James Johnson 272's page

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toyrobots wrote:
Don't you get only one free action per turn?

No. You get one swift action per turn. To a point, you can take as many free actions as you like. It's up to your DM to rule how many times you can do something before it takes six seconds.

I usually limit players to, at most, four per round. Less, if need be.


You both have valid points there. Like I said, I put this up here so I could get ideas on how to balance it. Just about anything I make is going to be either over or under powered at first, so I have to edit it in some way or another.

As for the level-dipping argument, you are absolutely right. It does reward creative players with more freedom in their character building. But that's exactly the kind of thing I try to encourage. I only take away a prestige class's benefits if the PC actually widthraws or is dismissed from the organisation, much like how the 3.0 pally worked. Supernatural and sp abilities are gone, as are spells (if the class grants any), but base attack, saves, hit dice, and ex abilities stay.

If the character really does end up unbalanced, say if they somehow end up with access to a much stronger item or ability than their level should have, I talk it over with them and try to find a compromise. It's no fun if I have to take away all their toys through deific intervention.


Hydro wrote:

How does this prevent that?

Do you just say "no" after the first one? You could do that with or without initiation rituals.

I try not to set up too many rules without some form of RP reason, since it keeps my players happier that way. If they can't join the Assassin's Guild because the guildmembers know of the PC's alliance to, say, my ninja clan, and don't approve, that's a better solution than 'I say so.'

At least, that's how I run my groups. And if a player can figure out an in-character way to be a part of three different groups with possibly differing outlooks, objectives, and methods, then I'll let it
go.

Until I feel sadistic enough to pit two or more of those organisations against one another to screw with them. But that would be mean...


Krome wrote:


I wouldn't worry too much at all about level dipping as the Special Prerequisite just about eliminates that. That is not a prereq that can just be done with number crunching. Which I applaud you for. Too often PrCs just go simple number crunching and don't bother putting the organization or society into the mix.

This is actually something I houserule into every prestige class. I.E., you cannot take a level in a prestige class without first meeting/impressing a member of the organisation that said class represents. Exceptions can be made for certain, generic prestige classes, but most of the time I see this as the perfect way to stop dipping, provide RP fodder and scenario bait, and prevent bizarre, 4-or-5- class combination characters.


@ Hydro and Chrome

Thanks a lot guys! I'm glad you took the time to give me some feedback on this. I only just woke up, but I'll come back and post an edited version later today.


gamer-printer wrote:


In Kaidan, ninja is a base class and a member of the Commoner Caste. One must be born within a ninja clan to become ninja, there's no other way in. Thus making Ninja a prestige class, at least for Kaidan makes no sense whatsoever.

GP

I understand how the idea of a ninja prestige class might be unusable to some publishers. If, in your campaign setting, ninja are part of a caste system, then it would make sense that one could not 'become' a ninja later in life. But the broader spectrum of Pathfinders have no such caste system, and so this prestige class makes more sense in those non-restrictive settings.

I wanted to come up with a few organizations from differing settings (oriental chief among them) that could be blended directly into the pseudo-medieval theme of the general DnD universe, rather than having an entirely separate campaign for them.


Hmm... So, perhaps I'll drop it to just Reflex, or Reflex and Will.

Sneak attack to 2nd level progression is easy enough... though I like having the techniques be every even level. Maybe I should switch them? Though, that means I need to mix up the capstone a little bit...

Maybe Hide in Plain Sight should be dropped? Or moved to a higher level? Maybe 6th... It's the first ability the Shadowdancer Prc grants, so I didn't think much of it when I put it in.

And as for Flurry/Sneak, I thought about making the Sneak Attacks apply only to evil outsiders, but that seems to limit the application too much. Maybe sneak attack damage is halved against other targets?

Thanks for the review! I'm really hoping to get this thing to a useable form for my next campaign.


Hmm... So, perhaps I'll drop it to just Reflex, or Reflex and Will.

Sneak attack to 2nd level progression is easy enough... though I like having the techniques be every even level. Maybe I should switch them? Though, that means I need to mix up the capstone a little bit...

Maybe Hide in Plain Sight should be dropped? Or moved to a higher level? Maybe 6th... It's the first ability the Shadowdancer Prc grants, so I didn't think much of it when I put it in.

And as for Flurry/Sneak, I thought about making the Sneak Attacks apply only to evil outsiders, but that seems to limit the application too much. Maybe sneak attack damage is halved against other targets?

Thanks for the review! I'm really hoping to get this thing to a useable form for my next campaign.


Shadrhar wrote:
The last line of the first paragraph under Flurry of Blows clearly states "For all other purposes, such as qualifying for a feat or a prestige class, the monk uses his normal base attack bonus." Therefore, for Flurry of Blows, the BAB = monk level. For "all other purposes" including determining the hit penalty/damage bonus from Power Attack, "the monk uses his normal base attack bonus." Aside from saying "For all other purposes including Power Attack", it couldn't be much more specific.

Power Attack is lowering the BAB that is being used at the time, so I'd say use the Monk Level when caluculating penalty.

It may just be inferring, but I read that line as meaning "use the normal base attack bonus in any situation that is not Flurry of Blows." Therefore, you would use class level any time you were making a full attack action (i. e., flurry of blows).


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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.

------------------

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.


I'd love to try out a pbp game, considering how hard it is for me to find a group irl that meets regularly. I've been playing a hybrid 3.0/3.5 until Pathfinder came out, so those are the rules I'm most familiar with. Anyone starting up a campaign under one of those systems, I'd love to give it a shot. If I'm given some form of posting schedule, I'm sure I can keep up, at least for the next few months. Drop me a line if you're starting one up, especially one of the Pathfinder APs. I really want to do Council of Thieves when it's done.

My Email:
jamesdavidjohnson@hotmail.com


One thing mentioned earlier that I'd really love an answer to:

what was the original idea, if any, behind Quivering Palm? It seems to me like someone watched one too many old martial arts movies. The mechanic has very little use in-game, and appears at high enough levels that it wastes space. Heck, if nothing else, replace it with a bonus feat.

But I wholeheartedly agree with you on wanting more unarmed combat options, monk and otherwise.


Erik Mona wrote:

In July we officially kick off the Pathfinder RPG with the release of the Pathfinder Bestiary. The massive Pathfinder RPG Core Rulebook follows in August, but beyond that we have not yet announced additional rules support for the game.

That support IS coming, and we're in the process of finalizing what form it will take.

The current plan is to release between 2-3 hardcover rulebooks per year, including additional Pathfinder Bestiaries.

What form would you like these books to take? Would you be interested in subscribing to such a line, provided the books cost somewhere around $35 a pop?

What titles/ideas would you like to see us explore?

We're all worried about rules bloat. What is your opinion of new classes and races?

Are you as tired of prestige classes as I am?

Discuss.

Personally, my funds are limited, so I couldn't manage a subscription. I'm a fan of the pick-and-choose method, and always will be. So as long as a subscription isn't required to obtain the new books, pdf or otherwise, I'll be happy.

As to what support I'd like to see;

1- Something akin to the Complete X set for each playtype (melee combat, arcane/divine casting, stealth, etc.) focused on class variants, feats, and (sparse) new classes, prestige or otherwise.

The focus is on tweaking and personalizing classes, not making some new fluff just to fill a type roll. If there's a truly original idea that fits (i.e., can't already be made and actually has playable benefit), then include it.

2- Books that focus on a particular setting, be it Eastern, Jungle, Desert, Extraplanar, or even 'modern' (though I shudder to think of the d20 attempts at that one). This is where things like setting-based prestige classes can come in, though (again) I prefer variants.

3- General support books. These are the ones that come out in volumes, like Bestiaries 1 through X. Could also include variant rulebooks (like Unearthed Arcana) and 'catalogue books' that consist almost entirely of new weapons, spells, items, feats, and the like.

This way, I can buy the books that I and my players want to use (say, the Complete books, plus a setting book for the campaign, plus new items and monsters every once in a while to keep things interesting). This means I can get the most bang for my buck, and I don't have a bunch of classes/PrCs that will never see use, just so one of my players can be a Drunken Master.

As for new classes and races, I will say it again; it would be best to do so only if the new thing has some original and specific concept to it. No 'fire elves' or 'deep humans'- these things can be templated easy enough, and can fit into locale-specific publications anyways. However, if you've got something that really stands out, and stands up to, the existing races and classes, awesome.

Prestige classes: The original idea, that belonging to some specific group provided you with access to unusual powers, opportunities, and the like was a good one. Dipping into a wide variety of these classes to grab whatever bonuses you can, not so much. My house rule was that you could only have one Prestige class that went up to 10th. One "shorter" class could be taken (that is, one that caps before 10th level) as well, but that was it. If a player wanted a different class, he had to abandon all of his benefits from the old one (much like an ex-paladin; keep the HD, B.A.B, and skills, but lose all class features). But yes, I'm tired of having a massive glut of prestige classes, most with only a minimal relevance to my campaign, and more coming out every other book.

Of course, assuming 2-3 books a year, this would mean you guys would be publishing new books for at least the next 4 years or so, but that's a good thing! ^.^ Love to the people at Paizo!