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what do you think is the most balanced?


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6,66$? LOOOOL


nice idea for beginners... step by step from the Beginner's Box to the Core Ruleboook. Still pretty useless for experieced players and gm's


that is What i was thinking:

Amazing Iniative (Ex): You gain a bonus equal to your Mythic Tier to Initiative rolls. In addition, you can spend two uses of your Mythic Power to gain an extra standard, move or swift action on your turn.

or maybe just a move and swift action...


I'd go for option 2.
Amazing Initiative is what makes me do not want to go beyond 1st mythic tier... it's too strong for just a second tier ability.


I meant a Solar, just a typing error. BTW thanks a lot for the advices :)


well, in that case, i'm the DM XD i just want to know if by RAW it is possible or not


Can a creature summoned by a Gate use spells and spell like abilities to summon other creatures? for example. I summon a Soral which can cast Gate as a spell, it is possible for him to use it?


Well, just remember that smiting in Pathfinder is a much more powerful ability than the 3.5 counterpart. I think it should 2, maybe 3 channel energy to smite every possible alignement


Well I've converted many monsters from 3.5 to PFRPG and I use the table at the end of the Bestiary as general rule line to best assign the right CR to the creature. And even in that case it's really hard to choose because sometimes your monster will have more HP than average but lower attack rolls or dpr or many other different cases. choosing the right CR it's an Art


Want Epics, i need epic gameplay!


shallowsoul wrote:
Omega9999 wrote:
I think it's a good thing that they removed the XP Cost. in 3.5 if you wanted to do a wish you just could, playing you XP(an immaterial source that you can always pay). In pf a good Master can regulate the afflux of money so if you don't have money you just cannot cast a wish.
Not really because there are ways that PC's can effectively gain wealth in their own without the DM having to give it to them.

We are talking about 25000 GP. it's a big amount. And remember that the DM can anything. if he does not want, you will never have those GPs.


I think it's a good thing that they removed the XP Cost. in 3.5 if you wanted to do a wish you just could, playing you XP(an immaterial source that you can always pay). In pf a good Master can regulate the afflux of money so if you don't have money you just cannot cast a wish.


it's not a template?


why don't you make the capstone the epic feat that allows 2 eldrich blast per round?

Eldritch Sculptor [Epic]

You control and shape your eldritch blasts like a master sculptor.

Prerequisites: One invocation from the least, lesser, greater, and dark blast shape invocation categories, Spellcraft 24 ranks.

Benefit: You can use two eldritch blasts per round as a full attack action, rather than the normal limit of one. You can apply eldritch essences to both blasts. If you possess the Lord of All Essences feat, you can imbue each blast with two eldritch essences. Activating this ability is part of the action to use an eldritch blast.

The area and range of all your eldritch blasts is doubled. Activating this ability is part of the action to use an eldritch blast. If you imbue your eldritch blast with the eldritch spear blast shape, the range increases to 500 feet. If you are using the hideous blow invocation, you no longer suffer attacks of opportunity for invoking this power in melee and all attacks of opportunity you make can include hideous blow. If you imbue your eldritch blast with the eldritch chain blast shape, you may start the chain up to 120 feet away from you and the maximum distance between each target increases to 60 feet. The area of the eldritch doom blast shape increases to 40 feet from you. The range of your eldritch cone increases to 120 feet.

You gain +2 bonus on attack rolls to hit an opponent with your eldritch blast. This is an extraordinary ability.

Normal: A warlock can use only one eldritch blast per round. Using the hideous blow blast shape provokes attacks of opportunity and cannot be used as part of an attack of opportunity.


do you realise what a 4x critical means? 40d6 on a successful critical without any Saving Throw.


the Eldritch Power Class Feature is overpowered. just let the warlok gain Improved Critical(Eldrich Blash) as a bonus feat.


The Favored Soul is a Oracle of the Battle Mistery without any curse.


For all who doesn't know 5 feet=1,5 meters


Ok! thank you for the aswers!


Mmm. I think there's something wrong with this rule IMHO


So a 9th level wizard can create a Metamagic Rod which has a caster level of 17?


Is it possible to avoid the caster level requirement of a magic item by adding 5 to the item's creation DC?
For example: My 9th level wizard wants to create a Metamagic Rod which has a CL of 17. The standard DC is 22(5+CL). I do not have the appropiate CL so i decide to add 5(27 total) to the DC to create my metamagic rod.


Fochlucan Lyrist :P
i absolutely love that class!


Optimizing a character is a part of the game, not the most important, but it is. And I think it's funny in some way. But my focus is still on roleplaying.


Try the Hexcrafter Magus, I bet it's better than the Hexblade


the Base Attack Bonus goes from medium to high, so it has +42, not +31. The CMB is BAB+Str+size, so 42+13+2, so +57


Hi guys! I need to ask some questions about ultimate magic.

Does the Spellblade Magus Archetype lose the heavy & medium armor profiency?

What does the "Undead Master" Feat does?

please i need to know these things for my next PF session :)


this is my conversion:

Orc Racial Traits
+2 Constitution, +2 Wisdow, –2 Intelligence: Orcs are incredibly tought and have noble souls, but they are more likely to follow their passions instead of reason.
Medium: Orcs are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Orcs have a base speed of 30 feet.
Low-Light Vision: Orcs can see twice as far as humans in conditions of dim light.
Battle Rage: Orcs long ago learned how to harness the ferocity that dwells within their fierce hearts. This ability functions exactly as a barbarian’s rage, except for the differences noted below.
The orc may rage only 2 rounds per day. If the orc belongs to a class that already allows access to a rage-like ability (such as the barbarian class), the orc’s racial battle rage ability allows him to rage 2 additional rounds per day.
Intimidating: Orcs always treat Intimidate as it was a class skill for them.
Hatred: Orcs receive a +1 bonus on attack rolls against humanoid creatures of the human subtype due their long history of enmity.
Weapon Familiarity: Orcs treat any weapon with the word “orcish” in its name as a martial weapon.
Wolf Empathy: Orcs get a +2 racial bonus on all Handle Animal and Ride checks against Wolves of any kind.
Languages: Orcs begin play speaking Common and Orcish. Orcs with high Intellect scores can choose from the following: Goblin, Low Common, Taur-ahe and Zandali


the german edition came out, as Oliver said, just a month after the english release. Not in February after many delays! There can have been errors and typos, it's normal. But, the amount of these in the first print was HUGE! Btw i don't wanna argue with you. I still want to support your work and buy your books.


massimo cranchi wrote:
* Omega999 is a post as the first one. Strangely, you dont' talk of the best selling Second Edition of the Corebook (and that we have corrected all the errata of the first editions, why not?). So why you are talking about something that it's not on the market since June 2010 because it was sold out in about 6 months?? The rest is correct. We are willing as you to publish more than now, but sometimes you'll have to consider the market and how it replies to your new products.

I'm talking about it it because I WAS ONE OF THE PEOPLE WHO PREORDERED IT and received a book full of errors(50€ are money!!). And I also bought the second edition of the book to support your work!

and i just told the truth. I never said that your work isn't well done or just insulting you for nothing. Just said the truth in my point of view.


I'm also a Italian Pathfinder GM. The only problem with wyrd edizioni was the first printing of the Core Rulebook that was HORRIBLE and full of errors, typos etc.. The Bestiary was near a perfect book. Ok there have been some problems with Wyrd's promises(the GMG was scheduled for December, never came out and was skipped for the Advanced Player's Guide, I hope we will see it in italian too)


here are some new races: the Half Ogre and the Forest Troll

Half Ogre(Mok’nathal) Racial Traits
+2 Strenght, +2 Spirit, –2 Charisma: Half Ogres are powerful and wise like their progenitors, but they’ve been isolated for many years.
Medium: Hal Ogres are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Hal Ogres have a base speed of 30 feet.
Low-Light Vision: Half Ogres can see twice as far as humans in conditions of dim light.
Powerful Build: The physical stature of Half Ogres lets them function in many ways as if they were one size category larger.
Whenever a Half Ogre is subject to a size modifier or special size modifier for a Combat Maneuver Bonus or Combat Maneuver Defense (such as during grapple checks, bull rush attempts, and trip attempts), the Half Ogre is treated as one size larger if doing so is advantageous to him. A Half Ogre is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as grab or swallow whole) can affect him.
A Half Ogre can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefts of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.
Mixed Blood: Half Ogres count as both Orc and Ogre for any effect related to race.
Thick Skin: Half Ogres receive a +1 natural armor bonus.
Languages: Half Ogre begin play speaking Common and Low Common. Half Ogres with high Intellect scores can choose from the following: Goblin, Orcish, Taur-ahe and Zandali.

Forest Troll Racial Traits
+2 Strenght, +2 Spirit, –2 Intellect: Forest Trolls are powerful and adept at voodoo magic, but their primitive culture has not allowed for much intellectual stimulation.
Medium: Forest Troll are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Forest Trolls have a base speed of 30 feet.
Low-Light Vision: Forest Trolls can see twice as far as humans in conditions of dim light.
Expert of the wild: Forest Trolls receive a +2 racial bonus on Acrobatics check and always treat Acrobatics and Survival as they were class skills for them.
Thrown Weapon Training: Forest Trolls receive a +1 racial bonus on attack rolls made with a thrown weapon.
Troll Healing: Forest trolls heal twice as quickly as normal (they heal 2 hit point per hid die after a period of rest). Once per day, as a move action, a Forest troll can gain Fast Healing 1 for a number of minutes equal to the Jungle Troll’s Stamina Modifier.
Languages: Forest Trolls begin play speaking Common and Zandali. Forest Trolls with high Intellect scores can choose from the following: Goblin, Low Common, Orcish and Taur-ahe.


here are the Jungle Trolls!

Jungle Troll Racial Traits
+2 Agility, +2 Spirit, –2 Intellect: Trolls are wiry, quick and love voodoo magic, but their primitive culture has not allowed for much intellectual stimulation.
Medium: Jungle Troll are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Jungle Trolls have a base speed of 30 feet.
Low-Light Vision: Jungle Trolls can see twice as far as humans in conditions of dim light.
Expert of the wild: Jungle Trolls receive a +2 racial bonus on Acrobatics check and always treat Acrobatics and Survival as they were class skills for them.
Thrown Weapon Training: Jungle Trolls receive a +1 racial bonus on attack rolls made with a thrown weapon.
Troll Healing: Jungle trolls heal twice as quickly as normal (they heal 2 hit point per hid die after a period of rest). Once per day, as a move action, a Jungle troll can gain Fast Healing 1 for a number of minutes equal to the Jungle Troll’s Stamina Modifier.
Languages: Jungle Trolls begin play speaking Common and Zandali. Jungle Trolls with high Intellect scores can choose from the following: Goblin, Low Common, Orcish and Taur-ahe.


I personally hate those blue goats XD
i don't like how the story was developed after the end of the Frozen Throne, the MMO ruined something like ...half the Lore of WoW's Universe.


I'm working on the races I Need.
I will set my campaign after the Frozen Throne. So i will not work on the Worgen and the Draenei.


Here is the Tauren :D

Tauren Racial Traits

+2 Strenght, +2 Spirit, –2 Agility: Tauren are incredibly powerful and in tune with spirits, but they lack grace.
Medium: Tauren are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Tauren have a base speed of 30 feet.
Powerful Build: The physical stature of Tauren lets them function in many ways as if they were one size category larger.
Whenever a Tauren is subject to a size modifer or special size modifier for a Combat Maneuver Bonus or Combat Maneuver Defense (such as during grapple checks, bull rush attempts, and trip attempts), the Tauren is treated as one size larger if doing so is advantageous to him. A Tauren is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as grab or swallow whole) can affect him.
A Tauren can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefts of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.
Weapon Familiarity: Tauren treat any weapon with the word “Tauren” in its name as a martial weapon.
Natural Weapon: A tauren’s horns are a primary natural weapon, and all adult tauren are profi cient in their use. Tauren horns deal 1d8 points of damage (plus bonus damage from Strength). A Tauren fighting with melee weapons treat the horns as secondary natural attacks(with a -5 penalty on the attack roll) and deal 1d8 points of damage +½ the Tauren’s Strenght modifier.
In tune with Wilderness: Tauren always treat Handle Animal and Survival as they were class skills for them.
Languages: Tauren begin play speaking Common and Taur-ahe. Tauren with high Intellect scores can choose from the following: Goblin, Low Common, Orcish and Zandali.


it was a difficult decision. I could give the +2 Cha becaouse of their frightful appearance, but giving them +2 Cha meant +1hp per hd, +1 Fort. etc...the same as +2 Con. and they are already undead and have many immunities so i stacked with +2 Str/-2 Dex.

I have to translate the other races, and here is midnight, so maybe tomorrow morning i will post them :P

EDIT: add this to the Forsake's undead trait:

• To naturally heal, a forsaken does not require sleep per se, but it needs at least eight hours of inactivity as well as food(in the form of raw flesh, the only thing Forsaken can eat properly)to promote negative energy to heal the forsaken. Like any other creature without regeneration, the Forsaken cannot regrow lost limbs


Ok, you asked for them.... :D

Forsaken Racial Traits

+2 Strenght, –2 Agility: Undeath grants physical power but dulls reflexes.
Medium: Forsaken are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Forsaken have a base speed of 30 feet.
Darkvision: Forsaken can see in the dark up to 60 feet.
Dreadful: Forsaken get a +2 racial bonus on Intimidate checks and always treat Intimidate as it was class skill for them
Undead: Forsaken are undead rather than humanoids. This provides a Forsaken with numerous undead traits:
• No Stamina score. Undead use their Charisma score in place of their Stamina score when calculating hit points, Fortitude saves, and any special ability that relies on Stamina (such as when calculating a breath weapon's DC).
• Immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).
• Immunity to death effects, disease, paralysis, poison, sleep effects, and stunning.
• Not subject to nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Agility, and Strength), as well as to exhaustion and fatigue effects.
• Negative energy (such as from a death coil spell) heals Forsaken, while positive energy hurts them.
• Not at risk of death from massive damage. Unlike other undead, a Forsaken is not destroyed when reduced to 0 hit points or less. Instead, at 0 hit points a Forsaken is disabled. She can perform only one move action or standard action each round but does not risk further damage from strenuous activity. Between –1 and –9 hit points, the Forsaken is dying. She is unconscious and cannot act, but she does not risk further . At –10 hit points, the Forsaken is destroyed.
• Not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can affect Forsaken. These spells return a destroyed Forsaken to her undead life; the Scourge’s curse makes it virtually impossible to bring a Forsaken back to life as the creature she was before she died. Only wish or miracle can accomplish that.
• Forsaken do not breathe, eat or sleep. Forsaken spellcasters still need 8 hours uninterrupted rest before preparing their spells.
Languages: Forsaken begin play speaking Common. Forsaken with high Intellect scores can choose from the following: Goblin, Low Common, Orcish, Thalassian and Zandali.


Yes it is, i'm using the names used in the WoW tabletop RPG released by White Wolf some years ago ^_^.

I edited the post above, added the Wolf Empathy, I forgot to translate it xD


ok, lol thank you :D

btw, here is the Orc! next step: the Tauren

Orc Racial Traits

+2 Stamina, +2 Spirit, –2 Intellect: Orcs are incredibly tought and have noble souls, but they are more likely to follow their passions instead of reason.
Medium: Orcs are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Orcs have a base speed of 30 feet.
Low-Light Vision: Orcs can see twice as far as humans in conditions of dim light.
Battle Rage: Orcs long ago learned how to harness the ferocity that dwells within their fierce hearts. This ability functions exactly as a barbarian’s rage, except for the differences noted below.
The orc may rage only 2 rounds per day. If the orc belongs to a class that already allows access to a rage-like ability (such as the barbarian class), the orc’s racial battle rage ability allows him to rage 2 additional rounds per day.
Intimidating: Orcs always treat Intimidate as it was a class skill for them.
Hatred: Orcs receive a +1 bonus on attack rolls against humanoid creatures of the human subtype due their long history of enmity.
Weapon Familiarity: Orcs treat any weapon with the word “orcish” in its name as a martial weapon.
Wolf Empathy: Orcs get a +2 racial bonus on all Handle Animal and Ride checks against Wolves of any kind.
Languages: Orcs begin play speaking Common and Orcish. Orcs with high Intellect scores can choose from the following: Goblin, Low Common, Taur-ahe and Zandali.


just for dress :D, I've done all the Horde races, and some other races(Mok'nathal, Wildhammer Dwarves and Pandaren for example) but I have to traslate them in English(i'm Italian lol) I'll soon translate them in English and post them here.

BTW, what FIFY means? XD


i've developed my own version of WoW's races, here are the Alliance Races

http://www.mediafire.com/?fq7d621dsg9go0e


Gunslingers: Murlynd loves you! XD


I just found an error on the Powerful Build entry of the Half-Giant:

The physical stature of half-giants
lets them function in many ways as if they were one
size category larger.
Whenever a half-giant is subject to a size modifer
or special size modifer for an opposed check (such as
during grapple checks, bull rush attempts, and trip
attempts), the half-giant is treated as one size larger if
doing so is advantageous to him.

there are no more opposed checks for grapple, trip ect...
shoul become a bonus to the CMB (+2 if I remember well)


just don't allow the Feat in Pathfinder RPG, Smite is very powerful and a fixed amount/day in fine


he should have 5 feats, not just 3 :D


jakoov wrote:
Omega9999 wrote:
Asgetrion wrote:
Looks like Pathfinder is doing very well in Italy, too. :)
yeah! it is! but unfortunately the translator are a bit slow ^^ we just have the Core Rulebook and the Bestiary translated in italian, and Council of Thieves has just started being published

Actually... as translation supervisor, I can attest we are QUITE fast. ^_^

Council of Thieves translation is to be concluded this month, we have most of the Companions ready, the GMGuide is in its "trimming" phase (to avoid breaking the two-page format most of the articles have), tha APG is currently under revision.
The most time-consuming work is what follows the translation: editing and making up.

Anyway, I spent a whole day working at Wyrd Edizioni stand (on saturday) and meeting Sarah Robinson was quite a honor. :-)

The Italian Core Rulebook and the Bestiary sold very well. I think there were very few remaining, on the last day of the con. ;-)

when i said the traslators i meant the whole process of publishing a book, not just the translation itself, sorry for the mistake :)

(p.s. spero di poter comprare presto la GMG e l'APG in Italiano:D )


Asgetrion wrote:
Omega9999 wrote:
Asgetrion wrote:
Looks like Pathfinder is doing very well in Italy, too. :)
yeah! it is! but unfortunately the translator are a bit slow ^^ we just have the Core Rulebook and the Bestiary translated in italian, and Council of Thieves has just started being published
Well, you guys don't just get the rules published in Italian; you get adventures as well! ;) No such luck here in Finland -- we only have D&D (the "classic" Red Box), RQ and Rolemaster (plus some supplements and modules) which were all published twenty years ago! On the other hand, I see it as a major advantage that we had to use the original books; it has helped a lot to improve our English. :)

that's sure but the problem with italian traslations is for my player, not for me i understand english very well, but my players emh.... xD they're not so good at this! by the way even if the APG is not traslated we still use feats and classes from it, but I have to translate them for my players.


Asgetrion wrote:
Looks like Pathfinder is doing very well in Italy, too. :)

yeah! it is! but unfortunately the translator are a bit slow ^^ we just have the Core Rulebook and the Bestiary translated in italian, and Council of Thieves has just started being published

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