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So, my local group's next campaign is giving us a little room to work with creating our characters (aka we're allowed to use any core rulebook to create a 25 Point-Buy 10th Heroic-Level PC) and I was wondering if a character with levels in Slayer / Hunter would be a good idea if he wielded firearms as his main weapon of choice? Specifically I'm hoping to have him wield a rifle for long-range attacks and dual-wield revolvers for skirmishes. Would this would well with the hunter class (whose animal companion would be a dog) and if so is there any advice anyone can give via taking talents, feats, equipment, etc etc?
What Archetypes would you like to see come out in Pathfinder RPG?
I'll start with the following:
Knight Commander (Cavalier): An Cavalier Archetype that gives up the Banner and Mount abilities in favor of auras that give specific bonuses to his allies (and eventually himself).
Hex Gunner (Witch): An Witch Archetype that replaces Patron Spells and the Witch's Familiar with the ability to start off with a gun (and eventually gain the ability to construct firearms) as well as possessing grit and a few unique Gunslinger deeds (including Hex Shot).
While I know there aren't any OFFICIAL new Lycanthropes out yet I'd imagine some people would definitely go for more of them (as well as more Variant Skinwalker Heritages). We'll focus on the Heritages for this thread. So far I've got the following down:
Now, I don't have much time right now but I'll be trying to type up some material for these four when I can find some free time. In the meantime, if anyone wants to contribute, feel free too. ^_^
Has Paizo Publishing had any artwork done of the ancient versions of the Metallic Dragons (aka Brass, Bronze, Copper, Gold, and Silver)? If so, would it be possible to post it on the website's blog? I ask as I've been searching book after book and manual after manual of Pathfinder RPG material and I've seen barely any artwork of ancient or older metallics. I'd just love to see some of the metallics (and even the Primals, Imperials, and Outers) get some ancient artwork luv ya knows?
Please forgive me if this is the wrong spot for this but can someone let me know if any gaming company has come out with a Pathfinder version of Legend of the Five Rings? To be honest I don't even know who currently holds the rights to the setting itself. I once had a book that seemed to use the 3.5 edition of Dungeons and Dragons that has core classes like Courtier and Shugenja but for the love of me I CANNOT REMEMBER whether it was titled Legend of the Five Rings or Oriental Adventures (basically Legend of the Five Rings set in Forgotten Realms in the continent of Kara-Tur). So, does anyone know if a Pathfinder version of this has come out (or if someone has done a conversion of this setting)?
Is this a better list of races for the Reincarnation spell?
If so or if not, please let me know kay?
Dwarf (1-4), Elf (5-8), Gnome (9-12), Halfling (13-16), Half-Elf (17-20), Half-Orc (21-24), Human (25-28), Catfolk (29-32), Dhampir (33-36), Ratfolk (37-40), Tengu (41-44), Changeling (45-48), Grippli (49-52), Kitsune (53-56), Meroflk (57-60), Nagaji (61-64), Samsaran (65-68), Strix (69-72), Vanara (73-76), Vishkanya (77-80), Wayang (81-84), Lashunta (85-88), Skinwalker (89-92), Triaxian (93-96), Other [GM's choice] (97-100)
Do these changes to the classes / levels of some of the iconic characters of Pathfinder look accurate?
CG female human fighter (viking) 6
N female human gunslinger (musket master) 8
NG male tiefling (hellspawn) rogue (knife master) 5/monk (martial artist) 2
Count Varian Jeggare:
NG male half-elf wizard (scroll scholar) 6/monk (martial artist) 1
CG male human fighter (corsair) 6
CG female aquatic half-elf (shoreborn) bard (chelish diva) 8/fighter (dawnflower dervish) 4
Just some random stuff. This is by no means finished or complete.
Swarm Wild Shape
Giant Wild Shape
Magical Wild Shape
Extra Wild Shape
So I've got a female player who wants to be a crow themed Druid and now she's at 6th level she asked me if you can wild shape into a dire crow. I have no idea about this. Does Pathfinder even HAVE STATS for a Dire Crow? The player is also asking me about wild shaping into swarms (aka a swarm of crows or some sort of thing). Is that even possible. Please help as I'm puzzled and perplexed at this perilous plight of a predicament!
So did anyone make extensive changes to their own Carrion Crown game? I sorta did (aka from fighting Malyas in haunted Castle Kronquist to assaulting Gallowspire to stop a greatly bolstered Socorro from freeing the Whispering Tyrant)!
So, this thread is for anyone who wants to list anything they've changed from the base material of the Carrion Crown Adventure Path. I'll start:
Haunting of Harrowstone: Designed to take six 2nd Level PC's of 25 Point Build all the way to 5th Level. The final enemy in this chapter is Calgra, a female human (chelaxian) cleric of Orcus (CR 8).
Trial of the Beast: Designed to take six 5th Level PC's all the way to 8th Level. The final enemy in this chapter is Doctor Ivan Von Forgstein, a male half-golem (iron)/half-human (taldane) alchemist (vivisectionist) (CR 11).
Broken Moon: Designed to take six 8th Level PC's all the way to 11th Level. The final enemy in this chapter is Jamerson Howlet, a male human werewolf lord (CR 14).
Wake of the Watcher: Designed to take six 11th Level PC's all the way to 14th Level. The final enemy in this chapter is Gillian Hookhandle, a female human (ulfen) cleric of Cthulhu (CR 17).
Ashes at Dawn: Designed to take six 14th Level PC's all the way to 17th Level. The final enemy in this chapter is Malyas, a male human vampire general of the Whispering Tyrant (boosted up to CR 20).
Shadows of Gallowspire: Designed to take six 17th Level PC's all the way to 20th Level. The final enemy in this chapter and the whole adventure path is Socorro, the Butcher of Carrion Hill (boosted up to CR 23).
I've got an issue with the Titan Mauler. As far as I can figure out, at 12th level a Titan Mauler should have no penalties wielding a huge sized greatsword as a two-handed weapon. Am I right on this or am I missing something? Also, does anyone know how much a huge sized greatsword would weigh and cost? What about gargantuan and colossal sized greatswords?
Anyone have a clue what Monk archetype would best fit a Dwarf wrestler? Think "The Boulder" (from Avatar: The Last Airbender) but without the earth bending. Also, is there a specific magic item that would allow a character to temporarily become huge sized (or at the very least gain the benefits from the enlarge person spell)?
Can a aasimar with the scion of humanity alternate racial trait take the racial heritage feat?
Can a human with the racial heritage feat take levels in an prestige class that requires you to be of a specific race?
Can a aasimar with the scion of humanity alternate racial trait take the racial heritage feat and then take levels in an prestige class that requires you to be of a specific race?
Great scenarios you guys and gals at Paizo but one minor question for you all: will we ever be able to raise our PC's beyond 11th level in these organized play adventures? I'm just asking as I'd like to be able to get my PC into some higher level/more challenging action (and while battling Krune was pretty epic perhaps even higher level CR's with the 11th level cap removed might make for more epic play).
Two home-brewed Mythic Feats and three Mythic Path abilities.
Please review them and give your opinions:
Here they are:
Contingent Channeling (Mythic)
Ultimate Mercy (Mythic)
Widen Channel (6th Tier)
Widen Aura of Courage (3rd Tier)
Aura of Fearlessness (6th Tier)
A Sword of Valor archetype for the Paladin class does not get to select additional mercies at 6th level. Does this mean he NEVER GETS access to those mercies or can he gain them at another level (aka such as 9th, 12th, etc etc)? What about taking the Extra Mercy feat at 6th level? Would that allow the Sword of Valor to take the Diseased Mercy? I'd appreciate it if someone from Paizo Publishing could clarify this for me.
Does anyone know of any official artwork that Paizo Publishing has had done for the ancient (or older) versions of the Metallic Dragons? I've scoured every manual and adventure I can find and still can't find any. I'm particularly upset that I can't find any artwork of an ancient (or older) Silver dragon. Yes I know there's one on the cover of the first part of the Wrath of the Righteous adventure path but I'm talking about a stand-alone artwork of an ancient Silver (and not one with it being vorpaled by a Balor Lord).
Does Paizo Publishing plan on adding additional spirits for selection by the Shaman class? I'm only asking as the current number of spirits seems somewhat, er, limited. Currently the ones that are missing are as follows (based on the Oracle Mysteries of the same names): Ancestor, Dark Tapestry, Juju, Lunar, Metal, Occult, Outer Rifts, Spellscar, Time, Winter, Wood.
Please give me an analysis of this monster and let me know if I made any mistakes kay?
This immense dark furred ape stands up and pounds it's massive chest with it's mighty fists while unleashing a horrific roar.
TYRANT APE (MEGAPRIMATUS) CR 10
Feared throughout the jungle by explorers and worshiped as a god by the natives of some tropical islands, the tyrant ape is a far more dangerous primate than even the dire ape. Known to scholars as megaprimatus, an adult tyrant ape stands 45 feet tall and weighs about 25,000 pounds. The tyrant ape is extremely territorial (even more so than the dire ape) and can claim whole kilometers of jungle as it's domain. Intruders (which include anything not of the tyrant ape's own troop) are attacked without mercy until they are dead or have run off.
Unlike a gorilla or dire ape, a tyrant ape possesses a slight hint of intelligence when it comes to fighting a foe. It will often choose to throw rocks at it's foes from a higher vantage point when possible but it is certainly not afraid to enter melee combat. It's impressive physical strength enable it to stand toe-to-toe with most heavily armored foes. On a few occasions, tyrant apes have even been known to pull off the heads of long neck dinosaurs in order to fight opponents with a rather grisly reach capable weapon (though such weapons usually come apart after a minute or two).
Does anyone remember the old Paizo Publishing website (when they were doing Dragon/Dungeon magazine)? If so, does anyone remember the article on their bulletin which showed them unwrapping some huge packaging to reveal original artwork, scenarios, adventures, and other cool stuff (that someone had apparently sent them)? Does anyone know what happened to that material? Did Paizo ever make use of it? It would seem a god awful shame if it was just thrown away in the dumpster.
This suggestion thread is a think tank for any mythic versions of celestials that have already been published in any bestiary or supplement. I've added the ones that don't go over CR 23 (with the highest possible one being the Cetaceal Agathion).
So, if anyone wants to make a mythic version of a celestial on this list, feel free too. Also, if I screwed up the CR/MR of any of the celestials, PLEASE LET ME KNOW. I'm still STRUGGLING to understand most of the mythic rules (as learning anything new is kinda hard for me ^_~).
I made some slight changes to the Changeling race.
Opinions? Suggestions? Pie?
+2 Wisdom, +2 Charisma, –2 Constitution: Changelings are frail, but are clever and comely.
I had a HUGE amount of free time with not a single soul to spend it with so I decided to spend it making a rather incomplete list of outsiders you can summon via the Summon Monster series of spells. I hope to god in heaven I got the challenge ratings right as according to levels. If not, well, I'm just to plain tired to care. If anyone wants to add, change, or modify this feel free too. I'm gonna go fall unconscious for the next 8 hours.
Summon Monster III (CR 1 - CR 2)
Summon Monster IV (CR 3 - CR 4)
Summon Monster V (CR 5 - CR 6)
Summon Monster VI (CR 7 - CR 8)
Summon Monster VII (CR 9 - CR 10)
Summon Monster VIII (CR 11 - CR 12)
Summon Monster IX (CR 13 - CR 14)
Any fans planning on making some changes to this adventure path once it comes out in full? I'm planning on making the following changes for my players when we take up this adventure path:
Changes to Wrath of the Righteous Adventure Path:
Changes to the Worldwound Incursion:
Changes to the Sword of Valor:
Of course that's just a basic rundown of the most basic changes I'll be making (I'll of course be making a hell of a lot more but I don't wanna list them all here). What about you guys and gals? Any changes you think you'll be making? If so, feel free to list them here kay?
Does anyone know if anyone has converted the following spells to Pathfinder format/rules:
Acid Breath (3.5 Spell Compendium)
Acid Rain (Dungeons and Dragons Online)
Avalanche (3.5 Spell Compendium)
Chain Contingency (3.0 Tome and Blood)
Force Missiles (3.5 Spell Compendium)
Frost Breath (3.5 Spell Compendium)
Icelance (Dungeons and Dragons Online)
Niac's Cold Ray (Dungeons and Dragons Online)
Protection from Elements (Dungeons and Dragons Online)
Sound Lance (3.5 Spell Compendium)
Does anyone else think the listed methods to permanently destroy vampires are way to much of a pain in the butt? I mean, having to reach it's coffin before it can bring itself back to above 0 HP can be a real pain (both for the PC's and the campaign's DM if the DM isn't careful and doesn't have maps planned ahead of time).
Am I wrong to think it wouldn't be unreasonable to simply house rule that if you bring a vampire to 0 HP via fire, silver, wood, and holy weapons or spells that the vampire would simply be reduced to burnt ash (aka like the vampires in the Blade movies) and would be otherwise destroyed?
I'm not saying that their couldn't be some Vampiric Bloodlines that could rise again (like if the ashes were touched by moonlight or some sort of necromantic blood ritual was conducted on them) but as it stands I just think it's kinda hard to simply add a vampire into a campaign on the spur of the moment (especially when permanently destroying it involves finding it's coffin within a limited amount of time).
I basically took the half-machine template from dungeon magazine and tweaked it a bit. Please note this template is FAR FROM FINISHED but if anyone wants to add something to it before me then please feel free too. I'll try and keep up on this as best I can (my work schedule is so tight right now I feel like I'm begin hung by a tree limb).
Special Attacks: A half-robot gains one half-robot special attack from the list below for every 3 points of CR (minimum 1—the first ability chosen must always be arm mount).
Arm Mount (Ex): The half-robot has had one of it's arms replaced with an apparatus capable of mounting a early or advanced firearm (this includes the advanced firearms listed below).
Biochemical Grenade (Ex): The half-robot can fire a grenade loaded with an artificially created biological poison. The half-robot must possess the Grenade extraordinary ability to select this special attack.
Breath Weapon (Ex): A half-robot can belch forth a gas-based breath weapon that either mimics the effects of the sleep spell or the slow spell (choose one when applying this template; the choice cannot be changed later on) as a standard action once per day.
Chain Gun (Ex): The half-robot has a chain gun attached to one of it's arm mounts.
Electrocute (Ex): The half-robot can cover it's body with a powerful electrostatic field as a standard action once per day.
Freeze Ray (Ex): The half-robot has a freeze ray attached to one of it's arm mounts.
Flamethrower (Ex): The half-robot has a flamethrower attached to one of it's arm mounts.
Extra Limbs (Ex): The half-robot has an pair of limbs.
Grease Spray (Ex): As a standard action, the half-robot may spray cone of oil and grease.
Grenades (Ex): The half-robot has a grenade launcher attached to one of it's arm mounts.
Mechanical Tail (Ex): The half-robot has a scorpion-like metallic tail attached to it's back.
Metallic Claws (Ex): The half-robot has had the hands of two of it's limbs replaced with metallic claws.
Metallic Jaws (Ex): The half-robot has had it's teeth replaced with metallic jaws.
Special Qualities (Ex): A half-robot gains one half-robot special quality from the list below for every 3 points of CR (minimum 1—the first ability chosen must always be metallic body).
Metallic Body (Ex): The unusual construction of the half-robot leaves them gives them certain advantages as well as certain vulnerabilities that normally do not apply to living creatures. The half-robot gains a +2 racial bonus to it's natural armor (or has it's current natural armor improved by +2). Furthermore, due to the structural reinforcement of it's body, the half-robot ignores critical hits and sneak attacks 25% of the time. Finally, due to the half-organic/half-mechanical nature of the half-robot, spells and channeled energy that restore hit points only restore half the usual amount (minimum of 1). However, the half-robot can benefit from the mending and make whole spells (though the later only has half the normal effect).
Ability Boost (Ex): Cybernetic technology allows the half-robot to enhance or replace muscles and organs , enhancing its innate physical abilities.
Climbing Claws (Ex): The half-robot's claws are specifically designed for climbing in mind. The half-robot must possess the Metallic Claws extraordinary ability to select this special quality.
Damage Reduction (Ex): The half-robot gains damage reduction based on its Hit Dice.
Enhanced Scent (Ex): The half-robot gains the Scent ability.
Flight (Ex): The half-robot gains rocket jets on specific parts of it's body which give it the ability to fly for a number of rounds equal to it's hit dice. This ability may be only used once per day.
Forcefield (Ex): The half-robot is equipped with a generator that enables it to wrap itself in a protective forcefield for a number of rounds equal to its Hit Dice. The forcefield absorbs a total amount of damage equal to 10 points of damage per hit dice of the half-machine. If the forcefield goes beyond this theshold of damage reaches the end of it's duration, it immediately dissipates. This ability may be only used once per day.
Haste (Ex): The half-robot can activate special adrenaline injectors, essentially granting the half-machine the effects of a haste spell for a number of rounds equal to its Hit Dice. This ability may be only used once per day.
Cloaking Field (Ex): The half-machine is equipped with high-tech stealth technology which gives the half-machine the ability to duplicate the effects of an improved invisibility spell for a number of rounds equal to it's hit dice. This ability may be only used once per day.
Leg Servos (Ex): The half-robot's legs are equipped with powerful leg servos.
Nano-Regeneration (Ex): The half-robot carries a package of nanites which it can release into it's circulatory system to repair itself of damage.
Optic Sensors (Ex): The half-robot has had it's eyes replaced with advanced optic sensors.
Rust Protection (Ex): The half-robot gains immunity to rusting attacks.
Telescopic Limbs (Ex): The half-robot is able to extend two of it's limbs thus increasing it's reach with those specific limbs by 5 feet.
Abilities: A half-robot’s Strength, Dexterity, and Constitution scores increase by +2 however it's Charisma score decreases by -4.
Challenge Rating: Same as base creature +3.