Nen (3.5e Class)
Nen
Making a Nen
Alignment: Any
Race: Any race can be a nen user, humans and elves have the most versatile choice when being a nen user. Orcs, Dwarfs and other Monster races are either enhancers or emitters because of their basic natures. Halfling, Gnomes, and Kobolds are known to be Conjurers and transmitters due to their cultural traditions and mindsets. Aasimars and Tieflings are mostly Manipulators due to their mostly bloodlines, and finally Half-elves have the most chance to become specialist due to their elven blood and more human outlook on life.
Starting Gold: ×10 gp ( gp).
Starting Age: .
Level | Base Attack Bonus |
Saving Throws | Special | ||||||||||||||||||||||||||||||||||||||
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Fort | Ref | Will | |||||||||||||||||||||||||||||||||||||||
1st | +1 | +2 | +2 | +0 | Ten, Ren, Zetsu, and Hatsu | ||||||||||||||||||||||||||||||||||||
2nd | +2 | +3 | +2 | +0 | Ability | ||||||||||||||||||||||||||||||||||||
3rd | +3 | +4 | +3 | +1 | Gyo, Ken, Ko | ||||||||||||||||||||||||||||||||||||
4th | +4 | +5 | +3 | +1 | Ability | ||||||||||||||||||||||||||||||||||||
5th | +5 | +6 | +4 | +2 | Shu +1, In, En | ||||||||||||||||||||||||||||||||||||
6th | +6 | +7 | +4 | +2 | Ability,Shu +2 | ||||||||||||||||||||||||||||||||||||
7th | +7 | +8 | +5 | +3 | Bonus Feat,Shu +3 | ||||||||||||||||||||||||||||||||||||
8th | +8 | +9 | +5 | +3 | Ability,Shu +4 | ||||||||||||||||||||||||||||||||||||
9th | +9 | +10 | +6 | +4 | Bonus Feat,Shu +5 | ||||||||||||||||||||||||||||||||||||
10th | +10 | +11 | +6 | +4 | Ability | ||||||||||||||||||||||||||||||||||||
Class Skills (2 + Int modifier per level, ×4 at 1st level) |
Class Features
Weapon and Armor Proficiency: Nen users gain no weapon and armor proficiencies but in order to use Nen the Character can wear nothing heavier than medium armor.
Bonus Feat: The player can gain any fighter feat at levels seven and nine.
Discovering Nen types: At second level a nen user will discover their nen type along with their first nen ability. There are six different nen types that a nen user can develop.
The Main type is a nen users base type, the type they are most likely to develop and the easiest for them to learn and master. Any ability the player wants to develop through their nen MUST be approved by the GM running the game. Nen is developed randomly roll percentile dice to determine what type the character gets.
The different types of nen are as follows
1d100 | Name | Description |
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0-20 | Enhancer | These nen users are the most physical of the different types, able to switch between offensive and defensive very quickly. If the player chooses to be an enhancer they gain a plus 2 to the stats Str and Dex but they lose 2 to Wis and to int. There nen power is any type of physical in enhancement. |
21-40 | Transmitter | These nen users have the ability to transform their nen’s qualities to something that they have experience in their life times, this can range from fire to rubber a transmitter must have some long experience with the object they are mimicking they also can mix the qualities of multiple things at once. Choosing transmitter will give the player a plus 2 to Dex and Wis but a minus 2 in Con and cha. |
41-60 | Emission | This class allows the user to fire out there nen like a projectile but unlike transmitters and Conjurer, an emitter can add
different elements and styles to his projectiles while there nen effects last longer than most other class. An Emitter has a plus 2 to Con and Wis but lose 2 in Int and Str. |
61-80 | Manipulation | This ability allows the user to extend a certain amount of risk to control an object or a person. The greater amount of risk take when trying to control a living being the larger amount of control the user has on the being. A manipulator gains a plus 2 to Int
and Cha but a minus 2 to Str and wis. |
80-100 | Conjuration | This allows the user to create solid masses out of thin air for them to use in anyway they see fit. Now unlike
transmutation the Object is self is real and has all the normal qualities of the object but the user can create it at any point in time they need it and it can be easily modified if it fits inside the conditions of the power. Conjuration school allow the character to gain +2 to Int and Wis but minus 2 to Con and dex. |
100+ | Specialization | A specialist power either can have qualities that fit all types of the nen abilities above or a power that does not fit in any of the above. This nen class is the most reliant on the Vow and Conditions that most if not all specialist cannot use their power if the conditions can not be meet in the first place, These steps are usually set up in a way for the power to be most effective. Choosing specialist will give the player plus 2 to Con and Cha but minus 2 to Str and Dex. |
Ten: This protects the nen user from all types of emotional attacks on them, in this stance they gain a plus 2 will bonus against
intimidate, and bluff checks and fear but a minus 2 to all Strength and Dexterity checks. Swift action to use in combat.
Ren: This increases the durability of and Strength of the user allowing them to do more impressive feats, the user gains a +2 to all Strength and Dexterity related checks.
Zetsu: To suppress your nen to recover faster and allows them to track targets and stay hidden in certain circumstances. player will receive a +2 to all hide and spot checks along with allowing the player to recover from exhaustion if used for a full round (warning in this stance the pc are more vulnerable to attacks if hit they take an extra d6 of damage from their attacker.) Swift action to use in combat.
Hatsu: Hatsu allows the character to "materialize" a special property of nen related to each nen type.(example: Killua's, a transmuter, Hatsu is that he can "transmute" his nen into electricity). Swift action to use in combat.
Gyo: This allows the user to see more than the normal eye can catch. This gives the player a +4 to all spot checks while in use. Standard action in combat.
Ko:This technique allows the user to apply 100% of their nen to damaging their opponent to do devastating damage to their enemies, but at the cost of the nen users entire defense. User can their total Armor Class to his his next damage roll but he must declare the attack and has an AC equal to 0 next round. If the attack misses the user still has an AC of 0. Standard action in combat.
Ken: This is a more advance version of Ren, where the character hardens their nen to avoid damage done to them. This allows to the character to apply their base attack bonus to their AC. Standard action in combat.
In: This is a more advanced form of Hatsu in which you make your nen invisible to other characters that are magic users and also decent level fighter characters. This give the player a +4 to all hide and move silently checks. (warning in this stance the character is more vulnerable to attacks if hit they take an extra d6 of damage from their attacker.)
En: En is an advance version of Ren and Ten, sending out a field of nen to find hidden objects and secret attacker and door. This technique is very exhausting and will need high amounts if concentration to do (DC:15). User gains a +4 to all search checks and is not flat-footed if they are attack.
Shu: Shu is an ability that allows the nen user to shroud their nen on top of an object to extend it as if it is another part of the user. This gives the user a +1 bonus to hit with a weapon and a +1 to damage. If the weapon is already a +1 weapon then using Shu will make it a +2 and so forth but it will stop at +5, the critical for a weapon in Shu is still the same as a normal weapon. shu increases every level by 1. (ex shu +3 will give the weapon +3 to hit and +3 to damage). Full round action to use in combat.
Ex-Nen
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Epic Nen
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+ Int modifier skill points per level. |
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Bonus Feats: The epic gains a bonus feat (selected from the list of epic bonus feats) every levels after 20th.
Epic Bonus Feat List: .
Nen Starting Package
Weapons: .
Skill Selection: Pick a number of skills equal to 4 + Int modifier.
Skill | Ranks | Ability | Armor Check Penalty |
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Feat: .
Bonus Feats: .
Gear: .
Gold: .
Playing a Nen
Religion: .
Other Classes: Most nen users respect fighters, monks, ranger and rogues since nen users at one point or another have been either classes. They do not care not for paladins or clerics in less the class in question gets in the way of their current goals or they are need to assist them or vice versa, They have no business druids and generally stay out of their way. Most nen users of one thing in common, they do not like arcane spell casters, it is not to say they will not work with them but one of the main reasons that people become nen users is because they want to fight magic but keep their own fighting styles and not reverting to becoming a warblade,swordsage, or duskblade. Most nen users feel that Sorcerers and bards a show offs and feel like they lack the honor in combat. Even though nen users do not like wizards use of the arcane they have also a small respect for them since they spend the time training theremagic skill and tempering their abilities like them.
Combat: .
Advancement: .
Nen in the World
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—, |
Daily Life: .
Notables: .
Organizations: .
NPC Reactions: .
Nen Lore
Characters with ranks in can research to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
DC | Result |
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5 | . |
10 | . |
15 | . |
20 | . |
Nen in the Game
Adaptation: .
Sample Encounter: .
EL : .
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