Ninja

A Ninja's page

233 posts. Alias of El_Bandito.




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I received my copy of Mythic Realms today (It's awesome) and after reading through the section on the Whispering Tyrant I spotted a funny little passage that got the wheels in my head turning.

Spoiler:
The two met on the Isle of Terror in 896 AR, the battle raged for days and leveled the entire surface of the island. Tar-Baphon's broken form lay among the rubble, and Aroden buried him there, thinking that was the end of the threat.

However, Tar-Baphon had intended to die by Arodens hand all along. His studies had revealed that to him his only true path to immortality lay in Undeath. For Tar-baphon's last step in becoming a Lich beyond compare he needed to be killed by a God.

This of course has led me to believe that

Spoiler:
Aroden became the phylactery that the Whispering Tyrant was linked too. Of course a living phylactery has it's own advantages and disadvantages, being that the phylactery can be killed, hence the reason that the Whispering Tyrant hasn't been noted trying to escape his imprisonment, he could be completely gone, but no-one is willing to check, (it's like a Schroedinger's Cat theory).

I'm thinking a process similar to Lord Voldemorts Horcuxes in the Harry Potter series, which in and of itself is taken from the idea of a Lich placing it's soul in a receptacle to achieve everlasting life through undeath, but also (on-purpose and accidentally) placing a portion of a soul in a living being.

Like all theories there are holes, but I will continue to think on this and see if I can't make it as solid a theory as possible. Let me know what you think and whether or not there are things I should take into consideration.


Does anyone know if this is the 3 pack of books (Players guide, DM guide and Adventure book) in the slip case that is the same one that's on Green Ronins website? I'm thinking yes

No picture or proper description so I can't tell what's in the set. Also if it contains the poster map would be good to know too.


Greetings all, I've been in a group recently playing Cthulu-tech setting using the Mutants and Masterminds system. Quite fun quite fun.

Just recently our GM has begun posting our story, and figured it would be good to share it here as well.

Part 1 of our adventure

Part 2

*EDIT* I screwed up, it's Cthulu-tech setting. and now I can't change the title. :(


Today I will creating my very first PFS character and will be playing my first PFS game on Sunday.

I will be building a Magus, either a Hexcrafter or Hexcrafter/Bladebound. Is there any advice that people can give me to help my character survive the first few scenarios (which from what I've heard are pretty tough). Also any character advice that people can give would also be appreciated.


Wasn't sure if this were to go in General Discussion of the PFO forum.

Disclaimer: I myself am looking forward to the MMO and hope it takes off.

Ok, where to start. One of my friends has elected to stop playing Pathfinder and sell all his books. Now this wouldn't be a problem as part of the reason he is selling his books is so he can pay the bills, that wouldn't stop him from playing normally. However he has said the entire Pathfinder experience has been ruined for him because of the induction of the MMO.

This to me is an incredibly stupid reason to stop playing, he isn't being forced to play, it won't be imperative to the TTRPG to play the MMO to get benefits (Kickstarter PFS awards notwithstanding), and as far as I am aware the 2 won't share lore beyond a certain point.

Am I right assuming that my friends decision to stop playing the TTRPG because of the induction of an MMO is silly.

TL;DR My friend has stopped playing the RPG because of the MMO, is he silly?


Hopefully this will still be available in 2 weeks, gotta wait for my next paycheck before I can get it.


Apsu, The Way-bringer. The Patron Deity of Dragon kind.

After reading through his fluff, I noticed a particular passage:

Faiths of Purity wrote:

You might come

from any class (except cleric or paladin, for Apsu does not
grant spells)

I find this weird as he has a portfolio like the other deities, his being Creation, Earth, Good, Law, and Travel. Does this mean that he truly isn't a Deity or he just doesn't grant power to his followers?


Hello Fellow Pathfinders, I'm building a First level human bard, and I'm stuck trying to figure out my second feat (My first Feat is for Heroes Fortune because we are using Hero Points).

Does anyone have a suggestion for a feat, or a feat tree to build to that can be started at 1st level?

Sincerel, Ninja.


A little Search Fu showed no results, figured I'd get us started.

The way it's set out:
Name:
Race:
Classes/levels:
Adventure:
Location:
Catalyst:
The Gory Details: (optional)


My Gut instinct says no, but I'm going to ask anyway just in case.

Say someone has put together there Eidolon and wants to add the feat Eldritch Hertiage:

Prerequisites: Cha 13, Skill Focus with the class skill of bloodline selected for this feat (see below), character level 3rd.

Benefit: Select one sorcerer bloodline. You must have Skill focus in the class skill that bloodline grants to a sorcerer at 1st level (for example, Heal for the celestial bloodline). This bloodline cannot be a bloodline you already have. You gain the first-level bloodline power for the selected bloodline. For purposes of using that power, treat your sorcerer level as equal to your character level – 2, even if you have levels in sorcerer. You do not gain any of the other bloodline abilities.

Now the first 2 Pre-reqs are pretty easy to accomplish, but the third seems undo-able, I'm fairly sure Eidolons don't get Character levels, or am I looking at this the wrong way?


After posting in another thread about the Idea, I'm fairly sure we have enough PF only class options to be able to make the four Element Benders from the T.V. Show Avatar: The Last Airbender and Avatar: The Legend of Korra.

Earth-benders: Oread Qinggong Monks, from the ARG allow you to swap abilities for Mighty Fist of Earth and Stone Shield.

Water-Benders: Undine Watersinger Bard, Allows the creation of "water-whip" attacks and a Pseudo-bloodbending ability as well as the ability to control ever increasing amounts of water.

Air-bender: This one is tricky and nothing comes to mind that fits specifically. The problem is Air is usually seen as synonymous with lightning which is used for damage.

Fire-Bender: Closest I can think is Fire-Elementalist wizard.

Anyone else got class/race combos to add?


I've been accused of being a "Rules Lawyer" multiple times, now while I don't know how to respond to it, I do know I like to stick to the rules in regards to everything. I thoroughly dislike houserules, and I have the most complete working knowledge of the Rules across our gaming groups commited to memory.

Is there a limit to how far I should stick to the rules, or should I start trying to let things slide for the sake of no longer being called this.


Hello fellow Pathfinders, due to constant stoppages and let downs for our RL games (longest consecutive running sessions is 10), I've decided to try my hand at playing on the forums. However as hard as I've looked I can't seem to find any universal rules and the like. I also don't know where to start looking for a game, to many options, so I'm going to sell myself.

I've been playing Pathfinder for a good 5 years now, since I found the Rulebook sitting at our FLGS. I tend to favour Arcane Spellcasters, with as much individuality as possible in a concept. I have no qualms with what kind of game I play, or what house-rules are used so long as 'm aware of them first. I'm able to update everyday, either through Phone or Laptop.

If there is anything else about my gaming habits you would like to know, just ask :)


A high level character with the Full ten levels in the Veiled Illusionist PrC casts Phantasmal killer whilst using the Naga veil ability.

By my interpretation of what happens, The target must make up to 2 Will saves (taking the lowest) before making the Fort save to not take damage or die as per the rules of Phantasmal Killer, Is this correct?

Second Scenario, the high level Veiled Illusionist cast Phantasmal Killer again, but with the Persistent Meta-magic feat applied, by my interpretation, the victim must make 2 Will saves (taking lowest), followed by 2 Fort saves(taking lowest), is this correct?

Third Scenario, the high level Veiled Illusionist cast Phantasmal Killer, with both the Naga Veil ability and the Persistent Meta-magic feat applied, would the victim have to make 3 Will saves (taking lowest) followed by 2 Fort saves (taking lowest0 to not die as per the spell, is this correct?

Thanks for the assist, Ninja.


Typing from phone so unable to type properly.

Anyways, how does the alternate "special" Mutagens like the Beastmorph Alchemists Mutagen interact with the Master Chymists Mutagenic Form.

Been working on the stereotypical Jekyll/Hyde/Hulk character that turns into a Umber Hulk-esque monstrosity at the drop of a hat, and just wanted to know if it would work of not.


Genius Idea, Can the Alchemists Tumor familiar talk with other growths/pustules/cancers when it gains the ability speak with others of it's kind?


I wish to make a Sword and Pistol using Evil Outsider hunter of Iomedae.

Any advice on weapons and feats to get?


5 people marked this as FAQ candidate.

Do these 2 archetypes stack, The Mysterious Stranger loses Gun training for Strangers Fortune but the Pistolero gains Pistol Training at 5th level (not stating it replaces any ability)


Inner Sea Magic wrote:

Lay Healer (Su): At 3rd level, the Razmiran priest adds

aid to his list of spells known as a 2nd-level spell. At 5th
level, he adds remove disease to his list of spells known as
a 3rd-level spell. This ability replaces the bloodline spells
gained at 3rd level and 5th level respectively.

How can the Sorceror have these on their Spells Known list when they cant cast them or know them until a level later. (4th and 6th respectively).

Sincerely

A Ninja


Will this be remade at all?

I specifically would like traits to tie characters to there presence to the Swallowtail festival.


I wish to create templated undead, specifically Fast Brain Eating Zombie's. When my FBE Zombie kills an innocent peasant, will the peasant Rise as a Fast Brain-eating Zombie or just a Brain-zombie?

Classic Horrors Revisited wrote:

Brain-eating Zombie: These terrifying zombie variants

feed on humanoid brains. They gain a bite attack that deals
damage based on the zombie’s size, and the grab special
attack, usable against opponents of the zombie’s own size or
smaller. When an opponent dies, the zombie uses its next turn
to feast upon its victim’s brain, making spells that require a
complete corpse (such as raise dead) useless. Anyone killed after
being bitten by a brain-eating zombie rises as a brain-eating
zombie in 2d6 hours unless the corpse is blessed or similar
preventative measures are taken. (CR +0)
Cursed Zombie: Created as the result

Also when referring to the general creation of Fast Zombie's do I have to cast haste/remove paralysis once during the casting of my undead creating spell, or once for each zombie to be animated?

Thirdly, the way I understand it I can create my own template's (with GM's permission), what would happen if I cast status?

Sincerely a Ninja


Greetings fellows, The question is thus. Quarterstaff Defense gives the Enhancement bonus of the Quarterstaff as AC to the Magus. A Quarterstaff is a Double Weapon therefore it can be enchanted twice (once on each end) do the seperate enhancement bonus stack before they are given to the Magus or do they not.

E.G. a +2/+2 Quarterstaff, does it give only a +2 shield or a +4 shield to AC.

Just for your reading pleasure.

Ultimate Magic wrote wrote:

Quarterstaff Defense (Ex): At 7th level, while wielding a quarterstaff, the staff magus gains a shield bonus to

his Armor Class equal to the enhancement bonus of the
quarterstaff, including any enhancement bonus on that
staff from his arcane pool class feature. At 13th level, this
bonus increases by +3. This ability replaces the medium
armor and heavy armor class abilities.

Sincerely a Ninja.


Greetings long time forum reader first time Thread creator (I hope I got it right), I am playing a new Adventure Path tomorrow (Carrion Crown) and I have decided to play a Human Broodmaster Summoner who summons small clockwork golems to his side, however after reading extensively through the class features of the Archetype I have a few questions I am stumped on.

1) In regards to the Eidolon Brood ability when I have to split the Eidolons skill points among the Brood, What would happen if I made 1 Eidolon in the brood get a high enough Int modifier to gain more skill points, how does this affect the split of skill points between all the Eidolons. The text i am referring to:

Eidolon Brood wrote:

At 2nd level, instead of a single eidolon, a broodmaster summons two Small eidolons to his side, each less powerful than the single eidolon of a standard summoner. Each eidolon has it own base form and associated base statistics and free evolutions. Regardless of the number of eidolons in the brood, each eidolon has the same base attack bonus and base saving throw bonuses, but the rest of the eidolons’ base statistics must be divided between the eidolons, including Hit Dice (minimum 1), skill points, number of feats, armor bonus, Str/Dex bonus, evolution pool (but see below), and maximum number of natural attacks. Individual eidolons in the brood must purchase evolutions separately. Once a broodmaster decides on the forms and abilities of his eidolons, they cannot be changed until the summoner gains a level. Example: A 2nd-level broodmaster can summon two eidolons. Each eidolon has 1 Hit Dice, BAB +2, +3 on its two good saves and +0 on its bad save. The broodmaster decides to give the first eidolon 4 skill points, one feat, a +1 armor bonus, a +1 bonus to Strength, 2 points from the evolution pool, and a maximum of two attacks. The remaining 4 skill points, +1 armor bonus, +1 bonus to Dexterity, and 2 points from the evolution pool go to the second eidolon, but it gains no feats and can have only one natural attack.

The broodmaster must dismiss all of his eidolons at one time. Likewise, all of the eidolons in a brood are banished if the broodmaster is unconscious, asleep, or killed. However, each eidolon in the brood is sent back to its home plane individually when its hit points are reduced to a negative number equal to or greater than its Constitution score.

This ability replaces the summoner’s normal eidolon ability.

2) In regards to the Brood Link (SU) ability, when I choose which of my Brood to sacrifice HP, do I pick which of my Brood I am sacrificing HP for at the the time of Summoning the brood (E.G. I summon Red and Green as my 2 Eidolons at the time of summoning I choose that I can only sacrifice Hp to Red if he takes damage leaving Green more vulnerable) or can I only sacrifice HP to a particular Eidolon during any given round (E.G. Red and Green are both caught in a Fireball, I choose to sacrifice HP to Green to prevent him from being auto-dismissed due to HP damage leaving Red to be cooked alive and Dismissed when his HP reaches the requisite amount for auto-dismissal). The text I'm referring to:

Brood Link (SU) wrote:

At 2nd level, a broodmaster forms a close bond with his eidolons. This ability works like the standard summoner life link ability, except the broodmaster can only sacrifice hit points to prevent damage to one eidolon in the brood at a time. If two or more eidolons in the brood take enough damage to send them back to their home plane, the broodmaster can only sacrifice hit points to prevent damage to one of them.

This ability replaces life link.

[/QUOTE)

More questions as I think of them. Thank-you