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I love the Legendary Ninja and I love the Akashic system, so I wanted to see whether I could combine the two. This archetype stole some stuff from the Vigilante's Masked Veilweaver archetype, swaps out spellcasting for Eclipse veilweaving, and leans heavily on custom ninja tricks and abusing the Dual Enhanced Veils feat. It also tries to address my frustration with akashic veils only giving limited weapon options - I can't believe there's still no option to change the weapons you can create with your veils. Anyway, I'm mostly happy with it, but I'm also kinda worried I got overly excited and crammed too much stuff in here. Also, I want it to be compatible with other Legendary Ninja archetypes but I have the vague suspicion it needs to give more up for the amount of veilweaving it gets, even though losing spellcasting is a really big deal. Any thoughts? Advice? Suggestions to stop relying on Wikipedia so much?

Veiled Ninja (archetype)

Veilweaving
A veiled ninja learns to shape the magical power known as akasha into powerful veils, which are drawn from the eclipse veil list. They know and can shape any veil from this list. The veiled ninja uses their Charisma as their veilweaving modifier, and has a veilweaving level equal to their class level. The saving throw DCs of the veiled ninja’s veils are equal to 10 + the essence invested in the veil + the veiled ninja’s veilweaving modifier.
The veiled ninja can only shape a limited number of veils per day. They can shape 1 veil at 1st level, and gain the ability to shape 1 additional veil each day at 3rd, 6th, 9th, 12th, 15th, and 18th level.
This replaces the ninja's cantrips and spells class features. This does not make it incompatible with other archetypes that alter the ninja's cantrips or spells class features, so long as they still have such abilities to give up.

Essence pool
At 1st level, the veiled ninja gains access to a pool of essence which can be invested into their veils and other essence receptacles to increase their power. This pool of essence contains 1 point of essence at each class level. A veiled ninja also burns essence to power their secret techniques, and can restore essence burn in the following ways (each of these methods can only recover a single point of essence per round per method).
Dirty Trick: Whenever the veiled ninja successfully uses the dirty trick combat maneuver against a hostile creature, they recover 1 point of essence burn. Using a dirty trick on a helpless creature or on a creature that has fewer Hit Dice than half the ninja’s character level does not restore essence burn.
Finishing Blow: Whenever the veiled ninja reduces a hostile creature to 0 or fewer hit points, they recover 1 point of essence burn. Destroying an unattended object, reducing a helpless creature to 0 or fewer hit points, or reducing a creature to 0 or fewer hit points that has fewer Hit Dice than half the veiled ninja’s character level to 0 or fewer hit points does not restore essence burn.
Strike from the Shadows: Whenever the veiled ninja deals damage to a hostile creature who is unaware of their presence (such as due to invisibility), they recover 1 point of essence burn. Dealing damage to a helpless creature or a creature that has fewer Hit Dice than half the veiled ninja’s character level who is unaware of the veiled ninja’s presence does not restore essence burn.
This replaces the ninja's jutsu pool class feature, but does not make it incompatible with other archetypes that alter the ninja's jutsu pool class feature, such as the yokai scion. In these cases, alternate ways of gaining jutsu instead restore essence burn.

Secret techniques
A ninja can burn the listed number of essence points to activate secret techniques. Secret techniques which require 0 jutsu points are active as long as the ninja has 1 or more essence points in their essence pool.
This modifies the ninja's secret techniques class feature, but does not make it incompatible with other archetypes that replace specific secret techniques.

Boryaku
The veiled ninja gains Dual Enhanced Veils as a bonus feat. The veiled ninja treats veils with the [darkness] descriptor as though they had the [enhanced] descriptor for purposes of this feat.
This ability replaces the ninja's fount of magic and speed casting secret techniques.

Chakra Binds
At 3rd level and every three levels thereafter, the veiled ninja gains the ability to bind veils directly to their chakra, unlocking potent new abilities. The veiled ninja gains the ability to bind slots in the following order: Hands, Feet, Head, Wrists, Shoulders, and Belt.

Improved Essence Capacity
The veiled ninja’s continued use of their veils have improved their ability to invest them with essence. At 3rd, 9th, and 15th level the maximum essence capacity of all of their essence receptacles increases by 1.
This replaces the ninja's combat jutsu class feature.

Disguise Veil
When using the disguise veil secret technique, a veiled ninja's veils are easier to hide. Veils invested with 0 essence cannot be detected by detect magic, true seeing, or similar effects while the veiled ninja is under the effects of this secret technique. Investing a disguised veil immediately reveals its magical nature, and allows it to be detected by the above effects, as normal.
This modifies the ninja's disguise veil secret technique.

Veiled ninja Master
The veiled ninja treats all of the veils on their veil list as being stored in their Dual Enhanced Veils feat, and can swap between them by burning 1 essence as a move action.
This replaces the ninja's ninja master class feature.

Incompatible ninja tricks: Combat Medic, Expert preparations, Expert preparations, greater, Spell savant

New ninja tricks:
Anma: The veiled ninja adds Heal as a class skill, and adds immaculate touch to their veil list. Immaculate touch is treated as always being stored in their Dual Enhanced Veils feat despite not being an [enhanced] veil. This does not prevent the veiled ninja from storing an [enhanced] veil in this feat, as normal.

Bajutsu: The veiled ninja adds Handle Animal and Ride as class skills, and adds horselord's greaves to their veil list. Horselord's greaves is treated as always being stored in their Dual Enhanced Veils feat despite not being an [enhanced] veil. This does not prevent the veiled ninja from storing an [enhanced] veil in this feat, as normal.

Bojutsu: The veiled ninja adds staff of ten thousand truths and thunder's kindness to their veil list. In addition, the veiled ninja treats the quarterstaff as though it possessed the trip quality and they treat each end of the quarterstaff as a light weapon for purposes of the Two-weapon Fighting and Weapon Finesse feats.

Exotic Binds: The veiled ninja chooses a single one of the following chakra slots and gains the ability to bind veils to it at the indicated level: Headband (14th), Neck (16th), Chest (20th), Body (20th). This ninja trick can be selected multiple times, granting a new chakra bind each time it is selected.

Intonjutsu: The veiled ninja treats stalker's tabi as always being stored in their Dual Enhanced Veils feat despite not being an [enhanced] veil, and can swap this veil with an [enhanced] veil without burning a point of essence. This does not prevent the veiled ninja from storing another [enhanced] veil in this feat, as normal.

Kayakujutsu: The veiled ninja gains proficiency with firearms and the Gunsmithing feat as a bonus feat. In addition, when using veils with the [enhanced (weapon)] descriptor that create ranged projectile weapons, the veiled ninja can instead choose to create any firearm of equivalent handedness (one-handed or two-handed). This choice is made when the veiled ninja shapes their veils for the day, but can be changed by burning a point of essence as a full-round action. Such veils can be enhanced with any magic weapon abilities appropriate for a ranged weapon or firearm.

Kenjutsu: When using veils with the [enhanced (weapon)] descriptor that create weapons from the heavy blade or light blade weapon groups, the veiled ninja can instead choose to create a katana or wakizashi. The veiled ninja can use their Dexterity in place of their Strength when attacking with a katana or wakizashi created by a veil. Such veils can be enhanced with any magic weapon abilities appropriate to a slashing melee weapon.

Kusarigamajutsu: When using veils with the [enhanced (weapon)] descriptor that create weapons from the double or flail weapon groups, the veiled ninja can instead choose to create a kusarigama. The veiled ninja treats each end of the kusarigama as a light weapon, and can freely remove or apply the reach quality as a free action even when it is not their turn. When using the kusarigama to trip a creature, the veiled ninja gains a +2 bonus on the attempt and does not provoke attacks of opportunity. At 4th level, the veiled ninja treats the critical threat range of the kusarigama as 18-20/x2. This trick counts as having Int 13, Combat Expertise, and Improved Trip for the purpose of meeting the prerequisites of feats which require Improved Trip as a prerequisite.

Martial Veilweaving: Whenever the veiled ninja wields a weapon produced by a veil with the [enhanced (weapon)] descriptor, they may use their class level in place of their base attack bonus when making attacks with that weapon. This replacement of their base attack bonus also applies to feats used with those attacks (such as Power Attack) and when qualifying for feats that use base attack bonus as a prerequisite. They may only use those feats with weapons produced by an [enhance (weapon)] veil unless their natural base attack bonus is high enough to meet the feat’s prerequisites.

Naginatajutsu: When using veils with the [enhanced (weapon)] descriptor that create weapons from the heavy blades or polearm weapon groups, the veiled ninja can instead choose to create a naginata. The veiled ninja can use their Dexterity in place of their Strength when attacking with a naginata. In addition, whenever they are wielding a weapon created by an [enhanced] feat, the veiled ninja is treated as knowing a Piercing Thunder stance for purposes of qualifying for the Piercing Thunder Style feat.

Shurikenjutsu: The veiled ninja treats halo of Polaris as always being stored in their Dual Enhanced Veils feat, and can swap this veil with an [enhanced] veil without burning a point of essence. This does not prevent the veiled ninja from storing another [enhanced] veil in this feat, as normal.

Sojutsu: The veiled ninja adds Gungnir and loyal paladin's spear of light to their veil list. The veiled ninja can use their Dexterity in place of their Strength when attacking with a weapon from the spear weapon group. In addition, whenever they are wielding a weapon created by an [enhanced] feat, the veiled ninja is treated as knowing a Piercing Thunder stance for purposes of qualifying for the Piercing Thunder Style feat.

Taijutsu: The veiled ninja treats still waters, clear skies as always being stored in their Dual Enhanced Veils feat, and can swap this veil with an [enhanced] veil without burning a point of essence. This does not prevent the veiled ninja from storing another [enhanced] veil in this feat, as normal.

Tenmon: The veiled ninja gains Shape Storm as a bonus feat. They must meed the prerequisites for this feat. Unlike the normal feat, the veiled ninja gains access to a number of storm veils equal to their Charisma modifier and may change which storm veil they are using at the beginning of their turn by burning 2 points of essence as a free action. Storm veils chosen must include the Air, Cold, Earth, Electricity, or Water descriptors. If the veiled ninja gains a permanent increase to their Charisma modifier, they add new veils to their veil list retroactively using this ability. If that permanent increase is later lost, they lose those veils. If it is regained, they gain the same veils they chose the first time.

Thanks :)


I'm confused about a couple of the new feats in UM:

1) Greater Wild Empathy: This ability seems downright useless. Are there any fey, lycanthropes, or vermin with Intelligence scores of 1 or 2? (Not counting vermin animal companions.) Also, there next to no plants with Int 1 or 2, either, as far as I can tell. Am I missing something?

2) Extra Cantrips: Isn't this already covered by the Expanded Arcana feat? Why do we need a new feat?

I guess #2 is really just a harmless head-scratcher, but I'm wondering if I'm just missing something regarding #1. Any feedback is appreciated, thanks!


If a magus uses a spell to create a weaponlike effect, such as shadow weapon or flame blade, can he use his spellstrike ability to channel spells through it? I know it's probably not the most efficient option, but I'm curious anyway.


As part of our group's homebrew game, we're adjusting the magic system somewhat and altering the way the spellcasting classes work. We're using an idea I stole from these boards, letting every class be either spontaneous or prepared, using either the sorcerer's or wizard's spellcasting progression, as appropriate, and full casters can choose any spells from the Cleric, Druid, Sor/Wiz, and Witch spell lists. However, this leads me to question the basic class features of the classes themselves--specifically, the BAB and HD discrepancy between arcane and divine casters. Why does this discrepancy even exist?

Divine casters (Clerics, Druids, and Oracles) have average BAB and d8 HD. (Duh.) Arcane casters (Sorcerers, Witches, and Wizards) have poor BAB and d6 HD. Why? Is it because arcane casters get more blasty spells and so they don't really need to hit people with weapons? Is it so the group's healers aren't so crunchy? Is there something I'm just not seeing? Because there's not a lot of difference in my mind between a fire-themed Oracle of Flames and a fire-themed Sorcerer with the Elemental bloodline.

I ask because I'm considering making all spontaneous casters average BAB/d8 and all prepared casters poor BAB/d6. I don't see any problems with the idea, but I just wanted to get some other viewpoints before I implement it.

Thanks in advance!


How would you handle the old fastball special?

I've got a high-strength fighter in our group who wants to throw our halfling barbarian into the middle of combat, and I'm not sure how to handle this. I'm considering treating it as a charge attack that lets the barbarian bypass difficult terrain and interposing characters, but I feel like it needs a little more than that. I was also considering treating the target as flat-footed (after all, I'd sure be surprised as hell if a foaming-mouthed halfling was flying at my face), increasing the damage dealt on a successful attack, or knocking the target prone.

My group isn't rules-savvy or munchkiny, they're just trying to have fun, and I want to let this work without giving them too much (I get the impression they're going to do this a lot...). Any ideas I haven't thought of yet?


How would you handle the old fastball special?

I've got a high-strength fighter in our group who wants to throw our halfling barbarian into the middle of combat, and I'm not sure how to handle this. I'm considering treating it as a charge attack that lets the barbarian bypass difficult terrain and interposing characters, but I feel like it needs a little more than that. I was also considering treating the target as flat-footed (after all, I'd sure be surprised as hell if a foaming-mouthed halfling was flying at my face), increasing the damage dealt on a successful attack, or knocking the target prone.

My group isn't rules-savvy or munchkiny, they're just trying to have fun, and I want to let this work without giving them too much (I get the impression they're going to do this a lot...). Any ideas I haven't thought of yet?


Where can I find information on proteans? I can't seem to find stats for these guys anywhere online.

Thanks!


Just out of curiosity, how would you compare the power level of the Oracle's curse ability vs. the Arcane bond ability? I.e. If I wanted a sorcerer with a curse instead of a bonded item or familiar, would it be a fair trade-off? (This might need to go under the houserules forum, I wasn't really sure.)

Also, is there some standardized (or at least popular) way to see how balanced specific class features are against one another? I can usually tell what would be broken--like if a player wanted his druid to trade Resist Nature's Lure for the ability to rage like a barbarian of his level, I would smack him upside his crazy noggin--but I'm not so sure what fair trade-offs are. Would Resist Nature's Lure be worth a single favored terrain? Extra orisons? The ability to use his animal companion as a familiar, if multi-classed? Etc and so on.

Thanks!


Just out of curiosity, does anyone know why the spells Dream and Sending are so high-level? I'm assuming it's merely to retain the pseudo-medieval vibe where you can't easily keep touch with your boss or family or whatever, but I wasn't sure if there were any other issues I'm missing.

I've always found it strange that wizards and whatnot can summon extraplanar creatures to serve them without question, cure diseases and heal wounds that even modern science can't handle, and bend the laws of physics (invisibility) and space and time (dimension door), but haven't figured out a better way to phone home.

Considering that these two spells don't allow for particularly effective conversation or communication (can you imagine only being able to have a 25-word-at-a-time conversation with someone on your cell, and having to wait 10 mins or even a whole day just to say 25 more words?), I'm considering dropping them to much lower levels for my homebrew system--1st level for Dream (for all spellcasting classes), and maybe 3rd or 4th for Sending, I haven't really decided yet. I love the dream communication stuff from Tad Williams' books (among others) and I'm trying to work it into my own setting... I just wanted some feedback before I make up my mind.


Hi there! Long-time lurker, first-time poster. I hope I put this in the right section of the forums, especially since it's kinda long...

Could someone give me some feedback on a spell point system I'm working on? I love toying with houserules and world-building, but don't have anyone around in real life who knows the systems well enough to give me useful tips on balance and so forth. Also, I appreciate the civility and respect this board shows to each other when posting stuff like this (i.e. please don't call me a doofus!)

I've always liked the flexibility of the spell-point system over the relative rigidity of the vancian spellcasting system (and I'm not trying to start a one-vs.-the-other debate), but I've never liked the way it still comes down to a pool that's unattached to anything else. I've always loved the idea of magic that draws on your life force, or that takes effort to use and has the risk of overexerting yourself.

So the system I've been working on uses the basic spell point system from Unearthed Arcana, but instead of each class having a separate pool of spell points, all spell point costs are instead transformed into nonlethal damage that the caster takes when casting a spell (I call this "spell burn," 'cause I needed a nifty name.) The only difference between spell burn and normal nonlethal damage is that spell burn is not subject to magical healing (thus, no cure spells to gain back all your magical power.)

This gives me the ability to have casters really drain themselves when they cast spells, makes them want to stand back from melee even more than normal, and can even allow them to cast themselves into unconsciousness (that "dramatic final effort" thing). Plus, no more video-gamey "oops, I'm totally out of MP, gotta find an inn" (which is admittedly easier to deal with nowadays with Pathfinder's new rules and non-OGL stuff like reserve feats, but still something I'm trying to eliminate), but rather the spellcaster can rest and recuperate his energy without actually having to set up camp for the night.

The sorcerer obviously gets shafted in this system compared to the wizard, so I'm basically giving him a variation of the wilder's wild surge, psychic enervation, and surging euphoria class features to make up for his limited spell knowledge (and have a spellcaster who can REALLY put some effort into his magic).

I recognize the discrepancy between Hit Dice for the arcane vs. divine classes, but don't really see it as being too big a difference to worry about, especially since the divine casters tend to wade into melee more anyway.
I also haven't exactly decided what to do about construct/undead casters and spellcasters with fast healing or regeneration in this system, but I'm not too worried about that yet.
Also, I know about the "vitalizing spell point" system from UA, but always felt it was a little too clunky, although I do like the incorporation of fatigue (which I may try to incorporate into this system somehow). (I also like the word "incorporate." K-I-D-S! Kids Incorpor... nevermind.)

So basically, I just want to know how balanced this is (compared to normal spell points). I've never seen anything like this mentioned anywhere for d20 games--is that because it's completely broken? I'm hoping the fact that you can recover your magical energy over the course of the day is offset by the facts that 1) every spell you cast makes it that much more likely the baddie will knock you unconscious, and 2) at higher levels you won't have as many spell points available to spend in a single battle, but am I missing anything game-breaking?

Thanks for taking the time to read this! ...unless you didn't, in which case a pox on you.