Dm Sketchpad

DM Sketchpad – November 2009

The open game license for this wiki entry can be found here and the archive of DM Sketchpad material will be located here DMSArchive once I get it done. :)

Feedback Please write me at moc.liamg|mkadeg#moc.liamg|mkadeg to let me know what you like or hate. Its comments by readers that help shape this document each month
Ninja.jpg

November is Ninja Month

The month of November we are celebrating the Ninja month! Please submit ninja and oriental adventure themed content to help us celebrate the month of November. Send you content to moc.liamg|mkadeg#moc.liamg|mkadeg.

November 16th, 2009 (by Charles Wenzler)

Charles sent over a new Pathfinder character class today. Below is the animist. The following class is open game content.

ANIMIST

Class Base Fort Ref Will ––––––– Spells per Day –––––––
Level Attack Bonus Save Save Save Special 0 1 2 3 4 5 6 7 8 9
1 +0 +2 +0 +2 Nature Sense, Percipience 3 1
2 +1 +3 +0 +3 Touch of Life, Wild Empathy 4 2
3 +2 +3 +1 +3 Gaia’s Grace, Spirit Shield 4 2 1
4 +3 +4 +1 +4 Elemental Invocation 4 3 2
5 +3 +4 +1 +4 Elemental Resistance (+2) 4 3 2 1
6 +4 +5 +2 +5 Elemental Invocation 4 3 3 2
7 +5 +5 +2 +5 Craft Wicker Totem 4 4 3 2 1
8 +6/+1 +6 +2 +6 Elemental Resistance (+4) 4 4 3 3 2
9 +6/+1 +6 +3 +6 Elemental Invocation 4 4 4 3 2 1
10 +7/+2 +7 +3 +7 4 4 4 3 3 2
11 +8/+3 +7 +3 +7 Elemental Resistance (+6) 4 4 4 4 3 2 1
12 +9/+4 +8 +4 +8 Elemental Invocation 4 4 4 4 3 3 2
13 +9/+4 +8 +4 +8 Spiritform 4 4 4 4 4 3 2 1
14 +10/+5 +9 +4 +9 Elemental Resistance (+8) 4 4 4 4 4 3 3 2
15 +11/+6/+1 +9 +5 +9 Elemental Invocation 4 4 4 4 4 4 3 2 1
16 +12/+7/+2 +10 +5 +10 4 4 4 4 4 4 3 3 2
17 +12/+7/+2 +10 +5 +10 Elemental Resistance (+10) 4 4 4 4 4 4 4 3 2 1
18 +13/+8/+3 +11 +6 +11 Elemental Invocation 4 4 4 4 4 4 4 3 3 2
19 +14/+9/+4 +11 +6 +11 Speak to the Spirit 4 4 4 4 4 4 4 4 3 3
20 +15/+10/+5 +12 +6 +12 Spiritual Transcendence 4 4 4 4 4 4 4 4 4 4

ALIGNMENT
Animists may be of any alignment.

CLASS SKILLS
The animists class skills are Climb (Str), Craft (Int), Fly (Dex), Handle Animal (Cha), Diplomacy (Cha),
Heal (Wis), Knowledge (Arcana) (Int), Knowledge (Geography) (Int), Knowledge (Nature) (Int), Perception (Wis), Ride (Dex), Sense Motive (Cha), Spellcraft (Int), Survival (Wis).
Skill Ranks Per Level: 4 + Int modifier

CLASS FEATURES
All of the following are class features of the animist.

Weapon and Armor Proficiency: Animists are proficient with all simple weapons, light armor,
medium armor, and shields (except tower shields).

Nature Sense (Ex): The animist gains a +2 bonus on Knowledge (Nature) and Survival checks.

Percipience (Su): Animists can see and hear nature spirits otherwise imperceptible to mortals (unless a spirit wishes to show itself). The character finds this ability disconcerting at first, because it makes her realize how pervasive spirits are; they are everywhere, all the time – although only rarely do they pay attention to the actions of mortals. Animists that are alerted to danger due to upset or absent nature spirits cannot be caught flat-footed.

Orisons: Animists can prepare a number of orisons, or 0-level spells, each day, as noted on the class table shown above under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again.

Spells: Animists cast divine spells which are drawn from the Animist and Animist spell lists. Animists must choose and prepare her spells in advance.

To prepare or cast a spell, the animist must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an animist's spell is 10 + the spell level + the animist's Charisma modifier.

Like other spellcasters, an animist can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is shown on the above class table. In addition, she receives bonus spells per day if she has a high Charisma score (see Table 1-3 in the Pathfinder Core Rulebook).

Animists must meditate for their spells and must choose a time when she is to spend 1 hour of each day to regain her daily allotment of spells. The animist may prepare and cast any spell on the Cleric and Druid spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.

Touch of Life (Su): At 2nd level the animist can heal someone that is wounded with a touch. Each day she can cure a total number of hit points equal to her Charisma bonus (if any) times her level. The animist can cure herself. She may choose to divide this curing among multiple recipients and doesn’t have to use it all at once. Using this ability is a standard action. Since it involves positive energy, the animist can use this ability to damage undead for as many points as she normally would heal a living creature.

Wild Empathy (Ex): The animist can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person (see Using Skills). The animist rolls 1d20 and adds her class level and her Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the animist and the animal must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.

The animist can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check.

Gaia’s Grace (Su): At 3rd level the animist gains a bonus equal to her Charisma modifier (if any) on all saving throws.

Spirit Shield (Su): At 3rd level the animist is able to call froth a shield formed from her own soul to protect her a number of times per day equal to 3 + her Charisma modifier. The spirit functions exactly like a shield of faith.

Elemental Invocation (Su): At 4th level the animist is able to invoke the spell-like granted powers from the Air, Earth, Fire & Water Cleric domains a total number of times per day equal to her Charisma modifier +3. The animist can freely choose which domain spell-like granted power to invoke when using this class feature.

At 6th level and every three levels thereafter, the animist gains one additional daily use of this class ability per day.

Craft Wicker Totem (Ex): At 7th level the animist is able to create a wicker totem by taking the hair clippings and the blood of a willing person. The hair and blood is mixed with straw and the animist creates a wicker totem in a process taking 8 hours to complete. The totem can then be used as a focus in the animists spells, allowing her to use spells with a range of touch on the person without actually having to make physical contact with them.

The animist can only have a number of wicker totems that she is able to use equal to one-quarter her class level +1. Any new wicker totems she creates replace older wicker totems.

Elemental Resistance (Ex): Whenever the animist is the target of any spell with the acid, cold, electricity, fire, force or sonic descriptors she gains a +2 resistance bonus on her saving throw against it. This bonus increases by +2 at 8th level and every three levels thereafter, to a maximum of +10 at 17th level.

Spiritform (Su): At 13th level the animist is able to assume spiritform allowing her to become incorporeal for one round per class level. This ability is usable a number of times per day equal to her Charisma modifier +3.

Speak to the Soul (Su): At 19th level the animist is able to understand whatever people say to hear no matter which language they speak it in. In addition when the animist speaks, the listener always knows exactly what the animist is saying no matter which language the animist speaks in. The animist is able to even able to speak with and comprehend undead, so long as its soul is still bound to its body.

Spiritual Transcendence (Su): At 20th level, the animist becomes ascends to a higher state and becomes a magical creature. She is forevermore treated as an outsider with the native subtype rather than as a humanoid (or whatever the animist’s creature type was) for the purpose of spells and magic effects. In addition, her transcended state grants her immunity to spells and spell-like abilities that utilize negative energy.

November 15th, 2009 (by Mark)

If there is one area that the Grand OGL Wiki is clearly negligent it is in the area of providing new spells. As this is ninja month, I thought it would be appropriate to expand the repertoire of the Shugenja a bit. The shugenja are elemental mages who focus on one form of elemental magic. The following spells are Open Game Content (some are new and some are conversions).

New Shugenja Spells

Flock of Doves
School Illusion (figment) [air]; Level shugenja 0
Casting Time 1 standard action
Components V, S, DF
Range long (400 ft. + 40 ft./level)
Effect visual figment of two doves/level
Duration 5 hours
Saving Throw Will disbelief (if interacted with); Spell Resistance no

High society adores exotic and beautiful birds. This spell conjures figment doves out of nothingness to beautify the area. They will not engage in combat, and will fly away at the first sign of hostilities. If left to their own devices, the doves fly in aesthetically pleasing patterns in the sky. They are often thought to bring luck to social gatherings.


Preserving Wind
School Transmutation [air]; Level shugenja 0
Casting Time 1 swift action
Components S, DF
Range touch
Target creature touched
Duration 5 rounds
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)

You imbue the subject with the vibrancy of an air kami. It grants you a +2 bonus on Constitution checks to resist drowning.


Stir No Ripple
School Abjuration [water]; Level shugenja 0
Casting Time 1 standard action
Components V, S
Range touch
Target creature touched
Duration 1 minute
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)

When the subject enters water it is always considered calmer around him. He reduces the DC for swimming by 5 to a minimum of 10.


Oni Stomp
School Evocation [earth]; Level shugenja 1
Casting Time 1 standard action
Components V, S
Range 20 ft.
Effect cone-shaped burst
Duration Instantaneous
Saving Throw Reflex negates; Spell Resistance no

You stomp your foot to the ground like a great and powerful oni sending a wave of force out from you in a cone. Any creatures standing on the ground within the spells effect must make a Reflex save or be knocked prone and suffer 1d4 points of nonlethal damage.

Novemember 14th, 2009 (by Mark)

It appears that the playtest document for the first two new classes from Paizo is available for download at their site. This of course provides me with an opportunity to stat out these new, playtest classes as 1st Level Heroes. The following material is Open Game Content

1st Level Heroes: Cavalier and Oracle Playtest

The Cavalier

Lord Brunok CR ½
Male dwarf cavalier 1 (order of the stars)
LN Medium humanoid (dwarf)
Init +0; Senses darkvision 60 ft.; Perception +0


AC 16, touch 16, flat-footed 10 (+6 chainmail)
hp 13 (1d10+3)
Fort +5, Ref +0, Will +0; +2 poison, spells and spell-like abilities
Defensive Abilities defensive training


Spd 20 ft.
Melee flail +3 (1d8+2, disarm, trip)
Special Attacks challenge +1d6


Str 15, Dex 10, Con 16, Int 12, Wis 10, Cha 11
Base Atk +1; CMB +3; CMD 13 (+7 bull rush, trip)
Feat Weapon Focus (flail)
Skills Appraise +1, Craft (weapons) +5, Handle Animals +4, Knowledge (religion) +5, Ride +4, Perception +0, Sense Motive +4; +2 Appraise magical goods, +2 Perception to notice unusual stonework.
Languages Common, Dwarven, Terran
SQ mount (boar), oath of greed
Equipment backpack, 10 iron spikes, hammer, wineskin, favourite beer stein.

Lord Brunok is an honourable member of the Order of Star. Hailing from the dwarven metropolis of Ironfold he is a dedicated follower of Artefaitus and does whatever he can to protect the followers of the civilization builder and his grand plan.


The Oracle

Flini CR ½
Female gnome oracle 1 (waves)
N Female humanoid (gnome)
Init -2; Senses low-light vision; Perception +2 (fails hearing checks, -4 on opposed Perception checks)


AC 15, touch 13, flat-footed 13 (+2 Dex, +2 leather, +1 size)
hp 10 (1d8+2)
Fort +2, Ref +2, Will +2; +2 vs. illusion
Defensive Abilities defensive training


Spd 20 ft.
Melee heavy mace -1 (1d6-2)
Ranged sling +3 (1d3); 20 stones
Special Attacks hatred (reptilian, goblinoid)
Spell-Like Abilities (CL 1st)
1/day - dancing lights, ghost sound, prestidigitation, speak with animals
Spells Known** (CL1st); All spells silent at no cost.
1st (4/day) - //cure light wounds
, spirit guideBODM
Oth (at-will) - bleed, detect poison, ray of lightBODM, sea sprayBODM


Str 6, Dex 14, Con 14, Int 13, Wis 10, Cha 17
Base Atk +0; CMB +1; CMD 9 (13 disarm, trip, overrun)
Feats Agile Maneuvers
Skills Acrobatics +6, Craft (alchemy) +7, Escape Artist +6, Knowledge (history) +5, Knowledge (religion) +5, Perception +2, Swim +2 ;Racial Modifiers +2 Craft, +2 Perception
LanguagesCommon, Gnome, Signing, Sylvan
SQ oracle curse (deaf), revelation (fluid nature)
Equipment 50 gp of gear

Flini was always special. Born deaf she had a remarkable sense of the world around her. Overtime this sense of the world extending into the shaping of illusions and later the control of magic. At first she used her power immaturely to hurt other but overtime has found peace within herself and her life.

November 13th, 2009 (by Mark)

Continuing on the theme of Oriental Adventures I’m adding the Sun, Moon and Sea deities of Japanese mythology to our Gods of the Grand OGL Wiki feature. These are of course my misinterpretations and should not be considered a reflection of the actual source material. The following is Open Game Content

Kami of the Grand OGL Wiki

Amaterasu Omikami
That Which Illuminates Heaven, Light-Bringer, Daughter of Dawn
Goddess of the sun, empires, farming and weaving
Alignment LG
Domains Community, Glory, Good, Law, Nobility, Sun
Favoured Weapon Unarmed strike

That Which Illuminates Heaven makes the following demands of her followers:

  • To light a lantern or candle each night to never let her light disappear from the world again.
  • To respect the laws of your rulers as all emperors are descendents of divinity.
  • To love your siblings regardless of their behaviour.

Tsukiyomi-no-Mikota
The Moonlit Night, The Lonely Walker, The Reflected Majesty
God of the moon, travellers and lost siblings
Alignment NG
Domains Dream, Darkness, Knowledge, Travel
Favoured Weapon Naginata

The Moonlit Night makes the following demands of his followers:

  • Carry a white copper mirror in remembrance of the Moonlit Nights birth and to reflect upon their own divinity.
  • Always travel with the company of friends or comrades.
  • Maintain a journal of your dreams, through this window The Moonlit Night grants wisdom and inspiration.

Susanoo-no-Mikota
The Summer Storm, Darkness Bringer, The Reconciler
God of the sea, storms, rage and reconciliation.
Alignment CN
Domain Chaos, Darkness, Ocean, Weather
Favoured Weapon Katana

The Summer Storm makes the following demands of his followers:

  • To never wield magic that calms or dissipates stormy weather.
  • To provide shelter to friend and enemy from unpredictable weather.
  • Let no rash action prevent you from apologizing to your silblings.

November 12th, 2009 (by Mark)

Today I’ll post the mechanics for the common weapons of the ninja. The following material is Open Game Content.

Weapon and Armor Proficiency:Ninja are proficient with daggers, darts, shuriken, katana, ninja-to, kusari-gama, and blowguns. They are not proficient in any armor or shields.

Katana The katana is the symbol of the samurai; a blade for a noble warrior. Anyone not of noble caste seen wielding a katana would be executed on sight. Samurai meeting in honourable duel always wield katana.
The katana is considered a martial weapon when wielded as a two-handed weapon. It can be wielded with a single hand if the wielder possesses the Exotic Weapon Proficiency feat for the katana. All katana are masterwork weapons.

Kusari-Gama The kusari-gama is a combination weapon consisting of a kama attached to a length of chain that ends in a heavy lead weight. The chain of the kurari-gama can be used to trip and disarm opponents. Weapon damage is listed for kama then lead weight.

Ninja-to The ninja-to is a shortsword crafted for use by ninja. The blade is blackened and straight; it has a square guard. They can only be procured by ninja at their dojos as no reputable smith would craft such a foul weapon.

Weapon Classifications in an Oriental Setting

Martial Weapons Cost Dmg (S) DMG (M) Critical Range Weight Type Special
Two-Handed Melee Weapons
Katana 400 gp 1d8 1d10 19-20/x2 6 lbs. S masterwork
Exotic Weapons Cost Dmg (S) DMG (M) Critical Range Weight Type Special
Light Melee Weapons
Kusari-gama 12 gp 1d4/1d4 1d6/1d6 x2/x3 4 lbs. S/B disarm, double, trip
One-Handed Melee Weapons
Ninji-to 15 gp 1d4 1d6 19-20/x2 3 lbs. S

The other listed weapons appear in the Pathfinder Roleplaying Game.

November 10th and 11th, 2009 (by Mark)

Okay, it has to be done. Here is my Pathfinder version of the Ninja base class. The following material is open game content

Ninja

Alignment: Any
Hit Dice d8

Class Skills

The ninja’s class skills are Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Dex), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Linguistics (Int), Knowledge (geography) (Int), Knowledge (local) (Int), Knowledge (Nobility) (Int), Perception (Wis), Perform (Cha), Sleight of Hand (Dex), Stealth (Dex).
Skill Ranks per Level: 6 + Int modifier.

Class Abilities

The following are class features of the ninja.

Weapon and Armor Proficiency:Ninja are proficient with daggers, darts, shuriken, katanna, ninja-to, kusari-gama, and blowguns. They are not proficient in any armor or shields.

Sneak Attack: If a ninja can catch an opponent when he is unable to defend himself effectively from his attack, he can strike a vital spot for extra damage. The ninja's attack deals extra damage anytime his target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the ninja flanks his target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two ninja levels thereafter. Should the ninja score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.
With a weapon that deals nonlethal damage (like an unarmed strike), a ninja can make a sneak attack that deals nonlethal damage instead of lethal damage. He cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.
The ninja must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A ninja cannot sneak attack while striking a creature with concealment.

Dodge: The ninja gains a dodge bonus to AC and CMD as indicated by the table above. The ninja does not gain this bonus if they are wearing armor that has an armor check penalty. This class ability meets the Feat requirement of Dodge for higher level feats.

Poison Use: Ninjas are trained in the use of poison and cannot accidentally poison themselves when applying poison to a blade.

Ninja Talent As a ninja gains experience, he learns a number of talents that aid him and disable his enemies. Starting at 2nd level, a ninja gains one ninja talent. He gains an additional ninja talent for every 2 levels of ninja attained after 2nd level. A ninja cannot select an individual talent more than once.

Talents marked with an asterisk add effects to a ninja’s sneak attack. Only one of these talents can be applied to an individual attack and the decision must be made before the attack roll is made.

  • Accelerated Climbing (Ex): This ability allows a ninja to move at one-half speed using the Climb skill without penalty. In addition, a ninja with this talent is not flat-footed when climbing.
  • Combat Trick (Ex): A ninja that select this feat gains a bonus combat feat.
  • Dark Guardian (Ex): At the start of combat, select one creature within 30 ft. So long as you are not flat-footed or flanked, the target is not considered flat-footed or flanked either.
  • Fast Stealth (Ex): This ability allows a ninja to move at full speed using the Stealth skill at full speed without penalty.
  • Ledge Walker (Ex): This ability allows a ninja to move along narrow surfaces at full speed using the Acrobatics skill without penalty. In addition, a ninja with this talent is not flat-footed when using Acrobatics to move along narrow surfaces.

Minor Magic (Sp): A ninja with this talent gains the ability to cast a 0-level spell from the shugenja spell list. This spell can be cast three times a day as a spell-like ability. The caster level for this ability is equal to the ninja's level. The save DC for this spell is 10 + the ninja's Intelligence modifier. The ninja must have an Intelligence of at least 10 to select this talent.

  • Needle Strike* (Ex): When making a sneak attack, the threat range on the weapon is doubled for that attack.
  • Ninja Crawl (Ex): While prone, a ninja with this ability can move at half speed. This movement provokes attacks of opportunity as normal. A ninja with this talent can take a 5-foot step while crawling.
  • Rooftop Runner (Ex): A ninja with ability is skilled at moving quickly over uneven rooftops. You gain a +2 bonus to Acrobatics and Climb while moving along rooftops. Additional, you always reduce the damage from falling by one die, as if you had fallen 10 less feet.
  • Silencing Strike* (Ex): Opponents struck by the ninja’s sneak attack cannot speak for 1 round.
  • Stand Up (Ex): A ninja with this ability can stand up from a prone position as a free action. This still provokes attacks of opportunity for standing up while threatened by a foe.
  • Surprise Attack (Ex): During the surprise round, opponents are always considered flat-footed to a ninja with this ability, even if they have already acted.
  • Weapon Skill (Ex): The ninja gains proficiency in three simple weapons, two martial weapons or one exotic weapon.

Uncanny Dodge (Ex): Starting at 3rd level, a ninja can react to danger before his senses would normally allow him to do so. He cannot be caught flat-footed, even if the attacker is invisible. He still loses his Dexterity bonus to AC if immobilized. A ninja with this ability can still lose his Dexterity bonus to AC if an opponent successfully uses the feint action (see Combat) against him.
If a ninja already has uncanny dodge from a different class, he automatically gains improved uncanny dodge (see below) instead.

Speed of Darkness (Ex) The strength of the ninja’s attack lies in his ability to strike quickly at exposed areas and fade away. At 4th level a ninja adds their Int modifier to his initiative roll.

Shadow Run (Ex) The ninja gains a bonus to his speed as indicated on the table when moving at night.

Improved Uncanny Dodge (Ex): A ninja of 6th level or higher can no longer be flanked.
This defense denies another ninjas the ability to sneak attack the character by flanking him, unless the attacker has at least four more ninja levels than the target does.
If a character already has uncanny dodge (see above) from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum ninja level required to flank the character.

Advanced Talents: At 10th level, and every two levels thereafter, a ninja can choose one of the following advanced talents in place of a ninja talent.

  • Confusing Strike* (Ex): A ninja with this ability can sneak attack opponents with such precision that her blows cause confusion and hamper them. An opponent damaged by one of his sneak attacks also takes 2 points of Wisdom damage.
  • Delayed Sneak Attack* (Ex): When using this talent, you opponent suffers no damage from your attack or sneak attack for 3d6 rounds. Many ninja use this to strike and escape allowing the victim to die after the ninja is gone.
  • Effective Poisoner* (Ex): When delivering poison via a sneak attack, the DC of the poison is increased by +4 because the ninja is able to target areas more sensitive to the poison.
  • Lightning Stealth (Ex): You can run or charge with a -10 penalty to your Stealth skill. A ninja must have the Fast Stealth talent to take this talent.
  • Skill Mastery: The ninja becomes so confident in the use of certain skills that he can use them reliably even under adverse conditions. Upon gaining this ability, he selects a number of skills equal to 3 + her Intelligence modifier. When making a skill check with one of these skills, he may take 10 even if stress and distractions would normally prevent him from doing so. A ninja may gain this special ability multiple times, selecting additional skills for skill mastery to apply to each time.
  • Staggering Attack (Ex): A ninja with this ability can sneak attack opponents in a way to partially disable them for a short period of time. An opponent damage by one of his sneak attacks is also staggered for a number of rounds equal to the ninja’s level/5 (minimum 2 rounds).
  • Wolf Strike* (Ex): When using a sneak attack, you can force your opponent to make a Reflex save (DC 10 + ½ ninja class level + # of sneak attack dice). If the target fails the save they are also knocked prone by the attack.
  • Feat: A rogue may gain any feat that she qualifies for in place of a rogue talent.

Hide in Plain Sight (Ex): At night, a ninja of 12th level or higher can use the Stealth skill even while being observed.

Master of Darkness (Ex) Upon reaching 20th level, a ninja becomes an avatar of darkness and death. During the night the ninja is always considered to possess concealment from ranged and melee attacks as he seemingly carries an aura of darkness with him. Additional, he suffered no penalties to Perception checks due to darkness and can make ranged sneak attacks to a range of 60 ft.

Level Base Attack Bonus Fort Save Ref Save Will Save Special Dodge
1 +0 +0 +0 +2 Sneak attack +1d6 +1
2 +1 +0 +0 +3 Poison use, ninja talent +1
3 +2 +1 +1 +3 Sneak attack +2d6, uncanny dodge +1
4 +3 +1 +1 +4 Ninja talent, speed of darkness +1
5 +3 +1 +1 +4 Sneak attack +3d6 +2
6 +4 +2 +2 +5 Improved uncanny dodge, ninja talent +2
7 +5 +2 +2 +5 Sneak attack +4d6 +2
8 +6/+1 +2 +2 +6 Ninja talent, shadow run +10 ft. +2
9 +6/+1 +3 +3 +6 Sneak attack +5d6 +3
10 +7/+2 +3 +3 +7 Advanced talents, ninja talent +3
11 +8/+3 +3 +3 +7 Sneak attack +6d6 +3
12 +9/+4 +4 +4 +8 Hide in plain sight, ninja talent +3
13 +9/+4 +4 +4 +8 Sneak attack +7d6 +4
14 +10/+5 +4 +4 +9 Ninja talent +4
15 +11/+6/+1 +5 +5 +9 Sneak attack +8d6 +4
16 +12/+7/+2 +5 +5 +10 Ninja talent, shadow run +20 ft. +4
17 +12/+7/+2 +5 +5 +10 Sneak attack +9d6 +5
18 +13/+8/+3 +6 +6 +11 Ninja talent +5
19 +14/+9/+4 +6 +6 +11 Sneak attack +10d6 +5
20 +15/+10/+5 +6 +6 +12 Master of darkness, ninja talent +5

Shane sent by his submission for Ninja Month. I hope others will also contribute oriental or ninja-based content this month. The following is open game content..

Ninja Feat

Historical ninjas were spies and assassins, blending in until they were able to steal sensitive information or move in for a silent kill. But the ninjas in popular culture move beyond such mundane activities, giving them the ability to move faster than the eye can see, detect their enemies by presence alone, and even use supernatural powers…all of which fit perfectly in a fantasy role-playing game. Here then are six new feats that grant ninja-like powers to your Pathfinder character.

Body-Switching Technique
You can instantly vanish, leaving behind a decoy, and reappear at another point.
Prerequisites: Flash Step, Stealth 10 ranks, Dexterity 17.
Benefit: A number of times per day equal to one-half your Dexterity bonus, when you are targeted, either individually or as part of an area effect, by an attack, spell, or effect, you may as an immediate action vanish – leaving behind an inanimate wooden log that takes the attack instead – and reappear up to 30 ft. away. The space you reappear in must be one that is unoccupied, and that you could reach via normal movement.
You must be aware of the attack and not flat-footed to use this feat. This is not a teleportation effect; you simply move without being seen.


Flash Step
You can move too fast for most eyes to follow.
Prerequisites: Stealth 6 ranks, Dexterity 15.
Benefit: A number of times per day equal to your Dexterity bonus, you may take a free move action, during which you must move at least 10 feet. Creatures whose Hit Dice are less than yours by 5 or more are unable to follow you during this movement, and are flat-footed against your attacks for the remainder of the round. You may take only one free move action per round.
Creatures that use non-visual means of detecting you, such as tremorsense, can always follow your movement.
Using this feat counts as successfully creating a diversion against creatures who cannot follow your movement, allowing you to use Stealth to hide from them.


Improved Passionate Combatant (Combat)
You become truly fired up when in battle!
Prerequisites: Passionate Combatant, base attack bonus +6, Constitution 17.
Benefit: The bonus you gain from the Passionate Combatant feat increases by +1.


One Last Blast
Your corpse explodes when you die.
Prerequisite: 5 Hit Dice/levels.
Benefit: When you die, your body immediately explodes, dealing 1d6 points of fire damage per Hit Die/level to all creatures within 20 ft. A Reflex save (DC 10 + ½ your Hit Dice/levels + your Constitution modifier) is allowed for half damage.
Alternately, you may choose to explode as a standard action that does not provoke an attack of opportunity, instantly dying as a result.
Because this feat destroys your corpse, you can only be brought back to life with true resurrection, wish, miracle, or similar magic.
Special: This feat’s power is a supernatural ability; it does not function in an antimagic field.


Passionate Combatant (Combat)
You do not grow tired as a fight wears on; rather, you’re energized by it!
Prerequisites: Base attack bonus +4, Constitution 15.
Benefit: After five consecutive rounds of combat, you may choose to gain a +1 circumstance bonus to all attack rolls, damage rolls, saving throws, and skill and ability checks for a number of rounds equal to your Constitution modifier. You may only activate this feat once per day.


Sense Killer Intent
You can feel the murderous desires of unseen foes.
Prerequisite: Sense Motive 1 rank.
Benefit: You may use Sense Motive instead of Perception to oppose enemies’ Stealth checks. This only functions against creatures that are intent on attacking for lethal damage within the next few rounds (GM’s discretion).

November 8th, 2009 (by Mark)

So I think it is once again time to work on the Otyughnomicon. Pathfinder is out and hugely popular, but I have a minor problem. There otyugh, is still an aberration, instead a magical beast like my revised otyugh. Should I use the pathfinder otyugh as my base creature? Or just pathfinderize my magical beast otyugh? I guess for now I’ll build on the Pathfinder guy with this idtyugh. The following is Open Game Content.

Otyughnomicon: Id Otyugh

An idtyugh is a specialized otyugh that has surrendered to its inner desires for physical pleasure. They are stronger, faster and more savage than their peers. They are remarkable combatants and powerful personality that manifests psionic potential

IDTYUGH
This heavily muscled, three-legged freak is mostly mouth. Three powerful tentacles, two tipped with spiked barbs and one with eyes, extend from its sides.
ID TYUGH CR 6
XP 2,400
N Large magical beast
Init +2; Senses darkvision 60 ft., scent; Perception +15


AC 24, touch 11, flat-footed — (+2 Dex, +13 natural, –1 size)
hp 51 (6d8+24)
Fort +5, Ref +4, Will +8
Immune disease


Speed 40 ft.
Melee bite +9 (1d8+9 plus disease), 2 tentacles +5 (1d6+6 plus grab)
Space 10 ft.; Reach 10 ft. (15 ft. with tentacle)
Special Attacks constrict (tentacle, 1d6+6)
Psi-like Abilities (ML 3rd)
1/day - biofeedback, vigor


Str 22, Dex 14, Con 17, Int 3, Wis 17, Cha 8
Base Atk +4; CMB +11 (+15 grapple); CMD 23 (25 vs. trip)
Feats Alertness, Toughness, Weapon Focus (tentacle)
Skills Perception +15, Stealth +8 (+12 in lair); Racial Modifiers +4 Perception, +4 Stealth (+8 Stealth in lair)
Languages Common


Disease (Ex) Filth fever: Bite—injury; save Fortitude DC 16; onset 1d3 days; frequency 1/day; effect 1d3 Dex damage and 1d3 Con damage; cure 2 consecutive saves. The save DC is Constitution-based.
Idstrike (Ps) The idtyugh swells with additional strength that is draw from its base desires for pleasure. All attacks of the idtyugh deal one additional point of damage per hit dice.


Environment any underground
Organization solitary, pair, or cluster (3–4)
Treasure standard

November 7th, 2009 (by Mark)

Today I thought I would return to the concept of harmonic aspects and write up a couple with more of an oriental flavour. The following material is Open Game Content.

Harmonic Aspects – Oriental Forms

Aspect of the Silent Killer
The aspect of the silent killer was first unlocked by members Shadow Clan of Eastern Hirotia. They secret was discovered by the other ninja clans and now most ninja clans have members that demonstrate this harmonic aspect. Characters exemplifying this aspect are able to move more quickly and ignore obstacles, which allows them to move into position to kill more easily.

Required Equipment: +1 slayer blowgun, writ of the night’s cloak, // feet of the kitsune// (142, 677 gp)
Attunement Time 22 days

Additional Abilities

  • Fleet While attuned to this aspect you gain access to this feat as a bonus feet.
  • Earthbound Freedom (Ex) You may move up trees and walls using your normal movement speed without having to make Climb checks. You are not hindered by difficult terrain and obstacles only cost one square to move through.

Aspect of the Honor
The aspect of honor was perfected by samurai of the Monkey Clan. Their professional warriors perfected this aspect in the war with the Wyvern Clan of the northern islands. This aspect preserves them from dishonest attacks and makes them better able to resist charms and compulsions.

Required Equipment: +1 honorable katanna, +1 light fortification great armor, jade pendant (68,335 gp)
Attunement Time 20 days

Additional Abilities

  • Defense Against Dishonourable Strikes (Ex) Under this aspect you may ignore +1d6 points of sneak attack damage for every four character levels you have attained (minimum +1d6).
  • None May Sway Me (Su) You gain a +4 bonus to Will saves against charms and compulsions. Any action that would make you against your honor or alignment allows you to make another save.

November 6th, 2009 (by Mark)

Wow, we are six days in and I have wrote an entry yet. Thanks to Nathan, Chris, and Kristian for providing me with some content while I got my act together this week. I figure the first ninja based entry I should put up for ninja month is a 1st level hero. I’m currently unaware of a Pathfinder compatible ninja so I’m going to use AEG’s ninja class from their Rokugan supplement. I expect that will Pathfinderize (which seems to be the common term for updating material to Pathfinder) this sometime in the month as well to provide greater choice but I think it provides me with a good basis for a 1st level character. The following character is Open Game Content.

1st Level Heroes: The Ninja

Okasawa was an orphan that was raised and trained in ninjutsu by the Burning Darkness clan. From the shadows this organization hopes to shine a brilliant light upon the corruption and betrayer that rots the Empire from within. Okasawa is just finished his training and has been told that he must experience more of the world and adopt a second profession as cover before he can be sent on missions for the clan.

BurningDarkness.jpg

Okasawa, Member of the Burning Darkness CR ½
Male human ninja 1
NG Humanoid (human)
Init +3; Senses Perception +1


AC 13, touch 13, flat-footed 10 (+2 Dex, +1 dodge)
hp 9 (1d8+1)
Fort +0, Ref +3, Will +3


Spd 30 ft.
Melee unarmed strike +1 (1d3+1)
Ranged shuriken +3 (1d2)
Special Attacks sneak attack +1d6


Str 12, Dex 17, Con 10, Int 14, Wis 13, Cha 8
Base Atk +0; CMB +1, CMD 13
Feats Improved Unarmed Strike, Stealthy
Skills Acrobatics +7, Bluff +3, Climb +5, Craft (alchemy) +6, Escape Artist +9, Perception +5, Stealth +9
Gear backpack, waterskin, blowgun, 10 darts, 5 shuriken, dagger


Dodge When unarmored, a ninja gains a dodge bonus to his armor class dependent on his class level.
Sneak Attack as rogue

November 5th, 2009 (by Nathan Irving)

Nathan sent this guy over after hearing about our dog’s injury (she’s doing better). The following monster appear to be 3.0 or a variant thereof and is open game content.

Harrow Hound

Large Magical Beast (Sonic)
Hit Dice 8d10 + 32 (76 hp)
Magic Rating 2
Initiative +2 (+2 dexterity)
Speed 50 feet
AC 15 (-1 size, +2 dexterity, +4 natural)
Attacks two bites +15 melee (1d8+10) (-1 size, +8 base, +7 strength, +1 weapon focus)
Attack Score Two bites 26
Face/Reach 5 ft. x 10 ft./5 ft.
Special Attacks Trip, Bark
Special Qualities Darkvision 90 ft., Scent, Sonic Immunity
Saves Fort +10, Ref +8, Will +2
Save Scores Fort 21, Ref 19, Will 13
Abilities Str 25, Dex 14, Con 19, Int 5, Wis 10, Chr 14
Skills Hide +5, Listen +8, Move Silently +5, Search -3, Spot +8*, Wilderness Lore +0*
Feats Alertness, Weapon Focus (bite)
Environment Any land and underground.
Frequency Rare
Organization Solitary or pack (2-8)
CR/XP 6 / 2,400
Treasure Standard
Alignment Usually evil
Advancement 9-12 HD (Large), 13-18 HD (Huge)

Harrow hounds are large, two-headed dogs with a thunderous bark. They stand five feet tall at the shoulder, with massive heads the size of barrels. They have shaggy, dark fur, bent ears, and jowls. They are domesticable when very young, but strong-willed once mature. They willingly serve evil masters if given a large measure of freedom and food.

COMBAT

Trip: A harrow hound that hits with a bite attack can attempt to trip an opponent as a free action without making a touch attack or provoking an attack of opportunity. It the attack fails, the opponent cannot react to trip the harrow hound.

Bark (Su): The harrow hound’s thunderous bark can stun or deafen opponents. All creatures within a 30’ burst must succeed at a Fortitude save (DC 16) or be stunned for 1d4 rounds. The harrow hound can bark once per round per head, in place of biting with that head. If both heads bark at once, victims make only a single save, but the DC increases to 18 (10 + ½ HD + Chr mod x 2).

Sonic Immunity (Ex): Harrow hounds are immune to non-damage effects of sonic attacks, and have sonic resistance 20 to damage effects.

Skills: Harrow hounds receive a +3 racial bonus to Hide and Move Silently checks. *They also receive a +10 racial bonus to Spot checks and Wilderness Lore checks when tracking by scent, due to their double noses and keen sense of smell.

IN THE SHADOWEND

Harrow hounds are bred and trained by the forces of evil. They can be taught to work with hell hounds, howlers, shadow mastiffs, and yeth hounds. They form wild packs in the northern reaches of the Shadowend Forest and the Honduar, but are traded far into the south.

November 4th by Chris Sakkas

Redbox Hack 2: The Seraph (By Chris Sakkas.)

A new class for Eric Provost’s Redbox Hack 2.

Check it out for free download on the blog or read it in wiki form.

The Seraph is my fourth attempt at creating interesting warrior classes for RBH 2. She’s an avenger of the Authority, the bureaucracy of angels that govern Heaven. Please download a nicely-formatted PDF of the class.

The Seraph

Seraphs are dark-skinned and bright-eyed avengers of the Authority, the hierarchy of angels that governs Paradise. Born under an eclipse to human parents, Seraphs are spirited away by the Church and trained as philosopher-knights.

Limitation: Ruthlessness

Seraphs are sworn to take the fight to evil, and in doing so you can be self-righteous, vengeful and prepared to make any sacrifice to meet your ends. Some Seraphs are so corrupted they cease to serve Good. Some never served Good.

Talents

A Sword Unbroken

Your sword can slice through any substance as if it were air. It holds straight under any pressure, and if hammered into stone it remains there, quivering, until a Seraph draws it free. In combat, you can skewer a foe to the ground, a wall or a tree. As long as you do not leave the arena or make another Attack, the foe cannot move or Attack.

Where Angels Fear to Tread

By uttering a snarl or a word of power, you frighten others away or draw them towards you. This does not allow you to control them, but you can leave powerful impressions on their mind. In combat, you can spend an awesome point to stop someone from entering your arena or force them to enter your arena.

Whirling Dervish

When you successfully Show Off, you may immediately make a free Attack. If you miss, you lose all your awesome tokens.

Dust Storm

Where there is sand, dust or dirt you can call upon the spirits of the Lower Air to fight and feud. This clogs the air with grit, creating a new arena type: Clouded. Here, the advantage goes to those wielding melee weapons, whatever the size.

In and Out

Once a combat you may act at the beginning and end of a turn.

On the Head of a Pin

You are familiar with the Church’s vast library of alchemical and theological texts. You recognise magic and foreign technology and can interpret alchemical instructions. By spending a few hours in research and with the right reagents at your disposal you can create an alchemical device. When you do so, name a condition. When that condition is met, it grants you a pre-determined free action.

November 3rd (by Mark)

My dog has lost part of his tail today. The bandage the vet put one at 3:30 was off by the time we got home. Since that time we have been wrestling and rebandaging the dog and cleaning up blood. There will be no update today.

November 2nd (by Kristian)

Today I'm posting Kristian's new map for the DM Sketchpad. Unlike other maps this one is not specifically an adventure location but instead a temple. The following map is not open game content.

Temple of Omalous

TempleMap.jpg

Redbox Hack 2: The Moon (November 1st)

By Chris Sakkas.

A new class for Eric Provost’s Redbox Hack 2.

Check it out for free download on the blog or read it in wiki form.

The Moon is my third attempt at creating interesting warrior classes for RBH 2. She’s a serene martial artist who descended from the heavens to search for her missing husband, the Sun. Please download a nicely-formatted PDF of the class.

The Moon

Continuing the Redbox tradition of naming classes after the things they vaguely resemble, Moons are white-skinned, rabbit-eared bounders. Masters of unarmed combat and the empty body, Moons are immortal but cannot bear children while their husbands the Suns are lost from the world.

Limitation: Lament

Moons are haunted by the slow death of their people. When faced by suffering or entropy, they must do whatever they can to alleviate it – whether it afflicts a dear friend or a hated enemy.

Talents

Gesture Without Motion

Should an enemy attempt to Show Off and fail, you may Show Off as a free action. If an enemy tries to Push you and fails, you may Push him or her as a free action. Should an enemy try to Assist an ally and fail, you may Attack him or her as a free action.

Written in the Heavens

By stargazing, you can determine what the future will hold for anyone but yourself or another Moon. The prophesy is general and limited, but accurate.

One Small Step

A Moon can fall into the earth, leaving her robe behind. She appears anywhere she chooses, provided the Moon is visible from where she left and where she arrives. She can only step back to where her robe is, and should someone take possession of it while she is gone she falls under their power.

Candle Touch

A Moon can strike the air and extinguish a candle on the other side of the room. This feat is less impressive beside a magus who extinguishes candles by accident. Moons can make melee attacks against creatures in a different arena to the one they are in, though they gain no arena type bonus on their attack.

On the Treetop

During the night, Moons can gaze down upon the land as if they looked upon it from a vantage point. Their night vision is keen while they remain in this trance, and they can see anywhere that moonlight touches.

Moonfall

You can cause an area near you to shift and change until its terrain matches a place you are familiar with on the moon. In combat, this allows you to change the type of an arena.

Compatibility Notice

Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Publishing, LLC. See http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game. Paizo Publishing, LLC does not guarantee compatibility, and does not endorse this product.

Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game and the Pathfinder Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used under the Pathfinder Roleplaying Game Compatibility License. See http://paizo.com/pathfinderRPG/ compatibility for more information on the compatibility license.

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