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Shoanti Tribeswoman

Lunamaria Hawke's page

84 posts. Alias of EdenOfTheEast.


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here the tinker mention earlier Tinker and also the spark class which is free right here Spark. both are really balance. you should take a look at both of them.

I think this might be the class that you are looking for malefactor. it all about debuffing your enemy by curse like effect. most don't even do damage. take the blade of mercy trait to do a harrowing strike here and there and your all good.

well the release of the The Genius Guide to the Dracomancer would be nice...been waiting for 2 years on rush :)

on new projects however...
how about a card base one? I been playing Magic for a long time and such a concept in Pathfinder would not be impossible to do. if I recall I think Deadfox games try to do this with the Gypsy?

1. they do see 2 for more

2.I would talk to your DM about this as the class need a lot of planning before the game starts.

3. like all other gunslingers you make it yourself. think like Burt Gummer.

4. use them and don't look back! guns should of work like this since the gunslinger class was made not hitting touch ac and causing massive problems for DM.

4a. yes this should be there as this is more 3rd party content and many here in the advice can not help.

1 person marked this as a favorite.

already done by Little Red Goblin GamesKing of the Ring. I would probably abandon the class idea but make maybe monk styles feat to do this?

is homebrew allow? if so then this is what your just looking for LINK

1 person marked this as a favorite.

Monstrous Bloodlines for Sorcerers III

it for 1.49 it has the Kami bloodline along with a few others. also check out the first and second products for even more goodness.

A Behemoth/Kaiju bloodline
Kami bloodline

I would love to see these two.

what do you plan on running?
is 3PP stuff allow?
what the party build up looking right now?
what books are allow?

wanted to past this along to you for approve.

Fighter question:

SGG came out with a bullet point. The High Concept: Twelve alternate class abilities that can replace the bravery ability of the fighter class, to allow a simple way to customize fighter characters.
the one I am looking on using is this one.
Steely Determination (Ex)
Starting at 2nd level, the fighter can delay
the onset of any mind-affecting spell or effect
he is the subject of by 1 round. The effect still
receives its full duration (if the fighter delays the
onset of a command spell by 1 round, he is still
affected by it for a full round once its duration
begins). If multiple creatures are subject to the
mind-affecting effect, its onset is delayed only for
the fighter. The duration he can delay the onset
of such effects increases by +1 round for every 8
levels beyond 2nd.

please give me your thoughts on this.


I got an idea for a character In the Company of Giants ever heard of it? pretty much it a 1- 20 racial class that makes me into a giant. this idea being gathering dust for a long time but now...
anyway I was thinking of making it with a fighter.
here some details on the class and race itself.

Jotun Racial Traits
The Jotunnar’s massive physique grants them prodigious
Strength and Constitution. They enjoy choosing to
focus on their physique granting a single +2 racial bonus
to Strength; or focusing on physical and mental fortitude
granting a +2 racial bonus to Constitution, a +2 racial bonus
to Wisdom, and a -2 penalty to Intelligence.
Jotun base speed is 30 feet
Jotunnar are use to lording their size over those around
them and possess a +2 racial bonus to Intimidate and
Sense Motive skill checks.
Jotunnar enjoy a +2 racial bonus to all Craft skill
Jotunnar are humanoids with the giant subtype.
Medium: As Medium creatures, Jotunnar have no special
bonuses or penalties due to their size. Jotunnar can
grow to even greater size.
Low-Light Vision: Jotunnar can see twice as far as humans
in conditions of dim light.
Automatic Languages: Common and Giant.
Bonus Languages: Any.

Jotun Paragon
Jotun can take up to twenty levels in “jotun paragon,”
each level represents the character growing in elemental
and giantish might and reaching a growth cycle of her giantish
heritage. Still not all jotun choose to take paragon
levels instead becoming one of the stunted.
Jotun Paragon Class
Alignment: Any
Hit Die: d8
Class Skills
The giant paragon’s class skills are Climb (Str), Craft (Int),
Intimidate (Cha), Perception (Wis), Perform (Cha), Sense
Motive (Wis), Stealth (Dex) and Swim (Str).
Skill Ranks per Level: 4 + Int modifier

Medium BAB, good fort bad reflex bad will

Size Increase (Ex): you continue to grow in height and
weight as you gain power at 3rd level you become size
Large, at 10th you become size Huge, at 16th you become
size Gargantuan, and at 20th level you become size Colossal.
No ability score modifications arise as a result of the
growth, though you do gain all the other associated penalties
and benefits for the size change listed in the table below,
the table lists the total bonus or penalty they are not
cumulative. Your equipment also resizes to fit your new
size as long as you are attending it at the time you gain the
appropriate level.
You can as a full round action reduce your size back down
one category, it also takes a standard action to increase
your size back up one category.

Strength/Constitution Increase (Ex): At 2nd level,
the jotun paragon’s Strength and Constitution score gains
a +2 inherent bonus. At 5th level, you increase one of
those inherent bonuses by 2 (your choice). At 8th level,
you increase both of those inherent bonuses by an additional
2. At 11th level, you increase one of those inherent
bonuses by an additional 2 (your choice). At 14th level,
you increase both of those inherent bonuses by an additional
2. At 17th level, you increase one of those inherent
bonuses by an additional 2 (your choice). At 20th level,
you increase both of those inherent bonuses by an additional

there is a lot more to this class but it covers the important parts
please tell me what you think?


here a quick look some tweaking is needed but it feels on the right course. ignoring all the racial things adding in your feat as well but the idea will be there.

Female Half-Elf Gunslinger (Pistolero) 3
CG Medium Humanoid (Elf, Human)
Init +6; Senses Low-Light Vision; Perception +10
AC 18, touch 15, flat-footed 13 (+3 armor, +4 Dex, +1 dodge)
hp 26 (3d10+6)
Fort +5, Ref +8, Will +3
Immune sleep; Resist Elven Immunities
Spd 30 ft.
Melee Unarmed Strike +4 (1d3+1/20/x2)
Ranged Revolver +3 (1d8/20/x4) and
Revolver +3 (1d8/20/x4)
Str 12, Dex 18, Con 14, Int 12, Wis 14, Cha 12
Base Atk +3; CMB +4; CMD 18
Feats Deadly Aim -1/+2, Gunsmithing, Skill Focus: Bluff (Adaptability), Two-weapon Fighting
Traits Deft Dodger, Indentured Blacksmith: Craft (Weapons)
Skills Acrobatics +9, Bluff +9, Climb +0, Craft (Alchemy) +5, Craft (Weapons) +5, Escape Artist +3, Fly +3, Heal +8, Perception +10, Ride +3, Sleight of Hand +9, Stealth +3, Survival +6, Swim +0
Languages Aklo, Common, Elven
SQ Deeds, Elf Blood, Grit (Ex), Gunslinger Initiative (Ex), Gunslinger's Dodge (Ex), Pistol-whip (Ex), Quick Clear (Ex), Up Close and Deadly +1d6, Utility Shot
Combat Gear Black Powder (10), Firearm Bullet (50), Revolver, Revolver, Studded Leather; Other Gear Gunsmith's Kit, Powder Horn (empty)
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Deeds Gunslingers spend grit points to accomplish deeds. Most deeds grant the gunslinger some momentary bonus or effect, but there are some that provide longerlasting effects. Some deeds stay in effect as long as a gunslinger has at least 1 grit point. The
Elf Blood You are counted as both elves and humans for any effect relating to race.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to Sleep effects.
Grit (Ex) A gunslinger makes her mark upon the world with daring deeds. Some gunslingers claim they belong to a mystical way of the gun, but it's more likely that the volatile nature of firearms simply prunes the unlucky and careless from their ranks. Whatever
Gunslinger Initiative (Ex) At 3rd level, as long as the gunslinger has at least 1 grit point, she gains the following benefits. First, she gains a +2 bonus on initiative checks. Furthermore, if she has the Quick Draw feat, her hands are free and unrestrained, and the firearm i
Gunslinger's Dodge (Ex) At 1st level, the gunslinger gains an uncanny knack for getting out of the way of ranged attacks. When a ranged attack is made against the gunslinger, she can spend 1 grit point to move 5 feet as an immediate action; doing so grants the gunslinger a
Gunsmithing You know the secrets of repairing and restoring firearms.

Benefit: If you have access to a gunsmith's kit, you can create and restore firearms, craft bullets, and mix black powder for all types of firearms. You do not need to make a Craft check.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Pistol-whip (Ex) At 3rd level, the gunslinger can make a surprise melee attack with the butt or handle of her firearm as a standard action. When she does, she is considered to be proficient with the firearm as a melee weapon and gains a bonus on the attack and damage
Quick Clear (Ex) At 1st level, as a standard action, the gunslinger can remove the broken condition from a single firearm she is currently wielding, as long as that condition was gained by a firearm misfire. The gunslinger must have at least 1 grit point to perform t
Up Close and Deadly +1d6 At 1st level, when the pistolero hits a target with a one-handed firearm that is not making a scatter shot, she can spend 1 grit point to deal 1d6 points of extra damage on a hit. If she misses with the attack, she grazes the target, dealing half the
Utility Shot At 3rd level, if the gunslinger has at least 1 grit point, she can perform all of the following utility shots. Each utility shot can be applied to any single attack with a firearm, but the gunslinger must declare the utility shot she is using before

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just in case you did not see I was asking if I could start off with 2 revolvers...figure I ask
sorry i know it annoying but i need to make sure...

also done and done so Hassan your friend said yes then?

as long as he takes this archetype Link to the archetype in question I think he should be fine.


If you can take a look at these feats and approve of them that would be nice. Taken from 3PP company Rite Publishing Secret of the Gunslinger

Designated Ammunition (Grit)
Prerequisites: grit class feature or Amateur
Gunslinger feat, deadshot class feature or Point Blank
Shot feat, base attack bonus +7

Benefit: After performing a one hour ceremony you can
prepare a number of pieces of ammunition, equal to
your Wisdom modifier (minimum 1) against a specific
creature type (See the ranger’s favored enemy class
ability). Against that creature type, this ammunition
deals damage as if you possessed the ranger favored
enemy class ability; your base attack bonus equals your
gunslinger class level. You cannot gain the benefits of
this feat again until all the ammunition has been fired.
Once fired the ammunition looses the benefits of this
feat. This deed costs 1 grit point to perform.

Deflecting Shot (Grit)
Prerequisites: grit class feature or Amateur
Gunslinger feat, deadeye class feature or Weapon Focus
(firearm), targeting class feature or Greater Weapon
Focus (firearm), Dex 13, base attack bonus +7

Benefit: You can, as an immediate action, make a
ranged combat maneuver check, against an opponent
who has made a melee weapon attack, with a +2 bonus.
If successful, you have hit the melee weapon with a
glancing shot dealing no damage (or other effects) but
have deflected it enough to cause it to miss its intended
target. If you fail, you have discharged your firearm. If
you roll a natural 1 on your check your weapon misfires,
and/or if the attack was against you, your opponent
gains a +5 circumstance bonus to the attack roll. This
deed costs 1 grit point to perform.

Fateful Shot (Grit)
Prerequisites: grit class feature or Amateur
Gunslinger feat

Benefit: When you miss an attack roll against a
creature, you may spend a point of grit to have the shot
ricochet wildly. Ultimately, this wild ricochet hits
something the intended target cared about, causing the
intended target physiological distress of some kind. It
could hit the intended target’s wife, friend, lover, child,
valuable ally, an innocent bystander (if the intended
target was good), or an unattended object that the
original target cares about.
Anything that could be hit, can be hit by this shot as
long as it is within range of the firearm even if it means
ignoring line of sight, line of effect, cover and
concealment. Only impossible targets are impossible to
hit (such as a creature inside a prismatic sphere).

Ranged Kata (Grit)
Prerequisites: grit class feature or Amateur
Gunslinger feat, Dex 13, Combat Reflexes, base attack
bonus +3,

Benefit: If an opponent within a distance equal to, or
less than half you speed, attempts to make an attack
with a ranged weapon you can, as an immediate action,
move to the closest adjacent square (possibly provoking
attacks of opportunity, due to your movement; the
maximum distance you can move is 15 ft.) and make a
combat maneuver check with a +2 bonus. If you are
successful, your opponent misses the intended target as
you throw off her aim. If your opponent has multiple
attacks you can attempt to disrupt these if they are
ranged weapon attacks as well. Each of these attempts to
disrupt an attack with a ranged weapon counts against
the number of attacks of opportunity you can make in a
round (and hence is limited to 1 +your Dexterity
modifier). Use of this feat requires you to sacrifice all
your actions on your next turn (you will be unable to
take any actions on this turn if you have not acted yet or
you will be unable to take any actions next turn if you
have already acted).
Failure to make a Combat Maneuver check results in
you provoking an attack of opportunity; a gunslinger
could pistol whip you, a spear thrower could stab you, or
a monk might kick you. You must possess at least 1 grit
point to perform this deed.

Shoot the Bullet (Grit)
Prerequisites: grit class feature or Amateur
Gunslinger feat, deadeye class feature or Weapon Focus
(firearm), targeting class feature or Greater Weapon
Focus (firearm), Dex 13, base attack bonus +7

Benefit: You can, as an immediate action, make a ranged
combat maneuver check against an opponent who has
made a ranged weapon attack. Your opponent gains a
+10 circumstance bonus to her CMD. If successful you
have shot the weapon or its ammunition in midflight
causing it to miss and deal your damage to the object. If
you fail you have discharged your firearm, if you roll a
natural 1 on your check your weapon misfires. This deed
costs 1 grit point to perform.

can we also start off with advanced firearms? link to the Revolver two of them to be exact

well after reading that fanfic....
if it as funny as that story consider me sign up!

Also a thought...
maybe you should start this off as a normal AP like legacy of fire or carrion crown. that way we have a direction plus the awesome side quest that can happen from this. just like how the fanfic work out to be.

O.o your here...
couple of questions then you say any class so does that mean we can use casters both divine and arcane? how about archetypes can we chose from those? how can we come about training as a monk? also more about not harming other people...are we force to follow their rules or do we develop our own personality? about the back-up ship does this mean we can never die?
I feel there are more question but I guess you got to start somewhere...

sigh it confusing as hell but why not.

Mr. Swagger wrote:
Monkeygod wrote:
Could I play a Tiefling, using some stuff from Blood of Fiends? I can provide the crunch if needed.
That works. I don't have that book so if you can post it here that would work. I don't know if it is up on d20pfsrd yet.

it is all the crunch from that book is on that site

I will sign up.

are you open to Purple Duck Games races? how about In the Company Of Monster? SGG?

dotting for interest...

why not? just say he does not have those spells until such and such level. the invisible part make it so it only works CL+1 rounds per day. if he wants to play it he going to have to accept a heavy nerfing with it.

1 person marked this as a favorite.
The_Hex wrote:
James Jacobs wrote:
This book, like ALL of our "Revisited" books, will focus on the monster, NOT on player options. No giant bloodlines or anything like that, in other words.

Hi James,

That's an interesting point and it begs the question; will Paizo be considering the re-introduction of the concept of "Level Adjustment" for players wishing to play races which are already over-powered at Character Level 1 ? If so, I assume that would open the door to a host of tasty racial options (eg. Giants etc.).

Alex (The Hex)

If you want to play a giant I would recommend checking out Rite Publishing In the Company of Giants they make it so you can play one without up setting the balance of the game.

the bloodline option is the only thing that really breaks this class as noted above. why use your good pal the sorcerer when you are a swiss army knife of all casters? but since your doing the meta-pool option you are good and balance. on the issue on UMD it in choosing spells section of the magister.

so there is no alignment restrictions on the death knight?

sounds goods...
can you pm your address so I can figure out travel times and such?


I live in Mount Eden it about 50 mins away from Lexington.
so I have to ask what the AP? is it homebrew? do you allow 3PP?

dotting for submission

DM - Voice of the Voiceless:

I have been dancing between three ideas of late...
one is a soulknife, the other a Cavalier using this archetype with the order of the dragon, and finally a vitalist aka medic type of hero. please tell me what you think of these guys and I will make up a story right away.

for your question I have to give props to Edward Newgate of one piece but also to Sir Francis Drake both worthy of the things they did...

Well a bard does the same thing but with spell casting then full BAB...
unless you find the bard OP I think this archetype is fine.

Buzzblade, boggle

This weapon is a toothy, circular blade vertically mounted on the end of a short handle. A tightly wound spring keeps the blade spinning when a trigger is pressed on the handle (free action). The blade can spin for 20 rounds before it needs to be rewound. Unwound, it works as a handaxe. The buzzblade takes 2 minutes to wind. pons

dotting for interest...


I was wondering if you allow the lapith and this Cavalier archetype for your game.

one more question. can we use the feat
Your dragonmark has mysterious ties to one of Eberron’s
twelve moons.
Prerequisite: Any true lesser, greater, or Siberys
Benefit: You gain a +1 inherent bonus to one ability
score, chosen according to the type of dragonmark
you possess.
figure I ask before making final characters details.

should have a Spellslinger of House Cannith by tomorrow. quick question how are dragonmarks going to work?

My vote is for Eberron. I got this idea for a spellslinger that I been dieing to try out :)

I have an idea for a Spellslinger, but like the others can I have the go ahead or is the answer no?

While we wait some enjoyable steam punk music

I also would like to apply...
quick question: what is allow for SGG classes? what other 3rd party books do you own?

Alzrius wrote:

A character in my game is making a dragonrider after his previous character died fighting some stone giants. Looking over the book, he has a few questions that I wanted to post here, since I wasn't sure as to the answers.

First, the silver dragon steed has, as one of its special qualities at 8th level, "incinerate." I'm presuming that this is in error, as incinerate is an ability of great red wyrms. What should this be?

Secondly, I just wanted to confirm that his dragon steed does not have the change shape special ability, correct?

yes it an error and yes that dragon can not shape change

2 people marked this as a favorite.

like so

here a link for that archetype if you don't have that book.


Thank you!
now all we need is The Genius Guide to the Dracomancer and I would be a very happy camper.

If done right it should not be a problem.
(taken from 101 spells series)

Summon Nature’s Minor Ally:

School: Conjuration (Summoning); Level: Drd 0
Casting time: 1 round
Components: V, S, DF
Effect: 1 summoned creature
Duration: 1 round/level (D)
Saving Throw: None; Spell Resistance: No
This spell functions like summon nature’s ally I, but it
summons a Tiny or Diminutive animal of no more
than 1/2 Hit Dice, such as a bat, cat, lizard, rat, raven,
Tiny viper, toad or weasel.

There's no way I'd come to like a girl with such strange horns.
Then why did you...
I told you I love unusual animals...

1 person marked this as a favorite.

O just you wait, the sixth holy grail war will be here before you know it and your rein of terror will be over!

TOZ wrote:
Sorry, the Tarrasque studied under Jack Rakan and is able to will itself back from nonexistence.

Silly AM BARBARIAN everyone knows that it only effects the denizens of mars which hence fourth are made of magic...

you have a better chance if you go ask Fate or Negi for help since your useless anyway. Caster FTW!

Back on topic: I would think that the Tarrasque would have some divine ranks for being a spawn on the rough beast itself. cause really if it was that easy the world would not have to deal with any of spawns.

Do you know what the greatest and worst invention that humans ever made was? Television. Television controls people using information and steals their sense of reality. Yes. Now television itself is a religion.

but back off topic B!

Tiny Coffee Golem wrote:
Lunamaria Hawke wrote:
A Sensei/Qinggong monk. Loses the MAD for all he needs is wis and dex and can pretty much fit into any party.
I like that a lot. I may steal it for my next monk character.

Please do! Just note you lose everything and i do mean everything for this to work to be prepare to do very little damage. on anoather note ki is very limited in this build as well so your kinda force to take the vow of chains plus the extra ki feat.

A Sensei/Qinggong monk. Loses the MAD for all he needs is wis and dex and can pretty much fit into any party.

Sean FitzSimon wrote:
Lunamaria Hawke wrote:
how you feel about the juju mystery? no one seems to ever talk about it...
I've been doing all of my review based on the SRD. Where is this Juju oracle?

Serpent's Skull Part 3 City Of Seven Spears page 66

how you feel about the juju mystery? no one seems to ever talk about it...

zombie sky press
super genius guides
rite publishing
open design
the only 4 things every player needs!
the best being the time thief/time warden and dragonrider from SGG
(I have play these classes over and over it just a blast really!!!)

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