I'm Hiding In Your Closet wrote:
Someone caught the idea I was going for. Certain patrons are being thematically overlooked due to an idea I hatched to "flesh out" the patrons. Ideally, I'm trying for as little overlap in that thematic as possible, though the "powers" would probably not care themselves.
The Mortonator wrote: If I recall correctly, the archetypes were written and then another person on the team went back and added Suggested Shinobi Talents. I would assume this is a disconnect between the two and would advise ignoring the suggested talents were it is in error. Thankies, Mortonator! I know anytime I have rules questions to come to the discussion boards or the errata faq, but third-party stuff is a fox of another color, right?
Endzeitgeist wrote: If in doubt, restrictions will override suggestions; the latter are sometimes forgotten while balancing is fine-tuned in development; I assume that's what's happened here. While I'd usually suggest de-limiting, qinggong power can be incredibly flexible, so I'd frankly be weary there.. Making a NPC Hand of the Kami as a shrine guardian and "bounty" known as "the Mountain". And re-read qinggong ki powers ... suddenly not feeling so jilted about no ninja tricks ... he won't miss them save for in sparring sessions with his siblings and fellow "bounties" - "the Wind" (a Fading Shadow) and "the Waterfall" (an Elemental Shinobi). These three are a small little addition I make to any table, known collectively as the "Three Storms". In 3.5e they were elves and used the Tome of Battle extensively. For Pathfinder, thank the kami for the kitsune race. And thanks to the folks at Legendary Games for Kinetic Shinobi!
I actually have a bit of a conundrum, as the Hand of the Kami archetype has a rather glaring contradiction in it. It specifically bars taking ninja trick or master trick with shinobi talents, but then it's "suggested" to take both a ninja trick AND a master trick later (the immediate following "paragraph", actually). So, are Hands of the Kami able to make use of ninja tricks and master tricks, or not? *very confused white kitsune fades into the shadows to await an answer*
Derklord wrote:
Thanks, Derklord. You answered my first question exactly as I needed it answered. JDLPF wrote:
Thanks for the suggestion! Was thinking along that line if I went with a marilith model. And if I am not mistaken, the serpentine base form has better Dex than quadruped. And the extra limbs would not cost THAT much, overall.
Well, this is my first post EVER. I usually lurk and read things on here, and do research to gain better insight on the various classes and whatnot of Pathfinder. Which brings me to my question: I am building a good-aligned Summoner, and would like to design the Eidolon to be, in function and form, similar to either a lillend or a marilith. I was rather successful making an evil version based on a scorpionfolk-like fiend. My stumbling block is in the limitation on natural attacks and the base forms giving an attack form. are we able to alter the evolutions from the base forms so as to get rid of those unwanted attack forms (like serpentine base form's bite)?
About RaggoBackround:
Raggo never met his family he was given away as baby and raised by Sharum, a priest of Gorum. Sharum lived in a humble cottage near the outskirts of Kalsgard, there he trained Raggo to be a warrior and a follower of Gorum from the time he could lift a sword. Sharum never guessed that Gorum would bless the dwarven boy with the power of the forge. When the priest discovered Raggo's blessing he was ecstatic, he took the boy to Jol and sent him off with a mercenary group called "The Brotherhood of Steel". Sharum's last words to Raggo were "Im leaving you here boy. Ive taught you enough now it's time for you to learn from experience. Remember your prayers to Our Lord in Iron and he will see that your arm stays strong. Gorum has blessed you with the strength of the forge, use it to smith yourself into the strongest warrior the world has ever seen."
Raggo spent years the Brotherhood. He travelled with them across Avistan spending time in Irrisen, Ustalav, The river Kingdoms, and Galt before finally ending up in Cassomir. Somewhere during his time with the brotherhood he took a job with Aerodus and their mutual friend Iven. They completed the mission but earned the enmity of a vicious goblin tribe called the Crowrippers. In Cassomir he left the brotherhood (on good terms) and sold himself to a fighting pit for 5 years. He just recently was released and has become friend with Wulf. Personality:
Raggo is jovial and lighthearted.
He respects strength over all else. He is incredibly loyal and faithful to both his god and his companions. In battle Raggo is loud and proud. Description:
Raggo is big for a dwarf, about 5 ft.
He weighs 300 pounds. His hair is bright red and very long. His beard is also long and red and worn in several braids. His eyes are grey. His skin is weathered and ruddy. -When he's raging- He's about 10 ft. He weighs 2,400. His hair flickers with flames. His eyes flare bright with fire and molten iron. His skin takes on an iron look with cracks of fire running through it. Raggo's gear is well maintained and carefully polished. His sword is longer than his body and impressively wide, it clearly takes and amazing amount of strength to wield. His armor is well polished and the holy symbol of Gorum adorns the chest plate.
Skills:
craft (armor) +9 perception +4 knowledge (religion) +3 linguistics -1 Crunch:
Raggo
Male Dwarf Bloodrager 4 CG Medium Humanoid (Dwarf) Init +1 Senses Perception +4; Darkvision 60 ft. ---------------- DEFENSE ---------------- AC 21 {17} T 11 {7} FF 20 {16} +1 vs. charge hp 60 {68} Fort +9 {+11} Ref +3 {+2} Will +1 +2 vs. poison/spells +1 vs. trample ---------------- OFFENSE ---------------- Spd 20ft Melee +10 {+12} +1 Greatsword +11 {+13} 2d6+10 {3d6+14} 19-20/x2 slashing Ranged +5 {3} chakram +5 {+3} 1d8+6 {2d6+9} x2 slashing Space 5 ft.; Reach 5 ft. ---------------- STATISTICS ---------------- Str 22 {28} Dex 12 {10} Con 18 Int 7 Wis 10 Cha 14 Base Atk +4 CMB +10 {+13} CMD 21 {24} [+4 vs. bull rush/trip, +1 vs. overrun] Feats power attack deific obedience eschew materials Traits indomitable faith eye of the father [craft (armor)] Skills craft (armor) +9 knowledge (religion) +3 perception +4 linguistics -1 Total Points: 8 Languages Dwarven, Skald, Taldane Combat Equipment +1 full plate +1 greatsword 5 chakram silver sickle cold iron morning star Other Possessions 363 gp belt of giant's strength +2 mwk manacles mwk fetters mwk smithing tools gear maintenance kit waterskin acid (2) alchemist's fire (2) holy water (2) ---------------- SPECIAL ABILITIES ---------------- SR 10 (6+character level) hardy lucky stability darkvision 60 ft. bloodrage 14 rounds/day bloodlines (iron/fire) indomitable stance blood sanctuary blood casting fire strikes 3/day ferrous growth ---------------- SPELL CASTING ---------------- CL 4 DCs = 12+spell level Spells Known: 1st - shield, burning hands Spells Per Day 1st - 2 |