Goblin

Murch Dogslicer's page

4 posts. Alias of Rob Vermeulen.




I tried finding this; however do the speed penalties of a tower (or fortress) shields and heavy armor worn by a rider also impact the speed of a mount?


How many people are using the Free Archetype in Pathfinder? I am getting the impression around me that almost everyone uses that or dual classing, but am wondering if that is a local thing. Most people seem to like Pathfinder, but the actual flexibility within class is considered suboptimal/flavourless (there is too often a “single” good choice), which is remedied by the archetypes.

However what do others see?


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Thank you for sharing your stories, and the related complexities and challenges.


How did the importance of level change in 2nd edition? Eg are monsters still a challenge in numbers if they are a couple of CR below their level?

The new critt and (armor) proficiency bonus give me the impression that power levels change more over level? Is that impression correct?


Hello,

Please cancel my subscription to the Pathfinder Roleplaying Game (Rulebook) line.

Regards,


Could anyone provide details on the Grenadier archetype? What does he lose and shag does he gain?

It sounds like it could be interesting, but I am not perse interested in the field Guide, so I would like to have some more info before purchase.


Hi,

Please cancel all my subscriptions, tbanks!


3 people marked this as FAQ candidate. Answered in the errata.

Does the "Rake" option for the Eidolon count towards its maximum number of natural attacks? Literally taken I think it might however, they are not standard, but conditional attacks and the limitation that you can only take it from 4th level onwards otherwise does not seem to make any sense at all.


Hello, I subscribed to the "roleplaying line" (for the APG) just under a week ago with the e-mail indicating that the book (and thus PDF) should week in 2-4 days.

However, until now I have not yet received the confirmation of shipping. Now I understand that it is busy with the upcoming Gencon and the whole APG release, but was wondering whether the book is expected to ship before the 4th of August.

If not, please cancel my order/subscription as I will then just buy the PDF separately and get the book through some other (more local) source. If the book is still expected to ship soon, please let the order stand as is.

Thanks for the service!


13 people marked this as a favorite.

Hi All,

For my players I "developed" some rules for Towns & Villages, to make smalller settlements a bit more viable. These rules are presented below for those of you who are interested, and I am of course open for suggestions / improvements.

Towns:

A town overall functions like a city with the following exceptions:
Location: A town can be created in a hex that already contains a camp, farm or fishery. A town can only contain one district, and a town district consists of 4 2x2 city grids.
Costs: Cost for preparing a town district site and time for preparation are reduced, to reflect the more limited size of the town.

Preparing a Town District Site
Terrain_____Cost_________Time to Prepare
Forest_______2 BP__________1 month
Grassland____1 BP__________Immediate*
Hills_________1 BP__________1 month
Mountains____6 BP__________2 months
Swamp______4 BP__________2 months

Consumption: Town districts add 0.5 a BP to consumption. Consumption is always rounded up to the highest integer.
Buildings: Only the following buildings can be build in a town: Alchemist, Barracks, Brewery, Brothel, City Wall (1 max), Dump, Granary, Graveyard, Herbalist, House, Inn, Keep, Mansion, Mill, Monument, Park, Piers, Shop, Shrine, Smith, Stable, Tannery, Tavern, Tenement, Town Hall, Tradesman, Watchtower.
Upgrading to a city It is possible to upgrade a town to a city. However, this takes time and costs BP identical to the cost of preparing a town district.

Villages:

A Village overall functions like a city with the following exceptions:
Location: A village can be created in a hex that already contains a camp, farm or fishery. A village can only contain one district, and a village district consists of a one 2x2 grid.
Costs: Cost for preparing a village district site and time for preparation are reduced, to reflect the more limited size of the village.
Preparing a Village District Site
Terrain_____Cost_________Time to Prepare
Forest_______1 BP__________1 month
Grassland____1 BP__________Immediate*
Hills_________1 BP__________1 month
Mountains____3 BP__________1 month
Swamp______2 BP__________1 month

Consumption: Village districts don’t add to consumption.
Buildings: Only the following buildings can be build in a village: Brewery, Brothel, Granary, Herbalist, House, Inn, Mill, Shop, Shrine, Smith, Tannery, Tavern, Tenement, Tradesman, Watchtower.
Upgrading to a town: It is possible to upgrade a village to a town. However, this takes time and costs BP identical to the cost of preparing a village district.


Berhagen wrote:
- Allowing the construction of "Villages" which are only 4 9x9 sections to be in the same area as a farm or pastoral lands. (Anything larger precludes that the area is used for farming/husbandry).

I ofcourse intended 4 sections of 2x2. Thus 16 sections in total.


Please cancel my Pathfinder companion subscription (Not my Adventure Path submission)


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Errata and Clarifications:
General:
Command DC and Control DC are the same thing.

Buildings:
The following errata were mentioned on the paizo messageboards by James Jacobs and Jason Bulman.

Barracks (6 BP):Defense Modifier +2; Unrest –1.
Exotic Craftsman (10 BP):1 minor item, +1 Economy, +1 Stability.
Graveyard (4 BP): +1 loyalty
Watchtower (12 BP): +1 Stability; +2 Defense Modifier; Unrest –1.


For the Kingdom rules, I created an excel file which does most of the calculations for you. It might be of use to some of you:

Kingmaker Kingdom Sheet

For the vacant penalties to apply you have to use "Vacant" as a character name.


Hello All,

I am working on making a system (somewhat) feasible for playing Monstrous races. Although I generally like the approach followed in the Pathfinder Bestiary, I feel the system is still somewhat to “coarse”. (Some creature abilities becomes worthless more quickly than others)

Thus I came up with the following rules for playing a monster in a mixed group. What do you think about the proposal as written now?

Mixed Groups:
Because of balancing issues, including a single monster character in a group of standard characters, or combining monster characters with different CR’s is quite complicated. However, this is also the situation most likely to occur in most games, thus a system to balance this situation is described below.

If you are including a single monster character in a group of standard characters, or are combining monster characters of different races, make sure that the group is of a level that is at least as high as the monster's Starting Level Equivalent (SLE) . This is the level at which a monster without class levels is equivalent to a character with class levels. The SLE is usually equal to a monsters CR.
For example, in a group of 4th-level characters, a minotaur (SLE 4) would be of comparable strength to e.g. a half-orc barbarian.

In a mixed group, the value of racial Hit Dice and abilities generally diminishes as a character gains levels. The relative strength of a monsters’ Hit Dice and Abilities at each level is expressed as the Effective Level Equivalent (ELE) . This is the number of Class Levels to which the monster is equivalent at the Character Level. The SLE is the level at which a monster without class levels is equivalent to a character with class levels.

At specific levels, a monsters’ ELE will be decreased. This happens with fixed increments, which are given in the race descriptions. These increments are called Level Equivalent Decreases.
When the ELE decreases a character gains an additional class level, as to remain at the same power level as other standard characters. When a race has e.g. an LED of 3 this means that an additional level is received once per 3 levels and the ELE is then decreased by one. This additional level is always received halfway during the last level of the LED. E.g. for a LED it is received halfway between the 2nd and 3rd levels. This process continues until the ELE is equal to the Final Level Equivalent (FLE) , provided in the race overview.

(And of course the standard and appropriate Paizo Monster character disclaimer: “GMs should carefully consider any monster PCs in their groups, especially in Mixed Groups. Some creatures are simply not suitable for play as PCs, due to their powers or role in the game or don’t mix well with standard characters. As monster characters progress, GMs should closely monitor whether such characters are disruptive or abusive to the rules and modify them as needed to improve play.”

Your input is much appreciated. (And I realize I will have to work on FLE's and LED's.....)


Hi All,

I am creating a setting in which Fey play an important role, and such I created a fey race called the Sidhe. The Sidhe are cast as somewhat "alien" Fey, but should still be quite playable as PC's. A description of the Sidhe can be found below and any input on this would be greatly appreciated.

SIDHE

Physical Description: Sidhe are generally taller than humans, and possess a graceful physique not unlike that of elves. However, they also have an unearthly beauty and their eyes are shaped likes those of wolves or predatory birds and have large pupils in colors like yellow or purple. Sidhe clothing is often highly adorned as Sidhe like to show-off their superiority and wealth.

Society: Sidhe feel a bond with nature, and although they live in cities these are often placed in natural areas. Sidhe cities are of an exquisite and almost unearthly beauty, but few outsiders are allowed to gaze upon them. Most sidhe have a preference for trickery, music or magic and their natural abilities make them particularly suited to become bards or sorcerers.

Relations: Sidhe are quite convinced of their own superiority, and thus often regard other races as crude or savage. Sidhe regard gnomes as interesting, but distant, kin. Elves are regarded as good allies against their common enemies, but also as somewhat boring. Sidhe disdain humans, dwarves and half-orcs as they are too often involved in the creation of mechanical creations, and infringe on their territories.

Alignment and Religion: Sidhe are impulsive and fickle, and often have a cruel streak. Most sidhe are chaotic neutral.

SIDHE RACIAL TRAITS
+2 Dexterity, +2 Charisma, –2 Wisdom: Sidhe are nimble, and charismatic and have an unearthly beauty, but also fickle and impulsive.
Medium: Sidhe are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Sidhe have a base speed of 30 feet.
Low-Light Vision: Sidhe can see twice as far as humans in conditions of dim light.
Fey immunities: Sidhe are not humanoids and are such are immune to spells that specifically target humanoids such as charm person and hold person.
Fey Magic: Sidhe add +1 to the DC of any saving throws against enchantment spells that they cast. Sidhe with a Charisma of 11 or higher also gain the following spell-like abilities: 1/day—light, ghost sound, message, disguise self. The caster level for these effects is equal to the sidhe’s level. The DC for these spells is equal to 10 + the spell’s level + the sidhe’s Charisma modifier.
Deceptive: Sidhe receive a +2 racial bonus on Bluff and Disguise skill checks.
Weapon Familiarity: Sidhe are proficient with scimitars and shortbows (including composite shortbows), and treat any weapon with the word “sidhe” in its name as a martial weapon. Additionally, they can treat scimitars as light weapons for the purpose of weapon finesse and two weapon fighting.
Languages: Sidhe begin play speaking Common and Sylvan. Sidhe with high Intelligence scores can choose from the following: Draconic, Elven, Gnoll, Gnome, Goblin, Halfling, and Sylvan.


Hello All,

Hereby the next part of my "Vudra" flavoured character options. This time a Prestige Class for monks, using a bow...... the God Khurma is somewhat based on the Indian God Rama.

Champion of Khurma
The Champions of Khurma are an order of monks who aim to emulate the actions of the god Varishan in his incarnation Khurma. Although they strive for inner peace and self-perfection, they also actively champion the cause of good and fight the demons and spirits that plague Vudra. The Champions of Khurma are regarded very highly by commoners and good rulers alike, but are also often actively persecuted by less than just rulers and Rakshasa’s who regard them as a threat. Just as their god, the champions of Khurma favour the bow, and use this with supernatural skill.
Role: Champions of Khurma fill the same role as standard monks, although strongly focused on ranged combat. Additionally they can be effective as diplomats with both commoners and nobles.
Alignment: Champions of Khurma are always lawful, just like all monks. Additionally, because of the tenets of their faith they are never evil, and most Champions of Khurma are lawful good.
Hit Die: D8

Requirements:
In order to qualify to become a Champion of Khurma, a character must fulfill all the following criteria.
Skills: Diplomacy 5 Ranks, Knowledge (religion) 7 ranks.
Feats: Point Blank Shot, Rapid Shot, Manyshot, Martial Weapon Proficiency (Longbow)
Abilities: Flurry of Blows Monk Ability.
Special: The character must have been judged worthy to become a member of the Order of the Champions of Khurma by at least three current members.

Class Skills
The Champion of Khurma’s class skills (and the key ability for each skill) are Acrobatics, Craft (Int), Climb (Str), Diplomacy (Cha), Intimidate (Cha), Knowledge (history) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Perception (Wis), Profession (Wis), Sense Motive (Wis), and Swim (Str)
Skill Ranks at each Level: 4 + Int modifier.

Class Features
All of the following are Class Features of the Champion of Khurma prestige class.
Weapon and Armor Proficiency: A Champion of Khurma does not gain proficiency with any weapon or armor.
Monk Abilities: Levels of the Champion of Khurma’s Prestige Class count as Monk levels for the Armour Class Bonus, Flurry of Blows and Maneuver Training abilities. He does not gain other benefits a character of that class would have gained, such as increased unarmed damage or other monk abilities.
Focused Archery: Starting at 1st level a Champion of Khurma can use his wisdom bonus instead of his dexterity bonus for ranged attacks with any type of bow. (But not crossbows)
Slayer of Demons: At 2nd level the Champion of Khurma gets a +1 bonus on attacks and damage against all creatures with the Outsider (Demon) and evil creatures with the Outsider (Native) subtypes, as well as on opposed intimidate, perception and sense motive checks. This bonus increases by +1 at 4th level and every second after that.
Bonus Feat: At 3th and 7th level, a Champion of Khurma received a bonus feat. The Champion of Khurma can select a feat from the following list: Deflect Arrows, Far Shot, Precise Shot, Improved Precise Shot, Pinpoint Targeting, Snatch Arrows, Shot on the Run, Weapon Focus (Longbow).
Flight of Arrows: Starting at 4th level, a Champion of Khurma can treat any type of bow (but not crossbow) as a Monk Weapon, and as such can use it with the Flurry of Blows ability. It is not possible to use Point Blank Shot or Rapid Shot in combination with a Flight of Arrows, as it is already assumed that these shots are included in the Flight of Arrows .
Ki Arrows: Starting at 5th level the Champions of Khurma class levels stack with monk levels for determining his Ki Pool. Also, by spending one Ki point, the Champion of Khurma can bestow his Ki Pool abilities. (e.g. magic, adamantine) until the start of his next turn.
Pierce the Veil: At 9th level, the monk gains the ability to look through magical disguises. This ability works as the spell true seeing, but can be used for a number of minutes per day equal to his class level. These minutes do not need to be consecutive.
Avatar of Khurma: Upon reaching 10th level, the Champion of Khurma becomes a personification of the ideals of his god. His type changes to Outsider (native), and he becomes immune against mind affecting effects. Furthermore his wisdom and charisma scores each increase by 2.

Level BAB Fort Ref Will Special

1 +0 +2 +2 +2 Monk Abilities, Focused Archery
2 +1 +3 +3 +3 Slayer of Demons +1
3 +2 +3 +3 +3 Bonus Feat
4 +3 +4 +4 +4 Slayer of Demons +2, Flight of Arrows
5 +3 +4 +4 +4 Ki Arrows
6 +4 +5 +5 +5 Slayer of Demons +3
7 +5 +5 +5 +5 Bonus Feat
8 +6 +6 +6 +6 Slayer of Demons +4
9 +6 +6 +6 +6 Pierce the Veil
10 +7 +7 +7 +7 Avatar of Khurma, Slayer of Demons +5

Again, any input is appreciated.


Hello All,

I am working on making some content with an Indian flavour (Vudra) and would like to ask your input. The first part is a sorcerer bloodline for Naga kin.

Naga kin
The power of the Naga runs in your family due to some intermingling of Naga blood with that of your ancestors, or through the performance of dark rituals. This power tends to make you emotionally distant and cold, with a drive for power.
Class Skill: Knowledge (History)
Bonus Spells: Charm Person (3rd), Detect Thoughts (5th), suggestion (7th), poison (9th), Mind Fog (11th), Mass Suggestion (13th), phase door (15th), Antipathy (17th), Mage’s Disjunction (19th).
Bonus Feats: Combat Casting, Dodge, Improved Imitative, Iron Will, Lightning Reflexes, Skill Focus (History), Spell Focus (Enchantment), Toughness.
Bloodline Arcana: Whenever you cast a spell of the compulsion subschool, increase the spells DC by +2
Bloodline Powers: You can draw upon the power of the Naga, however the more you draw upon these powers the more cold and distant you become.
Poison of the Naga: (Ex) Starting at 1st level, you gain a bite attack. This bite is treated as a natural weapon, meaning that you are always considered armed and you do not gain additional attacks for a high base attack bonus. The bite attack deals damage equal to d4 plus the sorcerer’s strength modifier, plus d6 poison damage. This poison damage increases to 2d6 at level 8, and to 3d6 at level 15. You can use your bite a number of times per day equal to 3+ your Charisma modifier.
Naga Toughness: (Ex) At 3rd level, you gain resist poison 5 and a +1 natural armor bonus. At 9th level, your poison resistance increases to 10 and natural armor bonus increases to +2. At 15th level, your natural armor bonus increases to +4.
Spit Venom: (Ex) At 9th level, you can spit naga venom once per day. You can infect one the subject with a horrible poison by making a successful ranged touch attack. The poison deals 1d10 points of temporary Constitution damage immediately and another 1d10 points of temporary Constitution damage 1 minute later. Each instance of damage can be negated by a Fortitude save (DC 10 + 1/2 your sorcerer level + your charisma modifier). At 9th level, you can use this ability once per day. At 17th level, you can use this ability twice per day. At 20th level, you can use this ability three times per day. This power has a range of 30 feet.
Resistance of the Naga: (Su) At 15th level, you become more like the Naga through which you received your powers and you gain spell resistance equal to your sorcerer level +10
Form of the Naga: (Su): At 20th level, your Naga heritage manifests itself. Your body becomes more serpentlike in shape, and you gain immunity to paralysis, poison and sleep, you also gain resistance to acid 10, electricity 10, and fire 10,and gain telepathy with a range of 60 feet.

Any input is appreciated!


Hi All,

I have been working on some aquatic races for use in pathfinder, as I have liked the idea of an undersea campaign ever since I read the “Sea of Fallen Stars” Forgotten Realms supplement. Please find the first race I created for this campaign (using pathfinder rules) below. Do you think these are balanced? (I know strength and con might be a bit much for some people, but shouldn’t be a big issue when using pathfinder point buy). Or maybe someone has a brilliant idea for some additional abilities?

Tritons:

Tritons
Living in the furthest depths of the ocean, Tritons are the most ancient of the aquatic races. A Triton has silvery skin that fades into silver-blue scales on the lower half of its body. A triton’s hair is deep blue or blue-green

They are relatively short at about 5 feet, but are sturdily build and muscular. All Tritons are trained for war, so all Tritons can defend themselves against their racial enemies the Morkoth and Kraken.

Tritons are generally of a serious disposition, and are often regarded as quite arrogant by other races, as they pride themselves on their long history and staunch defenses against the monsters of the deep.

Triton Racial Traits
+2 Strength, +2 Constitution, –2 Charisma: Tritons are both tough and strong, but also somewhat aloof and gruff.
Medium: Tritons are Medium creatures, and have no bonuses or penalties due to their size.
Normal Speed: Tritons have a swim speed of 30 ft.
Darkvision 120 feet: Tritons can see in the dark up to 120 feet.
Hatred: Tritons receive a +1 bonus on attack rolls against aquatic magical beasts and aquatic aberrations due to special training against their ancient foes.
Weapon Familiarity: Tritons are proficient with Tapals, Tridents and the Aquatic Heavy Crossbow, and treat any weapon with the word “Triton” in its name as a martial weapon.
Languages: Tritons begin play speaking Common and Aquan. Tritons with high Intelligence scores can
choose any of the following: Elemental, Elven, Fey. (Sylvan)
Favored Class: The favored class of Tritons is fighter or Cleric. This choice must be made at 1st level and cannot be changed.

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