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Alexander Augunas wrote:
Really? What does it do to justify eight (admittedly mostly weakish) feats for a trait?
Euhm.... Knowledge(Local) let's you indentify humanoid Aliens? I remember a part in Iron Gods where the Ranger(who was from the Mwangi, go figure how he got up all the way to Numeria, we never did) spotted the skeleton of a 4 arm race and got his roll to identify it as a Kashata and got to knew all of it's weak point, the fact it was an alien from space and so on and so forth. And the rest of the party just looks at one another wondering how the f+@@ does one identify ALIENS with the same skill that told us the mayor of the town worked with thugs.
I wouldn't have given much about where they did come from aside from "Doesn't look like anything in this world" but you could tell a lot about their build, strengths, and weaknesses from a skeleton probably.
Mark Seifter wrote:
No fair to people who can't get to your coast!
I think getting an allowance for a battle herald's banner is probably more likely than reallowing use of something in the other hand, though making it more restrictive than Dervish Dance (which disallows weapon and shield specifically) is silly.
...Actually now that I think about it, a Banner is not necessarily a weapon or shield...
If you want to do a little mythic, I believe mythic vital strike helps vital strike a lot. Having two caster companions, making him Large for the battle might be doable, which would give him reach with his falchion. having him spend some of his wealth on retraining HP to max per die might help with survivability. Probably be a good idea to make sure he has some defenses against the party's favorite tricks (not flawless ones, but things to make them work a little harder).
Darius Darrenbar wrote:
Hell's Vengeance might be a good time for this, actually, do you agree? Especially since we now have both a LE and a NE one, a CE Antipaladin would fill out the chaotic side of the "token evil teammate" array.
On a related note, since I was going through the demographics list I made, James, are the religions and ethnicities of all the iconics established? I couldn't find the faiths of a few or the human ethnicities of a couple, especially of the Occult ones (though it's impressive how much information we DO have about them).
Oh, the internal buffer can last between days, unlike Burn?
Also, how free does a hand need to be for gather energy? I know if you're actually holding something it isn't, but what if you have a cestus or a spiked gauntlet, that you just wear?
James Jacobs wrote:
I fought hard to make sure that the young iconic did indeed have the ability score penalties that all young characters have, according to our rules, but in the end kinda had to settle for her being Small, which at one point was not gonna happen either.
I'm pretty sure Ezren and Estra don't have ability mods for being older either, and I know PFS characters made older don't get ability mods.
Speaking of the ability mods for young age (+2 Dex, -2 STR, -2 CON, -2 WIS), do you use those, or did you have input on them? The -2 CON seems a little odd to me, since children tend to be pretty healthy and recover from injuries comparatively well and quickly.
The first kineticist I built was a Hobgoblin Geokineticist, though he was very much a monk-trained striker.
Society characters don't get ability adjustments for age categories, I believe.
Liz Courts wrote:
Wait, who else is evil? I am pretty sure that as of the ACG, Seltyiel was still the only evil one, and I didn't think Mavaro, Estra, Rivani, or Erasmus were evil?
In my opinion, the most "Paladin" thing to do would be to offer to share the things you're carrying if the person really needs them, but to please stop taking them secretly, modulated for alignment of the wizard in question (i.e. if he has evil tendencies, let him know you have your eye on him and will punish him if he gets out of hand)
Monsters with racial hit dice have them because those hit points, saves, and base attack are part of the body's design. A humanoid monster (because other monster types should have their own tables of results) with racial hit dice and no class levels reincarnated as a race with no racial HD would become a level 1 commoner, expert, or warrior, most likely.
It doesn't say that racial hit dice are included in the rules for reincarnate, and not changing those and only changing the ability scores is certainly a valid way to go, but if you change the racial hit dice, the resulting player/creature has more versimilitude as a member of the race they were reincarnated as.
Ross Byers wrote:
There are already the Balisse and Choral angels from Chronicles of the Righteous, and the Dapsara and Iophanite from Inner Sea Gods. They don't seem to be on the list of even Summon Good Monster, though, and there's no Ring of Summoning Affinity for Angels, so they can't be summoned currently aside from religion-based alternate summoning lists and Planar Ally. Of course, Angels are more likely to be amenable to Planar Ally spells than a lot of other outsider types, so that helps cover it.
James Jacobs wrote:
Nirmathas feels slightly celtic to me, do you think that's accurate, or is there something else it ought to feel more like instead?
Older and more experienced Sciapodes usually advance by taking class levels. Many simply take levels in Commoner, Expert, or Warrior and remain in their tribes, but those motivated enough to become travelers or adventurers usually have levels in PC classes. The most common of these classes are Bard, Brawler, Ranger, and Rogue, though particularly combative Sciapodes may become Barbarians or Bloodragers, and some have the mystical or spiritual inclination to become Oracles or Sorcerers.
Alright, I have a rough draft:
Paddlestaff: This weapon resembles a quarterstaff, but each end of the staff is flattened into a paddle to aid in water skimming. It can be used as a simple weapon, in which case it functions as a quarterstaff, but those proficient in the weapon can also use it to deal slashing damage.
Coracle Clog: This enormous shoe is carved from wood and formed into a shape similar to a small boat. A small-sized character can use it as a boat, but it's intended to be worn by Sciapodes to improve their mobility while water skimming. The shape and buoyancy of the clog increase the speed of water skimming by 5', or 10' with a paddle or pole, and give a +2 bonus to acrobatics checks to balance while water skimming.
Racial Feats: Leaping Stomp (Increase range of Giant Stomp attack), Stomp Rebound (Land anywhere within 10' of target after a Giant Stomp attack), Foot Guard (Immediate action to drop and raise the foot as a shield, gaining AC/Reflex at the cost of needing to stand up as a standard(?) action before being able to move), Vaulting Stomp (Requires Leaping Stomp; able to jump a long distance without provoking attacks of opportunity), Swarmstomp (Giant Stomp attack deals full damage to non-flying swarms)
A Snailpeople race would also be pretty cool, but this is medieval bestiary-based. I will keep your advice in mind on keeping low-CR things simple; it's easy to get carried away with all the strange things you can do with an interesting body plan. I may make the footboating a special rule though, a swim speed doesn't quite work...
Anyone have more input?
In connection with the Dog-Headed Men I posted a while ago, I'm trying to build a race of Monopods/Sciapods. I'm thinking low CR but with racial hit dice, like the Panotti from Murder's Mark (which they would be living somewhat near), and probably inclined towards advancing mostly by class levels. The race has a human- or dwarf-like torso and head, but below the waist a single leg and an enormous foot the size of their torso. However, there are some things that I'm unsure about that maybe people more experienced designing monsters could help with:
1: How to handle the move speed? They can only move on land by hopping or springing. Should the hopping be represented by a low move speed but with a speed bonus when running? They will probably have a racial bonus to acrobatics to jump, and I am considering giving them a version of Spring-Heeled Jack's Vault ability:
Bestiary 4 wrote:
Vault (Su) Spring-Heeled Jack can jump up to 20 feet (vertically or horizontally in any combination) as a move action without provoking attacks of opportunity.
2: They also have the ability to use their foot as a boat and float on water, propelling themselves with an oar or staff. Would that be a swim speed, some kind of water walk ability, or a special move type? They can't move very well floating on the surface without a pole or oar, since they would have to crouch down and paddle. Also, should they be able to swim well below water as well? I feel like the foot may be able to work as a kind of fluke for propulsion...
3: Should they have an oversized kick or slam natural attack with their foot? Should their jumping movement include the ability to charge with either a kick or handheld weapons?
4: They probably have some natural armor and good strength, but I am torn on whether their dex should have a bonus. One one hand, they are fairly agile, but on the other, their movements might look kind of awkward.
5: Should they be Monstrous Humanoids, or ordinary humanoids? Or perhaps even some kind of Fey? I am leaning Monstrous, but some humanoids have pretty nonstandard body plans (Merfolk for one).
6: Should there be a mechanical aspect to their habit of resting on their backs with their feet up in the air as an umbrella? Either a weakness they're compensating for or a foot-based defensive ability perhaps?
Any input or feedback more experienced monster designers can offer would be very much appreciated, as it is I am just kind of muddling about with the Panotti and some other CR 1-3 humanoids and monstrous humanoids trying to see what ticks.
We can at least hope that the people of Valenhall have somewhat "gone native" in terms of their lifestyle and have regular interaction or outright cohabitation with native arcadians. I do believe the Vikings in Vinland lived in a much less exclusionary way than a lot of the later settlers. But I'm not a super expert on these issues.
I have a trait that I designed that I am wondering if it should be a feat instead:
Magical Homeleand [Regional]
What do you think? Is it too good for a trait? Would it be more balanced without the wild empathy modification? Currently only NPCs have it so it's not a big deal yet but I wanted to check peoples' opinions.
Probably accurate. More swirling and swiping, less whipping out.
Matthew Morris wrote:
"What this means is that the scorpion whip is normally a light performance weapon with no other special weapon features" means that, like any other light performance weapon with no other special features, the scorpion whip threatens at five feet. I'm not sure how switching between using it as a scorpion whip and using it as a whip works I guess... I would hope, but not assume, that you can choose to use it as a whip whenever you attack, but otherwise it works as itself.