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Hellknight

Deiros's page

Pathfinder Society Member. 1,597 posts (3,434 including aliases). No reviews. No lists. No wishlists. 29 aliases.



Cheliax

Well this is now my improved version of my ongoing project of creating my campaign setting on the awesome world of Final Fantasy Tactics and other titles that form up the Ivalice Alliance games, but the setting itself is after the War of the Lions event.

right now I worked on adding some more prestige classes to bring it to a total of 15. I'm still missing the Astrologer, Mimic and the Onion Knight.

A lot of people have helped already and I thank them all as well, I mostly need people help to polish this classes and hopefully playtest them.

Prestige Classes

I will keep adding more things like background and such if people really want to read the fluff and regions. I also need help with the Bestiary but that one I will post later on.

Cheliax

Hi! I'm looking for 1 to 3 (Max) players for a campaign.

Players are currently beginning the second part of this adventure (highly social (with some combat).

Current Party:
Cavalier
Wizard (Gun archetype)
Druid

The current level is 4, 30pt buy plus some added rules proper of the Homebrew.

For those interested this Final Fantasy Tactics setting (not the Advance). Campaign is situated in Romanda.

Yes the zodiac signs are important and you would need to pick one.

There are new spells also.

The only evil alignment I accept is LE and I'm still somewhat not happy unless a very good explanation as of what kind of LE and why.

There are prestige classes, some archetypes are regular classes as well as some minor changes (mostly names) to the base classes.

Example: Magus - Red Mage.

Those who are interested I would give more information as requested.

Cheliax

Hi! I was just wondering if someone has an honest review of this game. So far I only know it d100 and it has a ridiculous amount of customization for NPC/PC alike and rules to create all sorts of creatures, magic, fighting styles and stuff like that, but that is what I've heard but I would like a review of sots from someone who has played it before on how difficult it is to learn or how complex and the setting to a certain extent.

Cheliax

As the title says this is my take on the Final Fantasy Tactics Campaign but wanted more feedback on it (as well as on the other ones that I might post later).

I present the:

Samurai

Spoiler:

Requirements:
Skills: Knowledge (Arcana) 5 Ranks, Spellcraft 5 Ranks
Feats: Combat Expertise, Improved Initiative, Weapon Proficiency Katana
Special: Cast 2nd level arcane spells, able to wear light armor
Equipment: Masterwork Katana

Alignment: Any Lawful.
Hit Dice: d8

Class Skills
The samurai’s class skills are Craft (Int), Diplomacy (Cha), Intimidate (Cha), Knowledge (Arcana), Knowledge (History), Profession (Wis), Spellcraft (Int) and Swim (Str)
Skill Ranks per Level: 2 + Int modifier.

Level BAB Fort Reflex Will Special Casting
1 0 2 2 0 Iaido +1 Arcane
2 1 3 3 0 Bonecrusher
3 2 3 3 1 Iaido +1 Arcane
4 3 4 4 1 First Strike +1 Arcane
5 3 4 4 1 Iaido, Improved Boncrusher
6 4 5 5 2 Iai Cut +1 Arcane
7 5 5 5 2 Greater Iaido +1 Arcane
8 6 6 6 2 Greater Bonecrusher
9 6 6 6 3 Iaido +1 Arcane
10 7 7 7 3 Shirahadori, Iaido +1 Arcane

Weapon and Armor Proficiency: Samurais are proficient with all simple and martial weapons. A samurai is also proficient with all types of armor but not shields. Samurai do not incur in arcane spell failure for using their Iaido on medium or heavy armor.

Iaido (Su): Samurai may call on a Katana's spirit for assistance at any point during battle. However, this talent is not without its price. Each use of Iaido has a chance of breaking the katana giving it the broken condition. Broken katanas cannot be used to perform Iaido. After every use of Iaido, the samurai must make a fortitude save for his katana, with a DC equal to 10 + the number times the samurai has used Iaido that day. The katana uses either its enhancement bonus or the samurai's fortitude save, whichever is higher. A failed save means the katana is reduced to half its hit points and has the broken condition.

A Samurai can use this ability a number of times per day equal to 3 + Intelligence modifier. All Iaido techniques have a range of 15 ft radius centered on the samurai unless stated otherwise. The save DC for the Iaido techniques is DC 10 + ½ Samurais level + Intelligence modifier when applicable. A Samurai’s sword spirits are various and they can’t master all of them, every two levels after the first a samurai may choose a spirit to release from his blade, this choice cannot be changed once made. The Samurai must choose a sword spirit they want to release from the following list:

Spirit Blade (Asura): A technique causing an unseen specter-sword to slash at the targets. Targets within the area of effect are slashed by an invisible weapon. The weapon deals 1d8 force damage + 1 point per 2 Samurai levels. The Samurai makes a single attack using his Intelligence instead of his strength modifier to calculate the attack against every target in range.

Binding Darkness (Kotetsu): A technique losing a wave of howling dark spirits. Targets within the area of effect are grappled by spirits using the Samurai CMB to attack their targets and making 1d6 of typeless damage to them. Creature’s entagled by Binding Darkness can make a Reflex save to escape once they have been cought. This effect lasts for 1d4 +1 rounds.

Verse of Oblivion (Osafune): A technique that sends the whispering dead to feed on magical energies. Butterflies composed of spirit fill the area of effect for a number of rounds equal to the samurai's level. Anyone other than the samurai that attempts to cast a spell in the area while the butterflies persist takes 1d6 damage. This damage increases to 2d6 when the samurai reaches level 3 and increases by another 1d6 every two levels beyond that. Casting defensively will prevent the damage. The butterfly field remains centered on the samurai for its duration. The butterflies do not otherwise obstruct sight or actions taken in the midst.

Rain of Wisdom (Murasame): A technique of raining tears of an enlightened soul that restores life. This ability works like a cure light wounds, mass. The samurai treats his samurai level as his caster level.

Cloudsea Curse (Ame-no-Murakumo): A technique releasing a phantom of pure mist to attack the target. A mist attacks the targets within range dealing 1d4 +1 points of cold damage per Samurai level. Opponents can make Reflex save to take only half damage.

Greater Iaido (Su): At 7th level, and every two levels thereafter, a Samurai can choose one of the following Greater Iaido in place of a normal one.

Purifying Breeze (Kiyomori): A technique bestowing the protection of its effervescent life force. Allies within range gain a deflection bonus to AC equal to the samurai's Intelligence modifier and gain Fast Healing 2. This effect lasts for a number of rounds equal to 1/2 the samurai's level (minimum 1).

Doomed Aspirations (Muramasa): A technique only a living soul will quell its tumult. The bloodthirsty spirit of the sword rushes outward to attack its enemies, the Samurai resolves a standard melee attack and damage for every enemy within range. This attack also grants the samurai temporary hit points equal to the damage dealt. The opponents can make a Fortitude save to deny the Samurai the temporary hit points. This temporary hit points last for a number of rounds equal to the samurai level. Creatures that fail the save are also fatigued for 1d4 rounds. This ability does not stack on itself.

Sanguine Blossom (Kiku-ichimonji): A technique wreaking havoc with its all-consuming hatred.
The Samurai releases the blossoming hatred from his sword towards his enemies in a straight line with a range of 30ft; this attack hits every opponent in range dealing 1d6 +1 damage per Samurai levels. Enemies within range can make a Reflex save to take half damage.

Ethereal Embrace (Masamune): A technique bestowing physical healing and increased speed. This ability works like cure moderate wounds, mass, also grants all allies within range haste for one round. The samurai treats his samurai level as his caster level.

Raging Inferno (Chirijiraden): A technique which pursues the living as a band of blue flame. A Samurai releases a wave of blue flames by channeling their inner strength of his katana against his enemies; this causes a burst that affects enemies within range dealing 5d6 points of fire damage. Creatures affected can make a Reflex save at the start of their turn to avoid taking 4d6 points of fire damage and extinguish the flames. Every time a creature fails its Reflex save they take one less dice of damage until they reach 1d6. This effect lasts until the Reflex save is successful. If Raging Inferno is used again on the same creature that is still affected by it, the dice stack and increases the difficulty by two. This only applies if the Raging Inferno comes from the same Samurai.

Iai Cut (Ex): The Samurai moves with flawless speed and accuracy, delivering a devastating one-two strike against a hapless opponent. When making a full-attack action with a katana, the samurai can make one additional attack. All attack rolls take a -2 penalty when using Iai Cut.

First Strike (Ex): A trained Samurai is ready for combat at a moment’s notice. This ability gives the Samurai a bonus to Initiative equal to its Intelligence modifier.

Shirahadori (Ex): As long as a samurai is wielding a katana and has no shield equipped, he gains a +4 shield bonus to AC. This ability functions only when the samurai has at least one remaining use of Iaido for the day.

Doublehand (Ex): Samurai have mastered blending their arcane and martial arts together while wielding their favoured katana. Samurai are treated as having a free hand while wielding a katana in two hands.

Bonecrusher (Ex): When a samurai suffers a melee attack that reduces him to zero or fewer hit points, he can, as an immediate action, spend a daily use of Iaido to make a counterattack against his attacker as he falls. The samurai makes the attack at his full attack bonus. At level 5, this attack always deals maximum damage. At level 8, this attack is automatically a critical threat (the samurai must still roll to confirm).

Spells per Day: At the indicated levels, a samurai gains new spells per day as if he had also gained a level in a arcane spellcasting class he belonged to before adding the prestige class. He does not, however, gain any other benefit a character of that class would have gained, except for additional spells per day, spells known (if he is a spontaneous spellcaster), and an increased effective level of spellcasting. If a character had more than one arcane spellcasting class before becoming a samurai, he must decide to which class he adds the new level for purposes of determining spells per day.

Cheliax

Hi! I'm currently attempting to create my own take on Mech's or as I will call them Mechanized Golem:

I will start only with Large size units and then moving to Huge once I set all the proper prices. Remember that this are only Uncommon things as to not everyone can afford them but they are fielded by the armies of every kingdom in sufficient numbers so the prices won't be as steep as for a regular Golem or something

MG (Mechanized Golem)
Were built initially for labor but it didn’t take too long to become used for warfare modifying them into what they are now a day. There are many variants according to each nation’s combat style, culture, environment and needs. Even so they all use the standard issue models for their simple design and ready availability for the use of the regular soldiers, reserving their own variant units for officers or other more specialized combat units.
Body Requirements: Craft Construct, Craft Structure 5 ranks, Craft Mechanics 5 ranks, Animate Objects, Bull Strength, Endure Elements
Core Requirements: Craft Wondrous Item, Scrying, Ventriloquism, Lesser Geas
Skill Craft (Mechanics) DC 16; Cost 7,500gp; Market Cost 15,000 gp

SI-MG001 (Standard Issue - Mechanized Golem 001)
Large M.G.
HP: 30 (2d10+20)
Speed: 40 ft
Attack: Slam 1d6+4
AC: 19, Touch 9, Flat-footed 19
Special Qualities: Hardness 10, Armor Bonus 10, Comm., Ejection System, Climate Control, Basic Navigation, Noisy, M.G. Traits.
Saves: Fort +6
Str 18, Dex 10, Con -

Comm.: Enables communication with allied M.G. up to 60ft and within line of sight.
Ejection System: Swift action to exit the mech.
Climate Control: Can be comfortable in harsh climate.
Basic Navigation: +4 circumstance bonus to navigation checks.
Noisy: Opponents have a +10 circumstance bonus to Perception (Listen) checks to detect you do to all the noise your M.G. produces when moving.

M.G. Traits:
No Constitution score
M.G. adds their pilot’s Dexterity bonus for Initiative, Ranged Attacks and Armor Class.
Uses Pilot’s Reflex and Will saves.
M.G.’s are immune to death effects, disease, mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), necromancy effects, paralysis, poison, sleep, stun, and any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless). Constructs are not subject to nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. Constructs are not at risk of death from massive damage.
M.G.’s gain the broken condition when their HP reaches 0 and stop functioning. If an M.G. continues to receive damage equal to their hardness after gaining the broken condition they are destroyed and beyond repair.

Improvements

Spoiler:

Boosters: Increase the Mech’s base land speed by 10 for up to 10 rounds each day. The speed effect duration need not be consecutive rounds.
Requirements: Craft Wondrous Item, Longstride. Cost: 1,250gp

Speed: Increase the Mech’s base land speed by 20
Requirements: Craft Wondrous Item, Longstride. Cost: 3,000gp

Flying Enhancements: This enhancement can take many forms depending on the designers preference but they have the same effect. They give a +4 bonus on Fly skill checks and can fly three times per day for up to 5 minutes per flight. This effect is the same as the Fly spell.
Requirements: Craft Wondrous Item, Fly. Cost: 8,000gp

Armor Augmentation: Increases the Mech’s Armor Class by +1 up to a maximum of +5.
Requirements: Craft Wondrous Item, barkskin. Cost: 1,000gp (+1), 2,000gp (+2), 3,000gp (+3), 4,000gp (+4), 5,000gp (+5)

Stealth: These additions enable a Mech to move more nimbly and make less noise, removing the noisy quality from the Mech.
Requirements: Craft Wondrous Item, Invisibility. Cost: 2,500gp

Ability Boost: This procedure boosts the Mech’s physical capabilities granting +2 bonus to an ability score (Strength or Dexterity). This procedure can be applied multiple times and it stacks.
Requirements: Craft Wondrous Item, Bull’s Strength/Cat’s Grace. Cost: 5,000gp

Aedis Targeting Enhancement: These implement grant a +1 Competence bonus on attack rolls whenever using ranged weapons.
Requirements: Craft Wondrous Item, Craft Magic Arms & Armor. Cost: 2,500gp

Aedis Targeting Disruptor: These implement grants a 20% miss chance on ranged attacks against the wearer. This effects works similar to the blur spell. It functions continually.
Requirements: Craft Wondrous Item, blur. Cost: 8,000gp

SPS (Scrying Positioning System): This Aedis additions to the regular Mech basic navigations allows the Mech Pilot to scry his environment up to 200ft away. Opponents may resist the scrying by making a Will DC 16. This ability functions like the scrying spell. In addition the Mech Pilot always knows were north is and cannot get lost.
Requirements: Craft Wondrous Item, scrying. Cost: 20,000gp

Anti-Detection: This Aedis inlet stone protects the Mech from scrying and magical location. If a divination spell is attempted against the wearer, the caster of the divination must succeed on a caster level check (1d20 + caster level) against a DC 20.
Requirements: Craft Wondrous Item, nondetection. Cost: 18,500gp

Night Vision: The lenses of the Mech are made of a special crystal. Even though the lenses are opaque, then placed on the Mech, they enable the pilot to see normally and also grant him 60ft darkvision.
Requirements: Craft Wondrous Item, Darkvision. Cost: 4,000gp

Spell Resistant Coating: This coating is placed over a Mech to grant spell resistance.
Requirements: Craft Wondrous Item, Spell Resistance. Cost: 1,500gp (14), 3,000gp (16), 7,000gp (18), 13,000gp (20), 21,000gp (22)

Structural Resistance: This structural modification when used on a mech, grants damage reduction 5/Ballistics.
Requirements: Craft Wondrous Item, Stoneskin. Cost: 30,000gp

H.E.L.P. (Hazardous Environmental Life Protection): This special addition to a Mech’s Climate Control system seals the pilot and filters all harmful vapors and gases, and allowing him to breath, even underwater or in a vaccum.
Requirements: Craft Wondrous Item, Alter Self. Cost: 4,000gp

Restoration Oils: This metal container is 3 inches in diameter and 1 inch deep, and contains five applications. Placed upon rusted area the ointment removes all rust and repairs the area. When applied to damaged areas it repairs 1d8+5 points of damage. You also gain a +5 competence bonus to Craft Mechanic when using it.
Requirements: Craft Wondrous Item, Cure light wounds. Cost: 1,000gp

Evasion Aedis: This Aedis improvement allows the Mech to avoid most or all the damage from attacks that have an area of effect. This allows the Mech Pilot the ability to avoid damage as if he had evasion.
Requirements: Craft Wondrous Item, Jump. Cost: 10,000gp

M.G.D.S. (Mechanized Golem Detection System): This Aedis additions to the regular Mech basic navigations allow the Mech Pilot to identify nearby hostile creatures. These creatures can be invisible, ethereal, hidden, disguised or in plain sight. Detection range is 60ft. If the Mech Pilot concentrates for a full round, the M.G.D.S. pinpoints the location of the nearest enemy and indicates how many enemies are within range. The M.G.D.S. can be used to pinpoint three times each day, each use lasting up to 10 minutes. Activation of the M.G.D.S. is a standard action.
Requirements: Craft Wondrous Item, true seeing. Cost: 12,000gp

Improved Structure: This structural modification makes the M.G. more resilient to damage taken by increasing its hit die by 1.
Requirements: Craft Wondrous Item. Cost: 2,500gp

Cheliax

GM W.R. Monger

As you walk into the great dinning hall there is a tall man, muscular, somewhat old... it's your Sergeant Davros and Headmaster of the military academy you study to be Mech Pilot's. Once all Cadet's are assembled in the hall.

Clearing his throat for a moment he begins:

They shall be my finest warriors, these men who give themselves to me. Like clay, I shall mold them, and in the furnace of war forge them. They will be of iron will and steely muscle. In great armor shall I clad them and with the mightiest guns will they be armed. They will be untouched by mortal hands, no fear will blight them. They will have tactics, strategies, and machines such that no foe can best them in battle. They are my bulwark against the enemy. They are the Defenders of Ozmoria.

Sergeant Davros stands before you, proud as he sees you all like he would see his children Cadets this is your last exercise before you graduate... as his voice trails off and sees all assembled cadets.

Before you do so, you still have time to change careers and be a Mech engineer as well as an Aedis developer looking at all cadets to see those that doubt There is no shame to do so, not everyone is capable of Mech piloting and I only expect 10% of this class to make it through the last test successfully another dramatical pause to give more effect to his words Those who do not pass may become part of the military staff that attends Mech Pilots in the military or other positions, you assigned test companions are random so say good bye to your friends if you have any since you will require to work with complete strangers to get this test done. That is all, enjoy your breakfast as the Sergeant takes his leave and some other staffer give meaningless speeches of encouragement or other instructions that you listen to every Monday as your week begins.

As you leave the hall there is commotion as people begin searching the list of their new companions.

Cheliax

Like the title says, I was wondering what edition is the best 4th or 3rd and what is the difference before I get into it, since I only have 4th edition book but I'm reading it and it seems cool but some people say 3rd edition was more powerful or had more fluff in it, and 4th is simplified and very little fluff/lore wise.

Cheliax

GM W.R. Monger

Hi! Thank you all for joining in with me in this adventure, that might unfold in many ways as we take a look back at an unlikely group of people that history seems to have forgotten or misplaced.

Join me in this adventure through history as we analyze the Zelghast Incident to discover the truth.

Rules for character creation:

Races Allowed: Human, Half-(orc or elf), Aasimar or Tiefling.
Point buy: 30 point
Level: Start at level 2 (Maximum stating gold for your class, not gold per level)
Alignment: All except (CN, NE & CE)
Classes: You cannot multiclass with your first 2 levels you may do so freely afterwards.
Classes: For those that might still change their concepts, the ones with more aptitude strangely enough are the fighters as Mech Pilots, just food for thought.
Language: You all start with Trader's Tongue & Ozmorian + any racial applicable language.
Feats: For purposes of this campaign and give equal chance to all classes you all start with the Mech Operation and Mech Weapon Proficiency. Those that have acces to martial weapons may switch that proficiency for Personal Firearms proficiency and their heavy armor proficiency for Advanced Firearms proficiency. These feats are later discussed further down in this post.

Starting Gear for all Cadets:
Standard Issue Fatigue Uniform (Urban)
Standard Issue Formal Uniform (blue)
Cadet Insignia.
Blue Sapphire stone inside a golden globe that reads Ozmoria Empire (Ozmorian Impero)
Standard Issue Ormis-01 (Pistol)
Standard Issue Streind (Dagger)

Ormis-01 Damage 2d6 20x2, Magazine: 9 box, Range: 40ft, Size: Small, Damage: Ballistic, Weight: 3 lbs
Rate of Fire: Single, Semi-Automatic

Skills This are just

Spoiler:

Craft: Armor, Bowmaking, Carpentry, Chemical, Electronic, Explosives, Gemcutting, Glassmaking, Guns, Leatherworking, Masonry, Mechanical, Metalworking, Paint, Papermaking, Potions, Poison, Pottery, Sailmaking, Sculpture, Stoneworking, Structural, Traps, Weaving, Woodworking, Writing.

Knowledge: Arcana, Arts, Behavioral Science, Business, Law, Local, Demolitions, Engineer, Geography, History, Medicine, Nature, Nobility, Planes, Culture, Religion, Research, Streetwise, Tactics, Technology.

Linguistic: Common (nation), Common (Trader’s Tongue), Aklo, Aquan, Auran, Celestial, Draconic, Druidic, Dwarven, Elven, Giant, Gnome, Goblin, Gnoll, Halfling, Ignan, Infernal, Orcs, Sylvan, Terran, Tribal (Tribe), Undercommon.

Although Dwarfs, elfs, orcs do not exist anymore or are well hidden, many of their texts and other things exists and some people speak it for various reasons.

Ozmorian Standard Mechanized Golem Oz-MG001
This is the standard military model used by Ozmoria. The Ozmoria military upgraded their Standard Issue M.G. with boosters to cover more ground during battle and are more resilient to damage.

You will all have one Mech like this:
Oz-MG001

Spoiler:

Large
HP: 40
Speed: 40 ft
Attack: Slam 1d6+4
AC: 19, Touch 9, Flat-footed 19
Special Qualities: Hardness 10, Armor Bonus 10, Comm., Ejection System, Climate Control, Basic Navigation, Noisy.
Saves: Fort +6
Str 18, Dex 10, Con -

Comm.: Enables communication with allied M.G. up to 60ft and within line of sight.
Ejection System: Swift action to exit the mech.
Climate Control: Can be comfortable in harsh climate.
Basic Navigation: +4 circumstance bonus to navigation checks.
Noisy: Opponents have a +5 circumstance bonus to detect you and you have a -5 circumstance penalty to Stealth.
Boosters:increase the wearer’s base land speed by 10 for up to 10 rounds each day. The speed effect duration need not be consecutive rounds.

Feats specific to this setting

Spoiler:

Advanced Firearms Proficiency
Prerequisite: Personal Firearms Proficiency.
Benefit: The character can fire any personal firearm on autofire without penalty (provided, of course, that it has an auto¬fire setting).

Normal: Characters without this feat take a –4 penalty on attack rolls made with personal firearms set on auto¬fire.

Advanced Mecha Operation
You have received advanced training or extensive practice in mech movement.
Prerequisite: Mech Operation.
Benefit: When you are operating a mech of the chosen size, you gain a +1 dodge bonus to Defense. Furthermore, armor penalties for operating the mech are 2 less than they would otherwise be (minimum penalty –0).

Burst Fire
Prerequisites: Wisdom 13, Personal Firearms Proficiency, Advanced Firearms Proficiency.
Benefit: When using an automatic firearm with at least five bullets loaded, the character may fire a short burst as a single attack against a single target. The character receives a –2 penalty on the attack roll, but deals +2 damage.
Firing a burst expends five bullets and can only be done if the weapon has five bullets in it.

Normal: Autofire uses ten bullets, targets a 10-foot-by-10-foot area, and can’t be aimed at a specific target. Without this feat, if a character attempts an autofire attack at a specific target, it simply counts as a normal attack and all the extra bullets are wasted.

Special: If the firearm has a three-round burst setting, firing a burst expends three bullets instead of five and can be used if the weapon has only three bullets in it.

Double Tap
Prerequisites: Dexterity 13, Point Blank Shot.
Benefit: When using a semiautomatic firearm with at least two bullets loaded, the character may fire two bullets as a single attack against a single target. The character receives a –1 penalty on this attack, but deals +1 die of damage with a successful hit. Using this feat fires two bullets and can only be done if the weapon has two bullets in it.

Exotic Firearms Proficiency
Choose a weapon type from the following list: cannons, heavy machine guns, grenade launchers, and rocket launchers.
Prerequisites: Personal Firearms Proficiency, Advanced Firearms Proficiency.
Benefit: The character makes attack rolls with the weapon normally.

Normal: A character who uses a weapon without being proficient with it takes a –4 penalty on attack rolls.

Special: A character can gain this feat as many as four times. Each time a character takes the feat, he or she selects a different weapon group.

Gearhead
Benefit: The character gets a +2 bonus on Craft checks to repair equipment and Knowledge Technology to analyze what needs to be repaired.
Hair Trigger
You have developed a delicate sense of timing, and your area attacks hit your foes when they’re ill-prepared to defend against them.
Prerequisite: Base attack bonus +6.
Benefit: Whenever you make an attack from your mecha that requires enemies to make Reflex saving throws, the DC for such saves is increased by +2.

Mecha Operation
You know how to operate a mech.
Benefit: You do not suffer the restrictions on movement and penalties on skill checks for being unfamiliar with mech controls. You can move normally in a mech and generally perform any action as if you weren’t inside a mech, subject to the obvious limitations of size. You threaten areas within your reach even if unarmed.

Normal: Characters without this feat take a –4 penalty on Acrobatics, Climb, Pilot, Escape Artist, and Stealth checks when operating a mech. Furthermore, they cannot run or charge.

Mech Trample
Your mech can knock down and crush opponents.
Prerequisite: Mech Operation, base attack bonus +4.
Benefit: When you attempt to overrun an opponent while operating a mech, the target may not choose to avoid your mech. If your mech knocks down the target, your mech may make one free slam attack against the target, gaining a +4 bonus on the attack roll because the target is prone.

Mecha Weapon Proficiency
You know how to acquire targets and fire your mech’s weapons using onboard computers and sensors.
Prerequisite: Mech Operation.
Benefit: You no longer suffer the standard penalties on attack rolls while you’re in your mech. You can use any feats that refer to firearms with your ranged mech weapons.

Normal: Characters without this feat take a –4 penalty on attack rolls made while in a mech cockpit. Furthermore, they cannot apply firearm feats to a mech’s ranged weapons.

Personal Firearms Proficiency
Benefit: The character can fire any personal firearm without penalty.
Normal: Characters without this feat take a –4 penalty on attack rolls made with personal firearms.

Quick Reload
Prerequisite: Base attack bonus +1.
Benefit: Reloading a firearm with an already filled box magazine or speed loader is a free action. Reloading a revolver without a speed loader, or reloading any firearm with an internal magazine, is a move action.

Normal: Reloading a firearm with an already filled box magazine or speed loader is a move action. Reloading a revolver without a speed loader, or reloading any firearm with an internal magazine, is a full-round action.

Skip Shot
Prerequisites: Point Blank Shot, Precise Shot.
Benefit: If the character has a solid, relatively smooth surface on which to skip a bullet (such as a street or a concrete wall), and a target within 10 feet of that surface, the character may ignore cover between the character and the target. However, the character receives a –2 penalty on his or her attack roll, and the character’s attack deals –1 die of damage.

Special: The surface doesn’t have to be perfectly smooth and level; a brick wall or an asphalt road can be used. The target can’t have total cover for A character to attempt a skip shot.

Strafe
Prerequisites: Personal Firearms Proficiency, Advanced Firearms Proficiency.
Benefit: When using a firearm on autofire, the character can affect an area four 20ft wide and 5ft square long (that is, any four squares in a straight line).

Normal: A firearm on autofire normally affects a 10-foot-by-10-foot area.

Mech Dodge
Prerequisites: Dexterity 13, Pilot 5 ranks, Mech Expert.
Benefit: When piloting a mech, during the character’s action the character designates an opposing mech, vehicle or a single opponent. The character’s mech and everyone aboard it receive a +1 dodge bonus to AC.

Mech Expert
Benefit: The character gets a +2 bonus on all Ride and Craft Mechanic checks.

Now I will handle any further questions and detail pertaining character creation.

Cheliax

1 person marked this as a favorite.

Hi! this is a Fantasy/Mech campaign for pathfinder.

Rules for character creation:

Races Allowed: Human, Half-(orc or elf), Aasimar or Tiefling.
Point buy: 30 point (you will need it)
Level: Start at level 2 (Maximum stating gold for your class, not gold per level)
Alignment: All except (CN, NE & CE) (I play the villains here and the I don't give a damn characters usually.)
Skills: There are some new skill that come into play for this campaign also, but will be discussed furhter after I see character concepts, backgrounds.

Background: Don't need a bible just answer the following questions with it with a decent paragraph: Why are you a cadet for the military? What is your objective? What is your motivation?

You are not forced to be Mech pilots by any means there will still be wizards and dungeon crawling, urban warfare, battlefields and some other more morale questionable endeavors.

You must vote for what nation will you fight

Ozmoria
Riviura
Argastan
Helthrand
N.M.L.

Disclosure of what every nation is does, type of government etc... will be discussed AFTER it has been chosen and character creation is finished.

There will be political intrigue, social encounters as well for those that wish to have a more political type of character.

Please choose your poison... er... Country.

There is weaponry fairly advanced in certain areas like pistols, revolver, machinguns, rifles, etc... They are expensive is the only minor detail.

Character can craft their own later on in game for cheaper as usual.

Cheliax

Well I'm starting to develop some Mech/Fantasy setting and wanted to see of any interest for people, it should be your regular pathfinder classes and high magic fantasy but the times are a bit more modern (sort of eberron) in that there will be trains, air ships and mechs. Also firearms o different kind.

This is going to be mainly based around mech combat to test out how things go and also available for those more conventional characters if there is enough interest or even ideas.

Cheliax

1 person marked this as a favorite.

Like the title says this is a Homebrew campaign and we are about to start the first encounter, I need a min. of 1 player and a maximum of 3 players.

The Hombrew setting is Final Fantasy Tactics (Not advance).

*Start at Level 2
*Maximum Starting Gold (not by level)
*Point buy 30 points (yes it will be very hard)
*Some classes have some changes, there is a new archetypes, feats and campaign traits that I will post shortly.
*You must have 2 Campaign traits, 1 region trait, 2 normal traits
*Only playable race is Human. (sorry rest of the races are extinct or in hiding)

Will post traits and such things when I am home.

Time Mage is an archetype for wizard.
Cleric = Templar
White Mage = Cloistered Cleric

Some classes just got name changes only and there are achetypes that substitute for a stand alone class instead.

Valid material for feats, magic items, etc... are: UC, UM, APG and core. No third party material (except my own lol).

There is also brave and faith to calculate or take standard number (highly advised).

I'll take character concepts and background.

You are in the kingdom of Romanda (basically think of linnorm kingdoms + shoanti barbarians (2 cultures that live in the same country).

Will post important knowledge of the kingdom when at home and got access to the info.

Cheliax

GM W.R. Monger

-Thw Winter Festival-

First snow of winter is starting to fall, making the landscape before you look more interesting and dangerous. There is a small lake in the middle of the forest, and there should be a small town beyond the threes were you can see a lot of smoke, lights and some sounds you cannot make out yet, but it might be the winter festival is starting.

Cheliax

GM W.R. Monger

Welcome players this is were we will further polish your characters once they are done and thank you for joining in with me in the adventure ^^

Cheliax

Searching for a group of individuals to playtest my homewbrew FFT Campaign setting and generally measuring the interest and giving out a few things for the players.

25 point buy. (no stats beyond 18 even after racial bonus, I want more balanced characters. Nothing below -8 either for extra points and an only do it to one stat).
Characters start at level 2.
There are new things and renaming of classes/archetypes so ask before you choose what class you might want has new things or changed somehow or even new archetypes you might be able to use.

Human is the ONLY race to play so sorry but that is how it is.
You will have the usual 2 traits and you will have 1 campaign trait and region trait as bonus. There are new religious traits if you are searching for some.

There are new things to fill in besides the regular alignment restriction there is also Faith+brave and zodiac sign that will be discussed at the end of character creation. (which may result in very funny characters but this is a playtest).

I will be taking between 4 - 6 players remember before making character there are other important things to consider as to were are you all from or I can decide this since I will give 3 options of a campaign for people to choose.

War of the Beast
Reclamation War
Game of Thrones
War of the Saints

Any questions I would be more than happy to answer, most monster of the bestiaries are changed and there are some brand new ones to deal with (Chocobos, malboro, etc...).

Best Regards to you all!

Cheliax

11 people marked this as a favorite.

Hi! I've been trying to work out a conversion for the final fantasy tactics game into pathfinder, I don't think it should be that hard to achieve since most base classes emulate most of the jobs in final fantasy tactics.

I'm also expanding the history of Ivalice a bit to cover other games like vagrant story/FFXII in the timeline somehow (I got this almost worked out thankfully).

I need help from the people in the forum to create or at least give me their 2 cents on what I have worked on so far and improve it. All critics and, tips and advice is welcome

Best Regards.

Cheliax

Hi well as the Topic says this is Final Fantasy Tactics d20 attempt with pathfinder rules.

Now there would only be 1 playable race Human, since all the other ones have become extinct and only vestiges of their former glory remain (treasures, weapons, etc...)

So i was working on character creation and came up with the following.

Humans of Ikkoku

Spoiler:

Average Height: 4´12˝–6´6˝
Average Weight: 140 – 185 lb.
+2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Humans have a base speed of 30 feet.
Bonus Feat: Humans select one extra feat at 1st level.
Adaptive Learning: Humans can designate any one-class skills as an adaptive skill. This skill is treated as a class skill in all respects for all classes that characters has levels in.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Languages: Humans begin play speaking Common (Kingdom). Humans with high Intelligence scores can choose any language from another region.

Ordalia: Ordalians are slender, tawny-skinned folk with brown hair ranging from almost blond to almost black. Most Ordalians are tall and have green or brown eyes, but all builds, hair and eyes colors may be seen. Those born to the north and west are more likely to have blue eyes and have fairer complexions and darker hair.

Romanda: Romandans are of strong built, tall, fair-skinned folk with eyes of blue or steely gray. Those who dwell among the south are largely fair-haired, with blond hair predominating over red and light brown. Those who dwell on the east part are more prone to raven-black hair.

Ivalice: Ivalicians are of medium built and height, although smaller and broader in built then most Ordalians. Their skin tends to have a dusky hue, although on average they are increasingly fairer in complexion the farter the east one travels. Ivaliacians hair and eye color varies widely, with brown hair and hazel eyes being most common.

Faith & Brave

Spoiler:

Faith

The overall measure of the character's faith in both themselves and the creator. Faith comes into play often when magic is involved. A character with a lower faith will take less damage from magic but faces a lower chance of success if revived or healed by magic. Vice versa, a character with a high faith faces the prospect of being hurt more by magic but has a much better chance for revival and being cured more effectively. For every 5 points below 60, all magic users face a –1 penalty to their rolls when determining how much damage is delivered or healed. For every 5 points over 60, any magic user faces a +1 bonus when determining how much damage is healed or delivered. To determine your Faith points, roll 3d10 and add them to 40.

Brave

The overall measure of the character's brave in themselves and their skills at arms. Brave comes into play often when battle is involved. A character with a lower brave will do less damage from attacks; less chances to strike accurately and faces a lower chance of success in skill checks. Vice versa, a character with a high brave faces the prospect of doing more damage, a much better chance for striking down his enemies and being more effective at skill checks. For every 5 points below 60, all melee or ranged attacks suffer a –1 penalty to their rolls when determining weapon damage, attack and skill checks. For every 5 points over 60, any melee or ranged attack the user gains a +1 bonus when determining weapon damage, attack and skill checks. To determine your Brave points, roll 3d10 and add them to 40.

Action Points (AP)

Spoiler:

A hero in Final Fantasy Tactics campaign is defined by far more than race and class. Skills and Feats add to a character’s abilities, while action points extend his or her capabilities to a level never before seen.

Action points provide a player with means to alter d20 rolls in dramatic situations, reflecting the luck that can change crushing failure into heroic success. Your character has a limited number of action points, and you must use them wisely, since you don’t replenish this supply until your character attains a new level.

You can spend an action point to improve the result of an attack roll, a skill check, an ability check, a level check, or saving throw. Certain feats and prestige class features allow you to spend action points in different ways, but this is their most basic use.

When you spend an action point, you add the result of a 1d6 to your d20 roll to help you meet or exceed the target number for the roll. You can declare that you are spending an action point after you have already rolled the d20, but you must do so before the Dungeon Master reveals the result of your roll (whether the attack roll or check or saving throw succeeded or failed). You can’t use an action point on a skill check or ability check when you are taking 10 or taking 20.

You can only use an action point once in a round. If your character level is 8th or higher you can roll two per round when you spend an action point. If you do so, apply the highest result and disregard the other rolls. As a 15th level character, for example, you can roll a 3d6 and take the best of the three.

Character start with 5 AP at level 1 and increases by 1 point every level thereafter.

Zodiac Signs

Spoiler:

ARIES: AC March 21st to April 19th; FC Aries 1st to Aries 30th
“The Warrior”

Those born under the sign of Aries tend to be both quick to act and to speak. They are ambitious and independent, preferring to be leaders rather than followers. Natural hotheads, characters under this sign aren’t particularly known for their cunning and subtly, preferring to make decisions that will lead them on a blunter, direct course.

Gain Brave when Aries characters place themselves in extreme danger as part of the solution to a problem they are confronted with, they gain +1 Bravery if they survive the threat and their solution works.

Gain Faith when Aries ignores a solution proposed by another individual in favor of carrying out his or her own plans, and those plans lead to success, he or she gains +1 Faith.

TAURUS: AC April 20th to May 20th; FC Taurus 1st to Taurus 30th
“The Beautiful”

Taurus characters typically take a slow and methodical approach to most of the issues in their lives. They often look to the past for the answers to the problems that they face in the present. They’re prone to jealousy, and are occasionally possessive. With long tempers, Taureans are slow to anger, but very difficult to deal with once they finally get angry.

Gain Bravery when puts a plan into action based off of previously tried and true method, and that plan turns out to be successful, the character gains +1 Bravery.

Gain Faith whenever a Taurus character avoids descending into anger when all those around him or her have since gotten angry, he or she gains +1 Faith.

GEMINI: AC May 21st to June 20th; FC Gemini 1st to Gemini 30th
“The Intellectual”

Optimists and enthusiasts fill the ranks of those born under the sign of Gemini. They are intelligent and adaptable, constantly on the lookout for new and interesting things to experience. However, their keen intellects can sometimes give them a cynical twist. Without a diet of constantly new or interesting things, they rapidly become bored or irritable.

Gain Brave if a Gemini can prevent a battle from occurring in the first place through his or her actions, he or she gains +1 Brave.

Gain Faith whenever the character’s plan is followed by a group of other individuals, he or she gains + Faith.
CANCER: AC June 21st to July 22nd; FC Cancer 1st to Cancer 30th
“The Child”

Full of energy and imagination, Cancers are governed by their emotion and intuition. Surprisingly, characters of the sign are often fonts of wisdom, and have something of a flair for dramatic. Unfortunately they sometimes tend to let their emotions rule themselves too much, and can sometimes be moody, or are often given to wallow in self-pity and suffer through bouts of insecurity.

Gain Brave when he or she can goad another individual into initiating a battle without first initiating battle themselves gains +1 Brave.

Gain Faith if a Cancer follows through on a self-made impulsive plan that places them in danger and the plan turns out to be successful; he or she then gains +1 Faith.

LEO: AC July 23rd to August 22nd; FC Leo 1st to Leo 30th
“The Hero”

Leos are natural born leaders, inclined to stand strong in the face of adversity. They tend to be proud, and always look to partake in the best things in life. They are loyal and open-minded, both trusting and trustworthy. Their trusting nature sometimes makes them gullible. Their natural inclination to see the best in things makes hem poor judges of character. They tend to take any problem personally, and are often over-sensitive.

Gain Brave anytime courageously and successfully makes a stand against an overwhelming or superior force, defeating that force or causing it to withdraw/retreat; he or she gains +1 Bravery.

Gain Faith if implicitly trust a stranger, seeing the potential for good in them, for better or worse; he or she gains +1 Faith.

VIRGO: AC August 23rd to September 22nd; FC Virgo 1st to Virgo 30th
“Reason”

Quiet and soft-spoken, Virgos see more of the world around them then they let on. They are industrious, always working towards perfection, tends to make them susceptible to stress. They’re very critical of both themselves and those around them, even if they don’t mention it to anyone.

Gain Brave whenever a dangerous plan involving others work exactly as planned, seamlessly and successfully; he or she gains +1 Brave.

Gain Faith when speaking up, pointing out critical flaws in a plan proposed by someone else, possibly preventing a catastrophic end; he or she gains +1 Faith.

LIBRA: AC September 23rd to October 22nd; FC Libra 1st to Libra 30th
“The Other”

Characters born under the sign of libra are predisposed towards shinning in social situations. They’re charismatic, diplomatic, optimistic and cheerful. They tend to have no shortage of loyal and helpful friends. Unfortunately, they tend to be indecisive, at best taking the most conventional of routes. When out of their preferred social habitat they tend to become clingy, and might sulk.

Gain Brave if successfully rally a crowd, successfully inspiring them into action; he or she gains +1 Brave.

Gain Faith anytime the character successfully meditates any sort of conflict that is then resolved peacefully; he or she gains +1 Faith.

SCORPIO: AC October 23rd to November 21st; FC Scorpio 1st to Scorpio 30th
“The Fanatic”

Easily motivated and headstrong, Scorpios approach just about every situation in their day to day life with a strong sense of conviction. Once they become aware of their goal, they relentlessly pursue it with little regard for costs that might be incurred by doing so. Scorpions have long memories, and do not easily forgive or forget if they’ve been wronged. They tend to conceal their anger, so that when it finally does erupt, it is a full and furious rage.

Gain Brave anytime unrelentingly pursues a dangerous plan to completion; he or she gains +1 Brave.

Gain Faith whenever a Scorpio exacts revenge, or otherwise “rights a wrong” against him or herself; he or she gains +1 Faith.

SAGITTARIUS: AC November 22nd to December 21st; FC Sagittarius 1st to Sagittarius 30th
“The Philosopher”

Explorers and idealists populate the ranks of those born under the sign of Sagittarius. Strong of mind, when they find something to believe in, their commitment and devotion to that belief is seemingly limitless. Sagitarius are honest, open-minded, and have great senses of humor. Characters under this sign tend to be superstitious, paying heed to any number of old beliefs. When in the situations or company of no interest to them, they can sometimes be restless, in addition to being bored.

Gain Brave anytime the character places himself in extreme personal danger to uphold one of his or her beliefs and survives; he or she gain +1 Bravery.

Gain Faith whenever adherence to an old superstition proves to be a benefit or herself and possibly his or her companions

CAPRICORN: AC December 22nd to January 19th; FC Capricorn 1st to Capricorn 30th
“The Guardian”

Capricorns take things very seriously, and often aspire to exert as much control over their lives as possible. If this means exerting control over the lives of others as well, that suits them just fine too. They are very rational and logical, and will spend a lot of time weighting their potential options before finally committing to any particular course of action. Taking things seriously lends them a very pessimistic outlook on most situations. Any humor they do display tends to have a rather dark, or at best, wry, slant to it. To the eyes of a Capricorn, everything is suspect until proven otherwise.

Gain Brave if a character can use his rational nature and level head to bring calm to a group of individuals who have descended into chaos or irrationality; he or she gains +1 Brave.

Gain Faith anytime a suspicion of something prevents dangerous trouble from befalling him or her and his or her companions; he or she gains +1 Faith.

AQUARIUS: AC January 20th to February 18th; FC Aquarius 1st to Aquarius 30th
“The Liberator”

Aquarian characters are typically trendsetters, and often go against the grain as they seek to establish themselves as a unique individual. Intuitive and imaginative, they often get caught up in great causes, wondering at all the possible outcomes that they can now play a part in. Possessing many admirable social traits tends to attract people to them, but without sufficient time alone, the constant presence of others tends to wear on an Aquarian, leading them to be rude, or display sudden flashes of anger for any number of small offenses.

Gain Brave anytime an Aquarian proposes a non-conventional plan to others that eventually leads to success for both him or herself and any party members; he or she gains +1 Brave.

Gain Faith during a period in which an Aquarian sequesters him or herself away from other individuals; he or she devises a plan to deal with a current issue and his or her companions adopt that plan; he or she gains +1 Faith.

PISCES: AC February 19th to March 20th; FC Pisces 1st to Pisces 30th
“The Master”

Adaptable and infinitely patient, a Piscean character will at first appear as though he or she is dedicated follower, taking whatever comes their way and working with it. They are creative and understanding, and always open to new ideas and concepts. Strict environments and Pisceans do not get along, and is the most likely place to witness any anger out of such characters. They are impractical, thinking little about costs of achieving their idealistic and occasionally unrealistic objectives.

Gain Brave when a Piscean plays an instrumental role in a plan devised by another, and the plan is successful; he or she gains +1 Brave.

Gain Faith if he or she endures danger or extended hardship without a single word of complaint; he or she gains +1 Faith.

Compatible Zodiac signs give a +2 bonus on all rolls when working together or against each other. Neutral Zodiac signs give no special bonus or penalties. Non-compatible zodiac signs give a –2 penalty on all rolls when working together or against each other. In the case of the worst and best compatible signs works Justas the compatible and non-compatible signs, but the bonus and penalty applied is increased to +4 or –4 respectably.

Cheliax

GM W.R. Monger

Well gentlemen let's start this show if you may.

I need to you guys to pick an option.

Make your house from scratch or help you guys with the basic parts of it (region of start & history only)

Regions

King's Landing
Dragonstone
The North
Iron Islands
Riverlands
Mountains of the Moon
Westerlands
The Reach
Stormlands
Dorne

I'll let you guys pick one of the list instead of rolling for it since only 1 would get to roll in that case.

For the sample house if you choose my help

House History
During a patrol to investigate rumors of a skinchanger in the Bay of Seals, Aedan was dispatched with a small group of men to investigate and deal with the threat if any, after traveling along the Bay of Seals for days they decided nothing was wrong until the day they set to come back, they were attacked by a fearsome Sea Lion as big as a horse and in humanoid shape giving truth to the rumors of a skinchanger. This skirmish with the monster was costly for Aedan lost half his men and his destrier when dealing the killing blow to such creature.

In reward, Aedan was granted a noble house, and instructed to build his keep upon the Bay of Seal as near as possible to where he felled the beast. He gathered his men that survived and offer them a choice to serve him.

The banners of House Stark would be roused to battle, to support Robert Baratheon in the “War of the Usurper”. Fighting alongside his brethren once more, Aedan proved his true trade was not forgotten. As the smaller house had not the notoriety of the larger, his people received little glory for their services. Duty-bound and loyal until the end, the house suppressed their dismay and returned to their home.

Region: The North
History: Ascent + Victory

You can also use this as an example of how to narrate your history once you roll for the House History >)

Cheliax

GM W.R. Monger

Well gentlemen let's start this show if you may.

Cheliax

Well it seems no one is interested... in a PBP of A Song of Ice and Fire...

Thank you all anyway ^^

Cheliax

Just wondering if someone was running a campaign set in Westeros independent of the system used (preferred the A Song of Ice and Fire from green ronin), or maybe we could come up with one.

Cheliax

Yes for those that remember this little familiars I was asked by a player if he could have one so I just searched for them and found them and made a conversion just posting it here for review and incase someone might need them.

Gen Familiars traits:

Elemental Endurance (Ex): Gen can survive on the Elemental Planes like a native.

Elemental Travel (Sp): A Gen can plane shift at-will to any of the Elemental Planes or from any elemental plane to the Material Plane. This ability transports the Gen only. It is otherwise similar to the plane shift spell (caster level 13th).

Fetch Spells (Ex): A Gen can find and deliver spells to his master from the elemental planes. To retrieve an arcane spell that his master can normally cast (one within Spells Known), the Gen must search for a number of rounds equal to 1d4 + the spell level.

Once Gen is sent out to fetch a spell, it cannot be recalled; it is gone for the duration of the search. To determine its success, the master must succeed at a DC 20 Diplomacy check, since the Gen is acting as a proxy to the elemental powers on behalf of his master. The following modifications apply to this check:
• +1 bonus for every class level.
• +2 increase to Diplomacy check DC for every level of the desired spell.
• +1 increase to the Diplomacy check DC for every increase in level caused by the use of a metamagic feat.
• +2 increase to the Diplomacy check DC for every attempt after a failed one that the Gen makes to retrieve the spell in the same day.
If the Diplomacy check is successful, the gen reappears within 5 feet of his master and imparts the power to cast the spell. If the check fails, the Gen reappears with no results. A failure of 5 or more results in the Gen being detained for an additional 1d4 minutes.

Spells retrieved by the Gen remain available for 1 hour per class level. If a spell is not used within that time, the power to cast the spell dissipates harmlessly.

A Gen advances in level like a normal familiar, gaining all the normal benefits as described in the Familiars section, except that its Intelligence does not increase and can speak the languages noted in the Gen’s description. It retains the outsider type.

Air Gen
Tiny Outsider (Air, Extraplanar)
HP 8 Init 3
Str 9 Int 15 Fort 4 AC 16 CMB +2
Dex 16 Wis 17 Ref 5 Touch 15 CMD 13
Con 14 Cha 12 Will 5 Flat 13
Speed: 20 ft Land, 70 ft Fly (perfect)
Special: Air Mastery, Darkvision 60ft, Natural Armor 1, Fetch Spells, Elemental Travel, Elemental Endurance, Immune to Electricity and Vulnerability to Acid
Feat: Combat Casting, Weapon Finesse
Skills: Escape Artist +7, Fly +12, Knowledge (Arcana) +6, Knowledge (the Planes) +6, Perception +7, Spellcraft +6, Stealth + 15, Survival +7
Attack: 2 Slams +6 (1d2-1)
Languages: Common and Auran

Earth Gen
Tiny Outsider (Earth, Extraplanar)
HP 8 Init 2
Str 11 Int 15 Fort 4 AC 17 CMB +3
Dex 14 Wis 17 Ref 4 Touch 14 CMD 15
Con 14 Cha 12 Will 5 Flat 15
Speed: 20 ft Land, 60 ft Fly (perfect), Borrow 20 ft
Special: Earth Mastery, Darkvision 60ft, Natural Armor 3, Fetch Spells, Elemental Travel, Elemental Endurance, Immune to Acid, Tremorsense and Vulnerability to Electricity
Feat: Combat Casting, Weapon Finesse
Skills: Escape Artist +7, Fly +11, Knowledge (Arcana) +6, Knowledge (the Planes) +6, Perception +6, Spellcraft +6, Stealth + 14, Survival +7
Attack: 2 Slams +4 (1d2)
Languages: Common and Terran

Fire Gen
Tiny Outsider (Fire, Extraplanar)
HP 7 Init 3
Str 9 Int 15 Fort 3 AC 16 CMB +2
Dex 16 Wis 17 Ref 4 Touch 15 CMD 15
Con 12 Cha 12 Will 5 Flat 13
Speed: 20 ft Land, 60 ft Fly (perfect)
Special: Fire Mastery, Darkvision 60ft, Natural Armor 1, Fetch Spells, Elemental Travel, Elemental Endurance, Immune to Fire, Heat and Vulnerability to Cold
Feat: Combat Casting, Weapon Finesse
Skills: Escape Artist +7, Fly +12, Knowledge (Arcana) +6, Knowledge (the Planes) +6, Perception +6, Spellcraft +7, Stealth + 15, Survival +7
Attack: 2 Slams +5 (1d2-1 + 1 Fire)
Heat: Fire gen’s red hot body deals 1 point of extra fire damage when it hits in melee, or in each round that maintains a hold while grappling.
Languages: Common and Ignan

Water Gen
Tiny Outsider (Aquatic, Extraplanar)
HP 9 Init 2
Str 9 Int 15 Fort 5 AC 16 CMB +2
Dex 14 Wis 17 Ref 4 Touch 14 CMD 14
Con 16 Cha 12 Will 5 Flat 14
Speed: 20 ft Land, 60 ft Fly (perfect), Swim 20 ft
Special: Earth Mastery, Darkvision 60ft, Natural Armor 2, Fetch Spells, Elemental Travel, Elemental Endurance, Amphibious, Immune to Cold and Vulnerability to Fire
Feat: Combat Casting, Weapon Finesse
Skills: Escape Artist +7, Fly +11, Knowledge (Arcana) +6, Knowledge (the Planes) +6, Perception +6, Spellcraft +6, Stealth + 14, Survival +7
Attack: 2 Slams +4 (1d2-1)
Amphibious: Although water gens are aquatic, they can survive indefinitely on land.
Languages: Common and Aquan

This is at elast for me a true conversion just help me if I have a mistake to crrect them ^^.


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