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I tried to post something on the forums, but each time, I get a "Inaccessible Page" error, with this line "ERR_SSL_BAD_RECORD_MAC_ALERT", saying that the address is temporarily down or that it changed place.
I tried to sign out and then sign back in... and I got that same problem, meaning that I cannot log in using Chrome.
It worked before and now it stopped working...
(P.S. I'm using the latest version of IE to post this message.)
From Pathfinder #71: Rasputin Must Die! pg. 64
"When using a flamethrower, the wielder projects a 60-foot-long line of fire, attempting a separate attack roll against each creature within the line. Each attack roll takes a –2 penalty, and its attack damage cannot be modified by precision damage or damage-increasing feats such as Vital Strike. Effects that grant concealment, such as fog or smoke, or the blur, invisibility, or mirror image spells, do not foil this line attack. If any of the rolls threatens a critical hit, the wielder confirms the critical for that roll alone."
1) If the flamethrower can even get a critical hit, then... what are the threat range and multiplier? I'm guessing it's 20/x2, but it could also be 20/x3 or 20/x4.
2) Can such a weapon even be magically enhanced? For instance, would it be possible to get a +2 speed flaming burst flamethrower that ends up giving me a +2 bonus to attack rolls (the ones along the line), dealing an additional 1d6 points of fire damage plus extra damage on a critical hit (depending on the yet-to-be-fixed range) and be firing twice per round thanks to speed?
"Speed: Same as the base creature or base animal, depending on which form the lycanthrope is using. Hybrids use the base creature's speed."
Care to explain why in B4, the hybrid werebat has a fly speed of 40 ft (average) (which is the same as the dire bat, but one category slower), the hybrid werecrocodile has a swim of 20 ft (which is 10 feet slower than the crocodile) and the hybrid wereshark doesn't have a swim speed?
That seem a little confusing... why not change the rule that lycanthropes in hybrid forms have the speed of both the base creature and the base animal, whichever is greater?
The crocodile can swim while the shark can't, the bat can fly while a wereeagle, wereowl or wereraven can't and the rat can't climb or swim.
Here's what I found lately: the Greensting Slayer archetype for Magus in Bastards of Golarion. It prompted me an interesting question.
Ok, the Greensting Slayer lets the Magus convert 1 point of his Arcane Pool into a Sneak Attack die, which gets more dice as he levels up. I've been wondering if getting a sneak attack temporarily (because it lasts only one round; usable at will until pool is empty) is enough to qualify for the Arcane Trickster PrC, which requires Sneak Attack +2d6, which the archetype can offer at 5th level, as the point spent now deals 2d6 points of sneak attack, which is also stackable with other sneak attack sources.
So, could it be possible to have a Greensting Slayer Magus eligible to the Arcane Trickster PrC without any multiclassing?
Ok... I think I hit a snag here. What if I want to play a dude that focus on building a solid defense with a full plate and tower shield that ends up adventuring?
1) The armor and shield are heavy, slow down considerably his speed and require a sturdier mount to carry the guy. Then again, warhorses in Pathfinder got a slight boost.
2) The armor and shield itself can impede him due to the weight, which might lead to medium or heavy encumbrance.
3) The whole set has a huge armor check penalty for a number of viable skills, in addition of a maximum dexterity bonus.
4) The armor and shield are only a portion of the kit, when you add weapons, items and such.
So... yeah... if I want to make a guy who's motto is "COME AT ME BRO!" while drawing his tower shield and bastard sword that ends up adventuring in random terrains, narrow passeways and other natural hazards, what do I do?
It seems like adventuring is made for PCs who prefer to travel light, hence my concern.
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?