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Alright, finally got around to making one of these and I've run into some rules issues (some that apply to other things non new as well). 1. Kinetic Blade:
2. Telekinesis and Improved Grapple: So there's lots of talk all over about combat maneuver feats applying their bonuses to telekinesis and I'm firming in the mindset that they work as normal. So here's the situation I'm running into. A concentration check is required to maintain the use of telekinesis. This check is a standard action. Maintaining a grapple is also a standard action. RAW, this means you cannot do both meaning you cannot use this spell for longer than a round in this way, which is obviously not the case. This means that the maintain action and the concentration action would have to be part of the same standard action. Now insert greater grapple. This makes maintaining a move action. I move to argue that this also makes the concentration check a move action as it is part of the same action. Moreover, if it does not make the concentration check a move action, it then makes grappling with telekinesis using greater grapple worse than if you didn't use the feat because you now use the move to maintain and the standard to concentrate. Some additional questions rise from this 3. Concentration: I point you to Effortless Trickery. This feat allows a gnome to maintain concentration on illusions as a swift action, thus freeing up all other actions for anything including casting spells. With this idea in mind, and the previous conclusion of #2, would this in turn allow one to maintain concentration of telekinesis to allow further spells to be cast as a standard action? 4. If all of the above are a yes, this then lends its self to the question of grappling to do damage. Round 1: Grapple.
Is this reasonable? If not, would it be reasonable with Kinetic Fist instead?
I have found two holes so far that I need help figuring out. 1. Trade - Holy crap this makes no sense. In a nutshell, the longer the TRL, the easier the trade DC. Likewise, the larger the Kingdom, the harder the trade DC. Let's look at it. Here's the stats we need for our mock trade route.
Let's use the same everything, but change the TRL to 40. According to the book's fluff this should increase the DC, but the DC ends up being 61. Now if we decrease the size of the kingdom size to 26 and in turn the control to 46 we get a DC, using the original numbers of 39. Conclusion: It is harder to trade to your neighbors, and it is harder to trade the bigger you are. Now, I understand increasing the DC when you get bigger because all your other numbers are bigger... but a big enough country has zero ability to trade with its neighbors, but could potentially hit a DC of 0 if trading around the world... Sense: it makes none. Personally I think the only change needed should be LM = TRL - kingdom size instead. What say you? 2. BP cost compared to organization cost.
Let's look at the castle costs.
Alternatively, you can purchase one which is 7,390 gp according to the organization rules. Double you tee eff anyone?
A few questions. 1. Is this even possible? Dispelling attack says "effected by." Destructive Dispel requires "the ability to cast." I can see how it can go both ways. "Effected by" is not casting it. However, the effect originates from the rogue, and it can be said that he IS the caster and is casting it especially since he has a caster level. 2. Is this possible #2? Destructive dispel requires "Caster level 11." Rogue's don't have a caster level, but dispelling attack gives them one for the purpose of dispel magic. Personally my vote is that it's the same. 3. If indeed the rogue can do this, what is the DC of destructive dispel? My vote is Int based due to minor/major magic being Int. What say you?
First draft of the domain and subdomains. Suffering You wish to bring suffering and misery to other creatures in any way you can. Sadistic Touch: You may make a melee touch attack against an opponent to cause pain throughout their body. A creature touched by you must make a Fortitude save (DC = 10 + ½ your cleric level + your wisdom modifier) or suffer a -2 penalty to all attack rolls, skill checks, damage rolls, saving throws, and AC for a number of rounds equal to your cleric level. You receive a +1 bonus to all the same things as you take joy in their suffering. You may use this ability a number of times per day equal to 3 + your wisdom modifier. Aura of Misery: At 8th level you may emit a 30ft aura that causes those around you to suffer from despair and misery. A Will save (DC = 10 + ½ your cleric level + your wisdom modifier) will negate the effect. Those that fail a sickened and suffer a -4 penalty to further will saves while they are within the aura. If a creature leaves and reenters the area that has failed the save still suffers from the effect with no further save. Creatures that leave and reenter the area that passed the save must make another save to avoid the effects. You may use this ability once a 8th level and one additional time per day for every 4 levels after. Domain Spells: 1st: Bane, 2nd: Crushing Despair, 3rd: Contagion, 4th: Enervation, 5th: Symbol of Pain, 6th: Harm, 7th: Eyebite, 8th Prediction of Failure**, 9th: Horrid Wilting. Disease The following power replaces the Sadistic Touch power of the Suffering domain. Plague Carrier: Choose any one non-magical disease. You are immune to this disease. Furthermore, you carry this disease. Others cannot catch your disease as you are not contagious. You may make a melee touch attack against a creature to inflict them with your disease. They may make a Fortitude save (DC = 10 + ½ your cleric level + your wisdom modifier, or the disease’s actual save, whichever is higher) to resist the disease. If the save is failed then the person immediately suffers the effects of the disease with no incubation time even if the disease normally has one. If the disease is normally ingested then you may touch food to cause it to carry the disease. Any creature eating the food must make the same save as above, but the incubation period is normal for the disease. You may infect 1 lb. of food or drink per cleric level. Any save or check to cure the disease requires the same save. This person is now a carrier of the disease and may spread it normally. Any person receiving the disease from the carrier uses the normal saves of the disease and the normal incubation time. You may use this ability a number of times per day equal to 3 + your wisdom modifier. Replacement Domain Spells: 4th: Plague Carrier**, 6th: Epidemic** Pain The following power replaces the Aura of Misery power of the Suffering domain. Pleasure from Pain: You gain pleasure from pain. At 8th level you are more resistant to injury and gain a damage reduction of 1/- which increases by 1 for every 4 levels beyond 8th. At 20th level you are immune to pain effects. Replacement Domain Spells: 3rd: Excruciating Deformation**, 4th: Howling Agony**, 9th: Transmute Blood to Acid** **Ultimate Magic
I've seen a few out there and wasn't satisfied with any of them. There are a few out there that arn't bad. Some info: This is my first pathfinder conversion, but not even close to my first conversion of a class for other things. It's mainly based on the 3.5 Complete Adventurers Ninja. There is a little Ninja of the Crecent Moon in there too. It combines monk and rogue abilities from pathfinder just like it did in 3.5. The general concept is avoidance and movement. I plan on doing variants (just like in the Pathfinder Advanced Players) where the Ghost Step and Ghost Walk abilities are changed. My plan for the variants is basic. Level 2 = 2nd level spell for 1 round. Level 10 = 7th level spell once per round. Level 20 = the same ability as the level 10 only as the spell, i.e. for extended time. As an example for a variant idea was lvl 2 = mirror image for 1 rd, lvl 10 = project image for 1 rd, lvl 20 = project image as spell. And stuff like that. This has not yet been play testing but a player will be playing it in a current campaign as a kinda all in play test. So here ya go. NINJA Base Attack Bonus: As rogue
1st Ki pool, sneak attack +1d6, ninja acrobatics, trapfinding AC:+0 +0 ft.
Alignment: Any. Hit Die: d8. Class Skills
Weapon and Armor Proficiency: Ninjas are proficient with all simple weapons, plus the blow gun, fukuma-bari, hand crossbow, kama, katana, kukri, kusari-gama, ninja-to, nekode, nunchaku, sai, shortbow, short sword, shuriken. Ninjas are not proficient with any type of armor or shield. A ninja wearing armor, using a shield, or carrying more than a light load loses access to her ki pool (and all related abilities), AC bonus, acrobatic movement, ninja flight, and ninja step. AC Bonus: When unarmored and unencumbered, the ninja adds his Wisdom bonus (if any) to his AC and his CMD. In addition, a ninja gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four ninja levels thereafter, up to a maximum of +5 at 20th level. These bonuses to AC apply even against touch attacks or when the ninja is flat-footed. He loses these bonuses when he is immobilized or helpless. Movement Bonus: This ninja gains a 10 ft. increase to his speed at level 5. Every 5 levels after he gains an additional 10 ft. reaching a max of +40 ft. at level 20. Ki Pool (Su): A ninja gains a pool of ki points, supernatural energy he can use to accomplish amazing feats. The number of points in a ninja's ki pool is equal to ½ his ninja level + his Wisdom modifier. As long as he has at least 1 point in her ki pool, she gains a +2 bonus on her Will saves. Sneak Attack (Ex): If a ninja can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. The ninja's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the ninja flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two ninja levels thereafter. Should the ninja score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a ninja can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty. The ninja must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A ninja cannot sneak attack while striking a creature with concealment. Ninja Acrobatics: At 1st level a ninja is trained in advanced acrobatic techniques. He gains a +1 to Acrobatics skill per ninja level. Trapfinding: A ninja can use Disable Device to disarm magic traps. Evasion (Ex): At 2nd level a ninja can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the ninja is wearing no armor and is carrying only a light load. A helpless ninja does not gain the benefit of evasion. Ghost Step (invisible) (Su): At 2nd level, a ninja can spend 1 ki point as a swift action to become invisible for 1 round. This ability functions as the invisibility spell. Poison Use: At 3rd level, A ninja is trained in the use in poison and cannot accidently poison themselves when applying poison to a weapon Acrobatic Movement: At 4th level a ninja gains the Ledge walker and Rogue crawl rogue talents. In addition they may always take 10 on acrobatics even when distracted or normally not allowed to do so. Ninja Flight: At 6th level ninja may spend a ki point to give him the ability to jump great distances. He always counts as having a running start when jumping. By spending 1 point from his ki pool as a swift action, a ninja gains a +20 bonus on Acrobatics checks made to jump for 1 round. Additionally, when the ninja deliberately falls, a DC 15 Acrobatics check allows him to ignore the first 20 feet of falling damage instead of 10. Ninja Step: At 7th level the ninja gains the Fast Stealth rogue talents as well as the Spider Step feat. However, the distance the ninja can move with Spider Step is equal to his movement speed. Ki Dodge (Su): At 6th level a ninja can spend 1 ki point as an immediate action to gain concealment until the start of her next turn. If this ability is used in response to an attack, the attacker must roll for concealment prior to dealing damage, even if this attack has already been rolled. Ghost Strike (Su): At 8th level, as long as the ninja has 1 ki point in his pool, he gains ghost touch special quality to all his attacks. Improved Poison Use: At 9th level the ninja may apply poison to a weapon as a move action. Improved Evasion: At 12th level the ninja gains the improved evasion rogue advanced talent. It functions exactly the same only the ninja must not be wearing any armor and only be carrying a light load. Silencing Strike: When a ninja deals sneak attack damage to a creature, that creature is silenced for 1 round. Ghost Mind (Su): A ninja gains a spell resistance against any spell of the Divination (scrying) school equal to 11 + ninja level. Additionally, so strong is the ninja’s mind that if the spell resistance is overcome the ninja gains a +4 bonus on Will saves to resist the spell. Ghost Sight (Su): A ninja with at least 1 ki point remaining can see invisibility as the spell. Greater Ki Dodge (Su): As ki dodge, but the ninja benefits from total concealment. Ghost Walk (Su): A ninja can expend 2 ki points to enter the Ethereal Plane. This ability functions as the ethereal jaunt spell with a caster level equal to his ninja level. Death Attack: As the Assassin’s Death Attack only the DC is Wisdom based. |