James Johnson 272's page

13 posts (173 including aliases). No reviews. No lists. No wishlists. 3 aliases.



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TheAntiElite wrote:


But for sake of argument, do you have the same grievance with the Pharaoh class?

Not butting in, but I actually do hope the final Pharaoh is a little less pre-fluffed. Don't get me wrong, the concept is cool, but I like the idea of blending akasha and initiation enough that I would like to do so without being tied to that specific concept.

Re-skinning the abilities, including the maneuvers of the Empty Pyramid discipline, is certainly a thing regardless, but it's always a bit easier when the mental image hasn't already been painted.


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I know he had a daughter named Glasya in the second Fiendish Codex 2, but that's a WOTC setting, not Pathfinder. I don't think he has a daughter in the Golarion setting.


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Crud... About two years too early for me. Still living in Florida, or I'd be applying in a heartbeat. Ah, well. Perhaps one day...


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I pronounce daemon as "day-mon," and demon ad "dee-mon." Not sure how close I am to the mark there...


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The Flash has long been one of my favorite DC superheroes (specifically, Barry Allen), and SGG has, through their Genius Guide to the Talented Monk, given me an opportunity to create an incarnation that could fit into Golarion. Owen K.C. Stevens, you have my thanks!

The Crimson Bolt:

25-point buy
Str-10 Dex-20 Con-10 Int-11 Wis-15 Cha-10
Skills- Acrobatics, Sense Motive, Perception, Stealth, Perform (dance) (2),
Human Talented Monk
1- Heavy Blades style, Light Armor Kata, Flurry of Blows, Dodge, No-Shadow Strikes, Light Armor Proficiency, Weapon Finesse
2- Fast Movement, Crane Wing, Crane Style
3- Ki Pool, Dragon Style, Fuse Style, Dervish Dance
4- (+1 Dex)Evasion, Dragon Ferocity
5- Unbalancing Counter, Snake Style
6- Snake Fang
7- Fuse Style, Combat Reflexes
8- (+1 Wis) Unfettered Kata
9- Deadly Blows, Hammer The Gap
10- Medusa's Wrath
11- Aspect of the Tiger, Stunning Fist
12-(+1 Dex) Abundant Step
13- Defensive Roll, Dimensional Agility
14- Slow Time
15- Improved Stunning Fist, Dimensional Assault
16- (+1 Dex) Empty Body
17- Ki Power-Improved Vital Strike, Dimensional Dervish
18- Ki Power-Lightning Stance
19- Greater Defensive Roll, Dimensional Savant
20- (+1 Dex) Learned, Immortality

I figured this is an 'alternate reality' Flash, so I gave him a scimitar and a new name that fits reasonably well. I'm really loving the power progression here, as he continually gains speed as he levels up, gaining more and more ways to use that speed. A lot of the monk talents can also be easily refluffed as 'speed force' abilities, such as empty body being the ability to vibrate through objects.

I can't wait for an opportunity to play this guy- I've got him as a worshiper of Sarenrae who is a member of some security service or police force (I'm thinking Magnimar, for whatever reason) who may or may not have a 'secret identity.'

Now, if only I had a game to play him in... raagh, I hate working 2 jobs!


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I know Oriental Adventures won't be out for some time, but I thought it'd be fun to homebrew some stuff that could be used in the Pathfinders campaign. I decided the 'ninja' concept would probably be better as a prestige class, since there are so many different approaches to the idea (sneaky illusionist, weapons specialist, et cetera). This particular prestige class comes from a clan of ninja dedicated to destroying fiends (evil outsiders), and I wanted to know what you guys think.

Suiyomi Ninja

HD: d8
B.A.: 3/4
3 good saves

Requirements
Skills: Acrobatics 5 ranks, Stealth 5 ranks.
Special: Must defeat an evil outsider whose hit dice are equal to or greater than the character's CL in the presence of a clan member.

Special
1 Monk Abilities, Sneak Attack +1d6
2 Hide in Plain Sight, Darkvision, Secret Technique (Fiendstriker)
3 Sneak Attack +2d6
4 Bonus Feat, Secret Technique (Fiendhunter)
5 Sneak Attack +3d6, Defensive Roll
6 Secret Technique (Fiendcrusher)
7 Sneak Attack +4d6
8 Bonus Feat, Secret Technique (Fiendstalker)
9 Sneak Attack +5d6
10 Succession Technique (Fiendslayer)

Class Skills (4+int modifier)
Acrobatics, Bluff, Climb, Escape Artist, intimidate, Perception, Sleight of Hand, Stealth, Survival, Swim, Use Magic Device

Weapon and Armor Proficiency
The Suiyomi Ninja is proficient with the dagger, sickle, quarterstaff, sling, kukri, starknife, short sword, long sword, bastard sword, greatsword, scythe, kama, nunchaku, sai, siangham, two-bladed sword, shuriken, composite/long bows, and composite/short bows.
Suiyomi Ninja do not gain any proficiency with armor or shields.

Class Features

Monk Abilities: A Suiyomi Ninja's class levels stack with any monk levels he may have to determine unarmed damage, AC bonus, and movement speed, as well as the effectiveness of his Flurry of Blows ability. These levels also count as monk levels for use of the Stunning fist feat, though they do not grant the feat to someone who does not already have it.

Sneak Attack: This is exactly like the Rogue ability of the same name. The extra damage dealt increases by +1d6 every other level (1st, 3rd, 5th, 7th, and 9th). If a Suiyomi Ninja gets sneak attack damage from another source, the bonuses on damage stack.

Hide in Plain Sight (Su): At 2nd level, a Suiyomi Ninja can use the Stealth skill even while being observed. As long as he is within 10 feet of some sort of shadow, a Suiyomi Ninja can hide himself from view in the open without having anything to actually hide behind. He cannot, however, hide in his own shadow.

Darkvision (Su): At 2nd level, a Suiyomi gains darkvision out to 60 feet. If he already had darkvision from another source (such as the dwarven racial ability), then extend the range of the darkvision by 60 feet.

Secret Technique (Fiendstriker) (Ex): Starting at 2nd level, a Suiyomi Ninja adds his class level to any damage rolls against evil outsiders.

Bonus Feat: At 4th level, and again at 8th level, a Suiyomi Ninja may select a bonus feat from the following list; Combat Reflexes, Deflect Arrows, Dodge, Improved Grapple, Improved Unarmed Strike, Scorpion Style, Gorgon’s Fist, Improved Bull Rush, Improved Disarm, Improved Feint, Improved Trip, Mobility, Improved Critical, Medusa’s Wrath, Snatch Arrows, Spring Attack, Greater Bull Rush, Greater Disarm, Greater Feint, Greater Trip. All prerequisites must be met in order to take the feat.

Secret Technique (Fiendhunter) (Ex): Starting at 4th level, a Suiyomi Ninja adds his class level to all Survival, Stealth, and Sense Motive checks made against evil outsiders.

Defense Roll (Ex): Starting at 5th level, a Suiyomi Ninja can attempt to avoid a lethal blow. This functions as the rogue’s Advanced Talent of the same name.

Secret Technique (Fiendcrusher) (Sp): Starting at 6th level, a Suiyomi Ninja can make a single attack at his highest base attack bonus against an evil outsider as a standard action. If the attack is successful, the victim is subject to a targeted Greater Dispel Magic effect (Caster level is equal to Ninja Class Level). In addition, all of the target’s supernatural and spell-like abilities are suppressed for a number of rounds equal to 1d4 plus your Charisma modifier. Durations do not stack, nor do they overlap. When Fiendcrusher is used on the same enemy again, regardless of whether or not the attack is successful, any previous Fiendcrusher effects are dispelled.

Secret Technique (Fiendstalker) (Ex): Starting at 8th level, a Suiyomi Ninja adds his class level to all skill checks made against evil outsiders (this replaces the Fiendhunter effect, but stacks with bonuses from any other source, such as a Ranger’s favored enemy bonus). Also, he receives a +2 bonus on any CMB or CMD checks opposing an Evil Outsider.

Succession Technique (Fiendslayer) (Su): Upon reaching 10th level, a Suiyomi Ninja has become a master of destroying his hated enemies; the fiends. If a ninja studies his target (must be an evil outsider) for three consecutive rounds and makes a successful sneak attack against his foe, the victim must succeed on a will save (DC 12+Ninja lvl+Cha Modifier) or be obliterated. Foes destroyed in this manner are not sent back to their home plane, but actually erased from existence. If the target makes its save, the attack does sneak attack damage as normal. If a Fiendslayer attack fails (the subject makes its save), or the ninja does not launch the attack within three rounds of completing the study, 3 more rounds of consecutive study are required before he can make another Fiendslayer attack.

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I balanced it as best I could against the Assassin prestige class from the core rulebook. I'd really like to know if you guys think it's over/under powered, and if you have any suggestions for either flavor or mechanical improvement.

If you guys like this one, or are willing to help out, I'll post some more of these as I make them.