Feiya

John Templeton's page

Goblin Squad Member. Pathfinder Adventure Path, Lost Omens, Pathfinder Accessories, Rulebook, Starfinder Accessories, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber. Organized Play Member. 501 posts (505 including aliases). No reviews. No lists. 1 wishlist. 8 Organized Play characters.



1 person marked this as a favorite.
Pathfinder Adventure Path, Lost Omens, Pathfinder Accessories, Rulebook, Starfinder Accessories, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Remastered Shifter and Shifter NPC Gallery.


1 person marked this as a favorite.
Pathfinder Adventure Path, Lost Omens, Pathfinder Accessories, Rulebook, Starfinder Accessories, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Started another blog that take my video game inspired ideas for Paizo games and put them down on 'paper'. Usually PF2 but sometimes it Starfinder.

Today I did a Sonic the Hedgehog inspired character build taking a heavy lean onto the movies.

Sonic the Hedgehog Character Build.


1 person marked this as a favorite.
Pathfinder Adventure Path, Lost Omens, Pathfinder Accessories, Rulebook, Starfinder Accessories, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
Ched Greyfell wrote:
Does anybody know of any PF2 Eberron actual play podcasts?

I now have a yes to this! Arcane Arcade: Eberron City of Towers


1 person marked this as a favorite.
Pathfinder Adventure Path, Lost Omens, Pathfinder Accessories, Rulebook, Starfinder Accessories, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

*reads Light cantrips* wait; is this changing the Shadow undead’s weakness or are shadows gone with OGL?


1 person marked this as a favorite.
Pathfinder Adventure Path, Lost Omens, Pathfinder Accessories, Rulebook, Starfinder Accessories, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Hero Point Expansion; Actions Points are Back?


1 person marked this as a favorite.
Pathfinder Adventure Path, Lost Omens, Pathfinder Accessories, Rulebook, Starfinder Accessories, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Bestiary Daelkyr Symboits


1 person marked this as a favorite.
Pathfinder Adventure Path, Lost Omens, Pathfinder Accessories, Rulebook, Starfinder Accessories, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Stepped away from Shardfinder to do something a bit different...

Ancestry Nurds Blog Post


1 person marked this as a favorite.
Pathfinder Adventure Path, Lost Omens, Pathfinder Accessories, Rulebook, Starfinder Accessories, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Latest Shardfinder: Can PF2's Beastkin be Eberron's Shifters


1 person marked this as a favorite.
Pathfinder Adventure Path, Lost Omens, Pathfinder Accessories, Rulebook, Starfinder Accessories, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Latest Shardfinder - The Shifter Ancestry


1 person marked this as a favorite.
Pathfinder Adventure Path, Lost Omens, Pathfinder Accessories, Rulebook, Starfinder Accessories, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

that can be represented by ancestry feats, makes more sense for them to be universal heritages.


1 person marked this as a favorite.
Pathfinder Adventure Path, Lost Omens, Pathfinder Accessories, Rulebook, Starfinder Accessories, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

and here we present The Changeling Ancestry!!


1 person marked this as a favorite.
Pathfinder Adventure Path, Lost Omens, Pathfinder Accessories, Rulebook, Starfinder Accessories, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
logsig wrote:
John Templeton wrote:
Seelah and Kyra really should have Healer's Tools on them if it intended for them to take advantage of their Medicine skill in that small window.
If this omission breaks your sense of verisimilitude, consider allowing the village midwife to loan the village's prized set of healers' tools to our heroes as they set off.

Or just add it to the pregen sheets...


1 person marked this as a favorite.
Pathfinder Adventure Path, Lost Omens, Pathfinder Accessories, Rulebook, Starfinder Accessories, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

So I have a player who has taken Nimble Dodge which over all very straight forward but as it a new system and I am still getting my bearings on it something wavers in my mind. Do I tell the player the attack value against them before they make the call to use their reaction? I am thinking yes because traditionally you just ask if X hits their AC or not, which would cover the Trigger for Nimble Dodge and the player can decide to take that sweet +2 to avoid the damage or reduce the Crit to Normal Success BUT should I tell them they are targeted, let them decide then tell them the attack value? Now obviously I am not going to trick them with area attacks and make an area attack potentially trigger Nimble Dodge; just talking straight forward Strike on the player.


12 people marked this as a favorite.
Pathfinder Adventure Path, Lost Omens, Pathfinder Accessories, Rulebook, Starfinder Accessories, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Eberron is one of my favorite settings and the PF2 is quickly growing on me. I see a lot of potential in combining these two passions so I started a conversion blog which I will post about here to put the word out and another place where we can discuss the contents of my posts. It called Shardfinder 2 as I did a big chunk of converting before on this forum you can still find called Shardfinder. I look forward to talking with everyone!

Shardfinder 2


1 person marked this as a favorite.
Pathfinder Adventure Path, Lost Omens, Pathfinder Accessories, Rulebook, Starfinder Accessories, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
Drimoran wrote:

I can't see how having 12 INT score would forbid you of using higher level slots. And it is really clear that the spell level is unchanged when you apply metamagics to it. It is also awesomely clear that what you need to cast, learn and prepare the spell is an INT score of, at least, the spell level. Also I can't see how this FAQ you mentioned would affect to your question, as it is a different thing.

I beleive that, RAW, you can do as you intend

It is this section here: In general, use the (normal, lower) spell level or the (higher) spell slot level, whichever is more of a disadvantage for the caster.

That puts it in question.


21 people marked this as FAQ candidate. Answered in the FAQ. 2 people marked this as a favorite.
Pathfinder Adventure Path, Lost Omens, Pathfinder Accessories, Rulebook, Starfinder Accessories, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

So I am daring to play a wizard with Int 12 with no plans to increase it. My plan was to take Metamagic Feats to alter lvl 0, 1, 2 spells into the higher slots. From my understanding of the rules this seem pretty legit but when talking about this in other places there seems to be a split about it. If this was a home game and the GM cool with my plans I wouldn't bring this up but this is a Society Character who is only lvl 2 at the moment and does not have metamagic feats yet but I plan to take them.

Though it seems the reason for the split has to do with the ruling in the FAQ for the Core Book: http://paizo.com/products/btpy88yj/faq?Pathfinder-Roleplaying-Game-Core-Rul ebook#v5748eaic9r9w

So, in short can my Int 12 Wiz, when high enough level, use a metamagic feat to make a metamagic spell that requires a level 3 slot or greater?


1 person marked this as a favorite.
Pathfinder Adventure Path, Lost Omens, Pathfinder Accessories, Rulebook, Starfinder Accessories, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

What I don't get is some of the posts where people are quitting the entire game over the 'current direction' the company is taking its materials (usually pointing to gunslingers and technology).

It's like person, you don't have to use those books or material. S@%$, some people only play with the Core and Bestiary 1. Just because the publish it doesn't mean you have to read it or use it in the game your running or be part of a game that is having it.


3 people marked this as a favorite.
Pathfinder Adventure Path, Lost Omens, Pathfinder Accessories, Rulebook, Starfinder Accessories, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
Irnk, Dead-Eye's Prodigal wrote:
Kerney wrote:
wraithstrike wrote:
He kinda reminds me of Jack Sparrow from Pirates of the Caribbean, but he probably drinks less than Jack, and is farther along the good alignment.
I actually thought of him as Captain Malcolm Reynolds promoted to godhood (and yes, Thais is Inara, and he argues with her the same way), with more of his humorous aspects played up rather then his brooding part.
Aside to Jayne in 'Our Mrs Reynolds': "How drunk did I get last night?"

"Took the Test of the Starstone, became a god."


1 person marked this as a favorite.
Pathfinder Adventure Path, Lost Omens, Pathfinder Accessories, Rulebook, Starfinder Accessories, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

http://paizo.com/pathfinderRPG/prd/ultimateMagic/magic/buildingAndModifying Constructs.html#_repairing-constructs


2 people marked this as a favorite.
Pathfinder Adventure Path, Lost Omens, Pathfinder Accessories, Rulebook, Starfinder Accessories, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

I really liked this book, any think we will see sister books for it aka Champions of Balance and Champions of Corruption respectfully?


1 person marked this as a favorite.
Pathfinder Adventure Path, Lost Omens, Pathfinder Accessories, Rulebook, Starfinder Accessories, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

One idea for the Warforged was to rename them as Runeforged and have them be relics of ancient Thassilion.


1 person marked this as a favorite.
Pathfinder Adventure Path, Lost Omens, Pathfinder Accessories, Rulebook, Starfinder Accessories, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Displaced Alkenstar Gunmarshal or illegal smuggling or rogue Gunmarshal.


1 person marked this as a favorite.
Pathfinder Adventure Path, Lost Omens, Pathfinder Accessories, Rulebook, Starfinder Accessories, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

To the OP, Your just over thinking it...


3 people marked this as a favorite.
Pathfinder Adventure Path, Lost Omens, Pathfinder Accessories, Rulebook, Starfinder Accessories, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Don't Shoanti kill orcs and half-orcs on sight...unless around other non-Shoanti...Just saying.


4 people marked this as a favorite.
Pathfinder Adventure Path, Lost Omens, Pathfinder Accessories, Rulebook, Starfinder Accessories, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

http://paizo.com/products/btpy89mn?GameMastery-Critical-Fumble-Deck


1 person marked this as a favorite.
Pathfinder Adventure Path, Lost Omens, Pathfinder Accessories, Rulebook, Starfinder Accessories, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Dragonmark Heir:
Tabled while figuring out Dragonmarks

Eldeen Ranger:
As in the book, pg. except where stated below: Requirement Changes - Knowledge (nature) 3 Ranks, Survival 5, Feat requirement removed.
Hit Die changed to d10.
Fort Save and Ref Save gets Good Saves and Will gets Average.
Skills are now: Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Stealth (Dex), Acrobatics (Dex), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Survival (Wis), Swim (Str), and Escape Artist (Dex)
Hated Foe - If using Hero Points, change Action Points to Hero Points.
Sect Ability II - Ashbound - Ferocity (Ex): An Ashbound Eleen ranger gains the Universal Monster Ability Ferocity.
Sect Ability III - Wardens of the Wood - Smile Evil (Su): As per the paladin class feature, replacing paladin levels with the Eldeen Ranger levels. Ignore the part about outsiders, the Eldeen Ranger only gains one use of this ability.

The Exorcist of the Silver Flame:
The same except where stated below: Skill Requirement, change Knowledge (religion) to 5 ranks.
Saves: Fort and Will Good, Ref Average
Skills are now: Craft (Int), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (the planes) (Int), Knowledge (Religion) (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int).
Flame of Censure (Su): Now reads: An exorcist of the Silver Flame can use his channel positive energy ability to ward off outsiders with the evil subtype.
When you active this power, as a standard action, all outsiders with the evil subtype are stunned for 1 round unless your character level is twice or more the outsider`s Hit Dice, then instead the outsider is sent back to its home plane. The outsiders gain a Will save to negate these effects. The DC is 10+Exorcist of the Silver Flame Levels + Cha modifier. Using this ability uses up one of the character`s channel energy uses.
Darkvision (Ex): Gains the following: If the character already has Darkvision, he gains +20 feet at 3rd level and another +20 feet at 6th level.
Smite Evil (Su): Change to: Gain another use of Smite Evil per day while using the combine levels from cleric, paladin and exorcist of the silver flame to determine the effect. If character does not have access to Smite Evil then they gain access to the ability, gaining one use per day and using cleric and exorcist of the silver flame levels.[/s'poiler]

[spoiler=Extreme Explorer] The same except where stated below: This version is adapted for Hero Points
Requirements: Change the Required feat to Hero`s Fortune
Saves: Ref Good, Fort and Will Average
Skills: Change skills to Acrobatics (Dex), Climb (Str), Linguistics (Int), Disable Device (Dex), Escape Artist (Dex), Jumpt (Str), Knowledge (arcana) (Int), Knowledge (dungeoneering) (Int), Knowledge (history) (Int), Ride (Dex), Perception (Wis), Survival (Wis), Swim (Str), Use Magic Device (Cha)
Additional Action Points: Change to Additional Hero Points: An Extreme Explorer`s maximum Hero Points increases by 1.
Trap Sense: As the Rogue Class Feature, +1
Extreme Hustle (Ex): Change to an extreme explorer can spend a her point to gain an extra full round action, this can only be done once per day.
Bonus Feat: Remove Action Boost, Heroic Spirit, Purse. Add Step-Up, Blood of Heroes.
Extreme Action: Replace with Luck of Heroes: Gain Luck of Heroes as a Bonus feat.

Heir of Siberys:
The same except where stated below: Requirements - Change needed skill ranks to 12. Change needed feat to Hero`s Fortune.
Saves: All Good
Additional Action Points: Change to Addition Hero Points: At 1st level, an heir of Siberys`s dragonmark begins to form and his maximum here points increases by 1.
Bonus Feat: Remove Action Boost, Action Surge, Pursue. Add Hero`s Fortune, Blood of Heroes, Step-Up

Master Inquisitive:
The same except where stated below: Requirements: Change needed Skills to Diplomacy 3, Perception 3, Sense Motive 3, remove Feat Requirement.
Skills: are now Bluff (Cha), Linguistics (Int), Diplomacy (Cha), Knowledge (local) (Int), Perception (Wis), Sense Motive (Wis)
Saves: Ref Good, Will and Fort Average
Zone of Truth: Change action points to hero points.
Bonus Feat: Remove Heroic Spirit, Research, Track, Urban Tracking, Negotiator. Add Hero`s Luck.
Discern Lies: Replace action points with hero points.
True Seeing: Replace action points with hero points.

Warforged Juggernaut:
The same except where stated below: Skills: Remove Jump
Saves: Fort Good, Will and Reflex Average
Construction Perfection I: Remove the part about critical hits.
Healing Immunity: after `healing subschool` add `that heal hit point damage.` Add to the end `At 5th level, the warforged juggernaut becomes immune to the effects of all spells from the healing subchool.` (This is from the Errata)

Weretouched Master: Requirements:
The same except where stated below: Change Skill Rank for Survival to 5 Ranks.
Hid Die: Change to d10
Change Skills to: Acrobatics (Dex), Climb (Str), Handle Animal (Cha), Stealth (Dex), Intimidate (Cha), Knowledge (nature) (Int), Perception (Wis), Survival (Wis) and Swim (Str).
Saves: Will Average, Ref and Fort Good.
Wild Empathy (Ex): As the Ranger class feature. Weretouched Master Levels stack with Druid and Ranger Levels for this ability. In addition if the animal is the same as the chosen ancestor he gets a +4 to the check.
Alternate Form (Su): Change to the following: At 5th level, a weretouched master can change into the form of its ancestral heritage instead of using his usual shifting traits. Costing a round of shifting to change into, a weretrouched master can transform into animal form as if using the polymorph spell on himself. The weretouched master does not gain any of the normal benefits granted by shifting while this ability is active and the weretouched master can`t use this ability at the same time that he is normally shifting. Only the specific animal form indicated for the lycanthrope heritage can be assumed. A slain weretouched master reverts to his normal humanoid form, although he remains dead. Separated body parts retain their animal form, however.
Heritage Animal Form
Bear Bear, Grizzly (CR 4)
Boar Boar, Dire (CR 4)
Rat Rat, Dire (CR 1/3)
Tiger Tiger (CR 4)
Wolf Wolf, Dire (CR 3)
Wolverine Wolverine, Dire (CR 4)
(This is from Errata and my Conversion of it)
Weretouched III (Ex): At 5th level, a weretouched master gains an additional bonus to one or mor ability scores while shifting. These bonuses stack with all other ability score bonuses granted during shifting (such as from weretouched I).
Heritage Animal Form
Bear +4 Str
Boar +6 Con
Rat +6 Dex
Tiger +2 Str, +4 Con
Wolf +2 Str, +2 Dex, +2 Con
Wolverine +2 Dex, +4 Con
(This is from the Errata)


2 people marked this as a favorite.
Pathfinder Adventure Path, Lost Omens, Pathfinder Accessories, Rulebook, Starfinder Accessories, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Alternate Alchemist Class So Far

Artificer:

Starting Wealth: 4d6 x 10 gp (140 gp average)

Class Skills: Appraise (Int), Disable Device (Dex), Knowledge (arcane)(Int), Knowledge (engineering)(Int), Knowledge (the planes)(Int), Profession (Wis), Perception (Wis), Spellcraft (Int) and Use Magic Device (Cha)

Skill Rank per Level: 4 + Int Modifier

HP: d8

BAB: Medium

Good Save: Will

Weapon and Armor Proficiency: Artificers are proficient with all simple weapons, with light and medium armor and with shields (except tower shields).

The Basics (Sp): Artificer gains the following spell like abilities that he can use at will: Mend, Read Magic, Light and Detect Magic. These spell like abilities use the artificer`s class levels for their caster level. (Gained at Level 1)

Infusions: As per pg. 31, ECS except for the following: replace "Infusions never allow saving throws" with "The save DC is Intelligence-based." (This is as per the Errata),the first sentence of the eight paragraph should read "Like a spellcaster, artificer can apply metamagic feats he knows to his infusions(as per the errata), An artificer never requires a divine focus to imbue an item with an infusion. In cases where an infusion duplicates a spell that requires either a material component or a divine focus, or requires either an arcane focus or divine focus, the artificer uses the arcane material component or arcane focus (as per the Errata), to learn new infusions is lowered to 15 + spell level. If planning to switch action points with hero points, one could use hero points instead of action points in the infusion entry. (Gained at Level 1)

Artisan Bonus: as pg. 31, ECS but with the following addition: at class level 10 this bonus because a +4 instead of a plus +2. This bonus also applies to checks to make magical items. (Gained at Level 1)

Trapfinding: As per the Rogue class feature, pg. 68, PRGC. (Gained at Level 1)

Item Creation (Ex): An Artificer has learned how to channel magic in a particular way well-suited for crafting magic items. While he can't actually cast the spells needed to do so, he can use Use Magic Device as the skill used for creating the item. When doing so, the DC for creating the item only increases by 3 rather than 5 for each prerequisite he is missing. Additionally the Artificer can create create potions, spell-trigger and spell-completion magic items without meeting their spell prerequisites, unlike spell casters. This modified DC also applies to accelerated crafting, but only when using Use Magic Device.
For purposes of meeting item prerequisites, an artificer`s effective caster level equals his artificer level+2. If the item duplicates a spell, however, it uses the artificer`s actual level as its caster level.
An artificer can also make Us Magic Device checks to emulate non-spell requirements, including alignment and race, using the normal DCs for the skill. He cannot emulate skill or feat requirements, however, including item creation feat prerequisites. He must meet the caster level prerequisite, including the minimum level to cast a spell he stores in a potion, wand or scroll.
An artificer`s infusions and powers granted by The Basics class feature do not meet spell prerequisites for creating magic items. Magic items created by an artificer are considered neither arcane nor divine. (Gained at Level 1)

Bonus Feat: (review after going through feat section of EBC and review PRGC for feats.) An artificer gains every item creation feat as a bonus feat at or near the level at which it becomes available to spellcasters. He gets Scribe Scroll Scroll as a bonus feat at 1st Level, Brew Potions at 2nd Level, Craft Wondrous Item at 3rd level, Craft Magic Arms and Armor at 5th level, Craft Wand at 6th Level, Craft Rod at 9th Level, Craft Staff at 12th Level, and Forge Ring at 7th level.
In addition, an artificer gains a bonus feat at 4th level and every four levels thereafter (8th, 12th, 16th, and 20th). For each of these bonus feats, the artificer must choose a metamagic feat or feat from the following list: Attune Magic Weapon, Craft Construct, Exception Artisan, Extra Rings, Extraordinary Artisan, Wand Mastery, Arcane Strike* (ignore the prerequisite).

Force Rod (Su): In the artificer`s learning of raw magical energies and the creation of magical items his first creation his the Force Rod. It services as a training aid at first then becomes a potent tool in the artificer`s box of options.
An artificer can channel raw magical blasts through the Force Rod a number of times per day equal to his class level + his Intelligence Modifier. Channeling a blast takes a standard action that provokes an attack of opportunity. Blasts have a range increment of 40 feet. Force Rod is considered a weapon and can be selected for feats like Weapon Focus and Point-Blank Shot. Artificer`s blasts inflicts 1d4 damage force damage + Intelligence Modifier. Creatures hit by the blast are knocked prone unless the succeed on a Reflex save (DC 10+ 1/2 Class Level + Intelligence Modifier). The damage of an artificer`s blasts increases 1d4 for every odd artificer level (this bonus is not multiplied by critical hits or feats like Vital Strike.)
Force Rods are personal objects attuned to their owners and fueled by their essence. Force Rods to not function in other character`s hands, including other artificers. Force Rods can be concealed following the rules for daggers. (Gained at Level 1)

Breakthroughs (Su): At 2nd level, and every then again every 2 levels after (up to level 18th) the artificer makes outstanding Breakthroughs. Unless otherwise noted, an artificer can only take each Breakthrough once. Some Breakthroughs have prerequisite that must be met before they can be taken, like other breakthroughs. Breakthroughs that modify the Force Rod`s blast with an asterisk (*) can only be applied to the blasts do not stack. Only one such breakthrough can be used with a blast at a time. The DC of any saving through called out by a Breakthrough is 10 + 1/2 class level + Intelligent Modifier.

Craft Homunculus (Ex): An artificer can create a homunculus (any homunculus) as if he had the Craft Construct feat. He must emulate the spell requirements (arcane eye, mending and mirror image) as normal for making a magic item, and he must pay all the usual costs. An artificer can also upgrade an existing homunculus that he owns, adding 1 Hit Die at a cost of 2,000 gp.
If an artificer gives his homunculus more than 6 Hit Dice, it can becomes a Small creature and advances as described in the Bestiary. The homunculus also gains 10 extra hit points if it becomes a Small construct.
An artificer`s homunculus can have as many Hit Dice as its master`s Hit Dice minus 2. No matter how many Hit Dice it has, a homunculus never grows larger than Small. An artificer must be 6th level before taking this breakthrough.

Concussive Blast*: When ever the artificer launches a blast he can choose to do sonic damage instead of force. A creature hit with a concussive blast is deafen for 1 minute unless it succeeds at a Fortitude save. An artificer must be 6th level to take this breakthrough.

Alchemist Discovery: Instead of taking a Breakthrough, an artificer can take one of the following Alchemist Discoveries; Dilution, Enhance Potion, Eternal Potion, Extend Potion.

Frost Blast*: When the artificer fires a blast, he can choose to have it inflict cold damage instead of force damage. Creatures that take a direct hit from a frost blast are staggered on their next turn unless they succeed on a Fortitude save.

Shock Blast*: When the artificer fires a blast, he can choose to have it inflict electricity damage instead of force damage. Creatures that take a hit from a shock blast are dazzled for 1d4 rounds.

Fire Blast*: When the artificer fires a blast, he can choose to have it inflict fire damage instead of force damage. Creatures that take a hit from a fire blast also take 1d6 fire damage in the following round.

Shaped Blast: An artificer can learn to refocus the blast into a burst instead. When you take this breakthrough, the artificer selects cone burst or a sphere burst. The artificer concentrates the blast, sacrificing potential damage to create the burst.
If the artificer choses cones he may sacrifice 2d4 to create a 15 foot cone or 4d4 to create a 30 foot cone. If the artificer chose sphere he can sacrifice 1d4 to create a 5 foot sphere, 2d4 to create a 10 foot sphere or 4d4 to create a 20 foot sphere.
Creatures caught in the burst can make a Reflex save for half damage. An artificer can select this breakthrough again, selecting the other burst option. An artificer must be at least 6th level to select this breakthrough.

Meleezation: This breakthrough allows an artificer to build a collapsible melee weapon in their force rod. The artificer may select one of the following weapons to build into the force rod: ideas?
The force rod must be in hand to call forth the melee weapon which takes a swift action. Any infusions placed on the melee weapon have their duration doubled. The artificer can still focus blasts through the rod when the weapon his extended. Feats and abilities that are selected for the Force Rod do not apply to the collapsible weapon but any feats chosen that match the chosen collapsible weapon apply to it.
(Thinking making this me multiable selected for different weapons, maybe including a gold cost to make it masterwork/+1 enhancement)

Improved Homunculus (Ex): As per Magic of Eberron, pg. 49.

Metamagic Spell Trigger (Su): As per ECS, pg. 32. Artificer must be level 6th before taking this breakthrough.

Metamagic Spell Completion (Su): As per ECS, pg. 32. Artificer must be level 12th and have taken metamagic spell trigger breathrough before selecting this breakthrough.

Skill Mastery: As per ECS, pg. 32. (Gained at Lv. 13)

Grand Breakthrough: -


1 person marked this as a favorite.
Pathfinder Adventure Path, Lost Omens, Pathfinder Accessories, Rulebook, Starfinder Accessories, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

The new new revised Warforged

Warforged:

Racial Traits (Humanoid - Living Construct)

+2 Con, +2 Wis and -2 Cha: Warforged`s construct nature makes them tough and observant but distant from others. (0 RP)

Medium: Warforged are Medium creatures and have no bonuses or penalties due to their size. (0 RP)

Normal Speed: Warforged have a base speed of 30 ft. (0 RP)

Natural Weapon: Warforged posses a slam natural attack that inflicts 1d4 damage on a hit. This is a primary attack or a secondary attack if the warforged wields a manufactured weapon. (1 RP)

Construct Immunities: Being a created creature the warforged has the following Immunities: poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, effects that cause the sickened condition and energy drain. (6? RP)

Unnatural: A warforged cannot heal lethal damage naturally. (-3? RP)

Artificial Life: A warforged can be affected by spells that target creatures as well as by those that target constructs. However, spells from the healing subschool and supernatural abilities that cure hit point damage or ability damage provide only half their normal effect to a warforged. (1? RP)

Unusual Construction: Warforged's unique makeup makes them vulnerable to certain spells and effects. A warforged takes damage as if wearing metal armor from spells like heat metal and chill metal. Also they are repelled by repel wood spell. Lastly, they are vulnerable to rusting effects but only take half damage from them. (-3? RP)

Built to Last: When disabled a warforged can take standard actions (or any other strenuous activity) without taking damage. When dying a warforged automatically stabilizes. (5? RP)

No Need: A warforged does not need to eat, sleep or breathe but he can still benefit from the effects of consumable spells and magic items. Also he still needs to fulfill any prerequisites to recover spells and abilities based on class. (1? RP)

Composite Plating: The plating used to build a warforged provides a +2 armor bonus. This plating is not natural armor. This composite plating occupies the same space on the body as a suit of armor and thus a warforged cannot wear armor. This composite plating can be enchanted and modified just as armor can be and is already masterwork quality for such purposes. The character must be present for the entire process to enhance its plating. Also this composite plating provides a warforged with a 5% arcane spell failure chance but any class ability or feat that ignores the penalty for wearing light armor also ignores this penalty. Any benefit that requires armor to be worn to be active treats the warforged as it is wearing armor. (1? RP)

Weapon Familiarity: A warforged is always proficient in armor spikes. (1 RP)

Language: Warforged begin play speaking Common and has no access to bonus Languages. (0 RP)

Total RP 10


1 person marked this as a favorite.
Pathfinder Adventure Path, Lost Omens, Pathfinder Accessories, Rulebook, Starfinder Accessories, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Warforged:

Racial Traits (Humanoid - Living Construct)

+2 Con, +2 Wis and -2 Cha: Warforged`s construct nature makes them tough and observant but distant from others. (0 RP)

Medium: Warforged are Medium creatures and have no bonuses or penalties due to their size. (0 RP)

Normal Speed: Warforged have a base speed of 30 ft. (0 RP)

Natural Weapon: Warforged posses a slam natural attack that inflicts 1d4 damage on a hit. This is a primary attack or a secondary attack if the warforged wields a manufactured weapon. (1 RP)

Construct Immunities: Being a created creature the warforged has the following Immunities: poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, effects that cause the sickened condition and energy drain. (6? RP)

Unnatural: A warforged cannot heal lethal damage naturally, unless affected by a means that enhances natural healing. In this case warforged heal equal to half their character level (minimum of one). (-4? RP)

Artificial Life: A warforged can be affected by spells that target creatures as well as by those that target constructs. However, spells from the healing subschool and supernatural abilities that cure hit point damage or ability damage provide only half their normal effect to a warforged. (2? RP)

Unusual Construction: Warforged's unique makeup makes them vulnerable to certain spells and effects. A warforged takes damage as if wearing metal armor from spells like heat metal and chill metal. Also they are repelled by repel wood spell. Lastly, they are vulnerable to rusting effects but only take half damage from them. (-4? RP)

Built to Last: When disabled a warforged can take standard actions (or any other strenuous activity) without taking damage. When dying a warforged automatically stabilizes. (5? RP)

No Need: A warforged does not need to eat, sleep or breathe but he can still benefit from the effects of consumable spells and magic items. Also he still needs to fulfill any prerequisites to recover spells and abilities based on class. (1? RP)

Composite Plating: The plating used to build a warforged provides a +2 armor bonus. This plating is not natural armor. This composite plating occupies the same space on the body as a suit of armor and thus a warforged cannot wear armor. This composite plating can be enchanted and modified just as armor can be and is already masterwork quality for such purposes. The character must be present for the entire process to enhance its plating. Also this composite plating provides a warforged with a 5% arcane spell failure chance but any class ability or feat that ignores the penalty for wearing light armor also ignores this penalty. (2? RP)

Weapon Familiarity: A warforged is always proficient in armor spikes. (1 RP)

Language: Warforged begin play speaking Common and has no access to bonus Languages. (0 RP)

Total 10 RP

Looking for feedback of course.


5 people marked this as a favorite.
Pathfinder Adventure Path, Lost Omens, Pathfinder Accessories, Rulebook, Starfinder Accessories, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Sorry about the delay but here are my 'finished' versions or at least until ARG comes out and I get my hands on it.

Changeling:

Changeling Racial Traits - Humanoid (shapechanger) (0 RP)

+2 to One Ability Score: Changeling characters get a +2 bonus to one ability score of their choice at creation to represent their adaptive nature. (0 RP)

Medium: Changelings are Medium creatures and have no bonus or penalties due to their size. (0 RP)

Normal Speed: Changelings have a base speed of 30 feet (0 RP)

Slippery Mind: +2 racial bonus on saving throws against sleep and charm effects; Changelings have elusive minds (approx 1 RP)

Minor Change Shape: see pg 13, ECS (approx 4 RP)

Gift of Tongues: Changelings gain a +1 racial bonus on Bluff and Diplomacy checks and they learn one additional language everytime they put a rank in the Linguistics skill. Changelings are naturally skilled in deception and information, this talent translates to the use of languages. (2 RP)

Empathy: +2 racial bonus on Sense Motive skill checks. They cannot read thoughts as doppelgangers but can read people like books. (2 RP)

Languages: Changeling begin play speaking Common. Changelings with high Intelligence scores can choose from the following: Auran, Dwarven, Elven, Giant, Gnomes, Halfing and Terran (1 RP)

(Total 10 RP)

Kalashter:

Kalashtar Racial Traits - Humanoid (kalashtar, psionic) (0 RP)

+2 to Dex, Int and -2 to Str: Kalashtar are strong in mind, quick of body but physicality weak. (0 RP)

Medium: Kalashtar are Medium creatures and have no bonus or penalties due to their size (0 RP)

Normal Speed: Kalashtar have a base speed of 30 feet (0 RP)

Dual Spirits: +2 racial bonus on saving throws against mind-affecting spells and abilities and possession. Kalashtars merged souls helps resist attacks on their mind. (approx 2 RP)

No Dreams: Immunity to spells and effects that deals with dreams. Kalashtar do not have dreams. (approx 1 RP)

Naturally Psionic: Kalashtar gain 1 extra power point per character level by being born as psionic beings. (approx 1 RP)

Psionic Gift: Kalashtar's psionic nature gives them the psi-like ability Mindlink 1/day. This power manifests as a wilder level equal to the kalashtar's Hit Dice. If not using Expanded Psionic Handbook or Psionics Unleashed, see the ehntry in ECG, pg 18. (approx 1 RP)

Human Disguise: Kalashtar get a +2 racial bonus to Disguise checks when portraying to be human as they look so similar. (approx 1 RP)

Social Masters: Kalashtar get a +2 racial bonus on Bluff and Diplomacy checks. This gift is granted by a commanding presence and subtle psychic influences. (4 RP)

Languages: Kalashtar begin play speaking Common and Quor. Kalashtar with high Int scores can choose from the following: Draconic and Riedran. (1 RP)

(Total 11 RP)

Shifter:

Shifter Racial Traits - Humanoid (shapechanger) (0 RP)

+2 Dex, +2 Wis and -2 Int: Shifters are quick in body and strong instincts that guide them but cloud their intellect. (0 RP)

Medium: Shifters are Medium creatures and have no bonuses or penalties due to their size. (0 RP)

Normal Speed: Shifters have a base speed of 30 ft. (0 RP)

Animalistic Heritage: Shifters receive a +2 racial bonus to Climb and Acrobatic checks, the wild blood in their veins help them move about the world. (4 RP)

Low-Light Vision: Shifters can see twice as far as humans in conditions of dim light. (1 RP)

Shifting: See ECS, pg 19 but with the following changes: A shifter can shift for a number of rounds per day equal to 4+ her Con modifier. Every shifter feat a shifter takes increases the rounds per day by two. Temporary increases to Con, such as those gained from shifting or spells, do not increase the total number of rounds a shifter can shift per day. A shifter can start and stop shifting as a free action with a minimum of one round spent. The total number of rounds of shifting per day is renewed after resting 8 hours, although these hours do not need to be consecutive. (approx 4 RP)

Languages: Shifters begin play speaking Common. Shifters with high Int scores can choose from the following: Elven, Gnome, Halfing and Sylvan. (1 RP)

(Total 10 RP)

Warforged:

Warforged Racial Traits - Humanoid (Living Construct, pg 23 ECS) (approx 6 RP)

+2 Con, +2 Wis and -2 Cha: Warforged's construct nature makes them tough and observant but seem distant or rude to other humanoids. 6 RP)

Medium: Warforged are medium creatures and have no bonuses or penalties due to their size. (0 RP)

Normal Speed: Warforged have a base speed of 30 ft. (0 RP)

Natural Attack: Warforged possess a slam natural attack that inflicts 1d4 damage on a successful hit. This is a primary attack. (1 RP)

Composite Plating: See pg 23, ECS (approx 3 RP)

Language: Warforged begin play speaking Common and have no access to bonus languages. (0 RP)

(Total RP 10 RP)

There it is, time to work on data files for HL and begin working on chapter 2. Constructive criticism and discussion always incuriaged.


2 people marked this as a favorite.
Pathfinder Adventure Path, Lost Omens, Pathfinder Accessories, Rulebook, Starfinder Accessories, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Warforged:

Warforged

Humanoid (Living Construct) 7 RP (Total 7)
Size Medium 0 RP (Total 7)
Base Speed Normal 0 RP (Total 7)
Ability Mod Warforged -1 RP approx (Total 6)
Langauge Xenophobic 0 RP (Total 6)
Rule Break Slam Natural Attack 1RP (Total 7)
Composite Plating 3 RP approx (Total 10)
Movement Standard 0 RP (Total 10)

So I made the decision to just keep Living Construct but not sure the price so I just added everything else and gave the the rest to Living Construct. I don't think it is that far off. Again double ability negs not very Pathfinder but Then is the feel...I will leave that alone. I dropped Light Fortification because I think it was suppose to represent an aspect of constructs being immune to crits and sneaks but PF does not do that so goodbye.


2 people marked this as a favorite.
Pathfinder Adventure Path, Lost Omens, Pathfinder Accessories, Rulebook, Starfinder Accessories, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Shifter:

Shifter

Humanoid (shapeshifter) 0 RP (Total 0)
Size Medium 0 RP (Total 0)
Base Speed Normal 0 RP (Total 0)
Ability Mod Shifter -1 RP approx (Total -1)
Langauge Standard 1 RP (Total 0)
Shifting 4 RP approx (Total 4)
Movement Standard 0 RP (Total 4)
Low-light Vision 1 RP (Total 5)
Skill Bonus Climb 2 RP (Total 7)
Skill Bonus Acrobatics 2 RP (Total 9)

So the shifter was harder, trying to figure the cost of shifting. Part of me thinks it to low still so maybe I will drop it to three in the second try along with giving them the standard ability modifiers. Doing standard ability mods doesn't feel quite right but but it regular scores arn't Pathfinder. Maybe drop the Int penalty for 1 RP?


4 people marked this as a favorite.
Pathfinder Adventure Path, Lost Omens, Pathfinder Accessories, Rulebook, Starfinder Accessories, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Kalashtar:

Kalashtar

Humanoid (Kalashtar) 0 RP (Total 0)
Size Medium 0 RP (Total 0)
Base Speed Normal 0 RP (Total 0)
Ability Mod Nome -1 RP approx (Total -1)
Langauge Standard 1 RP (Total 0)
+2 on saving throws for mind affecting 2 RP approx (Total 2)
Immunity to Dream affecting 1 RP approx (Total 3)
Spell-Like Ability Mindlink 1/day 1 RP (Total 4)
Natural Psionic 1 RP approx (Total 5)
Movement Standard 0 RP (Total 5)
+2 to Disguise as a human 1 RP approx (Total 6)
Skill Bonus Bluff 2 RP (Total 8)
Skill Bonus Diplomacy 2 RP (Total 10)

For the second version I am thinking of going with the standard ability score modifiers, first thoughts +2 in Con and Wis for being strong in mind and body but -2 in Cha for dual mindness.


6 people marked this as a favorite.
Pathfinder Adventure Path, Lost Omens, Pathfinder Accessories, Rulebook, Starfinder Accessories, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

I have decided that one day I will run Eberron using Pathfinder but some converting needs to be done so I am doing the whole book. This is biggest task I have done for a DM and I am looking for second opions and general backboarding. So, starting with Chapter 1, races.

My first thought and try was to use the ARG playtest race builder. I figure that it can be a rough draft until the actaul ARG comes out. When I finished I was not satisfied, specialy after I read the Conversion document. I also realized that perfect 10 isn't that big of a deal to me as I allow most races when it comes to ECS.

I present my initial ARG playtest builds along with my thoughts for my second try.

Changeling:

Changeling

Humanoid (shapechanger) 0 RP (Total 0)
Size Medium 0 RP (Total 0)
Base Speed Normal 0 RP (Total 0)
Ability Mod Nome -1 RP approx (Total -1)
Langauge Standard 1 RP (Total 0)
Slippery Mind 2 RP approx (Total 2)
Minor Change Shape 4 RP approx (Total 6)
Gift of Tongues 2 RP (Total 8)
Skill Bonus Sense Motive 2 RP (Total 10)

So I am thinking of giving Changeling the Human Heritage Modifier.

Other Races coming in next post.


12 people marked this as FAQ candidate. Staff response: no reply required. 1 person marked this as a favorite.
Pathfinder Adventure Path, Lost Omens, Pathfinder Accessories, Rulebook, Starfinder Accessories, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

In GoG, they give new favored class options for goblins. For rogues they get a free rank (not point) to either ride or Stealth.

At first glance I am like how is this different then a free skill point but I looked at the wording and figure it be away to get past the rank equal to or less than level rule.

Now that I am backing up my groups characters on Hero Lab, the software is just treating it as a free skill point (and of course saying I am using too many skill pints into one rank).

So it has me thinking, is my interpation wrong?


2 people marked this as a favorite.
Pathfinder Adventure Path, Lost Omens, Pathfinder Accessories, Rulebook, Starfinder Accessories, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Exotic Weapon
Two-Handed Melee Weapon (one for each ankle)
Cost: -
Dmg: 1d6
Critical: x2
Range: 10 ft/5ft
Weight: 35 lbs
Type: B

A living gnome incurs a -1 to both attacks and damage rolls (flailing). Of course a gnome is a throwable weapon with a 10 ft increment or 5 ft if alive (again flailing). A living gnome takes damage equal to damage dealt on each attack.


1 person marked this as a favorite.
Pathfinder Adventure Path, Lost Omens, Pathfinder Accessories, Rulebook, Starfinder Accessories, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Tech, the write up for the horse chopper says nothing about breaking like the dog slicer but I would apply the rule to it BUT as it says in the dog slicer write up, masterwork version do not have that flaw.


1 person marked this as a favorite.
Pathfinder Adventure Path, Lost Omens, Pathfinder Accessories, Rulebook, Starfinder Accessories, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Mechanically it might be a no no but honestly I think you're stepping away from the Spirit of the Rules and focuing on the Letter of the Rules. I would follow Buddah668 suggestion.