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OmNomNid's page

223 posts. No reviews. No lists. 3 wishlists.

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Steven "Troll" O'Neal wrote:
OmNomNid wrote:
So got through Azure Abyss- Love it. My only real nitpick is how the Angler just gets a bonus feat as a Capstone but it is a very, very minor complaint.
That is odd. But I'm glad you liked it.

There is nothing technically wrong with it, I just think classes should get really unique things to end with. Yet again, no big deal.


So got through Azure Abyss- Love it. My only real nitpick is how the Angler just gets a bonus feat as a Capstone but it is a very, very minor complaint.


Not fast enough!


Yes!


The waiting is killing me.


Steven "Troll" O'Neal wrote:
OmNomNid wrote:

Ah! So soon yet so close! The waiting is killing me!

Me too, and I've already read it.

EDIT: That wasn't bragging.

Really? It sounds like bragging.


Ah! So soon yet so close! The waiting is killing me!


1 person marked this as a favorite.

Sounds interesting, though I already have a teleporting fighter in my homebrew Blink.


For Yusuke try the Soulbolt archetype for the Soulknife if you do go with Psionics. I actually read that archetype and thought immediately how much that could work as Yusuke.


Gun Tank is actually a really good idea for what you want. You may also want to consider the Armiger if 3rd Party is okayed by your GM.


+5 Toaster wrote:
OmNomNid wrote:
+5 Toaster wrote:
OmNomNid wrote:
+5 Toaster wrote:
OmNomNid wrote:

Great! Who wanted the Vaem again?

this guy

Coming soon!

TO A MESSAGE BOARD NEAR YOU, WHAT THEY LACK IN MOUTHS THEY MAKE UP FOR IN AWESOME SORCEREROUS POWER, THE MYSTICAL VAEM!!!
Lol!
you still with us?

I drift back and fourth; been very busy I am afraid.



What happened to it? Went to buy it but it's gone.


Silent Saturn wrote:

A while back, my GM started to use the "massive damage" rule. Incorrectly.

For those unfamiliar, the rule is that if you take "massive damage" from one single blow, you have to make a Fort save or die. The rule existed in 3.X too, but PF changed what qualifies as "massive damage".

In 3.X, it was 50 or more damage from a single blow. In PF, it's half your total HP, rounded up, minimum 50. In both rule sets, nothing under 50 damage counts as "massive", but Pathfinder added the "half your health" part.

Somehow, my GM got confused and decided that in Pathfinder, it was JUST the "half your health" part. He claims that this was a house rule from 3.X games he had played in before he learned to GM.

If this doesn't sound so bad, remember that at level 1, your total HP is 6-12, plus CON. And an average enemy attack deals 1d6 or 1d8, plus STR.

Fortunately he abandoned this rule once we looked up the actual rule and showed it to him. Shortly thereafter, we actually managed to live to see level 2.

Guilty of using this in my games were a massive blow was when ever you took half your current HP. DC was a static 15 but I ditched the rule with my newest group.

Also, and I still use this one when I GM, I change rounding down for rounding up. Everyone I game with usually loves it, even use it themselves but I had one guy who flipped and dropped any plans of gaming with us when he heard the rule. Is it really that horrible?


Little Red Goblin Games wrote:

To be honest, they are a lot more mundane than most people expect. All of humanity is vaguely psychic and employs it in day to day life. Psychics are masters of this and have a naturally high PPI (psychic potential index) which is mostly a genetic trait (they play a factor).

The psychic class has a lot of shutdowns a pretty solid damage dealing ability.

Still sounds pretty interesting to me. I am really looking forward to this setting- I personally don't care for Paizo's default setting; may favorite third party one is Cerulean Seas but everyone I play with refuses to play it because it is underwater. Necropunk looks just as interesting and unique though and my players are actually as interested in it as I am.


1 person marked this as a favorite.

Sounding really cool guys. Really want to see your take on psychic powers!


Thanks for the references thus far; I will make sure to look further into them. Anyone have any more examples or ways of incorporating these into Pathfinder?


It's late, I'm wide awake, bored, working on my ever growing range of Pathfinder knowledge when I had a random thought: are there alternative systems for actions in a round? I mean an alternative to the full, move, standard, etc. rule set we are used to.

Not that I dislike the basic rules in the book but I was just curious if any 3rd Party or previous editions had different rules for actions in combat.

Specifically I was wondering if anything had ever been attempted that was like the original Fallout action points: where every action has a AP[action point] value set and characters have a AP pool based on stats, items, spells, etc.


1 person marked this as a favorite.

Can't wait for this; I loved the first PDF! My first character I have ever really made a connection to was my Street Samurai Rampheart. Keep up the good work.


Wizard!


Sincubus wrote:

Also while the Crysmal and Intellect Devourer are used (+ Neothelid)

the

CALLER IN DARKNESS
CEREBRILITH
FOLUGUB BEETLE
PHTHISIC (the monster born from an insane mind)
UDOROOT
BRAIN MOLE
and
BLUE
THOUGHT EATER

aren't used yet, so my wish also goes for them, especially for Caller in Darkness, Cerebrilith, Phithisic and Blue.

You know Dreamscared Press has all of these stated in their Psionics Unleashed Book, right?


They freaked because HE had to slow down like the others. Frankly save for him and another who was getting ready to roll a Crusader, everyone liked and preferred the rules.


I agree with Byrdology above me. I hate to disagree with so many people but ToB classes as are are NOT good to run in a Pathfinder game as is due to one big issue: they go on and on with little penalty. When I first started running PF I had one player run in with a Swordsage- in game and in dungeons especially he would clear a room and have full resources a few seconds later. For everyone else in the party this was not the case. Wizard went low on spells, monks ran out of ki- Hell the fighter ran up on arrows. But the Swordsage? 'We can't rest; I can keep going so you'd better!'

Listen, the ToB has great material- except no limits. So you just need to fix this. I did giving the different classes maneuvers per day like spells and giving them ki polls that they could use like a Magnus's arcane pool. However my player freaked after the change and refused to play the class after word so I can't say for a fact the changed worked. Still, if you give me time to dig up these remakes of mine I would be willing to hand them over to the community as a hole.


+5 Toaster wrote:
OmNomNid wrote:
+5 Toaster wrote:
OmNomNid wrote:

Great! Who wanted the Vaem again?

this guy

Coming soon!

TO A MESSAGE BOARD NEAR YOU, WHAT THEY LACK IN MOUTHS THEY MAKE UP FOR IN AWESOME SORCEREROUS POWER, THE MYSTICAL VAEM!!!

Lol!


+5 Toaster wrote:
OmNomNid wrote:

Great! Who wanted the Vaem again?

this guy

Coming soon!


Great! Who wanted the Vaem again?


Anyone else still around?


Looks good.


Alright then.


+5 Toaster wrote:
depending on the campaign locations i would want to be either a shirego Barbarian/ranger, or Dreg egoist. obviously water availability is key to the choice.

Of course. While I am still not sure on where it would be, I was either thinking the Badlands or Charkt, the Mangrove Tree Islands.


LOL! So if I am going to run this, what do you want to play? Any race we have been working on and any class made for Pathfinder. Also, which race should I cover next?


Awesome job man.


Urebest

On the huge continent of Triyarch stretch massive plains of various kinds, broken only on occasion by large forests, jungles, and such. While many races and creatures call the land home, only one species has claim as it's master- the enduring and clever Urebest.

Physical Description: Of all the races in the world, the Urubest are perhaps the most varied, in both appearance and culture. However there are certain qualities they share. All Urebest are biped saurians, with a slightly hunched stance; they have a jutting muzzle and are covered in scales. Typically they will stand at a rough six feet while stretching up and the only outward difference between the sexes is that males are usually brighter colors.

Aside from these traits though the Urubest are very varied in appearance. Some clan-packs tend towards dull scales while others walk around with bright plumage. Scholars have surmised that both genetics and environment play into an Urebest's appearance while the raptor folk just hold it as a way of distinguishing clan-packs.

Society: Urebest society is different. The very essence of freedom, they are nomadic to the extreme with only prevalent structure their culture, the moot. Moots, named so after what clan gatherings were called, are small hamlets or sometimes just a single super structure. These are inhabited by communal sages that act as advisers in times of need, as well as doctors, lawmen, teachers, and scribes. The moots act as clan forums, as roughly twelve clan-packs will share a single territory and moot. Clan-packs will stay in moots every so often to replace gear, treat the wounded, catch up on local events, and mingle with other packs. Also eggs and hatch-lings will be left in moots, raised by the sages until old enough to travel with their pack. In times of need or just when danger leers its head, the sages will ask the most able clan-pack to go and resolve an issue threatening the area.

The clan-packs themselves wander there shared spaces, hunting and fighting on their borders. They carry little with them save for what the individual can, the exception being a few clans who find the need for tents. These clan-packs consist of usually forty members, give or take. They are lead by at least one witch, sometimes a coven, and one chief the pack 'nominates.'

Traditional Urebest warfare is not true warfare. As clan-packs are small and value individual strength, war between clans typically have one clan chasing down another and then having their chiefs fight to the death. In fact, when the Vaem and Wyrm Court marched on them centuries ago they were not prepared for fighting against legions and organised columns. Thankfully the Urebest racial hero, the Only King, Gallias the Scared Scaled, managed to unite the race as a whole and slay their enemies. Thus far no other has tried to take the title, though the Gradmaster of the Scared is always looked to as the defender of all the People.

Relations: Among the other races of the world, the Urebest have a near symbiosis with the Pech. The pech of course act as craftsmen for the Urebest and, although they have many elemental wizards themselves, as mages for hire. The Pech even live exclusively on Urebest territory, ringing it and at the base of mountains. The Urebest tend to not hate the Vaem, but do dislike how the Vaem simply forget their siege of Urebest lands and try to be happy friends.

Lreeko annoy the Urebest, but the raptors respect the smaller reptiles for their warrior lifestyle. Pnubiaz freed from their Wyvern masters often run into Urebest lands for protection. And the Dregs can be found further in land in the territory of coastal clan-packs, trading knowledge for resources.

Religion: Urebest religion is simple, with clan-packs revering a patron their witches make pacts with. some simplify this as nature worship, but the Urebest insist that specific aspects of nature be worshiped- clans just can't agree on which. Besides patrons, some Urebest turn towards the Laughing Renegade, the chaotic good Drehyl who gave the Urebest the gift of language so they could ruin the silence of Numitta, the Drehyl of Peace.

Adventures: Urebest tend to favor classes that aid surviving nature: rangers, witches, barbarians, and druids, though druids usually live away from the packs. Surprisingly, many wizards can be found among the Urebest, but few take a scientific approach to magic; rather they are Elemental sages, viewing magic to be drawn from the patrons. Fighters are also common, especially within the Scared Scales.


Heh, very well then: Urebest it is.


Azaelas Fayth wrote:

I am running an arena and planning an Akademae Dea Hareos Campaign if you guys want to build and run them as NPCs for a First Challenge.

Say an early mission is to take out a small village/raiding party of Urebeasts.

Maybe.

I think next I will start posting fluff for each race while you guys post feats and such. Which race should I tackle first for fluff building?


+5 Toaster wrote:
OmNomNid wrote:

Another good job.

I have been thinking of running this custom setting online, test and see if the races work in a game.

ooh ooh can i try!? i never been in an online campaign before.

Sure...only neither have I.


Another good job.

I have been thinking of running this custom setting online, test and see if the races work in a game.


Okay, my turn to add some material

Hidden Motives

Prerequisites

Vaem, Cha 18, Level 4

Benefit

Vaem, with proper practice, can slip in ultrasonic words along side a traditional language, dropping in subliminal messages. A Vaem with this feat adds +4 to their Diplomacy skill, as well as gaining the use of suggestion once per day.


+5 Toaster wrote:

** spoiler omitted **

** spoiler omitted **

** spoiler omitted **
AAANNDD OPEN!!

Another fantastic Job


Super Genius Games has what you are looking for. The Witch Hunter.


Toaster, you are made of pure awesome right now; these are great!


Hmm, interesting take.


Which class?


Make something then let the Collective of the Net judge it.


I just don't feel a strait up speed feat is needed. What if they could acquire a feat, say with BAB +6, that allows an Urebest to charge 60ft. and then make a pounce attack.


Azaelas Fayth wrote:
I was thinking of it as a Higher level Feat.

For faster speed?


+5 Toaster wrote:
Azaelas Fayth wrote:
Increased Movement Speed?
maybe, though by how much i am not sure, since it starts at 40ft.

I think 40ft. is good, at least without things like class getting involved.


+5 Toaster wrote:

One more for Urebeast

** spoiler omitted **

Another good one! Any ideas for a feat involving their nomadic nature. I was thinking about some feat that acts like a racial bardic knowledge, with them always on the go.


Nice Feat, definitely fits with what I had in mind with them.


Yeah, sounds good. Where should we start?

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