder continues to resist, the tube vanishes, seeking a new weilder. The tube is hereafter referred to as 'the weapon' in ability descriptions.

Flight from Danger (ex): Once per CBTS level per day, but no more than once per round, the Cardboard Tube Samurai may leap away from danger. At any time the CTS would normally take damage from a melee attack, he may make a Jump check (DC 10 + attack roll) as a free action to avoid taking damage. The CBTS may choose where he lands (within the limits of his jump), but may suffer attacks of opportunity when moving through threatened areas. If the CBTS takes damage while using flight from danger, he must make a reflex save (DC = 10 + damage delt) to avoid landing prone in the square in which he suffered the damage.

Also, Flight from Danger can not be used at any time you would otherwise be denied your dex bonus.
http://www.penny-arcade.com/view.php3?date=2003-01-15

Hm. Ninjas! (ex): Ninjas are the bane of the Cardboard Tube Samurai. Starting at second level, the CBTS gains a +1 bonus to both attack and damage vs. ninjas. This increases by 1 every other level, with a maximum bonus of +5 at level 10.
http://www.penny-arcade.com/view.php3?date...003-03-12&res=l

One with the Tube (ex): At 3rd level, the Cardboard Tube Samurai bonds with his weapon. He gains the Weapon Focus(Cardboard Tube) feat for free.

Improved Trip: At third level, the CTS gains Improved Trip, as the feat. The CTS may use the Cardboard Tube as a tripping weapon.

Holding the Reigns of the World (ex): The Cardboard Tube Samurai gains a +2 bonus to all Intimidate, Bluff, and Diplomacy checks while weilding his weapon.
http://www.penny-arcade.com/view.php3?date...002-11-06&res=l
http://www.penny-arcade.com/view.php3?date...003-03-10&res=l

Deflect Arrows (ex): The Cardboard Tube Samurai gains the Deflect Arrows feat for free, if using his weapon for that purpose, even if he does not otherwise qualify for the feat.
http://www.penny-arcade.com/view.php3?date=2002-11-01

Bonus Feat: At 5th, 7th, and 8th levels, the Cardboard Tube Samurai may choose a feat from the following list. The CTS must otherwise meet any prerequisites for a feat.  
Feats avaliable: Alertness, Combat Reflexes, Dodge, Expertise, Cleave, Mantis Leap, Weapon Specialization(cardboard tube), or Weapon Finesse, Knockdown

Tube of Health (su): The Cardboard Tube Samurai gains immunity to poisons while within 25 feet of his weapon, but suffers a -2 penalty to resist diseases.
http://www.penny-arcade.com/view.php3?date...002-11-11&res=l

Say It! (sp): Once per week, as a standard action, a CTS may use his cardboard tube to force a confession from up to one person/level. Physical violence is not required, but the tube must be brandished threateningly. This otherwise operates as a Zone of Truth spell as cast by a cleric of the player's level.
http://www.penny-arcade.com/view.php3?date...002-10-30&res=l

Shreiking Tube (sp): Once per level per day, the Cardboard Tube Samurai, as a standard action that provokes an attack of opportunity, may put his tube to his mouth and reproduce the effects of the Shout spell, as cast by a sorcerer of the player's level.

Path Through Oblivion (ex): Three times per day, at level 10, the Cardboard Tube Samurai may make up to his full number of attacks while simultaneously taking his movement, as a full round action. The Samurai may only attack a target in this manner once per round, and may move up to one and one-half times his normal movement rate. Treat this as a charge attack (+2 to attacks, -2 AC),and movement does not have to be in a straight line.
Once the Path has begun, the CTS gains a +4 bonus to resist trips and a +4 dodge bonus to AC against Attacks of Opportunity for moving through threatened areas.
If the CTS is reduced to negative Hit Points while attempting a Path Through Oblivion, he still carries it out, taking all attacks with a -4 penalty and losing the above bonuses, falling unconscious or dying as soon as the Path ends.
http://www.penny-arcade.com/view.php3?date=2003-03-14

For example, Gabe the Mad is assaulted by 5 ninjas. He wins initiative, and decides to carve a Path Through Oblivion. Since his base movement rate is 30, he can move up to 45 feet this round. He moves 5 feet and attacks the first ninja, easily slaying it. Next, he moves 15 feet to the next ninja, slaying him just as easily before moving 10 more feet to cut down the next ninja. Finally, he moves on to the fourth ninja, moving 15 feet and cutting him down. The final ninja is only 5 feet away, but unfortunately Gabe has already moved 45 feet this round, and cannot attack the last ninja. (Thanks Mushrooman!)



I also stumbled across this link. A CTS miniature!
http://www.geocities.com/garry1215/cardboa...be_samurai.html

Edit: Changed Aura of Competence to 'Holding the Reigns of the World'.
Made a simple mechanics change to Path Through Oblivion.
Increased Hmmm, Ninjas! to +5 at lvl 10.
Corrected a few typos.
Clarified that the Tube can be used for Trip attempts.
Clarified that the tube is a two-handed weapon.
« Last Edit: 2004-03-18, 07:39 by ConfusedUs » Logged
ConfusedUs
 

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« Reply #1 on: 2004-03-18, 07:39 »

Bump!
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