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RPG Superstar 2012 Top 32. RPG Superstar 6 Season Dedicated Voter, 7 Season Star Voter, 8 Season Dedicated Voter, 9 Season Star Voter. 8,204 posts. No reviews. No lists. No wishlists.

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RPG Superstar 2012 Top 32

Shield Block

Prerequisite: Proficiency in Shields

Benefit: When using a shield, if you are hit in melee, you can use your reaction to add your proficiency bonus to your AC against that attack. If this increases your AC above the attack roll of that attack, it misses you.

What do you think? It's VERY similar to the Defensive Duelist feat, obviously. Should it have a bigger prerequisite?

RPG Superstar 2012 Top 32

Summoning vs. Animating vs. Pet vs. the Help Action.

Discuss. :-P

RPG Superstar 2012 Top 32

1 person marked this as a favorite.

Anyone ever combine Lovecraftian horrors with Xenomorph aliens?

Is this feasible? Lovecraftian stuff is generally madness beyond the human ken, and the xenomorphs have a comprehensible, if horrifying, life history.

RPG Superstar 2012 Top 32

I'll be running a homebrew 5th Edition campaign soon with the following party makeup:

Halfling Urchin Trickster cleric
Human or Elf Sage Knowledge cleric 1/shadowcaster X
Human? Sky Pirate (homebrew background) Swashbuckler rogue
Wood Elf (Urchin? Outlander?) Path of the 4 Elements monk
Aasimar (Sage?) Brontomancer (homebrew arcane school) wizard
Human? Half-elf? (Criminal?) Archfey warlock

So no barbarian, valor bard, fighter, paladin, or ranger.

Is this going to be a problem for the squishies? The two melee-types (monk and rogue) are highly mobile, so they might not be very good at standing between the casters and the monsters. I don't know if the urchin plans on doing melee, but fortunately I think she is the most developed character, so I know she plans on wearing medium armor and using a shield with a decent Dex, so I think she has AC 18-ish at 1st level.

But they might be leaning more towards a caper and infiltration campaign than a hack & slash campaign. Practically every character will have Stealth proficiency or can "borrow" it from the Trickster cleric.

I'm also eager to see what shenanigans will ensue with multiple spellcasters of the same type. 2 clerics mean only 1 has to cast bless, especially at mid- to high-levels when they can get the whole party with a 4th level spell slot.

RPG Superstar 2012 Top 32

Any good shows to watch this summer?

RPG Superstar 2012 Top 32

Who is your favorite fictional or historical character that is also a teller of tales?

Scheherazade? Baggins? Watson? Kvothe? Taliesin? Homer?

RPG Superstar 2012 Top 32

Just for fun, what do you think would be a fun gestalt combo of 5th Edition classes?

Remember that class features of the same name (Extra Attack, Unarmored Defense, Ability Score Increase/Feat, etc.) normally do not stack.

Should we also assume a gestalt spellcaster//spellcaster only gets one pool of spell shots, like multiclassed spellcasters? How about interactions between half-casters and third-casters? Pact magic?

Fighter//Wizards would be fun because of Action Surge and armored mages.

Bard//Paladin//Sorcerer//Warlocks would be fun because of all the Charisma synergies.

Fighter//Rogue would be a fun swashbuckler.

RPG Superstar 2012 Top 32

Anyone have any advice for posting to the GM Guild?

Especially for first time (wannabe) publishers?

Thanks! :-D

RPG Superstar 2012 Top 32

I think this show is based on someone's d20 Modern campaign.

But it a good way.

RPG Superstar 2012 Top 32

2 people marked this as a favorite.


How can I justify or explain why a bunch of different quasi-post-apocalyptic, quasi-Stone Age tribes would be engaged in a constant circum-continental chase/race? Mostly through desert, grassland, and jungles.

They would be using a combination of megafauna (both mammalian and dinosaurs, living and undead (and maybe even golemesque)) with palanquins and outriders on exotic mounts (axebeaks, smilodons (of course!), dino-raptors, bears, horses, etc.). No wheeled conveyances because Stone Age.


1. Weird Religious Rite
2. Weird Migratory Prey
3. Weird Ceremonial Treasure
4. Weird Insane Compulsion (there will be Cthulu-like overlords)
5. Something else is chasing them
6. Weird Ceremonial Reward (rule city-state? Marry royalty?)
7. Chasing mobile source of an aura the chasers need to survive


RPG Superstar 2012 Top 32


I'd want about half a dozen new classes.

Definitely a half-arcane caster or two like the paladin and ranger, like the magus. A de-buffer like a witch or anti-bard. An alchemist-like class (this could possibly be an archetype). A summoner, especially since summoning spells are few and far between. Maybe a tactical fighting class (this might be a fighter or ranger archetype, too.

I would want at least a couple more archetypes for each class. They're built so modularly it's a damn shame they haven't exploited that yet. Just a splat-book of new archetypes would be nice once a year.

A few more feats, backgrounds, and spells would be nice too.

I would like to see feats that let you "break" the rules in nondisruptive ways, like a feat that let you sneak attack with spells (or at least cantrips), a feat that would allow you to ignore the Concentration requirement for a single chosen spell, a feat that let you to treat weapons as if they have the finesse quality (and thus allow you to sneak attack with them)--or even the ability to select a weapon and add qualities to it. I also think it would be neat if there was a way to make some unaugmentable spells augmented with higher level spell slots. Or a way to make some of the vanilla cantrips improve with character level; for example, granting shillelagh a cumulative +1 bonus to attack and damage at levels 5, 11, and 17, or making mage hand stronger at levels 5, 11, and 17. Stuff like that. Maybe a way to cast a cantrip with a casting time of 1 action as a bonus action a number of times per day equal to your proficiency bonus. I would also like to see more feats that grant a +1 to a mental stat along with some additional benefits. Even a feat that grants you +1 to Intelligence, Wisdom, or Charisma and proficiency with a single skill of the associated ability score.

I would like to see more backgrounds, if only because I have difficulty homebrewing the "narrative empowering feature" that most backgrounds have.

When it comes to spells, what I'm really interested in are "counters" that use a reaction to cast them and are used to interrupt or disrupt an opponent's action, such as using a reaction to trip an opponent or make them drop their weapon or wand or parry an attack against an ally.

I think it would also be fun to do more exciting things with Inspiration.

I know a lot of this can just be homebrewed, but it would be nice to see what else is out there.

RPG Superstar 2012 Top 32


So I'm reading this collection of short stories, and while I know they're supposed to be weird, none of the endings make any sense to me.

So far, they all have good characterization, detailed world explanations, a story that seems to be going somewhere, and then they all just kind of peter out and end vaguely.

I'm left hanging, asking myself "what just happened? DID anything happen?"

What am I missing?

Am I just out of practice reading short fiction?

RPG Superstar 2012 Top 32

If you had to pick 12 guilds to rule your city, what would they be?

RPG Superstar 2012 Top 32

The set design for this movie was amazing!

And it's set in Buffalo!!!!! :-D

And except for the mud, it looks a lot like modern day Buffalo, too. Really great spaces, amazing details. We have a lot of old mansions all over the place. A lot are at/near their original condition. We even have a secret castle.

I've never really enjoyed a movie so much because of the set design.

RPG Superstar 2012 Top 32

Why do some GMs think it is acceptable to mess with divine casters?

Tonight I didn't die--I had all my class features stolen from me.

It was in Rise of the Rune Lords.


A BBEG had a prisoner of my cleric's religion. We had nearly wiped out all the BBEG's minions, so she said she would kill the prisoner if we didn't stop fighting. She didn't seem trustworthy, so we didn't stop fighting. The BBEG killed prisoner. Then my goddess abandoned me. Which made me unable to heal my allies or raise the prisoner or remove the rogue's blindness.

Why is acceptable to arbitrarily remove the powers of divine casters, but no other class?

The GM made a "concession" and "let me" sacrifice a level to atone. So now I'm a level below the rest of my party for no reason. No one else lost a level or lost all of their class features (spellcasting AND domain abilities AND channeling).

This happened in a 5th Edition conversion of RotRL and we were deep in a dungeon, so there were no other clerics available. We also all thought it was going to be the final session of the campaign, especially since our gaming hosts will be unavailable for several months due to personal reasons beyond their control.

Otherwise, I probably would have walked away from the table tonight.

I usually enjoy playing support classes and healers, but after tonight, I'm never going to play a class where "role playing" DM fiat can be "justified" in messing with my character.

RPG Superstar 2012 Top 32

I'm making an emergency back-up to my NG hill dwarf acolyte Life cleric of Desna 13 in a RotRL 5th Edition conversion.

He's going to be a CN dark elf criminal college of lore bard 11/Great Old One-pact warlock 2.

I want him to primarily be a buffer and de-buffer, with some healing and battlefield control, and of course ranged striking via eldritch blast.

My warlock spells will dissonant whispers, hellish rebuke, and hex.

What are some good non-Concentration spells to select?

I already plan on gaining bless, counterspell, Evard's black tentacles, and mass healing word via Magical Secrets. The first 2 I'm definitely getting. I'm also considering circle of power.

Any suggestions?

AC 15, 81 hp, 8 16 13 10 12 20.


RPG Superstar 2012 Top 32

I'm trying to figure out how useful these spells are in play.

Blade ward uses your action to get resistance against b/p/s for 1 round. So, is it only useful when you can't Dash or Disengage and can't do anything else? Like when taking the Dodge action has proved ineffective?

The only time I can imagine using truestrike[I] is when you have a special attack option with limited uses. So, instead of swinging twice and possibly hit twice, you would use True Strike the round you used a fancy attack, like [I]chromatic orb, that has limited uses.

Am I right?

Are there any worthwhile bonus action spells on the spell lists that grant blade ward and truestrike? Or are they particularly good for sorcerers with the Quicken Spell metamagic secret?

RPG Superstar 2012 Top 32

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Does anyone else remember Bargle from the old Red Box Basic Set?

I want to use him in my 5th Edition homebrew campaign as a cult leader.

I'm thinking of going either straight-up wizard (maybe Enchanter?) or a warlock/sorcerer.

Any thoughts or ideas?

The PCs are starting out at 1st level. I kind of want him to be a recurring villain, so I really need to build him to be really really good at escaping.

I want him to be a threat, I want the PCs to hate him and love hating him, but I don't want him to kill all of the PCs. I'm kind of concerned that even 1st level spells can one-shot 1st or 2nd or even 3rd level PCs.

RPG Superstar 2012 Top 32

My cleric is now 13th level, and I gotta be honest with ya, I'm not impressed with the high level spells.

For example, I have access to Conjure Celestial but there are only two choices: Pegasus and Couatl. Unless there is another CR 4 or less celestial I don't know about.

Firestorm does approximately the same damage as a fireball, and that's not even my character's schtick, anyways. I've barely used my 5th level spells (except contagion and greater restoration), and the 6th and 7th level spells seem odd. Heal is nice, obviously, but I've only used it once or less.

I think next session I'm going to try a 7th level spiritual guardians. 7d8 damage per round for 10 minutes? Wow.

Is that the way 5th Edition spells are supposed to be used? Boosting lower level spells instead of being amazed by the baseline higher level spells?

RPG Superstar 2012 Top 32

Does 5th Edition need NPC classes?

In particular, for henchmen? In a campaign with only 2 or 3 players, giving each PC a henchman can really round out a party. NPC classes in PF and 3.X excel in that role. They're simple to run and don't outshine the PCs.

RPG Superstar 2012 Top 32

Can he?

RPG Superstar 2012 Top 32

In PF, a horde of 1st level ninjas have a BAB of +0, but a single high level ninja has a BAB of +15 (possibly 20 if gestalt).

In 5E, low level ninjas have a proficiency bonus of +2, and high level ninjas have a proficiency bonus of +6 (maybe +9 with 30 monster levels).

Does that seem right to you?

RPG Superstar 2012 Top 32


Are there any guidelines for advancing 5th Edition monsters? Besides just rebuilding its AC, hit points, attacks, damages, save DCs, proficiency bonus, for the new desired CR?

For Example:
I want to advance a CR 4 banshee to CR 6 or 7.

Any suggestions?

RPG Superstar 2012 Top 32


I'm going to be running a steampunk/Dying (not)Earth campaign. How soon is not too soon to give the PCs their own airship?

It will be lighter-than-air a phlogiston-lifted dirigible with spring-powered propellers.

Also, what is the best way to reduce the number of crew needed? DM fiat? They usually need a crew 10, but I'll only have 4 or 5 PCs.

RPG Superstar 2012 Top 32

Hi all!

I got roped into running our World Serpent Inn campaign again. Our next session is the Sunday after St. Patrick's Day, so I thought that could be a theme.

Obviously, a leprechaun will be involved. I made a CR 7 version of one.

I might use a banshee too. And probably sprites, too. Maybe. I'm also considering a fomorian, but they're CR 8.

Any other ideas? Sessions are usually around 6 hours long. The PCs turned 6th level last session, so they probably won't level up this session.

PCs are a human paladin (Oath of the Ancients), half-elf warlock Pact of the Fey with sprite familiar, Halfling shadow monk, and tiefling black draconic sorcerer.

RPG Superstar 2012 Top 32

So, I'm going to be running a steampunk campaign, and I was wondering if I should make "technology" elementals, like gravity, force, speed, magnetism, electricity, etc.

And if so, how many and which ones?

RPG Superstar 2012 Top 32

Do you think the disadvantages of being a Small and Slow race (lack of heavy weapon use, reduced speed) are worth the benefits?

I've only seen a halfling monk in action, and the player is really enjoying it.

RPG Superstar 2012 Top 32


I might want to introduce higher denomination coins into my 5th Edition campaign. I doubt there will be a lot of them, but they might actually work for fluff, flavor, and McGuffins.

1 mithril piece = 100 gp.
1 adamantine piece = 1000 gp.

Is 1 pound of mithril worth 500 gp?
Is 1 pound of adamantine worth 5000 gp?

I actually want an NPC to steal a quote from The Liars Key:

The NPC asks the PC: "Do you want this coin or the best advice I've ever had?"

"Always take the money," is the advice if the coin isn't selected.

RPG Superstar 2012 Top 32

There are a lot of spells that affect "a target you can see."

Does this mean blind spellcasters (or those effectively unable to see due to darkness, mist or fog, invisibility, stealth) cannot use those spells?

RPG Superstar 2012 Top 32

On the Astral Plane, a character has a speed equal to his Intelligence score multiplied by 3. Does a barbarian's or monk's bonus to speed get added to this when on the Astral Plane?

RPG Superstar 2012 Top 32

Has anyone else done this:

A world similar to the Hollow Earth (with all the activity occurring along the interior of the sphere, so you can see the opposite landmass overhead; gravity is directed away from the center of the sphere and towards the interior surface of the sphere), but instead of it being an earthy sphere, it's a watery sphere.

So the "sky" is actually the same body of water you're swimming in, just on the opposite side of the sphere?

I just thought of this. I plan on running a "flying continent" campaign, and originally it was just going to be spinning above a regular flat ocean, but then I thought of this.

But how would the sun work? In most Hollow Earth-type worlds, there is a sun or other light source in the very center. I don't want that. I want a regular sun and a regular moon.

Could the sun and moon just float through the waters of the "sky?"

The campaign is going to have lots of airships and flying mounts and carpets, etc., already. Should the sun and moon be places you can journey to?

Or should I reserve this idea for a different campaign? One where floating armadas, cities, and (volcanic) archipelagos light up the (eternal?) night like stars?

RPG Superstar 2012 Top 32

I have to (I mean get to) run another session of our World Serpent Inn campaign.

The World Serpent Inn is the bar version of Sigil, essentially.

So it's basically a one-shot adventure.

the Party:

The PCs are 5th level, near the cusp of 6th.

Half-elf Fey Pact warlock. Mostly ranged damage via eldritch blast and hex, with sleep as a finisher.

Halfling Shadow monk. Can ki nova to do 4d6+20 damage!

(Human?) Oath of the Ancients paladin. I think sword & board.

Tiefling (Red?) Draconic sorcerer. He missed last session.

So anyways, what are some fun monsters to run? The last session was kind of an Inuit city with lots of ice and snow creatures, and ended up on Mechanus with lots of light-based creatures.

So I want to run something completely different.

Another caveat: I'm planning a steampunk/Dying Earth-type campaign (picture Sherlock Holmes & Conan the Barbarian flying on an airship, while battling pterodactyl-riding yuan-ti cultists of Cthulu). So I want to avoid those tropes as well!

So, any suggestions for fun CR 4 through CR 6 encounters for a one-shot adventure?

RPG Superstar 2012 Top 32


I ran a session today for our emergency World Serpent Inn campaign, and my players talked themselves out of a big set-piece battle AND a whole dungeon!!!! With custom-made monsters!


At least I have some set pieces for my next campaign....

The details:

This is for a 5th Edition campaign.

For one set piece, it took place in a city of ice and ivory. The Ice Queen is a white half-dragon medusa, replacing petrifying gaze with am icy glare, that turned targets into ice instead of stone. She had ice mephit minions. Her throne is carved from a block ice and sat upon a bearskin rug (a rug of suffocating). The icy floor was crystal clear, and revealed pearl divers (the water was warmed by remorhaz eggs) and a pair of merrow.

The battle was going to have the mephits harry the PCs while the half-dragon medusa blasts and glares and ray of frosts. I gave the mephits grease instead of fog cloud. The ice medusa also had the ability to weaken ice, so the merrow could break through the ice and throw their harpoons at the PCs.

The second dungeon of the night had a bunch of LN folk (lumi & visilights from the 3.5 MM3 and a boosted spectator with 6 eye stalks and legendary actions. They bypassed the whole dungeon by playing a single match of Texas Hold 'Em. The PCs were supposed to rescue a notorious luckmonger, and they convinced a judge that if the judge won a hand of poker, the luckmonger was innocent of breaking the law of averages. I played the judge, a player played the luckmonger, and I got a full house.

This never happens in real life.

Also, why do I always roll better when I DM?????

RPG Superstar 2012 Top 32

Is there a comprehensive list of languages for 5th Edition?

RPG Superstar 2012 Top 32

Hi! I really hate characters rolling on random tables. Is there any alternative to rolling on the 5th Edition Sorcerer's Wild Magic Surge chart?

RPG Superstar 2012 Top 32


You excel at constructing and using magic items.

At 2nd level, you gain the ability to use your downtime craft common magic items. The number of gold pieces worth of construction cost you can spend per day is equal to 25 x you level in this class.

Magic Formulae
Beginning at 2nd level, you learn the magic item formulae for 2 common magic items. At 3rd level, and every level thereafter, you learn 1 magic item formula for a magic item you are high enough level to craft. you can learn and use magic item formulae that require spells that are not on the wizard spell list.
You can learn and use magic item formulae that require spells that are not on the wizard spell list.
These magic item formulae are in addition to any other magic item formulae you discover through normal adventuring and research.

Magical Artisan
At 2nd level, and again at levels 6, 10, 14, and 18, you gain proficiency in one type of artisan tools of your choice.

At 2nd level, you learn the mending cantrip. If you already know the mending cantrip, you learn an additional wizard cantrip of your choice.

Enchant Item
At 6th level, you learn how to enchant armor, weapons, and other items with fleeting magical power. Doing so takes 1 hour, and you can enchant a number of items during that hour equal to your Intelligence modifier (minimum 1). Items you enchant remain enchanted as long as you maintain concentration (as if you were concentrating on a spell), up to a maximum duration of 1 hour per level you have in this class. You can concentrate on the enchantment of a number of items equal to your Intelligence modifier (minimum 1 item). A creature must attune itself to an item enchanted by you to gain its benefits.

If you choose to enchant a suit of armor or a shield, it grants a bonus to the wearer’s or user’s AC equal to half of your proficiency bonus.

If you choose to enchant a weapon, it grants a bonus to attack and damage rolls made with the weapon (or its ammunition) equal to half of your proficiency bonus.

If you enchant another item that can be worn by a creature, you can grant the item the ability to grant one of the following abilities to its wearer or user:
A bonus on saving throws equal to half your proficiency bonus.
Advantage on saving throws of a single ability score chosen by you.
A bonus on ability checks equal to half your proficiency bonus.
Advantage on ability checks of a single ability score chosen by you.
A bonus to speed equal to 5 x your proficiency bonus.
Resistance to one damage type chosen by you.
A bonus to AC equal to half your proficiency bonus if the user is not wearing any armor.

You must complete a long rest before you can use this ability again. Alternatively, when you use your Arcane Recovery to gain an additional use of this ability in place of recovering any expended spell slots.

Greater Attunement
At 10th level, you can attune yourself to a number of magic items equal to your proficiency bonus. When making spell attack rolls with a magic item, you can choose to use your proficiency bonus + your spellcasting ability score modifier in place of the spell attack bonus provided by the magic item. When using a magic item that has an effect that allows its target to make a saving throw, you can choose to use your spellcasting DC in place of the item’s saving throw DC.

Wards of the Artisan
At 14th level, you have on advantage on saving throws against the effects generated by magic items. Attack rolls using magic items have disadvantage against you.

RPG Superstar 2012 Top 32

Since it's that time of year again (time to throw out the Xmas tree), and since the Xmas tree effect is no longer a thing in 5E, what are the most fun magical trinkets?

And by magical trinkets, I mean (mostly minor) magic items. Especially ones that grant a character more versatility and can even be a character's calling card without making a character more powerful or messing around with bounded accuracy and the like.

For example, our party's elven rogue has an elven cloak that grants her advantage on Stealth checks. My dwarf cleric in fullplate and a shield as a ring of swimming, so ironically, he doesn't sink like a chunk of iron.

Thanks! :-D

RPG Superstar 2012 Top 32

I'm going to be running a campaign about a city in the clouds.

I think a storm-based genasi might be appropriate for this setting.

Their baseline is +2 Con, 30 ft, Medium size.

For the Storm sub-race, I was thinking about the following:

+1 Dex. Storm genasi are quick as lightning.

Storm Sense. Storm genasi can see through clouds and mist without impediment. They have advantage on saving throws to avoid being blinded by bright light or deafened by loud noises.

Thunderbolt. When a storm genasi scores a critical hit, they do an additional die of damage, and this additional damage is thunder damage.

Does this seem fair and balanced? I'm also considering giving them thunder, and/or maybe lightning, damage resistance.

RPG Superstar 2012 Top 32

OK, so I got some Xmas money.

What should my fourth 5E book be?

I really prefer crunch over fluff, and I'm about to run a homebrew campaign. That said, do any of the 5E APs (or whatever WotC calls them) have a lot of crunch? How crunchy is the Sword Coast book? Or should I branch out into 3pp material?

Or should I just spend my Xmas money on ska shows and whiskey?

RPG Superstar 2012 Top 32

2 people marked this as a favorite.

I know I have.

There were some really weird critters in 1st & 2nd Edition I haven't seen in a long, long time.

And not just Planescape stuff!

Just the old Monstrous Manual has a lot of goodies in it.


RPG Superstar 2012 Top 32

OK. So I'm really digging the 5e version of the quaggoth for some reason.

I'm trying to decide if I should make a homebrew quaggoth race?

The thing is, my homebrew world isn't going to have much, if any, Underdark. Do you think unalbino quaggoth would be kosher?

The homebrew world has a lot of jungle, and the homebase city is on top of a big, climbable, plant.

Any thoughts?

RPG Superstar 2012 Top 32


Just found out the 11th level barbarian cannot make it tomorrow. If needed, what would be the best Planar Ally my NG hill dwarf cleric 11 of Life dedicated to Desna can call?

I'm also on "friendly" terms with a balor-succubus. It's for RotRL, converted to 5E, book/part 6.


RPG Superstar 2012 Top 32

How would cities treat teleportation circles?

Would they be pretty laissez-faire? Have guards? Special magical guardians? Have them locked down some how? Have them all in one place? Would just wealthy merchants use them? And mages, of course.

Would they be considered security threats? Escape routes? Trade and exploration and news sources?

RPG Superstar 2012 Top 32

I'll be starting a new campaign relatively soon, and here are two house rules I am considering.

1. PCs get a number of inspiration equal to their proficiency bonus.

2. PCs will begin with a "knack," which will be roughly equivalent to half a feat.

Do these sound like fun and not-overpowering optional rules?

RPG Superstar 2012 Top 32

1 person marked this as a favorite.

I'm currently struggling through Mistborn: The Final Empire and tried reading Elantris a while ago.

What am I missing? I should really be liking Mistborn. It's a magical superhero heist. I love capers. I'm loving the Allomancy, particularly the Magneto-bits and physical and sensory boosts.

Is it the lame characterizations and even lamer names?

RPG Superstar 2012 Top 32

WTF genre is this??? Feudal dieselpunk post-apocalyptic wushu?

RPG Superstar 2012 Top 32

1 person marked this as a favorite.




Path of the Bloodrager
Bloodragers combine arcane power with physical might.

When you reach 3rd level, you augment your martial prowess with the ability to cast spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the sorcerer spell list.
Cantrips. You learn two cantrips of your choice from the sorcerer spell list. You learn an additional sorcerer cantrip of your choice at 10th level.
Spell Slots. The Eldritch Knight Spellcasting table show how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
Spells Known of 1st-Level and Higher. You know three 1st-level spells of your choice, two of which you must choose from the evocation and transmutation spells on the sorcerer spell list.
The Spells Known column of the Eldritch Knight Spellcasting table shows when you learn more sorcerer spells of 1st level or higher. Each of these spells must be an evocation or transmutation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
The spells you learn at 8th, 14th, and 20th level can come from any school of magic.
Whenever you gain a level in this class, you can replace one of the sorcerer spells you know with another spell of your choice from the sorcerer spell list. The new spell must be of a level for which you have spell slots, and it must be an evocation or transmutation spell, unless you’re replacing the spell granted at 8th, 14th, or 20th level.
Spellcasting Ability
Charisma is your spellcasting ability for your bloodrager spells, since the power of your magic relies on your ability to project your will into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a bloodrager spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier.
Spell attack modifier = your proficiency bonus + your Charisma modifier.

Rage Mage
At 3rd level, you can cast spells while you are raging. While raging, you add the additional damage you cause while raging to the damage of any spell that you cast. You have advantage on Constitution saving throws to maintain Concentration on spells while you are raging.

War Magic
Beginning at 6th level, while raging, you use your action to cast a cantrip and you can make a one weapon attack as a bonus action.

Blood Magic
Beginning at 10th level, while raging, when you damage an opponent with a spell, you have advantage on attack rolls against that opponent until the end of your next turn. While raging, when you damage an opponent with a melee weapon, that opponent has disadvantage on the saving throws of any spells you cast against it before the end of your next turn. You may apply your Brutal Critical ability when you score a critical hit while making a spell attack roll.

Eye of the Mage Storm
Beginning at 14th level, while raging, you have advantage on the saving throws of spells cast by you or your allies. While raging, you have resistance to the damage caused by spells cast by you or your allies.


Path of the Marauder
Marauders excel at ambush tactics and using mobility in melee combat. You use hit and run tactics in combat, using your speed and grace in the fury of battle.

Ambush Run
Starting when you choose this path at 3rd level, you charge into the thick of combat, using your momentum to add force to your blows. When you attack with a melee weapon or a thrown ranged weapon, you add 1 to the damage roll for every 5 feet you moved on your turn before you made that attack.

Marauder’s Grace
At 6th level, your speed increases by an additional 5 feet and you gain proficiency in Dexterity (Acrobatics) and Dexterity (Stealth) checks. You gain the additional damage from raging when using your Dexterity modifier to make melee weapon attacks.

Blurring Speed
At 10th level, your speed increases by an additional 5 feet. Opportunity attacks against you are made with disadvantage.

Meteoric Strike
At 14th level, your speed increases by an additional 5 feet. When you hit an opponent, you can use your bonus action to Shove that opponent. You have advantage on your Strength (Athletics) check, and if you succeed, you can push your opponent back a number of feet equal to your Strength score (rounded down to the closest multiple of 5 feet).


Path of the Wild Shaper
You can turn into a beast when you rage.

Wild Rager
Beginning at 3rd level, when you enter a rage, you can wild shape as a Circle of the Moon druid of the same level as your barbarian level. At 3rd level, you can wild shape into a beast of CR 1 or less. You remain in your beast form for the duration of your rage.

Primal Rager
At 6th level, you can wild shape into a beast with a CR equal to 1/3 your level in this class. Your attacks in beast form count as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage.

Elemental Rager
At 10th level, you can expend 2 of your daily uses of rage at the same time to transform into an air elemental, an earth elemental, a fire elemental, or a water elemental.

Giant Rager
At 14th level, you can expend 3 of your daily uses of rage at the same time to cause you and any equipment you are wearing or wielding to grow to Large size. Your size doubles in height and your weight is multiplied by a factor of 8. Your reach doubles, as does the number of damage dice of any giant-sized weapon you wield.
You can expend 5 of your daily uses of rage at the same time to cause you and any equipment you are wearing or wielding to grow to Huge size. Your size triples in height and your weight is multiplied by a factor of 27. Your reach triples, as does the number of damage dice of any giant-sized weapon you wield.


Path of the Witch Hunter
Your superstitious nature allows you to triumph against the magical creatures that you hate.

Eater of Magic
Starting when you choose this path at 3rd level, while raging, you can use your reaction to re-roll a saving throw against a spell or other magical effect that you have failed. If you succeed on the second saving throw, you gain a number of temporary hit points equal to character level or CR of the creature that cast the spell or used the magical effect. These temporary hit points persist for 1 minute.

Witch Hunter’s Fury
Also at 3rd level, while raging, you double the extra damage you do while raging against opponents that are capable of casting spells or using other magical abilities.

Beginning at 3rd level, you cannot willingly accept magical aid. If you are the target of a beneficial spell or magical effect that does not normally allow a saving throw against its effects, you must make a Constitution saving throw against it. If you succeed, you do not gain the benefits of the spell or magical effect.

Magic Resistant
Beginning at 6th level, while raging, you have advantage on saving throws against spells and other magical effects.

Spell Sunder
Beginning at 10th level, once per rage, you can use your action to make a single melee attack to end a magical effect. Make a melee attack against an AC of 15 + spell level (or 15 + half the originating creature’s CR for non-spell magical effects). If you hit, the spell or magical effect is dispelled.

Eldritch Endurance
Beginning at 14th level, while raging, you gain resistance to all damage from spells and magical abilities.

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I'm working on a new homebrew campaign, and the homebase is going to be a big gaslight Victorianesque steampunk city. The rest of the campaign is going to be big jungles filled with Cthuluesque cultists and dinosaurs, surrounded by a big Dying Earth/Mad Max desert where barbarians race megafauna instead of jalopies.

What major geographical features should it have?

What major sociological features should it have?

It's definitely going to have airships and clocktowers.


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