Grey Maiden

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Was thinking about this the other day, and with Ninja on the way it seems timely, ideas for rules governing wall jumping Ninja Gaiden style.

Basic idea I had was to treat the second surface as Severely Unsteady, +10 to DC, and the second jump is without running start regardless. Although, in the case where the second surface is actually Severely Unsteady, the two factors would compound, so probably best to give call it something else.

So to jump up the 5ft wide chimney chute to a ledge 30ft up would require 6 DC 30 Jump checks, each one representing a 5ft vertical jump, and 60 ft of movement for each jump being 5ft up and 5 ft back towards opposing wall. Of course this could also be done by just a series of rolled jumps without a set DC and take the check divided by four as vertical progression, using 10ft of movement each jump.
As in any movement or jump, you can't end turn in air or on wall, so movement speed should keep this in check well enough. Other than that, a lot of common sense, needing semi opposing face for angles and the like.

This all seems possible for a level 2 acrobatic ninja with a double move action, or for my case a Flame Oracle in Agile Breastplate.

Anyhow, I'm open to ideas or impressions, +10 to DC may be too much, additional movement for the 180 degree momentum shift might make sense. Its nothing game breaking other than the ability to possibly scale a sheer surface without magic. If some one already posted something similar, my apologizes, and I'd be curious to read it.


So in a playtest I killed his eidolon, not to mention his fighter and druid friends. Well, the fighter and druid got raised. The eidolon couldn't be, so the summoner whined and moaned for the next 5 encounters in the day.

Summoner as a class is growing on me, we had some issues but the things that really were problematic we fixed at table and are already being discussed to very long length in other threads.

The issue I'd like to report with a possible solution is the dead eidolon. While I think it should be a set back when the eidolon dies, I'm not sure it should be more of a set back than when the fighter dies. I can see why one could want it to be more a set back to counter balance the free raise he'll get if he waits a day, but for fun gaming it doesn't feel right leaving him so out of the game for rest of session. And while he was arguably just as good as the rest of his party without his eidolon due to spending his time casting party spell buffs, he wanted his pet back.

Talking with my player, we came to idea of using the Planar Binding spells as a sort of raise dead for the day. Ignoring what the spell actually does as far as bargaining and trapping, just using it to call back the eidolon, 10 minute cast time, a material component comparable to raise dead/resurrection, gives it similar use. If more mechanic needed, different bindings could work better for recalling the eidolon to this plane, with a gate spell working more like true resurrection.


I know it's a play test, but they're out so initial discussion has to be gut reactions.

And first thing I see it seems that a summoners pet is looking like the largest source of melee damage I've seen based on insane strength and assuming the summoner equips his pet as easily as any barbarian or fighter can equip themselves.

As I said, gut reaction is all it is, but I think I'd rather play an Eidolon than a barbarian, and that scares me a bit.

Otherwise, I like the idea, and hopefully with some testing I'll see where he fits in the party.