
Mavrickindigo |
We just finished the first adventure in this path, and one of our players wants to play a Fetchling Ninja. The GM says it would be too overpowered for the second adventure. Is this true? Will a fetchling (from the Advanced Race Guide, of course) "break" the adventure?
Please do not spoil, just simple answers are fine.

Rathendar |

To me, this sounds like the DM not being comfortable with the race/class/build after seeing it in play through Book1. He very well may feel that it will break the adventure as he would run it.
If he feels this way, and you are told here that no it wouldnt for whoever speaks up...what do you do? go tell your DM 'no it wont i'ma play it anyways' and end up with him still feeling that way regardless?
This is a group issue, and you two should sit down and talk about it. Ask him what he feels is 'breaking' with your character. See on your end if you can use different tactics/build and still have the fun you envisioned when you made the PC. Communicate and try to reach a middle ground so you are both happy.

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We just finished the first adventure in this path, and one of our players wants to play a Fetchling Ninja. The GM says it would be too overpowered for the second adventure. Is this true? Will a fetchling (from the Advanced Race Guide, of course) "break" the adventure?
Please do not spoil, just simple answers are fine.
When you say "first adventure" and "second adventure", do you mean the first and second adventure as presented in the first book, Snows of Summer, or the first and second book, Snows of Summer and The Shackled Hut respectively? I could see the disguise self ability being marginally useful in the last adventure of Snows of Summer and through the second act of The Shackled Hut, but not really before then. Cold resistance 5 is more useful the earlier in the AP you are, as it can get quickly outpaced. Shadow Blending can be potent if the party is in dim light a lot or if the character has a means of creating dim light, but especially in the early parts of Snows of Summer everybody's going to have concealment from the snowy conditions anyway. What could be considered broken are the shadow walk and plane shift abilities the fetchling gets, but 1) neither will be available in either Snows of Summer or Shackled Hut and 2) after these books, those abilities are going to be rendered obsolete.
On the whole, a fetchling ninja seems to have a few tricks useful in a few situations that are fairly likely to come up in the AP. It should be evident from the number of caveats in that sentence, however, that I don't believe it's gamebreaking in the slightest.
Of course, I really like fetchlings, so I might just be a little biased.

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We have player using a Fetchling ninja in RotRL. Ninja is insane if done right anyway, invisibility, greater invisibility, and spring attack. Add in the awesomeness that is the Fetchling race and now you have a very singular threat in and out of combat. So yeah if the GM is threatened by it maybe have a little talk, it is always better to get these things settled before hand. Otherwise people can literally have a book thrown at them. Good luck and have fun no matter what.

magnuskn |

Fetchlings are pretty OP out of the book, I can understand the GM's concern. Citing "build point" numbers doesn't really convey the actual powers the race has.
Ninja's by themselves are not that bad, I got two in the group I am GM'ing for Jade Regent and they both can't hold a candle to the archer fighter.