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30 posts. Alias of Limeylongears.


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The "send in your submission" button doesn't seem to be working :/


dotting, maybe a female human rouge nympho, wait what?


"Ah, thank you." Trafalgar happily offers his own hand and gives Othoe a strong single shake. "Sadly no. I saw so many people arrive, and few had left, so I was a little suspicious. Who may you two gentleman be," questioned Trafalgar blatantly.


"Well it seems that you are to busy for me directly, so I'll let you get back to your work. Thanks for the ale though." After a few minutes of drinking alone, and soaking up the bar scene, Trafalgar looks around and makes a double check. "Wait, wasn't their a woman in here, but a few moments ago'" he asks to no one directly. I could have sworn there was a woman sitting with that gnome and the other two gentleman. "Maybe I should ask them." Trafalgar walks over and questions the gnome. "Excuse me, two questions; First, my name is Trafalgar and may ask what is your name? Second, wasn't their a woman with you here earlier?"


"The name's Trafalgar. Trafalgar drinks until the mug is half full. I am just inquisitive is all. So what is your name sir?"


Indeed, I just happened to be traveling when I heard word from some folk who said their was this town along the way, so I soon headed here. Who were those three that just left?


So this is Falcon's Hollow, huh? Well, it would be a good spot to stop for the night, maybe I can find somewhere to drink. Trafalgar looks over to his right and sees "The Sitting duck." That works. Trafalgar soon heads inside and takes a stool at the bar ledge. Barkeep, may I have a fresh drink as soon as possible?


Alright, sounds easy enough. I will have mine hopefully real soon, thank you for your time


sounds cool, how often do you wish for posts?

Trafalgar, male human witch

EDIT: Also, could a rakshasa teach someone to be a witch, or just hags and other witches?


So if we have created races, would you like it pm'ed to you, or just posted?


Why thank you very much guys, very helpful.


I was wondering, out of all the classes that have been released thus far, what do you think would be the percentage of each class being taught by either an organization, or school, by highest to lowest percentage (not counting npc classes like warrior or commoner) in a country? I think rogue or fighter would be most common, but that is just me


Whoops, though it said HD, not CR, but your right.


Oh thanks. I know they won't be great at it, but its for fluff. Plus they will have gear to advance their spellcasting stats so they will be adequate I suppose, thank you again


Sorry for the double post, but I have one last question; Since Elder Elementals are combat role, and they have 16 hd, If I gave it 16 class levels in wizard, would it CR increase by +8 or +16" The writing says:

"Classes marked with a “—”increase a creature’s CR by 1 for every 2 class
levels added until the number of levels added are equal
to (or exceed) the creature’s original CR, at which point
they are treated as “key” levels (adding 1 to the creature’s
CR for each level added)."


Why thank you very much


First off, thank you to anyone who provides insight, it is appreciated. Second, can elementals, such as fire air etc, have class levels, and if so, would their stats be altered as if they had the elite array? If so, would their racial modifiers be -10 or -11 respectively, similar to 3.5e?


I'm going to try to remake these guys using the playtest from the advanced players guide, 10 points per each race, and re-post them. I hope they are better balanced out, but if I can't find certain rules, I'll eye ball it (Overwhelming stature is probably 4-8 points I figure). If that seems incorrect for that ability, what do you think your estimate would be

EDIT: I might used advanced, but I am not sure. Which array do you think fits the core races?

EDIT, EDIT: Never-mind, I just saw what their point cost is


EDIT: Huldufolk are just +2 Dex, but also +2 Wisdom cause of child like wisdom.
Ursa offer only +2 strength, but no -2 charisma
Garuda are just +2 dex, but the penalty to strength is gone (realized raptors are actually strong for their weights, so makes sense)
And Batidaens give only +2 bonus to grapple checks.

First post won't let me edit, along with the other posts for some strange reason, don't know why


Good point, the only race that makes sense to have a +4 would be the ursa cause of their dominating size, but if I do lessen it, then the charisma will make sense to get rid of, I think. What do you think "skullkids" would be good at along with dexterity then?


Oh, sorry for not saying what they are like, my bad. Ursa are bear folk, the Batidaens are gibbon based humanoids, the Marleth are descendants of an ancient race that were altered and mutated to a much weaker state similar to the bulbins from Twilight Princess, Huldufolk are basically skull kids, Garuda are raptor (bird) folk. They are, along with elves, humans and half-elves, are the primary races for a world I am making; a world in which magic is scarce and that can only be channeled through magical items. Their is a giant history that I am working on that will explain all this, but that is in due time, I first want to make sure these races are at least balanced compared to these three primary races. The batidaens will probably lose the CMB +2, and instead may possible use a foot as an of hand, but with impaired movement and penalty to acrobatics check while doing so, unless that seems broken as well.


anything to say, good, bad, balanced, etc.?


1 person marked this as a favorite.

So I made these creatures and I was wondering if I could get some feedback such as if they are balanced with the primary races or not. Thank you in advance.

Marleth
Marleth Racial Traits
• +2 Dexterity, +4 Constitution, -4 Charisma: Marlethians are naturally agile and tough, but lack social skills with others.
• Medium: Marlethian are Medium creatures and have no bonuses or penalties due to their size.
• Normal Speed: Marlethians have a base speed of 30 feet.
• Low-light Vision: Marlethians can see twice as far as humans in conditions of dim light.
• Heat Adaptation: Due to their thick hides Marlethians are quite resilient to natural heat. Marlethians receive a +2 bonus on checks against saves from heat dangers.
• Nature Survivalist: Marlethians have an ancient connection to the wild and have natural prowess when it comes towards it. Marlethians receive a +2 bonus on Survival and Ride checks.
• Guttural: Although Marlethians are skilled in physical prowess, they lack skills in communication. Marlethians start with only one language, Guttural; a language which consists of growls, yelps, and bellows. A Marlethian gains bonus languages per every +2 modifier, opposed to every +1 Modifier, but this adds an additional year to their starting age for each bonus language, due to the long extra time to learn the language. Marlethians also can gain bonus languages from the Linguistics Skill, but this requires two ranks for every bonus language. Even if a Marlethian does know other languages, there speech comes off as sluggish, rude, or even as if a low accent.
• Languages: Guttural. Bonus languages: Common, Elven, Goblin, Sylvan.
Adulthood Simple Moderate Complex
20 +1d6 +1d8 +2d6

Middle Age Old Venerable Maximum Age
40 60 80 80+2d10

Gender Base Height Height Modifier Base Weight Weight Modifier
Male 4’ 8” +2d10 113 x 5 lb.
Female 4’ 4” +2d10 80 x 5 lb.

Huldufólk
Huldufólk Racial Traits
• +4 Dexterity, -2 Strength: Huldufólk are naturally agile and much grace, but lack strength due to their small stature.
• Small Size: Huldufólk are Small creatures and gain a +1 size bonus to attack rolls, a -1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
• Fast Speed: Huldufólk have a base speed of 30 feet.
• Low-light Vision: Huldufólk can see twice as far as humans in conditions of dim light.
• Family Mask: Each Huldufólk family has its own mask design that its members have that is a heavily guarded secret. Each mask is made from magically infused wood, carved in a distinct way, and is etched with the family runes. If the runes are spoken the mask will morph and come to life, altering and changing shape to the form the user sees fit. This can provide a +2 circumstantial bonus on disguise checks (it won’t help you on checks to be of greater size or something that aren’t humanoid in shape). The mask also counts as a level 1 magical item for the purpose of channeling spells.
• Forest Walker: Huldufólk naturally blend with the forest, but some say it may because of their natural magic. Huldufólk receive a +2 bonus on Stealth checks while in Forests and receive no damage from natural obstacles in forests, although their movement is still impaired.
• Spirit of the Forest: Huldufólk worship the forest for many reasons, religion, home, and because of the magic. Huldufólk draw magical energy from the forest, and the older a Huldufólk is, the more energy they draw from the forest. Huldufólk who are in a forest, that are of middle age or older, don’t suffer physical stat penalties. Also, when a Huldufólk is within a forest, the bonuses provided from age towards mental stats match the negatives towards physical stats (+2 when Old age category, +3 if Venerable).
• Languages: Sylvan. Bonus languages: Common, Elven, Goblin, Terran.
Adulthood Simple Moderate Complex
100 +4d6 +6d6 +8d6

Middle Age Old Venerable Maximum Age
162 243 325 325+3d%

Gender Base Height Height Modifier Base Weight Weight Modifier
Male 3’ 2” +2d4 33 x 1 lb.
Female 2’ 11” +2d4 28 x 1 lb.

Ursa
Ursa Racial Traits
• +4 Strength, +2 Constitution, -2 Dexterity, -2 Charisma: Ursa are naturally strong and tough, but are also cumbersome and are easily fueled by emotions, which makes them hard to talk to.
• Medium Size: Ursa are Medium creatures and have no bonuses or penalties due to their size.
• Normal Speed: Ursa have a base speed of 30 feet.
• Low-light Vision: Ursa can see twice as far as humans in conditions of dim light.
• Natural Weapons: 2 Claws (1d4 slashing and piercing damage).
• Overwhelming Stature: The physical stature of an Ursa lets him function in many ways as if he were one size category larger. Whenever an Ursa is subject to a size modifier or special size modifier for an opposed check (such as during combat maneuvers), the Ursa is treated as one size larger if doing so is advantageous to him. An Ursa is also considered to be one size larger when determining whether a creature's special attacks based on size (such as improved grab or swallow whole) can affect him. An Ursa 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 benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject's size category.
• Enhanced Senses: Ursa’s senses are extraordinary compared to a human. Ursas receive a +2 bonus onto perception checks.
• Dominating Size: An Ursa is an overwhelming sight, and may are afraid of them due to their size and gruff appearance. Ursas receive a +2 on Intimidation checks.
• Languages: Ursan and Common. Bonus Languages: Elven, Giant, Goblin.
Adulthood Simple Moderate Complex
15 +1d4 +2d4 +3d4

Middle Age Old Venerable Maximum Age
30 40 60 60+1d10

Gender Base Height Height Modifier Base Weight Weight Modifier
Male 6’ 4” +2d12 220 x 7 lb.
Female 6’ 0” +2d12 180 x 7 lb.

Garuda
Garuda Racial Traits
• +4 Dexterity, +2 Wisdom, -2 Strength-2 Constitution: Garuda are naturally agile and perceptive, but are frail and weak creatures.
• Medium Size: Garuda are Medium creatures and have no bonuses or penalties due to their size.
• Fast Speed: Garuda have a base speed of 40 feet.
• Natural Weapons: 2 Claws (1d4 slashing and piercing damage).
• Agile Body: Garuda receive a +2 bonus toward Climb and jump checks due to their natural physiology and form.
• Enhanced Vision: Garuda have incredible vision and sight, and are thus easily to notice things. Garuda receive a +2 Bonus towards Perception checks.
• Languages: Auran and Common. Bonus Languages: Elven, Goblin, Sylvan, Terran.
Adulthood Simple Moderate Complex
12 +1d4 +2d4 +3d4

Middle Age Old Venerable Maximum Age
28 42 55 55+1d10

Gender Base Height Height Modifier Base Weight Weight Modifier
Male 5’ 4” +2d10 85 x 3 lb.
Female 5’ 4” +2d10 75 x 3 lb.

Batidaen
Batidaen racial traits
• +2 Strength, +2 Dexterity. -2 Wisdom: Batidaens are naturally strong and agile, but are very curious and strong-headed.
• Medium Size: Batidaens are Medium creatures and have no bonuses or penalties due to their size.
• Fast Speed: Batidaens have a base speed of 40 feet.
• Agile Body: Batidaens receive a +2 bonus toward Climb and jump checks due to their natural physiology and form.
• Lanky Form: Batidaens are naturally long limbed and legged, which allows Batidaens to easily pin foes. Batidaens receive a +2 to Bonus on CMB checks.
• Languages: Batinese and Common. Goblin, Sylvan, Terran.
Adulthood Simple Moderate Complex
15 +1d4 +1d6 +2d6

Middle Age Old Venerable Maximum Age
33 50 65 65+1d10

Gender Base Height Height Modifier Base Weight Weight Modifier
Male 5’ 8” +2d12 150 x 5 lb.
Female 5’ 6” +2d12 145 x 5 lb.


10-12 fits, thank you very much for your time on this matter


What do you think his level would be, at say, the end of the book? I'm going to add him as an npc that leads his new "devils" in a hidden forest, most likely in the northern forests of Varisia


So after reading this book, a darker take on Peter Pan, I was wondering, if you read the book, what class would this peter most likely started off as. I was debating on rogue/bard because of his agility, connection to magic of nature, and the fact that he seems to be quite skilled in dance and voice mimicry. What do you guys and gals think?

Location

Absalom

About Yul Befine

YUL BEFINE CR 1/2
Male Human Cleric 1
NG Medium
Init +3; Perception +4
--------------------
DEFENSE
--------------------
AC 18, touch 11, flat-footed 17 (+5 armor, +2 shield, +1 Dex)
hp 8 (1d8)
Fort +2, Ref +1, Will +6
Immune fire
--------------------
OFFENSE
--------------------
Spd 20 ft.
Melee Dagger +1 (1d4+1) and
Javelin +1 (1d6+1) and
Scimitar +1 (1d6+1) and
Unarmed Strike +1 (1d3+1)
Ranged Crossbow, Light -1 (1d8)
Cleric Spells Prepared (CL 1, +1 melee touch, +1 ranged touch):
--------------------
STATISTICS
--------------------
Str 13, Dex 12, Con 10, Int 10, Wis 18, Cha 14
Base Atk +0; CMB +1; CMD 12
Feats Extra Channel, Selective Channeling
Traits Reactionary, Strength of the Sun (Sarenrae)
Skills Acrobatics -5, Climb -5, Diplomacy +6, Escape Artist -5, Fly -5, Heal +8, Sense Motive +8, Spellcraft +4, Stealth -5, Swim -5
Languages Common
SQ Aura (Ex), Channel Positive Energy 1d6 (DC 12) (Su), Cleric Domain: Fire, Cleric Domain: Healing, Fire Dart (1d6+0) (Sp), Rebuke Death (Sp), Spontaneous Casting
Combat Gear Scimitar, Shield, Heavy Wooden, Scale Mail, Crossbow, Light, Bolts, Crossbow, Dagger, Javelin; Other Gear Backpack (4 @ 12 lbs), Bedroll, Caltrops, Candle, Chalk, 1 piece, Holy symbol, wooden, Pouch, belt (3 @ 1 lbs), Spell component pouch, Sunrod, Waterskin, Whetstone
--------------------
SPECIAL ABILITIES
--------------------
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Channel Positive Energy 1d6 (DC 12) (Su) A good cleric can channel positive energy to heal the living and injure the undead; an evil cleric can channel negative energy to injure the living and heal the undead.
Cleric Domain: Fire Granted Powers: You can call forth fire, command creatures of the inferno, and your flesh does not burn.
Cleric Domain: Healing Granted Powers: Your touch staves off pain and death, and your healing magic is particularly vital and potent.
Fire Dart (1d6+0) (Sp) 30' Ranged touch attack deals 1d6+0 Fire damage.
Immunity to Fire You are immune to fire damage.
Rebuke Death (Sp) Heal 1d4 damage to creatures at negative HP.
Selective Channeling You can choose whom to affect when you channel energy.

Prerequisite: Cha 13, channel energy class feature.

Benefit: When you channel energy, you can choose a number of targets in the area up to your Charisma modifier. These targ
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
Strength of the Sun (Sarenrae) +1 CHA-based checks during the day.