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In People of the Sands, there's a spell called Storm of Blades, which summons up to 5 replicas of your sword and launch them at your target. It's cool and all... except that the material component is the original sword... which like any component, it gets vaporized upon casting the spell. I cited this spell as an example but MANY other spells consume, as per the rules, their components, including very expensive ones.
So, is there an ability or feat that allows a spellcaster to NOT consume a component upon casting certain spells I'm aware that Eschew Materials exists, but its price limitation isn't gonna help me saving components.
If I may cite another example, True Resurrection requires a diamond worth 25,000 gp. Do you REALLY want to burn it with a single spell? While it's true that some DMs don't keep count of spell components, it is still a vital part of spell casting that can lead to various missions, but not consuming them after casting would be a useful attribute.
With all the spells that can bring someone back to life, do you think that death has become just anothe problem that can be fixed?
Sure, it doesn't bring someone back if dead by old age and most spells have quite the price to pay, such as high caster levels, negative levels, Constitution drain and limited time limit, but the fact that the ability to resurrect exists does beg the question if death still has the same impact.
You kill a villain, but it can be revived for round 2 later on.
See where I'm getting at?
Am I the only one who see it as such?
The unfettered eidolon can be built the way you want using every evolution at your disposal, not just the one listed on its Bestiary entry (mostly due to the limited space).
But seriously, an eidolon can look like ANYTHING you want, from a wolf to a snake to an armored knight to a dragon to a huge iron golem. Aside from being an outsider, it can pretty much be... any monster you can get.
That might be a really odd request... but how about a follow-up to Pathfinder Chronicles: Gods & Magic?
What could be covered in this booklet? The first covered a lot.
1) Statistics for aspects: the concept of aspects was first introduced back in WotC's 3e Miniature Handbook. An aspect is basically a much lesser version of a deity. It looks like a certain deity, it talks like a certain deity and it even feels like a cetain deity... but it's a weaker outsider with several powers related to that deity's portolio.
That might be very subjective, but what if a deity wants to investigate something related to its faith, show its presence in front of mortals, punish a disloyal follower itself or is summoned by a cleric via a spell? The deity itself wouldn't come back on its own, it would probably send a simulacrum of itself.
In short, aspects could be statted the same way WotC did with their own deities. However, since meeting a deity and fighting one are 2 different matters, an aspect could be used instead of the real deal.
Imagine seeing an aspect of Iomedae leading an army, meeting an aspect of Irori in a monastery for enlightment or bargaining a soul trapped in a mausoleum with an aspect of Pharasma. At best, make these aspects immortal so when they get killed, they just slowly vanish... and possibly cursing their killers with a horrible fate.
(Basically, take what WotC's Deities & Demigods and FR's Faiths & Pantheons and apply it to Golarion's deities)
2) Statistics for avatars: just like aspects, avatars could get their own stat blocks. As those aren't the exact copies of the deities they serve, we could get some interesting encounters. Speaking of which...
3) Easier encounters for everyone: there's a fight and then there's an encounter. Let's say your PCs are travelling in Hell, get captured and brought toward Asmodeus. How do you do it? Let's say you stumble on a sacrificial summoning ritual for Lamashtu... and that she's standing in front of everyone (kinda like a certain comic book series...). How do you do it? Let's say some lunatics open a portal and let loose Rovagug itself instead of a Spawn. How do you do it? So yeah, I don't know how involved with mortals the Golarion deities are, but if they ever do, some guidelines could be useful.
There was a Dungeon article, or adventure, about stopping a cultist to summon the Aspect of an Archdevil (can't remember if it was Asmodeus or Orcus) from an Iron Flask... or was it summoning another devil but got an Aspect as a more dangerous mishap... My memory is hazy about it.
4) Class options by the truckload: more deity-exclusive spells, more deity-exclusive magic tiems, but also deity-exclusive archetypes, traits, special abilties and so on.
5) Expanding the pantheon: lesser deities could be expanded upon, such as Besmara, Apsu and Dahak; foreign deities could be expanded upon, such as Susumu, Nanbyo, Sun Wukong and Shizuru.
Is it a mandatory thing for Paizo to make?
That wraps it up. What are your thoughts?
You had Blood of Fiends to expand the tieflings, Blood of Angels to expand the aasimars, Blood of the Night to expand the dhampirs and vampires and even Blood of the Moon to expand the lycanthropes AND add a new descendant race, the skinwalker. So... how about a booklet that expand and add a new race related to dragons?
Why would it be a good idea?
2) The half-dragon template is, of course, no exception to this omition. MANY folks at Paizo said it countless times that they literally got fed up with the overpopularity of the half-dragon template. However, it remains the only returning Template that didn't get a related PC race.
3) WotC introduced the Dragonborn and Spellscale back in 3.5, both which were dragon-related races WITHOUT being simple templated creatures. The Dragonborn even became a primary race for the 4th edition, maybe because the race was such a sucess that they decided to amp it up.
4) Many players would love to "play as a dragon without breaking the game". Sure, you can have a Dragon Disciple, but good luck convincing players who hate the sorcerer class.
5) I believe Paizo wouldn't do any harm to WotC and D&D by creating a dragon PC race. For instance, you can easily relate the Ifrit, Oread, Slyph and Undine to Forgotten Realms' Genasis and the changelings to the same setting's hagspawn, without causing issues with Eberron's own doppelganger-related changelings, just like the Inner Sea's androids aren't conflicting with the same setting's warforged.
Is it a mandatory thing for Paizo to make?
What could such a booklet contain?
1) History, society and class ideas for playing as such races
2) Expanding the kobolds and wyvarans. As they are related to each other, one can go with the other.
3) Introducing a new dragon PC race, similar to the Dragonborn, just like they added the skinwalker.
4) Giving players options for their races, such as chromatic, metallic, primal, imperial and outer draconic ancestry, like they did with the aasimar, tiefling and skinwalker, as well as adding rules for being a descendant or hybrid of a wyvern, drake and other lesser dragons.
5) Giving players options for their classes, such as new domains for Apsu and Dahak, introducing Tiamat as a deity, new weapons and feats, new curses and mysteries (I could see curses related to anger and greed), and archetypes for classes such as the sorcerer, the oracle, the barbarian, the alchemist and many others.
What would such a booklet cause?
That wraps it up. What are your thoughts?
(Now that I got your attention...)
What was the thought process of making Asmodeus a deity, instead of a regular Archdevil? To second that, why no demon as a deity, to serve as his sworn enemy, since demons and devils are always at each others' throats?
Not saying that it's a must-have, but I'm curious to know why an Archdevil was chosen to be converted into a deity, especially since he was often depicted as an Archdevil, complete with a statistic block... and a hellishly high CR (pun totally intended).
The Huntmaster archetype is presented in the Animal Archive. Here what it is stated:
"Hunting Pack (Ex)
At 1st level, a huntmaster forms a close bond with an animal companion. This animal companion functions as a druid's animal companion, using the cavalier's level as his effective druid level. He can choose either a bird or a dog when selecting his animal companion. [...] This ability replaces mount."
Unless I'm grossly mistaken, a roc is a type of bird, as well as the axe beak... just the ONLY two bird-like companions that can grow to Large and serve as mounts.
"Pack Attack (Ex)
At 11th level, whenever a huntmaster and any of his hunting pack or multiple animals in his hunting pack are adjacent and attack the same target in melee, they are treated as flanking. In addition, they can flank a creature with improved uncanny dodge if the huntmaster has at least 4 more levels than the target. This ability replaces mighty charge."
Does being "mounted" on your companion count as "adjacent" since you're one square above, or does it only apply when fighting side-by-side?
I'm asking this because... well... a roc-riding hunting cavalier sounds awesome as a villain, rival or ally.
Ok, is there any racial trait, class ability or feat that allow a character to use its Strength score instead of its Dexterity score as a requirement for Two-Weapon Fighting feats? Because I keep getting the idea that if you can dual wield, it's not because you're fast and agile, but because your off-hand is strong enough to swing weapons like your dominant hand.
(No, I'm not looking for a date.)
Now that I have your attention, here's my request: I'll be starting a new game soon in Tian Xia. The premise is to start the adventure with the Ruby Phoenix Tournament (all 6 of my players are level 11; perfect!) and after the tournament, there will be a Pathfinder Chronicler who will hire them as bodyguards, as he would like to explore and document the various regions... except that he's alone and doesn't like the idea very much of wandering on his own (can you blame him though?). He wants the best and of course, picking the winners of a massive tournament sounds like a good idea.
I'd like to have the group simply explore the continent without much restraint. Technically, they'll start in Goka, with the Tournament, and move progressively to the East. However, I have a little "restriction": I don't want to railroad them with a HUGE and complex plot. Basically, the main quest is to help the Chronicler document every region of Tian Xia. They can stumble on ruins, tribes, conspiracies and such, but I'd like to keep every hook isolated for each region. They can be captured and transport into another region against their will and such; I just don't want to have them follow a pre-traced path. At best, each region could contain a special item that could be used to unlock something greater when reunited.
For instance, the Chronicler bought a stone disc during the Tournament from a merchant. The disc has the map of Tian Xia engraved and there are slots for coin-like medallions, similar to a passport. The Chronicler would also like to uncover the mystery behind this disc. That's just an example to help driving the adventure. Then again, helping the Chronicler documenting each and every region and returning to tell the tale is still a perfect goal.
So, below are listed the regions of Tian Xia. I'd like to get a few hooks for each region. I'd like to know if you guys would have some ideas for hooks for each region.
Thanks in advance... and I'll see what I can provide on my side as well.
Fused Eidolon: "The eidolon has no skills or feats of its own."
Split Forms (Su): "At 16th level, as a swift action, the synthesist and his fused eidolon can split into two creatures: the synthesist and the eidolon. Both have the same evolutions. The synthesist emerges in a square adjacent to the eidolon if possible. All effects and spells currently targeting the fused synthesist-eidolon affect both the synthesist and the eidolon."
Huh... does the split eidolon have the same skills and feats as the synthesist, since it doesn't have its own skills and feats?
Ok, fine, whatever, I'll say it right there: every region deserves an AP, and Numeria is no exception. Here's my list of reason why Numeria could serves as a good AP series:
- Going over the android race's origins and culture
Anachronisms aside, the idea that Numeria is the "Ancient Advanced Civilization" should give players, DMs and writers alike a good run for their money.
*Ok, here's the idea behind mechs:
I know that Paladins are staples to D&D for a long time, but Paladins still are alignment-restricted. My point is that I feel like the Paladin should have been modified into a class that offers abilities depending on the alignment. To me, a paladin is a religious solider... and the warpriest is like between the paladin and the cleric. However, you can't have such a character due to always bieng LG.
Anyone else thinks that paladins should have been "changed" when PF came out?
I keep thinking that paladins could have been renamed "crusaders" and have different abilities depending on the alignment. You have the Paladin and the Antipaladin, sure, but LE and CG deities can't have their own paladin-like soldiers. I remember in a Dragon magazine an article about archetypes, varients back then, for NG, CG, LN, N and CN paladins.
In short, could the paladin have been modified into a more general class to accommodate all alignments, or would it have to remain the same due to licenses and such?
You know the various variants we often get in some of the monsters' entries, like for the Clockwork Dragon, the Terra-Cotta Warrior and the Hydra? How about posting your own variants here?
Phoenix (Bestiary 1)
Shriek (CR +0 or +1): A phoenix can unleash, once per minute, a deafening screech, numbming and slowing everyone in a 60-ft radius for 1d6 rounds. A Will DC 25 save negates this effect. This ability replaces the shroud of flames, but some rare phoenixes have been known to have both abilities, increasing their CR by 1. The save DC is Constitution-based.
Iron Colossus (Bestiary 4)
Defender (CR +1): The iron colossus has been built to serve as a guardian rather than a war machine. It doesn't have an alternate form and a flail, but has instead a colossal bastard sword and a tower shield. The sword deals 6d8+20 points of damage, with a critial threat of 17-20. The colossus's feats now apply to the sword instead of the flail. The tower shield grants the colossus a +12 shield bonus to AC and behaves like a standard tower shield, except that the colossus doesn't suffer a penalty to attack rolls with it.
Half-Dragon (Bestiary 1)
That's all I can think of. What about you?
Ok, no, I'm not looking for ways to do a Total Party Wipe, let us just be clear on this.
The thing is that since 10 years, I've run a game using 6 players, instead of the "usual" 4 players. Coincidently, many aspects of D&D resolve around facing a monster of a certain CR with 4 players. Same goes with roles, but since I basically told my team to "do what you want to do", that's not much of a concern.
No cleric? Deal with it. Pretty much...
Now, I've been noticing that many of my encounters aren't scaled that well for 6 players. I use a higher-level monster, it still goes down as fast as a equal-level one. I use multiple creatures, they still go down as fast, mainly because, well, "6 players" means "6 rounds of action" instead of 4.
So yeah... I need some advice. How should I plan my encounters with my 6 players, barring anything that would avoid or tone down such encounters? What I mean is that for a mission to retrieve an item inside a chieftain's tent, I once had a big encounter to defend a camp... and they literally sneaked their way past EVERYONE, like going Solid Snake with a cardboard box and not pulling the trigger once. In short, yes, encounters can be avoid or talked out of and such, but what if a fight is inevitable, what do you suggest I should do when dealing with 6 players?
Should I just add one more creature of the same level?
Any advice would be appreciate. Oh and it's for any kind of encounter, not just specific ones.
And no... I will not take "get rid of 2 players" as an advice...
Ok, long story short, I kinda ended up doing a Total Party Wipe last session (I got lucky rolls, they got crappy ones, yadda yadda yadda) I was running a 10-year old campaign in Eberron that I slowly converted to Pathfinder rules and such.
Bad luck occured, all players get killed, game over, new characters (I'm staring them at level 11), but we didn't start right after creation. I also thought about going for Golarion since I want to try something new, and in the meantime I wanna try a campaign setting that saves me the trouble of converting to PF rules. Surprisingly enough, ALL my players went for Asian-flavored characters. So... I got a few questions:
- If I want to run a Golarion campaign, in the world/Material Plane where Golarion is located, what books/booklets do I need?
- Asian-flavored characters scream Tian Xia adventures. Again, what books would be best to get?
A few guidelines:
- I'm allowing some 3rd-party materials for character creation, be races, classes, spells, feats, items, etc.
- My characters are:
(Please refrain yourself from commenting on my players' choices. I told them to do what they want, not what they should do. Some roles are not covered, like a cleric/healer, but they decided as such and they'll deal with it on their own.)
- I have a lot of the standard Pathfinder books, but only Gods & Magic and Inner Sea Bestiary as campaign-exclusive books.
- The books I'm looking for could possibly be compared to the same line of books that WotC released for Forgotten Realms. Y'know, books that describe specific regions, specific empires, lost empires and such. I don't know if Paizo ever made such material, but it would be a good place to start.
- BUDGET IS NOT AN ISSUE! Well, to a certain extend, it isn't much of a problem. I'm a guy that when from a library of physical books to a folder loaded with PDF books. PDF files cost between 10 to 20 bucks, which is 75 to 50% less than a physical book.
So, what all that being said, what books do I need to run a Golarion campaign?
Thanks in advance
P.S. to mods: I posted this here because I believe that it's an advice on Paizo Products, but feel free to move it to the right section if necessary.
The myrmidarch, a magus archetype, can make spellstrikes using ranged weapons. Firearms are ranged weapons. The myrmidarch can use a firearm for its ranged spellstrike.
A myrmidarch with Exotic Weapon Proficiency (firearm) can wield a Pepperbox, with its 6-bullets capacity. A myrmidarch with the Sword and Pistol feat can use the Pepperbox at melee range.
So... would a pistol-wielding myrmidarch be viable?
Booklet of dragons:
Booklet of undead:
Booklet of aberrations:
Booklet of demons:
Booklet of devils:
Booklet of asuras:
Booklet of divs:
Booklet of daemons:
Booklet of demodands:
Booklet of kytons:
Booklet of onis:
Booklet of qlippoths:
Booklet of rakshasas:
Booklet of angels:
Booklet of archons:
Booklet of agathions:
Booklet of azatas:
Booklet of inevitables:
Booklet of proteans:
Booklet of psychopomps:
Booklet of giants:
Booklet of kaijus:
Booklet of golems:
and so on, and so on, and so on... See what I'm getting at?
Think Paizo could make smaller booklets about a specific kind of creature for further development outside of bestiaries?
Vow of magic forsaking: The monk has taken the vow to never use magic, be out of ethic, trauma or self-discipline. He mustn't use any magic item (including potions) or receive any magical effect, such as touch spells. The monk must make a saving throw to resist the effects of any harmless spell and mustn't willingly ask for such effects. Finally, the monk cannot willingly multiclass into a spellcasting class and must forsake the use of spellcasting if he already could cast spells. The monk's own abilities, be extraordinary, spell-like or supernatural by nature, are excluded from this vow, in addition of any ability gains as a racial trait or a template. A monk with this vow increases his ki pool by 1 ki point for every 2 monk levels (minimum +1).
Yes, I'm bringing back a very old concept that got first introduced in Champions of the Wild back in 3.0. There used to be a prestige class called the Forsaker, which was basically a warrior-like class that prohibited the use of any magic whatsoever while gaining similar effects as you leveled up.
I thought that it would fit well as a monk's vow. What do you guys think?
That might be out of left field, but has there ever been archetypes for [b]prestige[b] classes?
Think about it: What if you want to be an Arcane Archer with a firearm or crossbow instead of a bow? What if you wanna play a Good-aligned Assassin? What if you wanna be a Crimson Assassin that used spiders instead of mantises? What if you wanna be an Eldritch Knight using divine spells? What if you wanna play a more combat-oriented Dragon Disciple? What if you wanna be a Horizon Walker that specializes in only one terrain?
I could go on and on, but you get the general idea, right? If classes can get archetypes, it shouldn't be impossible for prestige classes to get some as well.
I'm just wondering if that was ever done before, and if so, where.
I keep hearing left and right that Paizo will never make more Aeons because they don't like them. That's why the Psychopomps were created as a True Neutral specie, not to mention that they get more members as the books and APs are released. Aeons, however, are still stuck to 5 ever since B2, without getting expanded upon.
This isn't a thread about asking for more aeons; there's already a wish list topic for Bestiary 5 about that. My question is simple:
Does Paizo hate the Aeons that much to never expand the class ever again? Was there actual dislike for the monsters when brainstorming the list for B2? Were they added anyway because no replacement was found?
I'm aware that Paizo has its own plans when it comes to Bestiaries, but I'd like to know the whole story about the "Aeon hate-train".
"Hey, we're holding a contest! Please submit your best creations as we are looking for the most creative PC race, aberration, outsider, dragon, ooze, undead, magical beast or construct! The winner will have his or her own creation drawn by [this artist] and published in our upcoming Bestiary or Adventure Path!"
Y'know these kinds of contest.
1) Is it something that Paizo could do?
2) Does it sound like a good idea ^_^ ?
I don't know, you guys at Paizo could hold an annual contest or something.
Ultimate Magic, Spellcasting Class Options, Sorcerer, Marid bloodline:
"Water's Fury (Su): At 9th level, you gain the ability to summon a rushing jet of water from the elemental plane of water and direct it against your foes. As a standard action, you can create a jet of water in a 60-foot line that deals 1d6 points of damage per two sorcerer levels you possess, and blinds the target that was struck for 1d6 rounds. A Reflex save (DC 10 + 1/2 your sorcerer level + your Charisma bonus) reduces the damage by half and negates the blinding effect."
Huh... am I to understand that this ability is usable at will on purpose, or is it just that someone forgot to add a daily limit like any other 9th-level bloodline power?
I feel like having a sorcerer or someone with Improved/Greater Eldritch Heritage who's able to blast targets with a water cannon every round sounds... abusive.
Does the oak tree has to remain rooted and alive for the dryad to live?
- Awaken is cast on the tree... what happen to the dryad since the tree is now a creature instead of a non-animated plant?
- Tree gets cut down made into various objects. In Eberron, back in 3.5, a dryad could keep on living if she was near or own part of her tree made into an object, but does that work in Pathfinder?
Munthrekdarastrix, or Dragonfolk
Dragonfolks, or Munthrekdarastrixes in Draconic, meaning "humanoid dragons", are the descendants of dragons and humans. However, their origin is shrouded in mystery. Some scholars say that dragonfolks are descendants of half-dragons which have lost some of their powers over the generations, some say that they are descendants of humanoids with strong Draconic blood, while some others speculate that dragonfolks are actually humans that have been experimented upon by dragons to create a hybrid and that has bred through. Nevertheless, dragonfolks embody the might of their draconic ancestors with pride, without feeling ashamed of and are often prone to defending their ancestry if mocked or questioned. They simply will not tolerate to be insulted or even shunted due to being related to dragons. Then again, since there is a dragonfolk specie for each breed of true dragon, this behavior can vary from one member to another. A golden dragonfolk might try to explain his heritage with calm and civility, while a red dragonfolk might simply fly into a frenzy to get his point across.
Physical Description: Dragonfolks can be described in a simply manner: a human-sized bipedal true dragon. It possesses the same head, scales, scale color, wings, tails and legs as their dragon ancestry. Their entire bodies are covered in scales, like a true dragon is. Their hands are more human-shaped to allow standard manipulation, but their legs are double-jointed, like the rear legs of a true dragon. Their tail is around 4 feet in length on average, and some dragonfolks train to use it as a natural weapon. The same can be said about their claws and wings. Like true dragons, a dragonfolk's mouth is fanged, thus bearing a rather intimidating smile and a dangerous bite. Some dragonfolks also develop a gland, near the heart and lungs, called a draconis fundamentum, which allows the use of a breath weapon, although only the toughest and hardiest of the species can achieve such a growth.
Male dragonfolks stand around 6 feet tall on average, while females stand 3 or 4 inches shorter. There is a slight sexual dimorphism, as female dragonfolks possess pronounced busts and hips and slender waists, almost to an hourglass shape. Dragonfolks are also oviparous like dragons and other reptiles.
Society: Dragonfolk often, if not always, adopt a tribal structure, with the strongest member of the tribe leading the tribe, be male or female. Leaders are decided by voting, ritual or fighting, depending on the dragonfolks' ancestral nature. Dragonfolks can adopt multiple lifestyles depending on the tribe's location and motives. They do have a knack for gemstone and treasure identification, leading to an expertise. Dragonfolks also train their best members as fighters, clerics and sorcerers for the survival of the tribe. In the end, they can fill any role of a tribal society just like humans would. While single dragonfolks have no problem settling in an urban environment, tribes tend to stay away to avoid direct confrontation and allow a more free expansion of their territory. However, many tribes are fiercely territorial, a trait granted by their ancestors due to their will to protect their lairs against intruders.
Relations: Dragonfolks' relationships entirely depend on the tribe's chosen place for settlement and the tribe's nature. While a brass dragonfolk will try to be friendly with the locals, a blue dragonfolk will often try to impose his rule. As such, they either get along very well with the neighboring races or just become their worst nightmare. Their attitude about their ancestry can also bring awe or woe to whoever they meet.
Alignment and Religion: Dragonfolks usually share the same alignment as their true dragon ancestors. However, exceptions do exist, especially from exiled or rogue dragonfolks who can have a change of heart depending on how it was raised in the tribe. Dragonfolks favor the Dragon Gods, such as Apsu and Dahak. Good-aligned dragonfolks have nurtured a deep hatred for Dahak, while evil-aligned dragonfolks have instead nurtured a grudging respect for Apsu. Some cults, although rare, are said to worship Tiamat. Some dragonfolk tribes also worship other non-racial Gods depending on their ancestral nature.
Adventurers: Dragonfolks adventurers are uncommon, but not unheard of. Some leave the tribe to pursue personal goals out of curiosity, some serve as diplomatic emissaries and some get exiled as punishment. While dragonfolks don't force any of their members to stay within the tribe, they do teach the importance of unity. However, many tribes do not harbor guilt or despair if one of their own decides to leave. Many dragonfolks take on a martial class or an arcane spellcasting class. Divine dragonfolk characters are rare, but still a path option of choice for some.
Dragonfolk Racial Traits
+2 Strength, +2 Charisma – 2 RP: Dragonfolks share their ancestors' physique and presence.
Humanoid (Dragonfolk, Reptilian) – 0 RP: Dragonfolks are Humanoids with both the Dragonfolk and Reptilian subtypes.
Medium – 0 RP: Dragonfolks are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed – 0 RP: Dragonfolks have a base speed of 30 feet.
Draconic Ancestry – 1 RP: Dragonfolks descent from a specific breed of true dragons, such as blue or silver. This is chosen at character selection and cannot be changed afterward by standard means. This also affects some of the racial feats below. Dragonfolks also count as creatures of the Dragon type for the purpose of spells, items and other effects that would target dragons, including a ranger's favored enemy bonus.
Darkvision 60 Feet – 2 RP: Dragonfolks can see in the dark up to 60 feet.
Low-Light Vision – 1 RP: Dragonfolks can see twice as far as a race with normal vision in conditions of dim light.
Bite – 2 RP: Dragonfolks have a bite attack, dealing 1d4 points of damage, as a primary attack, or a secondary attack if it is wielding manufactured weapons.
Natural Armor – 3 RP: Dragonfolks gain a +2 natural armor bonus to their Armor Class.
Arcane Focus – 1 RP: Dragonfolks gain a +2 racial bonus on concentration checks made to cast arcane spells defensively.
Eye of the Hoard – 1 RP: Dragonfolks gain a +2 bonus on Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones.
Gliding Wings – 3 RP: Dragonfolks take no damage from falling (as if subject to a constant nonmagical feather fall spell). While in midair, dragonfolks can move up to 5 feet in any horizontal direction for every 1 foot they fall, at a speed of 60 feet per round. Dragonfolks cannot gain height with these wings alone; it merely coasts in other directions as it falls. If subjected to a strong wind or any other effect that causes a creature with gliding wings to rise, it can take advantage of the updraft to increase the distance it can glide.
Languages – 0 RP: Dragonfolks begin play speaking Common and Draconic. Dragonfolks with high Intelligence scores can choose from the following languages: Auran, Aquan, Giant, Ignan, Sylvan, Terran and Undercommon.
Total: 16 RP
Dragonfolk Racial Feats
Breath of the Wyrm
Wings of the Wyrm
Any review or critic would be appreciated.
How does to the creating process work?
Pretty sure you guy sit down and brainstorm about it, but what about the rest after that?
- Do you make commission artworks first, do you commission stats first, do you commission both?
- Once either is done, is it then you start organizing the book's fomat to follow your homemade guidelines?
The reason I'm asking is actually quite simple: for many monster groups, such as angels, demons and devils, you often either write down a small block of text often explaining major figures of the species or drop hints on other species that end up not being published in the Bestiary they are introduced in.
Are these "missing" species or figures ready to be added in later books with stats and artworks, were they just dropped when the format was finalized?
I don't know, that is something that kinda hit recently. A lot of builds I've seen emphasized on mobility and light encumbrance. When you think about it, it makes sense, since as an adventurer/explorer, you need to travel light so you don't get too heavy-loaded and/or in narrow passageways.
This what I'd like to ask: is heavy armor becoming outdated?
I'd love to play a Human Fighter with a Full Plate, Tower Shield, Bastard Sword and basically say "Come at me, bro!"... but in the end, I sink like a stone, I ring my arrival when sneaking, I plug corridors... it's just not practical...
So yeah, is heavy equipment such as a Full Plate becoming more of a novelty than an actual character specialty? While it's true that you never know how your DM is gonna map the world; you might never enter a single cave either. But still...
Ok, I'm pretty sure that a lot of DMs have trouble making a good villain, because theirs come out as cliched, too "saturday-morning-cartoon", too underdevelopped and finally too obscure, like it often feels like a one-shot boss.
Wizards of the Coast released a few books that dealt with rather evil ideas, such the Book of Vile Darkness, Exemplar or Evils and Elder Evils. I'd like to know Paizo could make such a book. It could get the following features:
- How to make a villain out of each class
- How to make a villain out of each race
- How to make a villainous organization
- How to make an evil act believable
- How to make a villain big
- How to make a villain believable
I think this subject could be interesting to elaborate, don't you think?
Simple enough, if you ever created a weapon or armor, please post it here for people to use and review.
I have 3 weapons to show you.
This +2 flaming burst blunderbuss is stylized to resemble a fire-breathing creature, such as a red dragon, hell hound or thrasfyr, with the head and gaping mouth at the end of the barrel. This blunderbuss never needs to be reloaded. After one shot is fired, a bullet and powder magically appear in the chamber. This ammunition never suffers a misfire. Furthermore, once per round, as a swift action, it can load a dragon's breath alchemical cartridge. Finally, three times per day, it can unleash a 30-foot cone of fire, dealing 12d6 points of fire damage; a DC 16 Reflex Save halves the damage.
The first Blunderburn is rumored to have been created by a gunslinger who is said to have been victim to an insanity spell, making the poor person see the world as a fantasy colorful plane with rainbows and flowers without realizing that each action has dire consequences and outcomes in the real world. Furthermore, no one knows for sure is that gunslinger was a male or a female, as it has been described as a person who wears a thick hydration suit*, mostly made to endure intense heat in the desert.
*That is an outfit described in 3.5 Sandstorm book.
Construction Requirements: Craft Magic Arms and Armor, Minor Creation, Reloading Hands, Dragon’s Breath and Fireball, Flame Blade or Flame Strike.
ARCANE CANNON ARM
This +1 gauntlet seems a little bulky and rather stiff, yet it doesn’t affect your regular manual dexterity. Three times per day, as a full-round action, for 13 rounds per activation, you can transform the gauntlet into a small-sized cannon that envelops your hand and forearm. You do not lose any enchantment from rings and bracers, as you still can feel your hand, only it is in a clenched fist inside of a barrel. However, your hand spreads and stiffens upon activation before clenching, thus dropping any item you were currently holding. Your hand becomes unusable when the gauntlet is transformed.
The cannon behaves like the arcane cannon spell, including damage, critical modifier, range increment and the use of the cannon’s conductive ability. However, the cannon uses your own regular base ranged attack bonus instead of the spell’s and the cannon can be reloaded as a swift action. You can return the cannon to its gauntlet form at any moment, but it will count as a used activation, regardless of the number of rounds used. Finally, any enhancement you add to the gauntlet will be bestowed to the cannon, if applicable to ranged weapons, and you can slam with the cannon’s barrel as a +1 heavy mace, once again with any enhancement the gauntlet may have.
The first arcane cannon arm is rumored to have been constructed by an android magus with blond hair, a red-colored armor and also wielding a fabled sword of inner fire, who had a vendetta against his creator for killing an android female who he had fallen in love with.
Construction Requirements: Craft Magic Arms and Armor, Reloading Hands, Arcane Cannon
BLADE OF THE YUKI-ONNA
This +2 icy burst katana is cool to the touch and seems to be rimed with frost. It comes with a long azure sheath that also feels cold.
The Blade of the Yuki-Onna reveals its full potential once unsheathed. Once per encounter, unsheathing the blade unleashes a line of ice, as per the cold ice strike spell. The wielder can also cast upon a successful melee attack, at a standard action, the effect of the unshakable chill spell three times per day or the icy prison spell once per day. Finally, the wielder can conjure either a wall of ice or 9 sharp icicles, as per the holy ice spell or the unholy ice spell (determined at the time of creation).
It is rumored that the blade was given to a young boy who grew a hatred for his older brother, now a dhampir, after he claimed that his sibling killed their younger sister.
Construction Requirements: Craft Magic Arms and Armor, Cold Ice Strike, Unshakable Chill, Icy Prison, Holy Ice or Unholy Ice and Chill Metal or Ice Storm.
Note: I'll give a cookie to whoever can tell the reference for each weapon ^_^. Also, I got inspired for each item, but you can post any weapon or armor you once came up with.
"The spell’s bonuses to ability scores increase by 2, the natural armor bonus increases by 1, and the breath weapon damage increases to 10d6."
Normally, Form I has a 6d8 breath, Form II has a 8d8 breath and Form III has a 12d8 breath. Here's my problem: by a strict reading of the Mystic version, all breath weapons become 10d6... and that means that Form II and Form III get a weaker breath weapon. It says "increases", but it sounds more like "changes".
I would have seen understood this mystic upgrade if the breath weapon damage would have been doubled instead of being changed. I mean, for a 6th, 7th and 8th Mystic spells, 12d8, 16d8 and 24d8 all sound like more appropriate damage charts.
So... does the Mystic breath weapon damage actually change to the said amount... or is it actually a error?
You know how magic bows, crossbows, slings and firearms can bestow their enhancements to their ammunitions? Yeah, I'm looking for an item, probably a gauntlet or glove, that will do the same thing for thrown weapons.
Let's say I have a +1 flaming gauntlet and I throw a javelin with it, the javelin doesn't normally get the flaming property. I'm looking for something that would do that.
The Giant Mantis has a little nod to a Colossal version, called the Deadly Mantis: "Known by various names, such as the drake-eating mantis, the treebender mantis, or simply the deadly mantis, these immense behemoths average more than 60 feet in height and have a terrifying habit of destroying entire villages or towns in order to satiate their ravenous appetites. A deadly mantis is a giant mantis advanced to Colossal size, 16 Hit Dice, and CR 14."
However, the Inner Sea Bestiary also has the Deadly Mantis, a Colossal vermin... but the stats are radically different.
Different as in:
If making scorpions, centipedes and spiders were simply about adjusting the size like in other bestiaries, why does the Deadly Mantis has a totally different stat block that doesn't seem to follow regular advancement rules?
Can an Intelligent Holy Avenger level up as a paladin?
Can an Intelligent Blessed Book level up as a wizard?
Can an Intelligent Dagger of Venom level up as a rogue and then as an assassin?
Can an Intelligent Beaststrike Club level up as a druid?
Can an Intelligent Staff of Power level as a sorcerer?
Can Intelligent Pipes of Sounding level up as a bard?
Can an Intelligent Marble Elephant Figurine of Wondrous Power level up as a barbarian?
Last time I've checked, you only need to be intelligent enough to level up in a class, like having Int 3. If an Intelligent Magic Item has a sufficiently high enough Intelligent score, could it level up? If it gets the flying ability, could it travel around the world, or even serve as an antagonist, passing as a possessed weapon or possessing wielders with Ego checks?
Could I get an Intelligent Dagger of Venom with rogue and assassin levels flying around at night, killing targets, or have it possess average joes with Ego checks to cover its scheme?
- Is it possible to craft a wand with any caster level you wish?
Sounds really gratuitous for a wand that can deal the equivalent of 15d6 points of electricity damage a round.
I once posted something about that, but after reading and re-reading both the comments and the description... I still don't get it, so I'm asking again for some clarification.
Taken from Blood of Angels, about a new curse for oracles:
Emphasis mine, this is where I'm a bit confused about some details:
2) If so, does it apply to unarmed strikes not using the hands?: The penalty seems to be applied only to the hands, not anywhere else. So technically again, I could kick you without any penalty, because I'm not even using my hands to attack.
My main issue is that according to a "strict" reading, not only I take the penalty for punching you, but I also take the penalty for kicking or headbutting you.
That... doesn't... make... sense...
Care to help me with this? Thanks in advance.
1) Can outsiders with the Native subtype be called by these spells?
If I may use an example: can a sorcerer summon a Half-Fiend Adult Red Dragon (questions 1 and 2, as a half-fiend is an Outsider (native)) which in turn uses its Summon Monster IX 1/day SLA to summon a group of Vrocks (causing a heap of pain for the PCs with their Dance of Ruin; question 3)?
The Half-Celestial, Half-Dragon and Half-Fiend templates all state that "Unless the base creature flies better, the half-celestial/fiend flies at twice the base creature's land speed (good)." or "Unless the base creature has a better fly speed, the half-dragon can fly at twice the creature's base land speed (average maneuverability)."
I'm confused about the definition of "better".
Say I apply the Half-Fiend Template to an Adult Red Dragon. The base creature has a fly speed of 200 ft. (poor). What do they mean by "better"? Better speed, better maneuvrability or both?
For my example given above, does my resulting half-fiend adult red dragon gets a fly speed of 200 ft. (good) (since "poor" is not better than "good") or does its fly speed remain unchanged (because "better" would mean "faster") ?
*Sees Animal Archive*
*Sees Ultimate Campaign*
These are the only times he screwed, but there might be more. The other iconics don't get that much into trouble... so why Damiel in particular? Is he ditzy, careless, inexperienced?
Creating a Numerian War Machine
CR: Same as the base creature + 3
Type: The base creature gains the Robot subtype. Clockwork constructs lose their Clockwork subtype.
Special Qualities and Defenses: The Robot subtype modifies the base creature as follow:
Vulnerable to Critical Hits: Whenever a robot takes extra damage from a critical hit, it must make a DC 15 Fortitude save to avoid being stunned for 1 round. If it makes a successful saving throw, it is staggered for 1 round. The robot remains immune to other sources of the stunned condition.
Vulnerable to Electricity: Robots take 150% as much damage as normal from electricity attacks, unless they are immune to electricity via other special defenses.
Special Abilities: A Numerian war machine has a number of Construction Points (CP) used to purchase abilities and defenses. A Fine construct has 1 CP, and constructs bigger than Fine gain 1 extra CP for each size category above Fine; a medium animated object has 5 CP. If a Numerian war machine spends more CP than its size category would allow, its CR increases by 1 (minimum of +1) for every 2 additional CP spent. Unless noted otherwise, these options can be taken multiple times.
Force Field (Ex, 2 CP): A force field sheathes a machine in a thin layer of shimmering energy that grants a number of bonus hit points that varies according to the machine (typically 5 × the machine’s CR). All damage dealt to a machine with an active force field is reduced from these hit points first. As long as the force field is active, the machine is immune to critical hits. A force field has fast healing equal to the machine’s CR, but once its hit points are reduced to 0, the force field shuts down and does not reactivate for 24 hours. This can only be taken once.
Integrated Weaponry (Ex, 1 CP): A machine that has one technological weapon (such as a laser rifle or chain gun) built into its body treats such weapons as natural attacks and not manufactured weapons attacks, and cannot make iterative attacks with these weapons. Integrated weaponry can still be targeted by effects that target manufactured weapons (such as magic weapon spells or sunder attempts), but as a general rule cannot be harvested for use outside of the machine’s body once the machine is destroyed. A machine is always proficient with its integrated weapons. Integrated ranged weapons do not provoke attacks of opportunity when fired in melee combat. The weapon has the same statistics as a firearm sized for the base creature, except that it never misfires, automatically reloads itself as a free action and never needs ammo. Taking this option also grants the following ability:
Combined Arms (Ex) When taking a full attack action, a machine can attack with melee and ranged integrated weapons simultaneously.
Laser Weapon (Ex, 2 CP): These weapons emit beams of intensely focused light waves that resolve as touch attacks and deal fire damage. A laser can pass through force fields and force effects like a wall of force without damaging that field to strike a foe beyond. Objects like glass or other transparent barriers do not provide cover from lasers (but unlike force barriers, glass still takes damage from a laser strike passing through it). Invisible creatures are immune to damage caused by a laser weapon. Fog, smoke, and other clouds provide cover in addition to concealment from laser attacks. A laser weapon has the same statistics as a firearm sized for the base creature, except that it deals double damage, deals fire damage, never misfires, automatically reloads itself as a free action and never needs ammo.
Plasma Weapon (Ex, 2 CP): These weapons emit bursts of superheated, electrically charged gas known as plasma. A plasma weapon’s attacks resolve as touch attacks. Half the damage dealt by plasma is fire damage, and half is electricity damage. A laser weapon has the same statistics as a firearm sized for the base creature, except that it deals double damage, deals half fire damage and half electricity damage, never misfires, automatically reloads itself as a free action and never needs ammo.
Lancing Blast (Ex, 2 CP): These upgrades laser or plasma weapons can fire a shot, as a standard action once every 3 rounds, as a 120-foot-long line. All creatures in this area take 1d6 points of damage per the base creature’s HD and a Reflex saves halves the damage. The save DC is Intelligence-based. The damage is either fire (laser) or half fire and half electricity (plasma). This option can only be taken if the machine has taken Laser Weapon and/or Plasma Weapon first, and it applies to only one weapon at the time of creation, thus a Numerian war machine with two laser weapons would need to take this option twice to apply Lancing Blast to both weapons.
Additional Movement (Ex, 1 CP): Gains a new mode of movement (burrow, climb, fly [clumsy], or swim) at a speed equal to its base speed. This can be taken multiple times for a fly speed, increasing the maneuverability by one step, up to Perfect. This option can be taken to gain a ground speed equal to the base creature’s alternate base speed.
Speed Boost (Ex, 1 CP): As a swift action up to 1 time per 2 HD per hour, a machine can double one of its speed for a duration of 1 minute.
Faster (Ex, 1 CP): One of the machine's movement modes increases by +10 ft.
Pilot Seat (Ex, 3 CP): A special seat with controls has been built into the machine, allowing a creature two sizes smaller than the base creature to get inside and control the machine. The machine retains its own abilities, physical scores, resistances, immunities and weaknesses, but gains the driver’s mental scores, skills and feats. Each time the machine is damage, one quarter of the damage received is also dealt to the driver, modified by its own resistances, immunities and weaknesses. The driver uses the machine’s defensive abilities and has total concealment if the machine is targeted. However, it is possible to target the driver directly using mind-affecting effects and such. It takes a full-action to get in and out of the machine. Unless the machine is willing, due to its Intelligent quality, the driver must make a Will saving throw to control the machine for one round. The DC is equal to twice the machine’s HD. Failing the save doesn’t allow the machine to be controlled, but the driver can still retry on the next round, or get out. If the machine is willing, the driver can let the machine control itself, thus gaining a safe spot to hide. This can only be taken once.
Self-Repair (Ex, 2 CP): A machine possesses nanites (microscopic swarm of robots) to heal it of damage at the rate of a number of hit points per hour equal to its Hit Dice. Up to once per day, as a full-round action, it can heal any construct it touches of 1d6 points of damage per the base creature’s HD—if a machine uses this ability on itself, it automatically heals the maximum amount. This can only be taken once.
Rockets (Ex, 2 CP): A machine can fire, as a standard action, a rocket to a range of 100 feet per 2 HD. A rocket explodes on impact in a 5-foot-radius burst per the machine’s size category, dealing 1d6 points of damage per 2 HD (half fire, half bludgeoning) to all creatures in the area. A Reflex save halves the damage. A machine carries a maximum of 1 rocket per 3 HD. Its core can replenish fired rockets at the rate of one per 12 hours, crafting new rockets from scrap metal and other collected components used in the construction process. The save DC is Intelligence-based. This can only be taken once.
Superior Optics (Ex, 1 CP): A machine can see invisible creatures or objects as if they were visible.
Built-in cable (Ex, 1 CP): A machine’s natural weapons can be used as reach weapon. Taking this option multiple times increases the reach by one step each time.
Enhanced Construction (Ex, 1 CP): One of the machine’s physical scores increases by 2.
Grab (Ex, 1 CP): The machine gains the grab special attack with one of its melee natural weapons. Taking this option applies only once per weapon.
Abilities: Increase from the base creature as follows: Int 10 or as the base creature’s, which ever is higher.
Skills: A Numerian war machine gains skills, as per the Intelligent quality.
Feats: A Numerian war machine gains feats, as per the Intelligent quality.
There we go. In short, if you have read the Inner Sea Bestiary, you know about robots. I'm looking to create a template so I can create my own robots using existing constructs.
I'm looking for constructing comments, insights, suggestions and the whole shebang. DON'T COME HERE AND SAY "I DON'T LIKE ROBOTS, SO IT SUCKS!"; IF YOU JUST DON'T LIKE THE IDEA, DON'T COMMENT ON IT.
If you think it's broken, please tell what is, why it is and how to fix it. I'm open for suggestions.
Thanks in advance, and enjoy ^_^.