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Mandraivus the Lost

Caladors's page

Pathfinder Society Member. 241 posts (243 including aliases). 8 reviews. No lists. No wishlists. 2 Pathfinder Society characters.

Threads


Hey I don't lurk as much as I used to here but I just had a thought and wondered if anyone else had it or if someone has done it.
Has anyone made a hyper linked character sheet PDF with the pathfinder PDF's... So say if you right power attack in feats and you click on it will load up the core rules feat section page 131. Seems like it could be good really good infact.

I have no idea of how hard or easy this would be but I just wanted to know if anyone else had the idea and ran with it, if they did could I get a link please?


Due to some unfortunate events I am able to get books from a retailer here in Australia.
Also Walrus and Carpenter are less than great suppliers.
But I can not do something that I would like to see.
How much delivery cost would be.
If there was some sort of function to show me how or someone could walk me through the steps so I could see how much it would be without making a purchase I would be very grateful.
I just don’t want to be spending twice as much just for delivery, I am afraid as good as your books are a double there normal prices it hits my budget a little too hard.

Thank you for your time.


I would really like some help if you could on a design idea I am working with.
I have much of the outline worked out but I wanted show some people get some ideas and some feedback there is a bit too it...
So on with the show!

Idea.
Trinity.
A connection between three characters that creates supernatural effects in it's binding.
Containing three members which are known as Body, Spirit and Mind.
Each of these three members represent one of the aspects of the Inner, Outer and Beyond.
They act as enforces of the grand convergences will.

Design Goal.
The idea of this is to create a super class that you throw over the top of existing classes without a template fueled feats keeping a simple to keep track of 'super class'.
The primary goal ofcorse was to make a three man party not only functional but as powerful as a four or five man party.
Another one of the side effects is that the party becomes extremely co-operative.

Background.
The trinity's are enforces of a religious organization, The Grand Convergence in my campaign which could be described as a military, religious, political party for short.
The once controlled the capital of the northern region.
When they were in control, trinity's were the Gestapo/SWAT to the cities guards.
So they have a record of being bad asses and some screen time in the campaign.

The grand convergence is the catholic church to Christianity.
In short there not it's only agency but they are the most recognized epically in this capital city.
The long and the short of it is they worship the light.
And they believe that you can get to heaven by being pure in all things.
Inside, outside and beyond.
Mind, body and Spirit.
And these guys are the ultimate representation of this.

Crunch and then fluff.
I am just putting the crunch up top and the flavour down after each piece.

Trinity [link]
If you become unconscious, the other two members of your trinity become unconscious.
If you die, the other two members of trinity die.
Empathic link. [supernatural ability] [immediate]
Three times per day, you may use one of your members abilities, saves, skills or use there senses for three rounds with the usual restrictions.
[example] if you use smite, from your friends abilities, one of these uses is gone.
[example] if you use sneak attack, you must still be flanking (or other condition) to use the ability.
Also if you form a triangle with your trinity around a target your considered flanking.

Once you take the oaths of the trinity your lives are inextricable bound forever.
You have become one in three parts the purest representation of your devotion to the light.
And you now will forever become it's champion.

Becoming a Trinity.[bigger]
You must pass the trial of three.
Be a worshiper of the light.
Mind selects the Body member, Body selects the Spirit member.
Be level three or higher.

[bigger]Share ability [Trinity Feat][bigger]
Prerequisites: Member of a trinity.

Select an ability such as smite, rage, sneak attack or channel.
The other members of your trinity many now use this ability with all of the usual restrictions.
If limited by number of uses, they take from yours. [example] smite.
If limited by conditions, they must use those conditions. [example] sneak attack
If limited by trigger, they must be triggered. [example] evasion.

Your trinity shares your knowledge, instinct and skills on a level not understood by outsiders.

[bigger]Share save [Trinity Feat]
Prerequisites: Member of a trinity.

Select a save all members of your trinity now use that save.

Your discipline now becomes the trinity's discipline.

Share skill [Trinity Feat][bigger]
Prerequisites: Member of a trinity.

Select a feat all members of your may now use that feat even if they do know have prerequisites.

Your work and focus now becomes the trinity's work and focus.

[bigger]Share Skill [Trinity Feat][bigger]
Prerequisites: Member of a trinity.

Select a skill all members of your trinity now use your skill and always count as assisted.
(Note: this may not be used to select any knowledge(s) or perception)

[bigger]Share Spell [Trinity Feat]
Prerequisites: Member of a trinity.

This spell now effects not only you but all members of your trinity.
[Design note]
I have a lot of different problems with this I am unsure how to do it exactly.
Should it be select a spell on there spell list now this spell always effects them.
I am certain if it is a static ability it will become broken far to easily.
If I make it a meta magic feat how much should it increase the spell level by one or two.
I am pretty certain that more than would be over kill.

Body over mind [Trinity Feat]
Prerequisites: Body aspect of a trinity.

You no longer have a hit point total but a hit point pool.
Add yours and all other members hit points together and track them on your sheet.
All hits count towards this pool.
Positive and negative energy effects that would effect more than one member now only the pool once.

Your link transends the normal bonds of life, you can not only take on the the other members pain and angish but also their wounds.

Physical Presence
Prerequisites: Body over mind.

As a full round action you may use this ability which is like a casting a spell in all respects.
Everyone that can see you, can no longer sense other members of your trinity unless they pass a perception check equal to 10 plus the total of number of trinity feats in your trinity.
Once seen though this will no longer effect the subject(s) for another three days.

You trick the senses of the subjects of your ritual to see the world as you do and they should according to your doctrines.

Purity of body [Trinity feat]
Prerequisites: Physical Presence

You gain damage reduction evil equal to the number of trinity feats the trinity has.
[Design Note] I am very unsure of this it may become far to powerful.
I was considering it also be chaos.
Another thought I had is DR/- for every three or just DR/evil for every three.
But I am not sure any ideas on this I would greatly appreciate.

Your purity becomes your shield.
A shield which you share with all of your trinity to defend the light.

Pool of Knowledge [Trinity feat]
Prerequisites: Mind aspect of a trinity.

Your now track all knowledge skills on your sheet.
Who ever had the highest ranks now becomes your ranks.
All members of your trinity now use your knowledge(s) and always counts as assisted as do you.

Your trinity shares it's thoughts in a literal sense, what one knows all know.
With concentration you think as one.

Through others eyes. [Trinity feat]
Prerequisites: Pool of Knowledge

You now track the perception skill on your sheet.
Who ever had the highest ranks now becomes your ranks.
All members of your trinity now use that skill and always count as assisted.
In addition you now always use the other member sense in addition to your own.
If one members sense is disabled (Blinded, deafened and so on) he can still use other members senses.

You sense become linked suffused together.
See as one.
The smallest error becomes a gaping hole as you see the same image over lapped.
Echos of sounds, winds of touch and explosions of taste.
For a normal person, madness.
For you and yours, sanity.

Purity of Mind [Trinity feat]
Prerequisites: Through others eyes.

Your trinity including you are now immune to mind effecting abilities and spells.

Your purity becomes your crown.
A crown with which you share with all of your trinity to rule the light.

Bonds of the spirits. [Trinity feat]
Prerequisites: Mind aspect of a trinity.

You now have telepathy with your trinity.

Your bond becomes beyond that of the mortal and you now speak as the light does without words.

See bonds. [Trinity feat]
Prerequisites: Bonds of the spirits.

You can now detect bonds between individuals and other individuals, groups, organizations or gods.
As per the the detect magic spell.
You see them as strings connecting one person to another or to a location.
First round. The presence or absence of bonds.
Second round. The number of connections.
Third round. The types of connections, individualist, group, organization or divine.
Fourth round. intensity of connection
Some ribbons go off in many directions with the divine or ideals.

Having seen the bond that you share with your brothers in your trinity you can now see the bonds that other share.

Purity of Spirit. [Trinity feat]
Prerequisites: See bonds.

[Design note] I am completely stumped on this one.
ANY ADVICE would be welcome!

Restrictions.
I can see this quickly getting out of hand so I had some idea for restrictions.
And one of my players gave me a restriction incidentally.
First was something called empathy fuel.
This is a Trinity feat that allowed the selection of two other Trinity feats.
Without it you could not select a Trinity feat.
But it didn't restrict to a single individual for example.

Body: Empathy Fuel| Share Feat
Mind: Empathy Fuel| Share Skill
Spirit: Share Spell| Share Save

The other was brought up by my player in not understanding how the mechanics worked.
He suggested that you use it by one member takes a feat and can access other peoples abilities.
Example.

Rogue Mind: Share ability smite.
Paladin Body: Share ability sneak attack
Cleric Spirit: Share ability improved evasion

And finally I think I have something much better.
I have been watching a lot of extra credits and I was watching a show about choices.
So rather than have them go and have an artificial choice between numbers.
I would would do the 'fallout' mechanic of do you want to see things explode more or carry more stuff.
So I designed something which represents there growing connection to each other and away from humanity.
A humanity chart.
For every three feats they have a new aspect of there trinity makes the physical reflect there internal change.

Humanity chart.
3 Eye colour all becomes the same, you all gain a tick of each other member.
6 Hair colour all becomes the same, you all gain a habit of each other member.
9 Height becomes the same, you all speak similarly.
12 You become completely bald, determining gender or race is impossible.
15 Lack understanding of hostility levels, (as per chart) you speak in stereo.
18 You skin become lightly luminous, change type to outsider native.
21 Light pours from your eyes and mouth change type to outsider, you no longer understand emotion.
24 DR/10 darkness (immune unless in darkness) need 8 hours of day light or equivalent or starve.
27 All stats become highest among group, immortal so long as receives day light.

Also there is restrictions on classes that can enter certain area.
Mind: Bard, Monk, Rogue, Wizard.
Body: Barbarian, Fighter, Monk, Paladin, Ranger.
Spirit: Cleric, Druid, Monk.
That’s just the core stuff others are allowed but I just wanted you to get the idea.

Conclusion
If you could give me any feedback on any of the stuff but especially the feats that would be fantastic!
Thank you for reading through what you did.


Hey guys!

Well it been a long time since I have been on these forums you know that whole life thing...
It gets in the way at times.

Anyway.
It has been ages since I have played pathfinder society so I was wondering.
I have an idea for a submission.
But I am not sure it is very pathfindery.
I am using it today in my own game but I am just not seeing an Indiana Jones movie about this idea.
So here is the premise.

Pathfinders went to retrieve a MacGuffin in Absolom but the government is getting a suspicious on this one, some of the noble houses send along some guards and of there own experts into this underground labyrinth under the city where MacGuffin is located.
Problem is that they cause a cave in.

So it's meant to be a trap heavy adventure with big boss with a difference.

So you have a whole lot of traps and hazards that are not mechanical (man made) or magical in nature, just results of the cave in.
So people can use a variety of skills to get around these.
Rather than just perception/disable device.
And some cave/sewer dwelling 'monsters' for kicks.
With the people being the bread crumb trail to the big bad with a difference.

So at the end rather than facing off against this huge bad guy the bad guy is the trapped people.
So it's not just lead them back the way you came it's unstable that's the first thing (or caved in depending on how things went)
And these guys have been arguing on what to do.
It's a Mexican stand off with three different sides.
Two noble house guys and the pathfinders.
Each of them want to try different ways of getting out but each is convinced that the other peoples way will kill them.
It was at the boiling point of people coming to blows over it.
People are all cabin fever and no one way looks best and with everyone's alter motives via secret slips at the start of the game things just got a whole lot more interesting.

I recon it could be really interesting but on the other hand like I said it's not very Indiana Jones movie.
So you recon I should write something up?
It would only be a side project if I did nothing serious but I just want to know is the idea worth perusing?


Hey this is my new character and I was wondering if I could ask you guys a few question to help me out with her.

She is based off this pic, Bard's can be awesome
So basicly I am wondering about is there any weapon in the expansions that I could use as volin bow?
I know it's unlikely but I thought I would ask I only have the seeker of secerts atm and ofcorse the core book.

Also I have GM'd a few games and would love to use that GM experince thingy however I am not sure on how to use it.
Because as far as I know first level bard pretty useless but I doubt that anyone would say that I would comepletely destroy an adventure by bring in a second level bard...

Thats I thank you for your help in advance.


I put this here because I know where else to put it...
So I was thinking about writing up a submission for the pathfinder society thing and I was umming and arrring about it.

And one thing came up in my head.
With my sever lack of artistic talent I was how do I do a map?
And then I thought ohhh thats fine I would simply arrange my mini tiles and take a snap shot and voila.
But then I began thinking about your whole comment on no easter eggs and I thought is this going to just cause trouble?

So is it?
Is it just going to cause trouble I looked up copyright law for the US regarding maps and the Dungeon Tiles from wizards are under a trade mark and not a copy right but I am still not sure.
Not living in the US and not studying their law all I saw was it was fine so long as it wasn't copyrighted.

But not being native to there I am still not a 100% on the whole thing so I am throwing it out here to see if someone more familar with US law would be able to help.

P.S before someone says just use something else.
Well yes I have thought of that but then I follow the same number of problems, Fat Dragon games I am fairly sure have copyrighted thier maps.
And I do not have the selection of paizo maps that I do with the Dungeon tiles.
P.P.S Also I had all my paizo tiles in one box and my cat thought it was a litter tray :s


Thanks for those whom made the PFS, who made the images of the maps extractable.
I have had some blown up and laminated for my upcomming session.
And it wouldn't have been possiable it if was just screen printing and pasting as I would still have the where the enemies are to be placed and so on.

So yeah I just wanted to say thanks for keeping locks off and all that junk, you have been a huge help.


Does anyone know the known minis that you can get with these.
The ones that are clear up top I am having a little trouble finding them.
If someone could post the pics along with the list that would be even better thanks all.


I was just wondering what paizos stance is with these being used in pathfinder society?
They are eventually going to be legal and from what I have seen seem no more powerful than any other class so would someone be able to play them?

Hey ask a stupid question...


Hey guys I have been trying to post on gamer connection about the event I am doing on the sunshine coast but for some reason it just doesn't resolve do you think you would be able to help when you have a free minute?

Thanks.


Hey I am trying to set up a consistant base for pathfinder society here on the sunshine caost.
I am currently running an event on the first saturday of decemember.
But putting the event in caused this post to crash so I will put it in a reply or an edit or something.

Anyway I would like to be a success ob. but more than it would be good to find some pathfinder players about and have just a place for them together once a month and have some interesting and varied characters to go about.

Alright well I am hoping to see some of you there.


Hey all.

My names Henry Graham.
Some of you may know me from GenCon I am wondering if there is any support out there for pathfinders in the Sunshine Coast region.
I have talked to my shop owner whom has taken some pains to get in pazio products but more than that!
I have gotten him to say on one weekend if I can drum up some support he will set aside space for pathfinder societies.

If this goes well it may become a once a month thing.
The time slots he can shuffle in is on Saturday afternoon around one til five, or during the friday and thats the friDAY so he is only open til four in the arvo.

So if there is any interest please contact me.
Any and all are welcome.
Both GMs and players at this point.

I know it is a little far from brizzy but I am hoping that it maybe worth your time.
I mean after that you can get drunk and pass out on one of our beautiful beaches.

Ok well I thought I would put out there have a good one guys.
If you would like to contact me directly rather than via this forum.
You may contact me at caladors@hotmail.com


This is a sister thread to this one.

Basicly I think people should use this house rule, on comments for or against please comment over there.
Here it would be great if you added different styles of action points you have used or seen so that people can perhaps learn something from your experince.

Basic

In general a 'Statistical Anomaly Avoidance dice' dice is a D6 that players can use to add to the roll of a D20.
In general they start off with 5 of these.
Every two levels they advance a point total so 5 becomes 6.
At 8 level they may roll an extra dice and every 6 levels after.

So it would look like this.

1st to 7th = 1d6
8th to 14th = 2d6
15th to 20th = 3D6

1st = 5 points
2-3rd = 6 points
4-5th = 7 points
6-7th = 8 points
8-9th = 9 points
10-11th = 10 points
12-13th = 11 points
14-15th = 12 points
16-17th = 13 points
18-19th = 14 points
20th = 15 points.

Unless you are cruel GM you should tell the player there success or failer and then they may want to use an action point.

In standard use they refresh at each level.
I suggest against this and out line my ideas here.

Expanding on the basics

Without going into some more expansive concepts you may expand on a very basic ideas here.

First if your game is heroic in nature.
Start the dice trend at 7th rather than 8th and your system gains a capstone which players will want to reach for in nature.

Heroic Style[bigger] Capstone Suggestion

1st to 6th = 1d6
7th to 13th = 2d6
14th to 19th = 3D6
20th = 4D6

[bigger]Action/High intensity[bigger] exploding dice suggestion

The heroic style also combos well with the action style games.
Though some times not, not here to judge merely here to present.

The next concept is exploding dice.
If someone rolls a 6 on there dice they may roll it again by minus one from that and then you add the next roll if they roll 6 again they made add again.

So a player rolls 3D6 and then rolls two 6s then rolls those again and gets another 6 rolls that and gets a 3.
So he choose the dice that go him more 6s thats obvious.

So he adds 6-1 plus 6-1 plus 3.
Adding 13 to his/her roll of a D20

That finshes the basic concepts.

[bigger]Beyond basic

Alternatively you may use action points to grant special abilties.
What these are can vary.
But here are some suggestions.

High intensity/Cinamatic[bigger] panache abilities suggestion

'Statistical Anomaly Avoidance dice' or whatever you may choose to call your version of may grant.

An extra move action.
Very simple you get an extra move.

An extra attack.
You may make a single extra attack at your highest bonus

Extra dodge defence.
You may use an action point to get +4 as a dodge bonus so adds touch armour class, or an extra +6 if they have ranks in acrobatics.

Extra combat defence.
You may use an action point to get +4 to your fighting stance adds to your flat footed armour class also, or an extra +6 if your wielding a shield.

Spell Boost.
You may spend an action point to bonus +2 to this spells DC.

Initiative Bonus.
You may spend an action point to double your initiative bonus.

Improved Critical
You may double your critical range by spending an action point.

[bigger]Long running games/actions More steam suggestion.

More splls.
You may by spending an action point cast a spell you have just cast.

More class abilites.
You may spend an action point to use an class ability such as rage again.

Cinamatic/Long running gamesplay exploraction suggstion.

Ever played a game where you just had some feat or ability that just wasn't worth it.
Alternatively a GM have you had an experince where you have had a players combination of feats or some ability that made you less enjoy the game.

Well then this is for you.

Feat emulation.
You may spend an action point to emulate a feat, you must have all of other prequists for this feat with the execption of level.
Ie spring attack you will need dodge and mobility.
Greater sunder you will need power attack and improved sunder.

Advanced class ability.
By spending an action point you may use a class ability as if you were a higher level.

Drama/Mystery plot point discovery.

Mystery can be great when your pick on clue after clue and forming an idea of what is happening and then being suprised at the end.
However the flip side is being frustated at your lack of ability to find something.

GM Question.
By spending an action point, you may ask your GM a yes or no question.
They must answer, they must answer in the following form TRUTHFULLY yes, no or that is not a yes or no quesion.
In any case you find out new information.

Crunchy! a whole new system suggestion.

In trailblazer they suggest that each time someone advances in the game they say that you also get advance in action point system.
They don't run with the standard action point system.

please support bad axe games they are a small company and revealing there product will only less the number of people buying it.

But they have varis rolls from the the five man band.
The idea is that one of each of the heros takes up one of these classic mantles and then that helps them.
The 'chick' called something else in Trailblazer, grants bonus to other players when they have fallen, gets extra bonus when helping others in skill task, may use action points for other players and does more for the that player than if that player would have simply rolled his/her action dice.
And finally if they die everyone gets a massive bonus.

(now I do not want to see a women in refridgerators thread because of that)
But trailblazer takes the ultiment crunch stance on action points go take a look.

Closing note.
I am not suggesting you use all of these or even any of these.
This is just show some of the different uses for 'Statistical Anomaly Avoidance dice'.
Please share uses and thanks for reading.


I watch John Wick on Youtube.
http://www.youtube.com/user/LordStrange

Great game designer, Great Game master and All round mostly good guy.
What if anything does this have to do with action points?

Well let me tell you.
See he is not a huge fan of D&D but he still has some exellent insights.
See he was talking about that you should have an immidate reward for players when they play thing correctly.
Whatever your system runs off, drama dice, style points, edge, whatever the system calls it try and reward them.
I an vampire game he had the hershs? kiss valentines edition because they were shaped in a heart.
(I am sorry I am an ozzie and don't know your treats very well)

D&D lacks this, a reward for playing correctly.
Everyone has different styles and such yes.
But when you goto a game you should know what it's about, I don't think people go along to an action style game and try and play up horror.

Now this leads me to the second part.
Action points.

Every time I have seen them, be it in wonderful Trailblazer book, Ebberon campaign setting or even Unearth Arcana, the name 'action point' could be more acculately be called, 'Statistical Anomaly Avoidance dice'.
Why would I give such a ridiculous name to 'action points'.
Because that is what they are in these systems they get recouped at each level rather than for playing in the style that befits the game.

But why even add this level of complexity to your game it is already 'balanced' enough.
Oh how I loath that word when I hear it and RPG in the same sentence.

The wiff factor.
Now after doing some very quick research I can't find a whole lot on it but here is what it is in a nut shell.
Bases are loaded, you need three points to win the seris, mum back home is watching from dallis, theres been two strikes already, you win this you get the money you need for her operation, and the sound of the ball going passed the batter head, 'wiffff'.

Basicly the idea is despite all thats on the line that little piece of plastic doesn't care.
You need that 15 to 20 to hit this guy, taking a the list from fable, he killed your sister the only person you had left in this world, he killed your family you made from nothing and now he just killed your dog.
And, Roll D20 = 3....

What a game.

Now, D&D is a game of heroics, you can't denie it.
It's about critical hits and critical fumbles the extremes.
Maybe you want to NOOOOOO.
No you don't who wants to verse there arch rivial and be doing nothing but 10's when you need 12's
It's not fun, ask someone if they enjoy failing, I don't know anyone who immediately responds to that by saying Yes, I love failer, my own.

So by now your wondering what I am getting at, Action points are good, but 'Statistical Anomaly Avoidance dice' they are bad.
Reward your players for playing right.
Sucking it up is not fun.
Well yes to all of those.

Here is what I suggest and no this is not a house rules/suggestion ecta area style read this goes to being a good GM.
Stop moving my stuff.

What I suggest is, First fine a system of, 'Action points' that can work for your group.
Ones that add abilities, ones that simply improve dice roll, ones that just improve dice rolls and make you auto stablize.
Whatever you and your group choose be sure everyone is on the same ground.

Make them your own, I have 'Cinematic Dice' in my game.
Reward your players according to how they 'should' be playing the game.
Say you want them to play characters more give them 'Character Points' when they do 'stupid' things out of character but very in character ations.
Or how about my own?
When they discribe what there doing in combat to bring role play and cinema to the combat, give them a 'Cinematic Dice' point.
Now I have gone through the does.
And if you can give them something tangable when you give them this game reward, I give mini milky ways (a treat here in Australia) little 12 gram treats, you get fat of this there is something seriously wrong.
Whatever your guys and gals like it doesn't matter.
The don'ts.

DON'T REFRESH AT LEVELS!

This is the worst possiable thing you could do.
You take away from the person playing very well and give to the everybody.
Oh don't favour one person over another an- NO BS!
You want people to play in a certain style.
Whatever you style is I don't care, but you should!
By doing this it 'forces' everyone to conform to the game.
And your the person giving them out, I am not suggesting a frequince of gifting.
You determine when how many whatever, give them out when they follow your plot points, give them out when they make their own adventure.
Whatever it is you are only giving them out when you when YOU should.
So if someone has less than everyone else perhaps there not playing in the spirit this game was intended.

Don't be afraid.
What does it matter that Frank got 12 action points that is in the limit of your system, it doesn't matter that he destroyed that encounter.
Are they having fun?
If Frank smashed the role-play aspect to get all these points he got them because he deserved them.
Don't gib him because your worried about how it will effect your game.

A final word.
I know for some of you it maybe hard to do the work and find the stuff on this I am going to do a thread on how make different styles of action points in the suggestions/house rule/something else I can't remember now area.
But here is the thing.
I CHALLANGE YOU TO USE THEM.

They have made my game so much better.
People enjoy it more people get much more into flow of the game.
Just try it and get back to me I am waiting to hear (or read in this case) about your success stories.


The fear of death.
Some psychologist say that it is everything that drives us.
Even the desire to reproduce is merely our way of 'cheating' death.

I am unsure whom said this but
"The timid are afraid before the action, the coward is afraid during the action but the hero, is afraid after the action"
It may have been event or chaos rather than action but you get the picture.

Heroes, are people whom we are in awe of because they have over come and some times tragically lost their life in the process.

D&D people are fearless.
I don't mean there not effected by the spell fear, but look at the average person they charge in recklessly and do things with disregard to their own life.

Why?
Not because there heroic or chivalrous but because they have no need to fear.
Raise dead will save the day.

Well why isn't billy being raise?
Because his parents don't have enough money to pay to the church?
I am sure they are good gods fearing folk.
Still no?
Well I could see roits and all sorts of 'fun' from that.
Why not just do it to avoid the bad PR?

It breaks the setting.
Raise dead no matter how high magic your world is, removes it completely and totally from reality.
Imagine armies that don't fear death on both sides?
There village priest has raised someone before or at least the stateone has that they have seen.

It just seems unlike some ability or spell that maybe unbalanced that would wreck the game this seems like it is something that would.
'Break' your world.

But as all people should when they say that they want to get rid of something have an idea to fix the problem.

Raise dead is wanted for the mechanical value of it.
At a certain level it is hard to play the game with out it.
Spells may simply out right kill people rather than just damaging them or some other ill effect.

'Breath of life'
I do believe its from minutes handbooks this not being open content.
But I can still give the rough idea.
You may bring people back from the dead, but only if you reach them within one round.

More like a D&D Defibrillator.
Which makes more sense to me.
Just because you can cast spells and heal people doesn't mean you should mess around with the afterlife.

Peace all.


http://www.pathfinderdb.com/character-sheets/48-fan-created-sheets/132-path finder-gms-party-record-sheet

I want everyone to read this to be very aware that this is not mine.
Nor a friend of mines or anything like that I will help my friends to a certain point but I will not ruin my credit because of them.
WARNING POSITIVE REVIEW.

FIVE STARS.

I am only using the skills side bar for this but damn is this TanFastic.
Thats right it is so good your spelling and ability to speak and/or type leave you completely.

Now my players are fairly shallow.
I am not saying that there constantly brushing there hair and so forth.
I am saying that, when they see mini's they would like wysiwyg it helps them get better into the game, 3D maps help them go ok my character is like this ecta ecta.

My problem was that, make a perception roll.
Well his looking over there I will look as well ecta ecta.
Make a knowledge roll.
Well he knows about this why don't I?

Ok perhaps I am miss repesenting them to make them look extereme but anyway I wanted a shee that I could quickly refence as a DM make PASSIVE rolls for my players and just hand them a bit of paper.
Could be sight related or knowledge, skulldaggery, whatever.

My point is this.

This sheet fills a need!
Don't want to kill your characters but want to make them crap their pants?
Well this monsters done roughly this much damage move onto the next.
Passive mind warping effect rolls.
Whatever.

I know that I am gushing but here is the thing.
Alot of the time I buy a product even if it is really cheap.
I like to review, so that people know about the good stuff out there.

I didn't pay for this.
To me I think that gives me a greater onus to tell others about it.
So please take a look, if your looking for something to strap to your GM screen cause you still got your same one from planescape cause you like the art... (Yeah thats me.)
Or you just want something where you can quick refence who has what and would like to pass the stick to the most appropriate person here's the sheet for you.


I have heard all sides of this arguement.
But I have swayed back and forth on the subject.
In the intrest of full disclosure I believe that balance is a myth.
How does invisibility relate to flight?
We it comes down to it you can not balance those two things out regardless of duration, 'power' level or any other means flight brings its own advantages that invisibility does not and visa versa.

But more importantly does it matter?

Now I have had a game 'destroyed' by a player playing a concept/character design, he was playing it wrong and some other things but that is beside the point.

The point is I know designing encounters levels whatever.

But you know what that player who made that character.
He came to the next session with a different character, one which was easier to understand and less broken.

A good player will be able to self regulate and so by the other hand so should a good DM.

but does that mean that 'bad' players need the collar of 'balance' to stop them from destroying game or do they need to be taught to be better player?

I was wondering peoples thoughts.


Walrus & Carpenter.
The Austrilian Distributor for Pazio products, doesn't list all of your products.
I am trying tell my store owner products that I would like to get, he values me as a customer and knows I will be very reliable so he is ordering in quite a bit because he has to get to a minimum order.
But certain products of yours are not listed throgh these people.
In particular your flip mats, maps.

Have they not be sent stock/not allowed to sell them?

I would love to get them, I saw them a GenCon Oz but my bugdet was not sufficient to buy every single map pack wile I was there.
(Really whos is?)

I would love to get more of your products and I would love to support my local game store.
But most importantly I can not survive multiable shiping cost.

So if I would be able to know what products they can not sell.
So I can give a more complete list to my store owner.

Thank you in advance.


All to often people myself included not recoginze what they have.
I know it's an automated set but someone must have designed it.
And I just wanted to thank you guys for you great work, your design I find much more user friendly than RPGnow also the way you word things.

It's not that you 'delivered' the product and I have to play guessing games with what I have bought.
It's another thing to add to my downloads, you don't say your pazio downloads or anything like that.

Anyway long story short, I want to say to you guys thanks for your efforts.


What do stats mean?

Before I go, perhaps you are wondering why do it matter?
Well I am sure you have looked at some stat block and said "I want want to give life to this" you may have said something different but the jist is the same.
Its hard to look at these numbers and bring them to life so this is why bought it up.
Get people thinking about these numbers as something more than numbers

See when I think about them and I look at some of the odd comparsions that have been made like take for example this.

In the 3.5 players handbook a wisdom of 13 was described as on par with an owlbear.
How does that help you?
It's not even real how can you compare that?
Sure it also says that thats as wise as Hyena but again how does that help you?
However there more useful comparisons..

So how strong is strength 13 how much can he bench?
Well if your into your stats enough you can look at loads and you can see that you double there maxium load which 150 pounds making that 300.
So 136 kilos.
Do you have any idea how much that is?
Thats huge!
That mean that they can bench a wieght lifter.

But what about dexterity or constitution how do you compare there?

Intellgence I have always added a zero on the end and compared with IQ.
According to the Wechsler Adult Intelligence
Classification of Intelligence according to IQ scores Classification IQ Range
Profound mental retardation (MR) below 20 or 25
Severe MR 20-25 to 35-40
Moderate MR 35-40 to 50-55
Mild MR 50-55 to about 70
Borderline 70-79
Dull normal 80 to 90
Normal 90 to 110
Bright normal 110 to 120
Superior 120 to 130
Very superior 130 and above
I have always thought it was all about these numbers.

7 and 13.

I would say that 'normal' in all things ranges between 8 and 12.
When you meet an NPC with a int of 8 you might lie and make tell him slight things but your not going to outright try and tell him that that acid over there is a warm refreshing bath now are you?

I would say 13 is what denotes somebody being expectional at something thats why it has traditionally being the entry stat into many of that stat's 'speical' feats.
So the inverse 7 is also the stat where people start becoming incapable of doing something effectively.
And this leads me to one of the points from this.

Stat dumping.

See if you explain to someone that if they dumb intellgence to 5 look at the IQ chart add a zero and then...
"Dude, you know your plaing a mildly mentally retarded person"
If there answer is anything but "wait, What?!" or something along that sentment then perhaps something is wrong or you have the very best role playing group that I know
because I have not yet seen anyone be able to play mental retardation without insulting it.
Which leads me to something else.

Lose of a Stat.
Also technically you can only die from one type of stat lose the other are just very very annoying.
This is a whole side arguement but without getting into it to much I think that character death can be very rewarding.
It can advance the story in ways that nothing else can.
John Wick said "Good game are about Revenge, you can have other by why would you want to" (note about the 'master' there thats a third person quote I did not hear it from him just from someone quoting him on a podcast)

Apperently a lose of charisma makes someone completely catatonic.
What would make you hate your BBEG more than having to go home to replenish your stocks and you have to go and feed soup to Regdar, his eyes somewhere else because he has been lost to that moment when Ialdabode stole something more intrinsic than his soul, something that you could return to him, he stole his spirit.

Anyway some thoughts I thought I should share.
I would love to hear or read as the case maybe, yours.
Thanks guys.


Hello all.

I want to get you more but I was unable.
But for your viewing pleasure, Jason talk about new 'base' classes

Unfortunately, I took to far to many happy snaps of the costumed peoples wile I was there at the con.
Plenty of battery life in the cam, just steady cam and copsation for lighting chews it a bit.

I was hoping to get a preview of the Bestiary, but Jason was fairly fried from his talks and the GenCon crew made us leave before I could get him to do so.
Obiiously I would have gotten it the day before had my power not ran out.

Also I asked about character optimization forums.
I admit I am an optimizer to an extent.
I like to have a character that can peform but my main stichk when playing pathfinder society scenarios was that I was a law man.
No not a sherif but a barrister, with gown and wig and the whole get up.
By the way anyone who is thinking about getting into the society, I highly recommend going there to find out if you like it.
I had alot of fun but it wasn't quoite for me maybe once a month or something like that but thats me alot of other people just said this it for me I am in heaven.
Well I am parphrazing.

Anyway I asked for you guys if there was going to be an forum for you guys to speak. (or type as the case maybe)
I am trying to quote Verbatim here but I have had very little sleep over the weekend so don't hold me to it but it went something like this.
"In my experince character optimization fourms just tend to bring up arguements about who's build is better, if you want character advice you can goto our fourms plenty of people will give you advice...
Does that answer your question?"

I asked something about optimization and the mindset behind it there was a bit more but I can't remember all of it.

He said that he was going to avoid power creep because everything goes by him at some stage and thats about all my fried brain can remember at this time.

Thanks guys.


Alsa there will be no song here.
If half-orcs were to have one I would hazzard a guess that it would be this

I will preface this by saying it is perhaps to late or at the moment early for me to be writting anything especially when it comes to something I am passionate about.
Couple that with my in ability to articulate myself with text it makes for a poor combination.

Now to the heart of the matter.
+2 to One [u]Ability Score[/u]: Half-orc characters get a +2 bonus to one ability score of their choice at creation
to represent their varied nature.

This is my gripe about this.
Half-elves are varied they live in caught between two different races with clashing ideals one being long lived the other doomed to fade away.
The Half-orc on the other hand.
Both races are short lived.
And he is not caught in a clash, no, he is torn between races that want nothing more than to see the other burnt to the ground and use there lands to further there own cause.

This gives the half-orc two choices be with the humans or with the orcs.
There is no give or take.
To be with the humans is to be looked upon as an ugly misfit whom will never be any of the qualities that humans want themselves to be known for.
They repesent the more base nature of a human and it revolts them.
Hired sword or bandit those are his choices in life.
To the orc there everything an orc can't be in both the good and the bad, they will never carry the strong bloodline that a chief wants but they have intelligence that he desires.
The choices there are tool or punching bag.

I would say that there pervious stats are a much better repsentation of half orc.
But everything else I believe captures the half orc to a T.

But I think the reason that I wanted to say something is because people don't know the half orc.
He is the outcast among outcasts.
Also he is not the cool outcast among out casts like wolverine.
He is fundamentally damaged.
And this makes them more driven then any puny half elf could be.
Take for example these two great half orc charater from the popculture of japan.
Narito from Narito and Guts from Berserk

I know some of you may go those are not half orcs but I urge you to read or watch the series that they are in.
They are both the juxtapose to one another in that they are the same that people see great potential with them but there reactions to it.
Narito is driven by his difference and hates the monster inside of him but sometimes has to call upon his darker side to get him threw.
Narito responds with passion.
Guts on the other hand is the otherside of how they turn out.
He is has this darker side and wears it but to him he sees it alround people have darker sides but they just don't wear them like he does.
Currupt politicians to cheating house wife.
Guts responds with apathy.

Call it a sterotypical view if you must but I don't think it is.
For the half orc unlike all of the other races there is little room to breath.
He must always walk with the air of distrust.
He is always forced to choose, with us or against us that is the choice for the orc.

Yet this is what I think can be compelling about the half orc.
He is aloud his pride and it maybe twisted beyond of any standard that we know.
He may kill those that he shares blood with but will not war against them.
He can disrust elves and others tell him thats his orc blood but he knows better being of two races of short life he knows of toil and struggle.
The elf is of long life and can not, will not understand us the short lived, no matter how in touch with nature they are unnatural.

His wisdom is granted not by his blood but by his way of life.
He is forced into postions where no ammont of weighing your options will help you.
It's your gut that pulls you through.

And with that my gut is telling me it's getting a bit long in the tooth.
Thanks for having a read.
If your thinking of playing a half orc or you haven't done it before I highly recommend it for the cathartic value alone.

Have a good one.


Hey everyone I got into some of the early playtest stuff and talked about race for a bit.
Basicly my thoughts are this as mechanical working of the game race is an after thought.
Both paizo's pathfinder and fourth editions works took this a long way to correct the past.
But in my opinion it was not enough.
Wile in fourth they get some minor power which I liked very much it doesn't really scale well.
I can not say this from experince only from theroy at looking at as I have not played fourth but know a bit about it.
Pathfinder did less about it but did take us to the +2 to two stats rather than one which I very much liked that they did that.

I will get to the crux of my thought.
Imagine a dwarf archmage and an elven archmage.
They are both at the top of there game but I couldn't see them acting more differently.
I see the dwarven mage unleshing an artillery of spells standing stoicly in place.
Where as the elf is limber and mutiable not having the strength of power of the dwarven artillery but instead.
They move with grace using spells enhance there melee capability wile slinging spells on the run to there next target.

Do you think my imagery is far off?
Now last time I brought this up I was called a bigot and that I only play races to sterotypes.
I thought that was just a little harsh.
Just a small ammount.
These are fantastical races and in no way shape or form reflect my thoughts on different skin pigmentations that our gentics have given us respectively.

So without futher delay I will start getting into it.
But one final thing all of my races are short lived as in normal human life span so if anything doesn't make sense to someone who would live for X I hope that does make sense now..
Here we go.

Dwarves

Spoiler:
This is from my own campagin so you maybe what are these strange names and why is this man still typing?
Well here is the basics of it I see dwarves strength is there stalwart nature.
They are the people who draw the line in the sand.
So I wanted to dwarves to get some benfit from not moving.
However I also have I guess you could call them anti dwarves in my camapgin which are dwarves not of the mountain but of the coast so they have movement as there benfit.

The Dwarves of the realm

The dwarves are sperated to seas, The sea of the exiled and the pirate sea.
The dwarves of the realm couldn't be more different.

Angol dwarves.

Angols are short and stout.
They are often pale, most wear beards both male and female.
They have a varity of hair colours in natural earthy tones, though there are known to be blonds.
They have a love of earth, stone, metals and gems.
They are generally gruff with there personailty but almost every dwarf without fail is true to there word.
As a result they are very reluctant to give it.
The average angol is logical minded, even the average female makes human men look overly emtional.
This runs to everything they do, they must see logic in actions or disregard them as foolish.
Festival is the only time they drink, but if someone is to offer... well it would be rude not to accpet.

+2 Constution +2 Wisdom -2 Charisma Angol's are stout from heavy labour and logically minded, this however makes them gruff at best.

Hearty Angols recive a bonus eight hit points when they make there charater.

Slow and Steady Angol's only move 20 feet per round however they are not effected by encomberment.

Darkvision 60 feet Angol's spend there life in mines, so they may see 60 feet in the dark.

Greed Angols always treat appraise as a class skill.

Blunt Tonuge Angols do not lie or speak non truths to the clan this can cause strife, as such they recive a minus two to bluff.

Sharp Ears Angol do not lie or speak non truths, so when someone does it to the it seems alien, as such they recive a plus two to appraise and sense motive.

Stability when ever an Angol is bullrushed or tripped they recive a plus four bonus to there CMB.

Hearty Angols recive a plus two racial bonus to posions, spells and spell like abilites.

Stonecutting Angol recive a plus two bonus to perception when noticing unsual stone work such as trap or secert doors, they also recive an automatic free check when passing within 10 feet also they treat profession stonecutting as a class skill.

Weapon Familiary Angols are proficent with battle axes, heavy picks and warhammers and treat any weapon with the words 'Angol' or 'Dwarven' as marshal weapons.
(this does not apply to Argoth Dwarven weapons they are Argoth rather than Dwarven)

Favoured Classes Fighter and Cleric, Angols make great soliders and extermely relgious. This choice must be made at first level.

Angol Bravery Angol dwarves may use this ability three times per day. whenever you use this ability select a sqaure on the battle grid until the end of the day your charater recives a +2 bonus to all skill checks, Amour class and attack bonus wile on that sqaure, you may use this ability as many times as you like at the start of your turn.

Angol Feats

All of these feats are restricted to people with the abilty Angol Bravery.
Also unless otherwised noted there use maybe exchanged with a use of Angol Bravery.
And are under the same restrictions of selecting a square also unless otherwised noted, you may only have one ability working in one square.
This abilites do not stack unless otherwise noted.

Molehill maker
Mountian Climber
Angol Stoneheart
Shield Crasher
Sword Sunder
Angol Fireheart
Heart of Magma

Lust of Angol
Heart of Truth

Angol Clanmate
Angol Clansworn

Molehill maker
Prequeist: Angol Bravery
Once per day per Angol Bravery racial ability you may activate this feat.
You get a bonus to your armour class equal to the number of racial abilites you have total plus two.
You gain an addional use of Angol Bravery.

Example, a First Level Angol Dwarf with one feat gets +4 to his armour class.
One for Angol Bravery one for this feat Molehill maker.
This means that this Angol Dwarf has four uses of Angol Bravery and one of Molehill maker.

Mountian Climber
Prequeist: Molehill maker
Once per day per Angol Bravery racial ability you may activate this feat.
You get damage reduction per Angol racial ability.
You gain an addional use of Angol Bravery.
You gain an addional use of Molehill maker.
All uses you have of Molehill maker may also be used for this ability.

Example, a Third level Angol Dwarf with this ability gets a DR 3/-
One point for Mountian Climber one point for Molehill maker and finally one point for Angol Bravery.
Also an Angol with this ability has five uses of Angol Bravery and two of Molehill maker.

Angol Stoneheart
Prequeist: Mountian Climber
You may spend a use of Molehill maker or two uses of Angol Bravery, to recive the benfits of both of Molehill maker and Mountian Climber.
When using both Mountian Climber and Molehill maker you recive a plus four bonus to all defencive CMB.

Shield Crusher.
Prequeist: Angol Bravery
Once per day per Angol Bravery racial ability you may activate this feat.
You get a bonus to base attack bonus per angol dwarven racial ability you have.
You gain an addional use of Angol Bravery.
You gain one use of Shield Crusher.

Example, a fourth level Angol Dwarf fighter with this ability has a base attack bonus of +4
When using this Shield Crusher his base attack bonus becomes +6/+1
Thus gain him an addional attack at full round attack bonus

Sword Sunder
Prequeist: Shield Crusher.
Once per day per Angol Bravery racial ability you may activate this feat.
You get a bonus to damage bonus per angol dwarven racial ability you have.
This bonus is halved and rounded up in the case of missile weapons.
You gain an addional use of Angol Bravery.
You gain an addional use of Shield Crusher.
All uses you have of Shield Crusher maybe used for this ability.

Angol Fireheart
Prequeist: Sword Sunder
You may spend a use of Shield Crusher or two uses of Angol Bravery, to recive the benfits of both of Shield Crusher and Sword Sunder.
Also when using both Shield Crusher and Sword Sunder people moving into your threaten area are treated as if moving through it.

Heart of Magma
Prequeist: Angol Fireheart and Angol Stoneheart plus Angol Blood or Angol Clansworn.
All uses of Molehill maker and Shield Crusher maybe used as Angol Bravery.
By using three uses of Angol Bravery you may gain all your Angol Racial feat bonuses.
By spending an extra Angol Bravery you may make the sqaure selected for the feat (any Angol) extend to all adjacent squares.
When using Heart of Magma anyone in one of your selected squares has minus to skill checks equal to your racial feats and abilites.
If an alley is adjecent to you, you may share your racial bonuses with them.
When using Heart of Magma your are immune to criticals and sneak attack.

Lust of Angol
Prequeist: Angol Bravery
Angols have a keen sense of value, there trips to the human lands can decide the fate of there clan.
So they have a sixth sense when it comes to the vaule of things.
And of people, very quickly can an Angol sum someone up, what they want.
With an appraise check equal to items DC they can tell if something is magical, if they pass it's DC by ten they can tell it's magical abilites not activation or trigger word.
If you spend a use of an Angol Bravery to get a bonus five to appraise checks before you are told if your result is successful, you may only do this on the day you recive the item.
In addion you may use the ability in combat.
By spending a use of Angol Bravery you may taunt an enemy into attacking you, they must pass a will check equal to DC 10+# of your racial feats and abilites.
You may use the ability a second time in a subsquent round against the same target if you do the DC becomes 10+# of your racial feats and abilites times two.
After this your ability has no effect.
People whom fail this check by more than five must attack with a melee weapon.
You must share a spoken langaue with the target to effect them.
When you select this feat you gain an addional use of Angol Bravery.

Heart of Truth
Prequeist: Angol Bravery
Angols are instintively lawful and believe that truth is more important than anyone's intents or trubulations.
As such any Angol with this ability gets a static bonus with lawful creatures/people equal to the number of racial feats and abilites.
Also they get a bonus against mind effecting or chatoic spells equal to to the number of racial feats and abilites by spending an Angol Bravery.
Also when they find a truth of something for the first time they get a bonus to Diplomacy of +10 by spending an Angol Bravery.
When you select this feat you gain an addional use of Angol Bravery.

Example: The king is accually a mage whom has shape shifted himself to apper as the king, when storming into the king court room what would ussally fall on deaf ears becomes fact.
However if the mage manages to get him locked in the keep for a day, he will simply lose his thunder.

Angol Clanmate
Non Angol Dwarves may select this feat to gain one use of Angol Bravery per day.
Angol Dwarves may select this feat to gain an addional two uses of Angol Bravery.
In addion anyone whom selects this feat gains plus two to appraise and sense motive and minus two to bluff.

Angol Clansworn
Prequeist: Angol Bravery
A person whom selects this feat gains an addional two uses of Angol Bravery.
Also the person whom selects this feat, must swear there life to a Angol Dwarven clan.
If they betray that clan in anyway they lose all the benfits of all of there Angol feats/Racial abilites and may not select new ones.
This can only be restored by a quest as per the spell.

Argoth Dwarves

Argoth Dwarves are also known as Happy Dwarves or Beach Dwarves.
They have earned this nick names, they enjoy life and where they enjoy life the most is at the beach.
They have a semi nomatic existance, they live of the sea, fishing, oster diving and sea weed harvesting.
They are often taned, with light natural coloured hair some times sun bleached to white.
They are often shaven with short beards (unlike there moutain cousins thier women do not sport beards)
They are extremely trusting of other people however they can turn at the drop of a copper.
Ussally docial and lazy with burst of uncontrolled energy thrown into mad presutes of sea waking.
There communites are tight-nit sharing what they have, non contributers are shunned thus everyone puts in some work.
Anyone forunate enough to come across a tribe is treated well but expected to share espically drinks and herbs.

+2 Constution +2 Charaisma -2 Wisdom Though health living and well meaning, comman sense is not comman to the average Argoth.

Hearty Angols recive a bonus eight hit points when they make there charater.

Normal Speed Argoths have a base speed of thirty feet.

Fast Movement as long as an Argoth isn't encombered or is lightly encombered they have fast movement 10 feet.

Magnanimous Argoths treat deplomacy as a class skill.

Fearless Argoths have a long tradision of daring and one uping menship as such they recive a plus two bonus to all fear effects

Nature sense when in the wilds Argoths recive plus two bonus to percpetion when spotting traps or secert passages in addition they recive surivial as a class skill

Light Hearted Agroths are easy going people and layed back as such causing fear is against there nature they recive a minus two to intimidate.

Open Hearted Argoths find it easy to relate to others and not judge as such they recive a plus two bonus to sense motive and handle animals.

Stability when ever an Angol is bullrushed or tripped they recive a plus four bonus to there CMB.

Hearty Angols recive a plus two racial bonus to posions, spells and spell like abilites.

Weapon Familiary Argoths are proficent with spears, long spears, bolas and kama and treat any weapon with the words 'Argoth' or 'Dwarven' as marshal weapons.
(this does not apply to Angol Dwarven weapons they are Angol rather than Dwarven)

Favoured Classes . Barbarian and Favoured soul. Argoths are more adpet at combat than people think and also more relgious. This choice must be made at first level.

Argoth Fulx Three times per day an Argoth may use this racial ability, when you use this ability you gain a free five foot step and is treated as such, ie you not moving for full round attacks ect.
However this movement is free it is a five foot step that maybe add to any action so when you use it you do not lose the ability move for your turn, you may still use a move action and a standered action or a full round action.

Argoth Feats
Argoth Feats unless otherwise noted may spend a use of a Argoth Fulx as one of there uses per day.
Unless otherwise noted they do not stack.

Stream line
River run
Sea swirl
Ocean current
Delta pulse
Riptide
Whirlpool

Argoth Heart
Argoth Fire

Argoth Nomad
Argoth Clansworn

Stream line
Prequeist: Argoth Fulx
Once per day you may use this ability
When you use this ability you gain a free five foot step like Argoth Fulx.
When you move in a streight line you can not be threatened.
If someone could make an attack of oppuritinity against you they make against the the nearest adjecent charater, if two charaters are equally close you may chose the charater attacked.
When you select this feat you gain one an addional use of Argoth Fulx.

River Run
Prerequist: Streamline
When using this ability you gain a free five foot step like Argoth Fulx.
When using this ability you may move through opponents squares.
When moving through opponents squares you may make a free bullrush attempt, on success have them land adjecent rather in your line of movement.
When using this ability you must move in a streight line
You may spend uses of Streamline for this ability.
You gain an addional use of Argoth Fulx.
You gain an addional use of Streamline.

Sea Swirl
Prequeist: Argoth Fulx
You may use this ability one per day.
When you use this ability you gain a free five foot step like Argoth Fulx.
When you use this ability you can not move in a streight line.
Anyones threatened zone whom you walked through must make attacks of opperunity against you.
For each square you moved you gain a plus one bonus to your armour class until your next turn.
You gain an addional use of Argoth Fulx.

Ocean Current
Prerequist: Sea Swirl
When using this ability you gain a free five foot step like Argoth Fulx.
When using this ability opponents gain a free five foot step that they must use to follow the Argoth, when s/he levave there threatened area.
When two opponents would converge on the same square they must make a trip attempt verse the other the winner remain in and goes to the square.
If they both fail in the trip attempts they simple go adjcent to one another.
When you use this ability you can not move in a streight line.
When using this ability opponents may not convert there attacks of opperunity into CMB based attacks.
You may spend uses of Sea Swirl for this ability
You gain an addional use of Sea Swirl
You gain an addional use of Argoth Fulx.

Dealta Pulse
Prerequiests: Ocean Current and River Run.
All uses of Sea Swirl and Streamline now become uses of Argoth Fulx.
When using two uses of Argoth Fulx in a round you may select two different abilites and apply them to your movement.
Also you are no longer under the previous feats restrictions of movement only gain they benfits when moving in there maner.
You gain an addional use of Argoth Fulx.

For clarfication when using this ability ten feet in a streight line is considered streight line beyond that it is not a streight line
Visual example

0XX
X0X
XX0

Is a streight line

X0X
X0X
XX0

Is not a streight line

Example: you select Ocean Current and River Run.
When moving in a streight line you may move through opponents squares and make free bullrush attempts
However when you are not moving in a streight line you gain the benfits of Ocean Current and people five foot step behind you.

Riptide
Prerequiests: Dealta Pulse and Argoth Blood or Argoth Clanmate
For each use of Argoth Fulx you use you may select a feat to apply to that round.
You are no longer restricted by type of movement and you gain all benfits from feats regardless of how you move.
In addion you may spend uses of Argoth Fulx during your opponents turn.
Also by spending a three uses of Argoth Fulx you may instead choose a free move action at your full movement that does not count toward your turn
You gain an addional use of Argoth Fulx.

Whirlpool
Prequeist: Riptide
You may finsh your turn in opponents squares.
When in an opponents square they are considered threatened.
When making an attack against you they must make a sense motive check vs your level plus your number of Argoth feats if they fail that attack or spell now instead effects that enemy that you are in the square of.
When your enemy attempts to move they must make a grapple vs you, you gain a bonus equal to the number of Argoth feats you have.
If they fail, they lose there movement for the turn, but are not grappled nor are you in a grapple.
You gain an addional use of Argoth Fulx.

Argoth Heart
Prequeist: Argoth Fulx
Argoths naturally know danger.
When Argoth comes into contact with an enemy they may spend a use of Argoth Fulx they may automaticly known there level of danger as per the sense motive ability as discribed in complete adventure page number 102.
However you still make a sense motive verse there bluff or challange rating which ever is higher.
If you pass by five or less you find out it's resistances.
If by ten or less you know it's weakness.
If you pass more than ten you know number of spells left and special abilites.
Outside of combat you gain a plus three to sense motive by spending an Argoth Fulx but can learn there abilites beyond there difference challange rating.
You gain an addional use of Argoth Fulx.

Argoth Fire
Prequeist: Argoth Fulx
Argoth people are quick of tounge and wit, this however does not make them soft or kind they can turn as much as any other.
Argoths may effect people as per the spell Incite or Inhibit by spending a use of Argoth Fulx with the following condisions.
Anyone whom has moved they may target with the Inhbit and anyone who hasn't they may effect with Incite.
They may only use this ability if they share a spoken lanague with the target.
Outside of combat this gives them plus three to bluff or deplomacy checks by spending a use of Argoth Fulx this does not stack.
You gain an addional use of Argoth Fulx.

Argoth Nomad
Non Argoth Dwarves may select this feat to gain one use of Argoth Flux per day.
Argoth Dwarves may select this feat to gain an addional two uses of Argoth Flux.
In addion anyone who selects this feat gains a minus two to intimidate and a plus two to sense motive and handle animals.

Argoth Clansworn
Prequeist: Argoth Fulx
A person whom selects this feat gains an addional two uses of Argoth Flux.
Also the person whom selects this feat, must swear there life to a Angol Dwarven clan.
If they betray that clan in anyway they lose all the benfits of all of there Argoth feats/Racial abilites and may not select new ones.
This can only be restored by a quest as per the spell.

Elves

Spoiler:
The elves I see as a few different things.
The elves I could break up into four different things, arrogance and superiority which I have translated into the tebnet elves.
There aloof nature taken to the extreme.
The alien, this takes both the drow and the normal elf into account.
The elf is something we as people can not understand.
This is the Valsha elf.
Also another thing about the elf taking into account both the wild elf and there ability to be unnaturally accurate.
This is the Dambreth elf.
And finally there empathy to magic.
This is the Isis elf.

Elves of the realm

All though many races claim the race elves they are all very different, most however share some chateristics such as, a lacking of body hair.
They don't apper to age outwouldly. Some suggest that they live forever however anyone whom knows an elf knows this to be a half truth at best.
Elves don't congerate with other races of elves however they regard them with a fondness not enough to call them friends at least streight away.
Elves like the dwarves like to keep to there coners of the realm.
However there have been events when they have moved on mass and it has never been a good thing for the rest of the populace of the realm.
Dispite all this most outsiders simply consider them strange more than anything else, not a threat or ally just simply strange.
However it seems that where ever they live there is two universial truths with them, they are ethier at war with the other inhabitents or they don't exist.

Darmbeth Elves

They elves of darmbreth are warrior hunters, they exist with nature trying not cause to much damage.
They live of nature, some people calling them more primative, living as hunter gathers rather than as farmer.
However they seem to get by fine.
The darmbreth moutains is dotted with a large number of settlements however as to if they have people in them is not know to the outside world.
Some old Orcish encampments other old Elven sometimes the number of time that one has taken the other nethier is sure.
Dispite the constant fighting with the Orcs the Darmbreth Elves have seemed to remain reltively isolated from the rest of the world.
No know Darmbreth settlement has ever been in constant contact with the other people of the realms

+2 Strength +2 Dexterity -2 Constution Elves of Darmbreth are a highly phisical people however they are still Elves and subject to that inhernt flaw.

Frail Drambreths recive a plus four bonus to there starting hit points

Normal Speed Darmbreths have a base speed of thirty feet.

Low Light Vision Due to here constant hunting Darmbreths can see twice as far as humans in poor lighting

Keen Senses Darmbreths recive a plus two bonus to sight and sound based preception checks, In addition when every they are with ten feet of a trap or secert passage they can make a perception check whether they are actively looking or not

Weapon Familiarity Darmbreths are Familar with long spears, short spears, long bows inlcuding composite and short bows including composite also they treat any weapon with the word Elven or Darmbreth in as a marhsal weapon (This does not apply Isis, Tebnet or Valshar Elven weapons as these are Isis weapons rather than Elven weapons)

Favoured Classes Scout and Ranger. Darmbreths are able bodied hunters and scouts.This choice must be made at first level.

Stike of Darmbreth You may use this ability three times per day, when you use this ability you must use it before it is announced if you have hit your target or not, when you use this ability you gain a bonus to hit rolls equal to your dexterity and strength you must use this ability before it is declared if you hit or failed.

Darmbreth Feats
Darmbreth Feats unless otherwise noted may spend a use of a Stike of Darmbreth as one of there uses per day.
Unless otherwise noted they do not stack.

Sligh of Darmbreth
Darmbreth Blink
Darmbreth Eyes
Eyes of the Hunter
Thrill of the Movement
Frozen moment
Eyes of the Warrior God
Know thy Enemy
Know thy Self
Devoutee of Darmbreth
True to Darmbreth
Fantic of Darmbreth
Soul of the Warrior God
Damrbeth Nomad
Darmbreth Dargonsworn

Sligh of Darmbreth
Prerequist: Stike of Darmbreth
You gain one use of this ability per day
You may cast True Strike as a super natural ability.
You gain an addional use of Stike of Darmbreth.

Darmbreth Blink
Prerequist: Sligh of Darmbreth
You gain an addional use of Sligh of Darmbreth.
You may spend uses of Sligh of Darmbreth for this ability.
You may cast True Strike as swift action as supernatural ability.
You gain an addional use of Stike of Darmbreth.

Darmbreth Eyes
Prerequist: Darmbreth Blink
You may spend uses of Sligh of Darmbreth for this ability.
When you use this ability hit regardless of armour class however you still roll to determine if you gain a critical hit or not.

Eyes of the Hunter
Prerequist: Stike of Darmbreth
When you use this ability you use this ability you double your critical hit threat range.
You gain an addional use of Stike of Darmbreth.
You may spend uses of Stike of Darmbreth for this ability.

Thrill of the moment
Prerequist: Eyes of the Hunter
When you critical hit you may use this ability, you gain a plus twenty bonus to conferiming a critical hit.
You may spend uses of Eyes of the Hunter for this ability
You gain an addional use of Eyes of the Hunter.
You gain an addional use of Stike of Darmbreth.
You may spend uses of Stike of Darmbreth for this ability.

Frozen moment.
Prerequist: Thrill of the moment
On a confirmed Critical you may chose to use this ability.
When you use this ability your opponet must make will check vs the ammount you passed there armour class by if they fail they are stuned.
You may spend uses of Eyes of the Hunter for this ability
You gain an addional use of Eyes of the Hunter.
You gain an addional use of Stike of Darmbreth.
You may spend uses of Stike of Darmbreth for this ability.

Eyes of the Warrior God
Prerequist: Frozen moment, Darmbreth Eyes and Dambreth Blood or Darmbreth Dragonsworn
You may spend uses of Stike of Darmbreth for this ability.
You gain an addional use of Stike of Darmbreth.
When you use this ability, you critical hit.

Devotee of Darmbreth
Prerequist: Stike of Darmbreth
You gain an addional use of Stike of Darmbreth.
You may spend uses of Stike of Darmbreth for this ability.
When using area spells or spell like abilites you may remove targets according to your dexterity bonus.

True to Damrbreth
Prerequist: Devotee of Darmbreth
You gain an addional use of Stike of Darmbreth.
You may spend uses of Stike of Darmbreth for this ability.
When using this ability you may spontiously effect spells as if they were effected by the meta magic feat Reach Spell as per described in Complete Devine p84 with following execption the range is thirty feet per Stike of Darmbreth you spend, Example if you spend two your range is sixty feet

Fantatic of Damrbeth
Prerequist: True to Damrbreth
You gain an addional use of Stike of Darmbreth.
You may spend uses of Stike of Darmbreth for this ability.
Area spells or spell like abilites you cast can not be avoided by evasion or improved evasion.
When using this ability you may spontiously effect spells as if they were effected by the Sculpt Spell meta magic feat from Complete Arcane p83

Soul of the Warrior God
Prerequist: Frozen moment, Darmbreth Eyes and Dambreth Blood or Darmbreth Dragonsworn
You gain an addional use of Stike of Darmbreth.
You may spend uses of Stike of Darmbreth for this ability.
This ability has two uses and you must declare which ability you are using before the spell is cast.
The first ability, any spell with a solmatic component you cast can not be countered.
This only effects spells with solmatic componets, can can not be used on spells effected by the meta magic feat Stilled Spell.
Any spell with a reflex save you may spend a use of Stike of Darmbreth to make any subject(s) effected by this spell fail there reflex save.

Know thy Enemy
Prerequist: Stike of Darmbreth
When you select this feat you gain two uses the raical ability Blow of Darmbreth
You also gain the ranger ability favoured enemy Darmbreth Orc, If you already have this ability advance it.
When you see a Darmbreth Orc you must pass a will save DC ten plus the number of Darmbreth feats you have including Darmbreth Orcish feats.
If you fail you rage as pre the barbarian ability, ending when all Darmbreth Orcs are felled, you may choose to fail this save.

Know thy Self
Prerequist: Stike of Darmbreth and Blow of Darmbreth
When you select this feat you gain an addional two uses of Blow of Darmbreth
You also gain the ranger ability favoured enemy Darmbreth Orc, If you already have this ability advance it.
When you see a Darmbreth Orc you must pass a will save DC ten plus the number of Darmbreth feats you have including Darmbreth Orcish feats.
If you fail you frenzy as pre the frenzy besker ability, new saves allowed when all Darmbreth Orcs are felled, you may choose to fail this save.
You may ignore all prerequiest requirements of Orcish blood need for Darmbreth feats.

Damrbreth Nomad
When you select this feat you gain two uses the raical ability Stike of Darmbreth
Also you gain weapon familiarity long bows inlcuding composite and short bows including composite also they treat any weapon with the word Elven or Darmbreth in as a marhsal weapon (This does not apply Isis, Tebnet or Valshar Elven weapons as these are Isis weapons rather than Elven weapons)

Darmbreth Dragonsworn
Prerequist: Stike of Darmbreth
When you select this feat you gain two uses the raical ability Stike of Darmbreth
Also the person whom selects this feat, must swear there life to a Darmbreth Dragon.
If they betray that clan in anyway they lose all the benfits of all of there Darmbreth feats/Racial abilites and may not select new ones.
This can only be restored by a quest as per the spell.

Isis Elves
To the Elves of Isis of the snow lands, there are only two things that are important to them bueaty and magic, in that order.
But is there own unquie view on bueaty, they find any muscular feature discusting, espically bulky muscle, muscle is unnessary, they have magic.
Magic is the cure all of there needs, they live a very different life the average person inside the realm, Builders weave, Hunters gather and Warriors speak softly.
The elves of Isis have a highly complex culture, what may seem like a simple gesture to an outsider, as to mad man screaming at the top of his lungs to them.
There langaue is long and emotive, to relay intent before purpose.
They regard complex garb as undigniefed and prefer simple clothing as such they are all very simlar in dress and all spout white hair eye colour shows only slight veriation so a princess and pauper would apper the same outsider.
To solve this problem they have a highly complex healdery, which is shown through there braided hair.

+2 Intellgence +2 Charisma -2 Constution Isis Elves detest exerise that build muscle or enduranc this cupled with there elven fram and are highly soical and intellgent.

Frail Isis Elves recive a plus four bonus to there starting hit points

Normal Speed Isis have a base speed of thirty feet.

Snow Vision Isis Elves can never be blinded by light, they speical membrain that goes across there eye to protect them from snow blindness and other flash of light

Keen Senses Isis Elves recive a plus two bonus to sight and sound based preception checks, In addition when every they are with ten feet of a trap or secert passage they can make a perception check whether they are actively looking or not

Weapon Familiarity Isis Elves are Familar with long sword and ray also they treat any weapon with the word Elven or Isis in as a marhsal weapon (This does not apply Darmbreth, Tebnet or Valshar Elven weapons as these are Darmbreth weapons rather than Elven weapons)

Favoured Classes Favoured Soul and Sorcerer, magic flows through there blood. This choice must be made at first level.

Isis Magic Isis Elves instentively know magic, to repesent this they have been give the following ability.
At first level they gain known spells as per a Sorcerer these spells maybe selected from both the Sorcerer/Wizard Spell list and Cleric Spell list.
For each feat they gain advance there known spells as if gaining a level of sorcerer but still selecting from both the Sorcerer/Wizard Spell list and Cleric Spell list.
This spells are added to your known spells.
However Devine spells in your Sorcerer list may not be cast execpt by uses of Isis Magic or visa versa
Isis Elves gain level zero spell according to there charisma bonus at the start of each day.
These spells are spontious.

Isis Elven Feats
With Isis elven feats unless otherwise noted each feat progresses them one level in there Isis know spell list
This spell list is sperate to there other spell casting spell list however.
If a spell they have selected can be cast by there chosen class they may also cast this as there chosen class for example.
An Isis elven sorcerer choose Right hand of Isis feat, s/he may now cast a cleric spell once per day and adds a cleric spell to her spell list.
In advancing his/her spell list she has also chosen a sorcerer/wizard spell, she may add freely cast that as if in here sorcerer known spells.
However the cleric spell she has learned may not be cast as it is devine magic.
Like wise a favoured soul choosing Left hand of Isis feat may add cleric spell when chosing the sorcerer/wizard list.
Thus he may freely cast the cleric spell but not the sorcerer/wizard spell.
This powers must kept seperate from class spell lists as there are abilities and spells that spefically effect classes and races respectively.

Right hand of Isis
Right arm of Isis
Left Hand of Isis
Left Arm of Isis
Fading Snow Flake
Melting Ice
Frozen Lips
Kiss of Isis
Secert of Pandora
Isis Snowbound
Isis Snowheart
Isis Snowsoul

Right hand of Isis
Prequiest: Isis Magic
You gain one first level devine spell slot.
This means you may cast cleric spells with this slot, spontiously.

Right arm of Isis
Prequiest: Right hand of Isis
You gain one second level devine spell slot
This means you may cast cleric spells with this slot, spontiously.
Also you gain an addional first level divine spell slot.

(Addional rule.
If you have yet to gain second level spells on your Isis spell list you are give one spell as a place holder.
As soon as you gain advance Isis known spells, that spells takes the up one of your newly gained known spells.)

Left Arm of Isis
Prequiest: Isis Magic
You gain one first level arcane spell slot.
This means you may cast sorcerer/wizard spells with this slot, spontiously.

Left Arm of Isis
Prequiest: Left Hand of Isis
You gain one second level arcane spell slot
This means you may cast sorcerer/wizard spells with this slot, spontiously.
Also you gain an addional first level arcane spell slot.

(Addional rule.
If you have yet to gain second level spells on your Isis spell list you are give one spell as a place holder.
As soon as you gain advance Isis known spells, that spells takes the up one of your newly gained known spells.)

Fading snow flake
You gain Isis magic if you do not have it already.
If you do you gain an addional slot of each of the spell slots you have this is prospective.

As a standered action you may make a speical at charm attack as per the first level spell charm person.
You cast this as if you are a sorcerer, your caster level as your level.
This may only target members of the opposet sex.

You now gain a plus three bonus all soical checks bar intimidate with member of the oppeset sex.
You now gain a minus three to all soical checks bar intimidate with members of the same sex.

Melting Ice
Prequiest: Fading snow flake
If you do you gain an addional slot of each of the spell slots you have this is prospective.

You may as speical ability cast calm emetions once per day on a member of the oppest sex or
Frenzy on a member of the same sex (as per the Frezied Beskers ability) treat this ability as Rage as per the spell with the following changes.
Subject must not be willing and the effect is as per Frezied Besker ability.
After using ethier of these effects you are fatigiued.

Frozen Lips
Prequiest: Melting Ice
If you do you gain an addional slot of each of the spell slots you have this is prospective.

You may as a full round attack make a special touch attack.
This attack is treated as a grapple adding your charisma bonus to the CMB, also unless you have improved grapple provkes an attack oppurinity.
This attack has different effects per the targets gender.
If the attack is successful.

If the target is of the oppeset sex, you cast as an imidiate action the dominate monster spell on that creature.
After woulds regardless wethier the spell was sucessful or not both you and the target are stunned for one round.

If the target is of the same sex, as an imidiate action you deal one dice eight per bonus to charisma you have as damage and for each charisma bonus they have, you roll a dice and heal that much, if they have a negative charisma do not heal..
In addition for each four points of damage you deal you gain a bonus to charisma for an hour per point also you deal that much ability damage.
This attack is magical.

Kiss of Isis
Prequiest: Right arm of Isis and Left Arm of Isis and Isis Blood or Frozen Lips
If you do you gain an addional slot of each of the spell slots you have this is prospective

All spell slots now become a new style of magic Isis magic
These spell slots may be used to cast arcane or devine slots.

You gain one third level spell slot of Isis magic

(Addional rule.
If you have yet to gain third level spells on your Isis spell list you are give one spell as a place holder.
As soon as you gain advance Isis known spells, that spells takes the up one of your newly gained known spells.)

Secert of Pandora
Prequiest: Kiss of Isis
If you do you gain an addional slot of each of the spell slots you have this is prospective

You gain one fourth level spell slot of Isis magic

You may sacrafice any two spell slots of a lower to level to gain one the imidate higher level.
Example if you scarfice two second level spells you will gain one of a third.
Please note this are slots so you may only use them if you have known spells of that level.

(Addional rule.
If you have yet to gain fourth level spells on your Isis spell list you are give one spell as a place holder.
As soon as you gain advance Isis known spells, that spells takes the up one of your newly gained known spells.)

Isis Snowbound
Prequiest: Isis Magic
If you do you gain an addional slot of each of the spell slots you have this is prospective

Advance your known Isis spells two levels
You may substiute any spell into a cold spell.

Isis Snowheart
Prequiest: Isis Snowbound
If you do you gain an addional slot of each of the spell slots you have this is prospective

Advance your known Isis spells two levels
In cold weather you gain a plus one bonus to DC of all of your spells.
4 degrees Celsius.
In extreme such as -28 degree Celsius, the bonus becomes plus two.

Isis Snowsoul
Prequiest: Isis Snowheart
If you do you gain an addional slot of each of the spell slots you have this is prospective

Advance your known Isis spells two levels

When in cold regions, you may make a performance sing check, when you do every non Isis must make a will check vs your perfomance or remain fasinated.
For each five points you performance you made a winter wolf will come to aid you in twice as many rounds.

Tebnet Elves
The elves of Tebnet live the vast deserts of the land for which there named.
The desert elves of tebnet are high insular and not alot is known about there culture.
Disipite the elves of Isis being even more isolated than them the tebnet elves almost never open up about there culture it is something that the regard ethier with too much pride or perhaps shame for outsiders to know anything about.
They dress in heavy cloth that sometime hides armour underneth so that sun doesn't effect them.
There langaue compared to other elven langaues is gruff and gutteral.
Dispite them being known to be relgious, they do not attempt to spread there faith or discuss it with other and no know cleric or healers have come from tebnet.
However tebnet are known for having extesive knowledge of the body, both for purposes of healing and harming.
Skilled surgions and skilled assassins however there almost always known as the later.
The world of tebnet is hard one to break into.

+2 Dexterity +2 Intellgence -2 Charisma The years of strain under the sun have taken tebnets elves ussal frail elven frame and made it hard yet still it has made them hard and hard to deal with.

Frail Tebnets recive a plus four bonus to there starting hit points

Normal Speed Tebnets have a base speed of thirty feet.

Low Light Vision Tebnets travel by night and eyes are familar with poor condisions, Tebent elves can see twice as far as humans in poorly luminated condisions

Keen Senses Tebnets recive a plus two bonus to sight and sound based preception checks, In addition when every they are with ten feet of a trap or secert passage they can make a perception check whether they are actively looking or not

Weapon Familiarity Tebnets are Sabers, throwing knives, daggers and Flacon also they treat any weapon with the word Elven or Tebnet in as a marhsal weapon (This does not apply Darmbreth, Isis, or Valshar Elven weapons as these are Tebnet weapons rather than Elven weapons)

Favoured Classes Rouge and Assassin, Despite there orderly socity many are taught not to trust outsiders and these are the most pratical skills that one can be taught when dealing without siders.

Bleeding Attack You may use this ability three times per day, when you use this ability you must use it before it is announced if you have hit your target or not, when you use this ability you gain the bleed property to your attack.
When someone is struck by your bleed attack they are dealt one damage and addional damage for each two levels beyond first and an addional damage for each Tebnet feat.
The DC to heal this is your intellgence bonus plus your plus your number of Tebnet elven feats plus eleven or devine healing.
This attack may not be used with blunt weapons
Example a third level Tebnet elf with no intellgence bonus uses this attack, would deal two points of bleeding damage each round and would have a DC 12 heal check to stop the bleeding.

Tebnet Elven Feats
Unless otherwise noted each Tebnet elven feat selected gives an addional plus one to there bleed attack damage and Increases the difficult class by one.
Any Tebnet feat may spend uses of Bleeding Attack to gain the advantage of that feat unless otherwise noted.
Bleeding Attack though very simliar in nature rouges ability is not the same, it stacks with itself and with rouge ability.
Nor can Bleeding Attack special quailities gained through feats be added to rouge ability.

Under the knife
Under the blade
Gush Attack
Hemorrhage Attack
Painful Strike
Hindering Attack
Deft Strike
Stagering Attack
Vital Strike
Death Attack
Night Trader
Desert Sworn

Under the knife
Prequeist: Bleeding Attack
Dipsite there fearsome reputation Tebnet elves have tried to shun magic from there lives instead using, the more pratical.
When it comes to healing the body without devine aid Tebnet elves are the masters of this.

You gain one addional use of Bleeding Attack

If Heal is not a class skill for you, it is now.
If it was add an addional plus three bonus to you checks.

If you could use Bleeding Attack may instead use this ability
Tebnet elves can heal one point of per point of damge there bleed attack deals.
Each round after this is the subject does not move or take actions the heal one point less.

Example a Third level Tebnet elf with this ability would have three points damage when they use bleed attack, so the first round you would heal three point the second another two and the thrid one.

Under the blade
Prequeist: Under the knife

You gain one addional use of Bleeding Attack

If you could use Bleeding Attack may instead use this ability.
You gain an addional plus three bonus to heal checks.
By using this ability you may make a heal check vs the ammount of damage delt to that charater.
For each point you pass by you heal that much damage.

Gush Attack
Prequeist: Bleeding Attack
You make someone bleed profusely.

You gain one addional use of Bleeding Attack

When you use Bleeding Attack may instead use this ability.
When you use this ability against someone instead of the standered bleed attack damage they suffer twice the ammount of damage but the difficulty class for healing this halved.

Hemorrhage Attack
Prequeist: Gush Attack

You gain one addional use of Bleeding Attack

When you use Bleeding Attack may instead use this ability.
When you use this ability you attack a phycial stat, Strength, Dexterity or Constution.
For each five points of bleed damage you would deal instead you deal one ability score damage.
This damage would contuine like Bleeding Attack however difficulty class for healing this is halved.

Painful Strike
Prequeist: Bleeding Attack
When you strike with this ability your focus is not on killing your target but instead hindering them at there task by causing painful injury.

You gain one addional use of Bleeding Attack

When you use Bleeding Attack may instead use this ability.
You deal no damage with Bleeding Attack, instead for each point of bleed damage you would deal they instead take a minus to all skills equal bleed damage you would have inflicted.

Hindering Attack
Prequeist: Painful Strike

You gain one addional use of Bleeding Attack

When you use Bleeding Attack may instead use this ability.
You deal no damage with Bleeding Attack, instead for each point of bleed damage you would deal they instead take a minus to there base attack bonus.
Please not this is there base attack bonus thus if they had a base attack of over five they would loose there addional attack.

Deft Strike
Prequeist: Bleeding Attack

You gain one addional use of Bleeding Attack

When you use Bleeding Attack may instead use this ability.
You deal no damage with Bleeding Attack, instead for each point of bleed damage you would deal they instead take a minus to dodge armour class.
This means if this goes into negative it will take away from there standered armour class to a maxium of ten.

Stagering Attack
Prequeist: Deft Strike

You gain one addional use of Bleeding Attack

When you use Bleeding Attack may instead use this ability.
You deal no damage with Bleeding Attack, instead for each point of bleed damage you would deal they instead take a minus there movement one foot per point of bleed damage.

Vital Strike
Prequeist: Hemorrhage Attack, Hindering Attack, Stagering Attack and Tebnet Blood or Desert Sworn

You gain one addional use of Bleeding Attack

When you use Bleeding Attack may instead use this ability.
You may select any number of Tebenet elven feats and combine them for each use of Bleeding Attack you use.
or
You may spend three uses of Bleeding Attack and you gain a use of Death Attack as per the assassin ability with all of the requirements.
With the following chage, the difficulty class of save now become as that of bleed attacks heal check.
Example a Tebnet elf with this ability an intellgence bonus of three at thirteenth level, would make there save DC 20, seven for your feats and plus three for intellgence bonus
The other change being that you do not need to met the requirments of sneak attack to use this ability or with a melee attack.

Death Attack
Prequeist: Vital Strike

You gain one addional use of Bleeding Attack

You may convert uses of Bleeding Attack to uses of Death Attack as per the assassin ability with all of the requirements.
You may also spend five uses of Bleeding Attack to gain a use of Sudden Death Attack
With the following chage, the difficulty class of save now become as that of bleed attacks heal check.
Example a Tebnet elf with this ability an intellgence bonus of three at thirteenth level, would make there save DC 20, seven for your feats and plus three for intellgence bonus
The other change being that you do not need to met the requirments of sneak attack to use this ability

Night Trader

If you do not have Bleeding Attack racial ability you now gain it.

You gain an addional two uses of Bleeding Attack if you already have the ability.
You gain a plus two, to your appraise check and in addion if you have the Vital Strike feat you gain Hide in Plain sight ability by spending a Bleeding Attack

Desert Sworn
Prequeist: Vital Strike

You gain an addional two uses of Bleeding Attack

Also the person whom selects this feat, must swear there life to a Desert Tribe of Tebnet Elves.
If they betray that clan in anyway they lose all the benfits of all of there Tebnet Elven feats/Racial abilites and may not select new ones.
This can only be restored by a quest as per the spell.

Val'Shar Elves
Val'Shar elves named after the forest of Val'Shas are like all the elves and insular people.
Dispite this perhaps next to the elves of Darmbreth they are the one the come into contact with humans the most .
The Barzonion empierer of the single city press the people of Val'Shar hard, there large forest marks the last place before the great unknown.
So some outsiders say that the Val'shar forest does not extend as far as people may think it does thus the 'constant' contact.
These elves make even the unsoicable Tebnet elves, seem idenitifable.
They are known for there ability to use plants and animals beyond the norm, creating drugs and posions from them.
What is not known is there strange culture and unsual metabolism.

+2 Dexterity +2 Intellgence -2 Constution Elves of Val'shar inhert the elven frame and there socity makes thinkers.

Frail Val'Shar recive a plus four bonus to there starting hit points

Normal Speed Valshar have a base speed of thirty feet.

Low Light Vision Due to there forest life Val'shar

Keen Senses Val'shar recive a plus two bonus to sight and sound based preception checks, In addition when every they are with ten feet of a trap or secert passage they can make a perception check whether they are actively looking or not

Weapon Familiarity Val'shar Elves are Familar with long sword, rapiers and long bows inlcuding composite, short bows including composite also they treat any weapon with the word Elven or Val'shar in as a marhsal weapon (This does not apply Darmbreth, Isis or Tebnet Elven weapons as these are Darmbreth weapons rather than Elven weapons)

Favoured Classes Scout and Ranger. Darmbreths are able bodied hunters and scouts.This choice must be made at first level.

Val'Shar Posion Val'shar elves are the only race that are allowed to craft posion, craft posion is always a class skill for them.
Upon charater creation Val'shar elves may select a posion they are immune to, they must obtain this posion like an adticive drug retain there immunity.
However with the following exceptions you are not allowed to choose dragon bile or drow posion as your starting posion.
By dealing three points of damage to yourself as a swift action you may coat your weapon in posion, for each six points of damage delt to you may use that as single coat, this does not count damage you delt to yourself.
This posion is now flows through there body and is reproduced by them, dispite this they still need the raw material to contunie producing it.
To change to a different substance for your immunity you must pass that posions difficulty class without, upon the next week you must retake the check with the difficulty class at three quaters, two weeks later and one half and three weeks finally a one quater and upon one month you have become completely immune to that posion.
That whole change peroid you must have that enough of that posion to use on yourself three times per day.
Val'shar elves may take ten on posion checks.

(Home Rule: when working with the raw material attempting to extract workable material that they can use on weapons they make a craft roll vs the posions DC.
For each point they pass they gain one use, that used as your daily use of your posion or a coat on a weapon.
For point they fail by they are effected by that posion that many times.)

Val'shar Elven Feats
Val'shar elves posion runs through there body.
Regardless of the posions orginal tranfer means they posion new transfer means is that of what the feat discribes.
Val'shar elves posion difficulty class is identicial to that off there posion used on themselves.
When they say gain a bonus vs posion they also gain a bonus to crafting posion

Become the Worm
Become the Viper
Become the Dragon
Kiss of Val'shar
Embrass of Val'shar
The Worm inside
The Viper outside
The Dragons breath
Val'shar Blood magic
Val'shar Mind magic
Lovers Embrace

Become the Worm
Prequiests: Val'Shar Posion and Val'shar Blood or The worm inside

You gain an plus one bonus vs posion
You gain a plus two bonus vs injested posion

Three times per day you may use a special spit attack.
This is a swift action.
The range is thrity feet and is a ranged touch attack.
The target effected by there selected posion.

Become the Viper
Prequiests: Val'Shar Posion and Val'shar Blood or The viper outside

You gain an plus one bonus vs posion
You gain a plus two bonus vs injury posion

Your teeth and nails (both fingers and toes) contain consertrated ammounts of your posion.
You may choose to attack without a weapon, as per unarmed strike, if you do your target is effected by your posion.
In a grapple you may choose not to contunie progressing or resist the grapple instead choosing make a bite attack, if you do your opponent is effected by your posion.

Become the Dragon
Prequiests: Val'Shar Posion and Val'shar Blood or The Dragons breath

You gain an plus one bonus vs posion
You gain a plus two bonus vs inhailed posion

You may make a special breath weapon attack three times per day.
It is a five foot cone that extends five feet for each racial ability and feet you have.
Everyone inside your cone is effected by your posion.

Kiss of Val'shar
Prequiests: Become the Worm and Become the Viper and Become the Dragon

You gain an plus one bonus vs posion
You gain a plus two bonus vs contact posion

Your body now screates your posion in sweat and saliva.
Use this anyway you choose.

For non Val'shar's this now means that you may craft contact posion.

Embrass of Val'shar
Prequiests: Kiss of Val'shar

Upon reciving this feat you may now use any Val'shar elven feat once per round.
Also your posion becomes much more potent when people deal you damage they must make saves against your posion.
This they know of this ability they must make a save vs reflex equal to the ammount of damage they delt you.

You gain a plus two bonus vs posion

Also for non Val'shars you may now take ten on your posion rolls.

The Worm inside

You now gain the racial ability Val'Shar Posion with following execptions
You may now craft injested posion and may use injested posion on yourself as your posion.
And you may not take ten on your posion rolls.

You gain an plus one bonus vs posion
You gain a plus three to profession cooking.

The Viper outside
Prequiests: Val'Shar Posion and The Worm inside

You may now craft injury posion and may use injury posion on yourself as your posion.

You gain an plus one bonus vs posion
You gain a plus three bonus to craft weaponsmithing.

The Dragons breath
Prequiests: Val'Shar Posion and The Viper outside

You may now craft injury posion and may use inhailed posion on yourself as your posion.

You gain an plus one bonus vs posion
You gain a plus three bonus to craft alchemy.

Val'shar Blood magic
Prequiests: Val'Shar Posion

You may use posion in your spells.
Each time you use spell that deal damage, you may add your posion to it by dealing three points of damage to yourself or if you have the feat Kiss of Val'shar
You may add it for free.
You may only use this your posion effects a pychical stat.

This is a meta magic feat

Val'shar Mind magic
Prequiests: Val'Shar Posion and Val'shar Blood magic

You may use posion in your spells.
Each time you use spell that do not deal damage, you may add your posion to it by dealing three points of damage to yourself or if you have the feat Kiss of Val'shar
You may add it for free.
This may only use this your posion effects a mental stat

This is a meta magic feat

Lovers Embrace
Prequiests: Val'Shar Posion

If you select this feat, your posion does not effect the target until three rounds later these are cumaltive.
Thus a person effected in round on two and three would only take saves on turn three if they only start taking saves on round three by even if they escaped they would take saves on rounds four and five also.

You may choose not use this effect however it takes you four hours to control your ability to contain it.

When you consume your posion you gain bonus to the stats for rounds equal to the ammount of Val'shar elven feats you have, the bonus you gain is equal to that of how much your posion would take away.

I have stuff in relation to halfing at least one race, orcs two races and some ideas for sub-human races/regional/culture humans but nothing really complete so here it is guys give me some feed back if you could.
Thanks for your time


First off I do not have any answer for those people who are looking.
I was wondering and here seemed the best place to put it if you (the pathfinder designers) could give a Q and A.
Remarking on what changes you made where and why?
The difference between 3.5 and pathfinder and the differences between pathfinder beta and pathfinder.

I liked the racial hit point bonus presented in beta but I do not think for a moment I think I know more about game design than you however I would still like to see how you came to revert back the old way.

Even if the answer was we really didn't have enough time to test all the different methods and see if it was balanced.

Well thats my one but I am sure if you had a design Q and A there would be a number of readers.

To anyone that is interested in a difference between pathfinder and the beta or the 3.5 system.
Please list your questions on changes.
If even for the catharsis of it.


Hey.
My status is still at pending as of the date of this post.
And just read your new e-mail does that mean that I am on the later shipment?


I looked but I did not see a thread with this name perhaps someone else has made one somewhere else.
But I am wondering if anyone would be interested in a charater generator similar to the fourth ed one or the old second ones.
(I did so love the second ed one but I can't for the life of me remeber what it was called)

Anyway after using the fourth ed charater generator I was quite impressed it allowed me someone who is vertiually iliterate in that system to work up a charater realtively quickly.

I would love something like this so I could bang out NPC's quickly without losing quality to them.
I know it is most proberly more work than it is worth for the Paizo crew but I thought I would put it out there.

I would buy it if it came out.
Anywho just throwing it out there see if anyother people are interested in such and idea.


Perhaps the biggest difference in power between the classes was that between the non casters and the casters.
Without going into prestige classes and so forth I think without a doubt everyone can agree that spell casters had the most powerful ability in casting spells.
The biggest problem I think perhaps was not that spell caster cast spells but at a certain point they spiral out of control.
I am not talking about double wand wielding spell casters of doom, I am talking about straight wizard with with sixth level spells not seventh or higher just sixth then things are silly.

But perhaps one of the biggest things we have not seen them saying perhaps because they want to keep it under raps but I can see it being huge, is a massive revision on spells.
Just imagine all of the spells redone so that the spell caster is outclassing everyone at the table it would be interesting no.

But like I am saying just speculation from me at this point but perhaps some others have some more well thought out ideas.


Pretty simple.
I would like to know what you guys would do to change the favoured soul class so that is now still sorcerer to cleric.
Cause as it stands there is no reason to it because of channeling.
Channeling is much, much more powerful than the turning ability.

So I am just wondering what you guys would do to change it.
A new player would like to play one but I don't want him to fall behind the other pathfinder powered characters.

Thanks in Advance for your help.


Hey all I was wondering how do you make a good marshal without taking levels in bard or another class.
I usually pride myself on the fact I can make fairly lethal NPCs where the PCs have to change tactics from spend your spells and special abilities (or they just use all of them....)
Anyway long story short I am wondering about how to make a good marshal beyond redonk stats ect.
As per the theme I was thinking reach weapons, and maybe the feat which allows you to make an opponent stop moving after an attack of opportunity and the goad feat.
It seams like something a party leader would do.


will poison be updated as well as everything else?
and does anyone else think it needs updating.
Short and sweet.


Flame wars is not the intention of this post so anyone whom has issue with fourth ed take it else where if your commentary is flame like I will ignore it.

Something I liked from fourth ed. some other people I believe also enjoyed this was the racial powers from fourth, where your charater had an ability that only your race could do.
As things stand the difference between a first level elven wizard and first level dwarven wizard is chalk and cheese however the difference between tenth level elven wizard and tenth level dwarven wizard well all of those raical bonus seems to be wash away under a torrent of other modifiers.
This is also true of other race/class comparisions.

The powers from fourth were fun and viseral, you could see tieflings were people who didn't take abuse and made people pay, dwarves liked there personal space and it was simply more enjoyable than a mere ability modifer and some skill bonus.

I know this is merely a home brew idea but I thought I would throw it out there as this is alpha test and some people may also like the idea ofcorse I am not a professional game designer but there maybe people who read this that have a better way to implement the same idea.
So I simply added a once per day ability to each race and there sub races (ok so you may not use sub races I do).
Also giving racial feats at each fourth level (in place of stat bonus if they wished) to upgrade or get futher racial abilites
It was intutive things such as Grace for elves

Spoiler:
Grace: Once per day an elf may activate grace when they are damaged.
If they do they make a reflex save equal to the ammount of damage delt adding there level to the reflex roll, if they pass they take half damage, if they pass by five or more they take no damage and if they pass by ten or more they recive a free attack of oppertunity against the attacker

It is my belief that I am not in alone in this opinion.

Spoiler:
In a nut shell currently staring level difference between races are chalk and cheese, latter levels means diddly squat and raical powers equals cool, fun and viseral

Wile I believe that over all 3.5 and the upgraded pathfinder is better than what I have seen of fourth (and I have done my research)
This does not mean that that they didn't come up with good ideas.
I am hedging my bets and I am still going to get fourth ed regardless of how well my campagins are running merely to see everything as a whole.



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