The the dreams after the twenty eighth session in the "Legacy of the Martyr King" campaign.
It has been an exhausting and illuminating day. As our heroes drift off to sleep, white threads course to and fro like the tides. They weave a complex tapestry, going back to the start of time. And when our heroes close their eyes, they start to see the patterns...
Castor's dreams are scattered. It is too much to contain, all this knowledge. There are pictures, images, sounds, shapes, lights - the martyr king, kneeling - the 15th soulstone eating away - 13 gigantic jumpgates, and one that leads to somewhere bright - are these memories? Are they facts? Are they imagined? Yet beyond all these other questions, upon whose answers rests the fate of humanity, one question emerges burning like alchemists' fire in Castor's mind. It is more important to Castor than any other truth: Can Nut be saved?
Maven sees a White Angel. This Angel is more majestic, more perfect, more beautiful than anything Maven has ever seen, and the paladin breaks down crying. Yet the Angel is chained by links of light. And the Angel is distracted by some great burden. How can I free you? Asks Maven, tears streaking down his face. Where are you? Where are you? Then Maven knows: The Charcoal Minaret. The Avatar of the One True God is the in Charcoal Minaret.
Aymeric sees his parents for the first time. The inquisitor is mere months old, and there is flame all around him. The sound of fighting outside. His tent is on fire. Screams, and his parents die in agony. In runs the head of his Inquisitor school. There is blood on his sword. Aymeric's teacher raises his sword to strike the baby down ... then a look of regret crosses his face. The Teacher drops his sword, picks up Aymeric and covers him in a blanket, and leaves the tent.
Avaryn is in a ring of black candles. There is darkness all around her. Two people, a man and a woman, stand outside the ring. They are crying, but they are chanting through their tears. There is a loud noise, and Avaryn realizes that she has lost something, and it has been replaced with darkness. The woman goes to scoop up the child. Now you are safe. They cannot find you now.
Nut does not see visions in his sleep anymore, because Nut does not sleep anymore. He prefers to dream while awake.
Friday, August 15, 2014
Thursday, August 14, 2014
Martyr King 28: Meeting the Reclaimers
The twenty eigth session in the "Legacy of the Martyr King" campaign.
Our heroes say hello to the svelte young man, who introduces himself as Jesse Prayer. He says he's come from the Reclaimer to pick them up, and the group hops on his cart. The cart is powered by a mini soulstone, and off they go! Jesse says they are going to Reclaimer-ville, but doesn't really answer any more questions. He does say, however, that the storm that helped sink our heroes' ship a few months ago was caused by a defense system.
Two days into the journey, and our heroes are attacked on the moving cart by a bunch of "tribals" on emus. The fight is rendered pretty easy by Castor's use of Protection from arrows. Highlights include: Aymeric getting pushed off of the cart at full speed. Castor patrially destroying the cart with bombs, then kicking an Emu in the face and sending it tumbling off the cart. Nut successfully leaping onto an emu, realizing he has no idea how to ride, and tumbling off at 30 mph. After the battle is firmly on our heroes favor, and Aymeric liquifies two dudes, the of the tribals rest turn and run.
One day later, our heroes reach Reclaimer-ville. A large crowd has gathered and sees them to the silver minaret in the midst of the brick town. Inside they go, and they find the King and Queen of the Reclaimers, Carmine and Emily Grey.
Nut, for no good reason, goes invisible and starts jumping up and down. His invisibility is dispelled, and he is attacked and bludgeoned to unconsciousness by the guards, then taken away and thrown in prison. The rest of our heroes shrug their shoulders at Nut's increasing insanity.
Carmine seems none to pleased to see them, but Emily begins a long story...
“Two thousand years before the fall, there was no magic. The human race clustered on our planet, breeding and growing, enhancing our technological advantage over the apes. In the year 1915 Before the Fall, a man was born by the name of Richard James. We call him the first King, although in his time, he held no title other than genius. He discovered many things about the universe that were before then unknown. Using funding from various governments, he built great and complex machines capable of editing fundamental universal laws. He shifted the molecules in substances, and slowly rewrote the composition of atoms.
He made it such that, when you ran electricity through lead at a specific temperature, at a specific gravitational pull, at a specific speed, the metal would spontaneously transmute to gold.
His son took over the project when Richard died. He, and his team of scientists refined the formulas, rewrote the algorithms, and modified the particles. The second King made it possible that only a small handheld device was required to transmute lead to gold.
When he died, his son took over. Richard’s grandson, the third King, refined the project even further. After a lifetime of work, the Third King made it possible that a man only had to speak a few words, wave his hands, and concentrate, and lead could be transmuted to gold.
The third King invented magic.
Our heroes say hello to the svelte young man, who introduces himself as Jesse Prayer. He says he's come from the Reclaimer to pick them up, and the group hops on his cart. The cart is powered by a mini soulstone, and off they go! Jesse says they are going to Reclaimer-ville, but doesn't really answer any more questions. He does say, however, that the storm that helped sink our heroes' ship a few months ago was caused by a defense system.
Two days into the journey, and our heroes are attacked on the moving cart by a bunch of "tribals" on emus. The fight is rendered pretty easy by Castor's use of Protection from arrows. Highlights include: Aymeric getting pushed off of the cart at full speed. Castor patrially destroying the cart with bombs, then kicking an Emu in the face and sending it tumbling off the cart. Nut successfully leaping onto an emu, realizing he has no idea how to ride, and tumbling off at 30 mph. After the battle is firmly on our heroes favor, and Aymeric liquifies two dudes, the of the tribals rest turn and run.
One day later, our heroes reach Reclaimer-ville. A large crowd has gathered and sees them to the silver minaret in the midst of the brick town. Inside they go, and they find the King and Queen of the Reclaimers, Carmine and Emily Grey.
Nut, for no good reason, goes invisible and starts jumping up and down. His invisibility is dispelled, and he is attacked and bludgeoned to unconsciousness by the guards, then taken away and thrown in prison. The rest of our heroes shrug their shoulders at Nut's increasing insanity.
Carmine seems none to pleased to see them, but Emily begins a long story...
“Two thousand years before the fall, there was no magic. The human race clustered on our planet, breeding and growing, enhancing our technological advantage over the apes. In the year 1915 Before the Fall, a man was born by the name of Richard James. We call him the first King, although in his time, he held no title other than genius. He discovered many things about the universe that were before then unknown. Using funding from various governments, he built great and complex machines capable of editing fundamental universal laws. He shifted the molecules in substances, and slowly rewrote the composition of atoms.
He made it such that, when you ran electricity through lead at a specific temperature, at a specific gravitational pull, at a specific speed, the metal would spontaneously transmute to gold.
His son took over the project when Richard died. He, and his team of scientists refined the formulas, rewrote the algorithms, and modified the particles. The second King made it possible that only a small handheld device was required to transmute lead to gold.
When he died, his son took over. Richard’s grandson, the third King, refined the project even further. After a lifetime of work, the Third King made it possible that a man only had to speak a few words, wave his hands, and concentrate, and lead could be transmuted to gold.
The third King invented magic.
Generations passed. Magic grew and expanded and a King was always at the head of the project.
When man spread his seed to other planets, a King lead the charge.
When man wore down the borders to other dimensions, a King showed the way.
Jumpgates were created to ease the increasing costs of manual travel. The 14th King discovered how to force open the pinholes in dimensions and keep them open.
The spirit of exploration and colonization overwhelmed the human race, and they unified in this mutual aim. The 16th generation of Richard James’ line was given the title of King of the Human Race.
Man spread far and wide, and, in their exploration, the 16th King discovered a unique plane. This plane was composed completely of glowing white stone, which, when brought to any other place, would turn black and sparkle like opal.
Opal could be used to craft soulstones, which furthered the power of the human race.
The human race thrived for a time. Trillions of lives were spread over thousands of dimensions and planets. Humans evolved, either naturally or artificially, to fit their environments. We transformed into Orcs, Elves, Gnomes, and Halflings, but the sons of Richard James kept the dissenting factions at bay and the human race unified.
When man spread his seed to other planets, a King lead the charge.
When man wore down the borders to other dimensions, a King showed the way.
Jumpgates were created to ease the increasing costs of manual travel. The 14th King discovered how to force open the pinholes in dimensions and keep them open.
The spirit of exploration and colonization overwhelmed the human race, and they unified in this mutual aim. The 16th generation of Richard James’ line was given the title of King of the Human Race.
Man spread far and wide, and, in their exploration, the 16th King discovered a unique plane. This plane was composed completely of glowing white stone, which, when brought to any other place, would turn black and sparkle like opal.
Opal could be used to craft soulstones, which furthered the power of the human race.
The human race thrived for a time. Trillions of lives were spread over thousands of dimensions and planets. Humans evolved, either naturally or artificially, to fit their environments. We transformed into Orcs, Elves, Gnomes, and Halflings, but the sons of Richard James kept the dissenting factions at bay and the human race unified.
It was a golden age.
And then, Cataclysm.
For reasons that we do not know, 15 soulstones simultaneously failed. 15 explosions rocked the planet, and the world was changed forever. Titanic tides ripped the continents apart, and distorted them. The world shifted its rotation, and spun in the opposite direct. The entire planet contracted, simultaneously shrinking and warming.
And, every single dimensional gate closed. The various far flung children of the human race were lost to the multi-verse and never seen again.
The global civilization fell, and man was reduced back his primitive form.
But, perhaps more important than all of this, the last King, humanity’s most valuable resource, the last ruler with a direct line to Richard James, was lost. You know this last King before the Fall as the Martyr King.
The Reclaimers have tried our best to bring back the old ways, but far too much has been destroyed. We have always hoped that the line of Richard James was not ended, but merely lost to the eye of history.
And now, you three stand before us.
From the moment escaped from the Dorians, we have had our eyes trained on you. And now there is one final test.”
Jesse rises and approaches our heroes with a dark soulstone. He then takes a dagger, and drains a bit of blood from Aymeric, Maven, and Castor, and covers the soulstone with it. He then places it in the silver jumpgate.
It activates. The room erupts into murmers.
Emily Continues.
“These Jumpgates were only used by the Kings. They were his way of quickly traversing from capital to capital on the planet. Nobody can open them but sons of Richard James. You are of the line of Richard James, and you are our Kings, and have rightful dominion over the whole human race.”
The queen bows, then the king bows, then everyone bows.
Carmine then ushers all of the hanger-ons out of the room. He is less thrilled about the arrival of these adventurers than the queen.
“You may be the rightful rulers of the human race, but I am still King of the Reclaimers. I have years of experience ruling a nation, and four are borderline sociopaths. Prove yourselves as thoughtful rulers, and you may yet begin the next line of Kings.”
It is still May 14th 2001 A.F. This session took three days. Who got a point of heroic favor. Our heroes played this session at level 11, but just leveled up to level 12!
For reasons that we do not know, 15 soulstones simultaneously failed. 15 explosions rocked the planet, and the world was changed forever. Titanic tides ripped the continents apart, and distorted them. The world shifted its rotation, and spun in the opposite direct. The entire planet contracted, simultaneously shrinking and warming.
And, every single dimensional gate closed. The various far flung children of the human race were lost to the multi-verse and never seen again.
The global civilization fell, and man was reduced back his primitive form.
But, perhaps more important than all of this, the last King, humanity’s most valuable resource, the last ruler with a direct line to Richard James, was lost. You know this last King before the Fall as the Martyr King.
The Reclaimers have tried our best to bring back the old ways, but far too much has been destroyed. We have always hoped that the line of Richard James was not ended, but merely lost to the eye of history.
And now, you three stand before us.
From the moment escaped from the Dorians, we have had our eyes trained on you. And now there is one final test.”
Jesse rises and approaches our heroes with a dark soulstone. He then takes a dagger, and drains a bit of blood from Aymeric, Maven, and Castor, and covers the soulstone with it. He then places it in the silver jumpgate.
It activates. The room erupts into murmers.
Emily Continues.
“These Jumpgates were only used by the Kings. They were his way of quickly traversing from capital to capital on the planet. Nobody can open them but sons of Richard James. You are of the line of Richard James, and you are our Kings, and have rightful dominion over the whole human race.”
The queen bows, then the king bows, then everyone bows.
Carmine then ushers all of the hanger-ons out of the room. He is less thrilled about the arrival of these adventurers than the queen.
“You may be the rightful rulers of the human race, but I am still King of the Reclaimers. I have years of experience ruling a nation, and four are borderline sociopaths. Prove yourselves as thoughtful rulers, and you may yet begin the next line of Kings.”
It is still May 14th 2001 A.F. This session took three days. Who got a point of heroic favor. Our heroes played this session at level 11, but just leveled up to level 12!
Wednesday, August 13, 2014
Martyr King 27: The Black Dragon
The twenty seventh session in the "Legacy of the Martyr King" campaign.
After much discussion, our heroes pop on some darkvision and head into the gloom. For about two and a half hours, they walk through a tunnel, following a clear main road past the ruins of underground towns and villages.
Eventually, they come across a large cavern. The walls and floor has been scarred by acid, and our heroes decide to buff (including resist 20 acid) and proceed cautiously. They make their way forward, only able to see 60 feet in front of them, until they come to an immense pile of gold. At the center of the pile of gold is a chest, and Nut leaps to it. As our heroes cautiously look around, Nut unlocks and opens the chest.
15d6 acid sprays out! Luckily Nut makes his reflex save and the resist 20 acid takes a majority of the blow, dealing him only 2 after all is said and done. A deep booming voice addresses our heroes in Arcane. The voice in the darkness says he has been around a looong time and asks who our heroes are. When our heroes fail to impress the voice, a stream of acid hits both Maven and Castor.
Maven charges towards the source of the acid, and is greeted with the smiling face of an Old Black Dragon (CR 14). The rest of our heroes charge in as well. Maven smites the Dragon, and Aymeric scores such a massive hit that he drops his weapon from the shock. Castor throws a bomb, dealing the dragon some damage. Nut, however cannot get past the dragon's hide.
Then it is the dragon's turn. A massive jaw crushes Maven, then one mighty claw brings Maven to his knees. He feels his white threads burning inside him, and another claw slashes away. One wing misses, but a second wing smashed Maven to the ground. For a moment Maven sees the Old Man smiling sadly, and reaching out for him. But Maven knows his work is not yet done, and he returns to the world of Cain. Maven used three heroic favor and took a fatal flaw to stay alive here.
After a few misses, the Dragon glitterdusts Nut, then takes off into the air and disappears. Our heroes, terrified after seeing Maven nearly killed, look nervously to the skies. Castor readies his bombs, and scans the room franticly.
The Dragon suddenly appears! It appears to be falling from the sky, screaming in Arcane and spouting acid. Castor, adrenaline pumping, throws two bombs 60 feet up - both direct hits.
The Dragon hits the ground way too hard, cracking both the stone and his skull. Acid spews everywhere. Our heroes waste no time in helping the now permentatly scarred Maven to his feet.
After making sure that Maven is okay, our heroes examine the treasure trove. They find 20,000 gp and a number of expensive, but largely worthless, goodies.
After a few more hours of trekking, our heroes make their way to the surface. Under the sunlight they can see endless fields of wheat. However, our heroes are more interested in the set of rails and a cart that run perpendicular to the road. On this cart is a small, thin, blonde man with blue-green eyes. He smiles when he sees them
"Welcome to Breya!"
It is still May 11th 2001 A.F. This session took a few hours day. Maven got a point of heroic favor for taking a Fatal Flaw. Our heroes played this session at level 10, but just leveled up to level 11!
After much discussion, our heroes pop on some darkvision and head into the gloom. For about two and a half hours, they walk through a tunnel, following a clear main road past the ruins of underground towns and villages.
Eventually, they come across a large cavern. The walls and floor has been scarred by acid, and our heroes decide to buff (including resist 20 acid) and proceed cautiously. They make their way forward, only able to see 60 feet in front of them, until they come to an immense pile of gold. At the center of the pile of gold is a chest, and Nut leaps to it. As our heroes cautiously look around, Nut unlocks and opens the chest.
15d6 acid sprays out! Luckily Nut makes his reflex save and the resist 20 acid takes a majority of the blow, dealing him only 2 after all is said and done. A deep booming voice addresses our heroes in Arcane. The voice in the darkness says he has been around a looong time and asks who our heroes are. When our heroes fail to impress the voice, a stream of acid hits both Maven and Castor.
Maven charges towards the source of the acid, and is greeted with the smiling face of an Old Black Dragon (CR 14). The rest of our heroes charge in as well. Maven smites the Dragon, and Aymeric scores such a massive hit that he drops his weapon from the shock. Castor throws a bomb, dealing the dragon some damage. Nut, however cannot get past the dragon's hide.
Then it is the dragon's turn. A massive jaw crushes Maven, then one mighty claw brings Maven to his knees. He feels his white threads burning inside him, and another claw slashes away. One wing misses, but a second wing smashed Maven to the ground. For a moment Maven sees the Old Man smiling sadly, and reaching out for him. But Maven knows his work is not yet done, and he returns to the world of Cain. Maven used three heroic favor and took a fatal flaw to stay alive here.
After a few misses, the Dragon glitterdusts Nut, then takes off into the air and disappears. Our heroes, terrified after seeing Maven nearly killed, look nervously to the skies. Castor readies his bombs, and scans the room franticly.
The Dragon suddenly appears! It appears to be falling from the sky, screaming in Arcane and spouting acid. Castor, adrenaline pumping, throws two bombs 60 feet up - both direct hits.
The Dragon hits the ground way too hard, cracking both the stone and his skull. Acid spews everywhere. Our heroes waste no time in helping the now permentatly scarred Maven to his feet.
After making sure that Maven is okay, our heroes examine the treasure trove. They find 20,000 gp and a number of expensive, but largely worthless, goodies.
After a few more hours of trekking, our heroes make their way to the surface. Under the sunlight they can see endless fields of wheat. However, our heroes are more interested in the set of rails and a cart that run perpendicular to the road. On this cart is a small, thin, blonde man with blue-green eyes. He smiles when he sees them
"Welcome to Breya!"
It is still May 11th 2001 A.F. This session took a few hours day. Maven got a point of heroic favor for taking a Fatal Flaw. Our heroes played this session at level 10, but just leveled up to level 11!
Tuesday, August 12, 2014
Martyr King 26: Ending Maladrok's Reign
The twenty sixth session in the "Legacy of the Martyr King" campaign.
After some brief chatter, Maven accepts Maladrok's challenge. Maven will be using armor (which is frowned upon) but will be beating Maladrok with his fists (which is awesome). The rest of the heroes have their hands tied.
The group is led upstairs to the top of an immense ziggurat overlooking thousands and thousands of screaming orcs. Maven quaffs a few potions from Castor (which Maladrok plays off as alcohol), and then strides in and begins beating his father to death. Maven's smites, combined with some crit "successes," are mighty, and Maladrok, initially in a joking mood, quickly realizes that he his getting his ass handed to him. Maven pushes his father back to the edge of a step of the ziggurat, and lands one more mighty punch. Maladrok teeters on the edge, winks at Maven, then falls to his death.
Aymeric hastily casts tongues on Maven, and a rousing speech is given! The crowd is mildly enthused, though some heckle the half-orc. The more powerful orcs on the ziggurat are less happy with the turn of events. When Maven orders them to kneel, only about half do. One goes off in a huff, claiming that he will never bow to a half-orc. A few embarrassing and unsuccessful attempts are made to stop him and a scuffle breaks out. Eventually, Maven explains that there is no such thing as "half a king" and the upstart kneels.
Maven and the rest of our heroes aren't quite sure how to proceed. Nobody is reporting to them, except a small handful of royal guards who attach themselves to Maven in the next few hours. Maladrok's room is checked - nothing except for hot orc women (wow, do not google search that).
Then our heroes head to the treasury. Filled with gold. Castor, Avaryn, and Nut begin plans to Ant Haul princess sparkles and load her up with 155,000 gold pieces, but Maven objects, saying they may each only take 10,000 gp from the treasury. After much bickering, Castor, who just wants to buy things after wandering in the jungle, pledges a guerrilla campaign against innocent orcs until his needs are met. He storms out, followed by Nut and, for some reason, Avaryn. Aymeric stays with the king.
Maven and Aymeric sigh, then head out to go see Maladrok's corpse. They cast speak with dead on it, but the answers they get are likely effected by Maladrok's high will and bluff checks. Maladrok does say that he wants Maven living the life of a king, rather than the life of a selfless adventurer. Then, Maladrok's corpse is burned in typical fashion.
Aymeric and Maven head back to the ziggurat, where, after much deliberation, Maven sends Aymeric to go retrieve the others. Aymeric finds them sleeping in a hobo camp, covered in bugs. Maven at first says that they must either choose between him and the gold. At this point, our heroes seriously consider the later. Maven, having lost all respect for Castor, Nut, and Avaryn, sees that they are no longer dedicated to the quest and relents - 10,000 gp a person (except for Maven, who takes none).
After all this is decided, they go to sleep.
The next morning, they decide they must continue on their quest, and that Maven must abandon his new kingdom. Without any clear successor, our heroes slip quietly through the jumpgate to Breya.
The wind up inside an underground cavern where they are immediately attacked by some small goblinoids. Our heroes dispatch of them without too much difficulty, though Nut nearly dies when he fails one out of two saves vs Phantasmal Killer.
It is May 11th 2001 A.F. This session took 1 day. Both Maven and Aymeric got a point of heroic favor: one for causing roleplaying trouble, and the other for solving it. Our heroes are level 10.
After some brief chatter, Maven accepts Maladrok's challenge. Maven will be using armor (which is frowned upon) but will be beating Maladrok with his fists (which is awesome). The rest of the heroes have their hands tied.
The group is led upstairs to the top of an immense ziggurat overlooking thousands and thousands of screaming orcs. Maven quaffs a few potions from Castor (which Maladrok plays off as alcohol), and then strides in and begins beating his father to death. Maven's smites, combined with some crit "successes," are mighty, and Maladrok, initially in a joking mood, quickly realizes that he his getting his ass handed to him. Maven pushes his father back to the edge of a step of the ziggurat, and lands one more mighty punch. Maladrok teeters on the edge, winks at Maven, then falls to his death.
Aymeric hastily casts tongues on Maven, and a rousing speech is given! The crowd is mildly enthused, though some heckle the half-orc. The more powerful orcs on the ziggurat are less happy with the turn of events. When Maven orders them to kneel, only about half do. One goes off in a huff, claiming that he will never bow to a half-orc. A few embarrassing and unsuccessful attempts are made to stop him and a scuffle breaks out. Eventually, Maven explains that there is no such thing as "half a king" and the upstart kneels.
Maven and the rest of our heroes aren't quite sure how to proceed. Nobody is reporting to them, except a small handful of royal guards who attach themselves to Maven in the next few hours. Maladrok's room is checked - nothing except for hot orc women (wow, do not google search that).
Then our heroes head to the treasury. Filled with gold. Castor, Avaryn, and Nut begin plans to Ant Haul princess sparkles and load her up with 155,000 gold pieces, but Maven objects, saying they may each only take 10,000 gp from the treasury. After much bickering, Castor, who just wants to buy things after wandering in the jungle, pledges a guerrilla campaign against innocent orcs until his needs are met. He storms out, followed by Nut and, for some reason, Avaryn. Aymeric stays with the king.
Maven and Aymeric sigh, then head out to go see Maladrok's corpse. They cast speak with dead on it, but the answers they get are likely effected by Maladrok's high will and bluff checks. Maladrok does say that he wants Maven living the life of a king, rather than the life of a selfless adventurer. Then, Maladrok's corpse is burned in typical fashion.
Aymeric and Maven head back to the ziggurat, where, after much deliberation, Maven sends Aymeric to go retrieve the others. Aymeric finds them sleeping in a hobo camp, covered in bugs. Maven at first says that they must either choose between him and the gold. At this point, our heroes seriously consider the later. Maven, having lost all respect for Castor, Nut, and Avaryn, sees that they are no longer dedicated to the quest and relents - 10,000 gp a person (except for Maven, who takes none).
After all this is decided, they go to sleep.
The next morning, they decide they must continue on their quest, and that Maven must abandon his new kingdom. Without any clear successor, our heroes slip quietly through the jumpgate to Breya.
The wind up inside an underground cavern where they are immediately attacked by some small goblinoids. Our heroes dispatch of them without too much difficulty, though Nut nearly dies when he fails one out of two saves vs Phantasmal Killer.
It is May 11th 2001 A.F. This session took 1 day. Both Maven and Aymeric got a point of heroic favor: one for causing roleplaying trouble, and the other for solving it. Our heroes are level 10.
Monday, August 11, 2014
Martyr King 25: Exorcising Hervey
The twenty fifth session in the "Legacy of the Martyr King" campaign.
Our heroes finally make it to Ch'malgram, beaten and battered. Alabaster leads them through the streets, past hundreds of reanimate, and up a gigantic Ziggurat where they come to face with Malvriel, a difficult to pronounce, easy to dislike giant cloud of green gas.
Malvriel chastises them them for being so late, and tells them how to get to Breya. The Azcan (Orcs) have their own mini-web of jump gates, whose hub it in Grukara (Orcton). If they can jump into the Hub, they can find the gate marked "Breya" and jump through that. There is an abandoned temple a few days away, and from there they can jump to Grukara.
First things first, it's time to get rid of Hervey. Our heroes head into the Ziggurat, where a Reanimate Priest sucks Hervey out of Nut. The Ghost, now equipped with two shadowy wands, shoots a random d6 ability damage off with every hit, attacking touch at +10/+10/+10/+5/+5/+0. With high hit points and immune to mind affecting and other ailments, he lasts a good few rounds, but is finally defeated by Nut. Hervey's spirit is sucked into a dark soulstone.
Our heroes go back upstairs, where they ask Malvriel if they can have some Dark Soulstones. Malvriel replies that they can have Alabastor's. Our heroes struggle with this as Alabastor slowly begins to flee. Aymeric, overcome by soulstone-lust, goes to cut the reanimate down. Maven goes after him, out-quicks the Ninja, then out Strengths the Inquisitor. Alabastor escapes. The Old Man indeed!
Our heroes go into the jungle and come across the temple, where they find two T-Rexes guarding their eggs. The plan is for Castor to fly around the jungle, leading the T-Rexes on a merry chase. Then, the rest of the heroes (and Patrick) will sneak in invisible and jump.
It's a good plan, but the invisible party approaches the nest before Castor has led the T-Rexes away. The T-Rexes, blessed with exceptional scent, immediately go after them and a fight ensures. Nut, staying invisible, goes to uncover the Jumpgate, and Aymeric teleports after him and helps. Castor, after bombing a few eggs, makes a beeline for the jumpgate but is grabbed and swallowed by a T-Rex. Luckily, he stinkbombs his way out. Maven is swallowed by a T-Rex, but he heroically glues the T-Rex's mouth shut to prevent any more biting, then cuts his way out of the stomach.
The portal is opened, and our heroes rush through, but not before Castor confusion bombs both T-Rexes (ugh).
On the other side of the portal, Maladrok and an entire retinue of Orcs are waiting. It appears that the heroes have been scried upon, using hair gathered during their torture session. Maladrok greets them happily, as the Orcs begin to chant "Blood Duel! Blood Duel!"
It is December May 10th 2001 A.F. This session took 3 days. Maven got a point of heroic favor for gluing the T-Rex's mouth shut? Our heroes are level 10.
Our heroes finally make it to Ch'malgram, beaten and battered. Alabaster leads them through the streets, past hundreds of reanimate, and up a gigantic Ziggurat where they come to face with Malvriel, a difficult to pronounce, easy to dislike giant cloud of green gas.
Malvriel chastises them them for being so late, and tells them how to get to Breya. The Azcan (Orcs) have their own mini-web of jump gates, whose hub it in Grukara (Orcton). If they can jump into the Hub, they can find the gate marked "Breya" and jump through that. There is an abandoned temple a few days away, and from there they can jump to Grukara.
First things first, it's time to get rid of Hervey. Our heroes head into the Ziggurat, where a Reanimate Priest sucks Hervey out of Nut. The Ghost, now equipped with two shadowy wands, shoots a random d6 ability damage off with every hit, attacking touch at +10/+10/+10/+5/+5/+0. With high hit points and immune to mind affecting and other ailments, he lasts a good few rounds, but is finally defeated by Nut. Hervey's spirit is sucked into a dark soulstone.
Our heroes go back upstairs, where they ask Malvriel if they can have some Dark Soulstones. Malvriel replies that they can have Alabastor's. Our heroes struggle with this as Alabastor slowly begins to flee. Aymeric, overcome by soulstone-lust, goes to cut the reanimate down. Maven goes after him, out-quicks the Ninja, then out Strengths the Inquisitor. Alabastor escapes. The Old Man indeed!
Our heroes go into the jungle and come across the temple, where they find two T-Rexes guarding their eggs. The plan is for Castor to fly around the jungle, leading the T-Rexes on a merry chase. Then, the rest of the heroes (and Patrick) will sneak in invisible and jump.
It's a good plan, but the invisible party approaches the nest before Castor has led the T-Rexes away. The T-Rexes, blessed with exceptional scent, immediately go after them and a fight ensures. Nut, staying invisible, goes to uncover the Jumpgate, and Aymeric teleports after him and helps. Castor, after bombing a few eggs, makes a beeline for the jumpgate but is grabbed and swallowed by a T-Rex. Luckily, he stinkbombs his way out. Maven is swallowed by a T-Rex, but he heroically glues the T-Rex's mouth shut to prevent any more biting, then cuts his way out of the stomach.
The portal is opened, and our heroes rush through, but not before Castor confusion bombs both T-Rexes (ugh).
On the other side of the portal, Maladrok and an entire retinue of Orcs are waiting. It appears that the heroes have been scried upon, using hair gathered during their torture session. Maladrok greets them happily, as the Orcs begin to chant "Blood Duel! Blood Duel!"
It is December May 10th 2001 A.F. This session took 3 days. Maven got a point of heroic favor for gluing the T-Rex's mouth shut? Our heroes are level 10.
Sunday, August 10, 2014
Martyr King 24: Wandering the Jungle
Our heroes spend the night on the beach, then wake up annoyed and confused. They spend a bit of time planning, and decide they've got to get the Ch'malgram as quick as possible. Alabastor informs them that the Undead city has a road leading to the beach - the only problem, it looks like an Orc road. They are likely north of their target, so they head south.
A weeks journey south, and they are attacked at night by a orc hit squad wielding poisons and charm person spells. They attack the night's watch at the time Maven, but their spells and blowguns are no match for his armor and saves. Luckily, he does not get above a 1 on his modified perception checks, and he does not notice them. After a few rounds of this, the orcs give up and wait for the next person to come along. Maven tags in Avaryn, who immediately notices the blowdarts in the ground. When she stoops down to inspect them, the orcs attack. However, they are just five level 5 dudes, and are easily dispatched.
Our heroes begin a long and surreal journey down the beach, making slow progress through the sand. They continue another week until they hit a road, and decide to take it. A week's travel down the path, and they see an Orc family off for a fishing vacation. When questioned, he says that Orcton, the capital of the Azcan empire, is down this road a week or two and Maladrok is in charge. He doesn't know where Ch'malgram is.
Our heroes head back (Week 4), then south to another road (Week 5). A week's travel on the road (Week 6) takes them to an orc village, and another week (Week 7) sees the road turn north towards Orcton. Back they head to the beach (Week 8 and 9).
Two months have passed since they they crash landed. The men all have beards. The heroes are changed, having survived on the beach for two months. Still, they trudge on.
South another week to another road (Week 10), then south again (Week 11). They hit a road that is more disheveled than the rest, and down this road they travel a week, until it dead ends in the jungle (Week 12). Back to the beach (Week 13). They head back north to the road they skipped (Week 14), and head back down it for a week (Weeks 15), until they hit some more orcs. Then, back to the beach (Week 16).
Four months have passed. Our heroes are now broken shells of individuals. What was their path? Why were they trudging around on the beach? Had the Dorians already won?
South down the ruined path (Week 17), then one more week to another path (Week 18). From this road, Avaryn gets some clear undead vibes. Down this path they go for two weeks (Week 19 & 20), until finally they see Ch'malgram.
20 Weeks later, our heroes reach their destination. The crew, bedraggled and half insane, stumble into the city of the dead.
It is December May 7th 2001 A.F. This session took 5 months. Avaryn got a point of Heroic Favor. Our heroes are level 10!
Saturday, August 9, 2014
Medusa Squad
Let's get a bit more complex and make a Medusa squad using the Squad and Score rules.
Str 10, Dex 15, Con 18, Int 12, Wis 13, Cha 15
Base Atk +8; CMB +13; CMD 20
Feats Improved Initiative, Point-Blank Shot, Precise Shot,Weapon Finesse
Skills Bluff +10, Disguise +10, Intimidate +13, Perception+16, Stealth +13; Racial Modifiers +4 Perception
Languages Common
| Medusa Squad | CR 9 |
|---|
XP 6,400
LE Medium monstrous humanoid
Init +6; Senses all-around vision, darkvision 60 ft.;Perception +16
LE Medium monstrous humanoid
Init +6; Senses all-around vision, darkvision 60 ft.;Perception +16
DEFENSE
AC 15, touch 12, flat-footed 13 ( +2 Dex, +3 natural)
hp 152
Fort +6, Ref +8, Will +7
Immune to flanking
hp 152
Fort +6, Ref +8, Will +7
Immune to flanking
OFFENSE
Speed 30 ft.
Space 10 ft.; Reach 5 ft.
Melee dagger +15/+10 (2d4/19–20), snake bite +10 (2d4 plus poison)
Ranged mwk longbow +16/+1 (2d8/×3)
Special Attacks petrifying gaze
Melee dagger +15/+10 (2d4/19–20), snake bite +10 (2d4 plus poison)
Ranged mwk longbow +16/+1 (2d8/×3)
Special Attacks petrifying gaze
STATISTICS
Str 10, Dex 15, Con 18, Int 12, Wis 13, Cha 15
Base Atk +8; CMB +13; CMD 20
Feats Improved Initiative, Point-Blank Shot, Precise Shot,Weapon Finesse
Skills Bluff +10, Disguise +10, Intimidate +13, Perception+16, Stealth +13; Racial Modifiers +4 Perception
Languages Common
SPECIAL ABILITIES
All-Around Vision (Ex)
A medusa's snake-hair allows her to see in all directions. Medusas gain a +4 racial bonus to Perception checks and cannot be flanked.
Petrifying Gaze (Su)
Poison (Ex)
Bite—injury; save Fort DC 23; frequency 1/round for 6 rounds; effect 1d3 Str; cure 2 consecutive saves. The save DC is Constitution-based.
Maximum Damage (Squad)
The Maximum Damage that any single target attack can do against a medusa squad is 76.
Tumble Through (Squad)
Characters gain a +10 bonus to tumble through the medusa squad.
Defense in Numbers (Squad)
Any effect besides damage that normally effects only one creature does not effect the medusa squad. This includes any combat maneuvers and spells which target a single creature.
Provoking (Squad)
Any time a medusa squad provokes, it provokes twice.
Vulnerable to Cleave (Squad)
A medusa squad counts as two creatures for the purposes of cleave.
Friday, August 8, 2014
Orc Score
To show off the Score templates, lets apply it to a Common Orc. Now you can defend your town from the barbarians, using 4 Scores to represent 80 Orcs or 10 score to represent 200.
| Orc Score | CR 5 |
|---|
XP 1,600
Orc warrior 1
CE Medium humanoid
Init +0; Senses darkvision 60 ft.; Perception –1
Weakness light sensitivity
Orc warrior 1
CE Medium humanoid
Init +0; Senses darkvision 60 ft.; Perception –1
Weakness light sensitivity
DEFENSE
AC 13, touch 10, flat-footed 13 (+3 armor)
hp 60
Fort +3, Ref +0, Will –1
Defensive Abilities ferocity
Area Attacks deal 400% damage
Immune to Flanking
hp 60
Fort +3, Ref +0, Will –1
Defensive Abilities ferocity
Area Attacks deal 400% damage
Immune to Flanking
OFFENSE
TACTICS
Before Combat Orcs make few preparations before combat, preferring to charge headlong at any foe that presents itself.
During Combat Orcs prefer to use two-handed weapons to maximize the effectiveness of their great strength. They attack in ambushes from concealment to take an enemy off-guard and cause as much fear and confusion as possible.
Morale Orcs are bullies and cowards. They flee when the odds have turned against them and any nearby leaders are dead— or have already fled. They are prone to surrender and truces if such actions save their skins, although they honor such terms only as long as it is to their benefit to do so. Exceptions to this are dwarves and elves, from whom they neither ask nor give quarter.
STATISTICS
Str 17, Dex 11, Con 12, Int 7, Wis 8, Cha 6
Base Atk +1; CMB +9; CMD 14
Feats Weapon Focus (falchion)
Skills Intimidate +2
Languages Common, Orc
SQ weapon familiarity
Base Atk +1; CMB +9; CMD 14
Feats Weapon Focus (falchion)
Skills Intimidate +2
Languages Common, Orc
SQ weapon familiarity
SPECIAL ABILITIES
Ferocity (Ex)
An orc score remains conscious and can continue fighting even if its hit point total is below 0. It is still staggered and loses 1 hit point each round. A creature with ferocity still dies when its hit point total reaches a negative amount equal to its Constitution score.
Maximum Damage (Score)
The Maximum Damage that any single target attack can do against an Orc Score is 12.
Attack Adjacent (Score)
The Orc Score may attack all adjacent and engulfed enemies as a single standard action. The Orc Score may use a full round action to make a full round attack on all adjacent and engulfed enemies.
Score Volley (Score)
When making a ranged attack, choose an area 25 feet by 25 feet. The Orc Score attacks every target in that area. This attack counts as an area attack for the purposes of vulnerability and resistances.
Engulfed (Ex)
Orc Score gains +5 to attack and CMB, as well as double damage against any enemy whom it borders on all sides.
Tumble Through (Score)
Characters gain a +10 bonus to tumble through the Orc Score.
Defense in Numbers (Score)
Any effect besides damage that normally effects only one creature does not effect the Orc Score. This includes any combat maneuvers and spells which target a single creature.
Provoking (Score)
Any time a Orc Score provokes, it provokes five times.
Vulnerable to Cleave (Score)
A Orc Score counts as five creatures for the purposes of cleave.
Thursday, August 7, 2014
Blackbeak (Ninja Build)
Blackbeak
Tengu Ninja (Scout Archetype)
Caw-Caw!
Caw-Caw!
Attributes (with Racial Modifier)
Put all your attribute gains into Dexterity!
15 Point Buy
STR: 10
DEX: 18 (16+2)
CON: 12 (14-2)
INT: 8
WIS: 12 (10+2)
CHA: 12
20 Point Buy
STR: 10
DEX: 19 (17+2)
CON: 12 (14-2)
INT: 10
WIS: 12 (10+2)
CHA: 12
25 Point Buy
STR: 10
DEX: 20 (18+2)
CON: 12 (14-2)
INT: 8
WIS: 12 (10+2)
CHA: 14
Traits
Adopted -> Carefully Hidden: +1 to Will and other small bonuses.
Reactionary: +2 to Initiative
Alternate Racial Traits: Claw Attacks
Feats/Ninja Tricks
2: Rogue Talent: Offensive Defense
3: Dodge
4: Shadow Clone
5: Toughness
6: Weapon Training: Claw
7: Improved Initiative
8: Vanishing Trick
9: Iron Will
10: Invisible Blade
11:Improved Iron Will
12: Advanced Talents: Crippling Strike
13: Extra Ki
14: Evasion
15: Extra Ki
16: Improved Evasion
17: Extra Ki
18: Forgotten Trick
19: Extra Ki
20: Assassinate
Suggested Gear
Amulet of Hidden Strength is great for regaining ki points! +2 Ki points a day for 9,000? Yes Sir!
What the Build Looks Like at...
20 Point Buy, Mundane Gear Only (no magic or masterwork). Damage will include sneak attack
Level 1: Attacks at +4/+4/+4 for d3 +d6. 11hp. AC: 18/14/14. +6 initiative. Saves of 1/6/2. 7 skill points. Assuming you can get flanking, you are going to rock this level.
Level 4: Shadow clones. Attacks at +8/+8/+8 for d3 +2d6. 31hp. AC: 19/15/14 (+2 after sneak attack). +7 initiative. Saves of 2/9/3. 28 skill points. 3 Ki.
Level 8: Attacks at +12/+12/+11 for d3 +4d6. 67hp. AC: 19/15/14 (+4 after sneak attack). +11 initiative. Saves of 3/11/4. 56 skill points. 5 Ki.
Level 12: Improved Iron Will, Vanishing Trick. Attacks at +16/+16/+15 for d3 +6d6 and 2 strength damage. 99hp. AC: 19/15/14. +12 initiative. Saves of 5/14/8. 86 skill points. 7 Ki. When invisible, that's DPR 43 and 3.7 strength damage.
Level 16: Attacks at +19/+19/+18 for d3 +8d6 and 2 strength damage. 131hp. AC: 19/15/14 . +12 initiative. Saves of 6/16/9. 112 skill points. 13 Ki.
Level 20: Attacks at +23/+23/+22 for d3 +10d6 and 2 strength damage. 163hp. AC: 19/15/14 . +13 initiative. Saves of 7/19/10. 140 skill points. 19 Ki.
Tactics
At level 10, your tactics change for the amazing. Invisible blade gives you greater invisibility for rounds equal to your level: Price is one ki point. You don’t need to worry about flanking for sneak attacks, and you need to worry a lot less about being hit.
Guide to the Builds
Comprehensive Guide to the Guides
Zenith's Guide to the Ninja, Part I: Introduction, Attribute, and Races
Zenith's Guide to the Ninja, Part II: Ninja Tricks
Zenith's Guide to the Ninja, Part III: Feats
Zenith's Guide to the Ninja, Part IV: Equipment, Multi-Classing, and Builds
Sap Master Ninja (Ninja Build)
Sap Master Ninja
Halfling Ninja
Bonk!
Bonk!
Attributes (with Racial Modifier)
I don’t think putting too many points into Charisma is worth is for Ki. Feel free to switch intelligence and wisdom if you think an additional 5% resist chance is worth one skill point a level.
Put all your attribute gains into Dexterity!
15 Point Buy
STR: 8 (10-2)
DEX: 18 (16+2)
CON: 14
INT: 10
WIS: 8
CHA: 14 (12+2)
20 Point Buy
STR: 10 (12-2)
DEX: 19 (17+2)
CON: 14
INT: 10
WIS: 10
CHA: 12 (10+2)
25 Point Buy
STR: 8 (10-2)
DEX: 20 (18+2)
CON: 14
INT: 10
WIS: 8
CHA: 16 (14+2)
Traits
Adopted -> Carefully Hidden: +1 to Will and other small bonuses.
Reactionary: +2 to Initiative
Feats/Ninja Tricks
2: Rogue Talent: Finesse Rogue
3: Sap Adept
4: Combat Trick: Two-Weapon Fighting
5: Sap Master
6: Weapon Training: Weapon Focus: Light Mace
7: Dodge
8: Vanishing Trick
9: Improved Two-Weapon Fighting
10: Invisible Blade
11: Iron Will
12: Advanced Talents: Crippling Strike
13: Improved Iron Will
14: Evasion
15: Greater Two-Weapon Fighting
16: Improved Evasion
17: Extra Ki
18: Shadow Clone
19: Extra Ki
20: Feat: Toughness
Suggested Gear
Amulet of Hidden Strength is great for regaining ki points! +2 Ki points a day for 9,000? Yes Sir!
What the Build Looks Like at...
20 Point Buy, Mundane Gear Only (no magic or masterwork)
Level 1: Just use a single Wakizashi for now. Attacking at +1 (18-20/x2)for d4+d6 damage. AC: 19/15/15. Saves:2/6/1. 11 hit points, 8 skill points.
Level 4: Dual wield Light Maces. Attacking a +7/+7 for d4 +2d6 +4 non-lethal damage. AC 19/15/15. Saves: 3/8/2. 35 hit points, 36 skill points.
Level 8: Attacking at +11/+11/+6 for d4 +8d6 non-lethal damage. AC: 20/15/15. Saves: 4/11/3. 67 hit points, 64 skills.
Level 12: Invisible Blade. Attacking at +15/+15/+10/+10 for d4+12d6 nonlethal damage and 2 strength damage. AC: 20/16/15. Saves: 6/14/7. 99hp, 96 skills. That's 80DPR (non-lethal) and 3.6 strength damage against a CR equivalent enemy.
Level 16: Improved Iron Will and Evasion. Attacking at +18/+18/+13/+13/+8/+8 for d4 +16d6 nonlethal damage and 2 strength damage. AC 20/16/15. Saves 7/16/8. 131hp and 128 skills.
Level 20: Improved Evasion and Shadow Clone. Attacking at +22/+22/+17/+17/+12/+12 for d4 + 20d6 nonlethal damage and 2 strength damage. AC 20/17/14. Saves 8/19/9. 179hp and 160 skills.
Tactics
At level 10, your tactics change for the amazing. Invisible blade gives you greater invisibility for rounds equal to your level: Price is one ki point. You don’t need to worry about flanking for sneak attacks, and you need to worry a lot less about being hit. At level 12, you will be doing 2 points of strength damage per sneak attack,
Guide to the Builds
Comprehensive Guide to the Guides
Zenith's Guide to the Ninja, Part I: Introduction, Attribute, and Races
Zenith's Guide to the Ninja, Part II: Ninja Tricks
Zenith's Guide to the Ninja, Part III: Feats
Zenith's Guide to the Ninja, Part IV: Equipment, Multi-Classing, and Builds
Zenith's Guide to the Ninja, Part IV: Equipment, Mult-Classing & Builds
Zenith's Guide to the Ninja, Part IV
Equipment, Multi-Classing & Builds
Equipment
There is a lot of equipment to consider. I have organized this section by slot, and listed them by approximate utility. In general I will shy away from items that grant okay skill bonuses, as the Ninja has plenty of skills to start with.
Belts
Belt of Incredible Dexterity (****): Probably your first belt. You can move to a Dex & Con belt if you like, or take Dex all the way up.
Body
Nothing great here.
Chest
Poisoner’s Jacket (**): If you absolutely want to work with poisons, then the Poisoner's Jacket is great fun. But you shouldn't work with poisons.
Quick Runner’s Shirt (***): At only 1,000gp this shirt will allow you to move into melee before taking a full round action once a day.
Eyes
Eyes of the Eagle (***): +5 Perception for only 2,500gp is pretty hard to pass up.
Goggles of the Night (**): Need Darkvision? For 12,000gp, you can get it.
Sniper Goggles (****): At 20,000gp, these goggles are not cheap. However, they are one of the best items a Ninja can buy. With them, a ninja gains +2 damage on each sneak attack die within 30 feet, transforming 8d6 from an average of 28 to an average of 44. It also allows for sneak attack at any range. With Invisible Blade and Sniper Goggles, you can buy a longbow and just stand in the background, comfortably getting full round sneak attacks without any problem. If you can afford it, this is a must-buy.
Feet
Acrobat Slippers (**): For 3,000gp you get to maintain your Dexterity Bonus to AC (you know, all of it) when doing a number of things.
Boots of Striding and Springing (****): An easy way to increase land speed and get a +5 bonus to Acrobatics checks, get these if your speed is suffering. 5,500gp.
Boots of Speed (****): Haste for 10 rounds a day is fantastic, though they cost 12,000gp. Get them.
Winged Boots (**): Flight for only 16,000! You may want to stick with the cheaper boots however.
Hands
Nothing too interesting here.
Head
Mask of Stony Demeanor (****): Only 500gp for a +10 to bluff when lying and a +5 to feint? Grab it early, and use it when you want.
Jingasa of the Fortunate Soldier (****): Not only does this provide +1 AC, it also negates one crucial hit or sneak attack per day. For only 5,000gp, this is almost too good.
Goz Mask (**): For 8,000gp, this allows you to see through smoke and fog. With these, you can throw some smoke sticks, then sneak attack through the haze.
Cap of the Free Thinker (***): For 12,000gp you can roll twice against all mind-affecting effects. Fantastic for the weak-willed Ninja.
Headband
Headband of Charisma (***): Uninteresting, but it will boost your ki points.
Headband of Deathless Devotion (***): Helps with some saving throws for 6,400gp.
Headband of Fortune’s Favor (**): Provides a +1 bonus on saving throws for 7,700gp. A bit pricey, but it will stack with that cape.
Neck
Amulet of Natural Armor (****): A great boon to your AC, grab this right away.
Aegis of Recovery (****): A +2 bonus to saving throws against continuing effects, and a automatic health boost at negative hit points. This is a winner at 1,500gp (too bad it is destroyed after bringing you back to life).
Mind Sentinel's Medallion (***): A +2 bonus vs. mind affecting effects. 3,500gp.
Amulet of Hidden Strength (****): A full round action to regain two ki points once per day? At 9,000 this is a steal.
Ring
Ring of Protection (****): An AC boost is great. As usual.
Ring of Ki Mastery (***): Can potentially increase your total ki by 2, for only 10,000. It is also a must have if you have forgotten trick, as it reduces that cost down to 1 ki. Go for it.
Shoulders
Cloak of Resistance (****): Don't mess around. Go Cloak of Resistance all the way to +5.
Wrist
Bracers of Falcon’s Aim (****): At on 4,000, these are a ridiculous no brainer if you are using bows. Grab them for the invisible blade/sniper goggles combo.
Slotless
Belts
Belt of Incredible Dexterity (****): Probably your first belt. You can move to a Dex & Con belt if you like, or take Dex all the way up.
Body
Nothing great here.
Chest
Poisoner’s Jacket (**): If you absolutely want to work with poisons, then the Poisoner's Jacket is great fun. But you shouldn't work with poisons.
Quick Runner’s Shirt (***): At only 1,000gp this shirt will allow you to move into melee before taking a full round action once a day.
Eyes
Eyes of the Eagle (***): +5 Perception for only 2,500gp is pretty hard to pass up.
Goggles of the Night (**): Need Darkvision? For 12,000gp, you can get it.
Sniper Goggles (****): At 20,000gp, these goggles are not cheap. However, they are one of the best items a Ninja can buy. With them, a ninja gains +2 damage on each sneak attack die within 30 feet, transforming 8d6 from an average of 28 to an average of 44. It also allows for sneak attack at any range. With Invisible Blade and Sniper Goggles, you can buy a longbow and just stand in the background, comfortably getting full round sneak attacks without any problem. If you can afford it, this is a must-buy.
Feet
Acrobat Slippers (**): For 3,000gp you get to maintain your Dexterity Bonus to AC (you know, all of it) when doing a number of things.
Boots of Striding and Springing (****): An easy way to increase land speed and get a +5 bonus to Acrobatics checks, get these if your speed is suffering. 5,500gp.
Boots of Speed (****): Haste for 10 rounds a day is fantastic, though they cost 12,000gp. Get them.
Winged Boots (**): Flight for only 16,000! You may want to stick with the cheaper boots however.
Hands
Nothing too interesting here.
Head
Mask of Stony Demeanor (****): Only 500gp for a +10 to bluff when lying and a +5 to feint? Grab it early, and use it when you want.
Jingasa of the Fortunate Soldier (****): Not only does this provide +1 AC, it also negates one crucial hit or sneak attack per day. For only 5,000gp, this is almost too good.
Goz Mask (**): For 8,000gp, this allows you to see through smoke and fog. With these, you can throw some smoke sticks, then sneak attack through the haze.
Cap of the Free Thinker (***): For 12,000gp you can roll twice against all mind-affecting effects. Fantastic for the weak-willed Ninja.
Headband
Headband of Charisma (***): Uninteresting, but it will boost your ki points.
Headband of Deathless Devotion (***): Helps with some saving throws for 6,400gp.
Headband of Fortune’s Favor (**): Provides a +1 bonus on saving throws for 7,700gp. A bit pricey, but it will stack with that cape.
Neck
Amulet of Natural Armor (****): A great boon to your AC, grab this right away.
Aegis of Recovery (****): A +2 bonus to saving throws against continuing effects, and a automatic health boost at negative hit points. This is a winner at 1,500gp (too bad it is destroyed after bringing you back to life).
Mind Sentinel's Medallion (***): A +2 bonus vs. mind affecting effects. 3,500gp.
Amulet of Hidden Strength (****): A full round action to regain two ki points once per day? At 9,000 this is a steal.
Ring
Ring of Protection (****): An AC boost is great. As usual.
Ring of Ki Mastery (***): Can potentially increase your total ki by 2, for only 10,000. It is also a must have if you have forgotten trick, as it reduces that cost down to 1 ki. Go for it.
Shoulders
Cloak of Resistance (****): Don't mess around. Go Cloak of Resistance all the way to +5.
Wrist
Bracers of Falcon’s Aim (****): At on 4,000, these are a ridiculous no brainer if you are using bows. Grab them for the invisible blade/sniper goggles combo.
Slotless
Ki Mat (**): 10,000gp is a bit pricey for bringing back 1 ki a day, but it is something to consider.
Weapon Enhancements: Keen may seem tempting with Wakizashis, but criticals are going to do very little for you. Instead, grab Agile, Haste, or just stick with the +X bonuses.
Armor Enhancements: The +X bonuses are good enough for you.
With only 3/4 BAB, we are mostly looking for full BAB classes to compliment us. For the most part, I would recommend go to at least Ninja 10 for Invisible Blade, then branching out. If you dip before, you are only delaying the best part of the Ninja class.
Note that Half-Elves can take two favored classes due to the "Dual Minded"
Fighter (****): There is a lot to be said for multi classing into Fighter after level 10 or 12. Your chance to hit and damage will be significantly increased, and you can grab weapon specialization. You may start to miss those Ninja Tricks, but you'll wind up with a deadly combat character. Two-Weapon Warrior is a good Archetype here, and weapon master can be strong if you are focusing heavily on one path.
Paladin (****): Paladin is a shockingly good choice. Full Bab, self-healing, and a big bonus to saves, it rounds out the Ninja completely. Smite Evil combined with Sneak Attack will allow this holy Ninja to destroy everything in sight, and most abilities key off of Charisma. The Divine hunter Archetype can be an excellent choice if you are transitioning into the short bow/sniper goggles strategy at level 10+.
Anti-Paladin (***): The Anti-Paladin also has a lot going for him, but without the lay on hands ability the survivability isn't as good. Still, a solid choice.
Barbarian (***): +10 Move speed, d10 health, and a bonus to fort and reflex are all great. Take the Urban Barbarian Archetype and you gain Dex when you rage. A fair choice overall, increasing your to-hit, movement, and survivability.
Gunslinger (***): Touch attack guns would sure help with hitting enemies. If your game starts at level 11, then the gunslinger is a great multi class. Otherwise, it's virtually impossible to build into.
Monk (**): This lets you use unarmed strikes, and increases you ki pool. You can get evasion at 2nd, improve your saves, and nets a few extra feats. However, the 3/4 Bab progression and flurry aren't helping you.
Ranger (**): The ranger can do a lot for you, but only if you take it first. It can give you two-weapon fighting without the dexterity prerequisite, and add a favored enemy. However, taking it first means you are delaying Invisible Blade. On top of that, many Ranger abilities key off of Wisdom, one of your dump stats.
Druid (*): The Full Bab and animal companion are nice, but the shape changing and Wisdom dependent spell casting sure aren't.
Cavalier/Samurai (*): Ninjas and mounts don't mix well. They kind of ruin the whole invisibility thing. There are also a bunch of abilities that require the target to see the Cavalier.
Spellcasters (*): It's not optimal, but you certainly can try. There are a few Oracle revelations that might be worth it (but you have to contend with curses), and you can pick up some touch attacks for sneak.
Weapon Enhancements: Keen may seem tempting with Wakizashis, but criticals are going to do very little for you. Instead, grab Agile, Haste, or just stick with the +X bonuses.
Armor Enhancements: The +X bonuses are good enough for you.
Multi-Classing
With only 3/4 BAB, we are mostly looking for full BAB classes to compliment us. For the most part, I would recommend go to at least Ninja 10 for Invisible Blade, then branching out. If you dip before, you are only delaying the best part of the Ninja class.
Note that Half-Elves can take two favored classes due to the "Dual Minded"
Fighter (****): There is a lot to be said for multi classing into Fighter after level 10 or 12. Your chance to hit and damage will be significantly increased, and you can grab weapon specialization. You may start to miss those Ninja Tricks, but you'll wind up with a deadly combat character. Two-Weapon Warrior is a good Archetype here, and weapon master can be strong if you are focusing heavily on one path.
Paladin (****): Paladin is a shockingly good choice. Full Bab, self-healing, and a big bonus to saves, it rounds out the Ninja completely. Smite Evil combined with Sneak Attack will allow this holy Ninja to destroy everything in sight, and most abilities key off of Charisma. The Divine hunter Archetype can be an excellent choice if you are transitioning into the short bow/sniper goggles strategy at level 10+.
Anti-Paladin (***): The Anti-Paladin also has a lot going for him, but without the lay on hands ability the survivability isn't as good. Still, a solid choice.
Barbarian (***): +10 Move speed, d10 health, and a bonus to fort and reflex are all great. Take the Urban Barbarian Archetype and you gain Dex when you rage. A fair choice overall, increasing your to-hit, movement, and survivability.
Gunslinger (***): Touch attack guns would sure help with hitting enemies. If your game starts at level 11, then the gunslinger is a great multi class. Otherwise, it's virtually impossible to build into.
Monk (**): This lets you use unarmed strikes, and increases you ki pool. You can get evasion at 2nd, improve your saves, and nets a few extra feats. However, the 3/4 Bab progression and flurry aren't helping you.
Ranger (**): The ranger can do a lot for you, but only if you take it first. It can give you two-weapon fighting without the dexterity prerequisite, and add a favored enemy. However, taking it first means you are delaying Invisible Blade. On top of that, many Ranger abilities key off of Wisdom, one of your dump stats.
Druid (*): The Full Bab and animal companion are nice, but the shape changing and Wisdom dependent spell casting sure aren't.
Cavalier/Samurai (*): Ninjas and mounts don't mix well. They kind of ruin the whole invisibility thing. There are also a bunch of abilities that require the target to see the Cavalier.
Spellcasters (*): It's not optimal, but you certainly can try. There are a few Oracle revelations that might be worth it (but you have to contend with curses), and you can pick up some touch attacks for sneak.
Builds
There are a range of options for the ninja, and you should use these as starting points.
Classic Ninja (****): The classic Ninja is able to use both Shuriken and Wakizashi. In the first turn of combat, if possible, he full round, TWF, flurry of stars, extra ki point attack shurikens the enemy, then moves in for wakizashis on future turns. For the first 9 levels he relies on flanking to get sneak attack, then uses invisible blade. You can find the full build here.
Natural Attacks Ninja (****): As a Kitsune, Tengu, Teifling, or similar, you can get three natural attacks at full BAB, landing hits more frequently than TWF. This is an excellent build which outshines the others at lower levels, but is outclassed at higher levels. If you don't plan on going past level 10, this is possibly the strongest choice. At level 10, you can go the Sniper Goggles/Invisible Blade/Longbow route if you wish. You can find a full Tengu build here.
The Skill Monkey (****): Really, this is just the Classic Ninja with 14 intelligence for 10 skill points a level. You can find the full build here.
Strength Ninja (***): Pumping Strength instead of dexterity, the strength ninja grabs a two-handed weapon and swings away. He relies far less on sneak attack and is more consistent in combat, able to contribute even when he can't deal sneak attack.
Mist Assassin (***): The Goz Mask item, or the Oracle of Waves' Water Sight revelation, allows you to see through fog and smoke as if it wasn't there. Put some obscuring mist between you and your enemy, and you should be able to sneak attack through it with total concealment. There are a few ways to bring the fog up, including a wand of obscuring mist.
Sap Master Ninja (***): Thought sneak attack was situational? How about non-lethal sneak attack? The Sap Master uses the Sap Adept, Sap Master, and Knockout Artist feats to deal double damage with sneak attack, even if it is non-lethal. But when it is effective it is super effective. You can find the full build here.
Ranged Ninja (**/****): For the first 9 levels, this is painful. The Stealthy Sniper Rogue talent brings the sniping penalty down to only -10, but you still need to find cover. This build gets great with invisible blade, and absolutely unstoppable if you can pick up the Sniper's Goggles. Suddenly you are able to deal sneak attack damage with a long bow from 100 feet away.
Unarmed Ninja (**): Dip monk for the feats, then make your way into Unarmed Ninja territory. You get access to a bunch of styles and feats, but you are going to burn more feats trying to do the same thing the Classic Ninja does.
Opening Volley Ninja (**): This build is similar to the Classic Ninja Build, with the inclusion of the Opening Volley feat. With this feat, the next melee attack made after a ranged attack gains a +4 bonus. The Opening Volley Ninja uses one hand to throw shuriken and the other to make melee attacks. But... how are we getting sneak attack with the shuriken (since flanking won't do it for ranged attacks)? And how are we avoiding attacks of opportunities? Those are just some of the issues with this build.
Shatter Defenses Ninja (**): The Shatter Defenses Ninja relies on a novel method of gaining sneak attack: Shatter Defenses. When he attacks an enemy who is shaken, they are considered flat footed to him. Shaken can be achieved pretty easily through Dazzling Display or Cornugun Smash, but Dazzling Display eats at actions and Cornugun Smash requires power attack. Still, it can be workable.
Part I: Introduction, Attribute, and Races
Part II: Ninja Tricks
Part III: Feats
Part IV: Equipment, Multi-Classing, and Builds
Part I: Introduction, Attribute, and Races
Part II: Ninja Tricks
Part III: Feats
Part IV: Equipment, Multi-Classing, and Builds
Zenith's Guide to the Ninja, Part III: Feats
Zenith's Guide to the Ninja
Part III: Feats
I'm also going to skip any feat that gives static bonuses to skills, or some small number of spell like abilities. These are not worth it, especially for a feat-starved ninja.
Bewildering Koan (****): A swift action and a ki point means the target probably loses his next action. If you are a gnome, this is a must have.
Dodge (****): Yeah, we don't want to get hit.
Extra Ki (****): Oh yes, take it. This is nearly pink. Extra Ki is fantastic. If you have extra feat slots, take it more than once (it stacks).
Improved Initiative (****): The first round is the perfect opportunity to let loose with a rapid shot, point blank, flurry of stars shrunken death attack. You can potentially take down bosses like this, particularly after getting Crippling Strike.
Iron Will/Improved Iron Will (****): Your Will Save is your Achilles heel. You are going to take this eventually, so you may as well take it early.
Leadership (****): Obviously if you GM allows it, take it. It is stupid good. But you should tell your GM not to allow it.
Point-Blank Shot (****): All of your shuriken attacks are going to be in this range, so you should definitely pick this up.
Rapid Shot (****): Oh yes. We want another shuriken flying out there.
Toughness (****): This will help your squishy Ninja self stay alive.
Two-Weapon Fighting/Improved Two-Weapon Fighting (****): Your bread and butter. This applies to both wakizashis and shuriken.
Weapon Finesse (****): You want to hit things, right?
Weapon Focus (****): Right?
Improved Initiative (****): The first round is the perfect opportunity to let loose with a rapid shot, point blank, flurry of stars shrunken death attack. You can potentially take down bosses like this, particularly after getting Crippling Strike.
Iron Will/Improved Iron Will (****): Your Will Save is your Achilles heel. You are going to take this eventually, so you may as well take it early.
Leadership (****): Obviously if you GM allows it, take it. It is stupid good. But you should tell your GM not to allow it.
Point-Blank Shot (****): All of your shuriken attacks are going to be in this range, so you should definitely pick this up.
Rapid Shot (****): Oh yes. We want another shuriken flying out there.
Toughness (****): This will help your squishy Ninja self stay alive.
Two-Weapon Fighting/Improved Two-Weapon Fighting (****): Your bread and butter. This applies to both wakizashis and shuriken.
Weapon Finesse (****): You want to hit things, right?
Weapon Focus (****): Right?
Bodyguard (***): Given the sheer number of attacks of opportunity you will get, this will be a great way to burn them.
Butterfly Sting (****): You aren't going to make great use of all those criticals, so why not give them to a buddy? If you are already getting combat expertise, then you really should get this.
Defensive Combat Training/Advanced (***): Your CMD is going to be a problem at higher levels, but this will take the strain off.
Distance Thrower (***): Not bad for Shuriken, but you shouldn't have that 13 strength to make it work.
Whirlwind Attack (***): Invisibility and Greater Invisibility make this somewhat worthwhile, but it does take a bit to set up.
Eldritch Heritage (***): There are a few nice Eldritch Heritages to go around. The only problem is, you need a skill focus to get them. Some noteworthy Heritages are:
Arcane (****): This gives you a familiar, which is absolutely outstanding. You can get another +4 to initiative by grabbing the Compsognathus familiar, or maybe the Armadillo for a +1 natural armor bonus.
Serpentine (***): You can grab a bite attack (which has some poison). Always nice to have more attacks for sneak
Extra Rogue Talent (***): While you don't technically qualify for this, your GM will probably let you take it. It's just as good as the talent you take.
Great Fortitude/Improved Great Fortitude (***): Fortitude saves are going to be a problem for you, so these are certainly something to seriously consider, especially at higher levels.
Ironhide (***): +1 AC is great, but you may pick up an Amulet of Natural armor at some point, rendering this irrelevant.
Opening Volley (***): Certainly an interesting option, but it likely only works on one melee roll per combat, and then only sometimes. If you go for a niche build, hold a wakizashi in one hand and throw shrunken with the other, and alternate the attacks with your two-weapon-fighting routine, then it is awesome.
Precise Shot (***): This is less useful for the Ninja, as he will likely be shuriken-ing in the first round before the enemy is surrounded. However, it is still useful.
Cluster Shots (***): Given that you will be hurtling 7+ shuriken at higher levels, that DR can really add up. If the creature has 10 DR, then you have just increased your damage dealt by 60.
Snap Shot/Improved Snap Shot/Greater Snap Shot (***): If you transition to a shuriken only Build at High Levels then is fantastic, particularly when paired with combat reflexes.
Sap Adept/Sap Master/Knockout Artist (****): It is a niche build, but a very powerful one. Grab some bludgeoning weapons and deal double the sneak attack damage, albeit only non-lethal.
Steel Soul (***): An additional +2 against spells and spell like abilities is fantastic.
Step Up/Following Step/Step up and Strike (***): Excellent for staying in flanking and performing full round attacks. However, you can always just switch to shuriken if the enemy moves away from you.
Two-Weapon Feint/Improved Two-Weapon Feint (***): This can be a useful crutch early on, but it becomes a wasted feat with Invisible Blade. If you don't have any melee buddies to flank with, you should consider this, but the Combat Expertise tax makes it a bit too bitter a pill to swallow.
Dazzling Display & Shatter Defenses (***): This isn't a bad combo, especially given how easy it is to demoralize enemies. The only problem is it burns a turn action, but then you essentially get sneak attack the rest of the combat. Either go for both and commit to them, or go for neither.
Agile Maneuvers (**): This is going to make a huge swing in your CMB. It's situational, but if you are using CMB, you need this.
Armor Proficiency, Medium/Heavy (**): It looks tasty, but heavier armor is going to slow you down, impose penalties on skills you use all the time, and cut down on your Dex bonus to AC. If you can afford Mithral then go for it. Otherwise, shy away.
Breadth of Experience (**): If you are a skill monkey Ninja, this can give you a ton of skills. Otherwise, don't bother.
Cartwheel Dodge(**): It's interesting, but way too situational. You can go through a campaign and only be glad you had it once or twice.
Combat Patrol (**): You are better off attacking, and may be unlikely to get sneak attack before level 10.
Critical Focus (**): This seems tempting, but remember that your sneak attack damage won't be multiplied on a critical. Your standard d6 weapon damage will go up to 2d6. Despite your high crit range, this isn't worth it.
Disorienting Maneuver (**): You won't be tumbling enough to justify this, but when you reposition it will have its uses.
Spring Attack (**): Occasionally useful, but there are far better options.
Deny Death (**): The bleeding out bonus is ignorable, but the ability to gain health while bleeding out is nice. It won't come up that often, but if nobody can get to you to heal you it will definitely help. The Endurance pre-requisite isn't helping anybody.
Ki Stand (**): Great, but you aren't knocked down too often.
Betrayer (**): It is certainly flavorful, but your GM will likely let you do something similar without the feat.
Far Shot (**): This is likely to only help by 1 or 2 points. You are better off getting weapon focus.
Improved Precise Shot (**): Certainly useful, but very situational. There are better options.
Shot on the Run (**): It ain't bad, but there are much better options.
Quick Draw (**): Extremely situational. I wouldn't bother.
Shadow Strike (**): If you don't have dark vision you may want to consider it, but really you should try and make your target visible.
Greater Two-Weapon Fighting (**): At -10 this additional last attack probably isn't going to hit anything. Still, it's nice to have it in there.
Vital Strike (**): One extra d6 of damage sometimes really isn't worth a feat. You will get it sometimes, however.
Combat Expertise (*): Take it if you need it for something else, this is just a feat tax for you. Because of it, the entire combat Expertise chain is much less appealing.
Gang Up (*): If you have three or more buddies in melee, then it's good. Of course, if you have three or more melee people in your party, then you probably don't need more chances to flank. Also, you may want to consider a ranged character.
Improved Dirty Trick/Disarm/Trip/Reposition/Steal/Feint (*): This isn't your job or it is useless. Also, your CMB isn't going to be great. You are better off just attacking.
Second Chance (*): While this initially seems OK, remember that you are going to be making a ton of attacks, including a second attack at the same bonus as the first. Don't do it.
Deadly Aim (*): You aren't going to hit anything if you take this.
Close-Quarters Thrower (*): It sounds nice, but you will either be throwing before the enemy has acted (and can't take attacks of opportunity) or when you are invisible and they can't see you. Don't bother.
Mobility (*): Your tumble should be high enough that this isn't going to be a problem.
Underfoot (*): Your acrobatics should be high enough that you don't need a situational bonus.
Wind Stance/Lightning (*): Wind is only against ranged attacks, and Lightning is obsolete by the time it is available. Don't bother.
Fleet (*): This is rarely worth it. If you need more speed, dip barbarian or take the Travel Domain. Or just use take Extra Ki and use some of that.
Improved Unarmed Strike/Unarmed Strike Feats (*): You have Wakizashis for a reason. Use them.
Style Feats (*): There aren't any style feats you want, so don't bother.
Lightning Reflexes/Improved Lightning Reflexes (*): You are already great at this. Why bother?
Nimble Moves/Acrobatic Steps/Light Step (*): Three feats to move normally through difficult terrain, this is only useful if you GM absolutely loves the stuff.
Gliding Steps (*): Just use acrobatics.
Charging Hurler (*): You have way better things to do with your turn then throw a single shuriken.
Impact Critical Shot (*): Why would you want to push the enemy farther away?
Bullseye Shot (*): Full Round Attack instead.
Manyshot (*): What, so we can get another D2 on the Shuriken? No thank you.
Parting Shot (*): You are better off attacking and then tumbling away.
Power Attack (*): Don't reduce your to hit any more than you already have to.
Razortusk (*): The bite attack is nice, but you should take the Toothy alternate racial trait or the tusked race trait.
Double Slice (*): This will only add minimal damage.
Two-Weapon Rend (**): d10 damage isn't nothing, but this is a pain to track and not very strong. Ignore it.
Part I: Introduction, Attribute, and Races
Part II: Ninja Tricks
Part III: Feats
Part IV: Equipment, Multi-Classing, and Builds
Zenith's Guide to the Ninja, Part II: Ninja Tricks
Zenith's Guide to the Ninja
Part II: Ninja Trick
Ninja Tricks are what define a Ninja. They provide a variety of improvements and abilities ranging from skill bonuses to combat perks to assassination shenanigans. Ninjas get one Ninja Trick every even level, then get access to Master Tricks at Level 10. There are plenty of bad options, but enough good options for you to choose between.
If you don't like Ninja Tricks, not to fear! There are a bunch of ways to grab feats instead, as listed below.
Ninja Tricks
Flurry of Stars (****): A souped up version of rapid fire, this gives you two additional shuriken. This can be crazy good if your enemy is still flatfooted and you want to deal a ton of damage. Just make sure that you are nice and close, as the 10' range increment hurts.
Shadow Clone (****): Mirror image is lovely, and will keep you alive longer.
Weapon Training (****): Yes, we want to hit more things.
Rogue Talent (****): This opens up a host of talents you can now pick, and you can take the rogue talent multiple times. Noteworthy talents include:
Offensive Defense (****): This should be the talent that you apply to sneak attack for a good long while. You gain a significant bonus to AC equal to the number of sneak attack damage.
Distracting Attack (***): If you have two rogues or Ninjas with Distracting Attack, then you can gain sneak attack all day. Otherwise, skip it.
Stand Up (***): A lovely talent that lets you stand up as a free action. It's pretty situational, but nice to have.
Ki Pool (**): You can use this to gain one ki. It's not the worst option if you burn through ki like crazy.
Underhanded (**): This is certainly interesting, but incredibly difficult to pull off. Unless you have other skills to back it up, I would skip it.
Powerful Sneak (*): This is a trap, increasing the average damage on a sneak attack from 3.5 to 3.666. That's one damage for every 6 sneak attack die you roll. Don't take it.
Shadow Clone (****): Mirror image is lovely, and will keep you alive longer.
Weapon Training (****): Yes, we want to hit more things.
Rogue Talent (****): This opens up a host of talents you can now pick, and you can take the rogue talent multiple times. Noteworthy talents include:
Offensive Defense (****): This should be the talent that you apply to sneak attack for a good long while. You gain a significant bonus to AC equal to the number of sneak attack damage.
Distracting Attack (***): If you have two rogues or Ninjas with Distracting Attack, then you can gain sneak attack all day. Otherwise, skip it.
Stand Up (***): A lovely talent that lets you stand up as a free action. It's pretty situational, but nice to have.
Ki Pool (**): You can use this to gain one ki. It's not the worst option if you burn through ki like crazy.
Underhanded (**): This is certainly interesting, but incredibly difficult to pull off. Unless you have other skills to back it up, I would skip it.
Powerful Sneak (*): This is a trap, increasing the average damage on a sneak attack from 3.5 to 3.666. That's one damage for every 6 sneak attack die you roll. Don't take it.
Choking Bomb (***): Staggered is nice, but you are going to have to take two other tricks to get this. If you have high charisma, it might be worth it.
Pressure Points (***): The strength and dexterity de-buff is nice, but you are better off waiting for crippling strike once you hit the advanced talents. It will be a waste of a Trick otherwise.
Vanishing Trick (***): Invisibility as a swift action is great, particularly for sneaking around and running away. But the main reason to take this is to gain access to Invisible Blade.
Forgotten Trick (***): Boy is this pricey. 2 Ki in addition to the normal cost of use? Every once in a while you'll wish you had it, but you are better off just grabbing an additional trick to use without the 2 ki penalty. A ring of ki mastery brings the price down to 1 ki in addition to normal use, but that's still a lot to ask for. However, there is something of an exploit you can do. If you don't grab Combat trick, you can use Forgotten Trick to grab it it temporarily, and temporarily gain any combat feat you choose!
Forgotten Trick (***): Boy is this pricey. 2 Ki in addition to the normal cost of use? Every once in a while you'll wish you had it, but you are better off just grabbing an additional trick to use without the 2 ki penalty. A ring of ki mastery brings the price down to 1 ki in addition to normal use, but that's still a lot to ask for. However, there is something of an exploit you can do. If you don't grab Combat trick, you can use Forgotten Trick to grab it it temporarily, and temporarily gain any combat feat you choose!
Darkvision (**): Super situational, and you have better uses for your ki.
Deadly Range (**): If you absolutely have to be a ranged Ninja, then you've got to take this. If you are just using shriken, then you are going to be attacking from with 30 feet anyway.
Fast Stealth (**): Out of combat you aren't going to need to move too fast while sneaking. In combat, you are probably going to break stealth rather quickly. No thanks.
Hidden Weapons (**): Very situational. If you are taking this to stab people out of combat, just go invisible. In combat it's just not handy.
Poison Bomb (**): This isn't a bad way to use poison, but the DCs for most poisons are so low it's not going to make a difference.
Slow Reactions (**): When coordinating with teammates and moving into flanking, this can be nice. However acrobatics and similar skills will help avoid opportunity attacks as well.
Wall Climber (**): A climb speed can be a lot of fun, but you could just get a good climb check instead.
Deflect Arrows (*): You aren't going to have an extra hand, and even if you did this is way too situational to be useful.
Feather Fall (*): Unless your GM is trying to kill you, your acrobatics should be more than enough to deal with most falling damage.
High Jumper (*): It is fun, but there has got to be a better way to get over that wall. Except for the lulz, how often do you really need to jump 20 feet?
Kamikaze (*): Let's not hurt ourselves any more than we have to.
Ki Block (*): You could go through an entire campaign and never use this.
Ki Charge (*): 4d6 damage at 18th level? That's incredibly disappointing. If the damage wasn't so unimpressive it might be interesting, but the damage is super measly.
Redirect Force (*): It's a very interesting trick with two major problems. First, you don't want to take damage. Second, if you are using combat maneuvers you probably are not dealing sneak attack.
Slow Metabolism (*): The poison bonus is nice but will rarely get used, and we have better things to keep ourselves entertained.
Smoke Bomb (*): Or you could just buy a smokestick.
Snatch Arrows (*): ...Why are you catching arrows?
Style Master (*): With a poor wisdom modifier and no improved unarmed strike, these aren't going to do you much good.
Sudden Disguise (*): Fun, but just have somebody cast disguise self on you.
Unarmed Combat Training (*): If you really want Improved Unarmed Strike, dip Monk. But I'm not sure why you wouldn't just use wakizashis.
Undetected Sabotage (*): Don't take this, and just see if your GM will let you do something creative. He probably will.
Ventriloquism (*): Just go invisible or throw a stone. Or do anything else.
Master Tricks
Evasion (****): Lovely! Take it! With your high Reflex score this should be great.
Feat (****): Who can say no to a feat?
Advanced Talents (****): Now we have access to all the advanced rogue talents! Many of them are better than the Ninja tricks, so be prepared to grab a talent in here. Noteworthy talents include:
Crippling Strike (****): -2 strength damage with each sneak attack is fantastic. Not only does this lower the attack and damage of monsters permanently, you can also make them go unconscious with enough hits
Hunter's Surprise (****): Can't get sneak attack against an enemy for some reason? How would you like to get sneak attack against that enemy? Only once per day, but still wonderful.
Dispelling Attack (****): Wonderful at high levels, and the enemy will never see it coming. If you didn't need Major and Minor Magic, this would be a must have.
Opportunist (****): As long as you are not the only ally in melee range, this will almost guarantee you another attack per round.
Another Day (***): This is a wonderful once a day ability that prevents you from dying. It's not without its faults, but it will still save your life.
Improved Evasion (**): It's nice, but with your excellent reflex save you shouldn't be failing too many checks. I would get something else.
Assassinate (***): If you have a decent Charisma, this could become your bread and butter. Note that this doesn't have to be a melee attack. A short bow or ranged touch attack will also do the trick. Grab the Ability Focus Feat for this and you could potentially take down some low Fortitude enemies.
Blinding Bomb (***): Blind is a great de-buff and you generally get sneak attack against blinded enemies. The only problem is it takes three tricks to get, and the DC isn't terribly high.
Ghost Step (***): Wonderful for breaking into areas or escaping from combat through a wall.
Kawarimi (**): It's not bad, but it is only once per day. You have better options.
Master Disguise (**): You are level 10 now. Somebody can cast a spell that does this or better. Don't bother.
See the Unseen (**): If you don't take it, there will be at least one combat where you wish you did. That said, for the rest of the campaign you will wish you had something else. I'd take something more consistent.
Shadow Split (**): Lovely fun, and it could save your life.
Unarmed Combat Mastery (**): If you are using unarmed strikes, it can increase your damage output. But again, there are better options.
Deadly Shuriken (*): A single attack only means one roll of sneak attack. Just full round flurry of stars.Master Disguise (**): You are level 10 now. Somebody can cast a spell that does this or better. Don't bother.
See the Unseen (**): If you don't take it, there will be at least one combat where you wish you did. That said, for the rest of the campaign you will wish you had something else. I'd take something more consistent.
Shadow Split (**): Lovely fun, and it could save your life.
Unarmed Combat Mastery (**): If you are using unarmed strikes, it can increase your damage output. But again, there are better options.
Unbound Steps (*): You are level 10+ now. Get somebody to cast fly on you. The fact that you have to end your turn on a solid surface gives this incredibly limited uses.
Part I: Introduction, Attribute, and Races
Part II: Ninja Tricks
Part III: Feats
Part IV: Equipment, Multi-Classing, and Builds
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