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I mentioned that, but seem to have forgotten the actual name. Hosteling can only carry a companion the same size as you, or one size larger if heavy armor or a tower shield. This companion is huge, so I would need to buy either large-sized armor or a large-sized tower shield... or buy a Huge buckler and have that enchanted.
In PFS my samurai just reached level 10, taking his first level of Mammoth Rider. I've been preparing for this for a while so I'm familiar with some options, but I haven't been as up to date as I could be. I'm looking for a way to make the mount relatively relevant in as many situations as possible; I know the spell Carry Companion could handle it easily, but I don't currently have the book, and was looking to see if there was other options available. I could buy and enchant a large-sized tower shield, which I guess is slightly more portable than a huge-sized giant cat, but not very. Another option is Pup Shape, but I think that's more trouble than it's worth.
Any other options besides buying a want of Carry Companion? If that's the only option I'm fine with it, but I'd like to know of any other options out there.
I was reading over Reborn Samsaran today, and I noticed their bit about their Reborn Magic... doesn't follow the rules for Psychic Magic universal monster ability. Theirs is keyed off of charisma, which while annoying in that the race doesn't get a bonus to it, isn't too bad. BUT, in the Psychic Magic monster rule, it says it uses Int OR Cha, whichever is higher. But hey, specific rule trumps general rule... even if it specifically says 'as per Psychic Magic', with no exceptions qualified. Another thing: Using Psychic Magic qualifies the user to use occult skill unlocks. The Reborn Samsaran says that if they are not capable of using the skill unlocks, they recieve psychic sensitivity as a bonus feat instead of psychic virtuoso. But they're always capable of using the unlocks. Because they have Psychic Magic by default, unless you are trading it out somehow via alternate racial traits, which do not exist. Granted, it does cover a base for future alternate racial traits, so I can see why that would be included.
All in all, I think this race is an example of poor editing; if anyone were to play the race in one of my games, I would allow their psychic magic to use Int or Cha, whichever is higher.
Looks good! I would have been more inclined to give them a penalty to strength instead of constitution, though. In my homebrew there are several races with a similar niche, but I never thought about burrowing though. Any reason why Aquan one of the language choices? I would consider throwing in some sort of monster language in to balance it out.
Thanks! I just updated it. Draconic Scion is supposed to just make them vulnerable to dragon-related effects, such as favored enemy and bane weapons. I'd also stretch it to allow them to be identified with Knowledge (Arcana) and be hit in the same way aligned dragons are by anti/paladins. I also made some feats for them, several based off the kobold dragon feats, and one kinda patching a hole I noticed in the world:
Draconic Aspect (Solarborn)
Draconic Breath (Solarborn)
Draconic Glide (Solarborn)
Draconic Paragon (Solarborn)
For a homebrew setting I've been working on with a few friends, I wanted some feedback that didn't come from our little echo chamber.
The solarborn are a diurnal species not native to Coria. Despite their monstrous appearance, they get along well with others, and have an eye for spotting talent, utilizing it to cover their weaknesses.
Physical Description: Solarborn are a tall draconic race, on average reaching heights of seven feet. They have pointed snouts, tails, digitigrade legs, wing fins on their forearms, and their hide is hewed from red to orange. They have small spines that run the length of their back, with the longest at their heads. They tend to wear only as much clothing is strictly necessary, both for utility and to show off their bodies. They age similarly to half-elves, reaching ages of 150 years on average. However, solarborn remain fertile until venerable age.
Society and Relations: The Solarborn currently on Coria are the descendants of half of the crew of a vast Terra-ship, a spacecraft designed with technology and magic to resemble a small planet; the Solarborn populated the surface, while their Noctite partners inhabited the inside of the ship. When the Barrier went up, the ship crashed on Coria. They number relatively few and having somewhat forgotten their ancestors, they wander the surface looking for something to sate their desires. They are tolerated by most races, but have friendly relations with Noctites when the races meet, having been partners. Since the habitation of the two races is in itself incompatible, they have never disagreed on territory, and thus work well together. Their aging and fertility leads young solarborn to not worry about settling down until they start to feel age clawing at them; still, solarborn family groups are a rare thing, not often exceeding four to five members. For names, they have an unusual tradition of having a given name, and then earning their ‘title’ themselves. For example, Kaoros, One Who Rides Griffons.
Alignment: Because they see themselves as descendants of Solar Dragons, they tend to veer towards Chaotic, taking what they want, or else pursuing other passions. Solarborn are almost always passionate, and tend to eschew Neutral alignments. Some hardliners hold themselves more orderly than others, imitating their Solar Dragon forbears, and are Lawful Neutral. Those few solarborn that hold themselves to a higher code, taking the custody and sanctity of all life into account, tend to be greatly respected by other solarborn, even if they do not agree with them.
Adventuring: Most Solarborn have been an adventurer at some point in their past, and tend to gravitate towards classes that benefit them. This means there are few scholarly Solarborn, but quite many bloodragers, fighters, bards, skalds, and sorcerers. They in particular have an affinity towards a variation of the Draconic bloodline. Many solarborn seek out adventuring to earn a better name-title.
Male Names: Kriishnavos, Kaoros, Norriban, Sorroon
Ability Score Racial Traits: Solarborn are physically gifted and quite charismatic, but rely heavily on the advancements of others. Solarborn characters have +2 Strength, +2 Charisma, and -2 Intelligence.
Type: Solarborn are Monstrous Humanoids, and thus have darvision out to 60 feet.
Size: Solarborn are Medium creatures and have no bonuses or penalties due to their size.
Base Speed: Solarborn have a base speed of 30ft.
Fire Resistance: Solarborn possess fire resistance 5 as a result of their ties to the sun.
Breath Weapon: Solarborn are capable of a powerful breath weapon. Once per day as a standard action Solarborn can make a supernatural breath attack that deals 2d6 fire damage in a 20-foot line. The DC for this ability is 10 + ½ the Solarborn’s level + the Solarborn’s Constitution modifier. A successful reflex save negates the damage.
Vestigial Wings: Solarborn possess fins similar to wings on their arms, granting them a +4 racial bonus to flight as these aid the character.
Prehensile Tail: Solarborn’s tails are flexible enough to carry objects, and can retrieve small, stowed objects carried on their person as a swift action.
Solar Healing: As a swift action, a solarborn can call upon its solar dragon heritage, gaining fast healing 1 for 1 minute. This fast healing only works in bright light, such as sunlight. This ability can be used a number of times per day equal to ½ the solarborn’s character level (minumum 1).
Light Dependant: Solarborn take 1d4 points of Constitution damage each day they go without exposure to sunlight.
Dragonic Scion: Solarborn retain a modicum of their creators’ essence. For effects related to race they count as both monstrous humanoids and dragons for effects related to race (with the exception of the draconic disciple prestige class). They also gain a +1 bonus on charisma checks when communicating in Draconic. This bonus does not apply against other Solarborn.
Languages: Solarborn start with Common and Draconic, and Solarborn with high Intelligence may learn any languages they want (with the exception of secret languages).
Alternate Racial Traits
Eye for Talent: Solarborn have great intuition for hidden potential, and some are very adept at judging other's potential. They gain a +2 racial bonus on Sense Motive checks. In addition, when they acquire an animal companion, bonded mount, cohort, or familiar, that creature gains a +2 bonus to one ability score of the character’s choice. This trait replaces Prehensile Tail and Vestigial Wings.
Solar Blood: These Solarborn are more in touch with their raconic heritage. Solarborn Sorcerers and Bloodragers with the Draconic Bloodline count their Charisma as 2 points higher for all Sorcerer and Bloodrager class abilities. They may also use Solar Dragons as options for their Draconic Bloodline (Type: Solar, Energy type Fire, Breath Shape 60ft Line) and in the Form of the Dragon spell (60ft line of fire, Resist Fire 20, No Breath). This trait replaces Fire Resistance and Breath Weapon.
Lunarborn: Not getting enough warm light of the sun in their eggs has done strange things to these solarborn, beginning with hatching during nocturnal hours. Lunarborn crawl out of their egg with silvery-white scales, as opposed to solarborn’s standard golden-orange. They lack their kin’s dependence on sunlight, their ability to rapidly heal wounds, and several of their draconic abilities, but they gain strange new abilities, and their minds are much colder, more calculating than normal Solarborn. Their ability score modifiers are +2 Str, +2 Int, -2 Cha. Their fire resistance changes to cold resistance. In addition, they gain Psychic Magic: 5 PE- detect psychic significance (0 PE), mind thrust I (1 PE), mindlink (1 PE), mental barrier I (2 PE). This modifies the solarborn’s ability score modifiers and Fire Resistance, and replaces Solar Healing, Breath Weapon, and Light Dependant.
Edit: cleaned up the formatting
Several aspects of the Skinwalker race were revised for Inner Sea Races. Some big ones were that they no longer have a limited number of charges per day, their languages were qualified, the Scaleheart's fluff and ability modifiers were changes, the Ragebred's ability score modifiers were changed, and the Nightskulk's distraction ability was nerfed.
Now the only change I have issue with is the Scaleheart changes (in BotM they were said to be coldhearted schemers with a hierarchy enforced by fear, in ISR they are just another brutish race and they are said to hail from the Sodden Lands and the Shackles rather than Mwangi rivers and Thuvia). In my campaign I have several of skinwalkers as PCs; should I treat this as an errata as a whole, or take it as an update with the exception of the racial modifiers, and do what PFS did and make it treat them as alternate racial qualities?
There's really four sections for housing in the city. 1) Old Laqueta, which is small and populated by the upper class (who don't have their own private airships and docks), the Manifold, which is the wood and steel rigging holding the entire city together (biggest section), the Shell, the near-vertical outside of the old city which is where flight-capable races live (harpies, made into a player race in this setting, are a fairly large minority in the city, about 5000 strong), and the carrier-towns, where the really low-class live. Those support at least a third of the population on their own.
Funny you mention feather fall, since minor magic items are a major industry in New Laqueta. Specifically, there is at least one sweatshop that churns out talismans of beneficial winds, a normally 50-gold piece item that is an expendable feather fall item. Richer families go for the greater one that is 1/day, or even spring for snapleafs.
Actually, I'm pretty sure it's just Goods that need to be changed. Perhaps changing them so that they are more valuable overall; doubling both their purchased and earned price, which would make them more effective. Using that logic, we could also bump up Influence, which works in favor of what ai wanted, a vast uncaring city that is hard to affect. They still work the same, just are more costly investments, also slightly devaluing labor and magic (two resources which are common as you mentioned for the former, surprisingly attainable for the latter).
They are, and they are things I have considered. All said, tripling the cost of living amounts and food prices seems fair enough. What I'm more interested in, though, is how to handle the downtime system. Do I make it harder to get capital, or do I inflate the costs of things on a case-by-case basis?
The city does move, and is in fact a hub of airship trade. Food is mostly imported through a bidding process from settlements around the world to determine the flight path. I am very aware of the crime as well, and the various gangs will feature heavily into the early campaign. Water isn't really a problem because of magical measures, but food is a highly motivating resource. As for the city's reception, I mentioned bidding; the ship is generally banned from traveling too close to civilization, due to a superweapon built into the city.
You can generally assume I have acknowledged aspects of the flying city; what I really need help with is figuring out how to deal with costs of things in the city.
So I'm gearing up for an urban campaign. The setting is a flying metropolis, New Laqueta, cobbled together from various flying debris and structures: a flying city a la Laputa, a Cloud Castle, many derelict airships, several helicarriers... Pretty much a 40K space hulk, but in the sky. And colonized.
I've figured the city has a population of around 30,000, and is fairly densely packed. So much so that I have been considering inflating the cost of living values and/or the capital system from the Downtime system. Simply put, I want players to struggle early game to get a foothold in the city; as they start making a name for themselves and accomplishing greater and greater things, it will get easier.
Anyone have any advice or guidance?
The Necromantic Servant focus power seems to be a nifty little ability, but I have several questions on how it works. The text at the beginning does not state a range; combining it with what it does, I would have to assume it actually animates a corpse already interred. However, nearly everything else suggests you are creating/summoning the servant, from the duplication ability to limited features (only human skellies/zombies).
I wasn't looking at it like that, that's good to know, and thank you for the clarification!
Do you have plans to ever release a guide that has extra options for the Dracomancer and Dragonrider, such as omitted creatures like Rift and Spire Drakes, and the new dragons that will be present in Bestiary 5? As a side note, a Dragonrider class that gave the rider the ability to travel with Outer Dragons to space would be amazing.
I was a fan of the Dragonrider, but was disappointed that some of my favorite dragons were not in use... and now they are! After taking a look at it, I'm definitely a fan of this class. Just one question: the dracomancer's companion only gives bonus spells up to 6th level (which are the only ones able to be cast), correct? Then why are some, such as the lava drake's Ash subdomain, only granting spells above 6th level?
I like the Ecorche. Really nasty undead. That rips your skin off and wears it. But, I have a question about its signature ability:
Bestiary 3 wrote:
Seize Skin (Su) Whenever an ecorche damages a target with its rend ability, the target must succeed at a DC 25 Fortitude save to resist being skinned alive. Those who fail the save become staggered and take 1 point of Constitution drain per round. Both of these effects are permanent but can be removed with a regenerate or heal spell (or 1 round of regeneration). The ecorche can use its wear skin ability to don a skin stolen in this way as a full-round action. The save DC is Dexterity-based.
My question is that, after that ability is used, is the victim still wearing their gear (like that tablecloth trick where you pull it out from under the stuff on top without moving it), or are they truly stripped naked of anything above their muscles?
RAW, I believe only the skin is taken. It is a supernatural ability, after all. RAI, and by my ruling if a I was running, the victim would drops their gear. Or more accurately, the Ecorche would shake out the skin like a blanket.
I've always liked the idea of a character that focused on Called Shots. I figured that attacks such as the gunslinger's Dead Shot, that allow the user to make a full-attack action that counts as just one attack, is the best way to do that.
In comes Pummeling Style. You resolve all your attacks, and they all count as one attack. And on top of that, if you have one crit, your entire attack crits! Combining that with the Greater Called Shot feat, which allows you to substitute any attack for a called shot. So, combining Pummeling Style with Greater Called Shot, as I see it, allows you to have your big attack be one big called shot, with all the damage and several chances to possibly crit as a full attack.
So, this build for a brawler (the best class I can see to accomplish this, with more feats to play around with than a monk) has several issues that would need to be addressed. If they were to Called Shot every turn, they are taking penalties on their attacks, from -2 to -10, and hoping for a crit. I can see them taking another critical feat, since Critical Focus (and the Anatomist trait) is something that would benefit the build, and Improved Critical shouldn't even be mentioned its so necessary.
Does anyone have any other recommendations for this? Helping the critical problem, or a consistent way of heavily improving the character's attack bonus?
It sounds a bit much for a trait which as others have said are less character defining. With a bit of rewriting it could be a story feat, perhaps with the Gunsmithing and ability to speak common as the reward part upon completion?
Didn't think of that; it could also provide some sort of bonus/penalty for the more fantastical things on Golarion. I'll get on that.
Maybe; I just thought a campaign trait would be the best mechanical way to represent the idea. Plus, there are several ways it could go; the character I am envisioning starts off with a copy of The Hobbit in Russian and read pulp novels before being shipped off to Stalingrad, where he mysteriously disappeared. So he's not as ignorant as he appears.
I am on another forum that doesn't quite seem to get that the Trench Fighter archetype in Rasputin Must Die! is clearly intended for 20th century soldiers. I made a joke to a friend that if someone asked me for that, I would say "Okay, you can be a Trench Fighter. But you have to be a Russian soldier. You speak Russian. Nothing else."
Then I was thinking... a conscripted Russian WWII-era soldier, teleported to a fantasy world? That would be awesome! So I ran with the concept. The immediate concern is that the rules, as written, don't allow for this, not completely. So I came up with this trait, roughly analogues to a campaign trait:
Soviet Soldier: You are not of Golarion, but from far beyond; 20th century Earth. You treat all firearms as simple weapons, and start with Russian as your language. However, you may only begin play understanding Earth languages, though if you have an Intelligence score higher than 11, you may elect to not start with bonus languages, and you instead may instead learn a language without taking a rank in Linguistics every time he gains a level, up to his intelligence bonus. You can communicate in a rough fashion using Sense Motive and body language. You never needed to craft your own firearms or ammunition, until now: you may not start play with Gunsmithing as a feat, but may take it at a later level. Even with Gunsmithing, you may not reproduce your equipment without also having the Craft Technological Arms and Armor feat. You may use the feat to craft other firearms and ammunition as per the feat, at the GM's discretion.
In addition, you have been outfitted with special equipment: a Mosin-Nagant M1891 rifle, a socket bayonet, Russian infantry uniform (counts as quilted cloth), a greatcoat and ushanka (counts as cold weather gear), a gasmask with 5 cartridges, 2 M1914 concussion grenades, Nagant M1895 revolver, a backpack, a canteen, a weeks worth of trail rations, and 34 metal cartridges, including two stripper clips. You may begin with up to 30 GP worth of gear, at the GM's discretion.
It's a bit generous on the gear, being 1680 gold pieces and 5 silver pieces; however, if you apply the Guns Everywhere rule, the ammunition and gun prices go down (I think they have not been applied already, since guns in Golarion are artificially inflated and handcrafted, and Russian weapons would be mass-produced in a factory. The adjusted 20th century gear is a slightly more reasonable 411.5 gp. Still expensive, but well within bounds for a trait (Rich Parents).
Any other suggestions? Comments? Accusations of insanity?
But Remove Radioactivity isn't ON the Wizard list, at least as listed on the PRD; so, when it says "If the spell chosen isn't one that's normally on his class spell list, he adds it to his class spell list at the level a wizard casts the spell," a Wizard/Technomancer CAN'T add it by the RAW, as there is no level he could normally cast it at.
I picked this up since I noticed it takes over a year to make myself an adamantine scimitar, and the rules don't allow for my plan of 'let me make you guys some mithral chain shirts as back-up armor'. I'm going to have to throw together a list of DC modifiers for new alternate materials at some point! With the Tech Guide adding skymetals, and Ultimate Equipment adding a bunch more, plus primitive materials. I'll have to take a look at how these rules interact with the Alchemist; fortunately, I believe UE has a list of DCs for the alchemical equipment in there, so the complexity list is only needed for crafting times, and that's before the alchemist gets their nifty crafting abilities.
I was looking over the Technomancer in the PRD, and I noticed a hiccup in the Technic Spell Mastery ability. It states that the Technomancer can add spells to his spell list if they are not already, at the level a wizard can cast them. But what about spells such as Remove Radiation, which cannot be cast by wizards, who would likely be going into the PrC? I presume it would be added at 4th level, since all the other casters that get it cast it at that level, but, by RAW, a Wizard/Technomancer could not cast that spell.
So, question. The Savage Technologist archetype gets a variant of Rage, where they gain a +4 morale bonus to Strength and Dexterity, and lose the AC penalty. However, it says that any time a barbarian ability would increase her Strength, it increases her Dexterity. This would lead to uneven bonuses while raging at higher levels; was it meant to say that the Constitution bonuses get changed? Otherwise, an 11th level Savage Technologist would be gaining a +4 to Str, a +6 to Dex, and a +2 to Con.
Hello! I'm toying around with playing a Savage Technologist for my friend's campaign (for those interested in the world, the WIP guide is here). Short version: the world features a modified version of the Commonplace Guns rule. The houseruled version is that early guns are martial weapons, but advanced firearms are still exotic weapons. In addition, with the advent of the Technology Guide, he has stated that tech firearms are not included in the advanced proficiency, but it can be retrained to include it, provided you have an actual tech weapon to train with. He has also stated that having the Technologist feat would earn a discount on that. We would also be starting at 5th level, with 10000 starting gold to spend on gear.
Keeping these rules in mind, I came up with the concept of a Savage Technologist wielding an adamantine longsword and revolver. THEN the build problems came up.
1) The Savage Technologist does not gain the Gunsmithing feature. I like this choice for the archetype, fits in with the idea of picking up the enemies' advanced weaponry and using it against them. However, that leaves this character in the awkward position of having to rely on others for half his weaponry, and all of his ammunition, in addition to not being able to repair his very expensive revolver. I don't mind being reliant upon a party member with Gunsmithing to help him out. However, the game is still a little while off, so there may not be a party member with gunsmithing. I see three (well, two and a half, really) solutions to this. He could dip Pistolero, which would get him the boons of deeds such as quick clear, a small grit pool, gunsmithing, and a starting firearm. The downside being delayed Barbarian progression, including putting off Crack Shot, the really attractive Savage Technologist ability. The other options are to take either Amateur Gunslinger with the quick clear deed, the only one the character really needs to keep fighting. Either that, or actually take Gunsmithing. This would remove the option of fixing it in the fight, but would make firearms in general easier to keep and maintain, as the GM ruled starting with it means I can start with a firearm he had crafted, at half price. The downsides to this is that it doesn't really fit with the idea of the character, and its a feat used for non-combat purposes which... yeah, see the next one.
2) Limited feats. A level 5 human character has 4 feats. One of those is definitely going towards Technologist, to be able to deal with tech stuff for the party. The idea of the brilliant spellcaster being speechless at seeing a robot then the barbarian going "Actually, its a robot." appeals to me, and there will be advanced tech in this campaign. However, this means that he has THREE feats to play around with. Feat options: Power Attack and Deadly Aim are both getting grabbed, at some point. As mentioned above, Amateur Gunslinger or Gunsmithing are good if the Pistolero dip isn't taken. In addition, Point-Blank Shot (I'm fairly sure 99% of his firearm attacks will be from within melee range) and Precise Shot are good, if only to cancel out the penalties for firing into melee. Even though HE is in the melee.
3) Lastly, I have to say I'm a bit new to barbarians; they never really appealed to me, but this archetype looks amazing and it fits into the campaign world very nicely (the GM is going for a post-apocalyptic magitech sorta feel, with pre-apocalypse tech being a common occurance). I get rage stuff, and what the archetype loses. The thing I am new at, however, is Rage Powers. I have very little experience with them in general. Any recommendations based on what I have?
Thats the extent of my help needed. If you need more information, I can give it to the best of my knowledge.
I am working on my friend's setting, specifically on a magic item that gives you several electricity-based spell like abilities, such as Shocking Grasp and Lightning Bolt. Then I had a thought: can a magus use spell combat/spellstrike with spells he is not casting as a magus, due to an acquired SLA (or from another class), granted that the spell used is on the Magus list? I know about Broad Study and Spell Blending, they ADD spells. What if they are already there?
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.