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Not sure if I am posting in the right place, but I was thinking of writing a module and posting it for free for people to use. Is this the place I could post it so people in the community can use it? Or is there another forum that is more appropriate?

I would also like some suggestions on how to post it. Could I just google doc it and allow public access or?

Any and all replies are appreciated. Thank You.


Anyone know if this is in the works, coming down the pipe or not even on the current radar?


Hello Friends,

I am going to be running ROTRL starting Friday, and I had some questions regarding party composition and power level.

It is going to be a three man party (Two PC's, one DMPC. Yay small towns).

I believe my two players will be playing an Orc barbarian and a halfing ranger respectively. I have no idea what to make to compliment them. My first instinct is a Celestial Sorcerer who studies with clerics to get a few healing spells. It mentions in the sorcerer entry that sorcerer's can study other spells to learn them, even if its not on their normal list. I don't think I could manage playing a full blown cleric. What do all of you think?

Second, I have to wonder, given that I played through this module a few years a go and remember the numerous character deaths, that a three man party can and will be overwhelmed at times. Any suggestions to alleviate this?

Thank you for reading and I appreciate your responses (assuming you do lol).


I've searched the forums and I could not find any thread answering my specific question about this ability.

Since Wild Arcana is listed as a supernatural ability (Su), does this mean it reduces the casting time of the spell to a standard action, since most supernatural abilities are standard actions themselves? Another words, you use Wild Arcana to cast a summon monster spell, and it is no longer a full round to cast.

As well, does it negate the use of spell components as a supernatural abilities, much like spell-like abilities?

Any help would be appreciated.


According the Bestiary, tremorsense senses everything touching the ground within range. No perception check needed, an earth elemental just goes "there is a dude behind this wall 20 ft away in that square".

However, in the Core Rulebook, it states that creatures with tremorsense get a +8 perception check bonus to pinpoint anything on the ground and automatically make (not succeed) such checks.

Which one is correct? I personally feel like tremorsense should not be blindsense with x-ray vision, but a lesser form of blindsense. I'm inclined to go with the Core Rulebook on this, feeling as though it should supersede all other rules.


So, one of my PC's is playing a Stone Lord and has an earth elemental pet. As a group we are curious how attacking works for the earth elemental when it comes out of the ground.

1. Can it just come partially out of the earth and attack, and if so does it have cover when it does so?

2. Does it have to make a perception check when it comes out of the earth to figure out where enemies are and the state of the battle, or can it rely solely on its tremor sense and not worry about it?

3. When it comes out of the earth to attack, does it catch the NPC/Mob flat footed when it attacks, if he/she/it was unaware of it?

Any help would be appreciated.


Hello all, here again to ask a question.

In my current Forgotten Realms game, I had a plan to introduce the Nether Scrolls. If you're unfamiliar with what they do, essentially they are set a 50 scrolls. Each scroll you study/read gives you a level in an arcane spell-casting class of a character's choosing.

I planned on introducing them in order to add flavor to my game (as the PC's are descendents of Netherese wizards, the people who found the scrolls). I'm aware how powerful they are and I'm fully capable of adjusting my encounters to match my PC's abilities.

I ran this by one of my player's and his reaction was what I expected, unfortunately, which was I was hosing his character by forcing classes on him that he did not want.

I understand his viewpoint. However, I often feel like players get too caught up in their class and power level in a Pathfinder game, instead of the character they are playing.

Recently, we have been playing a certain Pathfinder module that grants a +1 to WIS or CHA after a certain event. I am playing a fighter in that game and those ability scores were useless to me from a pure stats point of view. However, my character's wisdom went from a 10 to an 11, and I started to role-play her being a little bit more cautious (wiser).

I understand the point of the game is to have fun and all that, but I often feel like GM's nowadays (after reading a lot of posts on here) are being relegated to nothing more than referee's for monsters vs. players instead of storytellers. I wanted to tell my player to just suck it up and realize that he's playing a dwarf from the Sword Coast who loves to smith and is utterly loyal to his companions, not just a paladin.

Am I crazy? Am I making sense at all? This is really bothering me and I'm willing to listen to any and all advice on the matter.


After reading the text of the spell I feel as though dominate person isn't remotely a fifth level spell. Here is why.

The spell says that a creature gets a second save at a +2 bonus if it does something against its nature. This essentially means that a PC or enemy will ALWAYS get a second save once you start giving orders.

An evil wizard casts dominate person on the fighter, he fails. "Stand still" the wizard says. The fighter would not idly stand by while his friends are fighting, second save is rolled. "Run away", second save ensues because the fighter would not leave his friends.

In general, the fighter will not want to do anything an evil wizard says (if he knows he's evil, but if its cast in combat, that is probably a given) so any order the wizard gives, the fighter will resist, even if it seems reasonable, given that its not in his nature to do anything an evil wizard tells him too. So its a 5th level spell that always allows two saves to resist its effects.

I cast this spell tonight on an evil wizard and I was told repeatedly that he would not tell me anything about his operation given that giving up secrets to me (an enemy) would be against his nature and therefore get a second save.

In my opinion, I feel like this spell should be a third level spell, given how easy it is to resist. Your chances of saving vs. the spell go up exponentially when you are allowed multiple saves.

Am I wrong in thinking this? I am open to being convinced that its powerful, but I honestly don't see it. A fifth level spell should be powerful; I mean wall of force is of the same level and its one of the best spells in the game.


Hello Pathfinder friends! I haven't been on here in a while, but I was hoping to pick the brains of those infinitely smarter than me.

The Situation:

My rogue is under the affects of Greater Invisibility. I am stalking behind a giant and three mammoths who are leaving a building (big building). I am near the other entrance of said big building, which housed mammoths. I move 5 feet in and decide to take a pot shot at one of the mammoths. I hit said mammoth and it yells loudly (or whatever mammoth's do). The giant, on his turn, gives the order for the mammoths to seek and tells them to go directly towards the other door (which was open, but I did not open it). They of course make a bee-line towards me and get within 5 feet, using scent and begin to pummel my pot-shotting tielfing butt.

I have a problem with this scenario.

First, how does the giant know where the arrow came from? Even if I didn't specify, with all the hair and such that mammoth's have and angle and such, how does the giant know that the arrow came from said other entrance? How did the giant not know I was flying or in one of the mammoth stalls that was in the building?

Second, even after the mammoth's found me, does the giant now have to give the order (spending a standard action during his turn) to give them the order to attack? You can't combine seek, and than add 'attack the thing you found' into a handle animal check, can you?

Needless to say, I felt very butt-hurt (which I apologized for afterwards), but I felt like my DC 53 Stealth check (+36 to stealth plus a 17 on the die), on top of the +20 from invisibility, which makes it a 73, gets nerfed by scent, which CR 1/2 dogs have. It just seems to me that any bad guy would keep dogs, as they completely negate someone's ability to sneak up on them. I made the decision that every bad guy I in my games from now on will keep dogs.

Any help on this would be appreciated.

Thank you.


I'm not sure where to post this and I'm not even sure if I will be able to do it legally, but I had a question about making adventures (modules essentially) and than publishing them for everyone to use on these boards, using Pathfinder products. I'm not looking to make money off of this or anything like that, but I want to get my ideas out there and see what people think of them. I specifically want to make adventures for people to use in Golarion campaign world.

As I said, I'm not entirely sure this is where to ask this question. And again, I'm not looking to make money off of this.

Any help would be appreciated.

Mods-If I'm put this in this in the wrong place, please move it to the right forum. Thank you.


I have a quick question, something that I just thought of and I'm curious to how it works.

Say you have a fighter and a wizard in adjacent squares. Fighter says when the wizard begins casting I try and smack him with my wizard bane killer +5 sword.

Wizard begins casting a spell, Fighter's readied action goes off. Now, as an immediate action, can the wizard take a five foot step away at an angle (or wherever gets him 10 feet away from the fighter)?

It states in the Core rule book that you can take a five-foot step DURING an action, so therefore you can step away while casting a spell.

I am guessing that is why there is the feet Step Up.

Now, second question, wizard steps away, but began casting defensively, does he have to continue to cast defensively if he is no longer being threatened?

Just wondering about this.


So, we had an issue come up last night and I wanted to get people's opinion on it.

Situation: Party is sleeping, except for the lone person who is awake and keeping watch.

POOF!

A party of bad guys teleport into the location where the PC's are. They did not know the PC's were going to be there but they were looking for the PC's specifically.

Rules Arguments commence.

First, if you teleport into a location, not knowing if the people you are looking for are going to be there, but finding them there, are you considered surprised?

Second, is the person keeping watch, who was not expecting teleportation magic, is he/she surprised?

Third, the people who are sleeping, what is there Perception DC to wake up if someone teleports into the room? Does teleporting into a room make sound?

Yay for dumb situations.

Anybody know the actual rules for this?


We had this come up a few minutes ago. If someone is under the effects of Dominate Person, can it be detected by Detect Magic, and if so how does it work?

I know you can use Sense Motive, but we had a wizard with detect magic on when the rogue was hit by a Dominate Person from a book.

Any help would be appreciated.


Last week, I had a character initiate combat by casting Hold Person on a guy they were standing there talking too. I rolled initiative, and the bard that was getting the hold person cast on him got a higher initiative score than the character.

The PC argued that his spell goes off first in the round, and than everyone goes after that, or he should at least get a surprise round.

I argued that both groups (The PC's and NPC) were aware of one another and that by casting a spell, he's starting combat, therefore everyone rolls initiative and people go in order. I ruled this at first, and the bard beat the PC's initiative, and cast a spell on the PC. Said PC got butt hurt and argued that his spell should go off first.

Who's right?


So, I have a witch in my Kingmaker game, and I'm honestly afraid of him. His abilities are crippling and it essentially makes it impossible to bring a single creature as a boss.

The hex of misfortune is ridiculous, forcing a creature to roll a dice twice. I know you get a will save, but most creatures have crappy will saves.

Basically he leads with you get -2 to saves hex, misfortune hex, then starts casting crippling spells, like blindness/deafness.

Idk, I might be imagining things, but I am absolutely dreading combat with this guy.

We faced the Stag Lord in Kingmaker, and he absolutely devestated the guy within two rounds. It just feels like I have to plan encounters around him, instead of the party.


If PC's use the Stag Lord's fort as a base to start there first city, in Rivers Run Red it says that it halves the time to build a castle. From my understanding, if you build something in a city, its there at the end of the phase (and its assumed you've been building it beforehand, at least that's how I take it). So does the fort instead halve the COST of the a castle if you start the city there?


This came up in the game tonight and I would appreciate some clarification. The Witch in the game used Demoralize on a Huge Centipede. This gives the centipede the shaken condition.

What kind of penalty is shaken's penalties? Is it generic, morale? Shaken is just a lesser form or Fear, but I wanted to say that since a bug is mindless, you screaming at it or whatever you do to demoralize isn't going to work, since its immune to mind-affecting effects.

Wasn't sure how this worked exactly.


So, tonight I had an issue with the way the DM was doing a miss chance.

It was a 20% miss chance. He was rolling a D10 and saying that if it landed on a 1 or 2, it was a miss.

I argued that you had to roll percentile dice, two D10's, since it was a 20%. I argued there was a greater chance that since you were rolling actual percentile dice, and rolling two dice, there was a greater chance of failure, however minute, since the second dice could push the the percentage to 21-29%.

I'm not sure if I'm making sense, but it just seems like since you're rolling a D10 only, you're ignoring the 21-29%.

Everyone at the table said I was wrong, but I'm not so sure.

Any help with this would be great.


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So, starting tomorrow, I am going to run a Kingmaker game with 4 people, and it is going to be an evil Kingmaker game i.e. the PC's are evil.

Despite my trepidations, I believe this can be a fun game. However, after reading through the Stolen Lands again, I think I'm going to have to change some NPC's to be more evil friendly when it comes to the Kingdom building side of things.

I've found that the system requires you to have every Leadership slot full, otherwise it makes the Kingdom building part much harder than it should be, as Leadership vacancies can be crippling.

So, I'm planning on these changes.

1. Change Jhod from an Erastil priest to a priest of a god that better fits the general alignment of the group.

2. Make Kesten Lawful Evil

3. Change Bokken to a reclusive old wizard/rogue, so he can fit several roles easily, and make him not 'as' crazy, but still a little crazy, and change his alignment to neutral evil.

4. Remove the pervilash, Tyg encounter and replace with two intelligent evil creatures that the PC's can fill roles with.

5. Remove the Stag Lord's dad from the fort, adding in another guardian, and having him show up after the fact and offer his services since the PC's killed his horrible son.

These are my ideas so far, was wondering what people thought of them?


A character in my upcoming game wants to use weapon blanch to make his arrows adamantine.

After reading the description, it seems to me that you would never buy adamantine arrows when you can simply weapon blanch them? It costs 100gp per does of weapon blanch, vs 60gp per arrow for regular adamantine arrows?

Am I wrong in assuming this or? Why do adamantine arrows exist if you can simply weapon blanch them?


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For the first time since we introduced Pathfinder to my group, I am getting to play a character instead of GM. Needless to say, I'm pretty darn stoked. I have decided to play a druid. I have also decided to be lawful neutral and live by a code of nature. Here are my rules.

1. Surival is won by the strong, only the strongest survive.

2. Protect the young, for they cannot protect themselves.

3. Loyalty to the pack(companions) is paramount.

4. Spread your seed so that your blood makes the world stronger (more of something to have fun with :)).

5. Hunt for food. Only accept handouts of others if there is no other choice.

6. Magic is of nature and part of nature and should be embraced. It should never be abused, however.

7. All undead are abominations, no matter their disposition(alignment). They must be destroyed and returned to the cycle.

8. Wars are a concern of civilization, do not involve yourself unless it threatens nature itself.

9. Poachers deserve death, no exceptions.

10. Protect nature with your life and do not be afraid to rejoin the cycle if nature demands it.

I wanted to make it so that I am not "that" player who becomes a headache for the GM because my character makes things difficult, so I made a lot of the code as vague as possible, so there's room to wiggle if need be.

What do you guys think? Is this a decent code for a druid to live by? Or am I going to be "that" guy who the GM kills accidently on purpose lol?


So, after getting some awesome feedback with a player problem I had, I am tapping the minds of the PF forums once again, if they will be so kind as to allow me to do so!

A few weeks ago, I started an evil campaign (Pathfinder setting, Level 1, currently level 3) and decided to run it off the cuff, with little to no planning.

The reason for doing so was that I was accused...okay, accused is not the right word. Teased is probably a better word, of railroading the players into my stories. The players never really complained, but the teasing made me think about how I did my campaigns, and I decided that yes, I did railroad a bit at times.

So this new game, I dropped the players into Golarion and told them they could go where they wanted, and do what they wanted. Needless to say, the players responded and thoroughly enjoyed the game.

My question, after all that, is this; do any of you have any advice for GMing off the cuff? I've read the GM guide and I've been GMing for almost 10 years now, but this is a first for me, as I tend to be a planner (two hours planning a single encounter is normal for me). I'm in uncharted waters here and any help would be appreciated.

Thanks in advance.


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Okay, so here is my situation. I have a player who took the Leadership feat. After doing so, he made a cohort, who was a wizard with every single item creation feat. After doing so, they put her to work making them item after item after item for half price.

I believe this to be a broken use of Leadership.

The way I understand Leadership is that your cohort is an ally, who helps you when/if they can, but they are not mindless robots that are slaves to your will. They can willfully refuse to do something if it conflicts with their interests or they simply don't have the time due to personal commitments.

I have a problem with a player taking a single feat and then having access to 6-7 feats ALL THE TIME afterwards. This is wrong to me. She has no other feats then item creation and all her skill points are put into crafting skills.

What do you guys think? Am I wrong or is this clearly an abuse of a feat?


Alright, so last week, during a session, the PC's encountered a rather nasty evil cleric who gave them the what for. She was buffed prior to the encounter and was able to hold them off on her own for a while. She was a CR 7 encounter, the PC's were level 5.

Here's the problem though. The monk in the group, started to grapple her later in the encounter. She could break free, but it was a standard action to break free of the grapple, therefore she had was no longer able to cast spells. The monk moved faster then her, so the encounter turned into him grappling her, her breaking free and moving away, him moving, grappling again, etc...etc....

This whole encounter made me realize that if you have a character with improved grapple, you can no longer have spell-casters as single enemies, as the grappling manuever essentially nerfs their spell-casting ability.

I'm aware that you can cast spells while grappling, but as soon as she would have done that, the monk gets a +4 bonus to pin her (as she didn't try to break free), and the encounter is over.

I'm debating on not allowing the pinned condition in my game, in order to nerf grapple a bit, as it seems like it can nerf an entire encounter.

Any thoughts?


Okay, so I'm running a PF game where the PC's are currently up against the Great Old Ones from Golarion. In my world, the Great Old Ones come to Golarion and wipe out all life on a cycle, and then remove all trace of their existence.

My question is this. Can you make a knowledge check to know about creatures (Great Old ones and their servants) that NO ONE has ever encountered before, and that nothing has been written about or even heard legends about? To me, I believe that you can't.

Idk, we got into a huge argument over this and I was hoping for a clarification.

Thanks.


Hello all.

My pathfinder group just finished War of the River Kings yesterday. Irovatti(sp?) is imprisoned, a Duke of Sanctuary (name of the PC's kingdom) sits on the throne and now the PC's can enjoy a little R&R after winning a war.

This R&R is going to be short lived however. Cheliax...which has conquered Andoran, Taldor and Galt in my mythos, is well aware of my PC's kingdom and what is stands for. Sanctuary is a lawful good kingdom that is about mercy, compassion and the rule of law. But they have also built a helluva army based on the real life Spartan army of ancient Greece. The PC's have yet to lose a battle with their army, and that is largely based on the intelligence of my players and their ability to think as a group and make the best decision, as well as utilizing their armies strengths and minimizing their weaknesses, just like any good commanders would do.

Bottom-line, my PC's kingdom's army are the billy-bada$$es of Golarion. Disciplined, ordered, powerful and fanatically loyal to King and country.

My question is this. I have an emissary coming from Cheliax to, essentially, threaten the PC's kingdom. Submit or die basically. What will happen though, is that the diplomat will get to see the Sanctuarian Army in action (drills, here about their battles) and will realize that Cheliax could conquer my PC's nation based on numbers alone, but will pay the price for it, losing much of their army.

How do you roleplay the fear of said diplomat without making him act like a blubbering fool? I want him to attempt to maintain his dignity but also reward my PC's for playing so well, allowing them to realize they've built a powerhouse.

Any ideas guys and gal?


Hopefully this is the place to put this.

In a game that is coming up, one of my players wants to play an awakened chimp/monkey. I have no issue with this, it fits the campaign so I'm not worried about figuring out how such an animal becomes a party member.

My problem is coming up with stats for him. I want to make sure that the character is small (not tiny, tiny as a size can be difficult to deal with) and has the normal +4, -2 stat bonuses. I know they'll have things like a climb speed and such, racial bonuses to climb and acrobatics. I am worried about the having four arms thing (since monkeys can use their feet just as well as their hands.

Any help here would be appreciated guys. Thanks.


Alright, so here's the deal.

I have a Paladin in my group (Kingmaker Campaign, Blood for Blood currently). He is Lawful Good and plays it like a champ, even pointing out to other good characters what it means to be good (this has stopped several characters from doing D-baggish actions). Needless to say, I'm very, very thankful he's in charge as a ruler goes in the Kingmaker game. But I digress.

I hate his character. Not the rping aspect of it. I hate the fact that Smite Evil gimps every big bad boss guy that comes up to the PC's. He waits until he's fairly sure or certain they are on the last boss guy, then turns on Smite Evil and wipes the floor with him. Its getting to the point that I have to plan out every encounter with the idea of "How do I deal with Vitori (the character) and his stupid Smite Evil)? I don't mind him turning it on random Lieutenant guy and massacring him, but I would prefer that end game bosses to be difficult, the kind you get done and your hands are on your knees, you're breathing hard and thanking the gods you survived.

Its getting to the point where I just want to say that my boss guys are immune to that ability, but I don't want to become a d-bag DM.

Any suggestions guys?


So, have you ever had one of those ideas that you were like "Oh yeah, this is gonna be totally cool and my entire group will be like, you are the best GM ever!" and then when you do it, it goes horribly wrong and group looks at you like "WTF bro?"...that's why I'm trying to avoid here.

My group is currently on AP 4 of the Kingmaker modules. Don't get me wrong, I am a fan of the modules, but I had this idea and wanted to get second opinions on it.

My idea is that the gods realize that the Worldwound is getting out of control and decide to put an end to it, and damn the cost to the world. They send a second meteor to Golarion, closing shut the Worldwound but doing serious damage to the planet.

My PC's kingdom would be spared by Erastil and Iomadae (the two deities have come together in my mythos) by placing a dome of force over their kingdom, then leaping the kingdom forward in time after Golarion has somewhat recovered.

What this would do is completely open up the world for conquest and exploration by the PC's, since the majority of nations would be either destroyed or shadows of their former selves. I'm thinking of allowing Cheliax to survive (due to Asmodeus's intervention) and making them the main antagonists of the game.

Idk, not sure if this is even something to try, but I believe it would be neat for everything the PC's thought they knew to change...I love the idea of exploring the ruins of ancient Galt, recovering the Final Blades or go to Numeria and finding the Tech Priests have found a way to get the ship working again and are getting ready to travel to another planet in the system.

What do you guys think? And be honest, you can tell me...Renvale, you're an idiot, don't do this :).


I have a question. I searched the forums and could not find any thread that answered this question.

If a Paladin Smites Evil on say, a barbarian with DR 3/--, does his smite evil bypass the DR, as it says in the description of Smite Evil? My gut says no, as I would rule that Smite Evil bypasses all TYPES of DR, like lawful, evil, cold iron etc...but DR 3/-- isn't a type of DR.

I ask this because my group is about to face off against Vordekai (Varnhold Vanishing module, Kingmaker) and the lich's DR is 15/Bludgeoning and Magic. The paladin in the group tends to Smite Evil on things and then lay waste, and with his insanely high saves at level 10 to avoid getting CC'd, I have a feeling my CR 12 Lich is going to get curb stomped. To negate this from happening, I planned on changing his DR from the above to DR 10/--, just to make it more of a challenge.

Any help would be appreciated.


This came up in our game last night and I was wanting to get some clarification.

The PC's encountered a creature which has no recorded history. It existed and died even before the elves of the world had even started recording their history (so around 30,000 years), and the elves have the oldest recorded history in the world.

My argument (as the GM) was that you can't make a knowledge check to discern a creature's abilities if there is NO WAY you have ever studied such a creature from books, folk tales or the like.

My players argument was that knowledge checks are not just based on historical fact and folklore, but educated guesses (which, apparently, can be made in only six seconds of studying a creature in the first round of combat) that help you discern its abilities.

So, who is right, or are we both wrong, or what? Any help would be appreciated.


So, I kinda of have a situation on my hands.

My PC's are just about finished with RRR (Only the Lizards, Trolls and Owlbear attack left). Last night, I decided (possibly badly) to try out the Mass Combat Rules from WoTR. I did this because I wanted to test out the rules long before we got to that module so we can work out kinks and decide how we, as a group, want to use them. So, I decided that Brevoy sent three armies to deal with PC's Kingdom before it gets any bigger, and to deal a blow to Restov (Both Restov and the PC's kingdom are staunch allies, thanks to extensive role-playing by my PC's) to ward off any potential civil war.

Bottom line, the PC's loved the Mass Combat, loved building the armies and fighting with them. And through some fancy smancy Kingdom building made a very powerful and very well-trained army that beat the pants off of the three default armies from WoTR I used. That's problem number one.

Number Two: I rolled an event on the event table a little earlier in the night, and it was an assassination attempt, so I decided it was on Svetlana (their councilor). Instead of just rolling the stability check, the PC's decided to take matter into their own hands and figure out who the culprit was on their own. Several PC's made the comment that this was something they enjoyed thoroughly, the events and dealing with the intrigue and such.

So, my question is this. Is it possible to go off the beaten path of the modules? When is comes to exploring and adventuring, my PC's seem like they are doing it only because the module says to do it. I am debating on having the civil war between the Rostland and Issia erupt now instead of later, so the PC's have both mass combat and political intrigue to deal with. I'm open to any ideas to use the encounters within the module (I obviously want them to acquire treasure and levels) to spice up the civil war...like the Trolls are hired by the Brevoian crown to attack the PC's instead of them just being random Trolls X.

If you guys have any ideas, I would appreciate it. Sorry for the long post.


In the Ultimate Combat, it says that when the ninja uses her Hidden Master ability, she cannot be detected by "any means". It mentions spells like see invisibility and such, but no mention of things like blindsight, scent or other abilities. Any means would indicate that she's simply not there, and you cannot see her no matter what.

I'm well aware that an area dispel magic or something would work to dispel the effect, or hitting her with an area effect. The problem is that by the rules, you have no idea where she hit you from, or if she's moved off or whatever. Hitting the ninja with an area effect is improbable at best.

Bottomline, I believe that this ability is broken as h*ll. I may be wrong, but I'm hoping you wonderful smart people on the forums can clarify for me.