Zorgus

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Hey can anyone here point me at a good form fill-able character sheet that I can use with my Kindle Fire?


I'd like to see a bit of support for this rule set. It seems to be little used any way to make it a bit more workable?


How much should I raise the CR of a haunt if I make it immune to Channel Energy?


Been playing around with the race guide and decided to go Marvel Pathfinder style. I built the following races:

Atlantian:
Atlantian
Standard Race
Humanoid (0 RP)
Subtype (Atlantian)
Medium (0 RP): Medium races have no bonuses or
penalties due to their size. A Medium creature has a space
of 5 feet by 5 feet and a reach of 5 feet.
Normal Speed (0 RP): The race has a base speed of 30 feet.
Low-Light Vision (1 RP): Members of this race can see twice as far as a race with normal vision in conditions of dim light.
Flexible Modifiers (2 RP): +2 Str +2 Con
Amphibious (2 RP): Members of this race are amphibious and can
breathe both air and water.
Natural Armor (2 RP): Members of this race gain a +1 natural armor bonus.
Swim (1 RP): Members of this race have a swim speed of 30 ft. and
gain the +8 racial bonus on Swim checks that a swim
speed normally grants.
Language Linguist Array (2 RP): Common and one chosen human dialect. Members of this race with high Intelligence scores can choose any language (except Druidic and other secret languages) as their bonus languages.
Total RP: 10

Cat Person:
Cat Person
Standard Race (Has Claws so technically not Standard)
Humanoid (0 RP)
Subtype (Cat Person)
Medium (0 RP): Medium races have no bonuses or
penalties due to their size. A Medium creature has a space
of 5 feet by 5 feet and a reach of 5 feet.
Normal Speed (0 RP): The race has a base speed of 30 feet.
Low-Light Vision (1 RP): Members of this race can see twice as far as a race with normal vision in conditions of dim light.
Standard Modifiers (0 RP): +2 Dex –2 Wis +2 Cha
Claws (2 RP): Members of this race receive 2 claw attacks. These are primary natural attacks. The damage is 1d6.
Silent Hunter (2 RP): Members of this race reduce the penalty for using Stealth while moving by –5 and can make Stealth checks while running at a –20 penalty (this number includes the
penalty reduction from this ability).
Skill Bonus (2 RP): +2 racial bonus to Survival skill rolls.
Sprinter (1 RP): Members of this race gain a +10 ft. racial bonus to their speed when using the charge, run, or withdraw actions.
Language Linguist Array (2 RP): Common and one chosen human dialect. Members of this race with high Intelligence scores can choose any language (except Druidic and other secret languages) as their bonus languages.
Total RP: 10

Pym-structs:
Pym-structs
Standard Race
Half-Construct (7 RP)
• Half-constructs gain a +2 racial bonus on saving throws against disease, mind-affecting effects, poison, and effects that cause either exhaustion or fatigue.
• Constructs cannot be raised or resurrected.
• Constructs do not breathe, eat, or sleep, unless they want to gain some beneficial effect from one of these activities. This means that a construct can drink potions and can sleep in order to regain spells, but neither is required to survive or stay in good health.
Medium (0 RP): Medium races have no bonuses or
penalties due to their size. A Medium creature has a space of 5 feet by 5 feet and a reach of 5 feet.
Normal Speed (0 RP): The race has a base speed of 30 feet.
Greater Paragon Modifiers (–1 RP):
-2 Dex +4 Con -2 Cha
Natural Armor (2 RP): Members of this race gain a +1 natural armor bonus.
Spell-Like Ability (1 RP): Shock Shield 1/day. The caster level of the spell is equal to the character level of the user.
Language Standard Array (1 RP): Common; Bonus Languages May choose any human dialect.
Total RP: 10

Saakar:
Saakar
Standard Race
Humanoid (0 RP)
Subtype (Human)
Medium (0 RP): Medium races have no bonuses or
penalties due to their size. A Medium creature has a space
of 5 feet by 5 feet and a reach of 5 feet.
Normal Speed (0 RP): The race has a base speed of 30 feet.
Paragon Modifiers (–2 RP): +4 Str -2 Int -2 Wis -2 Cha
Adaptability (1 RP): Members of this race receive Skill Focus as a bonus feat at 1st level.
Bonus Feat (4 RP): Members of this race select one extra feat at 1st level.
Fearless (1 RP): Members of this race gain a +2 racial bonus on all saving throws against fear.
Illusion Resistance (1 RP): Members of this race gain a +2 racial bonus on saving throws against illusion spells or effects.
Natural Armor (2 RP): Members of this race gain a +1 natural armor bonus.
Spell-Like Ability (1 RP): Enlarge Person (self only) 1/day as a spell-like ability. The caster level for this ability is equal to your character level.
Language Linguist Array (2 RP): Common and one chosen human dialect. Members of this race with high Intelligence scores can choose any language (except Druidic and other secret languages) as their bonus languages.
Total RP: 10

Skrull:
Skrull
Standard Race
Monstrous Humanoid (2 RP)
Subtype (Shape Changer)
• Monstrous humanoid races have the darkvision 60 ft.
racial ability.
Medium (0 RP): Medium races have no bonuses or
penalties due to their size. A Medium creature has a space
of 5 feet by 5 feet and a reach of 5 feet.
Normal Speed (0 RP): The race has a base speed of 30 feet.
Standard Modifiers (0 RP): +2 Dex -2 Con +2 Cha
Change Shape (6 RP): Members of this race gain the following supernatural ability: You can assume the appearance of a Small or Medium humanoid as the alter self spell.
Language Linguist Array (2 RP): Common and Skrull Members of this race with high Intelligence scores can choose any language (except Druidic and other secret languages) as their bonus languages.
Total RP: 10

Witchbreed:
Witchbreed
Standard Race
Humanoid (0 RP)
Subtype (Human)
Medium (0 RP): Medium races have no bonuses or
penalties due to their size. A Medium creature has a space
of 5 feet by 5 feet and a reach of 5 feet.
Normal Speed (0 RP): The race has a base speed of 30 feet.
Human Heritage Modifier (0 RP): Members of this race gain
a +2 to any single ability score of your choice when you
create the character.
Adaptability (1 RP): Members of this race receive Skill Focus as a bonus feat at 1st level.
Bonus Feat (4 RP): Members of this race select one extra feat at 1st level.
Skill Bonus (2 RP): Pick a single profession skill. Members of this race gain a +2 racial bonus on skill checks made with this skill.
Spell-Like Ability (1 RP): Mutant Ability (Sp) Choose 1 first level spell you may cast that spell 1/day as a spell-like ability. The caster level for this ability is equal to your character level.
Language Linguist Array (2 RP): Common and one chosen human dialect. Members of this race with high Intelligence scores can choose any language (except Druidic and other secret languages) as their bonus languages.
Total RP: 10

We will be running a Tier 1-3 Pathfinder Society adventure with one player playing a Human for the control.


I'm trying to come up with three edicts for a Goblin Samurai, I need them to be as twisted and Goblin-like as can be and still fit. Some Humor is accepted.


I sat down and worked on this a few nights ago tell me what you think

Half-Nymph
Half-Nymphs Racial Traits
-2 Strength,+2 Dexterity, +2 Charisma: Half-Nymphs are beautiful and graceful but weak.
Subtype: Humanoid
Medium: Half-Nymphs are medium creatures and do not gain any bonuses or penalties due to their size.
Normal Speed: Half-Nymphs have normal speed for their size and have a base speed of 30 feet.
Low-Light Vision: Half-Nymphs can see twice as far as humans in conditions of dim light.
Dazzlling Beauty (sp): Half-Nymphs may may dazzle a single target as a gaze attack (-1 to all attack rolls for the next round. Usable 3 times per day)
Inspiration (sp): Touch inspires a target for Charisma modifier in rounds adding +1 to all performance skill checks.
Stunning Grace (sp): may use the Daze spell 3 times per day as a Spell-Like ability.
Languages: Half-Nymphs speak Common and Sylvan.
Half-Nymphs with high intelligence scores may choose from the following: Aquan, Celestial, Elf, Gnome, Gnoll, Goblin,Kobold, and Orc.