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They can still vocalize, just only in their own language. As for ability scores, I can see -2 Dex, +2 Con and +2 Wisdom (Slow and deliberate, very tough, and Wisdom for the 'praying' joke). And you are right, extra hands aren't too bad, especially if the claws can't wield weapons or do somatic components. Would get a bit fiddly with the RP, but wouldn't be too bad.
I should probably introduce myself, since I just dropped in before. Hi, I'm Ninjaxenomorph, a (past and future) player in Silus's campaign. We chat a lot over Skype about games and stuff; he is currently a player in my Star Wars game.
Silus and I were discussing the subject of grafts, and how to implement them. We agreed they would work out as magic items, but were stumped past that. We both figured a 'slotless slots' system, like magic tattoos have, would work, but that would not by itself adequately limit the graft system; we agreed there should be a penalty of some sort, but disagreed on the implementation. While individual grafts having a small, conditional downside ('The Right' above making the graftee take additional damage from silver, or a pet project of mine, a secondary heart, take additional bleed damage upon bleeding), something as significant as depleting hit points seemed counter-productive to me, if it was intended to be appealing to players.
I roughed out a simple system outline mostly pilfered from Shadowrun and Star Wars. I came up with an arbitrary number of 15 Essence, from the number of magic item slots on a creature. Every graft would cost several points, and it is more expensive if you are a caster; depending on how many spell levels your class gets, 4, 6, or 9, grafts would cost +1, +2, or +3 Essence more. If that was passed (easy, because individual grafts would be expensive) THEN you start to take horrifying consequences like will save penalties, type changing to Abberation, partial loss of spellcasting, etc.
Several more ideas, this time related to spells:
1) Spells that resurrect the dead interfere with grafts. Basic ones will destroy biological grafts (resetting a person's Essence if they have no mechanical grafts), and spells that regenerate interfere with mechanical grafts.
2) Restoration does the same thing, and Remove Disease/Neutralize Poison has a chance of getting rid of them. Can be done as a way of 'fixing' yourself.
3) If someone wants to KEEP their grafts, there is a spell, Preserve Grafts, likely 2nd level Necromancy, for at least the cleric and alchemist lists. This spell is often used for black market graft/organ harvesting.
Goth Guru wrote:
Hmmm, I guess we do need to actually create more exact rules for how drow get a drider job done...
James Jacobs wrote:
Some firearm rule questions, since I can't seem to find a straight answer on the forums.
1) Advanced firearms! All of them can be loaded to full capacity as a move action. The text on metal cartridges is just saying where the tech came from, not stating that they work like alchemical cartridges and the reduce the loading time, right?
2) It's not called out specifically in the Rapid Reload text, but would Rapid Reload (any Advanced Firearm) reduce the loading time to a swift/free action?
Yes, it is getting updated, I have editing access now. I added a nifty little section on languages I am rather proud of:
Languages of the
The amount of communication that was prevalent before the Barrier was created means that there are few regional languages, and that most racial languages are similar all over the world. Some explorers were surprised to travel to other continents, across vast oceans to find that the locals spoke virtually the same language as them. Despite this, the multitude of civilized races ensure that many languages thrive.
Common: Also known as “The Queen’s Common”, since it appears to have originated in the lands under the control of the Queen as an evolution of the most common language spoken before the Barrier overturned civilization.
Elven: Spoken by Elves and Drow, the different dialects are very similar due to elves not changing it over their long lifespans. The tone of voice is important, as some words have subtle differences depending on how they are pronounced.
Dwarven: Possessing many words to describe machinery and engineering concepts, Dwarven is the language of choice for those wishing to create complex blueprints.
Halfling: While at first this would appear to be a distant dialect of Common, a true understanding of the language shows that this tongue predates modern Common, and even High Lycan.
Gnome/Gnomish: As an evolution of Halfling and Dwarven, Gnome is spoken much more quickly than either of its parent languages, at a much more cantering pace.
Orc: A guttural language, being spoken by anyone without tusks ensures a speech impediment. It also utilizes some elements of a sign language.
Gnoll: Disparagingly known as ‘Yip-Yip’ to prejudiced humanoids, this language sounds difficult to emulate, mostly consisting of yips, barks, and growls, it is actually very easy to replicate and understand. It has two primary dialects, spoken by wild gnolls and domestic gnolls.
Undercommon: While the most prominent speakers of Undercommon are the Drow, any groups that live primarily underground speak Undercommon instead of normal Common. It seems to be a mix of the drow dialect of Elven and Common, with elements from Dwarven. Has many words to describe different types of caves; spelunkers prefer to write their maps in Undercommon.
Harpy: The tongue of the Harpies is one of the most difficult languages for non-harpies to speak, relying on pitch, tone, and body language. It is very sing-song in composition. Non-harpies get a -2 penalty to Linguistics to understand Harpy.
Centaur: Distantly related to Halfling, this language seems to have a lot more modern concepts than other languages.
Sylvan: Primarily spoken by druids and gnomes, this language is common anywhere nature is prominent. The most prominent area where it is in use is in Calastiss.
High Lycan: Primarily used by the upper class among the Principality, High Lycan is actually a very near to Common that was spoken before the Barrier, but with several animalistic elements added. Creatures that speak Common get a +4 bonus to Linguistics to understand High Lycan, and vice versa.
Laquetan: Considered a dead language in most of the world, many pre-barrier documents pertaining to arcane research matter is written in Laquetan. The only region that it is still spoken is the Mana Blight, as well as by arcane casters. Laquetan replaces Draconic in the Wizard’s Bonus Languages class ability.
Oh yes, and wild gnolls are a thing now.
Well, here is a brand spankin' new race me and Silus worked on: Domestic Gnolls.
Domestic Gnoll Characters (10 RP)
+2 Dex, +2 Wis, -2 Str: Domestic gnolls are nimble and observant, but are not physically imposing.
Small: Domestic gnolls are Small creatures and gain a +1 size bonus to AC, a +1 size bonus on attack rolls, a -1 penalty to their CMD and combat maneuver checks, and a +4 size bonus to their stealth checks.
Normal Speed: Domestic gnolls are quick for their size, have a base speed of 30 feet.
Low-Light Vision: Domestic gnolls can see twice as far as humans in conditions of dim light.
Cornered Fury: Domestic gnolls may primarily urban, but they will fight to protect their homes. Domestic Gnolls at half hit points or fewer and has no conscious allies within 30 feet, they gain a +2 bonus on melee attack rolls and to Armor Class.
Lucky: Domestic gnolls tend to be unnaturally fortunate. They gain a +1 racial bonus to all saving throws.
Domesticated: Domestic gnolls recieve a +2 racial bonus on a Craft or Profession skill of their choice.
Urban: Domestic gnolls recieve a +2 racial bonus on Diplomacy checks made to gather information and Sense Motive checks made to get a hunch about a social situation.
Languages: Domestic gnolls begin play speaking Common and Gnoll. Domestic gnolls with high intelligence scores can learn any language barring secret languages.
I have a 6th level samurai, aiming for Mammoth Rider for his 10th level. I built him to have as much fun as possible with him, so he is a two-weapon fighter. I plan to make the mount a Large Dire Tiger (so, big cat companion), essentially a gigantic sabretooth tiger. While I can see the benefits of a Mounted Fury build, after seeing what mine will look like, I don't think I could make one without the full animal companion.
Malachi Silverclaw wrote:
One of the clockwork dragon variants, with rust breath, has this: "These clockwork dragons are made of ironwood, adamantine, and other resistant materials immune to rusting of any form." Doesn't mention mithral because another of the variants is wholly made from mithral. The whole thing is probably just an oversight, though.
I looked at that, and I don't like that it gives up Inspire Courage. Actually, Deadman is right, he doesn't really need an archetype. I have it so that, if he needs forces beyond what he already commands, he just waits a few days for the Drakainia to spawn him a decent-sized army. I want his tactics to be around fighting with his minions, using the mythic abilities that let non-mythic creatures count as mythic, and let them use his surge (which can be upped to 2d8), and other stuff to make them better. He's the type of character I can use as a recurring villain, since he has an excuse to show up anywhere, command any level of forces, and its VERY hard to kill him, since I won't be giving out artifacts for a while.
For his immortality, I was thinking about the Legendary Item string of abilities. More expensive, but more rewarding than just taking one path ability. Since the Legendary Item ability gives all of those at once, and gives him a concentrated weakness.
I'm not picturing this guy as an overlord. He's more of a normal guy, working with monsters for inscrutable reasons. He's more of a crime boss in overall look and feel, but much, MUCH more competent.
I had an idea for one of the ultimate villains in my campaign, since I have decided to take it Mythic. He is part of the Council, a shadowy group that enforces the order of the world, along with a Drakainia, and an Arcane Nightmare Lord Taniniver. So, to contrast these monstrous foes, I came up with the third member: a human bard. Level 20 Mythic tier 10, but a human bard.
So, here's what I have for him: mostly focuses on minions and making others fight for him. Relies on illusions to maintain multiple identities, each of which has a lot of people behind it. Also the item crafter for the group (somehow getting the Crafting Mastery ability), and relies on my favorite method of crafting multiple abilities into a single item. He's Neutral Evil, his Perform of choice would be Oratory (relying on Lingering Performance, barking quick orders), and in single combat has Arcane Strike (mythic version), the Deadly Dodge mythic ability, and exploitation of minions. Asides from that, he needs to be immortal.
So can you guys give me some clearer ideas for this Bard? I have some foggy ideas for mythic stuff (Marshall/Trickster dual path), but none for his archetype.
With the exception of Arcane Strike, which I don't like taking, all of those use resources. Once you have the feats, Kirin style is free. Not governed by your arcane pool. Also, I'm talking for my SAD Kensai, whose intelligence is their primary stat, meaning there is a minimum +5 modifier at 1st level.
I was just looking at the Kirin Style feat chain. Expensive, both in skills, feats, and swift actions, but... DAMN. Could be worth it.
Oh, and one thing I would add to the guide is that using Weapon Wand to put a wand of True Strike leaves your extra hand free, as long as you can spend a round to power up.
One of my gaming friends wants to run a Ponyfinder campaign; if I join that, my character will be a Unicorn Kensai.
Now. You may be laughing. I'm not really a fan of they show, but this character is practically SAD.
Ponyfinder Unicorns can take a feat that allows them to telekinetically wield a one handed weapon, using their Int as a replacement for Str.
Pump Intelligence to an insane degree, and have an average Dex and Con. That leaves Str for dumping. Are there any traits that let Intelligence stand in for skills?
Forgoing monk levels kinda takes the bite out of stacking Vows, which I really wanted him to do. On the other hand, Master of Many Styles got a little more attractive now that I have noticed Snapping Turtle Clutch, though it could be pulled off without just as easily, the only problem being actually getting the feats (Dragon Style, snapping Turtle Style, Greater Grapple, Dragon Ferocity, and Snapping Turtle Clutch).
One question: for archetypes that give up FoB, do they retain the ability to spend Ki to gain an additional attack on a full attack?
I wanted Slag to keep FoB, and the grapple to be a secondary thing he can do. And I definitely wanted to stay unarmed; when the PCs first encounter him, he is with them in a slave pit, and the wardens think he has been broken. He hasn't. I was not going to focus much on AC, since his wisdom will not be particularly high, but I won't leave it at a penalty. I'm not really looking at gear, since he is naked when first met. The Ally NPCs are more built for flavor with a nice mechanical trick, like a Wishcrafter buffing the party. I am just clueless how to build a decent monk, but the Trox offers an interesting opportunity.
Also, Trox don't have body hair. I'm not even sure they are mammals.
I've been working on an NPC ally for an upcoming campaign. He is a LG Trox slave; the Trox were an example of the more advanced builds with the Advanced Race Guide, but were included as an official race with Bestiary 4.
Some racial stuff for those who don't have access to either of those: Trox are Monstrous Humanoids, are Large (with 10 feet of natural reach), and have the Frenzy and Grabbing Appendages racial traits, in addition to a burrow speed. Their racial modifiers are +6 strength, and -2 to all mental stats. Frenzy is a 1/day lesser form of barbarian rage, and Grabbing Appendages give them Improved Grapple as a bonus feat, and allows them to maintain a grapple while using their other limbs.
As for his actual monk levels, that is what I was having trouble with. I know he has vows of Silence, Truth, and possibly Chains. Since he already has a pretty good advantage grappling, I was not looking at the Tetori archetype. I also want him to utilize Dragon Style; the extra damage is very attractive, as are the stunning fist options. I want something that lets him actually be effective at dealing damage during grappling.
Does anyone have any suggestions?
Well, a non-custom item with those stat boosts is impossible. I would disallow it, because existing items only boost one type of stat at a time. He would have to get a Headband of Vast Intelligence +6, and a Belt of Physical Prowess+2 (keyed to Dex and Con). This thread was about stacking custom items: For example, a cleric with a Wisdom-boosting headband crafting in a Phylactery of Channeling.
Where did he say that? I just know he closed my topic specifically asking about Fiendish Sorcery.
"What... What are you doing?"
"I AM NOW A LIGHTSABER ELEMENTAL."