| Onyx Tanuki |
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So, I'll admit I'm not the best at doing dev posts, considering my lack of practice in the matter, but in the immortal words of Jagged Edge, "we ain't gettin' no younger, so we might as well do it."
First of all, my thanks go out to the Legendary Games team, as well as to N. Jolly and the rest of team KoP for the opportunity to work on this product. It was quite a fun experience to see this class take shape from its beginnings as a Ninja archetype planned for Legendary Kineticists to the full class it is now!
I will say, the only downside I can think of is that this could be a little intimidating for less experienced players due to the massive range of options available. Even with the core form it gives you access to no less than five class ability lists (including the class's own unique shinobi talents), and some of the archetypes even give you six! As long as you have a general idea what direction to develop your character, however, it's a relatively simple matter to shave these down to the talents most beneficial to your playstyle.
Speaking of options, not only did this include a class which blends the workings of its parent classes rather well, but a pretty large number of the aforementioned archetypes which further diversify the options for development. Just to give you a small taste, I developed a couple of NPCs that any GMs could possibly make use of if the one included in the book wouldn't fit into their campaign: Oron Rafferty, a half-elf with orcish blood, a rivalry with the drow, and a rather unique companion, and Seamus Fordenson, a young sharpshooting farmer who is much more than even he knows.
I'll leave the finer details to N. Jolly. He seems to have rolled a little higher than I did on Charisma and put a few more skill points into Perform (Oratory). For now, though, I hope you folks enjoy the Kinetic Shinobi!
N. Jolly
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Hey all, N. Jolly here. Glad to have Onyx finally jump into the convo, but as I love doing, it's time to hear me talk about things I've written because I am a sham.
The Class
Originally, this was going to be an archetype for the unchained ninja, but Jason N. asked if I wanted to do a hybrid class, I saw the potential here, and decided it was time to step this up to a full hybrid. Mechanics wise, it's kind of like an elemental annihilator, except not NEARLY as limited. But it is based around making weapons out of elemental matter instantly, so feel free to make a blade of shadows so you can be cool like me.
A big thing we wanted to do here was make sure that the Kinetic Shinobi was compatible with all other kineticist material. While I absolutely LOVE the Shifu's way of handling infusions, the Kinetic Shinobi needed to work with everything that would come out, and I'm very happy with the way we did that. Sure, it's not great with form infusions, but everything else works perfectly with existing and future material, meaning you can use this with both Viscera and Dream as well as Mind.
Also hadou techniques are just cool and something I love using.
The Talents
We really went all out with the talents here, there's about 50 of them, although considering some of the hadou technique themed talents that are like 3 talents in one, I think the number's probably closer to 60. Mort and Onyx were pretty creative in the new ways to work with talents, and it really shows. My faves are obviously the ones that modify hadou techniques, but I just kind of love that concept myself.
The Archetypes
Oh yeah, forgot...there's 11 archetypes. Let me hit the high points in my opinion. A: I love arsenal sniper (the only archetype that I fully designed).
That's it.
Nah, there's a ton of other cool ones in there. Arsenal sniper allows you to use a crossbow or gun to focus your kinetic blast, which to me is something that is just amazing. Brutal Assassin is the smash mouth style, less versatile, but more...brutal. Burglar gets a safehouse, and god help me, I would have just called it the home owner archetype if I could have.
Elemental Shinobi is more for people who want to play something closer to a normal kineticist while still being a ninja. Falling shadow is all about non detection, except even better than a normal ninja. Then we have Hand of the Kami, this is your classic punch ninja that can shoot fire. Hi-den noble is the archetype for pun lovers (all 3 of you) and those who wanted to play a vigilante ninja, but with kinetic weaponry.
Metaformer is basically the 'stick this on everything' archetype, it gives a bit of versatility to the metajutsu (which is basically metakinesis but with a better name). Needlers are the more flashy fighters here with a shift in how they gain ki. Shadow Stepper is [Shadow Dancer remake 5], but much cooler, since again, ninja. And I'd probably say the Shikon is the closest to a samurai of the archetypes, a nice little touch.
The Rest
Onyx went all out in doing favored class bonuses for basically EVERYTHING, there's even a few feats in there to make sure you can run the class as optimally as possible. That and we have an adorable and perfect sample character in Vallerie Jette, inspired by quite a few of my favorite ninjas with amazing art by Tanyaporn Yuikami Sangsnit.
This was another seriously fun project on which to work, and it gave me another chance to work with both my favorite team and class in the game, so check it out if you get the chance!
N. Jolly
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@Amartinez
Feel free to PM or email me about this (n.jolly@ymail.com) so I can address any issues you have here.
P.S. Let me run some damage calcs, see if it really is that bad with one of Onyx's characters. If that's the case, I'll talk to the publisher about doing an update for this, and we'll see if things can get fixed up.
Also from the copy I have, ninja tricks can be taken at any time, and master tricks have to wait until 10th level to be taken.
And you can full attack with the jutsu talents, you don't need kinetic kunai or kinetic katana to full attack. Just applying the physical or elemental jutsu to the blast allows you to full attack with it.
| Onyx Tanuki |
I also noticed he mentioned a line/cone attack dealing 1d4 damage, as well as reducing sneak attack to d4s when using kinetic katana? I honestly have no idea where these ideas are coming from, as dragonbreath deals the damage of your focused jutsu and the only cases where sneak attack damage is reduced is with certain archetypes.
N. Jolly
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I also noticed he mentioned a line/cone attack dealing 1d4 damage, as well as reducing sneak attack to d4s when using kinetic katana? I honestly have no idea where these ideas are coming from, as dragonbreath deals the damage of your focused jutsu and the only cases where sneak attack damage is reduced is with certain archetypes.
Well Elemental Jutsu reduces the d6 to a d4, but that's also a touch attack.
But I think the misunderstanding is that physical and elemental jutsu are able to be used as full round attacks, and I can see through the wording that it could be misunderstood as just being able to standard attack with them once or once in a full attack action. I'm also not sure if the FAQ was included in the doc like I was hoping, even if it doesn't impact this since I haven't gotten the final draft.
Jason Nelson
RPG Superstar 2008 Top 4; Contributor; Publisher, Legendary Games
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Hi all - I sent Jolly and Onyx the final copy to make sure no editing artifacts cropped up and that everything is working as it should. They'll be reviewing it this weekend and if there are fixes to be made we'll get it loaded back up at the various sales sites (Paizo won't be updated until at least Monday because all uploaded files have to be manually approved by staff); anyone who has bought a copy will get a notice to redownload the corrected copy.
We appreciate all reviews, even if they aren't so favorable, as they help us notice things that might have slipped through and help us fix them and make our products Legendary!
| Onyx Tanuki |
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Alrighty, to those who might be worried about the numbers, I'm going to give you some calcs based on a 12th level kinetic shinobi.
Before that, though, I should mention that ninja tricks (and by extension rogue talents) can be taken as early as 1st level, not 10th. It's master tricks and advanced rogue talents that you'll need to wait until 11th for. Also, utility wild talents can be taken as early as 3rd level (though they are limited to no more than 6th level wild talents). That said, let's get to the numbers.
Now, being a 3/4 BAB class, a 12th level will have +9 BAB, giving them two attacks baseline. With the kinetic katana hadou they deal 1d8+1.5Cha per hit, which totals to 2d8+3Cha, while using dual jutsu gives them a third attack at 1d4+Cha (total 3d4+3Cha), and kinetic kunai gives them the standard damage of 1d4+Cha with two attacks (total 2d4+2Cha). This can be used with Vital Strike, so if you don't like doing full attacks, you can just do that instead. If you're okay with spending ki points you could use speed strike for an additional attack on any of these actions, or use starstorm art for two additional attacks on kinetic kunai, bringing the katana damage up to 3d8+4.5Cha or the dual jutsu/kunai damage to 4d4+4Cha.
If you've gone the focused jutsu route, you can use standard attacks with 4d4 damage added on, so we'd be looking at 1d8+4d4+1.5Cha or 5d4+Cha depending on your choice of hadou. This same damage is applied to dragonbreath, which uses the damage from focused jutsu, so you're dealing this damage in a 10 ft. cone or 20 ft. line (which increases if you're willing to spend ki or you've taken the kobold FCB enough times).
And in all of the above cases, you have the potential for sneak attack damage as well; that's an additional 4d6 precision damage. Do keep in mind that the above numbers are for physical blasts, though; energy blasts will deal 4d4 sneak attack instead, and in most cases will omit or severely reduce the damage added from Cha. Still, that means full attacks could deal 3d8+1.5Cha or 4d4 damage before sneak attack, or deal 1d8+4d4+0.5Cha or 5d4 damage on dragonbreath.
Essentially, this class's damage is only limited to 1d4+Cha in the same way a fighter with a light hammer is limited to 1d4+Str. Yes, if all you do is standard attacks with no utilization of your abilities, that's all the damage you'll do, but that's almost never going to be the case with the options you have available.
| Arcanemuses |
Disclaimer: I was given a free pdf by the author in exchange for an honest review.
I have nothing negative to say about this class or its many options. The author draws inspiration from many parts of real world ninja history and lore and applies Eastern-flavored elemental spirituality and philosophy. There are a LOT of options to choose from.
I recommend this to any player who wants to add a new "element" to their stealthy characters.
N. Jolly
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Disclaimer: I was given a free pdf by the author in exchange for an honest review.
I have nothing negative to say about this class or its many options. The author draws inspiration from many parts of real world ninja history and lore and applies Eastern-flavored elemental spirituality and philosophy. There are a LOT of options to choose from.
I recommend this to any player who wants to add a new "element" to their stealthy characters.
I'm glad to hear it, I'm actually glad this hybrid class turned out as well as it did myself.
| Bdrone |
WEELP. looking back on my review, Maybe I went a bit to long-but it just kinda came along as is. that said, this was a while coming. thanks for putting something like this out- its rather impressive, and i rate it well just because of some of the concepts on call here.
also, Ranged ideas unite! this gave me more stuff to work with in the future for certain.
Blayde MacRonan
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You do realize that with the neurokineticist options from Legendary Kineticist that this class represents theoretically another way to build a Psylocke-style character for Pathfinder? I'm looking at writing up an NPC that explores this possibility (mind as primary, aether as secondary) to see how well it would mesh together. The BAB won't be as high as a Soulknife's but I'm looking more at the versatility aspect than anything else. Could be fun. I'll let you know what I figure out.
N. Jolly
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The fading shadow receives vanishing trick at 1st level instead of a shinobi talent, but doesn't receive a ki pool until 2nd level. Since using vanishing trick requires the expenditure of ki, does this mean they're stuck unable to use vanish until 2nd level?
Yeah, they'd have to hold off since they lack the resource, so it might be a better idea to snag it later.
Jason Nelson
Contributor, RPG Superstar 2008 Top 4, Legendary Games
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My feeling on hybrid classes is that they really have to play with some kind of schtick all their own. Simple mash-ups of two base classes don't really interest me. They have a place in the game, in the same way that bags of holding, +1 longswords, and rings of protection have a place in the game, but if I'm going to go to the trouble of creating a new melded class I want it to do something fun and interesting that other classes don't, and to have a theme that it fits all the way through.
Needless to say, I think this class delivers that!
| Eric Hinkle |
My feeling on hybrid classes is that they really have to play with some kind of schtick all their own. Simple mash-ups of two base classes don't really interest me. They have a place in the game, in the same way that bags of holding, +1 longswords, and rings of protection have a place in the game, but if I'm going to go to the trouble of creating a new melded class I want it to do something fun and interesting that other classes don't, and to have a theme that it fits all the way through.
Needless to say, I think this class delivers that!
Your Doomguard class certainly does that, and I'm not just saying that because it gave me a way to play a human character who looks animalistic.
| Draeth Darkstar |
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Let me first say that I absolutely love this class. It's probably my favorite third party hybrid both for the amazing design ideas behind it as well as the theme (elemental characters, ninjas, and Psylockesque weapon creators are all in my top favorite fictional tropes, so this book is totally my jam).
That said, I'm looking forward to writing a review, but before I feel like I can do it justice, I have a few (okay, a bunch) of questions, some for balance reasons, some because (what I think are) the RAI seem to be omitted in the RAW, and some because I'm having a hard time assuming the RAI.
Physical/Elemental Jutsu: These seem to be intended to create a a pseudo-manufactured weapon, and all of the Hadou techniques follow this pattern, making the kinetic blast take the form of different wielded weapons that are in most ways treated as such, but there are some exceptions, and I'm not sure what are intended and what aren't:
- The base 'weapon' damage being 1d4 for most forms and 1d8 for the katana form implies that they are intended to represent a dagger and katana wielded by a medium-sized creature. Is it intended that the damage is always the same, regardless of the creature size, or should a smaller or larger Kinetic Shinobi adjust the damage dice accordingly? It's not an issue for the base Kineticist, because their damage scales with level like a more prototypical spell-like ability, but this class is a bit of an edge case between mechanics.
- The existence of Razor Jutsu and Heavy Katana leads me to think we're to assume the critical range and modifier of all forms is 20x2 like a vanilla Kinetic Blast unless explicitly stated otherwise, is that correct? If so, does that not make criticals with these weapons somewhat underwhelming, since a dagger is 19-20x2 base and a katana is 18-20x2 base, while the Kinetic Shinobi needs to spend two of their talents to get, at best, a 19-20x3 version of a katana (which also locks up one of their two advanced Hadou if using True Fusion) that can't be improved by feats or other crit boosts, whereas a base katana can be modified to 15-20x2 with one feat? As far as I can find, they don't seem to have any special damage bonuses that would be modified by critical hits except for the +2-12 bonus from spending a Ki point on Elemental Jutsu, which is inconsequential since it comes at a limited resource cost and doesn't scale with any ability scores.
- Is an amulet of mighty fists, or some other magic item, intended to apply to these weapons, or is there some other way to get them an enhancement bonus and magic weapon properties that I've just completely missed (without playing an Arsenal Sniper or Shikon, since they just use manufactured weapons)? If not, that seems to me to be a big oversight that makes them outright inferior to manufactured weapons and other 'weapon creator' classes like the Soulknife which get an enhancement bonus that passively scales with levels.
Hadou Techniques, Hadou Admixture, and True Hadou Fusion:
- This one's less of a question and more of an observation: Twin Stars existing implies that you are not intended to be able to use Kinetic Kunai with two weapon fighting. As it's written, I can see nothing that would actually prevent you from doing exactly that, though - you would not need to be able to create two weapons at once to throw them with each hand while making a full attack action, since as written, creating them is 'part of an attack action,' which seems to allow you to create-and-throw them using Kinetic Kunai and either alternate hands or swap the weapon between hands as a free action before throwing it. This could use an errata to explicitly bar it without the explicit ability granted to use dual jutsu with it.
- Is there any particular reason the damage of Twin Stars is reduced? This penalizes the two-weapon Kinetic Shinobi throwing build in a way that no other throwing build I know of is punished, which seems to be a bizarre design choice that isn't really rooted in any mathematical need for a reduction, especially considering the one-handed build allows Kunai Grenade + Greater Vital Strike + Startoss Shower, which is head-and-shoulders better, especially against adjacent targets.
- What is the intended behavior of Titangrip Jutsu? My assumption would be that both hands deal 1d8+Cha Mod with Physical Jutsu and 1d8 with Elemental Jutsu and they are treated as one-handed weapons, but RAW is very unclear, and by an extremely strict reading I think you would be wielding two light weapons each dealing 1d8 + 1 1/2 Cha Mod with Physical Jutsu and 1d8 + 1/2 Cha Mod with Elemental Jutsu - that seems unintended, especially considering how conservative the other damage options are.
- Weighted Kunai seems less burdened by the lack of explicit rules text, but just to be certain, the intent is that you can throw the Kinetic Katana with a range of 20 feet (80 with Extended Kunai) and deal 1d8 + 1 1/2 Cha Mod with Physical or 1/2 Cha Mod with Elemental Jutsu, correct?
- Using True Hadou Fusion, would Titangrip Technique + Weighted Kunai not produce the exact same effect as Twin Stars + Weighted Kunai, except that the former would deal full damage instead of reducing it by one step (at the cost of -1 AC/Reflex)?
- How are Bomb Blast, Kinetic Naginata, Kinetic Yeoman, Oni Force, Starstorm Art, and (Greater) Vigilant Blade intended to interact with each other and with Advanced and True Fusion Hadou techniques? Fully compatible unless explicitly noted otherwise?
Ninja Trick: It seems odd that this leaves the relevant ability scores of Ninja Tricks as written by default - should Ninja Tricks be based on Charisma for a Kinetic Shinobi, where appropriate? What about Rogue Talents acquired as Ninja Tricks?
Needler
Hadou Techniques / Elemental Main Gauche: As written, this seems to make it impossible to use Precise Strike or any other ability that functions in the 'open hand' style with kinetic blast, due to the requirement that the character be holding a weapon in the main hand to create the main gauche, since there is no other base Hadou technique that creates a single one handed melee weapon, is that intended?
Kinetic Partisan: Contrary to the starting Hadou techniques, this seems like it would allow you to use a two handed weapon with Precise Strike and other single-one-hander abilities as written, which is extremely powerful since it could also be used with 1 1/2 Power Attack and other two hander abilities that Precise Strike is intended as a counterbalance to. Is this intended or does this ability need to be noted that it doesn't count as wielding a single one handed weapon?
Sorry that got a bit long!
N. Jolly
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Rather than quote your post, I'll try to answer where I can.
Phys/Elem Jutsu
-The damage does increase/decrease by size, yes.
-That is correct, it's assumed to be 20/x2, which does make their crits underwhelming, it's something I might change if I can get back under the hood as it were.
-This was something that I should have included in the book, and while it might be in a future product, for the moment I'm going to say Amulet of Mighty Fist works with these weapons.
Hadou
-I will need to errata that, yeah.
-This was due to us fearing it would do too much damage, but after the whole damage discussion in the thread, I don't think it needs the reduction, so feel free to ignore it.
-You're correct on your assumption there, we'll be changing that when given the chance.
-That is the intent, yes.
-Well damn, I guess that is correct. Another reason to ignore the reduction in damage.
-Yes, they're intended to be fully compatible.
Needler
I can't really speak on this one, as this wasn't my part of the project, but it's something I should ping one of the other members. I think this was Mort's, but I'll ask both her and Onyx.
| Onyx Tanuki |
| 1 person marked this as a favorite. |
I'll field those Needler questions.
The intention behind Elemental Main Gauche is that you're holding a physical weapon and use your "blast" to create your offhand, as opposed to making a weapon in your main hand. It's not something that should work with a main-hand blast unless you pick up something like Hadou Admixture (Titangrip Technique).
My understanding of precise strike was that you could technically have an offhand weapon, you just can't use it to attack. So while you could use EMG with it, you wouldn't actually be able to use your main gauche blast in precise strike attacks. In cases where you specifically can't use an offhand weapon (such as Dervish Dance), keep in mind that just because you can create a main gauche doesn't mean you have to.
That said, yes, you *could* use Kinetic Partisan with Kinetic Katana, making it viable for precise strike. To be fair, you can do the same with a manufactured katana if you possess Slashing Grace (although you need to be 5th level, or 3rd as a human, to do it). I'd honestly errata it to say that you wield such weapons one-handed, though, as that was the intention.
| Draeth Darkstar |
Thanks for the additional answers, Onyx!
I agree that with your errata, it's perfectly reasonable, the only concern I had was the potential for "double dipping" 1 1/2 Charisma + Power Attack + Precise Strike, which would be ugly (and doesn't work with Slashing Grace per the FAQ about bastard sword and katana handedness shenanigans).
Jason Nelson
Contributor, RPG Superstar 2008 Top 4, Legendary Games
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Thanks for the review, Draeth! We're glad you loved the book and also thank you for the feedback.
If you could crosspost your review to the book's Amazon page as well, we would be most appreciative, as reviews figure heavily into their sorting algorithm for how products are made visible on their system.
Thanks again!
| Draeth Darkstar |
I'm happy to do it! Just crossposted to Amazon, so it should be published soon.
Good third party work keeps the game fun and fresh. I'm working on a campaign right now that's a thematic gish of Avatar versus Naruto, and after picking out all the material I'm going to use for the factions, I realized it sort of turned into Team KOP's Kineticists versus Dreamscarred Press's Path of War and Psionics under the hood (with this class somewhere in the secretive middle space).
I'm going to try to get a review out for each book as I can get through them all, so I'll probably have more questions on the other product pages sooner or later :)
Jason Nelson
Contributor, RPG Superstar 2008 Top 4, Legendary Games
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I'm happy to do it! Just crossposted to Amazon, so it should be published soon.
Good third party work keeps the game fun and fresh. I'm working on a campaign right now that's a thematic gish of Avatar versus Naruto, and after picking out all the material I'm going to use for the factions, I realized it sort of turned into Team KOP's Kineticists versus Dreamscarred Press's Path of War and Psionics under the hood (with this class somewhere in the secretive middle space).
I'm going to try to get a review out for each book as I can get through them all, so I'll probably have more questions on the other product pages sooner or later :)
Awesome, many thanks!
| Traysheia |
I actually have a bit of a conundrum, as the Hand of the Kami archetype has a rather glaring contradiction in it.
It specifically bars taking ninja trick or master trick with shinobi talents, but then it's "suggested" to take both a ninja trick AND a master trick later (the immediate following "paragraph", actually).
So, are Hands of the Kami able to make use of ninja tricks and master tricks, or not?
*very confused white kitsune fades into the shadows to await an answer*
| Traysheia |
If in doubt, restrictions will override suggestions; the latter are sometimes forgotten while balancing is fine-tuned in development; I assume that's what's happened here. While I'd usually suggest de-limiting, qinggong power can be incredibly flexible, so I'd frankly be weary there..
Making a NPC Hand of the Kami as a shrine guardian and "bounty" known as "the Mountain". And re-read qinggong ki powers ... suddenly not feeling so jilted about no ninja tricks ... he won't miss them save for in sparring sessions with his siblings and fellow "bounties" - "the Wind" (a Fading Shadow) and "the Waterfall" (an Elemental Shinobi).
These three are a small little addition I make to any table, known collectively as the "Three Storms". In 3.5e they were elves and used the Tome of Battle extensively. For Pathfinder, thank the kami for the kitsune race. And thanks to the folks at Legendary Games for Kinetic Shinobi!
| The Mortonator |
I actually have a bit of a conundrum, as the Hand of the Kami archetype has a rather glaring contradiction in it.
It specifically bars taking ninja trick or master trick with shinobi talents, but then it's "suggested" to take both a ninja trick AND a master trick later (the immediate following "paragraph", actually).
So, are Hands of the Kami able to make use of ninja tricks and master tricks, or not?
*very confused white kitsune fades into the shadows to await an answer*
If I recall correctly, the archetypes were written and then another person on the team went back and added Suggested Shinobi Talents. I would assume this is a disconnect between the two and would advise ignoring the suggested talents were it is in error.
| Traysheia |
If I recall correctly, the archetypes were written and then another person on the team went back and added Suggested Shinobi Talents. I would assume this is a disconnect between the two and would advise ignoring the suggested talents were it is in error.
Thankies, Mortonator! I know anytime I have rules questions to come to the discussion boards or the errata faq, but third-party stuff is a fox of another color, right?
| The Mortonator |
The Mortonator wrote:If I recall correctly, the archetypes were written and then another person on the team went back and added Suggested Shinobi Talents. I would assume this is a disconnect between the two and would advise ignoring the suggested talents were it is in error.Thankies, Mortonator! I know anytime I have rules questions to come to the discussion boards or the errata faq, but third-party stuff is a fox of another color, right?
Yep, this should be fine. N. Jolly usually keeps up to date with these threads. (And clearly my color is best color. :p #vain)