Ninja

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Hey guys, I have came across some fantastic audio project that you can add to your tabletop games. Please think about backing as you, your player or GM will not regret it.

An amazing soundboard
http://www.kickstarter.com/projects/105982873/the-realmsound-project

Some fantastic environmental music both Fantasy and Sci-fi
http://www.kickstarter.com/projects/moontribestudios/ambient-environments-s oundtracks-for-rpg-settings

Cthulhu
http://www.kickstarter.com/projects/1037942057/cthulhu-soundscape

Feel free to comment or add other projects to this list. :D


Circle of death can only effect 9 HD creatures?, is there anyway in which to augment it to affect greater than 9 HD creatures?

Circle of Death

School necromancy [death]; Level inquisitor 6, sorcerer/wizard 6
CASTING

Casting Time 1 standard action
Components V, S, M (a crushed black pearl worth 500 gp)
EFFECT

Range medium (100 ft. + 10 ft./level)
Area several living creatures within a 40-ft.-radius burst
Duration instantaneous
Saving Throw Fortitude negates; Spell Resistance yes

DESCRIPTION

Circle of death snuffs out the life force of living creatures, killing them instantly. The spell slays 1d4 HD worth of living creatures per caster level (maximum 20d4). Creatures with the fewest HD are affected first; among creatures with equal HD, those who are closest to the burst's point of origin are affected first. No creature of 9 or more HD can be affected, and HD that are not sufficient to affect a creature are wasted.


Fighter 2/Rogue 3 Red Mantis Assassin is kinda cool build, you get your pre-requisites feats in time for you to qualify for the Red Mantis Assassin at level 6. Although you might have to tailor your traits to qualify for the skills.
The fascinating prayer Attack is cool, save or die. However not really effective in a large party as the enemy you fascinate gets multiple saves vs it due to see hostile enemies approach him/her.

Items to consider
Ring of invisibility= any assassins wet dream
Mantis Mask Aura faint divination; CL 3rd Slot head; Price 6,000 gp; Weight 1 lb.
Upon becoming a Red Mantis assassin, a new recruit is gifted a mantis mask by his superior. These masks cover the entire face, and give the assassin the well-known look fostered by the organization over the years—an assassin is expected to wear his mask at all times while on a job. A mantis mask has three daily charges. The wearer can spend a charge to gain darkvision to a range of 60 feet, the effects of see invisibility, the effects of deathwatch, or a +5 competence bonus on Perception checks. Once a charge is spent, the effect granted persists for 30 minutes before fading. Multiple effects can be active simultaneously. Charges used replenish after 24 hours.
Requirements Craft Wondrous Item, darkvision, see invisibility, deathwatch; Cost 3,000 gp, 240 XP


* I see no reason why it would not work. I have a longspear Dervish Dancer. It worked great*

Guessing a lot of attack/attack of opportunity with this?

* Be kind enough to carry one of the added weapon proficiencies so you give him the hope you will not solely use a pistol to dance about his game.*

Yeah thinking a scimitar but rarely be used since of Deft Shootist Deed.


Thanks for the input guys :-) I showed my GM this and okayed it.

*Focus on one handed guns combined with rapid reload and paper cartridges are the only way you'd actually accomplish this (only way to get reloading as a free action; you'd have to be musketeer to use two handed weapons like this)*
I was considering to get my friendly wizard to craft me a wand of Reloading Hands or start off with one. That way I can can still use both musket/pistol. Being Charisma based character boasts my UMD up. But then again Rapid Reload is always handy
Reloading Hands
School conjuration (creation); Level magus 2, ranger 2, sorcerer/wizard 2
CASTING
Casting Time 1 standard action Components V, S
EFFECT
Range touch Target projectile weapon touched Duration 1 round/caster level (D) Saving Throw Will negates (harmless, object); Spell Resistance yes (harmless, object)
DESCRIPTION
Once per round, phantom hands load a single ranged weapon or firearm with conjured ammunition. This ammunition counts as magical for overcoming damage reduction and attacking incorporeal creatures, but is the standard for its type (a normal bullet or pellets and black powder in the case of firearms). Conjured ammunition ceases to exist 1 round after it is removed from the weapon, or at the end of the duration, whichever comes first.

Cannot wait for Dance of Fury in a couple levels. Gone very self buff orientated with spells along with Battle Dance/Rain Of Blows. Turns out to be a speed demon with Allegro


I am building a shot on the run DPS/speed type of character. Was wondering if the Dervish Dancer (Bard) abilities would work with the Mysterious Strangers (Gunslinger) firearms for the purpose of moving and attacking. (Both Charisma Based Classes)

Feats considering are:
Dodge
Mobility
Shot On they Run
Deft Shootist Deed
Leaping Shot Deed
Items considering are:
Use UMD with Ricochet wand (Ultimate Combat)
Use UMD with Reloading Hands wand (Ulitamte Combat)

Any ideas on magic items/spells/feats of what to choose. Please say. :-)


Thanks, I thought it was to good to be true.

Suppose it still has it uses by using the Brew Potion (Alchemist Bonus Feat)


K thanks for the clear up, I never knew that about Quick Draw. But is their anyway to draw two potions in the same round and take full benefit from this trait. Using it for your move action to drink an Extract while using your standard action to drink another Extract.

I have thought about using the Spring Loaded Wrist Sheath or Gloves Of Storing.


Cool thanks for that :-)

Also another note, I have noticed the Accelerated Drinker Trait. Would that grant you the ability to Drink two Extracts in the same round using the Quick Draw Feat?


Hey all, last game session I lost my character (Fighter/Rogue) in the fight of Broken Moon High Throne (Carrion Crown). And now are in the process of building my new character a Drow Alchemist (Chirurgeon Archetype).

Basing his concept on the Medieval Plague Doctors, however I have a few issues I am unsure of since being my first Alchemist.

These are:
Drinking a haste extract that you have created would that grant an extra bomb to throw using the Fast Bomb Discovery.

Another problem I am unsure of is when using the Fast Bomb Discovery are you aloud to use multiple Discoveries with the Bombs you throw. For example a level 8 Alchemist can throw two bombs at once using a full round action. Am I able to use a Dispelling Bomb followed up by a Smoke Bomb, or do they have to be the same effect?