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Organized Play Member. 14 posts. No reviews. No lists. No wishlists. 2 Organized Play characters.


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Oh, i thought they were. nevermind, then.


It's replaced by extra bombs. That's great! There's only one problem that i see, and thus my reason for this post: Vivisectionist alchemists don't have bombs, they have sneak attack damage. Thus, the extra bomb feat is useless to them.

What feat do they get in place of that? Has there been a previous ruling on this?


LazarX wrote:
Can't do it. Spells under both those names are WOTC IP.

what, prismatic ray and wildstrike? They're going to sue if paizo makes a spell with the same name? Suppose paizo made a critter called 'mindflayer' that's just a giant tentacle monster with brains on the tips of its tentacles and doesn't resemble wotc's mindflayer at all.. is that still a problem?


Circle 6. Hits one target. Functions like prismatic spray, prismatic wall. Could also call it wildstrike. Oh, then add it to the magus spell list please. (i've got a thing for prismatic spray for... mud reasons)


I get it. Seeking out enemies of the faith. Zealots. They work outside the faith.

What i don't get: judgements. In effect: I JUDGE YOU! YOU ARE GUILTY OF DOING SOMETHING I DISAGREE WITH! THEREFORE I GET... faster healing? energy resistance? defensive resistance? attack roll bonuses?

How do you guys explain THAT one? Wouldn't judging someone be debuff instead of a buff? What about finding someone guilty makes it so you can heal faster?

Don't get me wrong, i think it's a great class... i just think the judgements are more of a 'monster hunter' than 'defender of the faith' flavor.


Pathfinder 3.5. All the same rulebooks, but updated to a slightly different ruleset. Oh, the books are more expensive too.


Flavor thing mostly. (Yes, i'm a naruto fan) Ninjas are all about the throwing dagger. Make it so they can throw more than one kunai just like a shuriken, but if they use it in melee, increase its damage to normal melee damage or something. Or allow a ninja trick that lets them increase melee damage from a kunai from 1d2 to 1d6.

And giant shurikens.. well, same thing. Just a bigger shuriken that is.. awesomer to think about. I like the ninjas that run around with a few 4 foot shuriken strapped to their backs. Yeah, it might be realistic, but we've got ninjas turning invisible.

Genjutsu: reality techniques - illusions. By using Ki to screw with an opponent's five senses, a ninja can cause pain, kill, make them see something that isn't there, make something that is there disappear. In fact, this is already covered slightly with the invisibility and bunshin (replication ie mirror image) ninja tricks. I guess i'd just like to see more ninja tricks that are illusion (mind) based.


uh... when throwing shuriken, doesn't damage from sneak attack only count for one shuriken?


debuffs to stats on attack is great idea. The problem is, it's bad mechanics to do -1 to a stat. Make it -2, so no matter what there's a penalty. It's the same as the +1 ring of str. Someone with 15 str gets strong but with 16? it goes up to 17 and nothing happens. "Why does this ring make you stronger but not me?"
Bad mechanic. It's silly... oh, and people are never gonna pick that ninja trick if that's how it is.

Ninja hits a pressure point! Damn that hurt! But it hasn't slowed me down or weakened me! How lucky! and the ninja is thinking 'has my training been worth nothing?" all because the dude had 15 str instead of 16 str.


They may have fought for a lord but they definitely didn't tote around banners. Since when do you envision samurais charging into battle waving big flags? It's a silly mechanic for them to have.

Also, the penalty for retreating from a challenge is far too lax. Normally they'd kill themselves rather than retreat, so maybe something like a -2 morale penalty on attacks and saves would be more appropriate?

Also.. mounts don't really fit the 'wandering samurai' archetype. Mounts don't fit samurai in many cases. Did musashi have a mount? Nope. So yeah, that's the feedback there.


let's face it, cavaliers suck. oaths are stale and silly and the disparity in power between the different orders doesn't help their case. I read about tactical feats that inquisitors have, and it doesn't make the same amount of sense for an inquisitor to have these feats as it would for a cavalier. Why not just give cavaliers tactical bonus feats and abilities to share these feats with allies too? or, instead?

On the subject of 'making sense' for an inquisitor to have tactical feats.. why does someone who only travels with people to avoid notice get feats that help those people? An antisocial view doesn't lend to team play in combat, which is what those feats are for.

However, cavaliers are all about teaming up to do this and that and thus the flavor fits them well. Honestly, cavaliers just sorta suck. I'm never going to use them in my game as they are now, not even for npcs. There's just better ways to go.


Sweet mercy it worked! Thanks guys!

anyway that link posted a few topics up worked, but i'll streamline it for one-click download action: http://dnd.castellan.net/random_adventure/dungeoncraft.zip

again you can get it right here at: http://dnd.castellan.net/random_adventure/dungeoncraft.zip

hohoho im so happy


aschlaich@yahoo.com
thank you so much!


I know the folks at paizo are awesome for costumer service and answering questions, so i figure this little one will be no problem.

Anyway, before paizo ended up with dragon magazine, WoTC had on their web page an archive of Ray Winniger's dungeoncraft column. I've not found its equal on creating a new campaign world from scratch, and i'm sorry to see it gone. Is it possible to get of all of these articles somehow, aside from dropping a few hundred dollars for each seperate magazine? WoTC was nice enough to post them online for free, and i know paizo has a good track record on this kind of thing, and i'm sure it wouldnt be too much trouble to dig it up.

On top of that, i'm desperate enough to pay for the archive as well, i need it that much. It's just too good not to have as i DM my own little campaign. I'd appreciate any feedback or information that could direct me on how to get ahold of these articles, though. Thanks..

Full Name

Santori

Race

Dhampir

Classes/Levels

Fighter 5 / Red Mantis Assassin 3 / Assassin 5

Gender

Male

Size

Medium

Alignment

LE

Deity

Achaekek

Languages

Common, Osiriani, Polyglot, Tien, Varisian

Strength 14
Dexterity 20
Constitution 12
Intelligence 13
Wisdom 12
Charisma 16

About Santori

LE Male humanoid (Dhampir)

Init +2; Senses Low-light vision; Perception +14

AC
23 (+7 Dex., +3 deflection, +3 armour)

hp 75

Fort +9, Ref +11, Will +7

Speed 40 ft.

Melee
+16 Sawtooth saber, 1d8+7, 17-20/x2
+14 Assassin's dagger, 1d4+4, 19-20/x2

Ranged
+13

Statistics
Str
14, Dex 20, Con12, Int 13, Wis 12, Cha 15

Base Atk +10; CMB +12; CMD +25

Feats
Alertness
Dodge
Exotic weapon profifiency (sawtooth sabre)
Improved critical (sawtooth sabre)
Mobility
Run
Spring attack
Two-weapon defence
Two-weapon fighting
Vital strike
Weapon focus (sawtooth sabre)
Weapon specialization (sawtooth sabre)

Skills
Acrobatics +18 (8 ranks, +7 Dex., +3 class skill)
Acrobatics to jump +23 (8 ranks, +7 Dex., +3 class skill, +5 boots)
Bluff +16 (10 ranks, +3 Cha., +3 class skill
Climb +8 (3 ranks, +2 Str., +3 class skill)
Disguise +8 (2 ranks, +3 Cha., +3 class skill)
Escape artist +12 (2 ranks, +7 Dex., +3 class skill)
Intimidate +11 (5 ranks, +3 Cha., +3 class skill)
Linguistics +8 (4 ranks, +1 Int., +3 class skill)
Perception +14 (8 ranks, +1 Wis., +3 class skill, +2 Alertness)
Profession (baker) +12 (8 ranks, +1 Wis., +3 class skill)
Stealth +21 (11 ranks, +7 Dex., +3 class skill)

Traits
Anatomist
Frightening speed

Languages
Common, Osiriani, Polyglot, Tien, Varisian

SQ
+2 save s. poison
Armour training
Bravery +1
Darkvision
Dayborn
Death attack
Hidden weapons
Improved uncanny dodge
Low-light vision
Manipulative
Negative energy affinity
Prayer attack (Will save DC15)
Red shroud
Resist level drain
Saber fighting
Sneak attack +4d6
True death
Uncanny dodge
Undead resistance
Weapon training 1

Magic
Level 1 - 4/day

Spells known:
Disguise self, Expeditious retreat, Jump, Magic aura

Standard equipment
Assassin's dagger
Belt of incredible dexterity +4
Boots of striding and springing
Bracers of armour +3
Climber's kit
Disguise kit
Holy symbol, silver (Achaekek)
Ring of protection +3
Skull mask
Spell component pouch
+2 Vorpal sawtooth sabre