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Elessia

Belle Mythix's page

1,481 posts. Alias of Void Munchkin.




I like her.

Where can we get more info on her?


*Waits impatiently*


Might as well start it now.

I wish for more Lycanthropes love.


2 people marked this as a favorite.

Full Metal Alchemist, when?


2 people marked this as FAQ candidate.

Would someone with the Beyond Morality universal ability be able to grant spells/powers to people of any alignments?


How would you refer/call/address an hermaphrodite in a setting where they aren’t necessarily tied to a male or female role/norm, in a society where they are frequent enough to warrant their own appellation. Or to help with hermaphrodite/intersex people irl.

- Male = Female = ?*
- Man/Men = Woman/Women = ?*
- Boy = Girl = ?*
- He = She = ?
- His = Her = ?
- Him = Her = ?
- Dad/Daddy = Mom/Mommy = ?
- Son = Daughter = ?
- Brother = Sister = ?
- Grandpa = Grandma = ?
- Masculine = Feminine = ?
- Nephew = Niece = ?
- Uncle = Aunt = ?
- Master = Mistress = ?

And various titles (King/Queen, Prince/Princess, Emperor/Empress, Etc.).

* Seriously Hermaphrodite is a mouthful.

Note: this isn't meant to be derogatory or negative, just a genuine question.


The playtests got me wondering what other combo could be a good idea (at least in theories).

Any ideas?


1 person marked this as FAQ candidate.

1) Is young characters like the Young template (one size smaller, CR-1), or is it something different?

2) Shouldn't Aristocrat be in the same age as Adept and Warrior (it has the same proficiencies as the Warrior and the second biggest skills list after the Bard)?

3) Why less traits? It could be less skill/save/etc boosting/giving ones...

4) what would be the starting wealth of PCs with NPC classes?

5) will young characters be an option in PFS for those who want it?


I mean in the World-in-the-skies / sky-is-an-ocean / skyworld type of thing with floating landmasses and airships.

It shouldn't be very hard if one leave the technobable out.

Ok, better rules for airships and airship/sky combats.

Classes: some adjustment and additions to skills, class skills list (and maybe skill point mod)… Casters would probably need some work too.

PS(1): Moon stuff is optional.

Some links

Wikipedia

Skies of Arcadia wiki

(sorry) Tv Tropes

PS(2): I know Eberron has some of this, but I don't really know the setting.


3 people marked this as a favorite.

I liked those a few years ago, and some of the fluff and stuff were nice.

Would it be possible/easy to convert that to Pathfinder/d20?

Some info:

Wikipedia

Suikoden Wikia

Suikosource

And... (sorry)... Tv Tropes


1 person marked this as a favorite.

I'm trying to come up with classes to be used as Noble and/or "generic Adventurer"; I though of the basic (they already feel a bit over-powered), but I can't think of any class features/abilities to give them. (nor can I think about names)

The (X):

The (X)
Alignment: Any.

Hit Die: d8.

Class Skills

The (X) can choose any 22 skills + Craft (Int), Perform (Cha) and Profession (Wis) to be class skills.

Skill Ranks per Level: 8 + Int modifier.

Table: (X)
Level___BAB__________FS____RS____WS_____Special
1st_____+0___________+2____+2____+2_____ Bonus (racial) Feat
2nd_____+1___________+3____+3____+3_____
3rd ____+2___________+3____+3____+3_____
4th_____+3___________+4____+4____+4_____
5th_____+3___________+4____+4____+4_____
6th_____+4___________+5____+5____+5_____
7th_____+5___________+5____+5____+5_____
8th_____+6/+1________+6____+6____+6_____
9th_____+6/+1________+6____+6____+6_____
10th____+7/+2________+7____+7____+7_____
11th____+8/+3________+7____+7____+7_____
12th____+9/+4________+8____+8____+8_____
13th____+9/+4________+8____+8____+8_____
14th____+10/+5_______+9____+9____+9_____
15th____+11/+6/+1____+9____+9____+9_____
16th____+12/+7/+2____+10___+10___+10____
17th____+12/+7/+2____+10___+10___+10____
18th____+13/+8/+3____+11___+11___+11____
19th____+14/+9/+4____+11___+11___+11____
20th____+15/+10/+5___+12___+12___+12____

Class Features
All of the following are class features of the (X).

Weapon and Armor Proficiency: A (X) is proficient with all simple weapons, all martial weapons and an exotic weapon of her chosing and with light armor, medium armor, and shields (except tower shields).

The (W):

The (W)
Alignment: Any.

Hit Die: d10.

Class Skills

The (W) can choose any 20 skills + Craft (Int), Perform (Cha) and Profession (Wis) to be class skills.

Skill Ranks per Level: 6 + Int modifier.

Table: (W)
Level___BAB_______________FS____RS____WS_____Special
1st_____+1________________+2____+2____+2_____ Bonus (racial?) Feat,
2nd_____+2________________+3____+3____+3_____
3rd ____+3________________+3____+3____+3_____
4th_____+4________________+4____+4____+4_____
5th_____+5________________+4____+4____+4_____
6th_____+6/+1_____________+5____+5____+5_____
7th_____+7/+2_____________+5____+5____+5_____
8th_____+8/+3_____________+6____+6____+6_____
9th_____+9/+4_____________+6____+6____+6_____
10th____+10/+5____________+7____+7____+7_____
11th____+11/+6/+1_________+7____+7____+7_____
12th____+12/+7/+2_________+8____+8____+8_____
13th____+13/+8/+3_________+8____+8____+8_____
14th____+14/+9/+4_________+9____+9____+9_____
15th____+15/+10/+5________+9____+9____+9_____
16th____+16/+11/+6/+1_____+10___+10___+10____
17th____+17/+12/+7/+2_____+10___+10___+10____
18th____+18/+13/+8/+3_____+11___+11___+11____
19th____+19/+14/+9/+4_____+11___+11___+11____
20th____+20/+15/+10/+5____+12___+12___+12____

Class Features
All of the following are class features of the (W).

Weapon and Armor Proficiency: The (w) is proficient in the use of all simple weapons, all martial weapons and an exotic weapon of his chosing and with all types of armor and shields.


Miss Feiya, do you have a way to deal with Trolls (the monsters, not the "weird" people)?


I would marry her if I lived in her world.


I once wanted to write a novel, I wrote a prologue and posted it somewhere, I have been told to either learn proper English or stay away from writing...

Here is that Prologue:


Souls At War

- Prologue

Once upon a Time in the World of Ssyba, the different nations and their inhabitants were constantly warring for various reasons ranging from usual ones, like the resources needed and coveted by everyone, to the frivolous like having looked at a crack in one wall the wrong way.

Then one day, the mighty Emperor Tansa of Onrefni managed what seemed impossible, a World spanning truce, the nations and their survivors agreed to cease their hostilities for as long as Emperor Tansa lived.

Decades passed untill that fateful day arived, the 13th day of the 7th month of year 100 AT, Emperor Tansa died at the honorable age of 111, 1 month, 1 week, 1 day, 1 hour, 1 minute and 1 second.

Soon after, the Unholy nation of Lleh declared war on the Holy nation of Nevaeh, because, you know, they are opposites; the Terra continent declared war on the seafaring nation of Aqua because they are stealing the beach sand; the air nation of Aera declared war on the rest of Ssyba for soiling their precious air; Tom killed Bob for putting a finger on his sister Lolita; etc…

On "Year's End" of 100 AT, the World had already been plunged back into the Chaos, Hell started to break loose…

========

So, any critics? Bashing? Questions? Anything else?


Would it be possible to modify some Undeads to run on Positive Energy instead of Negative? would it changes a lot of things?


Do they exist? I'm looking for some.


I'm trying to come up with a Fey race usable as PC, I don't have much experience nor knowledge in this.

So far I have:

land bound:

Mixie (pending a better name)

Mixies are Fey that fled their original world in small, successive waves, they mostly hid for centuries, but have recently started to show up, having partly accustomed themselves to this strange world

Physical Description: Mixies' appearance range from looking like Elve/Half-Elves children to looking like Halflings, with wild bright colored hair, bright shinny eyes and skin colors that would fit plants more.

Society: Mixies are matriarcal by nature, their large groups tend to be well structured, those who leave the groups tend to fend off for themselves and are more free-spirited.

Relations: Mixies get along well with Gnomes, for their origins, and with Elves, for their respect of nature, they appraciate the presence of Halflings, are curious and a bit fearful about Humans and have mixed feelings for Dwarves and Orcs.

Alignment and Religion: Mixies are usually Neutral or Good, those who live in groups tend to be Neutral or Lawful, those who strike on their own tend to be Neutral or Chaotic. Mixies worship Nature itself and sometimes the god(dess)s who represent it.

Adventurers: Mixies who left their groups are a bit mischivious and aventurous, there love of Nature make them favor Druid and Ranger.

Mixie Racial Traits

+2 to One Ability Score: Mixie characters get a +2 bonus to either Dexterity, Intelligence, Wisdom or Charisma at creation to represent their somewhat varied nature.

Small: Mixies are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.

Slow Speed: Mixies have a base land speed of 20 feet.

Low-Light Vision: Mixies can see twice as far as humans in conditions of dim light.

Bonus Skills: At character creation, a Mixie add three of the following skills as class Skills; Acrobatics, Bluff, Climb, Craft, Diplomacy, Disguise, Escape Artist, Knowledge (geography), Knowledge (local), Knowledge (nature), Perception, Perform, Sense Motive, Sleight of Hand, Stealth, Survival, Swim, Use Magic Device.

Languages: Mixies begin play speaking Common and Sylvan. Mixies with high Intelligence scores can choose from the following: Draconic, Elven, Giant, Gnome, Goblin, and Orc.

My first real try, still rough...

then:

with limited flight:

Mixie (still pending a better name)

Mixies are Fey that fled their original world in small, successive waves, they mostly hid for centuries, but have recently started to show up, having partly accustomed themselves to this strange world

Physical Description: Mixies' appearance range from looking like Elve/Half-Elves children to looking like Halflings, with wild bright colored hair, bright shinny eyes and skin colors that would fit plants more, they have (x) type of wings.

Society: Mixies are matriarcal by nature, their large groups tend to be well structured, those who leave the groups tend to fend off for themselves and are more free-spirited.

Relations: Mixies get along well with Gnomes, for their origins, and with Elves, for their respect of nature, they appraciate the presence of Halflings, are curious and a bit fearful about Humans and have mixed feelings for Dwarves and Orcs.

Alignment and Religion: Mixies are usually Neutral or Good, those who live in groups tend to be Neutral or Lawful, those who strike on their own tend to be Neutral or Chaotic. Mixies worship Nature itself and sometimes the god(dess)s who represent it.

Adventurers: Mixies who left their groups are a bit mischivious and aventurous, there love of Nature make them favor Druid and Ranger.

Mixie Racial Traits

+2 to One Ability Score: Mixie characters get a +2 bonus to either Dexterity, Intelligence, Wisdom or Charisma at creation to represent their somewhat varied nature.

Small: Mixies are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, a +4 size bonus on Stealth checks, and a +2 size bonus on Fly checks.

Slow Speed: Mixies have a base land speed of 20 feet.

Limited Flight: 3 times per day, if wearing light or no armor and when carrying no more than a light load, a Mixie can fly at a speed of 30 feet (average) for 2 minutes/level.

Low-Light Vision: Mixies can see twice as far as humans in conditions of dim light.

Bonus Skills: At character creation, a Mixie add Fly + three of the following skills as class Skills; Acrobatics, Bluff, Climb, Craft, Diplomacy, Disguise, Escape Artist, Knowledge (geography), Knowledge (local), Knowledge (nature), Perception, Perform, Sense Motive, Sleight of Hand, Stealth, Survival, Swim, Use Magic Device.

Languages: Mixies begin play speaking Common and Sylvan. Mixies with high Intelligence scores can choose from the following: Auran, Draconic, Elven, Giant, Gnome, Goblin, and Orc.

Still rough... after asking around, it became clear that flight at first level, even limited, was too much.

and then:

James Jacobs wrote:


Limiting it doesn't really change things, apart from further encouraging parties to rest between encounters more often.

My suggestion would be to tier the flight effects. At 1st level, the race can use its wings to effectively feather fall. At 3rd level they can effectively levitate. And then at 5th they finally grow wings strong enough to fly.

so what do you think? should I ask somewhere else?


I think it is a bit broken.

Click to see:

The Mixed (pending a better name)

Alignment: Any.

Hit Die: d10.

Class Skills

The mixed can choose any 15 skills to be class skills.

Skill Ranks per Level: 6 + Int modifier.

Level____BaB_______________Fort_____Ref______Will____Special
1st______+1________________+2_______+2_______+0______trapfinding, favored enemy,
2nd______+2________________+3_______+3_______+0______Evasion, Weapon training 1,
3rd______+3________________+3_______+3_______+1______trap sense +1,
4th______+4________________+4_______+4_______+1______uncanny dodge, Armor training 1,
5th______+5________________+4_______+4_______+1______Fast Stealth,
6th______+6/+1_____________+5_______+5_______+2______trap sense +2,
7th______+7/+2_____________+5_______+5_______+2______
8th______+8/+3_____________+6_______+6_______+2______Improved uncanny dodge, Armor training 2,
9th______+9/+4_____________+6_______+6_______+3______trap sense +3,
10th_____+10/+5____________+7_______+7_______+3______Improved Evasion,
11th_____+11/+6/+1_________+7_______+7_______+3______
12th_____+12/+7/+2_________+8_______+8_______+4______Camouflage, Armor training 3
13th_____+13/+8/+3_________+8_______+8_______+4______trap sense +4,
14th_____+14/+9/+4_________+9_______+9_______+4______Skill Mastery,
15th_____+15/+10/+5________+9_______+9_______+5______
16th_____+16/+11/+6/+1_____+10______+10______+5______Armor training 4, trap sense +5,
17th_____+17/+12/+7/+2_____+10______+10______+5______Hide in plain sight,
18th_____+18/+13/+8/+3_____+11______+11______+6______
19th_____+19/+14/+9/+4_____+11______+11______+6______trap sense +6,
20th_____+20/+15/+10/+5____+12______+12______+6______Armor Mastery or Weapon Mastery

Class Features

All of the following are class features of the mixed.

Weapon and Armor Proficiency: A mixed is proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields).

Etc...

some advises?


Are there any rule about Physical handicaps (missing eye, missing limb, being mute from birth, etc)?


I haven't played much RPG, but in the few games of D&D 3.5 I have been in, I liked the idea of "heavily customizable" classes; that's why I liked the idea of the generic classes in UA, my problem was that they are underpowered (mainly the expert) compared to most other base classes, UA even mention they shouldn't be played with the standard classes, I wanted to fix them but the DM didn't want to.

Now I am ready to jump to Pathfinder and I would like to have classes that work like those, I would like if they were updated and upscaled to fit in Pathfinder(mainly the expert, but it could be divided in two classes).

Can someone please help me, I would try it myself but since I'm a bit of a munchkin, it would probably be overpowered.

They are OGL by the way:
UA generic classes

Thanks in advance.


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